Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Wednesday, November 25, 2009

Had an Idea...

I think I have made a point about this but you know what I got some time to think as I drive down the road not really paying attention to anything in particular...

I relized a 2k list of the 10th company would actually do some real damage

Fluff wise too...

Think about it for a second...

6 - ten man squads of scouts...maxed out 3 with 10 snipers and the other 3 as assault scouts...I think my math came out to be about 850 points...and that I think includes Telion model a power fist in two of those assault squads and Heavy Bolters with Hellfire rounds in the sniper squads...base of 6 troop choices or up to 12 choices...you can barely do that in a 2k game with regular Space Marines...in a 2k game with scouts you still have another 1000 points for DOOOM...haha

OK THEN to the list of awesomeness...fluff wise too...

There would be no terminators...or sternguards...take that out of your mind first off...about the only people in power armour will be the HQ and his guys...but hey if we have the points we can work it in somewhere...haha

HQ:
Captain w/Relic Blade, Storm Shield, Artificer Armour, Grenade Launcher...175 pts

...and yes this is legal as the Relic Blade is not a two handed weapon per-say and you already loose the extra attack in close combat from the SS...thus no harm no foul...the grenade launcher allows him a shot in the shooting phase if he needs it...

Command Squad w/Apothocary, Company Standard, Company Champion, Veteran w/Meltagun, Powersword, Veteran w/Meltagun, Powerfist, Razorback for transport w/Twin-Lascannons...280 pts

Troops:
Scout Squad 1 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 2 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 3 w/x9 Men, Telion, x8 Snipers, x9 Camo Cloaks...217 pts
Scout Squad 4 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerweapon...155 pts

Elites:
Dreadnought w/Extra Armour, replace CCW w/Twin-Assault Cannon
Dreadnought w/Extra Armour

Heavy Support:
Thunderfire Cannon
Whirlwind
Whirlwind

Scout squads 1-3 will stay ten man squads and leap frog from cover to cover...

Scout squads 4-6 will combat squad out into buildings and ruins for the 3+ cover save...having 6 squads that pin per turn will stop many things...the Whirlwinds and Thunderfire Cannon will take out any hordes and armour as possible...the Captain and his squad will probably run with the Assault Scouts...

But that is 60 scouts right there...haha...and that is the marine horde army...fires like a Imperial Guard army but hits like a Marine Army...haha...now if only I could get them Chimeras...haha

Monday, August 3, 2009

Ok then...Three Armies...

HAHA...

Common I mean I have enough models now to do this and not be hurting on anything...in all honesty I already have 3 armies and one is a crusading Space Marine army with like 4 or 5 chapters present...it is great...

But my idea is this

Blood Angels...Jawaballs you are to blame for this partially...the rest is tha fact that I have 25 assault marines and a Captain/Chapter Master guy with a jump pack as well...meaning I can have from 3 to 5 squads of nothing jump pack guys running around like chickens...haha but those five squads would be 135 pts a peice with a Power Fist in each one...haha...now that would be sickening I know but I like to run a 10 man squad and combat tactic it out to two 5 man squads or in the case of the Blood Angel codex combat squad it out to two 5 man squads...haha

Throw a Chaplain in there for the death company with a plasma pistol in a rhino and it is only 150 points...haha and the Death Company hits automatically cause a Rending...I like that...with the Chaplains re-roll to hit rules...thus the reason I have three Chaplains I can run in my 5k list of Space Marines if needed...haha or I can throw a jump pack on the Chaplain and the Death Company come out a little bit more expensive but 12 inch movement that is set up like that will be a fire magnet no matter who I am playing allowing everyone else to get into close combat...haha

But the Two List I have in my head right now is this:

First one is 1250 list
2 Assault Squads - 10 men, Power Fist,
2 Tactical Squads - 10 men, Heavy Bolter or Multi-Melta, Flamer w/Rhinos
Chaplain w/Combi-Melta
4 Death Company Marines
Furiso Dreadnought

Not Bad at all really...Basically the Chaplain runs the feild with the DC killing whatever gets close enough to reach out and touch...Worse Case I drop the Dreadnough give the DC a Rhino and two extra DC guys to go with it...still 1250 list with that too...haha

The Second List is a much Larger list of a 2k list
3 Assault Squads - 10 men, Power Fist,
2 Tactical Squads - 10 men, HB or MM, Flamer w/Rhinos and Extra Armor
Lemartes
6 Death Company Marines w/Rhino
Furiso Dreadnought w/Venerable upgrade and Extra Armor
Furiso Dreadnought w/DC upgrade and Extra Armor
5 Man Terminator Squad

with that many guys on the field I would feel pretty good 61 marines on the field is not a bad number even at a 2k list...with two dreads as well that are just pure assaulting machines...this would leave the two tactical squads on my closest objectives and allow the assault marines to take the other armies objectives with the Dreads the Death Company would run around again touching everything it could and the Terminators would either take point with the DC and touch everything it could or stay back with the Tact Marines providing much needed extra fire power...maybe a Deep Strike with them at the last few turns would help even more as well...

But I am going to be turning a few guys into a red paint scheme as well...not Jawaballs level of awesomeness but red enough that you know who they are...haha

Thursday, July 16, 2009

Space Marine Scouts

Ah, Scouts the under-rated, under-used Space Marine half-breed step-children.
Before we launch into the uses of specific types of Scouts, let's address the elephant in the room.

Why the hell would anyone take Scouts?

Two things: They are scoring units and they are cheap as hell. And when I say Cheap I mean cheap as hell comparied to any other unit in that codex...PERIOD...

The main thing Scouts have going for them is that they're a Troops unit. That means they can capture objectives. In 5th Edition, with 2/3 Missions involving scoring units, this is definitely something to keep in mind. In the amount of games I've played since 5th came out, I've noticed a shift from the old days of only taking your obligatory 2 Troops units then loading up on elites/fast attack/heavy support. Troops are now the MVP's of the army, and with Space Marines you only have two choices, the Tactical Marines of up to 10 men with bolters a special weapon (flamer, melta or plasma gun...) and a Heavy Weapon (HB, MM, LC, Bla bla bla)...throw on a Rhino for 35 points and go at it...or like this topic is about the Scout.

The second thing they have going for them is that they're cheap. Looking only at 5 man squads, Scouts are 15 points/model, whereas a Tactical Squad Marine is 18 points/model. If we beef these squads up to 10-man squads, they become even more efficient at 14 points/model for Scouts and 17 points/model for Marines. A Space Marines army will rarely be the side with more models on the table, and some army builds will feel that deficiency more than others. Scouts can help out a great deal by putting more bases on the table for the same points, or possibly opening up some points for a desired other unit/upgrade by trading out a Tactical Squad for a Scouts Squad.

How are Scouts different from Marines?

The biggest difference you'll find is in their stats. Scouts have a WS and BS of 3. hey're not as accurate, but for the most part, having Rapid Fire weapons helps to alleviate that. Also, they have an Armour Save of 4+. It's not Power Armour, but it's the next best thing. Also, not to be forgotten, they can infiltrate. Start the game off with a few Objectives already captured.

Different types of Scouts

Close Combat Scouts
Scouts have an option to replace their standard gear with a Combat Blade or a Shotgun for free. Why did I include Shotgun in the Close Combat section? Because it's 12", S4, Assault 2. There isn't even any Armour Pen. Considering their standard-issue Bolter is 24", S4, AP5, Rapid Fire, why would you take a Shotgun? The only time a Shotgun is preferable to a Bolter is shooting prior to an Assault. Rapid Fire weapons cannot be fired in the Shooting Phase prior to an Assault, but an Assault 2 weapon can. The 12" range pigeon-holes their role even further. What I plan to do with my Scouts is make a 10-man squad with 5 Combat Blades and 5 Shotguns. It's a delicate balance figuring out how many Blades to Shotguns in a squad. The more Shotguns, the stronger the pre-assault Shooting Phase...potentially softening up the target and making the Assault Phase easier. The more Combat Blades, the stronger the Assault Phase.

Long Range Scouts

Also an option is to equip your Scouts with Sniper Rifles for free. 36" range, AP6, Heavy 1. Sniper rifles wound on a 4+, regardless of Toughness (great for Carnifexes and Wraithlords) and have Rending to boot! Any roll to Wound of 6 immediately causes a Wound and makes that shot AP2! The "Heavy 1" and 36" range of this option are what make this Squad build a Long Range Scout. Best thing to do with these boys is to sit them in Cover with some Camo-cloaks (+1 to your Cover Save) somewhere removed from where the heat of the battle will take place and attach a heavy weapon like a Missile Launcher or Heavy Bolter.

Mid-Range Scouts


Standard Issue Bolters for the win. These Scouts find their role in the thick of things alongside their Brother Marines. Due to the lack of Combat weapons, play the mid-field and use their Rapid Fire to the best of its ability. I've taken a Heavy Bolter along for when standing your ground is what's called for. On the move, he still has a Bolt Pistol. Another cool thing about giving a Scout Squad a Heavy bolter: they get the free option of firing a Hellfire Round instead of their normal 3 shots. A Heavy Bolter's Hellfire Round is a Heavy 1, with a blast marker. It's also poisoned (always Wounds on a 2+) making it a great "Oh no you DIDN'T!" option when a Carnifex or Wraithlord gets all up in your Scout's grill.

Overall Scout Tactics
The main thing to stress here is that in a Space Marines army, no one unit can do it alone. That's important. You do not have enough models on the table to take too many risks. Your units need to support each other.

OK, now since Scouts are scoring units, we're going to focus on taking and holding Objectives. Objectives generally come in 4 flavors:
Ones in YOUR Deployment Zone
Ones in Your OPPONENT'S DZ
Ones midfield, and
Ones out of the way of battle.

If the Objective is in Your DZ, the ideal candidate to hold this is a Long Range Scout Squad. Sniper Rifles and heavy weapons will do wonders here while still being able to participate in battle. They will do this role better than a Tactical Squad with a Heavy weapon, simply because Sniper Rifles have a longer range than Bolters. The Scouts are actually more efficient at this. In the spirit of No One Unit Can Do It Alone, sit a Heavy Support Unit with them. Make it a strongpoint. If you can convince your opponent that they don't want to go near that Objective, you've already taken one important step to victory.

If the Objective is in your Opponent's DZ, you will want Combat Scouts, Tactical Squads, and even Mid-Field Scouts to help out here. This will be the hardest kind of Objective to get, and will probably also need the help of whatever Fast Attack and Elites you have.

If the Objective is mid-field, you will want Tactical Squads and Mid-Field Scouts. When I talk of Mid-field, I don't just mean any area in between your Deployment Zones, I mean areas that will clearly become the zone where your two armies will concentrate their fire. Even when holding this Objective, your Mid-Field Scouts will be able to pitch in with their 24" Bolters (and Heavy Bolter if you took it.) Your Elites should be helping out here. When you've established ownership of these Objectives, it is time for your Elites, Tactical Squads and Fast Attack to converge upon the Opponent's DZ Objective(s).

Some Objectives are not in either DZ, but clearly are out of the way of where the main battle will be held. These are best held by Long-Range Scouts. This way you can capture that Objective that will take your Opponent too long to try to get to right from the beginning. If he/she decides it's a lost cause and focuses mid-field, you've taken another step towards Victory. Again, No One Unit Can Do It Alone. Out of the way Objectives are vulnerable. Be prepared at ALL times to come to their rescue with your Fast Attack Units. While your Troops and Elites push Mid-field, your Fast Attack should be hovering somewhere between the thick of battle and the Out of the Way Objectives, harassing your enemy's flanks. When the mid-field is secure, have the Fast Attack move on to converge at the Opponent's DZ with your assault oriented Troops and Elites.

Sergeant Telion

I wouldn't feel right discussing Scouts without mentioning the new Special Character Sergeant Telion. While awesome, keep in mind that he costs 50 points...so if your main reason for taking Scouts is to get more boots on the field, this option would defeat your purpose.

That said, Telion has a BS of 6! That's not only a 2+ to hit, but if you roll a 1, you get a second chance (6+) to still make the shot! His Stalker Pattern Boltgun is considered a 36" Range (!), S4, AP5, Heavy 2(!) with Rending (!). That's a huge candidate for attaching him to your Long Range Scouts. Heavy 2, 36" Range with Rending! But we're not done yet! Eye of Vengeance allows YOU to allocate Wounds caused by Telion's shooting, rather than the opposing player! But we're not done yet! Voice of Experience allows Telion to give up his round of shooting to allow another model in his unit to use HIS BS of 6! Remember that Missile Launcher I had attached to the Long Range Squad? Ever made a hasty prayer to the Emperor when relying on that one last Krak missile shot to take down an enemy tank? Well the Emperor's answer to you is Scout Sergeant Torias Telion.

Now, while I have clearly shown you the benefits of taking Telion in a Long Range Squad, I should also mention that he has 2 attacks and a WS of 5, making him a decent accessory to a Combat squad as well... but with every other ability and even his main gun aiming him towards a Long Range role, I wonder if it would be worth it

Sunday, May 31, 2009

Space Marine Cost Effective Force (designed for people starting Space Marines)

Before anything is bought, to all new collectors please remember when you buy your boxes of models: DO NOT THROW ANYTHING AWAY. While this may seem obvious, I mean once you have finished putting together your models, keep everything that is left over. Boltguns, heads, purity seals, plasma guns, arms, legs whatever. Never throw this stuff away, it may be years before you use these pieces again, but trust me, for the small amount of space this stuff will take up, it will prove invaluable.

