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Friday, July 31, 2015

Space Marines in 2015: Battle Demi-Company


The Battle Demi-Company is the center-piece of the Gladius Strike Force, and the basis of most Space Marine armies in the fluff. In theory, it's exactly what it says on the tin; half of a Full Battle Company. It requires a Captain or Chaplain to command it, 3 Tactical squads, and Assault squad, and a Devastator squad. On top of this, you can add a Command squad and any type of Dreadnought squadron.

Digging even deeper into the fluff, the Assault squad can also be fielded as a Bike squad, Attack Bike squad, Land Speeders, or Assault Centurions. All of these squads are filled out by standard Assault Marines in the background. The same applies to Devastators, who can be fielded as Centurion Devastators as well.

Wednesday, July 29, 2015

Dropzone Commander: Scourge Starter Army


I've finally finished painting the Dropzone Commander Starter Set, so I can finally try and set up some games. This half of the set is the Scourge, a parasitic alien race analogous to Tyranids in that they have lots of organic war engines.

The most common Scourge schemes seem to be silver with a blue or purple wash. I wanted to stay within this idea, but try something new. I ended up basing the models in Mephiston Red, drybrushing with Golden Griffon, and washing with Carroburg Crimson. I then picked out the plasma guns and engines in blue and the eyes in green.

Monday, July 27, 2015

Space Marines in 2015: Lords of War



We only have one Lord of War in the Codex, and by we, I mean the Ultramarines. It's Marneus Calgar, and he's still a nasty piece of work. He's lost a few abilities, including the ability to unlock multiple Honor Guard squads, which is no longer necessary since they're an Elites choice. He also no longer allows your army to choose to pass or fail any Morale test, which is a shame as that was a great ability. Finally, he no longer re-rolls his armour penetration rolls in close-combat.

Friday, July 24, 2015

Battle Report: Executioners vs Ultramarines

Here's a battle report from my first outing with the new Space Marine Codex, and for an even better playtest, my opponent brought an Ultramarine list. I went with a Gladius Strike Force composed of a Demi-Company and a 1st Company Strike Force.

Demi-Company

Chapter Master w/ power fist, shield eternal, artificer armor, bike

Chaplain w/ bike

Command Squad w/ bikes, apothecary, 4 storm shields, 2 power fists

10 Tactical Marines w/ flamer, heavy bolter, Rhino

10 Tactical Marines w/ meltagun, heavy bolter, Rhino

10 Tactical Marines w/ meltagun, heavy bolter, Rhino

Land Speeder w/ heavy bolter, typhoon missile launcher

10 Devastator Marines w/ 4 lascannons, armorium cherub

1st Company Task Force

5 Terminators w/ assault cannon, chainfist

10 Sternguard w/ 2 combi-meltas, Rhino

7 Sternguard w/ 2 combi-meltas, Rhino

Wednesday, July 22, 2015

Captain Karlaen

I've finished off Captain Karlaen, the 1st Company Captain and the last model from Deathstorm. I really like the look of this model. He's got more movement to him than most Terminators, and his armor is suitably ornate. I think he's a great looking centerpiece, which is nice because most of our characters are quite dated.

Monday, July 20, 2015

Space Marines 2015: Heavy Support



Devastator squads have only changed in armament. First, they now have access to grav-cannons with grav-amps. This allows them to compete with Centurions as a source of grav. Devastators are cheaper, but less durable and don't fire as many shots on the move. Second, Devastators may now take an armorium cherub. This is a cheap, one use item that allows a single model to re-roll all of its to hit dice for one shooting phase. For the cost, I think it's worthwhile. There's always a turn where you don't score enough hits on an important target. The cherub model only comes with the new Devastator squad, but I have a couple servo-skulls that I plan to use instead.

Friday, July 17, 2015

Space Marines 2015: Fast Attack


Assault squads decreased in points cost, but no longer come with jump packs. When jump packs are added, they come out costing the same. This has the effect of making their transports cost the appropriate amount (rather than being discounted when taken for a small squad), and I'm not sure why it didn't work this way before. Beyond this, they've gained the option to take one eviscerator for every 5 Marines. Basically a two-handed chainfist, the eviscerator gives the squad some excellent tank killing ability. More importantly, it allows the Assault squad to take some extra specialized close-combat weaponry, something they desperately needed. A full squad can have a power fist on the sergeant and two eviscerators, allowing them to take on much harder targets than before. While they're still not a premiere assault unit, Assault squads are now able to take on heavy infantry, rather than just bouncing off like they used to.

Scout Bike squads gained WS and BS 4, just like basic Scouts. Other than that, they're still the same, so strictly better than before for the same price. Maybe we'll see some on the table now.

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