The Raptors are Raven Guard successors, and specialize in stealth and ambush just like their parent Chapter. The Raptors share the Strike from the Shadows rule, giving them Scout and Stealth on turn 1. Where the Raven Guard accentuate jump troops, the Raptors specialize in marksmanship. As Legendary Marksmen, stationary Raptor units can choose to make their bolters and bolt pistol weapons Heavy 1 and gain Rending.
Friday, January 31, 2014
Monday, January 27, 2014
These are the rest of my Executioners Assault squad. This batch includes the sergeant and 2 flamers, though sharper eyed readers will notice they have the Forgeworld meltaguns. I originally built these to be part of my Blood Angels, but then decided they would make better Executioners. Unfortunately, the meltaguns and flamers require different arm positions, and I was unable to get the arms back apart. Since the meltaguns are non-standard, I hope no one will have have any problems counting them as flamers.
Friday, January 24, 2014
The Red Scorpions are Forgeworld’s flagship Chapter, and have been included in a number of Imperial Armour books. In their current iteration, the Red Scorpions are a proud Chapter that is obsessed with maintaining the purity of their gene-seed. On the tabletop, and Sergeant or Veteran Sergeant leading a Tactical squad gets a narthecium for free, granting his squad Feel No Pain (5+). If you plan on taking loads of Tactical Marines, this trait is amazing. It’s more limited in scope than the Iron Hands trait but twice as effective.
In addition, the proud Red Scorpions refuse to cower in the dirt; the re-roll failed Pinning tests but cannot voluntarily Go to Ground or take camo cloaks. These rules are exceptionally fluffy and not too restrictive, unless you take Scouts.
Monday, January 20, 2014
Here are those cool models I promised. I received these for my birthday more than two years ago, but always had more pressing models to paint. However, when looking for something fun to paint and trying to reduce my surplus of unpainted models, these guys were at the top of my list. I never used to like Mk5 armor, but it really grew on me while painting these. The studs break up the otherwise flat armor areas, and the helmets just look downright sinister.
Friday, January 17, 2014
I bumped the Carcharodons up in the order of articles for a few reasons. First, RoockieBoy has been exceptionally patient and enthusiastic to see them discussed. Second, the only Chapter covered before them in the Forgeworld .pdf is the Red Scorpions, and they get enough attention already.
The Carcharodons Astra (or Space Sharks to long time gamers) are a sinister and brutal Chapter that prowls the voids outside of the Imperium, eradicating threats before humanity is even aware of them. As Reavers of the Outer Darkness, all Carcharodons cause Fear and any Tactical squad may exchange their bolter for a close combat weapon for free or get one in addition to their bolter for one point. Due to Blood Hunger, all Carcharodons gain Rage if after they destroy an enemy infantry unit in assault or force them to Fall Back. However, they have to consolidate toward the closest enemy squad they can hurt after the assault. This could leave them in poor position sometimes, but is a small price to pay for the associated benefits.
Monday, January 13, 2014
The Raven Guard are the stealth and infiltration specialists of the Adeptus Astartes, able to close with and annihilate their unsuspecting enemies. In order to represent this on the tabletop, Raven Guard (that aren’t Bulky or Very Bulky) have Scout and Stealth during the first turn of the game. Both are nice rules, though I would have liked Stealth to last all game. Because they’re bird themed, Raven Guard also have Winged Deliverance, which allows their jump infantry to use their jump packs in both the movement and assault phases. As a Blood Angel player, this rule makes me jealous. That change alone could make Assault squads actually able to reach close-combat. In addition, Jump Infantry re-roll failed wounds from Hammer of Wrath hits. This also makes your Assault squads a bit better, forcing more wounds on the enemy, but isn't as major as the first part of the rule increasing their speed and allowing them to reach combat.
Friday, January 10, 2014
The Salamanders have come a long way since they were introduced. Now, their rules concentrate on their heavy use of flame weaponry and their excellently forged weapons. All of their flamer weapons may re-roll failed to wound rolls and armor penetration rolls, and Salamanders re-roll failed armor saves against flamer weapons. Due to their Master Artisans rule, every character gets to upgrade one of his weapons to master-crafted.
Both of these rules are useful but not amazing. You’ll certainly benefit from taking lots of flame weapons, which will help thin all of the light infantry that seems to be on the table now. Also, flamers will be even better when firing Overwatch, which is saying something. The ability to very reliably put multiple wounds on any charging unit will go a long way toward keeping your squads safe. The free master-crafting will almost always be useful. It will obviously help any assault character as it essentially gives them another attack, but it will help any of your sergeants too. Even a master-crafted bolter is handy, but it’s particularly useful for combi-weapons. It will make sure those single shots hit when you need them most.
Monday, January 6, 2014
It seems like the last few batches of models I've been painting have been squads that I desperately needed for a tournament. Now that that's over, I looked through my models for something more fun to paint to give me a change of pace. I found a Van Saar gang that Dardreg Gargant gave me for Christmas last year, which was exactly what I was looking for. Above, you can see the leader and heavy. Here they are from behind.
Friday, January 3, 2014
The Iron Hands are traditionally the First Founding Chapter that GW ignores. Their position is a bit better in this edition, as they have specific Chapter Tactics even if they are still missing out on named characters. The Iron Hands Chapter Tactics specialize in having the toughest Marines you can get without being dedicated to Papa Nurgle.