Posted on Leave a comment

Codex: Craftworlds

It’s official – the next codex for Warhammer 40,000 (and the first xenos codex of the new edition!) is Codex: Craftworlds!

Start Collecting: Craftworld box is coming out as well.

There are also some new dice on the way that are perfect for Craftworlds fans. There’s a grand total of 6 sets(!) for you to choose from, each representing a different Aspect Shrine.

If you’re looking for a leader for your Craftworlds army, you’ll be happy to hear that Eldrad Ulthran – first seen in plastic in the Death Masque set – will be available to pre-order separately next week.

For one week only, starting Saturday next week, the latest wave of Made to Order models will give you your chance to get your hands on some rare and out of production Craftworlds miniatures. There are Farseers, Exarchs, and, most excitingly, the much-coveted Bonesinger and the classic Rogue Trader Farseer (who looks pretty great for 28 years old!). While you’re waiting for this Craftworlds celebration to land on store shelves, it’s a great time to catch up on some topical reading, and we can’t recommend Gav Thorpe’s Eldar Path Trilogy and the classic Bill King novel, ‘Farseer’, enough.

Craftworlds: Codex: 40$ reserve your copy now in store, so come and get them if you want a copy.

Start Collecting: Craftworld: 85$ awesome deal reserve your copy in store.

Coming Soon: A new codex for the craftworlds

Posted on Leave a comment

Last time we looked at some of the benefits of using published adventures and campaign settings.  This week we will explore building a world from scratch!  Put on your God pants ( in a D&D Pantheon sense), we are going to create stuff.





Setting is a key element in almost any story.  The more rich and vibrant it is, the more invested our players will be.  During discussions with my play group about a possible campaign, we decided that it might be interesting to run an evil setting.  Ultimately we went with our current Masque of the Red Death game, but not before I started working on the world for this potential game.  


I went with a big picture approach to deal with the many issues that can pop up during the infamous “evil campaign” (more on this topic in the future).  I decided that the multi-verse itself was in danger from a vast inter-planar war.  The multi-verse setting would allow me flexibility to plug the characters into whatever situation I needed them in.  The group was loosely based on a Suicide Squad type team of bad guys being coerced into fighting for good.  Flexibility was key for this to work.


Once the big idea was set, I needed a place to start my story.  I wanted a world that could exist in a classic fantasy setting with the added bonus of being important in a cosmic sense.  Looking at some Sci-fi artwork gave me the inspiration to develop a system of planets, 9 Worlds, connected by magical gateways.  These worlds we’re once a key area used to travel to other parts of the multi-verse.  The orbits of these planets create a cosmic teleportation sigil which greatly assists planar travel.  So the Nine Worlds of Auth’a we’re conceptualized.





As I continued with my top down approach, I moved to the area where my players would first be seeing action.  I focused on one of the worlds in particular.  Each of the Nine Worlds of Auth’a are governed by a general of Gronthak, the Demon Lord, and as a result of this they tend to take on aspects of their Governor.  “Despair” is the world led by Orden Mosk, a powerful summoner who is Gronthak’s primary source of magical research.  The true names of the Worlds of Auth’a have been lost to history, instead each has a nickname of sorts.


The native people of Despair are all slaves feeding his magical research engine.  Gronthak has granted him the use of a powerful artifact called the Throne of Command that allows Mosk to extend his influence over the entire world.  Most of the world is a vast magical industrial complex of resource gathering and experimentation.  The main continent holds Mosk’s Black Citadel, the center of his research.  Despair is different from the rest of the worlds because four of the Dragon Roads lead directly to it.  So we hit a few key points:


  1. The world is strategically important
  2. The world has a theme
  3. The world is tied into the story
  4. The world has a general history


T aking a top down approach can lead to some very exciting developments in world creation.  Alternatively you can start small and build up the world as the players explore.  Next time we will continue to look at Despair, narrowing our focus down to the capitol city and the people who inhabit the world.  As always, if you have a topic that you want me to go over, make a comment. Happy Gaming!

Posted on Leave a comment

August Game of the Month Board Games

Hey guys it’s Jeremy here at MGS and I wanted to let you all know that this months Game of the Month will be board games, all makes and types of board games.

Be it Zombicide or Monopoly you will get a 10% discount on any and all board games in the store or ones you order before the end of August.

If you are a Bronze Member or Military/First Responder you will also get an additional 5% discount on that bringing your total to 15% and if you a Silver Member you receive an additional 10% discount bringing your total to 20%.

