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Shield of Baal Exterminatus rules and review

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Hi folks,

A belated Merry Christmas to everyone. I was hoping to get ahold of Exterminatus prior to Christmas but sadly our FLGS only got the softbacks in and I'd reserved a hardback copy. However, I now have it in hand and can assure you it was well worth the wait. Here I'll give a brief review of the book and the new rules found inside it. I'll focus on the Blood Angel and Flesh Tearer rules and leave the Necron ones. 

Firstly it has to be said that the book(s) is/are a work of beauty and is easily to the standard of the codexes and beyond. In brief, this volume delivers everything you would want from a supplement and then some, and so for those wondering it looks highly unlikely we will get a Blood Angels supplement in the future because we now already have one.

The campaign book is easily the size of the Space Marine codex and then some and is filled with lavish artwork, fluff and model pictures of battlegroups from the campaign. I particularly liked the individual pictures of Tyranid beasties. Note that the battlegroups featured are from Blood Angels, Flesh Tearers, Astra Militarum, Sororitas, Necrons and Tyranids, encompassing a fair chunk of the available armies in 40k! It's a great volume for anyone to get their teeth into and, despite the Necron bro-fisting should keep fans happy.

Now for the meat of things: the rules.Some were left wanting with the changes wrought in the new Blood Angels Codex. I think it's safe to say that between the formations in the recent WD issue and all the extra rules provided here, you'd be hard pushed to find any gaps in the army that still need filling. Broadly you can split the rules sections into the echoes of war missions, strike forces and formations. This may take some time so please bear with me. 

Echoes of war missions:

There are 8 missions in the book which between the Deathstorm mini-missions and Leviathan / cities of death missions, leaves you with a decent-sized campaign, one that Dan and I are hoping to get to grips with in the first quarter of 2015. There is a wide range of missions, all of which are essentially Tyranids Vs one (or more) of the factions involved in the campaign, be it Blood Angels/Flesh Tearers, Astra Militarum, Adeptus Sororitas or Necrons. There are restrictions in most of the missions in that they need to include certain characters or formations. Overall they look like a fun set of missions which tie in well to the overall campaign. 

Strike Forces:

There are rules for two Strike forces included in the book which cover two elements of the Blood Angels factions involved in the campaign; The Archangels and the Flesh Tearers. The Blooded (2nd company) have formations present but can be represented well enough using the Baal Strike force and Battle Company from the main Codex so as not to warrant more than a couple of extra formations. 

Archangels


The Blood Angels first company get their own abbreviated relic list and a full set of Warlord traits as below:

Relics:

Banner of the Archangel Host - for twice the price of a standard company banner you get preferred enemy for that assault terminator squad in addition to the usual bonuses.Obviously they will only benefit from this in assaults due to their weapon loadouts, but on a large squad this makes their weaponry very formiddable. I'd certainly consider taking it, whereas a regular company banner almost never makes my shortlist. 

Archangels edge - For the cost of a melta bomb you get a power sword for a Terminator Sergeant (Looking at you Lorenzo) with the giant killer rule, granting him instant death on rolls of 6 to wound against monstrous creatures. Quite frankly, as most monstrous creatures are 3+ save this could be a huge perk for only a scant few points. Obviously it is quite a longshot and will be of no use in regular challenges but still worth considering. 

Executioners hood - an army specific piece of wargear, for the cost of a melta bomb you can make a librarian immune to the effect of shadow in the warp. 

Warlord traits:
1 - Grim determination - fearless for the warlord.
2 - Aggressive defence - counter attack for the warlord and unit. 
3 - Blood champion - Warlord rerolls all failed to hit rolls in a challenge.
4 - Master of the field - objective secured for the warlord and his unit.
5 - Lord of Baal - Warlord and all friendly BA units in 12" reroll failed morale and pinning checks. 
6 - Angel of death - Warlord has preferred enemy. 

A few decent ones here, mostly traits 4-6. 

Archangels Strike force:
An interesting FOC, essentially you get 1-2 HQ choices from either Captain, Chaplain, Librarian (and Karlaen) and must be in terminator armour. The remaining 2-16 slots are ALL elites choices, chosen from terminators, assault terminators, vanguard, sternguard and Furiosos. The squads are limited to 10 maximum in any combo and the Furiosos to 6 maximum. Command benefits include rerolling Warlord trait and, importantly, the ability to reroll all failed reserve rolls for deep strikers and only scattering D6" rather than 2D6". If you wanted a minimal strike force this would be a great way to add in some elites to your force and improve their chances of arriving safely. 

Flesh Tearers:

The one many people have been waiting for, Seth's lads get their own supplement of sorts. 

Relics:

Bones  of Baelsor - a dreadnought (any type) counts crew stunned as shaken and also counts penetrating hits from certain Tyranid weapons (plasma-based and venom cannons) as glancing. Bit of an odd one this for the cost of a power weapon. 

Slayers Wrath - alternative gun which is a master-crafted poisoned 2+ boltgun for the cost of a meltagun. Essentially the old SM Captain hellfire shells. Reasonable I guess.

Shield of Cretacia - melta-bomb cost, effectively power armour that's immune to poisoned attacks. Well worth it Vs Dark Eldar, not so sure normally. Though it is pretty cheap. 

Warlord traits:
1 - Incandescent fury - Warlord and his unit have hatred.
2 - Savage rage - Warlord has rampage.
3 - Avalanche of destruction - Warlord and his unit have hammer of wrath.
4 - Unstoppable momentum - Warlord and all Blood Angels in 12" have crusader.
5 - Beserk fury - Warlord and his unit have rage.
6 - Blood mad - Warlord has feel no pain.

All of these are semi-useful traits, no real stand-outs or stinkers from what I can see. Very thematic and fluffy for the Chapter also. 

Fleshtearers Strike Force:
Now this is interesting. The Flesh Tearers detachment has a compulsory HQ, Troops and Fast slot, but has a maximum of 4 Troops slots and 6 Fast attack slots, effectively allowing Blood Angel players to reclaim access to lots of assault squads should they wish to. As well as having the usual re-roll to Warlord traits, explosion of bloodlust grants each unit rage if they roll 10+ for their charge distance. Pretty fluffy and very useful for an assault-heavy army. 

 Formations:

Archangels orbital intervention force:
3 terminator/terminator assault squads in any combo. They must all be held in deep strike reserve but then all arrive together on the same roll. They can also then run and shoot the turn they arrive. As with many such rules, the all or nothing gamble is only really worth it if you have a character like Karlaen in the army to ensure you get them in OK. Also, the running and shooting will only really be of limited use as assault squads gain no benefit and it will only be of limited help to the regular terminator squads. 

Archangels Sanguine Wing:
2 10-man jump-pack Vanguard squads, a 10-man Sternguard squad and a Stormraven. This formation is amazing in principle but you'll need a lot of vanguard models. The sternguard must start in the Stormraven and the Vanguard in deep strike reserve. Again, a single all-or-nothing roll is required to get everyone in at the same time. Now for the big one that is likely to make this formation a  popular one. Each Vanguard veteran can have a power weapon or lightning claw for free. Also, any Sternguard veteran can have a storm-bolter or combi-weapon for free. Yes, so even though your formation may cost 1000 points on it's own, you get 400 points of free wargear! I can see this one being potentially popoular amongst players, but again it will rely on having reliable reserves manupulation. 

Archangels Demi-company:
A captain, Captain Karlaen or Chaplain (terminator armour mandatory on each), plus 2 Furiosos and 5 squads chosen from the 4 veteran squads. The entire formation gets stubborn plus the same command benefits from the Archangels Strike force, which although useful, does seem rather redundant seeing as you can build the same army using the Strike force (admittedly without stubborn).

The Archangels:
Effectively their answer to the Battle company (and again a bit redundant looking at the Strike force and demi-company entries), this formation must include a Captain/Karlaen, a Chaplain, 4 Furiosos and 10 squads chosen from the 4 veteran types. The whole formation gain stubborn, the same 2 command benefits from the Strike force and in addition can roll for reserves from turn one. If you were taking this formation then it's well worth including Karlaen for the reserves perk. You can pretty much ensure arrival of units when and where you want them making it pretty potent. 

Blooded demi-company:
Effectively a way for you to field half a battle company, this formation must include a Captain/Chaplain, a dreadnought, 3 tacticals, 1 assault and 1 devastator squad (any size). If a Chaplain is taken you must take a Furioso, whereas a Captain mandates a Command squad. This formation grants you both a reroll to Warlord traits (if it's primary) and gives all units the red thirst same as the Battle Company, giving you the +1 initiative boost. Pretty useful if you're planning on taking those units anyway, but I see no benefits of taking this formation over just taking a regular (and less restricted) Baal Strike force. Kind of pointless. 

Strike force mortalis:
A Chaplain, 3 death company squads, 2 DC dreads and a Stormraven. These chaps all benefit from the crusader rule and all models without rampage gain an extra attack if outnumbered during the assault phase. This does not apply if a disordered charge is made. A few nice perks to an already beastly unit, so long as you were planning on taking a shedload of death company anyway. 

Dante's Avenging Host:
The only reason for the blooded demi-company it seems is to include it here. This formation includes it (the Chaplain must be taken) plus Dante, Mephiston, a Librarian, Sanguinary priest, Sanguinary Guard and 3 Stormravens. If units do not have jump packs or are not travelling in the stormravens then they must take drop pods. In addition to the demi-company benefits, the army gains storm of angels (the re-roll for deep-strike reserves and D6" scatter) AND all units (non-vehicle) gain objective secured. Now, despite the hefty price tag for this army I can see it being a useful formation as all the units are pretty useful in this incarnation of the codex. It's a great way to get obsec and the perks of the red thirst, as well as getting lots of characters and transports in there. Still, the points alone will come to around 2100 at the very minimum so the chances of using this in regular games are slim. 

Flesh Tearers Vanguard Strike Force:
Three Tactical squads, one Assault, one Vanguard and a Furioso. All these chaps have the red thirst and so long as the Vanguard are alive the whole formation ignores disordered charges and has stubborn. This could be pretty big for multi-charges to be fair and so I think it's a pretty decent formation. 

Lysios relief force:
Seth, a tactical squad, a vanguard squad, a Baal predator, regular predator and Stormraven. They all benefit from crusader and all come in from reserve on a single roll. If not deep striking they must be in a transport vehicle, though they may not be in drop pods. It's another all or nothing reserve roll formation. I think Vanguard without packs in the Stormraven with Seth would be useful, though the fact none of them benefit from red thirst or any other rules makes it a bit of  a mismatched formation.

The defenders of the Cathedrum:
A terminator squad, death company squad, assault squad, Furioso and 2 tactical squads. The whole formation has counter attack and stubborn reflecting their defensive role nicely.  Works well for the tactical squads while the more assault orientated squads will still benefit from furious charge/rage etc.

