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Monday, January 28, 2013

Space Marines in 6th Edition: Special Character HQs with Combat Tactics



Marneus Augustus Calgar, Chapter Master of the Ultramarines

Calgar is the superhero character of Codex: Space Marines. He has an extra wound and attack compared to a standard Chapter Master, and wields a pair of power fists along with an AP2 storm bolter. To make him nastier, he can re-roll all his failed to wound rolls in shooting and assault. To top it off, he’s Eternal Warrior. He comes with power armor, but it’s absolutely worth upgrading him to Terminator armor. As an individual, Calgar can both take it and dish it out.

Calgar also benefits your entire army. Due to his God of War rule, every unit in his army with Combat Tactics can choose whether to pass or fail any morale check. This means your units will never fall back when you don’t want them to, which is a pretty massive ability.

Finally, Calgar allows you to take up to three Honour Guard squads in your army rather than the single squad a generic Chapter Master allows. Since Honour Guard squads are pretty one-dimensional and expensive in points, I don’t see much reason to take more than a single squad. However, if you have a reason to take multiple squads of Honour Guard, Calgar lets you do it.

For all the damage that he can personally inflict and what he brings to the army, Calgar costs more points than a Land Raider when taken with his obligatory Terminator Armor. For this expense, you’ll have to carefully consider if Calgar is worth it.

Friday, January 25, 2013

Space Marines in 6th Edition: Generic HQs Part 2



Librarian

The Librarian is often the default choice for a Space Marine HQ, though his advantages are not as significant as in 5th Edition. At 100 points with a force weapon and psychic hood, the Librarian doesn’t really need any extra equipment. He can choose from the powers in the Space Marine book or roll on any of the disciplines from the main rulebook except Divination. This gives you a lot of flexibility. I tend to take Gate of Infinity (for added mobility) and Null Zone (to help deal with Daemons, Deathwing, and some Death Stars), and switch them out for Telepathy if those powers aren’t suitable.

Monday, January 21, 2013

Space Marines in 6th Edition: Generic HQs Part 1



Combat Tactics

Before I go into any of the individual HQ choices, I wanted to say a bit about Combat Tactics. This one of the base special rules for Space Marines, and it is replaced by any character with specific Chapter Tactics. Previously, Chapter Tactics were by far preferred because of the varied ways they allow you to customize your army. However, Combat Tactics are not only a competitive option in 6th Edition; they may be superior.

Monday, January 14, 2013

A New Year

As you hopefully noticed, I haven't been posting for a few weeks. This was due to family visits for Christmas and New Years. After a few weeks away from my painting desk and gaming table, I'm ready to get back into the game.

As it's a new year, it's traditional to come up with some goals. I don't usually go for New Year's resolutions but it seems like a good idea for my wargaming.

Resolutions:

 1) Finish the Ultramarines commission. This is my top priority. The army's about halfway done, and I want to finish the rest of it and return it to the client in a reasonable period of time.

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