My place to talk 40k and gaming - hobby projects, the Aussie community, unit analysis, list-fu and alternative rules. email: kungfumarcus at gmail dot com
Showing posts with label Space Marines. Show all posts
Showing posts with label Space Marines. Show all posts
Wednesday, June 6, 2012
Life Sized Space Marine Armour and then some
Sometimes people do amazing things. And then you meet some dude named Thorssoli. This gaming legend has done the most awesome thing that a 40k fanatic could ever do - he's gone and built himself his own full scale Space Marine power armour suit!
Actually he's making a whole bunch of them, even one with a heavy bolter AND the custom backpack. They stand 8' tall for christ's sake! Of course words fail to convey even an ounce of the ability this guy have. Have a look for yourself!
Want the full story? Then do what I have been doing over the past few months - start on page 1 of his forum blog and keep reading.
The Forum
As I am apparently terrible at providing in-depth articles at the moment, I thought I'd try to spam you with a few little things like this until I am inspired to write something with more heft. Anyone else nervous about 6th edition?
Tuesday, April 17, 2012
WIP "Young Helbrecht" Sneek Peek
For an upcoming campaign, I'm painting and adding new models to my Crimson Fists army so that I can play a 3000 point all deep strike list.
I'm going to need a Helbrecht counts - as; and it just so happens that I have his headless body, with distinctive back-slung combi-melta, lying in my bits box from. Well that made this project easy. I had to cover his bionic arm with green stuff as he hasn't lost it yet - that happens at the culmination of the campaign!.
The final touch really glams up the model. There were a bunch of cherub-held cloaks in the bits box at Battle Bunker so I grabbed one. I think it makes him look cool.
I'm going to need a Helbrecht counts - as; and it just so happens that I have his headless body, with distinctive back-slung combi-melta, lying in my bits box from. Well that made this project easy. I had to cover his bionic arm with green stuff as he hasn't lost it yet - that happens at the culmination of the campaign!.
The final touch really glams up the model. There were a bunch of cherub-held cloaks in the bits box at Battle Bunker so I grabbed one. I think it makes him look cool.
Tuesday, April 3, 2012
List Evolution: Space Marine Bikes
I've wanted to play a bike list for ages - since I first saw White Scars in a white dwarf many years ago. I love elite (read - cheap) armies and I'm sure that such a mobile army would be a new and welcome challenge to figure out. Problem is that bikes may be elite but they sure aren't cheap - $18 each here in Australia (or something ridiculous like that).
Until recently I had only managed to scrape together 5 bikes for my crimson fists. At the ARC Bring and Buy I picked up 5 chaos bikers for $5. I had to then scalpel and file off all the spiky bits and Chaos glyphs. Then I picked up 4 Black Templar bikers for $25 on WargamerAU. So suddenly I am getting close! But how to play them?
Tuesday, October 25, 2011
Rifleman Dread Conversion Tutorial
Apologies if you have seen this before - I accidentally published it before it was ready, a few months ago now. Yes it has taken me that long to finish off the article! Hope you enjoy it...
Ah the Rifleman, the unlikely star of 5th edition. Taking the humble autocannon and turning it into a reliable transport wrecking blizzard of firepower. Here's a snapshot of one of my Rifleman Dreadnoughts. I'm very happy with the way that they turned out, and their performance on the tabletop. There don't seem to be tutorials with anyone building them my way on the web, so I felt duty bound to share the process with you lot.
Wednesday, August 3, 2011
Space "Knights" for Warpath
So I have read the Warpath rules several times and I like the simplicity of having two rolls for combat. Speeding up the game is great - it might even be possible to play an entire game with my wife before she looses interest! I still don't like the idea of having a counter for each units current Nerve. I'd prefer removing models as a mechanism to record the losses, but I guess I'll have to suck it and see...
This list covers most of the standard Space
Space Knights (0.1)
Sunday, June 12, 2011
Squad Smackdown: Black Templars vs Chaos Space Marines
If you don't know the rules, here they are.
In the Red Corner: 8 Black Templar Initiates with 8 Neophytes, all armed with a bolt pistol and additional close combat weapon. The original marine horde squad frothing with righteous zeal.
In the Blue Corner: 9 Frenzied Khorne Bezerkers pulling at their chains in anticipation. Unrivaled on the charge, but either way this should be a slaughter fit for the blood god.
Neither squad has an advantage to get the charge.
The gates open!
In the Red Corner: 8 Black Templar Initiates with 8 Neophytes, all armed with a bolt pistol and additional close combat weapon. The original marine horde squad frothing with righteous zeal.
In the Blue Corner: 9 Frenzied Khorne Bezerkers pulling at their chains in anticipation. Unrivaled on the charge, but either way this should be a slaughter fit for the blood god.
Neither squad has an advantage to get the charge.
The gates open!
Thursday, May 5, 2011
A Six-pack of Themed 750pt Lists
There is tournament here in Melbourne called Judgement Day that I have attended for the last three years. It is a unique event on the calendar - five 750 point games in a single day packs in the fun and makes for a great variety of games. The atmosphere among the 60+ attendees is great and I have enjoyed every game played so far.
Each year I have taken a different army: Plague Marines, then Vanilla Marines, then Tau last year. Here are the lists I am considering to take this year. The event is heavily comped, but that is panel comp so you get a fair score for your list, not an unfair score from a losing opponent. So bear in mind I'm trying to make lists that are interesting and fit to a theme, but still competitive.
Each year I have taken a different army: Plague Marines, then Vanilla Marines, then Tau last year. Here are the lists I am considering to take this year. The event is heavily comped, but that is panel comp so you get a fair score for your list, not an unfair score from a losing opponent. So bear in mind I'm trying to make lists that are interesting and fit to a theme, but still competitive.
Tuesday, March 29, 2011
Space Marine Scouts
Today I'll be giving Space Marine Scouts the unit analysis treatment. It has turned into a bit of an essay so prepare yourself...