So if you ever wanted to tread the jeweled thrones of the Earth under you sandalled feet as Conan the Barbarian, or just kick in the door as a Munchkin come on down and pick up a new game.

Posted on Leave a comment

DM Tips with Justin: Using Published Adventures

DM Tips with Justin: Using Published Adventures


The Dragonlance books are some of the most popular D&D novels ever written. Margaret Weis and Tracy Hickman created a vibrant world with an amazing and detailed history.  It is an impeccable example of a well crafted world.  However, the is one huge detail that escaped the author’s attention.  Geographically, Krynn is smaller than Earth’s moon.  That’s a pretty big deal when it comes to things like physics, but we are dealing with Fantasy so most people overlook that part (a way more important detail in a Sci-fi game I would imagine). 



When planning to run a game the setting is a very important part of the recipe.  For ease, Wizards of the Coast has fantastic pre-made adventures in their Forgotten Realms Setting.  A treasure trove of already established content.  If the idea of building a world from scratch seems daunting, these are the products for you.  If the idea of building your own world from the ground up seems exciting, check out next week’s article.  This time I am focusing on the benefits and challenges of using published material.


The biggest immediate benefit of published adventures and campaign settings is the amount of time that you will save.  You no longer have a need to spend hours figuring out why a city exists, what resources it has, who lives there, etc.  All of that work has already been done for you.  You just need to read the book before you play.  All of the rich history is provided.


Another major benefit is the wealth of background already established.  Many table top RPG players are fans of fantasy and the odds of them having read about Drizzt or Elminster are pretty good.  Even if you end up with players who are unfamiliar with the Forgotten Realms it is easy to point them to the Icewind Dale trilogy to give them a taste of the world.  This ease of familiarity allows you to create characters that have an investment in the world.  This in turn generates attachment which is a key ingredient in all of the most memorable campaigns I have been a part of.



There are a few pitfalls associated with published content, however.  Sometimes your players will have already played, run, or read the adventure.  You will need to adjust things or hope that they won’t use meta knowledge to have an easier time.  Another issue that I have encountered is not being familiar enough with the material.  Some people feel that they can just read from the prompts without knowing the whole story, this can lead to a very disorganized session.


If you plan on using one of the many adventure books from Dungeons and Dragons it can benefit you much as a DM.  Remember that you still need to be very familiar with the module that you are using in order to have a smooth session.  Next time we will look at building a world from scratch using a homebrew setting of my own creation as an example.  As always, if there is a topic that you want me to cover, leave a comment.  Happy Gaming!


Posted on Leave a comment

FREE Friday Night Draft 7/14/2017

Greetings Everyone,

As a thanks to everyone in the Community this weekend we’ll be having a FREE Friday night magic. The format will be Draft, we’ll be limiting the number of people to 32 players. The event sign ups will start at 6:30 and the event will fire off at 7:00 PM. We encourage new and old players to come out and join us this Friday.

Thank you everyone for making such a great community here in El Paso.

MGS Staff

Posted on Leave a comment

Prerelease Weekend HoD

Greeting Everyone,

We had a great first night of HoD prerelease here at MGS: All aspect gaming. The weekend isn’t over yet we’ll be having TWO more events. The first event will be Saturday at 2:00 PM and One Sunday at Noon(If there are kits left over). Entree is 20$ and there are tons of cool random prizes. T-Shirts, dice, deck boxes, and Deck.

Welcome to the desert oasis of Hour of Devastation, where the return of the God-Pharaoh is upon us! Four hours of observation shall take place hailing his return, followed by a fifth and very final hour.

Posted on Leave a comment

MGS Store Team and LVO

Greetings and Salutations,

As many of you know last year we were lucky enough to sponsor a Team to compete at Las Vegas Open(LVO) earlier this year. The team brought back four best general trophies and one best in the faction for the year. This year we’ve been looking forward to sponsoring a team again, however unlike last year where we sponsored an established team; we have decided to create and sponsor our own team.  This team will be selected by the store based on your participation in our upcoming events including our boot camp, Global Narrative Campaign, tournaments and conduct (I.E. Sportsmanship; Integrity; Leadership).

Our hope is to foster a team built on camaraderie that can represent our store in a manner that is inclusive of our stores core values.

Games that we would like to sponsor at LVO are:

Warhammer 40K

Warhammer Age of Sigmar



X-Wing/Armada/Imperial Assault


Sponsorship will be at our discretion.

