Hobby Update – Marines and Wood Elves

The painting side of my hobby has definitely fallen by the wayside a bit over the last few months so I’m going to have to attempt to pick that up.

The logical place to start was with a model that has been sitting, part painted, since the summer. This was for a combination of reasons, I had wanted a slightly different paint scheme for this model from both the other wood elves and especially the wardancers but hadn’t been happy with the initial palette chosen. The colour I wasn’t sure on was actually the green, which is the underlying theme of the army. Nevertheless, the yellow ensures she stands out from the other models so I’m reasonably happy with her.

The other reason the Shadowdancer had hung around for so long was I had moved her to one of my bookcase shelves and kept forgetting to pull her down. Age must finally be catching up with me…

The other thing I’ve worked on this month is the biggest of my new toys, the Redemptor Dreadnought. As with most painting projects, as soon as you take photos you notice bits you need to revisit, in this case the sarcophagus detail needs a lot more work but as it is hidden most of the time I’m happy to field it as is on that front.

I’ve deliberately avoided any company or other markings, only adding the Chapter symbol on the shoulder, as this follows the ethos of the Shadow Sentinels and the misleading secretive nature so friends and enemies are unable to tell their true strength. This does however leave large chunks of empty green plate armour. I will leave this a bit before making a decision to edge highlight as I kind of like the stark nature of it.

The base was also quite deliberately done as green and fertile. I thought it was something different to the normal mud/snow strewn land inhabited by the other club players and added some positive energy (as much as is possible with a hulking weapon clad behemoth towering over it) in the form of bright vibrant plant life. I do have some tufts and other plant bits on route to add to it, to make it more interesting and I did think about adding a couple of brown mud dreadnought sized footprints behind it but I might have to use that as an excuse to buy another dread’ so I can use the foot to imprint some green stuff or a textured paint.

One bit I will be revisiting is the heavy onslaught Gatling Cannon. The front half is just way too pristine compared to the rear.

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The Shadow Sentinels – Space Marine Chapter

Having decided that I will finally give 40k another go, I felt that I should try and put some fluff together for my Chapter. It is very much a WIP. And because I couldn’t resist, i’ve also added a couple of lists and thoughts at the bottom.

+++++ Report to Inquisitor Marleck on the origins of the Shadow Sentinel Chapter+++++

The Sentinels are a chapter of an unknown origin and founding, based around the northern outskirts of the Sementum Pacificus, near the Halo Stars. They appear to be fleet based, though they neither confirm nor deny this and if indeed they do or did have a homeworld base, the location is not recorded on any records we have been able to find.

Due to their secretive nature and proximity to the ruins of Caliban, it has been theorised that they were an unknown offshoot of the Dark Angels chapter. This theory appears to have been given credence due to their similar chapter colours and markings and may have been further perpetuated by the Chapter themselves. The Dark Angels have denied any lineage.

There is one question on their otherwise spotless record. Their first known appearance was in M.27 when they put down the Katar rebellion. Before this date, there was no known record of the Chapter and that date does not correspond to any known founding. Due to their sudden appearance, use of archaic language & prose and close proximity to the eye of terror, they were subject to an extensive inquisitional investigation after allegations were put forward that they may have been linked to the Alpha Legion. The source of the accusations is unconfirmed but Are presumed to have come from a well regarded source considering the speed they were acted upon. Any findings of that investigation were unobtainable by this agent but it appears no further action was taken against them.

What is known about them, is they are selective in their chosen battleground, favouring heavily forested or urban terrain and when they take the field they mainly deploy infantry, shunning vehicles. There is one exception to this rule, the chapter routinely deploy an unusually high number of dreadnoughts. This has led observers to question if they follow the standard codex structure and further speculate if they indeed have enough battle brothers to field a full chapter.
They have recently been seen with greater numbers of Primaris Marines deployed, so it appears that they have benefited greatly from the Primaris reinforcements offered to all chapters as part of the Ultima Founding. Who authorised this and from which gene stock remains a mystery.