Scouts are pseudo-marines that have yet to complete the cornucopia of operations involved in the transformation of a man into ubermench. Basically they are going through a second puberty. The marines employ these "boys" in a scouting capacity.On the battlefield scouts provide a cheap scoring unit or distraction. While their grown up brethren charge around the battlefield in boxes of steel, spare a thought for the token scout squad siting in the backlines nursing an objective.
This review is for the scouts in Codex: Space Marines, but most of it will apply to scouts from the Dark Angels and Blood Angels codices - just remember that other scouts are Elites so take up a valuable Force Organisation slot and don't score. The Dark Angel scouts have BS and WS 4.
Scouts are pseudo-marines that have yet to complete the cornucopia of operations involved in the transformation of a man into ubermench. Basically they are going through a second puberty. The marines employ these "boys" in a scouting capacity.On the battlefield scouts provide a cheap scoring unit or distraction. While their grown up brethren charge around the battlefield in boxes of steel, spare a thought for the token scout squad siting in the backlines nursing an objective.
This review is for the scouts in Codex: Space Marines, but most of it will apply to scouts from the Dark Angels and Blood Angels codices - just remember that other scouts are Elites so take up a valuable Force Organisation slot and don't score. The Dark Angel scouts have BS and WS 4.
Friday, March 25, 2011
Lysander Drops In - Legally!
(this follows on from my previous post.)
I had a lot of fun playing with my illegal drop pod list, but I guess I'm going to have to make something legal if I want to get games in the future. Having to drop 100 points AND upgrade to a full tactical squad has forced some hard decisions. In the end I made the call to drop down to 2 scoring units. Sure one has 2+ saves, and the other is coming in from reserves, but it will still be a challenge winning objective games with minimal scorers.
This is why I LIKE playing at 1500 points, you can't have everything you want so you have to make the hard choices. Sure games can be a little one-sided at times, but they can also be exciting as you both exploit weaknesses in the other's forces.
I had a lot of fun playing with my illegal drop pod list, but I guess I'm going to have to make something legal if I want to get games in the future. Having to drop 100 points AND upgrade to a full tactical squad has forced some hard decisions. In the end I made the call to drop down to 2 scoring units. Sure one has 2+ saves, and the other is coming in from reserves, but it will still be a challenge winning objective games with minimal scorers.
This is why I LIKE playing at 1500 points, you can't have everything you want so you have to make the hard choices. Sure games can be a little one-sided at times, but they can also be exciting as you both exploit weaknesses in the other's forces.
Thursday, March 24, 2011
Lysander Drops In
(Not my model - but I have the model undercoated - will be lots of fun to paint too!)
I want to share an army list idea that I have been thinking about recently. It started with the following idea for what I believe is an absolutely sick list at the humble 750 point mark. I was thinking of taking this to Judgement Day, which is a 750 point tournament I have enjoyed immensely for the last 3 years. Then I remembered it is comped (panel comp), and taking Tau last year got me the second highest comp score... so maybe not.
I want to share an army list idea that I have been thinking about recently. It started with the following idea for what I believe is an absolutely sick list at the humble 750 point mark. I was thinking of taking this to Judgement Day, which is a 750 point tournament I have enjoyed immensely for the last 3 years. Then I remembered it is comped (panel comp), and taking Tau last year got me the second highest comp score... so maybe not.
Monday, March 14, 2011
Scratch Built Thunderfire Cannon - Part 1
I've always wanted to try out the stupendous firepower of the Thunderfire Cannon on the battlefield. Sadly the only time I proxied one it died in the first turn of shooting and never got to return fire :( Sure it's fragile, but that is mitigated somewhat by the 60" range and 3+ cover save that it is hopefully getting.
I was donated an already painted Techmarine a few years ago. I was playing him as Master of the Forge for my Terminator/Dreadnought list. So I have that covered, and it seemed that scratch building a Thunderfire Cannon to go with him shouldn't be too hard... The theme of my Crimson Fists army is "cheap", so the idea fits that perfectly :) I have never done a scratch build before, so don't expect anything wondrous. I should be able to scale the lofty peak of "servicable" however.
Here are the bits I am going to use. The tracks and engine plate come from an old Ork vehicle, a Razorback roof plate and gun casings (i think?) and a bunch of bits kindly donated to the project by Battle Bunker Aki (including the punisher cannon - thanks mate!)
I was donated an already painted Techmarine a few years ago. I was playing him as Master of the Forge for my Terminator/Dreadnought list. So I have that covered, and it seemed that scratch building a Thunderfire Cannon to go with him shouldn't be too hard... The theme of my Crimson Fists army is "cheap", so the idea fits that perfectly :) I have never done a scratch build before, so don't expect anything wondrous. I should be able to scale the lofty peak of "servicable" however.
Here are the bits I am going to use. The tracks and engine plate come from an old Ork vehicle, a Razorback roof plate and gun casings (i think?) and a bunch of bits kindly donated to the project by Battle Bunker Aki (including the punisher cannon - thanks mate!)
Monday, January 3, 2011
Chapter Approved: Crimson Fists
Chapter Approved: Crimson Fists
by Plague Marine
Build a Crimson Fists force using Codex: Space Marines as a basis. Apply the following additional rules:
Example Force: 1500 points
The idea with this list is to deploy the drop pod (with Captain) and scouts in the midfield, using the tacticals as a mini-Sternguard squad. The Devastators and Dreadnoughts sit in the deployment zone and lay down a steady stream of covering fire. The Dreads can tie up units trying to assault the Devs. Just a fun list I would like to have a game with! Now time to find an opponent to test it on...