For more information about the team please contact Jeremiah or Jeremy at the store. We look forward to an AWESOME tournament season and 40K 8th edition.
MGS staff

Posted on Leave a comment

Warhammer 40K: Edition Index Books are in

So just like the title says Games Workshop has given permission for you the community to get your hands on the books early. We have all five books in the store, so come on down and see the changes. Don’t forget to let us know what products you’d like to purchase.

Here’s a unboxing video:

Dark Imperium: Unboxed


June 3rd – mark your calendars folks, because that’s the day you’ll be able to pre-order your copy of the new edition of Warhammer 40,000. You’ll then be among the first to get your hands on it come release day on June 17th.

Warhammer 40,000 Launch Date Announced

There are so many articles out there if out there if you have any questions please come into the store or message us.

Staff of MGS

Posted on Leave a comment

Age of Sigmar Skirmish Campaign: May 27th

Well it’s officially time to kick off the Age of Sigmar Skirmish Campaign. Come and join us this weekend


Lying forgotten in the Desert of Bones, the ruins of the spectacular ancient city Shadespire are brimming with untold riches and power, ripe for the taking. Though it is now a mere skeleton after being put to the torch by Nagash, the city’s treasures remain, a morbid hint at the splendour that existed before Shadespire’s soul was torn away…

Take command of a small warband of warriors and put your skill, wit and determination to the test with Warhammer Age of Sigmar: Skirmish: a book containing the information and rules needed to fight Skirmish battles – including a hard-fought campaign amidst the ruins of Shadespire! Assemble a small warband of single models and take to the gaming table, building renown and adding to your warband with every glorious victory.

Within this 40-page softback book, you’ll find:

Skirmish Rules

– A set of simple modifications for the core rules of Warhammer Age of Sigmar that introduce skirmish battles – small-scale, intense fights between anything from a trio of models to a marauding band of fifteen models and upwards;
– Details of battling in skirmish formation – models fight as individuals, rather than groups, meaning each model is treated as a single unit. This alters the way certain effects and abilities work in a subtle way, and emphasises fast, aggressive, tactical gameplay;
– The General: each player chooses a general from the Heroes in their warband, who can use a command ability, artefact of power, and three new wizard spells from the tables supplied in the Skirmish rules;
– Battleshock: again, tweaked from the core Warhammer Age of Sigmar rules to encourage fast, brutal gaming, Battleshock can turn the tide of war in a single dice roll – you better hope your general is stoic in the face of slaughter!
– All-new command abilities, artefacts of power and mysterious terrain rules;
– Clarification regarding summoning and generation of extra attacks and hit rolls in Skirmish games.

The Shadespire Campaign

Included in the book is a linear narrative campaign, pitting two – or with some judicious tweaking, more – players against each other in a series of brutal skirmishes as your warbands fight bitterly over the incredible treasures of Shadespire. This campaign comprises six Battleplans representing a story from the murky dawn of your warbands’ first day on the outskirts of Shadespire, through to the climactic battle that decides the outcome of the whole campaign.

Between games, your warbands can earn and spend renown – the more renown earned, the more glory-seekers will join your general on his quest for treasure – and discover Rewards of Battle: charms, glyphs and relics that enhance the abilities of your warband in new and interesting ways.

Skirmish Matched Play

The true test of a general’s mettle is the meeting of equally-matched warbands, where tactics and strategy outweigh sheer numbers when deciding how the battle ends. This book contains a guide to putting together your own Matched Play Skirmish battles, with included points values allowing you to assemble matched warbands from models representing each of the four Grand Alliances. Any Battleplan from the General’s Handbook can be used in a Skirmish Matched Play game.

Please note, you’ll need a copy of the Warhammer Age of Sigmar core rules (available as a free download) to use this book.

Additional information:

Posted on Leave a comment

Dark Souls Board Game is Here!

The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Prepare to die.

The game features a “fast set-up, long reveal” mechanism that gets you into the game quickly and builds the location as you explore. The sense of danger is palpable as you discover new locations and the monsters that inhabit these dark places. The core combat mechanism and enemy behavior system forces deep strategic play and clever management of stamina to survive.

Dark Souls includes numerous boss and mini-boss encounters — including one against the Dragon Slayer Ornstein and Executioner Smough — and utilizes an innovative behavior mechanism so that no two encounters are ever the same, thus giving the game near infinite replayability.

Price: $149.95

Pretty good Review of the game: