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The Southlander goes landscape Boarding Action Free State Regionals Way of the Water Warrior III Empire

Army Prole Kronikalz

The South African Fanzine for Games

The Southlander

Issue 10 July 2009

In this Issue
The Content
Editorials - Page.02 News and Releases - Page.03 The Fractured Archives Kronikalz pt 5 - Page.04 Mark of Chaos Review - Page.06 Primarch Chibi - Page.07 Warhammer Fantasy Army Profile - Page.08 Warhammer 40k Way of the Water Warrior pt 3 - Page.10 Clubs and Stores in the Southlands Free State Regionals - Page.13 Boarding Action 2009 - Page.15 Club Listing - Page.17 Futures - Page.18

The Team
Nic The Emperor of Chaos Kirsten Captain (Editor) Simon sie42 Strehler Deck Officer (Layout and Design) Jan The Penitent Crusader Slazus Ordinance Officer (Lead Contributor) Jo "elitist" Kirsten Communications Officer(Sub Editor) Jaap Java Knight van Beest Astropath (Cartoonist) Primarch Chibi Mascot

Links Special Thanks


Luigi Zampeiri Thys van Zyl Terry Walters Sean Martens Download the Southlander at http://the-southlander.deviantart.com Official GW and Supporting Companies http://www.games-workshop.com http://www.forgeworld.co.uk http://www.blacklibrary.com http://www.specialist-games.com http://www.warhammer-historical.com http://www.fantasyflightgames.com Support and Contributors http://www.warhammergenerals.co.za

Submissions
To submit photos, articles, letters and advertisements, mail them to the_southlander_netzine@hotmail.com All photos must be in .jpeg format. All text submissions should be in either .txt or .doc format. Clearly state the game system covered in your article (i.e. Warhammer, Warhammer 40k, Mordheim etc.). Clearly state the title of your article. Clearly state the category of your article (i.e. Battle Report, Army List, Rules etc).

The Southlander - Issue.10 - Jul.2009 - Page.01

Editorials
The Dirge Caster
I present to you, Issue 10. As you may have noticed, we tried out a new layout for this issue. My personal opinion is that it looks awesome and it is much easier to read! The creation of the, yet unnamed, national committee for greater co-operation between the clubs will see us cover progress from Issue 11 onwards. So keep an eye out for it! I am also busy with Project Codex. First up is the Ecclesiarchy and me and JP du Toit is busy working on this fan-based Codex so you all can enjoy fighting with or against a pure Ecclesiarchial force for a change. Enjoy Issue 10! - Nic

And to help you sleep...


When the suggestion was first made to move to landscape, I thought Oh no..., then, Im not quite sure what I thought next, but the idea of increased readability appealed to me. And the fact that with my wide screen I can work on a page without having to scroll to see if what Im doing is falling off the page or not. On a gaming side of things, still working on that conversion, was hoping to have it done for ICON, but its just not going to happen. At least not to the standard I want it done. Until next time, please keep the comments and submissions rolling, thats how we take this zine from A to B, and keep making it better! - Simon

++ SIGNAL:...ESTABLISHED...++ ++TEXT ONLY:++ +(SUCCESSFUL)+ Greetings fellow readers and gamers. This month my calligraphy skills where stretched to the limit with this issue, especially since my formal employment kept me extremely busy with the recent soccer events. Well, one does need finances. Things are starting to get interesting around Southlander HQ. We shall see what the future holds. For now I... con...s...

Sister Dialogus
1. My first tournament. I came second last, had bunches of fun, met interesting people, and learnt a lot. 2. I started to paint my Battle Sisters. It takes forever, is tiring, doesn't look like much, but is also very satisfying. 3. It's holiday!!! (An advantage of being a student and only working part-time...) Need I say anything more? - Jo

++ SIGNAL:...LOST... ++ ++ WARNING ++ ++ IMPERIAL VESSEL DETECTED ++ ++ VISIAL MARKINGS...>SPACE MARINE ++ ++ ...>CHAPTER...++ ++ ...>GREY KNIGHTS ++ ++ ORELLA CLOSED COMMUNICATION ++
The Southlander - Issue.10 - Jul.2009 - Page.02

News and Releases


New Releases
Forge World June 27
Renegade Militia Heavy Stubber Team Mars Pattern Turbo Laser Mars Pattern Inferno Cannon

Tournament Calendar
Upcoming Fantasy Tournaments: JHB Nationals - 12-13 Sept 09 * 3rd Cape Regional - 24-25 Oct 09 * Into the Fray - JHB - Dec 09 Upcoming 40k Tournaments: Dragonfire Bigun - CT - 8-10 August 2009 Cape Town Nationals - 26-27 Sept 09 * The Smaller Bigun - CT 12-13 Sept 09 * means it counts towards national ranking. See www.warhammergenerals.co.za for more information.

Games Workshop July 4


Warhammer 40,000 Expansion: Planetstrike Chaos Bastion Skyshield Landing Pad Imperial Bastion Aegis Defence Line Mines, Bombs and Booby Traps

July 18
Imperial Defence Network Imperial Outpost Imperial Strongpoint Shrine of The Aquila Blastscape Space Marine Ironclad Dreadnought Space Marine Land Speeder Storm Forgefather Vulkan Hestan Korsarro Khan

Landscape
... And in other news, the crew of the USS Gloria has entered the shadow of Mars... No wait. Thats wrong. And in other news! The Southlander has made the move from portrait to landscape at the request of the regular posters on Warhammer Generals So that is what we have done, as you can plainly see. Now the issue is the awesome amounts of open space we have on some pages! Like over there...