Captain (128)
master-crafted lightning claw, storm bolter, hellfire rounds
10 Tactical Marines (305)
hellfire rounds, hellfire promethium; heavy flamer, melta; sergeant with combi-melta, master-crafted power fist
drop pod
10 Scouts (205)
extra close combat weapon, camo cloak; missile launcher; sergeant with master-crafted power fist
2 x 1 Land Speeder (150)
multi-melta, heavy flamer, hellfire promethium
5 Devastators (170)
4 heavy bolters, hellfire rounds; sergeant with chainsword, bolt pistol
by Plague Marine
- Requires Codex: Space Marines
In the times directly after the Horus Heresy was defeated, the Space Marine legions were forced to split into smaller chapters 1000 marines in size - this was known as the second founding. The Imperial Fists legion was known for their self-discipline, loyalty and siege warfare skills. They split into three chapters: the Black Templars, the Imperial Fists and the Crimson Fists. Those chosen for the latter were the newest recruits to the chapter. Thus they were most strongly guided by the writings of the Codex Astartes and operated as a Codex chapter until recent events.
Unfortunately the Crimson Fists chapter recently suffered a near-fatal tragedy - whilst fighting an Ork invasion of their home planet Rynn's World a missile misfire resulted in the complete destruction of their entire chapter monastery. Reduced to a shadow of their former strength, the Fists were left with a dangerously small amount of gene-seed to continue the chapter. However they have managed to survive this cataclysm and are now slowly rebuilding their numbers, recruiting heavily. In order to prevent another massacre that they could ill-afford, Chapter Master Pedro Kantor has been forced to avoid most open confrontations, instead focusing the efforts of the chapter in lightning strikes and guerilla warfare.
Even before the cataclysmic loss of their monastery, the Crimson Fists were experienced in fighting the greenskins. They have now dedicated their efforts to the eradication of the Orks and their kin. Because of their effectiveness against Orks and other greenskins, it is common for the Master of Weapons to distribute Hellfire rounds to every marine taking part in an engagement. Also, the Fists use a chemical they call 'Hellfire' promethium to increase the heat output of their flamer weaponry. This dangerously sensitive explosive is used whenever it can be obtained to fuel their flamers and heavy flamers.
Rules
Build a Crimson Fists force using Codex: Space Marines as a basis. Apply the following additional rules:
Kill the Ork
- All Crimson Fists models have the Preferred Enemy: Orks rule.
- Tactical squads may take a heavy flamer as a heavy weapon option for 5 pts.
- Any unit containing models armed with a storm bolter, bolter or heavy bolter may upgrade all those models with Hellfire rounds at a cost of 5 pts per weapon.
- Any unit containing models armed with a flamer or heavy flamer may upgrade all those models with 'Hellfire' promethium at a cost of 5 pts per weapon. The weapon then counts as twin-linked against models with a Toughness score.
Rebuilding the Chapter
- You must take a scout squad for every tactical squad selected.
- Only one 5 man Terminator or Assault Terminator squad may be selected in the army.
- Bikes never count as scoring.
- A maximum of 1 Land Raider (or variant) may be included in an army.
- A maximum of 2 vehicles of each of the following types can be included in an army: Dreadnought, Land Speeder, Vindicator, Predator and Whirlwind.
Other
- Any power fist or lightning claw can be made master-crafted for 5 pts.
- Only the following special characters may be selected: Pedro Kantor, Sergeant Tellion.
- Note: The Stubborness inherent in the Imperial Fists geneseed is tempered by the dire need of the chapter to preserve its members. Crimson Fist models are not Stubborn unless joined by Kantor.
Example Force: 1500 points
The idea with this list is to deploy the drop pod (with Captain) and scouts in the midfield, using the tacticals as a mini-Sternguard squad. The Devastators and Dreadnoughts sit in the deployment zone and lay down a steady stream of covering fire. The Dreads can tie up units trying to assault the Devs. Just a fun list I would like to have a game with! Now time to find an opponent to test it on...
Captain (128)
master-crafted lightning claw, storm bolter, hellfire rounds
10 Tactical Marines (305)
hellfire rounds, hellfire promethium; heavy flamer, melta; sergeant with combi-melta, master-crafted power fist
drop pod
10 Scouts (205)
extra close combat weapon, camo cloak; missile launcher; sergeant with master-crafted power fist
Dreadnought (125)
2 twin-linked auto-cannons
Dreadnought (145)
twin-linked lascannon, heavy flamer, hellfire promethium
multi-melta, heavy flamer, hellfire promethium
5 Devastators (170)
4 heavy bolters, hellfire rounds; sergeant with chainsword, bolt pistol
2 x 5 Devastators (270)
3 missile launchers
Tuesday, December 28, 2010
Predator (Space Marine Codex)
Weighing in at a cool 60 points before upgrades, the Space Marine Predator is by far the cheapest AV 13 tank in the game. But of course the points can start to pile on once you reach for the weapon upgrades. So how can you equip your Predator efficiently, and the use it effectively on the battlefield? Read on...
Rules
Yes there are other options that can be added to the Predator - but the prices are generally not worth the extra value provided. To be honest I have never taken any of these.
You can add a pintle-mounted storm bolter, giving additional anti-infantry fire that complements heavy bolter sponsons. But it does not complement the auto-cannon, so in scenarios when you are moving and firing at tanks those points are wasted. And in any case spending so many points on a couple of Strength 4 shots is generally not worth it.
Extra armour is even less useful - its actually pretty rare for a vehicle to be stunned, and for a shooty tank like the Predator retaining the ability to move is far less important than for a transport. Give it a miss and save valuable points. You might find the occasional use for a dozer blade but once again this is a far more useful upgrade for a transport vehicle, that actually needs to get somewhere to drop off its passengers. Just avoid difficult terrain!
Finally is the hunter-killer missile option. This is a weapon that complements both auto-cannons and lascannons, and can either be used to maximise an opening salvo or saved for an efficient shot at side-armour. Not really an optimal selection, but I can see the potential in the right list. Probably something I should investigate further on the battlefield.
Rules
The Predator is a Tank with AV 13/11/10 on front/side/rear armour. This means it is a tough nut to crack with a frontal bombardment - auto-cannons require 6s to glance, and krak missiles will need 6s to penetrate. Its the AV 11 side armour that is your biggest weakness, allowing light anti-tank guns to rip you apart if they can deploy or maneuver into the right firing position. You must protect those flanks and force your opponent to face either AV 13 or a 3+ cover save on the side armour.