Strike Force Razorwind: 
Essentially the above two formations combined but with added perks in the form of being able to roll for reserves from turn one and all non-vehicle units within 12" of Seth gaining fearless. Using both Formations in concert means they will complement each other quite nicely, but again it'll all come down to that one reserve roll.  

In conclusion I'm very happy with this purchase, every bit as much as the codex itself. I think anyone who felt dissatisfied with the Codex or who is a lover of Blood Angels/Flesh Tearers should consider investing in it as I doubt you'll be disappointed.




Space Wolves army assembled and basecoated

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Hi folks,

So the wolves have got an update and accordingly I've been trying to update my army over the past month to reflect this. When I first put the army together (5th edition) it was effectively a couple of Grey Hunter squads in Rhinos, a landraider full of blood claws and 3-4 smaller squads. Since then I've added some thunderwolves and fenrisian wolves as I opted to go for Harald Deathwolfs great company. With the recent release I added in a couple more thunderwolves and characters, Logan, a Stormwolf/fang and a couple of dreadnoughts.

full army shot


wulfen and wolf guard in the foreground. note the converted Iron priest on thunderwolf

grey hunters and their rides

characters, including converted ragnar, ltd wolf priest and Krom

long fangs and dreadnoughts

Terminators and more wolves

blood claws and slightly converted land raider

examples of some finished models.


So that's it. Thanks to a spraycan of 'the fang' they're now all basecoated too. They're complete at around 4500 points and so nothing left but to gradually wade through painting them. I'm hoping to add a nice scenic base to the flyer sometime before Xmas too. Cheers.

Goodbye 2014 and hello 2015

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Greetings folks and a very happy new year one and all. Disruptions over the festive period have meant I haven't posted the usual festive messages but I will atone now with a joint retrospective and prospective post. 

2014

Games Workshop did a decent job throughout 2014 IMO. We kicked off with Tyranids (who also got a wave release, dataslates and campaign later in the year) followed shortly by an amazing Imperial Knight release. Imperial Guard got a rebrand and a special ops spin off. Then we were hit with the sudden and unexpected release of 7th edition 40k which, for better or worse, set 40k off on a new path with psychic phases, detachments, maelstrom of war, unbound lists etc. This was followed by an explosion of codexes and campaigns, leaving Orks, Space Wolves, Grey knights, Dark Eldar and Blood Angels updated all in the second half of the year. And we can't forget the steady stream of FW releases, mainly 30k, which have given us more legion models, Primarchs and admech units to salivate over.

I just had a look back through the posts I made in 2014 to see what this past year had all been about. In terms of blog articles, I posted a lot of rulebook reviews last year, including all the newly released codexes but focussing in the most detail on Imperial Armour 2, the Badab War books and the Blood Angel releases. I also posted a few other hobby articles focussing on painting guides and tips. I also got myself a decent lighting setup for photography this year allowing me to post better galleries of my finished models - a damn worthwhile investment IMO.

A good deal of my hobby work doesn't make the transition onto the blog to be fair. There's a lot of stuff I do in the background and my posts tend to focus a lot more on finished rather than WIP stuff. Perhaps this is something I should look to change this year and actually a more regular blog update simply showing what I'm working on would be a good idea. However, this year did allow me to expand my fully painted Iron Hands army with more completed models, paint a decent chunk of my Crimson Fists to completion and a Deathwatch team also, as  well as completely finishing several character pieces from various armies. My Xenos armies also got some love with a large Ork project nearly completed and my Tyranids being painted fully to tabletop standards. All other armies that got codexes this year got updated with both new and existing models being assembled and basecoated.

2014 was certainly the year of commission work for me. I built and painted an Eisenhorn and Cypher conversion, Tempestus squad and command squad plus 2 bike Chapter masters for Matt. Thanks to selling my other Cypher conversion on Ebay, I also made friends with Gary who I subsequently did a lot of commission work for, namely Azrael, a DA command squad and 20 veterans, a Fire Raptor and 2 Imperial Knights. My brief stint in commission painting and modelling has been fun and a good source of income in tough times, but now I'm no longer a student I find I don't have the time for it anymore and need to focus my spare time on my own hobby stuff.

Looking back on my similar post from last year, it seems that most predictions came true in terms of the GW release schedule. Sadly though, I didn't achieve many of the things I set out to hobby wise. This is a shame but isn't to say I wasn't busy hobby wise. In fact, with the commission work I did in 2014 I actually achieved a heck of a lot, just not necessarily what I had originally envisaged. Which leads us nicely into what next year will hold....



2015

Well we start off the new year with the Blood Angels project halfway through. This was less of an army expansion and more of an update. I think the only net gain was to add in a new Sanguinary priest and 5 sternguard, with the majority of changes being simply to replace 30 older BFM/AOBR models with newer ones. This project has been a whopper and I will post the final outcome in a few weeks time. I am tempted to use a stormraven I have sitting unassembled in a box as part of the BA force, however, and will likely add a further 5 sanguinary guard, some bikes and a Mephiston conversion (sold my old one) to the army over the next few months.

My overall hobby plan for 2015 is one of consolidation over expansion. Although my armies are legion, I have relatively little that needs doing to them as most are assembled and at least basecoated with the details coming at my leisure. This is great as it allow me to just pick a painting project as a when I choose and gradually chip away at the remaining models usually with a monthly assemble-fest as new releases come along. I consider about a third of my armies as being completely finished, with another third in need of a model or two and the remaining third being still in the project stage - this year will focus mainly on the latter the idea being that in 2016 I can finally tackle the biggest project of them all - chaos. Ideally, this time next year I will have no army left with anything unassembled save for chaos.  

As for starting new armies, I would be all over a Sororitas release should it ever happen, but at the moment my only plans are to delve into the realm of Admech should a Skitarii release come along. The conversion potential plus the FW models make it a highly appealing modelling project. As well as picking up the occasional random release , one army I did hope to expand somewhat is my Tyranids. So many gorgeous sculpts have come out since I finished the army to tabletop standard and I feel that it would be nice to get the army updated. A gargantuan creature wouldn't go amiss either!

I have a week off at the end of January which should allow me to get on top of a few outstanding projects. This will include finishing of the gork/mork-anauts for the Orks and some Boyz/kanz to make the Ork collection complete. I also have some SoB Tyranid bits to finish up but I've already sorted most of them already in spare moments. Flying bases are another project I want to tackle in this time as I have some nice ideas of how to make them more interesting and want to develop this further. The last major project to get underway in this period is the heroes of Badab. As well as the few bits mentioned, some AM infantry and Luna Wolves, this is the only army needing major attention to make them viable. I've been gradually picking up all the models I need for this army and so it's now a case of cracking on and assembling them. It's been a long time in the planning and so I'm very keen to finally see it come to fruition.

One element to my hobby which has deteriorated of late is gaming time. Though hobby time is easy enough to squeeze in, gaming is becoming less and less of a priority. There is hope though as Dan and I are greatly enthused by the Shield of Baal campaign as it features our principle armies and as such we are hoping to work our way through it in the first quarter of 2015. I also hope to get in some gaming time with Alex and Matt, though have no plans to attend any tournaments in 2015 so far. I am also parting ways with warhammer visions. I think it certainly had a place and is nice to pick up off the shelf, but after a year of subscribing I just don't have any enthusiasm for it as such and so can't justify the £65 annual price tag.

Who knows what the new year will hold for 40k. Necrons are a dead cert, tho I suspect that it will be more of a grey knight style release with very little added to the model range. Now this year was always likely to be brimming with 40k supplements as opposed to codex releases, partly due to fantasy taking the lead this year and partly due to the fact all the codexes are relatively new. I dare say a couple may sneak in updates later on in the year as well as a couple of campaigns hitting us. Speaking of which, the campaigns are an ideal way to sneak in wave releases for exisiting armies. And would it be a complete surprise for the rumoured dark vengeance follow up campaign to be flanked by DA/CSM codex updates?

The ones to watch out for though are the rumoured admech, harlequin and deathwatch supplements. Also, we all secretly hope for a plastic sisters range and hardback codex - who knows, this may be that year. Let's not forget forgeworld either, who may well start having goods sold on the GW website and will hopefully continue to put out the same high quality sculpts (including a few more Primarchs) this year. In conclusion, I'd like to thank GW for a rollercoaster year full of releases and here's to hoping 2015 is equally exciting.   

Blood angel army update complete

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 Hi folks.

Time has flown by recently. I've not had a s much hobby time as I've wanted in the past month but I've tried to be as efficient as possible with the time I've had. Two projects have dominated the past month: blood angels and my badab war project. The badab war project is progressing really nicely and I'm hoping to do an update post next weekend. In the meantime, on to blood angels.

When the new dex hit I grabbed a couple of sets of death company and captain Karl from deathstorm, as well as a priest, termie lib and new terminator box. Effectively I pulled apart half of my battle company and mixed and matched parts to make them all much more blood angel specific, seeing as a fair chunk of the company were monopose marines from older boxed sets.

I used the new terminator set to make my 7 assault terminators into 10 and add in a chaplain plus standard bearer. I also doubled my sternguard to 10 and swapped a few sergeants between squads. A spare rw bike became a sanguinary priest and a cheap set of dv bikers became ba bikers. A few of my special character conversions got makeovers and I magnetised all my vanguard/death company and sergeant arm options. As an afterthought I went all out and upped my sanguinary guard to 10. I also grabbed a second priest (first one ended up as corbulo) and between that and a finecast model converted a librarian and a special character who will have his own spotlight later this week. (see if you can spot him in the pics)

 So, as it stands now my army is Finito. What you see in the pics plus 6 dreadnoughts, 6 Rhino chassis, a land raider and stormraven (with another still to be assembled) represents my largest and proudest army. Now they're where I want them to be I aim to chip away at them over the next 2 years a squad at a time, rebasing onto 32mm and painting up as I go. One assembly project down, now onto the next. Look out for the special character feature this week and badab project next weekend. Cheers.
























Mephiston: Lord of Death. Conversion finished and painted.

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Hi Guys,

Later than promised but here is the Blood Angel character conversion I've been working on this past month. I had hoped Mephiston would get a new model with the codex release and had made a pact with myself to sell my old metal model and convert one if he didn't get a release. My starting point was a piece of second edition artwork which has always been the iconic Mephiston art in my mind:


When compared to the mephi model, this chap is obviously much more dynamic, with the cloak flowing, head repositioned, right arm sans pistol and raised and left sword arm lowered. I had oriinally thought about using astorath as a basis for the conversion, but then along came the sanguinary priest model and I knew I had to use that as the basis for the conversion.



So, effectively what I did was chop mephis head off, removed the right arm at the shoulder and painstakingly cut out the entire of mephis legs while leaving the cloak intact. The head was replaced with one of the new fanged sergeant heads, and guitar wire used to attach the psychic hood cables to his head. In the case of the right side I replaced the entirity of the cable with guitar wire, the left only the part inside the hood. I later GS sculpted some hair to flow in the direction of the wind blowing the cloak. I also decided that as well as a BA backpack he needed a banner to later have his heraldry displayed on.