First of all, a player will need a Space Marine codex ($30).


From reading this they can decide if the following list suits his taste, or they wish then it is able to be altered.

It is always great to have a friend to collect and play this fantastic hobby with. Therefore if possible, start up with a friend so that you both inspire each other to continue painting, gaming and generally remain enthusiastic about the hobby. Also this allows you both to split the Assault on Black Reach box, meaning you will only have to pay $30 for the Space Marines inside. Even if you can't find someone to start the hobby with, when you go into Games Workshop, see if the staff know anyone who would be interested in purchasing the other half of the models, if not you are paying $60 for the set to get the orks which you can put up on eBay for $10 each unit choice and make the money back. Keep the rule book and templates...

From this point onwards I'm going to presume that the Assault on Black Reach box has been purchased, and that you sold the Orks to someone (if you can get more great, but I find its always best on these things to presume the lowest amount).



So far we have:
1 Space Marine Codex
1 Space Marine Captain, Dreadnought with multi melta, 5 Terminators, 10 Tactical Marines with Sergeant, flamer and missile launcher.

Next up your best purchase both from an army point of view (needing essential like 2 troops etc) and monetary point of view is the Space Marine Battle Force for only $90. This sets contents, if bought separately, come to $130, already making you a massive saving.

Now we have:
1 Space Marine Codex
1 Space Marine Captain
1 Dreadnought with multi melta
5 Terminators
25 Tactical Marines - 2 - 10 man Squads/ 1 - 5 man Squad
5 Scout Marines - 1 Squad
5 Assault Marines - 1 Squad
1 Rhino

At this stage it may be wise to look at what we can make so far out of the army:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, chainsword, frag grenades, krak grenades and melta bombs = 175 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Total = 1205 points.

This list makes certain presumptions about how you glue together your models.
1) That you use the power fist from Assault Squad box with the Sergeant from the Tactical Squad box.
2) That you glue a melta gun using the Tactical Squad rather than the flamer or plasma gun.
3) That you use some the elements from the Tactical Squad box (purity seals or other fancy pieces) and a spare bolt pistol and chainsword arm from the Assault Squad to make it clear which model is the Sergeant in your Combat Squad.
4) That you glue together your Scouts with close combat weapons and one heavy bolter, rather than all boltguns or shotguns.
5) That you use the missile launcher from the Tactical Squad.
6) That you use one of the plasma pistols from the Assault Squad and give the Sergeant the power weapon.
7) You do not have to worry about modelling the melta bombs particularly, I have never played an opponent who demanded to see them on the model.

However this list could be handled a dozen different ways, giving all sort of different combinations equalling more or less points.

At this point I would say that some heavy support was needed in the army.

This gives you a broad list of choices, mostly tanks costing $40 or more (in the case of Land Raiders). However the Space Marine Devastator Squad is $35, and will provide you with valuable bits to enhance the options of your existing Tactical Squads. There are a multitude of ways you could assemble your Devastator Squad, but I would be tempted to make:

1 Lascannon
1 Plasma Cannon
1 Missile Launcher
1 Heavy Bolter

The from this, take the two missile launchers out of the Tactical Squads and replace them with the lascannon and the plasma cannon. Meaning your Devastator Squad would be made up of 3 missile launchers and a heavy bolter, costing a total of 150 points but also making the Tactical Squads cost 15 points more in total (for both the lascannon and the plasma cannon).

This gives the Devastator Squad reasonable anti-vehicle capability, whilst also having effective anti-infantry. Also your Tactical Squads will now have anti-tank capability (in the form of the lascannon) and anti-heavy infantry/light vehicles (in the form of the plasma cannon).

Alternatively you could elect for a Predator or Vindicator. I do not recommend the Whirlwind as it does not have as great a points/money ratio compared to the other two, and at the moment the army needs some high strength weaponry. Both tanks cost $40, and from a point perspective the Predator can cost between 60 and 165 points (not counting vehicle upgrades) whereas the Vindicator is a fixed 115 points.

Whilst I have my own preferences when it comes to Predators and Vindicators, for the purpose of this list I will suggest that a Predator is purchased, with a twin linked lascannon, heavy bolter sponsons and a storm bolter, totalling at 140 points.

This gives the Predator accurate anti-tank capabilities with the twin linked lascannon, whilst also formidable anti-infantry capabilities with the heavy bolters and storm bolter.



The Predator has greater firing mobility than the Devastator Squad, however a single attack can destroy the Predator, whilst the Devastator Squad must be picked off a model at a time, also the Predator costs more and does not add a great deal to your bitz box (which is a collection of spare parts from the various sets you buy, which over time can allow you to create models you would not have been capable of in the first place).

As I always find it safest to presume the reader will go with the most expensive option, lets presume the Predator is purchased. Our list now looks like this:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, chainsword, frag grenades, krak grenades and melta bombs = 175 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Predator, with twin linked lascannon, heavy bolter sponsons, storm bolter, searchlight, and smoke launchers = 140 points

Total = 1345 points.

This leaves us a comfortable 155 points off of a 1,500 point army. There are dozens of different ways to make up these points, but lets look at what force organisation slots we've used so far:

1 HQ
2 Elite
4 Troops
1 Fast Attack
1 Heavy Support

At the moment we have a fairly balanced force, combining speed, fire power, and flexibility. If we add more Troops (with say another Tactical Squad or Scout Squad) then the number of objective capturing troops increases. If we add more Elites (with say a squad of Sternguard or another Dreadnought) then our offensive power increases greatly. If we add more Fast Attack (with say a Bike Squad or some Land Speeders) then our mobility increases in addition to our fire power. If we add more Heavy Support (with say a Vindicator or Devastator Squad) then our fire power increases greatly.

There are strong cases to be made for all these choices, as well as several more (such as another HQ in the form of Chaplain or Librarian, or further transports). I myself use a Chaplain in Terminator Armour with Storm Bolter and Melta Bombs for 135 points instead of a basic Captain but that is just me...



My final suggestion is a unit which I never go to battle without anymore. It has good offensive qualities, looks great on the battlefield, gives you as a modeller a chance for some experimentation, and is very cost effective. The Command Squad.



This $35 box gives you a personal retinue for your Captain, including Apothecary (granting the whole squad the Feel No Pain rule, which has saved my squads lives a number of times), a Company Champion (who will become a great aid in combats against more skilful foes), a Company Standard (which will ensure your Marines stay their ground more often) and a special weapon (either flamer, plasma gun or melta gun).

In order to fit all the parts of the set into your army (totalling the unit at 150 points for a Company Champion, Company Standard and a melta gun) you will have to get rid of some of the points in your army. I would probably recommend getting rid of the Predator's storm bolter. Don't worry if the model has it on, any half way human opponent won't mind if you choose not to take it. Alternatively you could not bother to take the melta gun in the Command Squad, making the unit cost 140 points and fit perfectly into our army list. Or you could choose not to take the Company Standard, actually giving you 5 spare points which you could use to buy the Captain melta bombs with. And so on, and so forth.

The list of options numbers in the hundreds, all of them having their pros and cons, good points and bad points. That is the purpose of the on-line forums and the helpful staff at Games Workshop, or the sheer experience of playing a game! They allow you to get an idea of what sort of force you want. Regardless of what the best tactician says, or the most sensible economically minded guy suggests, if you're playing with an army that you don't enjoy, then your not having fun, and at the core of the hobby that is what all Games Workshop products are about.

At the end of this massive rant our force ends up looking like this:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Command Squad, with bolt pistols, chainswords, frag and krak grenades, an Apothecary, a Company Champion and a Company Standard = 140 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades and melta bombs = 190 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light, = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Predator, with twin linked lascannon, heavy bolter sponsons, storm bolter, searchlight, and smoke launchers = 140 points

Total = 1,500 points


At the end of these purchases our total shopping list:
Space Marine Codex = $30
Assault on Black Reach Box = $60
Space Marine Battle Force = $90
Predator = $40
Command Squad = $35

Total = $255

By no means is this a small amount of money to spend on a hobby, and there are certainly ways to get a Space Marine 1,500 point force for less, but I believe this makes a balanced army, for a reasonable price, which acts as a good force to expand upon with further purchases.

Saturday, May 30, 2009

Painted Scout Models...

I am liking the paint job I did on my scouts here...going to have to use them As Soon as I can...I want to use their automatic no saves on a 4+ shots...I like that Sniper Rifle...haha

Ok then...

First 5 man Sniper Scout Squad is complete to a degree...need some black to do some touch ups and some very dark grey...which I hope to pick up this afternoon...

But here they are....




Then there is my Master Scout Sergeant I got in the mail just the other day...Thanks again Breatac over at Rouge Market...




I plan on putting a head on him with a breather grille on his face and paint up quickly...but I need my clipers to make it fit and some green stuff to make a neck...worst case...I just put the old head back on there...haha

for 140 points right there that is not to bad at all...snipers in all their hands...which means 5 shots of a 4+ automatic wound...nice I know...camo cloaks on them as well...

a lot of points there I know...but I think I should try it out and see if they are worth it...haha

Thursday, May 21, 2009

The Surviors of the Ultra Templar Chapter

I had an idea the other week or so...stop with the Power Armour guys right where I am at (enough for maybe 8 full tact squads and 2 assault squads)...stop with the Terminators (at 15 or so)...stop with the tanks (I got two Land Raiders, 2 Predators, 2 Vindicators and a whirlwind...) and go with scouts...(which I only have a 3 man scout bike team...)

I mean think about it...Scout stats are as good if not better then most other armies elite choices...their weapon skill and balistic skill is as good as a guards man but their Strenght makes up for everything else...

Somewhere on my computer at home is how the Ultra Templar were all but destroyed by the Necron armies (similar to what happened with the Crimson Fist and the Orks)...the only surivors were the 5th company and a few men from the 4th company, 3 chaplains, 3 techmarines, and 2 Librarians...and those guys only were alive because of being with the 5th company on rear line defense...

My thought process is this...I usually run with a Heavy Bolter or a Missile Launcher as of late anyway...and for 10 points either way I can still have it in my squad and add the other 5 guys for 25 points cheaper...This would also give me a reason to get or make a Scout Sergeant Telion...because really at this point in the game some of the veterans would be steping down from their rolls to help train the next generation of Ultra Templar...

What I would do is for every Tactical Squad I have on the field two scout squads would be there as well...one on each side of the tact squad to lay down cover fire and learn from those who have the battlefield experience...

A basic list would be something like this

HQ
Chaplain in Terminator Armour w/Storm Bolter and Melta Bombs = 135pts

Elites
Terminators
5 Man = 200 pts

Troops:
Tact Squad
10 Man - Multi-Melta, Melta, Sarge w/Power Weapon and Bolter and Melta Bombs = 190 pts
Scout Squad
10 Man - Heavy Bolter, 2 Shot guns, Sarge w/Power Weapon and Bolter and Melta bombs = 170pts
Scout Squad
10 Man - Heavy Bolter, 8 Sniper Rifles, Sarge w/CCW and Bolter = 150pts
Scout Squad
10 Man - Rocket Launcher, 2 Shotguns, Sarge w/CCW and Bolter and Melta Bombs = 155 pts

This would give me 46 men on the field for 1000 pts...the scout squads and tact can split into 5 man teams giving me 8 objecive grabing choices...and the two sniper teams can pin two squads per game allowing the other squads to sweep in with the terminators to finish everyone else off...Melta Bombs for when I run into enemy armour and I will...Plus a few extra power weapons in there just incase my scouts and tact squads run into something they should not...but the infiltrate and move through cover rules only help them out...

I guess I need to go buy some scout squads huh...

haha

Honour Guard of the 41st Millennium

Honour Guards of the 41st Millennium

For a Space Marine to have become a member of the Chapters Honour Guard is for this Marine to have fulfilled many centuries of extraordinarily bold service. To be a member of the Chapters Honour Guard is to be a living example of what Guilliman himself intended for every Space Marine to be known as.
Most Chapters however can only field a handful of Honour Guard, enough of course to make a fighting force on the field or even a Chapter Master’s retinue, a few of the older and larger Chapters can often gather together as many as two dozen Honour Guards. That is a extraordinary and terrible day when they all fight as solitary unit.

What the Honour Guard can do.
The minimum squad number one can take with them into battle is a three man squad, two Honour Guards as well as one Chapter Champion. Each member comes already armed in Artificer Armour a Power Weapon, Frag and Krak Grenades, a Boltgun as well as a Bolt Pistol. To make it even better the Chapter Champion may replace his Boltgun with a Combat Blade.

The Chapter Champion also has the option to replace his power sword with a Thunder Hammer…which is nice…I know…as well as take the options of digital lasers. Any one of the members of the Honour Guard is allows to take a relic blade as well as an auxiliary grenade launcher…I just think Predator whenever I see that…a little servo gun on the shoulder blowing stuff up…I mean that would just be sweet I know.

On top of that the Chapter Champion may re-roll any miss to hit or any wounds he misses in the assault phase thus giving him a greater chance of defeating anyone in front of him...To make it even better if you have the Chapter Banner with the squad any squad within a 12" range is allowed to re-roll any failed Morale, Pinning test. In addition to the fact that the unit with the Chapter Banner all get an extra attack, with the addition of adding an extra wound in close combat on top of it...

You can also take up to seven more men to max out the squad at ten men and a force to be reckoned with but you will of course be paying for it. Each additional Honour guard is about the cost of two regular Tactical Marines.

And let us not forget about the Rhino, Drop Pods or even the Razorback for those smaller Honour Guard squads. Those dedicated transports are of course available to those who know how to use them…and even to those who don’t…ha-ha

If you have the 9 man squad with Captain you would want to use either a Rhino or a Drop-Pod to get them there...A Rhino will be able to move after your first turn though...worst case the rhino would become a cover save if destroyed...

If you have a 5 man Honour Guard plus the Captain get the Razorback the weapons on it make up for it on top of moving like a Rhino...

Saturday, May 16, 2009

Chapter Masters of the 41st Millennium

Chapter Masters of the 41st Millennium

To be one of these men is to be almost a God amongst men. His combat prowess are unmatched, for not only being a Space Marine, he has fought as every member of the chapter from the lowly Scout, to a Battle Brother, as well as a Captain. All these years of war have trained him in the tools of slaughter and honed his wits to the level of instinct.
With the simplest of glances, a Chapter Master can look upon a battlefield and see any weak spots in his own lines as well as those of the enemy. Able to watch the flow of a battle, and be assured of victory when all other think the battle lost.


What a Chapter Master can do.
The basic Chapter Master comes with a Chainsword, Bolt Pistol, Frag and Krak Grenades, Power Armour and an Iron Halo to boot…at a whopping 125 points. But hey…He can call in an Orbital Bombardment which can more or less blow up anything one turn the entire game. Now if only he could do that every turn he wanted…HAHA…that would be sick I know…

There are three main types of Chapter Master which I will go over in a quick less than 20 minutes of your life type thingy…

Power Armour Chapter Master
The normal Chapter Master will more than likely walk around in his Power Armour or in some cases have his own Artificer Armour which you can replace on his model instead of basic Power Armour. The Artificer Armour by itself gives the Chapter Master an Armour Save just like that of a Space Marine in Terminator Armour, but does not come with the 5+ Invulnerable save that the Terminators get.

Now the Chapter Master has access to any and all weapons that his Chapter can wield so most people if they deal with a Chapter Master will give him some neat toys to rip apart the enemies of the Imperium.

I would instantly give the man Melta bombs flat out…I mean really he is the Chapter Master he is going to want to blow stuff up from time to time…I mean I know I am right… A Digital Weapon for the re-roll in the assault phase. Then throw on an Auxiliary Grenade Launcher and he will be good to go with just a Bolt Pistol and Chainsword…ha-ha… That launcher will make him go all Predator on the enemy…ha-ha

But he is the Chapter Master and no self-respecting Chapter Master of a Space Marine Chapter would willingly go into battle with a Bolt Pistol and Chainsword and call it done… Some sort of Power Sword or Lightning Claw is what is needed if not then a Thunder Hammer, maybe a Power Fist, but I always thought of a Power Fist as a sergeant type weapon. Maybe swap out the Bolt Pistol for a Storm Bolter or a combi-weapon and really make him shine.

Assault Chapter Master
This is the Chapter Master who takes it to the enemy, the Chapter Master who rips out the enemy’s entrails and shoves them down the throat of the next enemy and makes them chew every last bite. Just like the Power Armour Chapter Master throw on some Artificer Armour for the save of 2+. I mean really he is the Chapter Master I think the guy deserves a set of this stuff…

There are two choices here both come with a face pace squad of heavy hitters and the rest of the squad comes with the same options…when you pay for it of course. Ha-ha… The Jump Pack and the Space Marine Bikes are both great choices. Give the Chapter Master a Power Weapon/ Fist/ Thunder Hammer to hit everything he can as he drives or jumps around with Melta bombs and this guy by himself will be a force to be reckoned with. But because of that he will need a squad as backup to take a few hits a guy like him would be my first target…but he would have enough speed to get out of a lot of situations before they get out of hand…

Terminator Chapter Master
He who is untouchable. He who has walked through the valley of death and smacked everyone around. He who has well…done everything…A walking, talking, shooting, smacking everyone around him that he wants tank. Slap this man in the Terminator Armour. Storm Bolter and Power Sword standard…I mean really does he need anything else. I would say yes…get rid of that sword and give the man a hammer…If you are going all out use a hammer on the way out leaves a bigger hole in the area you went through.

Maybe even put on a Storm Shield just for kicks and show the enemy that their weapons ain’t gonna touch you but when you get there you are going to touch them…really hard…


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*I tried to keep the points of everything out of this little essay...so sorry in advance if I wrote down to much info...I just wanted to give some pointers on the new codex because I cannot find my old copy of what I had written down.

Friday, May 8, 2009

The Commander of the Army...

Which is better...