Rear armour 10, shared by most other vehicles in the game, means that you are vulnerable to assault. Unfortunately for the Predator, it is most effectively utilised when stationary - and this means that units in assault are hitting you automatically! Deciding when to move and reduce your rate of fire is the key to effective Generalship with this tank. Or you can take the easy way out - Blood Angels pay a handful more points to make their Predators Fast, which is an absolute bargain and totally unfair for us vanilla players ;-) But that is for another article...
Make sure that you understand the rules for sponson line of sight before you field them on the battlefield. As far as I can make out from the rule book diagrams, line of sight is calculated from the base of the weapon where it attaches to the sponson, not the tip. Its important to understand the angles that you need in order to bring all your weapons to bear on a target.
Don't forget the option to Tank Shock if your Predator is shaken, or in the rare circumstance that it has had all it's weapons destroyed without being immobilised. AV 13 and a 9"+ move gives you a Strength 7 attack that could do something useful!
Predators come standard with smoke launchers and a searchlight. Smoke launchers are useful when the Predator can't shoot - either because it is out of position (your bad!) or has been shaken by enemy fire. In these cases don't forget to pop smoke and love that cover save! Searchlights aren't much use, as a Predator can't start on the table in a Dawn of War scenario.
Predators come standard with smoke launchers and a searchlight. Smoke launchers are useful when the Predator can't shoot - either because it is out of position (your bad!) or has been shaken by enemy fire. In these cases don't forget to pop smoke and love that cover save! Searchlights aren't much use, as a Predator can't start on the table in a Dawn of War scenario.
Weapon Options
The Predator comes with a single turret auto-cannon by default; an effective light tank destroyer and monstrous creature wounder. It's hard to pass up adding the optional heavy bolter sponsons - for a good price you gain a strong anti-infantry ability with 8 high Strength shots at AP4. This is enough firepower to force a moral check, or wipe out the dregs of a unit.
Of course the upgrade options do not stop there. All the above guns can be swapped with lascannons - or a twin-linked lascannon in the case of the turret autocannon. But these upgrades come at a price, and so should only be chosen if they cover a weakness in the rest of your list. Because of the vulnerability of the turret twin-linked lascannon to weapon-destroyed results, the usual choice is to upgrade the heavy bolter sponsons. Also the lascannons and auto-cannons are complementary weapons against most targets.
Of course the upgrade options do not stop there. All the above guns can be swapped with lascannons - or a twin-linked lascannon in the case of the turret autocannon. But these upgrades come at a price, and so should only be chosen if they cover a weakness in the rest of your list. Because of the vulnerability of the turret twin-linked lascannon to weapon-destroyed results, the usual choice is to upgrade the heavy bolter sponsons. Also the lascannons and auto-cannons are complementary weapons against most targets.
Other Options
Yes there are other options that can be added to the Predator - but the prices are generally not worth the extra value provided. To be honest I have never taken any of these.
You can add a pintle-mounted storm bolter, giving additional anti-infantry fire that complements heavy bolter sponsons. But it does not complement the auto-cannon, so in scenarios when you are moving and firing at tanks those points are wasted. And in any case spending so many points on a couple of Strength 4 shots is generally not worth it.
Extra armour is even less useful - its actually pretty rare for a vehicle to be stunned, and for a shooty tank like the Predator retaining the ability to move is far less important than for a transport. Give it a miss and save valuable points. You might find the occasional use for a dozer blade but once again this is a far more useful upgrade for a transport vehicle, that actually needs to get somewhere to drop off its passengers. Just avoid difficult terrain!
Finally is the hunter-killer missile option. This is a weapon that complements both auto-cannons and lascannons, and can either be used to maximise an opening salvo or saved for an efficient shot at side-armour. Not really an optimal selection, but I can see the potential in the right list. Probably something I should investigate further on the battlefield.
Example Units
Dakka (85)
Predator with auto-cannon, 2 heavy bolter sponsons
The most commonly fielded Predator configuration. Cheap and effective against a variety of targets - and three of these are cheaper than a single Land Raider! Suffers from an inability to threaten AV 13-14, but is cheap enough that this rarely becomes an issue.
Hybrid (120)
Predator with auto-cannon, 2 lascannon sponsons
The perfect compromise between the price of the Dakka and the anti-tank power of the Annihilator - but sacrifices the anti-infantry ability of the Dakka configuration. Able to move and fire a lascannon, or sit still and blast vehicles off the table, its a good choice when you need to up your armies anti-tank firepower.
Annihilator (165)
Predator with twin-linked lascannon, 2 lascannon sponsons
This is the most vicious long-ranged anti-tank configuration in the Space Marine arsenal. If it gets a chance to fire it should be able to comfortably cripple an opposing vehicle each turn. However it has giant SHOOT ME signs painted on the armour, especially that AV 11 side armour. And all it takes is one shaken result in order to stop all that shooting for a turn. Field it at your own risk!
This is the most vicious long-ranged anti-tank configuration in the Space Marine arsenal. If it gets a chance to fire it should be able to comfortably cripple an opposing vehicle each turn. However it has giant SHOOT ME signs painted on the armour, especially that AV 11 side armour. And all it takes is one shaken result in order to stop all that shooting for a turn. Field it at your own risk!
Friday, December 10, 2010
Imperial (inc. Chaos) Heavy Weapons
The Imperium produces a number of bulkier weapons that require the might of a Space Marine, the teamwork of Guardsmen or mounting on a vehicle to be wielded effectively. Sit tight while I walk you through the stats for each of these weapons and their effectiveness in the current edition.
Heavy Bolter
36" S5 AP4 Assault 3
Let's start with the humble heavy bolter. Its stats favour inflicting casualties on light/medium infantry. It has little effect on its own, but when several are combined you will consistently force saves on the enemy. The range is decent but does mean that you won't be in range some times, which can really hurt when in an infantry unit. Suffers from the low utility of AP4 when everyone and his dog is getting a 4+ cover save, and its inability to threaten most transports - although could be nice against a Dark Eldar's Armour 10.