As for the cloak, I heated the finecast in warm water and made it appear to be flowing more towards the right as if blown in the wind. Between removing the legs and heating the cloak it did split a bit so I had to fill the gaps with GS. The legs were replaced with a painstakingly shaved down set of legs from the priest model. I was tempted to try and seal up the gap at the front and make it more like the original image, but decided I quite liked it with the parting and so saved myself a job. The left arm was repositioned using a bit of generic space marine elbow and greenstuff. Likewise, pretty much the same was done for the right, with the hand modified to look like mephi is about to lick the blood (to be added later using technical paints) from his fingertip, with the plasma pistol presumably holstered. 




 As for painting, I went with a similar colour scheme to the Mephiston model in the new codex, with dark red robes/gauntlets and a black cape. I'm very pleased with the conversion (which stands slightly taller than a Space Marine) and although it's not my greatest paint job it still does the model a decent amount of justice. Cheers.




Heroes of Badab army mega WIP update

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The dream is finally starting to become a reality. Save for a Stormtalon and some FW tank crew I have all the parts I need for the army finally and have gotten everything assembled. Most things are undercoated and a about half the army has basecoats, although as the pictures reveal I am playing around with colours on many of the models still. To recap, this is a themed Space Marines army which will be played as Ultramarines but includes members of each of the loyalist factions from the Badab war. So for example, One tactical squad belongs to the Minotaurs while another is Howling Griffons.

In terms of the models they are a polarised mixture of bargains and salvaged models alongside Forgeworld models. In gaming terms, most things will simply run as Codex Marine equivalents despite appearances although it would be nice to use some of the Imperial armour rules for certain units in friendly games. Here's a rundown of which units are included in the army with a bit of rationale thrown in for good measure:

Red Scorpions: I wanted to use a Red Scorpions Commander as Culln Seemed to be prominent within the Badab war in terms of overall command. The gorgeous FW boarding Captain was a perfect choice, along with the canonical MkIV amroured chaps (including a FW apothecary) to make up a command squad. A bargain Razorback from EBay with FW doors was the icing on the cake. 

 


Minotaurs: quite the undertaking, these chaps I wanted to convert extensively and so picked up a box of hail Caesar Spartans from my FLGS. I added crests, javelins and shields to each model to make them very distinct and used the Games Day Champion with a Space Wolf Axe as the Sergeant. The Rhino has FW doors and a couple of extra shields. The main challenge with these guys now will be finding the right shade of bronze to paint them.




Howling Griffons: A uniformly codex chapter, it seemed only fitting that they be represented by the ubiquitous tactical squad. An old Metal Sergeant is the only stand out model here, with the exception of their ride which is a FW Deimos Rhino with some WFB Griffon heraldry.




Raptors: Nothing says Raptors quite like a sniper squad and so sniper scouts were a must here. A small squad made up of salvaged old metal scouts and abused plastic ones made for a cheap squad that just needed some TLC.



Exorcists: No particular reason for the scout squad here except that the background states somewhere that they make extensive use of them. Mostly these are old metal scouts except for the converted Sarge who has a RT power fist. The colour scheme incorporates lots of hexagramatic wards.



Novamarines: Having lots of suits of terminator armour made the choice for the Novamarines a simple one as I love the Tartaros kit.



Salamanders: Instead of copping out and using a Dreadnought from my Salamander army, I went full on a bought a FW Contemptor kitted out for flamer/melta duty. I went to town on the base, with a wounded Astral Claw firing up at the Dreadnought as it closes in for the kill. I can always steal the drop pod from my Salamanders to give it a bit more utility and run it as a venerable dreadnought.



Carcharodons: Initially I wanted to run a 5-man Vanguard veteran squad but when I couldn't decide between cool-looking weapon options I upped it to 10-man, using a variety of weapons and even some more hail caesar shields. Naturally, Vanguard veterans are suited to the brutal, overwhelming attacks the Carcharodons are famed for.




 
Sons of Medusa: I love the look of the Javelin Speeder and figured that it could be run as a normal typhoon as well if I equipped the missile pods. The Green paint job looks great on it and an Iron Hands successor should of course have access to all sorts of archeotech.


Marines Errant: The missing piece of the puzzle, the Marines Errant don't have their model as of yet but a Stormtalon seemed well suited to a Fleet-based Chapter that make extensive use of aerial/naval assets.


Fire Hawks: They make extensive use of vehicles such as Vindicators and so the FW vindi seemed perfect for the fire Angels. I still need a FW crew member to man the hatch as I hoped to be able to paint at least one actual marine from each Chapter.


Fire Angels: These guys love predators and so a Deimos predator (magnetised) was the obvious choice as again it's a beautiful model. I converted up a couple of rapier crew to represent a Sergeant Chronus counts-as model, who is the only special character in the army. (though I was tempted to run a counts-as Telion for the Raptors)



Star Phantoms: Last but not least, these guys have a plasma fetish and so a devastator squad with several plasma weapons in seemed fitting.


And that's all for now. My aim for the immediate future with these guys is to basecoat all the models and finish all the bases so at least from a distance they'll be decent to look at and recognisable. I also hope to get ahold of the Stormtalon in the next month or so to complete the collection. Cheers.


Into the unknown - what this year holds for GW releases

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Hi folks. This post is yet another one of rampant speculation based on what we have heard rumour-wise in the last few months. It's a somewhat unique situation in that all of the codexes have now been updated to 6th/7th format within the space of two and a half years. Not only that but there's also been an edition change, several campaign supplements and also codex supplements and even new mini-race codexes. What then does that mean for the rest of the year and beyond? First, let's step back and take a look at GW as a whole. 

The Hobbit finally concluded end of last year and with no new material to release I wouldn't be at all surprised if it goes to direct only and becomes effectively what the old specialist games were. Speak of the devil, all the specialist games have either disappeared or found popularity as video games or fantasy flight spin-offs, save for space hulk of course which even saw a second wave release with some tweaks. Dreadfleet sadly taught GW a lesson - all the marketing, fancy models and good gameplay in the world won't necessarily shift a product if there isn't demand in the first place. Whereas Space Hulk already had a following and was cross-compatible with 40k, Dreadfleet died the death. I hope this hasn't put them off trying to release other independent games as, let's face it, classic games re-envisioned (Epic, Gothic, Necromunda, Blood Bowl, Man O War) would likely do very well to differing degrees. We shall see.

Now on to the more mainstream GW products: Fantasy and Horus Heresy. Fantasy seems to be at a similar stage to 40k in terms of updates and model ranges (well, except Bretonnians) but GW decided to do something rather brave and introduce the end times to fill an otherwise disparate release void. Awesome, large models and story progression seem to have breathed new life into Fantasy. Still, from what I've read it still sells nowhere near as well as 40k and rumourmongers are claiming it is likely to have its shelf space reduced and maybe even re-envisioned as a skirmish game.

Horus Heresy on the other hand seems to be doing very well for itself. From what I've read product demand is high and armies such as the Mechanicum are doing particularly well sales wise. The release rate of books and characters is about right and we're probably about halfway there now in terms of legion-specific models with plenty more scope for expansion. This leads us nicely  back to what the future may hold for 40k.

Rumours have suggested recently that 30k may become plastic and mainstream, which would IMO be a great move. It would allow 40K players access to cross-compatible models and encourage interest in 30K as well as 40k. Forgeworld would return to its roots providing specialist models (such as legion specific parts and rulebooks) allowing it to focus more on other projects, such as Imperial Armour releases.

While this would be a good complimentary system for 40k, what are we expecting from 40k itself? After an unprecedented schedule of both codex and model releases, we are as I say in uncharted waters as to where we head next. There's no edition update on the horizon (although that's what we all thought when 7th came along) and who knows when the first 6th to 7th codex updates will come along? Some rumours pointed to a Dark Angels Vs Chaos release over the Summer in the same format as the Stormclaw/Deathstorm releases. The box would likely be similar in contents to Dark Vengeance from the Dark Angels perspective, but in terms of the actual codex releases flanking it there's conversely a lot of (Chaos) and little (Dark Angels) potential. I say that as IMO Dark Angels need no models and a simple FAQ to adjust some points costs would make several of their issues defunct. Chaos, however, need a lot of attention both in terms of models and in terms of expanding the rule sets for legion/cult marines instead of being codex: renegades.

And what about these new mini-army codexes we've seen over the past year. Knights broke the mold on that front and, although somewhat redundant, the Tempestus book (now back in softback - yet another change of direction) certainly made making Inquisition armies a lot more fun. Then there are the digital codexes and dataslates; Inquisiton, Legion of the Damned, Assassins to name but a few. I much prefer paper codexes and really wish they'd release all the WD and smaller digital material in compendium format to make life easier. As for Sisters and Inquisition, I wouldn't be at all surprised if updated rules, codex and models are due in the next 18 months. For now thought we've been treated to not just a Harlequin codex, but also a long-anticipated 40k AdMech book in the form of Codex Skitarii as well as the first proper chaos God book in the form of Khorne Daemonkin.

There are of course some issues with the codex formats in that the 6th edition books lack some key features. No datasheets/formations/detachments/missions, the lack of lords of war and datacards etc. It's a shame that GW doesn't simply release some WD issues with formations, detachments and missions plus release datacards and an FAQ to rejig which slots DTs and Lords of War fall into. Might happen but doubt it. Another issue with the model range is that some models still in use (looking at you Ragnar) are two decades old and in desperate need of an update.

In conclusion, whereas this time last year we knew pretty much what there was to come in terms of books needing a hardback update, the way forward is now clouded. While in one sense GW have brought about a sense of uniformity to the game, by adding in codex supplements, digital-only dataslates and codexes, mini-army codexes, WD dataslates and campaign supplements, the game is more all over the place than ever before. This makes it even harder to predict whether or not GW will stick to an established pattern or once again go off on a tangent as far as releases are concerned. Will we only get model updates for armies with campaign supplements from now on? Will codexes be updated from 6th edition any time soon? How many new mini-army codexes are due? Will Sisters and Admech finally get the love they (and we) so badly need? With WD release schedules we literally are venturing into the unknown on an almost weekly basis now. The next codex may only be a week away for all we know, but with such uncertainty comes speculation and excitement (and a bruised wallet) like never before. Kudos to GW, they certainly know how to push our buttons.

Heroes of Badab hobby update

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Well, here's a moment I was never quite sure would be reached. The Heroes of Badab are assembled in their entirety. I added in the missing Stormtalon/tank crew and have painstakingly painted up half the bases in anticipation of basecoating every member of the army to stand upon a finished base. I'm extremely proud of both the concept and execution of this army and am hoping to get the other half of the bases done and everyone basecoated in the next few weeks. I  have high hopes that now I'm on the final stretch with it that it will be finished completely by the end of this year, pending a short break to pursue other things. 