++Report ends. Sector Agent Lucian Grite+++

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Ok so not finished but it gives you an idea on the chapter colour and symbol

First list attempts

If the points are a bit out in either of the below, it’s likely because I’ve tinkered with the lists since I originally posted them and missed updating something.

Also some choices (e.g only 2 scout squads) and loadouts have been dictated by models owned and actual weapons on them. I’ve done very little proxying (if only not to confuse myself when playing!).

The Crusade of the Leaping Panther

Imperial Fist Chapter Tactics

HQ’s

The Light that Guides – Captain – 77pts

Master-crafted Boltgun, Teeth of Terra

Stark is the Void – Chaplain – 102pts

Jump Pack, Powerfist

Long Grows the Night – Lieutenant – 63pts

Master-crafted Boltgun

Troops

The Mist Convalesces – Scout Squad – 65pts

5 Scouts, Boltguns, Heavy Bolter

The Wind It Whispers – Scout Squad – 75pts

5 Scouts, Sniper rifles

The Wave Breaks- Tactical Squad – 75pts

5 Tactical Marines, Boltguns, Heavy Bolter

Elites

The Storm Gathers – Aggressor Squad – 129pts

3 Aggressors, Auto Boltstorm Gauntlets, Fragstorm Grenade Launchers

The Tranquil Garden – Sternguard Veteran Squad – 180pts

10 Sternguard, Special issue boltguns

The Emperor Draws Breath – Redemptor Dreadnought – 206pts

2 Fragstorm Grenade Launchers, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, Icarus Rocket Pod

The Enduring Rock – Venerable Dreadnought – 148pts

Missile Launcher, Twin Autocannon

The Ground Trembles – Ironclad Dreadnought – 150pts

Chainfist with Meltagun, CCW with Storm Bolter

The Mountain Comes – Ironclad Dreadnought – 150pts

Chainfist with Heavy Flamer, CCW with Storm Bolter

Fast Attack

Wild Runs the Herd – Assault Squad – 144pts

9 Assault Marines, Jump Packs

Heavy Support

The Light Should Burn – Devastator Squad – 170pts

5 Marines, 2 * Lascannons, 2 * Missile Launchers, Armorium Cherub

Heavy Sounds the Call – Devastator Squad – 170pts

5 Marines, 2 * Lascannons, 2 * Missile Launchers, Armorium Cherub

Dedicated Transport

The Sky Must Fall – Drop Pod – 95pts

Total – 1998pts

 

List Thoughts

I have no idea how the list will play. My main thought was that I had to include all my dreadnoughts. The rest of the list is kind of dictated by the models I own, though I do have a 10 man squad of legion of the damned and the dark imperium primaris marines.

The list has 1 Battalion and 1 Vanguard detachment so will have 7 Command points to use.

My thoughts were the 2 devastator squads should provide the muscle to take out any enemy vehicles/monsters. They would be supported by the captain and lieutenant for the rerolls. The venerable dread’ would also act to support them with its long range payload.

The sniper scouts are there to pick on nme characters. They don’t have camo cloaks as I had to shave off points where I could to fit everything in and I chose those and kept things like the cherubs and assault launchers.

The boltgun scouts and tactical marines are there to capture objectives and put out a reasonable amount of fire. The Redemptor will support them but with a heavier amount of AP.

The Sternguard will be deployed in the drop pod to allow them the flexibility to go where needed and drop into short range where their special issue guns combined with sternguard and Chapter strategems should cause some damage and be a distraction. It also means they will avoid any first turn alpha strikes.

The assault squad will also arrive from reserves and they are very much a sacrifical unit to buy time for the ironclads and aggressors to get into range. The chaplain is there to help out against tougher models and I like the idea of him getting into the thick of the fighting with them.

I keep reading that assault marines are not very good but they, devestators and tactical marines make up the core of the chapters so it  seems wrong not to take some. Likewise, Aggressors have taken a lot of flack but I really like the models, so they remain.

I kept with Imperial Fists, even though I can tell they don’t have the strongest CT, mainly as it is what I’ve taken before and I like the idea that they ignore cover saves across the board.

