More photos from the Marines versus Tyranids. Battle report here
It looks like there will be six space marine captains for our upcoming Tyranid versus Astartes apocalypse bash. Munitorium scribes tell me that simple division (but is anything really simple?) is around 1,650 points per attachment.
Assuming the Hive Mind plays its usual shenanigans, I’m planning on 2,000 points. I can always leave stuff out on the day, but adding stuff when the chapter home world is a couple of parsecs (well, suburbs) away is a challenge.
I think a solid start will be a 1,000 points of terminators, led by a terminator chaplain.
I’m going to use the chaplain for three reasons: terminator armour, I don’t use him very often, and I like the model.
What’s better than 1,000 points of ultramarine terminators?
One thousand points of Imperial Fist terminators:
Led by the Fridge, of course.
Rubbish photos, but these were smuggled out of the secret assembly planet at great risk to our F&S journalist on his iPhone.
Thanks to Steve, Cam and Oli for coming over and unleashing some war at the republic of Northcote. It was such a brilliant sunny day that it would have been a waste not to be inside playing with our dollies.
On table one, Cam’s lovely grim-dark White Scars just pipped Oli’s Tau (now with added Kroot!).
Faith and Steel’s correspondent was on the other table, where Steve and I went unbound. As threatened in my last post I took all of my Imperial Fist terminators plus some devastators to make up the points to 1,500.
Steve arrived with 14 Heralds of Tzeentch. Yep, 14 of the buggers!
Just to make sure we had maximum confusion we used the tactical cards as well in the mission with six objectives.
Steve was very exposed to shooting early on, but with half my army deep striking in I couldn’t bring enough bolters to bear on the scattered individual daemons (l love bolter drill by the way, thanks Lysander), ultimately leaving me overwhelmed by a growing pool of blood thirsters (five when we stopped counting).
While it took until turn three for Chaos to kill a marine, things turned quickly after that. We drew a veil over events as the thin yellow line was being overrun by a tide of Khorne daemons.
The unbound craziness of the mounting daemons and dogged but ultimately overwhelmed terminators was a very cinematic game. Good fun.
Vale brothers, your sacrifice will be remembered.
I love terminators. A couple of codexes ago my Word Bearers were built around a core of terminators. Today the deamons provide a bit more of the cutty cutty, but the terminators are nearby to help.
Loyalists don’t miss out either. My first 40K army were Imperial Fists, and terminators were there right from the start.
Another classic bit of kit is an assault cannon. This dude is a dark angle model, I think, but he has come back into the bosom of a chapter without any dodgey secrets:
Lightning claws have their place, but thunder hammers really are all the rage now.
I find you can’t hold back with termies, especially those without any guns. Screw your courage to the sticking place and deep strike right next to something dangerous and get stuck in. This is particularly fun in apocalypse games and titans.
Of course, if you’re going to do that, then you might as well bring along the original stubborn bastard and his S10 AP1 hammer:
Lysander can be shot to death, like just about anyone else, but if you can get him into combat he is ace.
I still like the old school build: power fist and storm bolters. But whatever the build I rarely leave them out of a marine force.
Just before Easter I picked up a copy of the new codex for Imperial Guard, so of course that means I finally got around to opening my copy of the new Codex Space Marines, picked up on its release weekend late last year. You see, I find it hard to get worked up about codexes (codices?). Mostly I treat them as a necessary evil, part of the cost of putting an army on the table. I’m not one to pore over a tome thinking about nifty combinations. Unkind folk may point out that this shows in my win-loss record, but we need not go there. However, I do occasionally open a codex up and have a look at the pictures, read a bit of background or even – gasp! – consider the rules of units I don’t have.
Mostly when I choose an army I start with the models I have, in turn chosen by what I think looks cool. I then go to the relevant codex to find out its cost (and eventually, how it works …) and so find out what the army is worth. As my available stock has grown I have found I have been able to tailor a list a bit for a given mission or points value. I suspect that more people use this approach than online or convention discussions allude to. There, the secret is out.
That is certainly how I started my first army, Imperial Fists using the 1998 codex (which I think coincided with 3rd edition). I chose a bunch of models I liked the look of, went home together with a codex and tried to sort it all out. Heady days.
Fourth edition arrives, along with a new codex. To be honest, I don’t remember this one very much at all. Lysander got a promotion (“Well done, that man”); fourth ed is when I went across to the ruinous powers and formed my Word Bearers. I did add to my Imperial Fists:
I aimed for a grungier, more battle hardened look over my shiny parade ground marines from earlier.
I liked the codex for the fifth edition and started working (in secret, behind suitable warding sigils so the dark gods didn’t notice) on an Ultramarines force.
This has become my standard “on the road” army, as it fits into a single case. As a result I’ve got to know this list reasonably well and in some ways have the most success with.
So, I finally opened the 6th edition codex space marines.
I’m pretty impressed. The art work is nice, there are plenty of nice looking minis and the bit of background I have read is not too long or laboured. All pluses for me.
There are some interesting new units – centurions, in particular, while the points values will force the need for a few tweaks in my list. Standard tactical marine squads of 10 appear a bit more expensive by the time weapons are added but captains and other characters appear cheaper. As do scouts – which is ace, I love scouts. A bit shit in a fire fight, but that’s not why they are there. I haven’t done the maths, but I think that both Imperial Fists and Ultramarines will field about the same number of boys, leavened with an extra character or two – probably a librarian for the smurfs and another captain for the fists. We’ll see.
Expect to see more marines in Faith and Steel.