Black Library July


Fallen Angels Heart of Rage Gotrek and Felix : The Third Omnibus Fallen Angels poster Horus Heresy poster bundle #2

This space is up to you, dear reader, to fill! Please send us submissions. See Page.01 for details. Too see more information on new releases, head over to www.games-workshop.com
The Southlander - Issue.10 - Jul.2009 - Page.03

The Fractured Archives


Kronikalz at da Weedy Grot Part 5 - Jan "The Penitent Crusader" Slazus
The Southlands. Some say it is the furthest one can be from whilst still be in civilisation, whilst others say you already long passed the border into the wilderness. A land full of wonder and potential, yet unknown and dangerous for the unwary. This is the kind of place where myth and legend still lives, yet the modern age does have a foothold in this primitive-like world. A world where both stone and technology co-exists. The story thus far: After the awkward encounter with Crusader, the traveller was about to take his leave when Claw all the sudden dropped in, literally. Apparently one of the artefacts Emperor has deprived from the Chaos Marauders earlier that evening caused a Bloodletter daemon to manifest in Da Weedy Grot. Although it was clear that Emperor was more than a match for the daemon, it set its sights on the horrified traveller. This is where our story continues. Part 5 Daemon The traveller stood firm, still firing his weapon as he gazed into the gaping maw of his death leaping towards him, claws posed ready to strike. Just as he caught a whiff of the daemons rancid breath, several things happened at once. He felt something grab the back of his tunic and fling him back onto the table, whilst something stepped up alongside and struck the fiend. It was Crusader who dealt a left elbow strike square in the daemons chest which sounded like a thunder strike upon impact. The traveller as able to catch a glimpse of the Bloodletter flying straight backwards, hit the floor and continued to roll back to more or less the same spot where it fell the first time, small electrical currents crackling all over its body and the roar of the impact echoing throughout the building. The smell of charred flesh started to mix with the already sickly scent of blood. As the demon slowly came to its feet, smoke smouldered from its chest and the outer edges of the wound were glowing like embers. It was clear that the daemon was in a daze as it struggled to keep itself upright. Emperor stepped up from behind the counter, a two-handed blood stained serrated sword in his left hand, a Hellblade, a Bloodletters sword. He then drew the twin-sided power broad sword from his side and activated the power source, making the blade burst into a red colour as the raw energy ran along the length of the blade. A white light also started to illuminate the room along with the red glow emanating from Emperors power sword. The left side of Crusader was yet again covered with swirling light patterns. Bright sparks flew as Emperor ground the edges of the two swords together in eager anticipation to continue with the fight. It seemed that the daemon was unsure what to do next. Clearly there was no easy prey and it got severely wounded twice already. With the large fire pit to its right, the twin bladed Emperor to its left and the glowing Crusader to its front, the only clear route was to its back leading to the buildings exit. A clear escape route, that is what any mortal beast would have chosen, but this was not a beast of mere physical flesh. It lived for, and only for, the slaughter. Its mere being is to kill anything and everything, trying to gain favour from the Blood god. The daemon finally made its move and charged towards Emperor with a rough, raspy, bloodcurdling battlecry that could barely be made out as Blood for the Blood god!. Emperor poised himself, ready to strike. The daemon leapt with a howl, bringing up one of its sharp claw-like hands. Just as they where to connect, a boltershot filled the room, followed a split-second later by the daemons head exploding into a red mist. Emperors power sword slashed through empty air as the rest of the daemons body disintegrated into ash like burning paper. That was my kill! Emperor shouted in the direction from where the shot came. The solitary figure standing by the entrance merely responded by holstering his bolt pistol and casually made his way along the balcony. Crusader did not take any note of the newcomer and made his way towards the smouldering pile of grey ash on the stone floor in front of Emperor. As he approached, the Hellblade suddenly burst into a white flame and burned to ash in Emperors armoured hand. You never had a liking for daemons, did you? Emperor remarked and blew the remaining ash from his gauntlet as Crusader knelt by the ash and hovered his left hand over the floor as it trying to feel the heat from a suspected hot surface. It would be wise for you to follow his example, dark-one, the gunman spoke. Stepping into the light of the roaring pit roast fire, the traveller, nursing his bruised shoulder from the violent impact of being thrown onto the table, could clearly make out his features. An average sized human with thin features, also wearing some kind of armour, but very unlike any type he as ever seen. Blue in colour with white trimming, it seemed to be a light type of armour that allowed maximum movement. There was no mistaking the gunmans allegiance with the icon of the Inquisition, clearly visible on the breastplate, and purity seals of red wax securing pieces of sacred text inscribed parchment onto the armour. The traveller also noticed two bolt pistols mounted on either side of the hips and a sword of some kind on the back with the hilt visible over the inquisitors left shoulder. Not wearing a head covering of any kind, the inquisitors facial feature where also clearly visible. Long dark hair hanging loosely on his shoulders, a long, thin, clean-cut face with bright blue eyes protected behind a set of square lensed glasses. Claw!? The traveller jumped at the unexpected call from Crusader. I okay! Claw answered, coming up from underneath the furniture in the far, and mostly undamaged, corner of the room, waiving his mechanical hand in visual reassurance. Would be as kind to prepare some tea?, Crusader asked as he rose from where he was in inspecting the daemon ash, the glowing patterns dimming gradually. Tea?... TEA!? the ork roared, clearly enraged with the request. Only becauzed yoo asked, he finally answered after a short pause and made his way through the wreckage towards the back store. Crusader gave a silent nod to the inquisitor, which was responded to in kind and walked back to his table where the traveller was nervously waiting. The traveller then noticed the inquisitor take something out from one of his leather pouches mounted on his belt and threw a small decorated flask of some kind on the floor, shattering upon the ash. A sweet oily scent started to fill the room, lifting the

The Southlander - Issue.10 - Jul.2009 - Page.04

stench of blood and decay. The inquisitor then turned to Emperor and started which looked like a heated debate on a certain topic. Are you injured?, Crusader asked, totally catching the traveller unaware. Just a bruise. Nothing serious., he responded quickly. I apologize for the rough handling, but I had to get you out of the way. Please, there is no need to apologize. Crusader picked up the manuscripts and parchments from the floor and took his seat again. Hopefully, things will be a bit quieter from now on. Because of the inquisitor? the traveller asked as he pulled up his chair and took his seat. Inquisitional Champion Ghoti, or Sie, as he is known by some. Champion? More like an Acolyte as to a Warrior to his Inquisitor lord, with ties to the Adeptus Mechanicus. I do not know him personally, but he is more acquainted with Emperor. A what?, the traveller asked, confused with the numerous terms Crusader used. Lets just say, Crusader tried to explain, that he has more or less the same authority as an agent of the Inquisition and a technical expert. In his case, electronical. But shouldnt he actually prosecute Emperor instead of socializing with him? I mean Emperor being a Chaos Lord and all. Normally, yes. However, since Ghoti is not his own master, he is under no formal obligation. So, they know each other? They should, since they work together. Huh? Ghoti is his technical expert. He is responsible for compiling the data given and to publish it on the electronic data network. Without him, there would never have been a Southlander datacomposition. So, you mean You are looking at the founding members. Emperor was the one who contemplated the concept of the Southlander whilst

