Command and control 

I do like a good project. With the new codex, I am trying to avoid buying loads of new stuff, instead adding models I have always fancied painting. I still have a good chunk of troops to paint, but the odd new model won’t hurt. 

Using this approach I have decided to add two new captains. One from 1st company, the other, the Lord high executioner, captain of the 8th. Both have models available, but for various reasons, are ideal. So, it’s project time and I am converting up both. 

Captain Agman of the 1st company

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I have Terminator captain already and he is a great conversion, done a few years ago. Armed with a stormsheild and a Greek style spear (count as a lighting claw). I used loads of scibor bits and he looks rock hard, but in game he’s expensive and doesn’t match the look of my current force. 

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Time for a new captain me thinks. I like the captain model in the strike force ultra box set. He would make an awesome 1st company captain, but he is selling for silly money on eBay (£35) and I am not spending silly money on any model! So the hunt was on for a new model to convert. The current range is really good and the current plastics have great movement. I was drawn to the captain in the deathstorm box set. While a blood angle, there was not a huge amount of blood angles iconography. So I needed to change a few bits to make him a bit more regal. Weapon wise, I wanted a gladius for 2 reasons. 1-cost. I wanted a cheaper model, so power weapon and Storm bolter (130pts) 2-I don’t like striking last! In A squad of 5 terms with powerfists/chainfist the extra attacks from a thunder hammer aren’t game changers. The Head was a easy choice. The 1st company leads the veterans., so old and experienced were to of the list. The new ultramarine upgrades pack the perfect head with a bearded face and a laural. I added a ultramarines icon on the leg and the odd purity seal, topped him off with an iron halo from the terminator kit for the classic term captain look and he’s done. Cheap and cheerful will plenty of character. Total cost was £9.25 for the captain, inc postage, and the rest from the bits box. 
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Painting I wanted an über regal look. So reds and golds were important. The new legion decal kit, bought for another project, helped as well. I just need to sort the base out. Still playing with ideas for this one. 

Lord high executioner.

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GW do a great model for the 8th company commander. I have a a few issues with it, but it’s a nice model. Firstly, it’s finecast. Not the biggest fan of the god awful product. I hate the idea of getting multiple crappy versions till I get a usable model. Secondly, I think it’s a it grim for my army. My ultramarines are ‘glorious’ not ‘grimDark’

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I had legs of the of plastic librarian left over and planned to add the torso from the old plastic commander  with a vanguard jump pack. However, then GW teased the new ultramarines upgrade sprue. The torso of that kit was awesome so plans changed. 

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I used head that looks like a company champion form the upgrade kit, a shoulder pad and the torso. The arms are just leftovers as are the weapons. The sword and shield combo looked ok so I stuck with that. I know the power axe is ap2, but as said earlier, I hate the I1 rule! I wanted to jumppack to stand out and bought the blood Angels guard jump pack. Leaving the wings on this time, I gave him an angelic look. 

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Painting wise, I really wanted to limit the colours. With blue, white and gold being most prominent, with any accents in grey (company livery) this led to a mooted colour scheme that looks quite ‘glorious’  the base was a fun idea. I trimmed the edges off the librarian base and stuck it to a 32 mm bars, green stuff to smooth the join and cove as per normal. This added height and make his stance easy to sort. 

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Cost wise I have spent very little. The upgrade sprue was £8, with most of the parts left over. (Head and both weapons used on the 1st company captain) legs, back, weapons and arms all from the bits box and the jumppack costing £3. 

So, there you have it. 2 new captains, total cost just over £20, both unique, both fitting my current force and both fun mini projects. I hope you like them!

Till next time. 

Big Mar and cheese. 

one of the biggest changes to marine codex was to finally elevate chapter master calgar to a Lord of war. In addition to his new position, he also gets the buff all ultramarine player have been waiting for. The gauntlets of ultramar (2 power fists with under slung two linked super bolters) have finally lost the unwieldy rule! The means he can finally live up to his true potential. 

On the charge he will now get 6, s8, ap2 attacks fighting at i5. This makes him a beast in combat, added to this, he retains eternal warrior, 2+ armour, 4++ save and the ability to just pick his warlord traits. 

I have both versions of the calgar, but he rarely gets used. To celebrate the changes, I have decided to revisit my version in articifer armour. I was never really happy with his banner and his base needed some work. I have decided to make a new, better back banner rather than fix the current one. I wanted something more personal, but also had the standing he deserves as the chapter master. Base wise, he needed a 32,m base anyway, so I decided to go for a raised up cork base to give him a bigger stance. 
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Banner
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Initially I started with a plastic back banner from the command squad. This was topped with the new standard topper from the new upgrade kit. I added a laural from the terminator kits. I then sculpted some rope to add more regal featuers, to hold this in. Place I used 2 smaller skulls. The loose ends were normally caped off with tassels, however, to reflect his endless war against the tyranid menace, I used a left over claw. With an extra purity seal, the build is done. Paint wise, I went for the star field look I have been using a lot of late. I added the white to enhance the regal look. The central decal is from the legion decal kit. This project failed. 
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I wrote the above to show the effort I put in, but it really didn’t look right, so plan be was much simpler. I stuck a topper from the sternguard kit and painted it. This worked really well and I am really pleased with the outcome. Simples really works some times.
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The base is a simple cork build. I keep it clean so as not to distract from the model. 
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I hope you like my refreshed version of the ultimate space marine. Just for comparison, here is the terminator version. Till next time, see you across the battlefield. 