These days you will commonly only spot heavy bolters as sponsons on Predators or Leman Russes, or mounted on a Chimera chasis. Its rare to see them carrried around on foot as they are not effective when unsupported.
Assault cannon
24" S6 AP4 Heavy 4 Rending
The assault cannon is only available to Loyalist Marine armies, and even then it can only be taken on vehicles or by Terminators. This is necessary anyway because it's short range means that it must move forward and fire to be effective - so you shouldn't include it in a gunline. Good rate of fire and ability to rend means that the assault cannon can be a very effective weapon against vehicles - in fact it has a better chance of damaging AV 14 than a lascannon (when it's within range). It is also effective against any infantry, a good all-rounder. The king of heavy weapons in 4th edition, the assault cannon was brought into line with the Rending nerf of this edition and is now well balanced.
Assault cannons are commonly seen on drop pod Dreads as an alternative to the multi-melta (if Vulkan isn't around of course) and twin linked on the front of Land Raider Crusaders and Redeemers. The modern Terminator is more likely to be seen with a cyclone missile launcher, but Dark Angel and Black Templar Termis still prefer the assault cannon to their inferior cyclones.
Auto-cannon
48" S7 AP4 Heavy 2
The auto-cannon is like a baby lascannon, but trades in AP for a higher rate of fire. It is the ultimate imperial suppression fire weapon, with an excellent chance of damaging AV 11 and 12. With S7 it doubles as an excellent Monstrous Creature hunter. But with AP 4 it is still an ineffective marine killer.
These days the auto-cannon is a common sight on the battlefield due to it's effectiveness. Imperial guard squads will shoot them from the safety of their Chimera pillbox. Hydras and loyalist marine Dreads can rock two twin-linked 'cannons which can cause a lot of destruction! The Predator Destructor is a common choice too. Chaos marines can take auto-cannons as a heavy weapon choice unlike the loyalists, and it is a good weapon choice for their Crazy dreads too - just pop off a couple of frag missiles into the side of a nearby vehicle if you roll a 1 on the Crazed table.
Heavy Flamer
- S5 AP4 Template
When light/medium infantry are sitting smugly in cover, the heavy flamer provides the means to shift them. Ignoring both cover saves and 4+ armour saves is a deadly combination - especially against scouts that have gone to ground for a 2+ cover save! As all you have to do is wound, twin linking this weapon gives a very good chance of wiping an entire unit! Heavy flamers are usually mounted on vehicles. When that vehicle is fast you can quickly deliver that template-of- death to achieve optimal placement. Don't forget that with Strength 5 you also have a chance of damaging any light vehicles you can cover with your template.
Heavy flamers are a common site mounted on vehicles. They are especially effective on fast vehicles such as land speeders, Blood Angel razorbacks and even the Witchhunter Immolator (not actually fast), all of which can fire after moving 12". This greatly increases your ability to manoever the flamer to cause maximum casualties. Chimeras can take them instead of the heavy bolter option - the choice really depends on the rest of your army. Heavy flamers are also effective when deep struck in, which can be done by Dreadnoughts and Terminators. Finally they can be taken by Sternguard on foot, and a squad of 5 in a transport can make an effective BBQ.
Plasma cannon
36" S7 AP2 Heavy Blast Gets Hot!
Against the right opponent a plasma cannon can threaten enormous harm. Deep-striking Terminators, Marines just disembarked from a vehicle, and Blood Angels/Death Guard/Incubi with Feel No Pain are prime targets - there is the potential to remove several of these tough models from the table. There are obvious steps an opponent can take to mitigate this threat - staying in cover and spreading models out being the two most obvious - but you can use this to control their movement on the table. Don't forget that it can also be used effectively against transports if there are no better targets available. The 36" range prevents you from threatening the entire board with a plasma cannon from the deployment zone, so initial position is important. Finally, when carried by infantry there is a huge drawback - you have a 1/6 chance of not even getting to fire the cannon each round, with a chance of losing the model too.
The only infantry with access to plasma cannons are loyalist marines, but they are rarely chosen due to the problem of Gets Hot! Plasma cannons are best mounted on vehicles such as Dreadnoughts and Leman Russ or Sentinels. The Leman Russ Exterminator can launch 5 plasma cannon shots per turn - annihilating a target even if it is in cover!
Missile Launcher
krak 48" S8 AP3
frag 48" S4 AP6 Blast
Cheap and versatile, this is a commonly seen and very effective weapon with a table-spanning range. The krak missiles are great at damaging vehicles up to AV 12, and offer better value for money than the lascannon equivalent. Not so effective against higher AP though. They are also brilliant for doubling out T4 infantry with multiple wounds - Tyranid Warriors do not like them at all. Finally they are great to take wounds off monstrous creatures with good armour saves. The frag missiles are far more situational and should only be used against densely packed troops in cover. But it's a nice option to have. Don't forget the AP is only 6, not the 5 of bolter weaponry.
Missile launchers are very common in modern loyalist marine armies. They are the preferred weapon of choice for Devastator/Long Fang squads due to their value for money. Cyclone missile launchers and Typhoon missile launchers (whilst technically different weapons, they have the same stats except for an increased rate of fire) are a good choice for Terminator and Land Speeders respectively. Imperial Guard can pack missile launcher teams into their squads and on Sentinels, but in general they are less commonly seen. It's worth pointing out here the value of a missile launcher on a Chaos Dreadnought with the Crazed rule - you can shoot frags at a nearby tank with no risk of damage.
Multi-melta
24" S8 AP1 melta
If melta is king in 5th edition, then this must be the emperor of weapons! The same ability to kill transports but with twice the range means that the multi-melta can threaten a larger area of the board. But even with the extended range this is still an up-close-and-personal weapon - you will need to think hard about how you are going to get your multi-meltas into a position where they can get that double dice penetration roll. This is made a lot easier when mounted on a vehicle - infantry with a multi-melta fill a defensive roll, protecting an area (usually the midfield) with the threat of blowing stuff up. A single shot may easily miss though - they are far more effective when twin-linked or travelling in pairs.
Multi-meltas are common in the typical Space Marine army. They are most effective on land speeders, which can even deep strike and slag a tank without having to risk being shot down before. Droppod Dreadnoughts have a similar opportunity, but cost a lot more than a single land speeder. Dreads on foot can also use multi-meltas effectively, although they may have trouble getting into range for the first turn and might be better off running. Finally, Space Marines tactical squads can take one for free, jump in a Rhino which moves forward and pops smoke, thus threatening any enemy vehicle which wants to move forward into the middle of the table. Multi-meltas are less common in Imperial Guard armies, but may be taken as sponsons on a Leman Russ. Effective indeed, but getting close enough to use them exposes the tank to the enemy's own melta weaponry and assaulters, which are its weaknesses.
Lascannon
48" S9 AP2
The lascannon is an iconic imperial weapon, rightly feared by xenos everywhere. It features great range, Strength and AP; none are the best possible (ie the Tau railgun), but all are close. Although it can threaten Land Raiders and other AV14 tanks, this is usually not your best option - a marine's chance of causing damage at all is 1 in 6 per shot. Enough shots might get a result, but you are better off pointing these things at light and medium vehicles. The lascannon also shares the strengths of krak missiles, and in addition is also effective against Terminators. But you often pay a hefty price for that extra Strength, so think carefully before you splurge.
From a marine perspective, expect to see twin-linked lascannons on Land Raiders, Dreadnoughts, Razorbacks, and the single version in tactical squads. Devastators/Havoks won't touch them because of the excessive price. Imperial guard get a better price for lascannons in heavy weapon squads. Leman Russes carry a front mounted one, and Vendettas have three twin-linked 'cannons at a ridiculously cheap price.
Heavy Bolter
36" S5 AP4 Assault 3
Let's start with the humble heavy bolter. Its stats favour inflicting casualties on light/medium infantry. It has little effect on its own, but when several are combined you will consistently force saves on the enemy. The range is decent but does mean that you won't be in range some times, which can really hurt when in an infantry unit. Suffers from the low utility of AP4 when everyone and his dog is getting a 4+ cover save, and its inability to threaten most transports - although could be nice against a Dark Eldar's Armour 10.
These days you will commonly only spot heavy bolters as sponsons on Predators or Leman Russes, or mounted on a Chimera chasis. Its rare to see them carrried around on foot as they are not effective when unsupported.
Assault cannon
24" S6 AP4 Heavy 4 Rending
The assault cannon is only available to Loyalist Marine armies, and even then it can only be taken on vehicles or by Terminators. This is necessary anyway because it's short range means that it must move forward and fire to be effective - so you shouldn't include it in a gunline. Good rate of fire and ability to rend means that the assault cannon can be a very effective weapon against vehicles - in fact it has a better chance of damaging AV 14 than a lascannon (when it's within range). It is also effective against any infantry, a good all-rounder. The king of heavy weapons in 4th edition, the assault cannon was brought into line with the Rending nerf of this edition and is now well balanced.
Assault cannons are commonly seen on drop pod Dreads as an alternative to the multi-melta (if Vulkan isn't around of course) and twin linked on the front of Land Raider Crusaders and Redeemers. The modern Terminator is more likely to be seen with a cyclone missile launcher, but Dark Angel and Black Templar Termis still prefer the assault cannon to their inferior cyclones.
Auto-cannon
48" S7 AP4 Heavy 2
The auto-cannon is like a baby lascannon, but trades in AP for a higher rate of fire. It is the ultimate imperial suppression fire weapon, with an excellent chance of damaging AV 11 and 12. With S7 it doubles as an excellent Monstrous Creature hunter. But with AP 4 it is still an ineffective marine killer.
These days the auto-cannon is a common sight on the battlefield due to it's effectiveness. Imperial guard squads will shoot them from the safety of their Chimera pillbox. Hydras and loyalist marine Dreads can rock two twin-linked 'cannons which can cause a lot of destruction! The Predator Destructor is a common choice too. Chaos marines can take auto-cannons as a heavy weapon choice unlike the loyalists, and it is a good weapon choice for their Crazy dreads too - just pop off a couple of frag missiles into the side of a nearby vehicle if you roll a 1 on the Crazed table.
Heavy Flamer
- S5 AP4 Template
When light/medium infantry are sitting smugly in cover, the heavy flamer provides the means to shift them. Ignoring both cover saves and 4+ armour saves is a deadly combination - especially against scouts that have gone to ground for a 2+ cover save! As all you have to do is wound, twin linking this weapon gives a very good chance of wiping an entire unit! Heavy flamers are usually mounted on vehicles. When that vehicle is fast you can quickly deliver that template-of- death to achieve optimal placement. Don't forget that with Strength 5 you also have a chance of damaging any light vehicles you can cover with your template.
Heavy flamers are a common site mounted on vehicles. They are especially effective on fast vehicles such as land speeders, Blood Angel razorbacks and even the Witchhunter Immolator (not actually fast), all of which can fire after moving 12". This greatly increases your ability to manoever the flamer to cause maximum casualties. Chimeras can take them instead of the heavy bolter option - the choice really depends on the rest of your army. Heavy flamers are also effective when deep struck in, which can be done by Dreadnoughts and Terminators. Finally they can be taken by Sternguard on foot, and a squad of 5 in a transport can make an effective BBQ.
Plasma cannon
36" S7 AP2 Heavy Blast Gets Hot!
Against the right opponent a plasma cannon can threaten enormous harm. Deep-striking Terminators, Marines just disembarked from a vehicle, and Blood Angels/Death Guard/Incubi with Feel No Pain are prime targets - there is the potential to remove several of these tough models from the table. There are obvious steps an opponent can take to mitigate this threat - staying in cover and spreading models out being the two most obvious - but you can use this to control their movement on the table. Don't forget that it can also be used effectively against transports if there are no better targets available. The 36" range prevents you from threatening the entire board with a plasma cannon from the deployment zone, so initial position is important. Finally, when carried by infantry there is a huge drawback - you have a 1/6 chance of not even getting to fire the cannon each round, with a chance of losing the model too.