Ghoti was the one willing to compile it electronically. Thanks to the wonder of borderless electronic communication, that was how they met and again due to the data network, there is no need for them to be at the same place at the same time in order for them to do their work. So, you mean he has a part in creating all of this, the traveller said as he stretched out his arm towards the surroundings. Yes. The traveller fell back into his chair, totally overwhelmed by the sheer scope of the world he finds himself in now. He thought it was just some sort of simple board game geeks played in their spare time since they do not have a social life. It was clear that there was much more to this World of War, this Warhammer than what he first perceived. Ill admit things are a bit overwhelming at first, Crusader continued. Most newcomers think they can just acquire a rulebook, a few models, put them together and immediately start playing. The sheer depth of this game even makes it possible that one does not really have to participate in its primary concept in order to be actively involved. However, one is only considered a true wargamer when you do have at least one active army of any kind. Very few have attempted to master everything of this gaming world. Even my knowledge is limited to only a few aspects. Then why bother to participate?, the traveller asked. That is why., the response came from Crusader like a teacher who is proud of his student who answered a question correctly. What? The knowledge of your incompetence. At least, that is my reason. The knowledge of what you know is merely a small part of a really big universe. The concept of a real-life situation of where you think you know the foe you face, only to realise on the field that there was more to them, forcing you to improvise. True, I would not know everything, especially since the game evolves as well, so there are continuously updated or new rules, models and even divisions within the original concept. What are you guys gossiping about? Emperor asked as he approached the table carrying a tray with various cups, tankards and glasses. Just telling the little-one here about Ghoti. Ah, good, good. Here, I brought some drinks. As Emperor placed the tray down in the middle of the table, the traveller noticed some fine, highly decorated porcelain cups sort of standing awkwardly among the less sophisticated vessels. Thank you, Furry-One. Crusader said with a subtle nod. Now, would you care for some tea? he asked the traveller, indicating with an open palm to one of the porcelain cups. Dont mind if I do, thank you., he responded, carefully taking one of the cups with two hands. Do we have any milk or sugar? the traveller asked when he noticed that there was not any brought along on the tray.

Tea is best enjoyed without it. Just like beer is meant to be bitter, so is tea. Am I right, Furry-One? Indeed you are Crusady-One, Emperor replied before taking a long drought from a fresh tankard of fungus beer. The traveller took a careful sip of the warm tea. It was a taste he would not normally associate tea with, but it was not all that bad. Ghoti was also enjoying his cup of tea at the counter, steam still gently drifting from a silver tea pot next to him that also seemed like something one would expect to find in a luxurious, highclass caf, even though the pot is a bit blackened and dented from mishandling. Crusader, on the other hand, was busy cleaning up the spilled ink with a cleaning cloth, one of several he always keeps at hand when at Da Weedy Grot, since it is very common to have the occasional mishap due to the inns atmosphere. As he finished cleaning off the last of the ink blotch from the table and placed the cloth in a leather poach lying on the floor up against the wall behind him, he was just about to say something when a loud screech came from outside, followed by a crash. Oh, no., Emperor and Crusader spoke in perfect unison, Crusader putting his head upon his folded arms on the table and Emperor crushing the already empty wooden tankard into a shower of splinters in his armoured hand. Not tonight, please., came the muffled plea from Crusader. to be continued.

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Book Review - Mark of Chaos - By Anthony Reynolds


Released: Oct 2006 Novel 416pp softback ISBN 1-84416-396-2

The dark forces of Chaos are an everpresent threat to the civilized lands of the Empire. Their regular incursions call for mankind to defend their lives to the last man if necessary. It is a crucible where heroes are made and legends are born! When a young commander is caught up in this carnage of war, he must prove his honour by tracking down and destroying one of the most feared enemy leaders. The actionpacked novelisation of the hit fantasy computer game is set against a backdrop of war on a formidable scale. For anyone who played the PC game, the book is very different, with only a few

similarities! He follows the general storyline, with the main events being the same as in the game, but he adds a lot of detail to what exactly happened in between. Anthony Reynolds did such a good job in writing this in such an action packed way that you have to take a breather after each chapter! Packed with big baddies and courageous goodies, it is little wonder that the battles turn into epic tales in their own right. I recommend this to all fans of the PC game, and Warhammer Fantasy players of especially the Empire and Warriors of Chaos. If you like the up-close-and-personal way of war of the Warhammer Fantasy scene, this book is a must-read for you! Beware the fickle gods of the north. You never know when they will shift their gaze from you

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The Adventures of Primarch Chibi


So the other day I was on my way to Da Weedy Grot for a lekker kuier as I always do. For those of you who dont know, Da Weedy Grot is the best place to kuier by far! Now usually Im not much bothered by anything when Im on my way there, but that day something happened that I couldnt ignore. A few metres in front of my extra super cool Land Speeder, none other than old Inquisitor Drol was on his way to the Grot in his Chimera. For those of you who dont know Inquisitor Drol, he is like the biggest party pooper alive. I nearly decided not to go to the Grot if he went there too. Luckily for me, he passed it and made no attempt to come back. That was when I realised something fishy was up. I decided to follow Drol and see where he was going. After a few minutes I figured out that he must be heading towards Nid Hive. Yes, I think his head is noisy too. For those of you who dont know, Nid Hive is the flat complex where all the Tyranids live. I mean, everybody knows its a bad idea to go there if youre not friends with the Tyranids. And everybody knows Drol cant stand them, let alone be friends with one! So anyways, I decided to play a little trick on him to get him back for all the trouble he makes for everybody. Nobody knows Warhammerville like I do, so I took a short cut straight for Nid Hive. As you all know, us Space Marines arent afraid of anything. When I got there, I checked that Drol was still on his way. As you all know, us Space Marines have like super human senses and stuff, so I was able to see him coming from miles away. So I parked my extra super cool Land Speeder around the corner, grabbed my trusty kettie and headed into Nid Hive. All the Tyranids must have been asleep, because the place was very quiet and nobody was to be seen outside their rooms. So I sneaked my way through the complex. Luckily my super human reflexes and stuff makes it easy for me to sneak around so nobody woke up as I headed for the central chamber where I knew old H.T. the Hive Tyrant slept. Everybody knows that H.T. has a very bad temper and an even worse smelling breath and that waking him up has to be one of the doffest things anybody can do. I knew that Drol would arrive any moment, and if I woke H.T. up before Drol arrived, all hell would break lose when he does get there. I finally reached the central chamber and saw that Drol had actually beaten me to it! He was busy fidgeting with some block and wires or something with buttons and stuff when I got there. He was so busy that he didnt even notice me. Payback! I aimed my trusty kettie straight at H.T.s head and hit him dead centre on the eye. Wow, what a roar! As soon as H.T. got up, he saw Drol. Drol had such a fright that he dropped the blocky thing and started to run for it! Thats when he saw me and headed straight for me! I decided that H.T. would clobber us both, no matter who did what, if he could catch us. So I ran for it. Not that I was afraid or anything, but I just wanted to see what happed to Drol when H.T. caught him! Drol was screaming at me like a madman as we ran. As far as we went, we woke the Tyranids up and soon the whole Nid Hive was after us! Just as I reached the outside and jumped into my extra super cool Land Speeder, I saw Drol speeding away with his Chimera, the turret firing wildly at the swarm following close on his heels. I lost the group following me when I shot passed them and overtook Drol. By the time I arrived at Da Weedy Grot, I had lost sight of Drol and the Tyranids. I sure hope hes okay. Id hate to play such a cool trick on anyone else! Now, wheres my fungus beer?