I mean think about it you have in essense four choices: The Warrior (Captain/Chapter Master), The Monk (Chaplain), The Mechanic (Master of the Forge), and then The Wizard (Librarian). Each one is a powerful warrior in their own right, each one able to take out almost anything thrown in front of them...

But I ask this question...Which one is worth the price...Each one starts at 100 points, the main difference is the Captain/Chapter Master start with a Bolt Pistol and Chainsword where the Librarian starts with a Bolt Pistol or Bolter with a Force Weapon the Chaplain is in the same boat with his Bolt Pistol or Bolter with his Crozius Arcanum (ie blunt object power weapon of death). Even the Master of the Forge comes with a Bolt Pistol/Bolter option and then he gets a Servo-harness for free. Yes the stat lines the Captain and Chapter Master both have the same stat lines the only difference is the Chapter Master cost 25 more points, but they both have a Weapon Skill of 6 and a Balistic Skill of 5. No one else in the codex has that good of a stat line, people come close with a Weapon Skill of 5 or a Balistic Skill of 5 to match them but their weapon skill of 6 will lay down a hurting on a lot of things.

But stat line aside I am talking points here...who comes out on top with the same weapon stats.

Captain - 100 points
Power W - 15 Points
Bolter - Free
Total Cost = 115 Points

Librarian - 100 points
Force Wea - Free
Bolter - Free
Total Cost = 100 points

Chaplain - 100 Points
Power We - Free
Bolter - Free
Total Cost = 100 Points

Master of Forge - 100 Points
Servo Ha - Free
Bolter - Free
Total Cost = 100 Points

For a Basic Command Unit 100 Points for everyone but the Captain he comes out at 115 Points for the Power Weapon basic cost.

Now most people will run with a Storm bolter for the gun in their HQ units...I myself use either a Storm Bolter or some sort of Combi-Bolter, but lets stick with the Storm Bolter, Terminator Armour Basic.

Captain - 100 Points
Termi/Storm B/Power S - 40 Points
Total = 140 Points

Librarian - 100 Points
Termi/Storm B/Force W - 55 Points
Total = 155 Points

Master of the Forge - 100 Points
Termi/Storm B/Power S - Not a choice
Total - 100 Points

Chaplain - 100 Points
Termi/Storm B/Power W - 30 Points
Total = 130 Points

So Point Wise in Terminator Armour the Chaplain wins by 10 points alone.

So points alone the Chaplain has become a very useful HQ unit, put him in the Terminator Armour and throw on a 5 man Terminator Squad with Assault Cannon that would only be 360 points and that includes two power weapons, four power fist, five storm bolters and an assault cannon. That will lay down a massive amount of fire power as I have done this before and plan on doing it again.

Tuesday, May 5, 2009

The Ultra Templar's Master of Sanctity

The power armour suits worn by Chaplains are considered holy in themselves. Often they are hundreds, if not thousands, of years old.

A Chaplain's armour is highly stylised and archaic in appearance. Black is the colour associated with Chaplains, and most or all of their armour is painted in this colour. Symbols such as skulls and Imperial eagles commonly adorn the armour, but Chapter-specific symbols are also used. The face plate or the entire helmet is traditionally skull-shaped. Skulls are also repeated throughout a Chaplain's armour - adorning an entire shoulder plate, the upper chest armour or the groin guard. One area of the armour, such as a shoulder guard, is always left in the Chapter colours, displaying the Chapter symbol.

Part of the Chaplain's formal regalia is the crozius arcanum, the Chaplain's staff of office. Used in chapter ceremonies and worship, many Chaplains take them into battle, symbolizing that battle is the highest ritual of the Chapter. The crozius is usually topped with an Imperial Eagle or winged skull. It incorporates a potent energy field, allowing it to be used as a weapon; one that will punch through armour easily, showing the power of faith.

The Rosarius that Chaplains wear around their neck incorporates a powerful force field generator, offering the bearer protection against weapons that even power armour would offer no hope of survival against. In light of this, the rosarius is sometimes referred to as a Chaplain's 'soul armour'.



Master of Sanctity Faust



I feel as though the Chaplain is the best of the three choices you have to make when it comes to a Space Marine Chapter's HQ choice.

Yes you can have a Captain or even a Chapter Master for about the same amount of points...throw them in some terminator armour give them a power weapon and a storm bolter...but they won't have that 4+ invulnerable save and it cost an extra 10 points. On top of that you have the Liturgies of Battle as well as the Honour of the Chapter...The Liturgies are a very useful item to have when assaulting which is something I try to do whenever I get a chance...and seeing that this guy is in Terminator Armour from the word go on top of atleast a 5 man terminator squad I am sure they will be packing a nice sized punch for anything or anyone they come across.