The only infantry with access to plasma cannons are loyalist marines, but they are rarely chosen due to the problem of Gets Hot! Plasma cannons are best mounted on vehicles such as Dreadnoughts and Leman Russ or Sentinels. The Leman Russ Exterminator can launch 5 plasma cannon shots per turn - annihilating a target even if it is in cover!
Missile Launcher
krak 48" S8 AP3
frag 48" S4 AP6 Blast
Cheap and versatile, this is a commonly seen and very effective weapon with a table-spanning range. The krak missiles are great at damaging vehicles up to AV 12, and offer better value for money than the lascannon equivalent. Not so effective against higher AP though. They are also brilliant for doubling out T4 infantry with multiple wounds - Tyranid Warriors do not like them at all. Finally they are great to take wounds off monstrous creatures with good armour saves. The frag missiles are far more situational and should only be used against densely packed troops in cover. But it's a nice option to have. Don't forget the AP is only 6, not the 5 of bolter weaponry.
Missile launchers are very common in modern loyalist marine armies. They are the preferred weapon of choice for Devastator/Long Fang squads due to their value for money. Cyclone missile launchers and Typhoon missile launchers (whilst technically different weapons, they have the same stats except for an increased rate of fire) are a good choice for Terminator and Land Speeders respectively. Imperial Guard can pack missile launcher teams into their squads and on Sentinels, but in general they are less commonly seen. It's worth pointing out here the value of a missile launcher on a Chaos Dreadnought with the Crazed rule - you can shoot frags at a nearby tank with no risk of damage.
Multi-melta
24" S8 AP1 melta
If melta is king in 5th edition, then this must be the emperor of weapons! The same ability to kill transports but with twice the range means that the multi-melta can threaten a larger area of the board. But even with the extended range this is still an up-close-and-personal weapon - you will need to think hard about how you are going to get your multi-meltas into a position where they can get that double dice penetration roll. This is made a lot easier when mounted on a vehicle - infantry with a multi-melta fill a defensive roll, protecting an area (usually the midfield) with the threat of blowing stuff up. A single shot may easily miss though - they are far more effective when twin-linked or travelling in pairs.
Multi-meltas are common in the typical Space Marine army. They are most effective on land speeders, which can even deep strike and slag a tank without having to risk being shot down before. Droppod Dreadnoughts have a similar opportunity, but cost a lot more than a single land speeder. Dreads on foot can also use multi-meltas effectively, although they may have trouble getting into range for the first turn and might be better off running. Finally, Space Marines tactical squads can take one for free, jump in a Rhino which moves forward and pops smoke, thus threatening any enemy vehicle which wants to move forward into the middle of the table. Multi-meltas are less common in Imperial Guard armies, but may be taken as sponsons on a Leman Russ. Effective indeed, but getting close enough to use them exposes the tank to the enemy's own melta weaponry and assaulters, which are its weaknesses.
Lascannon
48" S9 AP2
The lascannon is an iconic imperial weapon, rightly feared by xenos everywhere. It features great range, Strength and AP; none are the best possible (ie the Tau railgun), but all are close. Although it can threaten Land Raiders and other AV14 tanks, this is usually not your best option - a marine's chance of causing damage at all is 1 in 6 per shot. Enough shots might get a result, but you are better off pointing these things at light and medium vehicles. The lascannon also shares the strengths of krak missiles, and in addition is also effective against Terminators. But you often pay a hefty price for that extra Strength, so think carefully before you splurge.
From a marine perspective, expect to see twin-linked lascannons on Land Raiders, Dreadnoughts, Razorbacks, and the single version in tactical squads. Devastators/Havoks won't touch them because of the excessive price. Imperial guard get a better price for lascannons in heavy weapon squads. Leman Russes carry a front mounted one, and Vendettas have three twin-linked 'cannons at a ridiculously cheap price.
Monday, November 8, 2010
Librarian Terminator Mech - List Evolution (Part 2)
See here for Part 1. The list I came up with is reprinted here;
Libby Termi Mech (1500)
Librarian - null zone, gate of infinity 100
10 Terminators - 2 cyclone, 1 chainfist 465
Dreadnought - multi-melta, heavy flamer 115
Dreadnought - assault cannon, missile launcher 125
2 x 10 Tactical Marines - melta, combi-melta, missile launcher, rhino 220
3 x Predator - autocannon, heavy bolters 255
I played three games with the Libby Termi Mech list. Once against mech guard, once against Necrons, and once against Tau. The list seems to be pretty robust, because in none of the games I played did it end up getting smashed. I won, lost and drew one game each.
Rather that go into the individual games, I'll just tell you my first impression of the units within the list.
The Librarian was pretty much a waste of points. Null Zone is very situational (I used it once against a Tau shield drone) and apparently Gate of Infinity is too. Every time I saw an opportunity to use it I ended up chickening out because it was just too dangerous. Try deep striking 10 Terminators in front of a Leman Russ Exterminator! That's five plasma cannons of scary AP2. It did let me slaughter a unit of Tau Broadsides but my opponent was unlucky with his positioning - and shooting! He just didn't add anything to the Terminator squad. And he's not very good in close combat.
The 10 Terminators were good. They were robust; good shooting and able to threaten in close combat when required. The cyclone missile launchers were great against Necron Destroyers and Valkyries. Terminators do take their fare share of fire and were often down to only a couple left by the end of the game. I need to move them foward and play them more aggressively.
The Dreadnaughts were good but not fantastic. Having to move them forward on turn 1 really reduces my firepower in that vital first salvo. I rarely got to use the power fists, and in close combat I usually miss with everything anyway. It was nice to be able to threaten a monolith with Strength 10 though.