The Southlander - Issue.10 - Jul.2009 - Page.07

Profile of an Empire Army - Sean Martens


The Old World is a grim place indeed. From the north come fierce mutated warriors clad in steel that specialize in destruction, from the south a green tide of endless rampaging orcs. Somewhere in-between lies the Empire, a place filled with men trying to eek out a living, full of corrupt leaders. Most men have no belly for a fight, and very few are trained with weapons. Yet these men stubbornly refuse yield to the grim forces around them. The Empire army actually matches this background. The army book is full of ordinary choices with just a smattering of a gem here and there, and yet they remain competitive against the trend of more and more powerful armies that we have been seeing. The Empire has two major deities that one can flavour an army out of: Sigmar and Ulric. Sigmar is better represented in the Southern provinces and is the more civilized of the two. Ulric is more of a feral and warlike deity. The units in my army are a mix between the two. This is as a result of not knowing anything about these two when I started and inadvertently picking Sigmar. As I got more involved in the background, my preference started to lay with Ulric. As time has progressed, my colour scheme and model choices has changed to represent the city of Middenheim with support for Kislev. To me, Warhammer is about infantry and my army builds reflect that. The Swordsman is a pretty good deal and my army boasts a unit of 25 with full command, with another unit of 25 waiting to be painted. The Empire Swordsmen are about survival and static combat resolution. They dont do very much damage to enemy units but they help decide battles through weight of numbers. has a good amount of them in their fighting forces. The truth is that they are statistically the worst infantry choice available to the Empire player. Nonetheless, mine are painted and also often end up going to war despite the theory, and often do the job better than expected. In fact, they were rewarded with a new paint job on the standard bearer after a spate of successes. One of Empires strengths is the detachment rule, and Ive engineered a rather odd formation for my detachments. At one time my three by three detachments were jeered, but as time passed, Ive seen many people adopt the concept, even internationally. It's flexible, and using Swordsmen in this role makes them durable to ensure they keep doing their job from turn to turn.

Pictured here are my Teutogen guard models. I have 24 of them and they are used as my Greatswords. I prefer them to my actual Greatsword models as they are better models and they also allow me to represent Greatswords with Ulric flavoured models. Greatswords form a great anvil unit and many of my builds rely on them for exactly that job. The Empire can field a hammer unit of infantry, and that would be Flagellants. I have 30 of them, but they do not often see the light of day, with most of the newer armies sporting some sort of Always Strikes first ability. When I do use them, it's never in units less than 24, otherwise their Martyr special rule is much harder to actually use. This unit is also poorly painted, adding to my reluctance to use them. The Empire has very well priced knights that are best described as very durable. They make rather weak hammers, but are

The 7th ed Empire book waxes lyrical about how the Halberdier is the staple of the Empire forces and that every elector count

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good enough when you combine them with infantry. My collection started out with a unit of five Knights Panther. I managed to expand this to 10 before they removed the models from their stores. I also have a unit of 7 Knights of the White Wolf. Both knightly orders are based in Middenheim, and thats a lucky coincidence for me, because both were a fairly early purchase.

The Empire has a very solid line-up of warmachines, from the lowly Mortar to the feared Rocket Launcher; and I have two of

glue. I have a lot more character models than displayed here. Once again, the Ulric and feral theme is evident among the footsloggers.

each excepting the Rocket launcher. I very rarely field more than 3 machines in a typical game though, but variety is the spice of life. There are some southern city characters, and the most notable is Archie on his pope mobile. The pope mobile is a conversion from the very old, but silly looking War Altar model. Its been modernized somewhat, but the old priest model from that model remains intact. - Sean

I use my knights as support for my infantry rather than a standalone unit, and this philosophy works well. Almost nothing in the Empire army works well on its own.

Other mounted support comes in the form of fast cavalry. I have both Outriders (seen above) and Pistoleers. Both of these options are fairly high quality units and for their jobs outshine most other options in the Empire army. They are very fragile, but thats not unlike other armies' fast cavalry. I prefer Pistoleers. They do sacrifice some firepower, but what they lose in that department, they gain in the cat-and-mouse game I like to play.

Also a warmachine, but deserving of its own section, is the much feared Steam Tank. As you can see from the picture, Ive removed the main cannon. This was done at a time when it was actually an option, but it's still good advice with todays rules. Firing the cannon is needlessly risky and slows the tank down from doing what it should be doing. The Steam Tank is a true hammer and anything taking a full fledged charge from it certainly feels the sting (if it survives) afterwards. It also makes a fantastic tarpit. Arguably among the best in the game. The Leaders of the Empire are certainly not the game's best characters. In fact, some armies have unit champions with better statistics, but the Empire's characters are the army's

The Southlander - Issue.10 - Jul.2009 - Page.09

The Way of the Water Warrior - Part 3 - Silent Requiem edited by Severian
And so we are back with the final instalment of the tactica by Silent Requiem (aka Taurean Drayak). I hope that most of you have found it to be of some value. As Ive indicated before, this is not meant to be the beginning and end off all tactics, but the principles used by the author holds good for most armies and should at the very least get you thinking differently about how you use your army (or in some cases just get you thinking. At all. ) Some of the following manoeuvres are no longer as viable under the new ruleset, but some work even better now. - Severian (Thys van Zyl) reverse. Water armies excel at pruning, as we maintain full firepower on the move, while the other guys don't. Focus Fire The gentle art of hitting something with everything you've got. Sometimes you just can't deny LOS to a dangerous unit. Then it has to die. How often have we seen an opponent get jittery and not allocate fire properly (or done it ourselves). When you split fire (improperly,) the effectiveness decreases exponentially. Thus pick a target that the unit can kill (appropriate weaponry) and keep on going until it is dead. - Severian Fork/Skewer Chess terms. A fork is where you could attack in one of two directions, and a skewer is where you could attack one of several units in one direction. Normally this is undesirable in 40k, as if you have LOS, they have LOS. However, it can be used to prevent wastage. If you focus fire on a unit, it may die before all your units have fired, leaving your last units with nothing to engage. A fork/skewer on your last unit means they have an alternate target if things go well for you. Land Raider Assault 1) Open the front hatch (yours does open, right?). 2) Place your first man so that the near edge of his base is 2" from the assault ramp/access point. 3) Place others as appropriate. 4) Make assault move. This allows you to assault a target 9.25" from the leading edge of the Raider. More if you are using larger than standard bases. The Invisible Man (included for reference; obsolete in 5th edition) This is a long range IC, such as a Brother Captain with a psycannon, or a Librarian with Fury of the Ancients, who shadows a resilient unit like a Land Raider. Although completely in the open, he cannot be targeted, because he is an IC, and the resilient unit is closer to the enemy. Rack 'em Tank shock with your Raider along one flank of a unit. The unit will then bunch to the side to let the Raider past, probably forming a short, compact line (depending on the angle). When your PAGK disembark, the guy with the incinerator will find that this line fits neatly under the template. Changes to template rules in 5th edition make it worth considering whether to bring a second incinerator, and thereby have a decent shot of wiping out even MEQs. Bunkering Two Raiders in a shallow V, about 2.5 inches apart. Your GK in the V. They can fire past the Raiders (and be fired upon) at anything they can draw LOS to. However, as the enemy may not approach closer than 1" except in the assault phase, and the standard base

Common Tactical Manoeuvres


Perhaps I'm just not that smart, but I never "got" books like Art of War and The Five Rings. On War never did it for me, and although I loved Guns of August and Red Storm Rising, I never came away feeling I was a better tactician for having read them. I feel I got more out of Ender's Game and The Forever War, and those were just sci-fi. So here I'm going to put general principles aside for a while, and talk about how, specifically, to set up the other guy to lose. Pruning Many units actually consist of one or two dangerous guys and a whole lot of ablative wounds. Pruning is where you set your unit up in such a way that they can fire on a few of the ablative guys, without taking return fire from the actual threats. This is like the common tactic of sniping (not described here), but in

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is .98", they cannot pass through the gap between the Raiders, and have to try going around. Your Raiders and GK can reposition each turn of course. Don't stand too close to the gap, though, or they will just assault through. Betting/Hedging Betting is where you position IC in such a way that in an assault the hidden powerfist is within his kill zone. In other words, you are betting that the IC will clear his kill zone and get the fist before it instant kills him. Hedging your bets is where you position the IC so that the fist is outside his kill zone and so cannot harm him this turn. Far less common with the 5th edition IC rules. The best way to protect IC's now is by getting them to join a friendly squad. Tactical Casualties This is where you remove casualties in such a way that another unit or part of the unit is denied the ability to engage you. This may mean letting their IC kill all the models in base contact with his retinue, preventing his retinue from attacking, or killing off your lead men in the shooting phase so that his other units no longer have LOS. Less relevant under the 5th ed rules. The shooting phase casualties may still have a big impact though as well as the implications for sweeping advance. - Severian Kiting This is where you repeatedly fall back from an enemy whilst shooting at him, denying him a counter attack through greater range and manoeuvrability. Works best against slow assault troops, like orks, where entire games can be won through this tactic. With the introduction of the run rule in 5th edition, this tactic can no longer be used for an unlimited amount of time. Eventually they will reach you. While I have tried to present this tactica in a kind of "paint-by-numbers" way to allow easy duplication or

adaptation, there truth is that the theory is a lot easier than the practice, where examples are less clear cut and truth comes in shades of grey rather that a comfortable black and white. In his book "The Seven Spiritual Laws of Success", Deepak Chopra claims that in every moment there exists one absolutely perfect action. The rest of his book focuses on training the mind and heart to be able to identify that perfect action from moment to moment. In 40k there may or may not be a "perfect action" or tactic for every situation, but there certainly are a lot of poor ones. We face choices every turn, whether we know it or not. Often we make decisions before we even realise that the choice is there. Examples: Falling back on turn 2 to deny a LOS may mean we have "decided" we will not assault on turn 3 (as we will be out of range). Pruning squad A means we have "decided" not to assault squad B this turn. Assaulting squad B may mean we have "decided" not to shoot squad A next turn (as we are embroiled in assault). In each of the above cases, a decision on an immediate problem restricts our choices in the future, effectively making a "decision" on our future actions at the same time, whether we have thought about it or not. The trickle down effect of our choices can be hard to weigh against each other, even if we see them. Is assaulting next turn better than falling back this turn? Well, that depends on a lot of circumstances, but luckily the whole range of questions can be lumped quite nicely into one overarching question:

Who's the Beatdown?


This question derives from the Vintage Magic the Gathering Tournament environment, which, for those who are unfamiliar with it, is a highly technical and exacting metagame. Magic the Gathering is a game which (in a competitive environment) involves 2 players with customised decks drawing and playing cards in an effort to effect a victory condition; usually, but not always, reducing the opponent to 0 life. Although these decks can be made varyingly fast, aggressive, controlling, and enduring, in any given match up the relationship between the two decks can be described as Beatdown-Control. Failing to appreciate which you are will cost you the game. The Beatdown deck is usually the faster, more explosive deck. It has to win before the Control deck can get its slower, stronger cards into play. Playing the Beatdown means taking risks and playing aggressively. The Control, on the other hand, has to stop the Beatdown long enough to gain control of the game, either through a lock, or straight board/card advantage. The longer the game goes on, the more likely Control is to win. Playing Control means playing conservatively, minimising losses, prolonging the battle so that the effect of your greater forces can be brought to bear. Obviously, there are significant differences between the formats of Magic and 40k. Luck in 40k is in the dice, not your draw phase. In 40k you start with all your forces in play (or in reserve), and there are no re-enforcements. The armies are (theoretically) equal, but losses cannot be replaced. Despite this, the Beatdown-Control relationship still has value, and I have seen games lost on this principle. So what factors influence the question of roles? The obvious one is army/unit selection, but it is not the