The Marines errant contingent

Last batch of bases underway

The infantry all awaiting bases

Although some already have them sorted

Minotaurs gunner

Fire Angels spotter

Red Scorpions crew


Shameless plug for my other blog - Skitarii and Daemonkin codex reviews and more

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Hi folks,

This is a purely self-indulgent post to give some advertisement to my other blog, Codex Imperialis. Where Index Astartes covers all hobby, painting and musings on Imperial Space Marines, Codex Imperialis covers the wealth of other armies out there. As this seems to be ever expanding lately and my hobby work is more focussed on them of late, naturally my blog posts have been more frequent over there. For those who haven't visited there ever or of late please drop by, have a browse and comment if so inclined. I get the feeling that a lot of my attention will be focused there in the coming months. Here are some quick links. Cheers.

Skitarii review part 1
Skitarii review part 2
Khorne Daemonkin review
Harlequin overview
Hobby update - orks
Hobby update - Tyranids

Blood angels release overview

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Well it's finally here. The Blood Angel Codex has deep struck into the world of 40k leaving (a sure to be imminent ) Necron Codex as the only non-hardback. I'm really intrigued to see where they go after that given the emphasis on supplements and campaigns recently. 

Anyway, back to the main event: Blood Angels. My first love in 40K has finally got an update after 5 years. I remember all the hype with the previous codex and all that it introduced to them. (covered in my previous post) With the inevitable nerf bat hitting them though, will the Blood Angels come out better or worse for 7th. This is the first article which will be a general overview of the release. Every day this week I'll post up an article on the individual FOC sections comparing old and new and giving a few first impressions. Although the interwebz initially showed some scepticism to the codex, I'll try to remain optimistic and positive as always.   

THE BOOK:



Glorious, as with all of the hardbacks. The cover is beautiful, not my favourite but beautiful still. The first thing that strikes you is the name change; codex Adeptus Astartes is the new things apparantly. Why Space Wolves didn't follow the same convention I don't know but if there's one thing GW have demonstrated lately it's that consistency loses out to pace. We are treated to 20 pages of background and art on the Blood Angels - my favourite art piece being on page 17 depicting the initiation of new recruits. Gorgeous presentation as we have come to expect in the past couple of years. A short section deals with successors with some gorgeous artwork and introduces us to a long-lost cousin in the form of the Carmine Blades - nice bit of background for them. 

After the obligatory timeline (culminating with Shield of Baal) we are treated to a fantastic model gallery showing off the entire new range. There are some fantastic group shots and conversions in here. I was a particular fan of the Flesh Tearers two-page spread. After that the book takes the same convention as others with an armoury section followed by a whopping 40-50 pages of datasheets. It's obvious from most of the sheets that GW steers clear of kitbashes in this section showing simply the plain Captain model and assault squad. (Though the bikes and Command squad are mixed) After that is a wargear section and summary. 

THE MODELS:



I wasn't sure exactly what to expect with this release as the Angels had a pretty comprehensive collection already. If I had to put money on it a few months ago I would have said a sanguinary priest, revamped character model, new flyer and updated generic kit (i.e assault squad). In addition, I was 100% sure they would tie them in with a campaign set and exclusive model like with Stormclaw. As it happens, I was about 50% right. Character-wise we got a Lovely new priest model which has a completely new design aesthetic, Terminator Captain Karlaen from the campaign box and a Terminator Librarian. Boxed sets were similarly unpredictable. A brand new and exclusive tactical squad which is basically a digital mash-up of the Codex tactical squad and death company sets. Just. Plain. Gorgeous. Lastly, an exclusive Terminator assault squad, which while a bit static pose wise, puts the regular kit to shame. A bit stingy on the parts but it also includes a banner. These releases have been very Terminator-heavy - bit of a gamble considering how many people have Space Hulk terminators already .Oh well, one can never have too many terminators......

OTHER:



As with the Space Wolf release, blood Angels have been tied in to part of a campaign. The first shield of Baal book focussed mainly on the Tyranids, while the second part (Deathstorm) gave us super cheap minis and a couple of limited models. This was a great way for people to get a cheap bolster to their collection and a few extra units and rules (I will cover in the FOC reviews) to add in. Lastly, and I have pre-ordered the hardback, we have Exterminatus to look forward to. I am hopeful that the contents of this supplement will contain all we need to fill any missing blanks in the codex, such as all jump armies. Dan and I are hoping to play the whole campaign in the new year time allowing. 
The other ancillary releases include the obligatory cards and painting guide, both welcomed as they are excellent little supplements for die-hard fans. Also worth a mention are the Blood Angels dice - a nice little collectors set, although 10 dice hardly cuts it practically with all those death company rolls!!

CONCLUSION:

Well, that's the run through finished. Overall a pretty stereotypical release content wise. The book and models are stunning and the rules I will cover in subsequent posts. Tying in with Shield of Baal has been nice as it has added a lot of extra hype and content. I'm pretty darn chuffed and looking forward to updating my collection over the next month then getting some games in.  

Fluffageddon tournament - please read

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Hello folks. While Alex at From the Fang is old Hat at tournaments (now being on his 9th and most populous to date) our friend Matt has always been more of a tournament attendee (and occasional winner) than host himself. That is of course until now. While those who have faced his filthy Grey Knight, Eldar and Necron lists would hardly think of him as a fluff player, the self-confessed most miserable man in 40k (as 40k radio will confirm) has decided to turn his hand to hosting an event that is, ironically, all about the fluff and balance in 40k. Joking aside, I will hand over to him to explain more far more eloquently than I could.



Hi Everyone, it’s Matt here. I’ve never posted on here before, but Jamie has kindly let me advertise my first 40k tournament:

Fluffageddon

Fluffageddon is my first 40k tournament that I will be running on Saturday the 5th of September at the Northwest gaming centre in stockport (same venue as blog wars if you know of that).

As the name suggests the tournament is partly about the fluff (background of 40k and its armies and representing that on the table), but its more about creating an event where everyone can come and hopefully have some enjoyable games of 40k with different people, well I suppose it’s also about winning since it is a tournament….

Anyway what makes this different?

Read the tournament pack to find out

But basically its 3 different games of 40k in a competitive setting with certain restrictions to army lists and some slight modifications to rules.

The army limitations are intended to prevent the typical competitive lists from being present and instead should encourage people to think outside the box a bit and bring something a bit different and a bit more varied (maybe even a bit fluffy!)

There are loads of prizes on offer, some for coming top and some for coming top of the fluffy lists (seriously read the tournament pack). But also some mystery prizes that certain players will receive for round specific goals, revealed on the day.

I really hope people will give it a go and if it is a success I would like to make it a regular event that of course will get tweaked based on feedback I receive from people who have attended.

Hobby pledges for second quarter 2015

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Hi folks. we're partway into quarter 2 of 2015 and so I wanted to jot down exactly what hobby targets had been achieved so far in 2015 and what I was hoping to achieve by the halfway point this year. A look back through the blogs tells me that so far this year I've managed to update my largest army (Blood Angels) for the new edition including a much beloved Mephiston conversion. This entire project was in itself no mean feat as there was so much to do. The next major hobby progress was finally getting the Heroes of Badab project underway and to a stage I could be happy with. I consider this more or less achieved, with all the models purchased, assembled and basecoated and all the bases underway separately. Some smaller projects have also cropped up, such as an update for Tyranids (Warriors/Broodlord/Carnifexes and Prime Conversion), some Necron painting and little bits and bobs here and there, such as putting together some FW Legio Cybernetica and starting with the final assembly hurdle for my Orks. Also worth a mention is some work I did on the Eldar and Harlequins painting-wise recently, which I will post about in due course. All in all a fairly busy and productive 3 months so far.

Now we move onto what needs to be achieved in the next 3 months, which we're already a few weeks into. I've decided to put two of the armies needing attention on the backburner, namely Luna Wolves and Imperial Guard, until such time that an update makes them top priority. (In the case of Luna Wolves the Age of Darkness boxed set will be their time) Which leaves a couple of other armies needing minor work and after that everything should be up to date. Here's my schedule for the next 10 weeks, after which I will be taking a much needed 2 week holiday in the Sun before returning to the painting desk.

Necrons - assemble 20 warriors, 5 Immortals, 5 deathmarks, anni barge, 5 Lychguard, 3 wraiths, 5 bases of scarabs and 5 characters. Make some bases separately before undercoating them all and then basecoating the rank and file in chrome and the upper echelons in brass. This is quite an undertaking TBH and I suspect that given there is so much else to be done not all of this will be completed in time and thus will spill over into July. I already made a start on the Crons, however, by assembling and undercoating a Triarch Stalker and 3 Tomb blades.

Orks - assemble and undercoat 20 boys, 2 converted buggies, 8 nobs, 1 converted Gorkanaut and 1 fighta-bomma. I'm halfway through the Ork stuff now and so have a good momentum going with everything out on my desk . In fact, I hope these guys will be done by end of this month.

Eldar - while I will be sure to blog about the new Codex and release, I will likely not get any of the new models for quite a while. There are more than enough things to keep me occupied and TBH money is short with the GW release schedule and I have no desire to stock up on jetbike cheese. I hope to give Eldar/Harlequins some love later in the year with maybe a couple of purchases but for now nothing.

Heroes of Badab - these guys have gone from strength to strength in the past few months and I hope to now enter the final phase. All the bases need doing (nearly there!) in their entirety and I'd like to basecoat all the models before putting them on the bases. Fairly achievable so long as I keep chipping away at them I think.

Skitarii - I couldn't help but get a box which are to be assembled as 5 rangers and 5 vanguard. I actually picked up some Legio Cybernetica stuff a while back and have half assembled the robots, having 1 Vorax, 1 Castellax and a Thanatar fully assembled and undercoated. (leaving 2 Vorax and 1 Castellax). These guys will proxy quite well as dragoons, Ironstriders and Onagers I reckon. Though not a priority I'd quite like to get this little allied army assembled and maybe even basecoated (I'm thinking Ryza Orange) if not now then at the start of Q3 as a priority.

Blood Angels - I took it upon myself to spray 160 32mm bases in Mournfang Brown and so now these chaps are awaiting rebasing. I think I will gradually start to wade through this with no particular timeframe in mind, though I would hope that by the end of this year the whole army are updated from 25mm to 32mm.

Tyranids - Though they're all assembled etc and I basecoated the entire army some time back, there are now a few newbs that need basecoating and also some models that need transferring onto the new 50mm bases. Not a priority but still something I'd like to do ASAP, especially with a game coming up next month and a few units being bright white still!

Horus - OK, I finally did it. I bought a Primarch and have just finished assembling him. Although I said I wouldn't do anything with the Luna Wolves he's the one exception and I hope to start painting him ASAP. My intention is to paint one Primarch every 4-6 months as a background project.

Odds and ends - there  are several projects which may get attention in the next few months or, more likely, spill over into next year. I have a stormtrooper squad for the Inquisition to assemble, 10 Templar Honour Guard, a Deredeo dreadnought for the smurfs and a Captain for the Imperial Fists.

Upcoming releases - the other side of things is how upcoming releases will affect my hobby allocations. So far I've been reasonably good this year, focussing more on books and cards while passing over the temptation to buy more plastic crack. The exceptions to this being the Heroes of Badab and Necron releases, though to be fair I already had plans to give these guys love anyway. The Assassins rumours are pretty cool and I think I'll have to pick up that set despite having a set of assassins (mostly painted) already. We'll see what they have to offer over the next few months. I will revisit this post in 8 weeks time and see how epically I've failed to achieve anything!

Cheers. 

Execution Force review

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Another surprise release from GW comes in the form of execution force. While people either love or hate these kind of releases, I have to confess I really love this one for a number of reasons that I'll explain below.As an aside look out on my other blog for a post that'll be coming in the next week with all 4 of the original assassins painted - I will likely be selling them on if anyone's interested.

1. The WD in the week prior to release not only came with a painting guide of sorts but also with an 8-page pull out in the middle which is effectively Codex: assassins. I already have the dataslate (which is near identical) but the paper version is so much easier to read. Plus it fits the current format and has great pics of the new models.

2. Box contents - I heard lots of complaining about the lack of box contents compared to FB, which while it is a fair comment has to be put into perspective. The 4 assassin models you get in the box are new, exclusive and probably would retail at £15 each if released as clamshells - that's £60 of the £75 already spoken for. Plus you get a Chaos Lord, 15 cultists and 3 Chaos marines - at worst you could offload those on Ebay and break even considering the above. Then on top of that you get a whole game which is effectively better than free considering the above, at which point I;ll move on to the next point.

3. The game is a cracking little release in itself. Simpler and much quicker to set up than space hulk, while it may lack the complexity and variety of its predecessor it does have a couple of distinct advantages. Firstly, the use of event cards and random room placement will ensure a different game each time. Add to this the abilities possessed by each Assassin which are under your command to choose when they are used. Secondly, it's not one on one like with Space Hulk, and this is where I think Execution force really shines.
Several times I've played Space Hulk with someone new to the game only to see them disheartened as their Genestealers are continually mown down and then before they know it, they've lost the game. With execution Force the game mechanic means you will always be playing against the game, whether it's you playing a game on your own, with a friend or as a group of 4 controlling an assassin each. IMO this makes for a much more interesting approach as there will never be a clear winner and loser - you're all in it together trying to beat the game. Lastly it's worth noting there are slight variations on the game to keep things interesting, such as trying to achieve the win without losing a single wound or using a single ability.  

4. Backtracking a bit let's talk about those gorgeous models. They take less time than you may think to assemble and can be assembled with or without the scenic bases should you choose. The Vindicare is pretty similar to the existing one in terms of proportions and static pose. The Callidus has a much better synskin suit and is way more lithe and dynamic than the old model. The Eversor likewise is a bit improvement with lots of detail given to small parts and a great pose. The real winner I think though is the Culexus, who is much better posed/proportioned, has a much larger and aesthetically improved animus speculum and also sports a choice of two different faceplates. Overall, a fantastic little addition to the GW range and hopefully they will release them all at some point later on to allow people to bolster their collections.




On to talking about the actual gameplay a little, it's a pretty easy ruleset to get used to and as mentioned you play against the game itself rather than a flesh and blood opponent. The idea is for you to use your 4 assassins to navigate around the corridors of the Astropathic Sanctum, your main goal being to reveal the 12 hidden rooms until such time that you discover the control panel and teleport chamber to move to the final game board. On the way of course you will encounter a host of bad guys on patrol, who will follow preset patterns until such time that you alert them, at which point they will actively seek you out. Once you have access to the teleport chamber and move to the final game board you will become able to slay the enemy Sorceror Lord. If you achieve this before the end of turn 16 then you win. If all your assassins die or you run of time, game over.

Each of the Assassins can perform two of five (non-duplicated) actions per turn. Move 6, Sprint D6, Melee, Shooting or heal a wound on a 2+. Each Assassin has it's on wargear which will influence its melee and shooting attacks and modifiers, plus abilities (i.e. the Eversor gets a 5+ feel no pain and can also make one extra action per turn) plus tactics, each of which has 3 duplicated one-use only tactics and an omegon tactic which is a single one-off use. Again using the Eversor as an example, his frenzon allows you to make another additional action per turn and his omegon tactic explodes him wounding all enemies in an area on a 4+.

After the Assassin turn, we get the renegade turn, which the players control. It is broken down into 5 phases. The first progresses the turn by moving the Chaos familiar along a scale. Next, we get to action all the patrolling chaos models. Thirdly, we turn over an event card, which is 1-4 per turn depending how many renegades are 'on alert' - as these cards generally favour the Chaos side it's better to use more stealth and have as few on alert enemies as possible. Next, you get to move/attack with the on alert models using a flow-chart protocol. Lastly, you raise the alarm, which may put even more enemies on alert for next turn.

Overall I found my first run through a really fun experience and can see that while it isn't as varied a game as Space Hulk there is still plenty of scope to have a different game every time. As mentioned, it also has the benefit of being a solo game as well as co-operative. A nice touch from GW and a move in the right direction after the questionable release that was Dreadfleet. It definitely pays to have cross-compatibility with 40K on your side and I hope we get to see more 40K releases twinned into unique stand-alone games in future. Cheers.

Heroes of Badab infantry finally based and basecoated

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Hi folks,

FINALLY, I have managed to basecoat and base all the infantry in the army. Effectively that means I can have them on the tabletop and actually game with them now. They're by no means finished, however, and the vehicles still need to brought up to the same standard (aiming for this time next month with them) but this is still a significant milestone. The Heroes of Badab project is truly on the way to being fully finished in 2015. As an extra at the bottom there is a pic of some other models just assembled but unrelated to this army: Salamanders tarantula, UM Deredeo and Draigo. Cheers.










Codex Space Marines pre-release thoughts

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With the new codex release only a week and a half away, now seems like a perfect time to relay some thoughts about what may be on the horizon. Through the joy of leaks and weekly release schedules we already pretty much know what is coming model-wise, which I'll briefly touch upon, but what we have very little info on is what is coming rules-wise.

Models really started rolling out with the release of the space marine command tanks exclusive to warhammer world. I personally hate the idea of these exclusives which, while a relative pain for people like myself to get ahold of (an hour away and no discounts) are near impossible for gamers globally to get without paying ridiculous prices to ebay scalpers - anyone who wants one let me know and they can have it for cost plus shipping next time I go. The assault squad is a relatively mediocre release which, while an improvement over the previous incarnation, brings relatively little to the range. 

Now things start to get interesting. The SM transfer sheets are amazing. Pricey, but worth it for all the transfers you get, especially the Dark Angel ones which (coming from someone who has commission painted the sacred standards) will make life a lot simpler! There's also a new plastic Librarian, who seems like a reinvention of the wheel for the most part, but still OK. (won't mention the DA Chaplain here). Then on to the other goodies. The devastator squad looks amazing, with a rumoured 2 of each weapon (including the new grav cannon) and redesigned old school legs, these are sure to be a hit with players old and new. Last but not least, the upgrade sprues, which are a long-time awaited and most-welcome addition to the range. My only hope is that they continue this trend to encompass the other first founding chapters (and Templars) before applying the same to Chaos Marines. 

I'll cover the models in more detail when the actual release comes about, but suffice to say a mega-Marine fan like myself will be hard-pushed to resist the temptations on offer. The rest of the release seems like pretty standard fare - regular codex (bigger than the last but same price), 7 limited editions (same as last time) plus datacards, which will include battle doctrines or something like that - apparantly these will be in addition to chapter tactics which makes things interesting. 

So what would I like to see from a new codex? Well, there are several things TBH that I think need changing and several that I would hate to change. I'll talk about the latter first. There were rumours of honour guard disappearing, which IMO would be a bitter blow to the codex as I use them in several armies and think they have a particular place.  They also do actually have models, albeit for either ultramarines or red scorpions. The next thing is Templars, which are also rumoured to be disappearing. Double-edged sword really - they were shoehorned in to the last codex and just about fit in. They really need their own book though IMO to make them shine and if indeed they are gone from the book they will either be getting their own book immediately after (still a couple of weeks for them and Templars before Fantasy lands) or they will have gone the way of the Dodo. Former is infinitely preferable to the latter. 

Now onto change, and change is often for the better. Some units need to be improved, such as assault squads, and I think that rules changes rather than wargear or points tweaking would work better here. Centurion spam in drop pods needs addressing, but not without giving marines the ability to form competitive lists. Chapter tactics worked really well last time around and I hope they continue to build on this to make Chapters even more unique. Specific formations / detachments will also aid this. I would also hope (but hope is fading) to finally see my beloved Iron Hands get the same rights as the other first founding Chapters and get a special Character, at the very least an Iron Father. They made a mockery of the fluff last time around and the fact we've seen no models at this late stage makes it a foregone conclusion really but one can always hope. 

Lords of war (thinking Calgar, Kantor and Lysander) will also be good, but in addition I'd be interested to see if they add in generic Chapter Masters as LOW to stop the Chapter Master spam tactics. Don't get me wrong - I think the addition of the Chapter Master ruleset last time around was a good thing, but 2 running round at the same time goes against fluff completely. Also, we need to work out how to build whitescar lists if HQ bikes no longer make them troops - presumably with some sort of formation / detachment? A specific addition I personally hope for is a small clause in the armoury section for heavy flamers stating 'may only be taken by sternguard veterans or models with access to the heavy weapons list and Salamanders Chapter tactics' - why blood Angels get them and not sallies baffles me. 

That's about all the random musing I can muster for now. Suffice to say I'm highly anticipating the direction they take and hope it's somewhat reminiscent of the Eldar Craftworld codex, just without the bittersweet overpowered units. We shall know in 10 days or less. Cheers.

Space Marine collection photo

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This is just a brief one I thought I'd share as a couple of weeks back someone asked if I had taken a photo of my entire collection before. The answer was and still is no, but I'd thought I'd have a try at laying out most of my Codex marines prior to the new book arriving just to see how numerous they are. I kept going until the dining table (3'x5') was covered, and in total used 8 armies. This is approx half my Space Marine collection and covers most of the 'codex' armies, with Black Templars and Blood Ravens being absent for no other reason than their boxes are at the bottom of the pile. Left to right we have:

Back - Heroes of Badab / Crimson Fists / Ultramarines / Salamanders
Front - Iron Hands / Raven Guard / Whitescars / Imperial Fists



Now, for the most part these guys are all in good shape, but with the advent of the new codex next week I will be starting to give some of them special attention, namely Imperial Fists, Ultramarines and Salamanders, though this won't be until July as I'm away on holiday. So for me the next quarter of hobbying (once the last few things are done pre-hols) is pretty much pre-determined. Some Necrons need assembling and spraying, certain projects need painting up, Admech needs to grow into an army and the Marine armies need a bit if updating. Sounds simple, but there's quite a lot to it. That's on top of whatever GW throws us in the meantime. Cheers.

Space Marine codex review part 1 - release overview and army rules

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Well, after weeks of build up we are finally here. The leaks have happened, the models and book are more or less all released and we can see what we're faced with. This will be a multi-part review looking at all aspects of the new codex, what has changed and how the new book will play. It's a big one to get through so bear with me and if I do make any errors please point them out. Cheers. 

The release
So we got the usual codex (now bigger than ever), special editions, painting guide and cards, plus a whole lot more. Not only were we treated to a host of model releases, but also we got access to 3 huge transfer sheets for not only Ultramarines, but Blood Angels and Dark Angels also. Nice to see the non-codex chapters getting a little something to got alongside the release (more on that later). We also got a few WD and web exclusive rule-sets to accompany, which will also be talked about later. The cards and transfer sheets were very nicely done I must admit (picked up the DA one) and, although pricey, it's good to have the option there if you want them. 

The book:
Hmm, one fence about this one. Love the cover and the new-style embossing and overall I'm a fan of the 7th edition format with datacards and reference at the back. However, I must admit I preferred the previous books layout in the front half of the book and just found there was more info in it. I'm not a huge fan of the CGI art they've taken to using for colour schemes etc in these books - it looks much more basic and simplistic to what they used to use. So overall, despite thinking the changes in the book are for the best, I'm not confident the book itself is an improvement over its predecessor.

The models:
Overall positive releases. Starting with the weaker offerings, the assault squad seems to be a boost in price but not a heck of a lot more for your money. You get some new heads and better posed arms/legs plus optional base decorations and an eviscerator. Definitely and improvement on the old kit but just not that awesome especially considering the Vanguard costs the same. The next mediocre offering is the Terminator Librarian - a bit bland TBH with limited weapons options. Still, an improvement on the old FC one.
Now onto the more positive offerings. We have been treated to (what I can only hope is the beginning of a trend for Marines/Chaos) upgrade sprues for the big 4 chapters, offering the opportunity to add new shoulder pads, a few heads, weapons and parts. Relatively inexpensive and great for adding more flavour to your armies. Last but far from least the real star of the show is the Devastator kit. A price jump for sure, but the kit now boasts 50% more heavy weapons (2 of each including the new Grav cannon), retains 6 sets of legs (complete with 2E style suspensors) and also has a host of heads, melee weapons and bits, such as a cherub and some servo skulls. Really nice set that is a welcome addition to the SM range.

The rules:
Now for the difficult part - this will take some time as not only are we going through the largest codex, but we also need to compare to the previous book. Bear with me.

Maelstrom Missions

Space Marines:
1 - Death from above - 1VP if enemy unit destroyed by jump unit or a unit arriving by deep strike.
2 - Honour your Chapter - 1VP if enemy character killed in challenge
3 - No mercy, no respite - 1VP if enemy unit failed morale check or destroyed (3+ = D3)
4 - For the Emperor! - 1VP if 1+ units made a successful charge (3+ = D3)
5 - Lightning strike - 1VP if one enemy unit in their deployment zone completely destroyed
6 - The Emperors retribution - D3 VPs if you control an objective controlled by your enemy at the start of the turn (3+ = D3+3)

Salamanders:
1 - Vulkan's gaze - 1VP if you destroyed an enemy vehicle with melta
2 - Weather the storm - 1VP if you made a successful charge and lost no-one to overwatch
3 - Legacy of Istvaan - 1VP if you have 3 units in 18" of your table edge and destroyed an enemy unit in your table half.
4 - Vulkan's task - D3 VPs if all objectives revealed and you control more than your opponent.
5 - Look them in the eye - 1VP if you destroyed an enemy unit within 6" of a Salamander unit. (if 3+, score D3)
6 - Fires of Nocturne - 1VP if you completely destroy an enemy unit with a flamer weapon. D3 if 2 units, D3+3 if 3+.

Warlord traits

Space Marines:
1 - Angel of death - Warlord has fear and enemy units locked in combat take fear tests on 3D6. (Cassius, Shrike)
2 - The Imperium's sword - Warlord and unit have furious charge. (Helbrecht)
3 - Iron resolve - Warlord has feel no pain. (Vulkan, Lysander, Kantor)
4 - Storm of fire - Each turn, one friendly nominated unit (same Chapter) in 12" has ranged rending. (Tigurius, Telion)
5 - Rites of war - All models in Warlords detachment use his leadership. (Sicarius, Grimaldus)
6 - Champion of humanity - Warlord and all Armies of the Imperium in 12" must reroll failed fear/pinning/morale. (Khan)

Crimson Fists:
1 - Pain is for lesser warriors - Warlord had FNP
2 - Tenacious defender - Warlord and unit counter attack/stubborn in 3" of objective.
3 - Rynn's World veteran - Warlord and unit have hatred and preferred enemy: Orks
4 - Expert instructor - If Warlord doesn't run/shoot, one friendly unit in 12" can use his BS
5 - Refuse to die - Warlord has Eternal Warrior
6 - Scion of Dorn - Warlord and all Crimson Fists in 12" have Fearless

Black Templars:
1. Master Swordsman - +1 WS and A.
2. Furious Indignation - if Warlords unit fails morale check in psychic/shooting phases, move 2D6" TOWARDS enemy.
3. Abhor the Witch - hatred and preferred enemy: Psykers
4. Honour demands combat - reroll failed charge rolls for warlord and unit
5. Oathkeeper - fearless and rerolls failed to hit in a challenge
6. Unyielding determination - warlord and all friendly units in 12" reroll failed morale/pinning/fear.  

So the Warlord traits got a double boost this time around. Not only did a lot of changes occur (for the better) with the generic Space Marine Warlord traits, but now also (courtesy of white Dwarf) we are treated to unique traits for both Templars and Crimson Fists, all of which are very well suited. With regard to the improvements in the generic table, Angel of death now means fear tests in melee are on 3D6, Imperium's sword is now furious charge all the time, Iron resolve is now feel no pain, Storm of fire now grants rending each turn instead of a one-off reroll to hit, Rites of war applies to all models not just those in 12" and Champion of humanity is now an LD boost rather than granting D3 VPs (now built into Khan's rules). Excellent boost all round.

Chapter tactics

Some excellent ideas were introduced in the last edition of the book, which IMO was a fantastic codex. Chapter tactics still exist for all 7 of the featured Chapters, but some changes have taken place. Let's compare old with new:

Ultramarines:
They still get 3 doctrines to use once each per game same as before but with changes. Tactical doctrine now gives rerolls to hit of 1 in both shooting and assault phases, which increases to rerolling all for tactical squads including attached ICs. Assault doctrine has changed to be effectively the same as the tactical one but only works in the assault phase and assault/bikes/assault centurions (plus attached ICs) get to reroll all. Likewise, devastators now effectively get the old tactical doctrine and so all units can reroll 1s to hit in the shooting phase, with devastators/devastator centurions rerolling all to hit. A vast improvement over the old system with the tactical doctrine standing out as being the best of the bunch, though due to the units affected with rerolling all dice the other two are hardly shabby. Best bit (which I'll come to later) is that it's not just the UMs that can access these doctrines, and the smurfs can use them more than once under the right conditions.

White scars:
A few positive changes here. Born in the saddle has been simplified to simply grant skilled rider as well as the +1S to HoW hits. FIght on the move has changed to apply to ALL models now, so every unit in the army with CTs can hit and run plus, as a new bonus, can reroll run rolls. This makes Whitescars an impressively mobile and speedy army who are hard to pin down and should play out exactly as the fluff describes.

Salamanders:
While Master artisans remained the same (master crafting one weapon on each character), flamecraft got a subtle change. While the reroll to wound/pen/glance is the same, rather than being able to reroll failed armour saves from flamer weapons, you now get feel no pain 4+ instead. While at first glance this may appear a nerf, getting a 4+ rather than a 2, 3 or 4+ reroll (depending on the unit), there are actually benefits to this. Not so much for terminators/artificer armour, but certainly for power armour Vs baleflamers/flamestorms and scouts Vs them and heavy flamers, you now actually have a 50/50 chance to survive such attacks where before a wound would have meant certain death, re-roll or not. A net improvement and more fluffy way to represent Salamanders IMO, though we still didn't get those bloody heavy flamers!

Imperial Fists:
A few changes for the better here. Bolter drill changed to specifically include special issue ammo, making IF sternguard a great choice now, especially with the points drop. The other rule to chage slightly is siege masters, which before gave devastators/devastator centurions tank hunters and +1 on the damage table Vs buildings. Now, ALL models can both reroll to glance/pen Vs buildings and ALL units get the +1 on the damage table.  Devastators/devastator centurions retain tank hunters. Including all units makes much more sense as does granting the re-rolls to special-issue ammo. I can see lots of heavy support and sternguard being popular amongst IF armies.

Iron Hands:
Mostly the same, but a few subtle tweaks. The flesh is weak now grants +1 to feel no pain rolls, giving everyone a 6+ but also bolstering apothecary-containing squads to have a 4+ FNP. Command squad sounds pretty tempting right now. Machine empathy remains the same, and now simply states that all Iron Hands vehicles have IWND and techmarines +1 to BotO rolls. So overall a slight boost.

Raven Guard:
Hmm, went from relatively powerful chapter tactics to slightly below par I'd say. Winged deliverance remains the same, but strike from the shadows no longer grants scout and stealth in the first turn. Now it simply grants shrouded in the first turn, but that applies to any non-vehicle units. (so no bulky restrictions any more) Also, you get to add +1 to the roll for night fighting, so have a 2/3 chance of gaining stealth anyway. So, on the plus side you go from having a +1 to a +2/3 cover save on the first turn, but the trade-off is losing the ability to scout. This is probably a better reflection on the Raven Guard fluff tbh but may mean you have an extra turn of vulnerability before being able to strike. Drop pods may counter this, but the other, wider problem is that you are limited on assault troops in the Gladius strike force and thus can't easily have both that and gain maximum benefit from their chapter tactics.

Black Templars:
Thankfully still involved and with some fairly big changes. Holy crusaders replaces crusaders, and is effectively the same, while omitting to mention about the Crusader squad being BT specific. (though obviously it still is due to the Chapter tactics on their unit entry) The lost Librarius retains the old fluff of not being able to take Librarians in BT armies, which was previously in the army list not Chapter tactics. Righteous zeal means that if you suffer a casualty to either shooting or overwatch, the unit gains both rage and counter-attack until the end of that turn. So good in either situation (charging or being charged) really and may even put enemies off shooting/overwatching you prior to combat. Alas, despite the positive changes, accept the challenge is now gone meaning no more re-rolls/rending for characters in challenges. A shame as I really liked that rule. Still, win some lose some.

Armoury

Most things have stayed the same but a few have changed either in terms of rules or points. I'll mention those bits of wargear specific to single units in their entries but though it best to summarise key changes here:

Cerberus launcher - now S4 AP6
Icarus stormcannon array - several changes summarised under Stalker
Skyspear missile launcher - savant lock changed - see Hunter.
Thunderfire cannon - subterranean blast lost tremor, now strikedown.
Siege drill - now Sx2.
Armourium cherub - one use allows reroll to hit for one model in that unit.
Teleport homer - 5 points cheaper across the board.
Terminator combi-weapons - now 5 points.

Relics:
Armour Indomitus - Lost relentless.
Burning blade - same
Primarch's wrath - same
Shield Eternal - same
Standard of the Emperor Ascendant - completely different - now only bearer has fear, and friendly models from that Chapter have +1 attack and fearless while in 12" of that model. 5 points cheaper.
Teeth of Terra - has concussive instead of strikedown.

Well that's it for the first part - I'll be posting more of the review every day this week so be sure to check back. Cheers.

Space Marine codex review part 2 - HQ, troops and elites

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HQ

Captain Sicarius:

Got 10 points cheaper and lost Imperiums sword as his Warlord trait, instead getting rites of war (which he already had before anyway). Battle-forged heroes remains the same as does surprise attack and his wargear. He also gains furious charge, which is effectively permanent old-school Imperium's sword for just him. Confusing. Bottom line, mostly the same and 10 points cheaper. Next.

Chief Librarian Tigurius:

No significant changes.

Chaplain Cassius:

No significant changes

Sergeant Telion:

Now an HQ with an extra wound, he still costs the same and has all the same rules except that he may only join scout units.

Sergeant Chronus:

Same as Telion he's now an HQ and gains an extra wound. He is effectively the same as before just that a tank must be purchased at the same time for him.

Kor'Sorro Khan:

Aside from the Warlord trait change he remains much the same as before.

Vulkan He'stan:

Spotting a trend here? He's essentially the same except for the Warlord trait change which now grants him a much welcomed feel no pain. A true son of Vulkan.

Shadow Captain Shrike:

Sadly, Shrike remains the same. Still overpriced. Warlord trait a bit better now but still, not great. He has the sole advantage of being the only Raven Guard unit (non-scout) that can infiltrate, so added to the first turn shrouded bonus he and his squad should be pretty safe.

Captain Lysander:

Still the man. Hammer now S+6 so the same. Warlord trait gives feel no pain now so super badass!

Pedro Kantor:

One of my favourites, ol Pedro now has artificer armour and, like Lysander, gains feel no pain. Hold the line amended in line with the FAQ to grant objective secured. Key change here - no mention of units in 12" gaining +1  not being cumulative with the Chapter Banner. So presumably now Pedro in a unit of Honour guard with the banner gain +2 attacks! This applies to him also so it seems. Still the same cost, love him more than ever.

High Marshall Helbrecht:

Sadly did not gain Orbital bombardment, all else the same.

The Emperor's Champion:

Several changes here, however. Price the same, he now has the same rule as other Champions regarding challenges. Slayer of Champions now has the best of all worlds. Black sword is +2S as standard and in a challenge he can reroll to hit and to wound rolls of 6 are instant death! He's the premier character killer.

Chaplain Grimaldus:

Couple of changes here. Cenobytes now grant feel no pain rather than a 6++ to units within 6". Speaking of which, they now appear to be wargear (up to 5 of them) rather than a unit so he can join other units. Best of all, he has dropped in price by 35 points. A lot more viable now.

Captain:

Captains remained much the same except for a few subtleties. Both the Chapter Master and Terminator Captain entries got rolled into the Captain entry as upgrades, and with that came a slight point reduction for terminator armour on a Chapter Master (now 10 points cheaper).  Relic Blades also became options for Terminator armour equipped models.

Librarian:

No point changes, but gained both divination and (formal) access to daemonology, making the SM Librarian one of the most diverse psykers in the game.

Techmarine:

MoTF is now gone, replaced by an upgraded Techmarine. Now an HQ choice, the TM is almost the exact same stats as the old MoTF (save for 1 less Ld) and comes with a semi-pointless power axe as standard for the same price as the old TM +PA. So effectively you've gained BS, 1 wound and 1 attack for 15 points. Servitor and upgrade options remain the same, meaning a conversion beamer is now a good 25 points cheaper overall. Good change IMO. Also, I may be wrong but are the servitors a squad or equipment (like the cenobytes) now? 

Chaplain:

No changes

Troops

Tactical squad: 

Same except that teleport homers (globally) halved in points. Oh, and access to grav cannons, as did other squads that can select from the heavy weapons list.

Scout squad:

BIG change here. Scout remained the same cost and have the same wargear options, BUT scouts have returned to BS4/WS4. Not sure how I feel about the change TBH as it makes BA and SW scouts look crap by comparison and doesn't fit the fluff as well as the previous stat-line. These guys are sure to be more popular now, especially snipers. Note also that Telion has gone and is now an HQ option in his own right. 

Crusader Squad:

No real change, just a slight rewording on the neophyte/initiate ratio.

Elites

Command squad:

Now moved into elites and taking up a slot (as per BA codex), the Command squad got 10 points cheaper base. They are also no longer tied to a specific (or any) HQ. All upgrades remained the same, except that there is now a standards list to pick a banner from and they actually get access to special weapons now (FAQ before I think).

Honour Guard:

Same as commands squads, they are now Elites and thus take up a slot and have no restrictions on how many you can take or needing an HQ to take them. All options remain the same except, as with command squads, gaining access to the Standards list.

Centurion assault squad:

5 point drop per model cost and no compulsory veteran Sergeant upgrade. Siege drill as mentioned is now double strength, which makes a big difference for instant death and auto-pen on a fair few things. Definite improvement here, but will still probably lose out to their devastator cousins.

Vanguard veteran squad:

Everything remains the same here, except for one very welcomed and huge change, which is that all the melee weapon upgrades received a 10 point discount! Yes, so now you can take power weapons for only 5 points extra etc. This is a huge boost to this unit which closes the already thin gap between them and their assault squad cousins. The slots and place in a detachment are the only real deal-breakers TBH.

Sternguard veteran squad:

10 points cheaper as they should have been in the last book as a base cost. Still an awesome choice, but with a bit more slot competition this time around. Don't forget Imperial Fists get bolter drill on special issue ammo now too, as well as all the Doctrine boosts.   

Dreadnoughts:

Three big changes here which will finally make these chaps stars of the battlefield again hopefully. Firstly, a points drops on weapons, with plasma cannons being 5 points cheaper and both lascannons and assault cannons dropping in price by 10 points. Secondly, they can be taken in units of up to three now, though there's no mixing and matching with different types of Dreadnought and you can only take a drop pod if they're a single Dreadnought. Thirdly, the base attacks for the Dreadnought went up from 2 to a whopping 4, doubly their close combat potential. 4 may be a bit excessive (3 may have been a bit more balanced) but a boost of some sort was definitely needed to reduce tarpitting and the oh-so-common can't hit the side of a barn door dreadnought charge.

Venerable Dreadnought:

Same changes as above with regard to base attacks, unit size and upgrade costs. Costs the same as the Venerable upgrade did in the previous book. It has its own advert / data sheet now though.

Ironclad Dreadnought:

Same as above with regard to unit size and base attacks. This chap is now a boss and units of 3 terrifying.

Legion of the Damned:

Almost same as before except you can reroll the 2D6 for scatter as well as scatter dice now.

Terminator squad:

A much demanded drop in the base points cost by 5 points a model may make these chaps more desirable now.

Terminator Assault squad:

Same base points drop as above but the TH/SS cost doubled, meaning they're effectively the same cost as before if upgraded and rightly so. Used to make me laugh when people would argue from 5th ed. onwards that the two weapon loadouts were equally good and should be the same cost. 

Well that's it for the second part, as it stands there are two more parts to the review but I may try and write a 5th with some sample fluffy/strong lists for each chapter before Friday to round it up to a full 5 days worth. Cheers. 

Space marine codex review part 3 - Fast, heavy and Lord of war.

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Hi folks. On to part 3 of the review now, which will look at fast, heavy and Lord of war choices.

Fast Attack (all previous dedicated transports now live here)

Assault Squad:

A few changes here. Net cost is the same, just that you start without jump packs now and have to add them on, which obviously affects the previous cheaply available free transports. The only other change is that one in every 5 models (in addition to the usual upgrades) may take an eviscerator in place of their normal BP/CCW. Some implications here for anti-tank/anti-MC duties.

Scout bike squad:

Got a boost in the last codex and an even bigger boost this time around, in that they are now all BS/WS4. Otherwise unchanged.

Bike Squad:

Only changes here are the costs of the attack bike (covered shortly) and the mounted assault rule now featuring in their entry, allowing bikes to change their battlefield role to troops if ANY independent character is mounted on a bike, not just a captain/chapter master. Also, no minimum squad size for troops. Whitescars rejoice.

Attack bike squad:

Only real change here is a points drop on the base cost from 45 to 40.  

Land Speeder storm:

Got 5 points cheaper with a 5 points reduction in the cost of assault cannon upgrades. Also, as it's crewed by scouts, it now has BS4. Fairly big improvement to this chap. One other thing to note is that the transport capacity is only 5 so now Telion is a separate HQ and not upgrade he can't ride alongside scouts.

Land Speeder:

As with the storm, they got 5 points cheaper and also got a 5 point reduction in their secondary weapon costs. As with many of the vehicles in the book, they now get a bonus for being taken in squadrons of 3, which for speeder means they get a 6" boost to their flat out range. As with other vehicles, the bonus is lost when the squadron drops to less than 3 vehicles.

Rhino:

No change

Razorback:

No change

Drop pod:

No change

Stormtalon gunship:

Same base cost but a few rules changes and points adjustments. Escort craft has gone, presumably due to the Stormwing being introduced. Strafing run is retained, and the new rule is vectored afterburners, which grants the stormtalon an additional 6" move when going flat-out and +1 to jink when hovering. The lascannon and typhoon launchers both dropped 15 points and the skyhammer by 10.


Heavy Support

Devastator squad:

Only a couple of changes of note here, namely access to grav-cannons (plus amps) for 35 points a pop and a new piece of wargear in the form of the armourium cherub, which allows one model in the unit to re-roll to hit rolls in the shooting phase as a one off. Will probably still lose out to centurions, but gorgeous new models.

Centurion Devastator squad:

Same as their assault cousins, these chaps lost the compulsory veteran upgrade and dropped by 5 points base each. The twin-linked lascannon option got 5 points cheaper, making them 10 points cheaper net, whereas the grav-cannon option is 5 points more, making net cost the same. Gravs will likely still be the order of the day but the lascannons are a bit more appealing now.

Thunderfire cannons:

All the same except that the techmarine gunner now has the same profile as the regular techmarine and they can finally be taken in units of 3. Further to this, convergent targeting means that while there are 3 in the unit you add +1 to the BS, which with the techmarine boost makes them effectively BS6. Good boost for this unit - am hoping to add a 3rd to my Raven Guard. 