Half the time the tactical marine models didn't hit the table top, as they stayed snug and warm in their protective Rhino. I didn't get to use their meltas much because I was holding them back, safe out of trouble, to shoot missiles at the enemy. Getting out of the transport didn't really help at any point. Thats why my 40k motto is "stay in the rhino".
The Predator Destructors were good, but by no means overpowered. They were hard kill but not overly so. They did a good enough job suppressing vehicles and killing a few models consistently. God if only heavy bolters were still defensive weapons. Here's hoping for that in 6th edition ;)
So I wanted to make some changes, and thats when I had the thought - put Lysander in with the terminator unit. Lysander has some great rules. Eternal Warrior plus storm shield means that he can always be used to absorb a low-AP shot that comes towards the unit - this is the bane of shooty Terminators. Lysander's Bolter Drill rule goes nicely with the Terminator's storm bolter, although this is only a minor consideration. Of course, finding the extra 100 points for the tough guy is going to require me to make some major changes to the list.
Lysander Termi Mech (1500)
Lysander 200
5 Terminators - 1 cyclone, 1 chainfist 235
2 x Dreadnought - 2 twin-linked autocannons 250
2 x 10 Tactical Marines - flamer, multi-melta, rhino, dozer blade 420
2 x Land Speeder - multi-melta, heavy flamer 140
3 x Predator - autocannon, heavy bolters 255
The only space I could see to squeeze out the extra 100 points I needed was the large Terminator squad. Lysander will help the smaller squad stay survivable, and the points freed allowed me to purchase some much needed mobile melta in the form of 2 Land Speeders. I just got two in the mail, both unassembled, for a great price. They were easier to build than I had been led to believe by the internet, although I did need to get the rubber bands out to hold it in the correct shape whilst drying. Anyway I am looking forward to using them, they might be awesome!
I bit the bullet and changed the dreads to the Rifleman pattern that is so popular these days - two twin-linked autocannons. This complements the Predators nicely. I am unsure if I would be better off leaving a close combat weapon on one of the Dreads, so that it can provide close combat support in the the back field. At the moment I am going to see how they go with just the plain Strength 6 attacks.
So I need to decide how I am going to convert the dreads. Probably using Imperial Guard heavy weapon autocannons is the easiest solution. I already have 1 - just need another seven!
The final change I made was to the Tactical Marines, switching them to flamer/multi-melta. Not only does this save points whilst keeping the melta threat, it allows the Tactical squad to do something useful on the field. Their role will be to move forward on turn 1 and pop smoke. They will then be hindering my opponents progress through the middle of the battlefield, with a 12" thread range for the multi-melta's double dice. This helps keep the heat away from my gunline backfield.
Saturday, November 6, 2010
Librarian Terminator Mech - List Evolution (Part 1)
After playing Tau pretty much non-stop for near a year now, I have finally put them away for a rest. Instead I have been fielding a Space Marine army drawn from my Apocalyse sized Crimson Fists force. Its over 4500 points now, mostly painted. When I last played marines last I found it difficult to win with them, but I am a much better player now than I was then. I've been paying attention and reading up on some of the great blogs that are out there.
I managed to get my hands on three cheap second-hand predators, the old second ed models. I use the old Rhino chasis for my entire Crimson Fists army. It's a way of making your spending money stretch so that you can create a large force. I am in the middle of painting up another six tanks at the moment - the army already has 4 completely painted.
So the new improved marine army I am playing started as a desire to have a go with the Librarian. In fact I had manage to assemble a Terminator Librarian from some old bits I had found in my collection, and wanted to try him out in a game. I actually modelled him with a storm bolter and force weapon before really looking at his rules. I realised that a storm shield was the obvious purchase to make, so I ended up with the task of detatching his storm bolter arm and adding a shield in place (pretty sure I have one somewhere).
I wanted to combine a Librarian with 3 Predators. Taking 3 Predators meant that I would want to take as much armour as possible, so 2 x 10 man tactical marine squads in Rhinos were the obvious choice of troops to complement this. Looking at the Gate of Infinity power, I thought about the possibility of teleporting 10 terminators to a vital point on the battlefield up to 24" away. It seemed tempting, so I started with a list like this:
Librarian - terminator armour, storm shield, null zone, gate of infinity 130
10 Terminators - 2 cyclone, 2 chainfists 470Dreadnought - multi-melta, heavy flamer 115
Dreadnought - assault cannon, missile launcher 125
2 x 10 Tactical Marines - melta, combi-melta, missile launcher, rhino 2203 x Predator - autocannon, heavy bolters 255
The army is a tad light on melta, with only three melta units. I love the firepower of the cyclone missile launchers, and with a squad of 10 you can combat squad them as a tactical option depending on the mission. I usually put the cyclones together in the same combat squad. Basically in the list I tried to maximise the amount of armour and terminator saves. The weapons on the dreadnoughts are chosen because I don't have autocannon arms currently. This is something I need to rectify!
But damn it that's 1535 points and I'm trying to build a managable 1500 point list here. This is probably the most common sized list I face at the Bunker. What to drop? Well the terminator armour and storm shield on the Librarian was the first to go. That weakened the unit, but everyone has to make compromises at this level. All I had to do then was drop a chainfist and the list was ready for its first outing.
There were plenty of things I would have liked to add (a drop pod for the multi-melta dread, lascannons on the tactical squads, the Librarian's Terminator armour) but I am happy with the number of vehicle chassis I have squeezed into the list. 7 vehicles plus 10 Terminators doesn't give any easy target priority decisions.
Libby Termi Mech (1500)
Librarian - null zone, gate of infinity 100
10 Terminators - 2 cyclone, 1 chainfist 465
Dreadnought - multi-melta, heavy flamer 115
Dreadnought - assault cannon, missile launcher 125
2 x 10 Tactical Marines - melta, combi-melta, missile launcher, rhino 2203 x Predator - autocannon, heavy bolters 255
So ironically I have dropped the model that was my major motivation for building the force in the first place! Coming up I'll let you know how it performed in its first two outings, and the major changes I am making now that I hope will take it to the next level.
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