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only factor. Terrain, objectives, deployment, time remaining and comparative skill all play a part. While perhaps a supercomputer could evaluate all these factors and come up definitive answer for any given situation, those of us who left our supercomputers in our other army case are left simply with our gut feelings. Ask yourself, does either of the armies on the table, in all the current circumstances, have a clearly defined victory condition? This victory condition will probably be either "bring all my big guns to bear and blow him away" or "get into one gigantic, all out assault". If only one army has such a clear objective, congratulations, you have just identified the Beatdown. If both armies have a clear mission, ask yourself if either one of those victory conditions prevents the other? For example, an army that shoots at another army does not prevent an assault, but an assault does preclude further shooting. If one objective overrides the other, congratulations, you have just identified the Beatdown. If neither victory conditions preclude the other (i.e., they both want to shoot, or both want to assault), ask yourself if, in the current circumstances, the two armies were to get what they want, who would most probably come out ahead. This army is the Beatdown. So now what? Once you know which you are, you can plan your game accordingly. If you are the Control, as a Water army will be most (but NOT all) of the time, you must play conservatively, emphasise victory point denial, focus on objectives, and prevent, at all costs, the opponent from setting up his victory condition. Fortunately, Water armies are VERY good at playing the control game. If you are the Beatdown (and you will be from time to time), you have to switch gears and focus on getting your victory condition into play. The longer it takes, the less time you have to kill the enemy, which

means fewer victory points. Unlike most armies, Water armies play well on the Control AND the Beatdown.

I've thought long and hard about objectives, and two things are clear: 1) They are almost a full sized tactica in their own right, and 2) I have nothing to say about them that has specifically to do with Water armies. Thus, I have decided not to include them in this tactica, which has already become so large that I fear many people will be put off reading it due to its size. I will therefore call it a day. There you have it, the full and unabridged (largely) wisdom of Silent Requiem. It certainly got me considering a few different options in the use of my little plastic (and pewter) soldiers. The bottom line is that in the end you are presented with a goal (winning) and certain tools (your army). Your application of these tools within the boundaries set by the game system and any rules particular to your force will determine your success. The possibilities are not endless but varied enough that we do not have to be constrained to playing the latest cookie cutter competitive list simply to be in the running. Have a look at the Necron Project on Warhammer Generals. Conventional wisdom said that Necrons were uncompetitive under the new rules but a few players went and thought outside the box, adapting to the circumstances as the Water Warrior is wont to do. The ways of the river are many Grasshopper. Study them and think on the nature of the stream that you may become familiar with the way of the Water Warrior. - Severian

A Rough Guide to the Beatdown


While it's all well and good for me to tell you to trust your instincts or listen to your gut, I appreciate that these are actually subconscious banks of accumulated knowledge that cannot be accessed consciously, and so are unavailable to new players. Here then is a rough guide, based on generalisations, and discounting game specifics (like terrain and deployment), of who is the Beatdown. Fire Armies: As assault based armies, the Fire Warrior will almost always be the Beatdown, except against slower Fire armies. This is because Fire troops pay for their speed, meaning they field less actual power the faster they get. The trade off is that faster armies will spend less time getting shot at, and so may actually deliver more troops to the battle. Against armies that want to get "up close and personal" as much as the Fire army, this speed is simply a waste of points. Earth Armies: Usually these armies play the Beatdown against Water and Air armies, as they have enough fire power to blow away anything they can get in their sights. Against Fire armies the Earth player has to just hope he can kill things fast enough to live through the assault. Earth-Earth fights follow the same principles as Fire-Fire fights; the slower force is the Beatdown. Water Armies: With a mix of skills and no single overwhelming advantage, Water armies are generally Control against everything except Air armies and more shooty Water armies, when they become the Beatdown, as they try to lock down the greater manoeuvrability of these armies. Air Armies: As mobility armies, Air is always Control, except against more shooty Air armies, when they become the Beatdown, as assault negates the shooting of the opponent.

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Clubs and Stores in the Southlands


Free State Regionals - Terry H.R.H. Prince Tree Hugger Walters
As our sunny country got hit by several cold fronts, there is only one thing to do on a Saturday Morning when the Mercury has fallen below zero. And that is to have a Waaagh! and of coarse the best way to have a Waaagh!, is to have a tournament. So in tradition, the Free State had their Fantasy Regional Tournament on the coldest weekend of the year. However, everyone soon forgot about the weather, as the competition was hot, but more importantly, we had a nicely heated conference room (thanks Piet).

players from other provinces started contributing (a special thanks to Sean and Jonathan). Some of these contributions that the players made were for example, giving us a great venue for the weekend, baked treats, armies given on loan to players so that they could play, building tables and terrain, painting armies so that their

State hold their Regionals every year. So what was different this year? Well, firstly, there was a new Tournament Organizer that, from the start, had his focus on two main objectives: One The most important rule which is to have fun, and secondly to get everyone involved in the organising, playing and in the judging of the event. So, some might say that the Tournament Organiser is a lazy one, that wanted everyone else to do his job whilst he was having fun. The question is: did it work? There are several tournaments through the year that counts towards the National Rankings and the Free Of course it did. Everyone in the Free State that actively plays Warhammer, that we know of, had their place booked in the tournament. Everyone wanted to have fun. In fact, it worked so well that every player that played in the tournament, made some sort of contribution to make sure that the tournament would be a success. Even

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opponents would face great looking armies, trophies, transportation of tables, terrain and players, countless emails, the list goes on and on. And, you guessed it, everyone had fun.

Several tournament judges, not to be rule Nazis, but to make sure players have fun. 4 normal pitched games and 2 scenarios: Conquer the Battlefield and Assassination. Special Characters allowed (only Azhag the Slaughterer showed his face). Unpainted models allowed. (Takes away the beauty but gives you more players, and more players, more fun.) Tournament points from 0-20 per game. All players to compete and judge in the Best Presented Army competition. All players to compete and judge in the Best Gamer competition.

each game, for how good a sportsman their opponent was. Every player's score out of 10 would then be added up to determine who was the best player to play against in the tournament, giving him the title of Best Gamer. It all came down to the award ceremony to finally let the winners be known, and here they are:

So we had the players, all booked weeks in advance, and so many responded to the call of the Waaagh! that we had to build extra tables and scenery. Might I add that 4 female entries were received and that the Free State, to my knowledge, has got the highest percentage of female players. Then we had to get out the rule packs, and what will a rule pack be without a few surprises? Yes, all the players booked their spots in the tournament even before the rule pack was out. The rule pack came out as a massive document with only one message. We are going to have fun! These are the highlights of that massive document.

Best General - Andrew Barclay (Vampire Counts) 2nd Place - Charl Ihlenfeldt (Dark Elves) 3rd Place - Lex Allemann (Vampire Counts) Best Presented Army - *Terry Walters (Wood Elves) Best Gamer - Charl Ihlenfeldt Following the rule pack, the e-tickets went out and then the first of the two big days arrived. Saturday, 27th of June 2009, saw four rounds of battle. Highlights of the day were when Lex Allemann, who had not played in months, took the lead after the first round with a massive victory. Pieter Bruwer made a massive comeback in Round 3 & 4. Josef Steyn that normally plays Warriors of Chaos did surprisingly well with an untested Lizardmen army. And Lize Barclay, after several years, finally destroyed her nemesis. The generals were knackered after the four rounds of intense battle, but swore to return the next day. Sunday, 28th of June 2009, saw 2 rounds of battle, a Best Presented Army competition, an award ceremony and naturally a braai. It was all to play for in the last two rounds as fortune and lady luck visited and left almost every player at some point during the tournament. But after 6 rounds it was all over and we had to move onto the Best Presented Army competition. All the players put their armies on display and then voted for who they thought had the best looking army. During the tournament we also allowed players to give their opponents a mark out of 10 in secret, after * Although Terry Walters won the award for Best Presented Army he admitted that he did not paint his own army. Terry then gave the trophy to Christo Norton that did the paint job on his Wood Elves. My final thoughts are: The Free State Regionals is a perfect example of a competitive tournament that focuses on getting the players involved and having fun. We have proved that it is possible to have a great time, be a good sportsman and still be competitive. No matter what the weather is like. See you all next year. - Terry

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Boarding Action 2009 - Luigi Concerned Blood Angel Zampieri


It started out as a crisp, cold winters morning. Saturday, the 20th of June, 2009. The sun had barely clawed its way above the eastern horizon; the morning mist still clung to the crisp dew covered grass. It was 6am, and today was the day we planned on running Boarding Action, and annual event run at the Warfair Gaming Club in Kensington (Johannesburg). We rose early, event organizers and Warzone Committee members, to get to Warfair to prepare for the day, and thus ensure everything ran smoothly, and that everyone had fun for the day. Boarding Action started out many years ago, based on the old GW 40K Space Hulk strategy board game. The action takes place in a space hulk, or part of a naval vessel. Units make their way through rooms and corridors, looking for strategic objectives, meeting interesting and new alien life forms, and killing them. Unlike the original Space Hulk game, which only made use of Tyranids (specifically genestealers) and Space Marines (namely Terminators), Boarding Action has opened the game up to all army types, and all unit types, with a few exceptions, such as no vehicles, no monstrous creatures and no walkers. Why? well, there is just not enough space in the tight confines of space vessels corridors and rooms for these units. And who in their right mind organizes a raiding party in a confined space with a land raider? However, now that you mention it maybe, thats why JP brought his 750 point Warhound titan. With such a raiding party, or boarding team, who cares about confined spaces, and space ship bulk heads? Anyway, following a few cups of coffee, we were ready to roll. Eighteen tables were set up. We expected 34 gamers, so eighteen tables should give us a good safefall in case a few extra gamers pitched on the day. After setting out the tables, 28 gamers were finally registered. Excellent! A strong turnout. Blood was going to flow deeply today. Prepare boarding parties for immediate launch! by both players, combat is unavoidable. Fire fights are short and violent, close combat is even shorter, more personal and deadlier. Dark Eldar wyches started to demonstrate their true worth early on in these environs, and Nick Taliakis started to get that glint of victory in his eye. I could win this, not only this game, but this tournament. This is what my babesuummmm.sorry, wyches were made for. he thought to himself. And so started his reign of terror and decimation on alien and invading races. Today, we take no prisoners.

Launch! Launch! Launch!Marines, we are on an express elevatorgoing to hell. And so the day began. Three missions, 750 point armies, multiple objectives, and numerous opportunities to study alien life forms down the cross-hair sights of your bolter. Army generals (as this is how we all like envision ourselves) were keen to get into their first kills of the day. Mission One: Capture and Control. Captain, I want you to take your team and secure four important objectives on the enemy ship. Make sure you secure them at all costs. Understand? Stratagem cards, ranging from extra cover in rooms, extra ammo, medical facilities, radiation leaks, good old fashion lady-luck, and even hull breaches were randomly handed out to gamers. Dean Civin received the one and only Hull Breach card for this first round of battle, and decided to demonstrate to Andrew Christianson, and his Necrons, the complete destructive power of this unique stratagem. BOOM! Hull breach in sector 12, hull breach in sector 12, seal all blast doors. And so Dean removed an entire tile of the gaming board, along with an entire unit of Andrews Necron Flayed Ones. Good start for the Tau, bad start for the Necrons. Combat comes quickly in these confined spaces. Survival is measured in seconds. One minute you are stalking down a corridor, the next, all hell is breaking loose, and soon you are in hand to hand combat with some alien beast from another world, and your combat knife or bayonet is just not big enough, or sharp enough. Due to the pressures of trying to secure four objectives Round two was a Seize Ground mission. Now there were five objectives. This commissar is out of his mind Captain, just how does he think we are going to hold five objectives, we are already stretched to the limit, were out-gunned, with limited ammo supplies, and just too few of us grunts? Sorry, troops. Yes, things were not going to get easier only harder. As the tournament progressed from one mission to the next, more and more objectives (victory points) were available, and thus up for grabs. Round three was an Annihilation mission, with objectives. Remember men, get in there, kill everythingand I mean everything. Leave nothing alive. Take grenades, lots of them. I want no prisoners on this one, men. Oh, and by the way, there is a very important objective I want you to secure while you are shooting and hacking your way through enemy corpses. Yep, not only did you have to kill as many of your opponents units for this mission, you also had to secure a central

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objective worth 2 kill points, with one of your Troop or Elite unit choices. For those armies that had 13 kill points, this mission was a very tactical and mentally taxing one. Yes, can you image, in 750 points, 13 kill points. Go Witch Hunters and Imperial Guard! Pack em in there!

Position

Player
Taliakis, Nick Keyser, Ryan du Toit, JP Joubert, Rudy Marchi, Roberto Rorich, Nicholas Duvenhage, Frans Duvenhage, Dedre Callahgan, Cecil van Zyl, Marco Costa, Fabio Civin, Dean Tyrer, Richard Shepard, Blaine Mackay, Victor du Toit, Sian Smith, Danie Felix, Mathew Christianson, Andrew Wollenschlaeger, Keagan Rodrigues, Byron De Nobrega, Tiago Smith, Ryan Bennett, Joshua Young, Stuart Kushke, Dario Kirsten, Johanita Graca, Paulo

Army
Dark Eldar Crimson Fists Witch Hunters Space Wolves Eldar CSM CSM IG CSM Marines Tau Orks Tyranids Ultramarines Dark Eldar Dark Angels Necrons Ultramarines CSM IG CSM Blood Angels Marines

Total

1 2 3 4 5 6 7 8 9 10

13 11 10 10 10 9 9 9 9 8 8 8 7 7 7 7 6 6 6 5 5 5 4 4 3 2 2 1

The event ended at 3pm. All 28 players had enjoyed their day. And, much blood was spilt. It was then down to the event organizers to determine who were the winners, and who were the losers. When all the results were collated, corpses counted, spent ammo crates counted and recounted, one army general emerged from the smoky confined corridors of the space hulk victoriously. Holding forth the scalps and trophies of several defeated opponents, a smile on his face, and a glint in his eye, the winner of Boarding Action 2009 was Nick Taliakis, and his Dark Eldar raiding party. Well played Nick! Following close on his heels was Ryan Keyser, and his Crimson

Fists. You just cant keep a good General down, or in this case, it was Lysander. Man, is he resilient! In third place, and sporting a very proud smile, was JP du Toit, and his Witch Hunters. Nine Death cult assassins! Wow, and they paid off for him. Nice going JP, in three missions to secure important artefacts for the Emperor, you have successfully, and single-handedly, depleted the Officio Assassinoriums supply of assassins for the next ten years. Well done for coming third, this is going to take us, the Officio Assassinorium, years to recover from. As for the other generals, please see the table below to see their/your final positions. Well done to all, and thanks for coming through. The success of the day was due to the gamers (YOU!), the fun they had, and the smooth coordination of the event from start to finish. Plus, thank you to Fabio and his staff at Warfair. Once again they did an excellent job with feeding the masses, and keeping the place clean. Thank you, Fabio. Johanita Kirsten, yes, the sub-editor of The Southlander, made an appearance. All the way from Potchefstroom. Thank you for coming through. We all hope you enjoyed yourself, and we all hope to see more of you in the future, as well as for next years event. From a personal note, the Blood Angels, under the Command of a more Junior and Inexperienced Officer, faired very poorly. This will be analyzed, problems and short comings identified, and corrected. This cannot happen again. Other than that, I think the event was very successful, and everyone really enjoyed themselves. I would like to personally thank Victor Mackay, as my second in charge, and back-up tournament organizer for his assistance and interest in running and coordinating such an event. Thank you, Victor. Lets see you all return next year, with at least three battle buddies each in-tow. However, it definitely will not be in June, its 2010 people, and Bafana Bafana are going to take us to victory in the Beautiful Game. Well keep you posted. Good luck.

11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

Yours Thankfully

- Concerned Blood Angel

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Club Listing
Durban War Games Club The DWGC is arguably the oldest war gaming club in the country. We play Warhammer 40K & Fantasy as well as Historical games covering all periods from Ancients to Modern. There are also regular board games and role play. Join us at the Westville Library every second Sunday and every Thursday Evening. Contact Colin for more details at cydomrac@gmail.com, Tel 082 563 4775 Attention all War Gamers in Centurion/ Pretoria!! We play mainly 40K every Thursday evenings from 18:30 as well as every second and fourth Saturday of the month from 10:00 at my place. 7 Vlakvoljie avenue, Rooihuiskraal, Centurion. You can contact Jaap on cell - 084 505 9941 or e-mail - vanbeest@iburst.co.za for more information. East London Strategy Gaming We are a non-profit gaming club that caters for Warhammer Fantasy, 40k and Magic the Gathering gamers in East London We gather almost every Sunday at the Beacon Bay Library from 1pm to 6pm. All are welcome. Contact us at info@elstrategygaming.co.za 3+ Wargaming Club Rooseveldt Park Dragons Den Playing 40k & Fantasy along with other sundry game systems (mordheim, BFG and various boardgames) Playing on Saturdays between 11h00 & 18h00 and Wednesdays between 17h00 & 22h00 Located at the Rooseveldt Park Bowls Club, Milner Avenue, Rooseveldt Park (Near Northcliff Corner Shopping Centre) Call Peter van Dyk on 082-555-9611, email: peter@wilbury.co.za or Jan du Toit on 076-050-9010 Warzone at WARFAIR WARFAIR is a dedicated gaming venue. There are various clubs which call WARFAIR their home, including Warzone (fantasy and 40K club, mainly, but also BFG and blood bowl). Warzone meets on Wednesday nights from 6 pm 'till late and on Saturdays from 9 am 'till late. WARFAIR also has a Junior 40K club that meets one Sunday a month, ages from 7 years old, to 13 years old. The other clubs at WARFAIR are on a Thursday night Wed-Sun 9:30 to 17:30 33 Voster Ave Glenanda Johannesburg (South) Shop stocks a wide range of GW products as well as various boxed board games. Gaming Club that plays Fantasy, 40K, MtG and LoTR. We also play many various boxed board games, when they have been organized in advance. Contact Hannes at 083 244 0530 Blouberg Dragons 0741 88 6363 4 Vernadene Cnr. of Arum and Dunbar Rd. Table View playing Chess and Go, Friday night playing Magic the Gathering and one Sunday a month playing Board games. WARFAIR is at no. 35 Langermann Drive, Kensington, Johannesburg. Contact Fabio on 082-431-2242 or e-mail him at fabiocosta@iburst.co.za

The Southlander - Issue.10 - Jul.2009 - Page.17

Futures
Coming in Issue 11
Kronikalz 6 Book Review on Rebel Winter ICON 2009
40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of War, the Double-Headed/ Imperial Eagle device, Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

All articles, photographs, and designs contained in this document remain the property and responsibility of their creators. The Southlander Magazine takes no responsibility for misuse or illegal reproduction of materials, and will co-operate fully to resolve any issues. This fanzine is not for resale. This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited.

The Southlander - Issue.10 - Jul.2009 - Page.18

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