I do worry that even for a marine army, I’m lacking enough bodies (with only 50 + 4 Dreads + a drop pod), especially troops (only 15) so with this in mind I created a second list.

 

The Crusade of the Stalking Tiger

HQ’s

Fiercely Strikes the Fist – Primaris Captain – 137pts

Gravis Armour, Master Crafted Power Sword, Boltstorm Gauntlet

Red Runs the Flesh – Techmarine – 57pts

Boltgun, Chainsword 

The Silence Screams – Primaris Lieutenant – 74pts

Master Crafted Auto Boltgun

Troops

The Wind It Whispers – Scout Squad – 90pts

5 Scouts, Sniper Rifles, Camo cloaks

The Mist Convalesces – Scout Squad – 65pts

5 Scouts, Boltguns, Heavy Bolter

Moons Rise Together – Intercessor Squad – 100pts

5 Primaris Marines, Bolt Rifle

Flys Well the Bolt – Intercessor Squad – 100pts

5 Primaris Marines, Bolt Rifle

Elites

The Enduring Rock – Venerable Dreadnought – 148pts

Missile Launcher, Twin Autocannon

The Ground Trembles – Ironclad Dreadnought – 145pts

Chainfist with Meltagun, CCW with Storm Bolter

The Mountain Comes – Ironclad Dreadnought – 145pts

Chainfist with Heavy Flamer, CCW with Storm Bolter

The Emperor Draws Breath – Redemptor Dreadnought – 202pts

Heavy Onlaught Gatling Cannon, Onlaught Gatling Cannon, 2 Storm Bolters, Icarus Rocket Pod

The Storm Gathers – Aggressor Squad – 129pts

3 Aggressors, Auto Boltstorm Gauntlets, Fragstorm Grenade Launchers

The Tranquil Garden – Sternguard Veteran Squad – 180pts

10 Sternguard, Special issue boltguns

Heavy Support

The Light Should Burn – Devastator Squad – 165pts

5 Marines, 4 * Lascannons

The Fires they Cleanse – Hellblaster Squad – 165pts

5 Primaris Marines, Plasma Incinerators

Dedicated Transport

The Sky Must Fall – Drop Pod – 95pts

Total – 1998pts

List Thoughts

So body wise, this has fewer than the previous (46 vs the 50). However a number of these are multiwound models. Where it differs, is having 4 troop choices (20 troops) to help capture objectives (or act as meat shields).

Many of the units are taken for the same reasons as stated in the first list so I won’t repeat it again.

The Devastators now have 4 lascannons as I feel they are stronger than the launchers but I still have the one on the dread which gives me flexibility vs flyers (with the strategem). The other devastator squad was replaced with a hellblaster squad. I thought this gave more tactical options if only because they’d be more mobile.

Both the Lieutenant and Captain have been upgraded to primaris, if only for greater durability and the Captain given Gravis armour, mainly because I like the model!

I’ve added a techmarine as the final (and cheapest) HQ unit and he will run with the ironclads to try and help them reach combat.

The ironclads lost the assault launchers as I needed to save points and having a 50% chance to inflict D3 mortal wounds felt too random. Likewise the fragstorm launchers on the Redemptor were downgraded to storm bolsters for the increased range and guaranteed number of shots (and again for cost).

In terms of what fell by the wayside, the assault marines so I could keep the sternguard and fit the additional troops and without them I couldn’t justify the Chaplain.

I did consider adding in a librarian but I wasn’t overly impressed with the powers. They all felt a bit weak but that might be a hang up from fantasy where they could be ridiculously OP.

Likewise if I put everything in a battalion, dropped the techmarine and went with a vanilla Captain and Lieutenant, I could fit in 8 assault marines with jump packs (with the sergeant having a power fist) but I’d really want a chaplain to back them up and not sure if the loss of one command point and the 8 troops is worth having.

If you have any thoughts and suggestions feel free to make them as I’m flying a bit blind with just my own thoughts and a few reviews off the web as guidance. I’ll just repeat that the only additional models I own are some heavy weapon options for the Marines, 10 or so Legion of the Damned, any other Primaris from the starter set and for vehicles, a second pod and a land raider crusader.