Predators:

No change to costs etc, but can be taken in units of 3 and (spot the trend) gain an appropriate boost so long as 3 are in the unit. Killshot grants them both monster and tank hunters.

Whirlwinds:

No change points wise, but so long as they're in a unit of 3 they gain suppressive bombardment, granting each shot pinning and shred. Nice!

Vindicators:

A 5 point price drop and again, access to squadrons of 3 for a bonus so long as all 3 are alive. This comes in the form of the mighty Linebreaker bombardment, which combines all 3 shots into a single apocalyptic blast which, wait for it, ignores cover! This is incredibly powerful and, while difficult to pull off due to range (and as with all of the squadron perks easily neutered by killing a single vehicle), will likely inspire fear and trepidation in your opponent.

Hunters:

Same points as before, with one small change to savant lock in that it can now target skimmers and jetbikes and hits all vehicles on rear armour. Squadrons of 3 get the perk of being able to reroll the dice for savant lock.

Stalkers:

The Icarus array has changed in that it is now heavy 3 (makes sense as it does have 3 barrels) and only has one weapon profile. The two fire modes remain, however, in that it can fire at one target followed by another, or it can reroll to hit against a single target. These are both using full BS now, so the single target mode got a bit worse and the multi-tracking shot better. The squadron perk for 3 models is that the mighty array gets ignores cover, making it a beast for ignoring jinks.

Stormraven gunship:

No change.

Land raiders:

No change, though they all have separate datasheets.

Lord of War

Marneus Calgar:

The obvious choice for Lord of War, Calgar, costs the same as before and is mostly the same but for these few differences. God of war now allows you to simply choose the Warlord trait you want (feel no pain most likely) and master tactician now allows you to reuse any doctrine once per game. Gone is the choice to pass or fail Ld tests for the whole army, which is a bit of a shame as I quite liked the rule when first introduced as it allowed you to evade charges and the like. Titanic might is also gone, so no more rerolling Vs vehicles. Plus he no longer gets up to 3 slot-less Honour Guard choices. Sounds bad so far right, well this one subtle difference makes up for things. The gauntlets of Ultramar are no longer unwieldy, meaning Calgar can now smash faces in at S8 I5 with 6 attacks on the charge. Still badass, and with optional feel no pain he's one tough cookie. 

That's it for part 3, next time we'll look at the formations in the book. Cheers.

Space Marine Codex review part 4 - formations and detachments

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Part 4 for the review will look at the formations and detachment available in the new book. It will also include the new web-only formation, which is bound to cause a stir. On a side note, this marks my 200th post on this blog since it started a few years ago. Cheers.
 

Formations

Battle demi-company:

So this formation is going to be popular for several reasons. Firstly, it forms the core of a Gladius Strike force (see later) and secondly it is probably something that a lot of marine players can / will field anyway. It consists of a core of 3 tactical squads led by a captain or chaplain (which may be one of the special characters. The other compulsory part of the formation is actually pretty flexible, allowing you to take either one unit of devastators / devastator Centurions, or one of the following: Assault squad/assault centurions/bikes/attack bikes/land speeders. Optional units are a command squad and a unit of dreadnoughts (any type).
From this, as you can probably tell, you can field a minimum of 3x5 tactical squads, a captain and say 3 devastator Centurions and a land speeder. So not much at all really, and of course the Formation can be expanded to over double that size with a reasonable amount of flexibility. The perks of the formation are twofold: EVERY unit gets objective secured and you gain the Tactical doctrine. This is cumulative if you are playing as UMs. Pretty darn good and not too restrictive. We'll come back to it when we talk about the Gladius later.

Anti-air defence force:

1 unit of Hunters and 1 of Stalkers, (with at least 2 Stalkers) that benefit from you being able to +1 BS to the Stalkers if the Hunter(s) score a hit with their Skyspear on that same unit. It really begs the question how many anti-air unit do you want/need in the game, as to maximise benefits you'd need 3 of each to gain their squadron perks too. Reeks of total overkill TBH and so not so sure it'll be popular.

1st Company Strike Force:

3-5 units of any of the 4 Veteran options in any combination. They all gain fear and fearless, as well as giving -2 Ld to enemy units in 12" of at least 3 of the units and also gaining preferred enemy against a pre-selected unit that's classed as an extremis level threat. TBH if you're running 3 Veteran squads of any of these types in your list you may as well group them together like this and benefit from the formation.

Strike Force Ultra:

Same as the boxed set, this is the ultimate first company badass formation. A Terminator Captain (or Lysander), 2 of each terminator squad, a Stormraven, a Land raider crusader/redeemer and a venerable dreadnought. The units must be either in a transport or deep strike reserve. Special rules are reasonable, in that you roll for reserves from turn 1, and add +1 to the number or shots / attacks that the terminators / terminator assault squads get on the turn they disembark from the vehicles. Considering the composition of the formation and the perks other formations get this one is pretty mediocre TBH.

Reclusiam Command Squad:
 
Again, another straight from the box formation - a Chaplain, command squad and razorback. This one grants Crusader and all units within 6" of the formation may reroll failed to hits in the first round of an assault. So effectively it grants zealot to all nearby units, but the Chaplain may not leave the command squad.

10th Company Task Force:

3-5 scouts / scout bikes and an optional Sergeant Telion. All bikes must have cluster mines and the following perks apply. All units have precision shots in the first turn and all infiltrators have stealth until they have moved in some way. Fairly decent, especially in combination with Raven Guard (how fortunate I have shedloads of scouts in my RG army).

Storm Wing:

Same as before, the Stormwing is a Stormraven with 2 Talons escorting. So long as at least 1 Talon is alive the Raven gets strafing run and also they all arrive as a single formation on one reserve roll. I like this formation and already use it for my Crimson Fists.

Centurion siegebreaker cohort:

2-4 Centurion assault squads and a unit of Ironclad Dreadnoughts. Man, this thing looks menacing, but actually the rules aren't too scary. Would be fluffy for Imperial Fists though. Both special rules relate to building, one allows omniscope equipped units to reroll penetration rolls against buildings, where the other adds 2D6 S6AP4 wounds to any building/vehicle occupants if a model from this formation strips their last hull point in the assault phase. This formation seems born for Imperial Fists TBH and the idea of 3 Ironclads stomping towards you is scary enough. 

Land Raider Spearhead:

This is 3 land raiders of any type, which ignore ALL damage table results (except explodes) when within 6" of another raider and reroll to wound/pen Vs super heavies/gargantuans/mighty bulwarks. Pretty darn nasty!

Librarius Conclave:

There's always one formation that is a head-scratcher, and this is the SM one. 3-5 Librarians (including Tigurius if you like) which gain the following. One nominated Librarian gets access to all the others powers at the start of the psychic phase if they are within 12". When he then makes psychic tests, he harnesses on a 3+ if one other Librarian is in 12" or 2+ if two or more are. Talk about psychic supremacy! The other Librarians are unable to manifest powers until the end of that phase (not that it matters) but imagine putting this on Tigurius (with his ability to re-roll failed psychic tests) with 2-3 pals to accompany him. Nasty indeed.

Armoured Task force:

A Techmarine accompanied by 0-3 Thunderfire units, 3-5 vehicle squadrons (Preds/Vindis/Whirlies) and Chronus if you like. All vehicles ignore crew shaken/stunned if within 6" of a Techmarine/gunner and also the Techmarines/Gunners get +1 to BotO rolls. Not that amazing TBH bu tthe only way to get tanks into a Gladius as below.

Supression force:

Lastly, this blast from the past pairs 2-3 Whirlwinds with 1-3 Land speeders. If one of the speeders nominates a unit within 18" and didn't move flat out, the Whirlwinds can now reroll to hit against that unit and have infinite range. Would be good if you used it in conjunction with the 3 Whirlwind perk and kept the Whirlwinds out of sight. More of an apocalypse type unit TBH but nice to see it featured. 

Gladius Strike Force

Last but not least, the Gladius Strike force. This is the SM equivalent to the Necron Decurion. This takes a little bit to get you head around so bear with me. Almost everything contained within it makes reference to the formations I've just described - it is a 'formation of formations' if you like with cumulative perks. Every unit must come from the same Chapter. A Gladius allows each doctrine to be enacted once per game, which is cumulative, so if you are playing as UMs then you would have 2 devastator, 2 assault and 3 tactical doctrines (as you get one for the demi-company, which is the core of a Gladius). All units in the Strike force are affected if they have Chapter tactics.

Speaking of the core choices, you must take 1-2 Demi-companies. If you take a second, you end up with a company and must take the Captain and Chaplain. Here's the big one - a battle company in a Gladius gets access to FREE drop pods/rhinos/razorbacks. Yep, absolutely free, though upgrades are bought as normal. We then move on to the optional Command choices, of which you may take up to 3 in any combo. First and second up are the Librarius conclave formation and Reclusiam command squad as above. Finally, Chapter command is 1 Captain/Chaplain/Chapter Master from the regulars and Special Characters (including Calgar). Each of the following are 0-1 in this choice: Honour Guard, command squad and Emperor's Champion.  

Lastly we come to the auxiliary choices, which are 1+ and are effectively all the other Formations above not already mentioned, the exception being strike force Ultra which is not included. (also note LotD are not to be seen) So, on the one hand we have the incredibly powerful demi-company side of things (and the command choices), and on the other the less flexible auxiliaries of which one must be taken. Some of those could be quite desirable in their minimal format, such as the Armoured, 1st and 10th company task forces (and Stormwing), but the others not so much. Personally I find the Strike force too restrictive for the armies I have, all of which would require me to drop certain units and add others in order to be able to use the Gladius even in minimal format.

Skyhammer annihilation force

The web exclusive formation has pretty much been leaked at this point so it's worth discussing here also, especially as it's so ridiculous. It consists of two assault squads equipped with jump packs and two devastator squads with drop pods. All units must start the game in deep strike reserve and choose to ALL arrive in turn one or two (a la Deathwing). They arrive automatically - no reserve rolling. So far, pretty reasonable right. Now it gets a bit silly.
Devastators, on the turn they arrive, all get relentless. Yep, that's right. You can reliably drop in your grav/muli-melta/plasma cannon boys in min squads, when and where you want, then shoot without penalty. Not enough? Of course not. All the squads they target in any shooting phase also have to take a morale checks on 3D6 regardless of how many casualties were inflicted. Fail and they go to ground. Pass and they can't fire overwatch. I mean wow, talk about screwed either way right. Never mind though, at least the assault squads don't get any perks....
....Except they do. They can charge the turn they arrive. Yep, old deep strike assault is back.  Not enough? No, of course not. They can use their jump packs in both movement and assault phases plus if they charge a unit that has gone to ground due to the devastators rule above then they can reroll to hit and wound in that assault phase. I mean, just wow. I'm not even going to attempt to analyse the benefits of this formation (yes, they get their Chapter tactics etc too) so I'll just leave it at that.
That's it for today. Tomorrow the 5th and final part of the review will draw some conclusions and also put together some example themed/powerful army lists. Cheers. 

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