Cheers M

Something strange is happening

I’ve been trying to fight the urge but I’m starting to get excited by the thought of trying out 8th edition 40k. Being a die hard fantasy fan this is a weird feeling.

I’m not a total 40k noob. I played half a dozen games of 7th edition but really didn’t like it. This was down to a combination of factors however the new rules have really simplified it and are more in line with some of the old fantasy rules (especially around armour penetration). The 7th edition may have had the same named rules but they often worked completely differently, which was just too confusing.

It’s difficult to have played GW games over the years without having picked up a few space Marine models and a few years back I built up a small force curtesy of the dirt cheap 2nd hand eBay market. This included a number of dread’s which have always been, hands down, my favourite models.

I love me some dreads!

Recently I picked up a few of the new primaris marines including the Redemptor Dreadnought (it’s a dread, I had no choice!) and the Agressors. No idea how they play but the new models are superb (as you come to expect now from GW) and were a cinch to put together.

With the dread, the only slight pause I had when assembling it was fitting the legs to the torso and then that slightly impacted the position of the feet when they were attached. Still it turned out quite well. I deliberately angled the body to one side. One thing I will say about the dread is it is designed so the arms are all movable. I personally glued the cannon in place but the power fist still moves up and down as do both shoulder joints. It’s the first GW model i’ve purchased that has this freedom and I quite like it (though i may end up gluing it in place, depending on how loose it gets).

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So with some new toys, I now get to undertake possibly one of my favourite parts of my hobby, list bashing!

Traditionally I’ve favoured imperial fists (or more accurately a.n other successor chapter), mainly due to the large number of Bolter units I own and I’ll continue this trend, at least to start with (fluff wise I do love Blood Angels, so looking forward to their new codex).

 

40k Kill Teams

On Feb 3 SELWG is running a kill team evening and as previously stated, I’m using this as an opportunity to again try 40k to see if I can rekindle some interest in it (the game that is, I’m an avid reader and love the battles and Horus Heresy books).

I will of course be using Space Mehrines as they are the only 40k models I own. It’s difficult to play any GW games without picking up a few over the years and I fleshed these out, some time back, by picking up a load of cheap figures off eBay (a number were prepainted in Dark Angels livery which I was happy with as I was planning a green based colour scheme).

Like any sensible noob I have gone the way of my own chapter, in order that I can try out differing chapter rules. Having not spent much time in the game, the chapter is yet to be named and i’ve barely touched chapter rules to decide on what geneology it follows but the colour scheme does have a vague definition. As it stands it is: dark green with a silver skull (bronze for squad sergeant) and silver imperial eagle, with one pauldron with an orange background and tiger stripes (see exhibit ‘a’ below). The figures all have a very basic paintjob* at present and absolutely none are finished**.

*Ok by basic, I mean that they are all base coated green and have bits of detail done – even by my standards that is poor but I had lacked any drive to continue them especially with the bucketload of fantasy figures I have lined up.

**The exceptions are the few models purchased from eBay in a prepainted state (such as the Dreadnaughts below).

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To date I mainly used the marines as Imperial Fists (for bolter drill tactics) with Iron Hand allies (to take advantage of the extra ironclad dreadnought rules – what can I say, they are my favourite 40k models – though they are all in DA livery and i’ve yet to add the distinctive tiger stripe to them). Pics of the Dreads below just because I love them 😀.

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But back to Kill Teams. What is it all about? Well, you can take a maximum of 200pts from the following selection: 0-2 Core, 0-1 Fast Attack and 0-1 Elite. No Heavy Support or HQs (there are other restrictions too, that I’m not going to cover as they wouldn’t impact my choices bar the no 2+ saves). Three of the models you pick are given specialist abilities (these give the selected model an addition rule such as stealth or +1 to BS to name but a few) and one model must be the leader (who also gains a random ability).

As normal I’ve been trying to read up on tactics and about the only thing agreed on, is that scouts are the best value for money, which is handy as they are one of my favourite models. So without further ado here are a few of my potential builds.

Imperial Fists 1

5 Scouts (Sergeant + 1 squad member with Sniper rifles) – 57pts

5 Scouts (1 squad member with heavy bolter) – 63 pts

5 Tactical Marines (1 squad member with meltagun) – 80pts

Total – 200pts

Raven Guard 1

5 Scouts – (Sergeant + 1 squad member with Sniper rifles, 1 with heavy bolter) – 65pts

5 Vanguard Veterans with jump packs (Sergeant with power sword + 2 troops with power swords and 1 with storm shield) – 135pts

Total – 200pts

Imperial Fists 2

5 Scouts (Sergeant + 1 squad member with Sniper rifles, 1 with heavy bolter) – 65pts

5 Sternguard (Sergeant with power sword, 1 squad member with combi-melta)

Scenarios 

After having a play around I then realised that I should probably take a look at the scenarios first, as this should have a major bearing on the selection.

  • Push Forward

Standard deployment. 3 objectives worth 1pt each and 4 bonus pts up for grabs. Most pts wins

  • Alone in the Dark (Auto night)

Standard deployment. 3 objectives worth 1pt each and 4 bonus pts up for grabs. Most pts wins. Chance for units to get outflank rule

  • Head hunt

Opposite quadrant deployment. 3pts for killing a leader, 1 pt per specialist. 3 bonus pts.

  • Infiltrate the camp

Standard deployment. Attacker gets 1 pt per model moved off the nme table. Defender gets 1 pt per 3 kills. 3 bonus pts available.

  • Secure the high ground

Standard deployment. 1 pt per model in the centre terrain piece at the end. 4 bonus pts available.

  • Supply drop

Standard deployment. 6 objectives placed, only one is worth 3pts. 4 bonus pts up for grabs.

The bonus points include first kill, killing the enemy leader and having someone in the enemy deployment zone etc. I believe this is standard 40k stuff.

All the missions have a chance of being night fighting except the 2nd one where it is automatically selected.

So 3 of the missions involve grabbing objectives (I can see how scouts would be useful) and one involves moving off the table (again scouts and high movement troops would help).

Of the other 2, one is almost straight forward killing and the other is similar but with a final rush to capture the centre.

Yes that is a very bare bones, basic analysis but hey, what do you expect after only having played four games and the last was around seven months ago. Needless to say I am not expecting to stomp to victory!

So after looking at the missions, has that helped me decide on what to take? Not really. So the question becomes the normal, what do I fancy taking?

I’m really tempted by the Vanguard Veterans, if only because jump pack troops seem to be out of favour and I love the image of them storming in. I do have concerns that they could easily be gunned down. There is also a small issue that I don’t actually own any. The guys would probably let me proxy them with assault marines but I’m not sure I would feel right doing that (and although it is tempting to pick up a box as they are great models – I can’t justify the cost). Two squads of scouts and one of tactical marines are also tempting if only down to the sheer numbers, however I’ll probably end up going with the scout and sternguard.

I have two key considerations: keeping it reasonably simple, especially as I haven’t played in a long time (and I know the rules for these units to some extent as I used them in my comp list): the other is using something I really like and I love the models and their potential. The Sternguard themselves are fantastic sculpts. They take the basic rather boring Marines and add loads of nice touches from the pimped up guns to the gorgets. From a tactical side, both squads give me a really good versatility, the scouts with infiltrate, a couple of snipers and a heavy bolter. The Sternguard are reasonably good in combat and with the special issue ammo have the ability to counter a number of threats. You could argue that they are rather expensive, however it just means I cut down on the number of things I have to worry about. Taking them as Imperial fist successors means that nearly all the marines (bar the 2 with sniper rifles) can re-roll 1’s to hit (and that is why reason why I took a combi-melta rather than meltagun, so that I maximise boltgun fire and re-rolls). 

You’ll note I’ve barely even touched the specialist rules and how they will tie into my choice. I’d like to say its because I’m keeping something back but the truth is I haven’t even looked into it that closely. I may wing it on the night as that’s how hardcore I am…