Leading from the front

Now, some options in the marine list bug me. As an ultramarine player, uniformity is my thing, and these little glitches annoy me (well, in a gaming sense anyway) . Here are some examples

-squads of 10 marines can be broken in to combat squads of 5 right? So why are centurions, attack bikes and land speeders in squads of 6 or 3? 

-why can take bikes as troops if the captain is on a bike, but assault troops or terminators as troops if he is equipped with a jump pack or terminator armour? 

-Why can’t a terminator captain take a command squad in terminators. 

-why can’t assault marines use more special weapons?

These things will not change, but for my force , I want to make these issues go away. I am starting with the terminator command squad. Just for the look of my army I am making a 1st company command squad in terminator armour. The 5 man squad  will ultimately just be a terminator squad, but look cool while doing it. 

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The plan is simple. Using a whole bunch of bits I will make a chapter champion, apothecary, standard bearer and basic 2 marines. I have picked up a cheap squad on eBay as the core. In unbound lists and friendly fluff based games, I will used them as a command squad with consent from my opponent. 

Here is how I made them 

Chapter champion

Using a left over deathwing command squad terminator chest and head, I will bling up the sgt.
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The dark angles bits have been removed and a skull has been added to the center of the chest. Adding a few bits and I have new champion. 

Apothecary

Easy to sort this one, just used the bits from the

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deathwing command squad apothecary. I will add some big purity seals from the attack Bike sprues. In game he will be a normal squad man with a chain fist. 

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Standard bearer. 

This one took a bit of thought as the standard really throws out the weapons. The standard was made from a grey knight hand holding the ward stave, a short brass rod and the standard from the command squad. But it means no weapon. I have had to add the Stormbolter some how. I found a Unused grey knight stormbolter and decided to try and mount it on the powerfist. This worked for me and I am happy with the look. 

Standard marines

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Easy to build these really, but the options took some thought. I only get 1 special weapon and as I don’t have any cyclone missile systems in the army, it was a obvious choice. The last guy is the most basic, so I just went for a basic one, I need to try and make him pop. So I added some purity seals. 

So there you have it. 1st company command squad, in terminator armour useable from the standard codex. 

Time to get these painted up and then ready lead the 1st company. I now have 55% of the 1st compan and growing slowly. After these, it’s back to the 6th company. 

Till then, see you across battlefield. 


The Marking of the 6th

After a funny discussion on Twitter about my pending heresy it thought look at the squad markings of the 6th company bike squads for my ultramarines.

Now, conventional wisdom is that all bike squads are assault squads and as such, they have the crossed arrows marking. That’s codex yes? the 6th reserve company who are all tactical squads should be marked as such. (Single arrow pointing up)

But according to the codex, 6th company also have access to all the bikes, allowing for the whole company to be bike squads. So, by that definition, I should have tactical squads on bikes? Some, however, believe this is heresy and I am I being sent off to the inquisition tomorrow.

If that is confusing, try looking at the 7th! Stormtalon with tactical marines crew. That would cause such nerd rage!

While discussing the 6th company, I need to consider the command squad colours. The trim is of course orange, but what about the helemets? I think they should be white as all command squads are vetrans? You just know I’ll get comments for having veterans on bikes! Can’t wait to see them argue that one.

This leads me on to a bigger heresy. My plan is to run the 6th company as white scars. I know this wrong, but I have a logic to my heresy. The ultramarines are the most flexible force. They would change their tactics when fighting on bikes and being 6th company they would train to use different skills when deployed on mass on bikes. The ‘practical’ and theocratical’ different. Gaming wise, the ultramarine chapter tactics are of virtually no use. Most weapons in the army are twin linked, all are relentless, and it’s only the assault doctrine that. Would be useable, and only then to grant fleet for 1 turn. The White scar rules however, are all bike friendly. When using these bikes as part of a wider force, I will of course use the ultramarines CT.

Till next time, see you across the battle field.

Post christmas blues

So the big day has come and gone, and all that’s left is a mountainous pile of kits to build and paint. I had a great Christmas and my family know me well. So what will I be adding to my ultramarines in the next few months? Well, my main aim was add some bikes and I now have a full squad of 8, a smaller 4 man squad, both with additional attack Bikes, a 3rd attack bike and a full command squad. Add to this the captain and librarian both on a bike and I have the core of a nice bike force. I have also added some vanguard recently and christmas saw me getting a box of sternguard. To round of the new units I also got some scenery.

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The plan
I wanted to get my 6th company up and running for February, but this pushing it even for me, but I will focus on bikes for a while. I have added some nice conversions to the command squad and I am loving my librarian biker.

The company standard was a dilemma, so I have scratch built my own (blog to follow) and the melta guns also caused me to rethink the plan. I have very few melta guns left in the bits box and bikers holding special weapons a quite a pain to do. So I have converted up a new gun arrangement on the front of the bike. The idea was to mount a melta gun centrally, replacing the headlamp. Nestled between the bolter, this triple gun idea was found on the net and looks really good. The apothecary and company champion on bikes were easy to build, with a bit of tinkering to make them look right.

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The sternguard box set was a real treat. I love this kit, but I don’t want more sternguard (just yet). I do however want to add some vanguard on foot, so it was more conversions . Mixing vanguard and sternguard boxes, I went for a new look. Rather than the normal ‘charging headlong ‘ look for an assault squad, I went for a more stoic, static look, almost at rest. The idea was to try and get the whole ‘defenders of humanity ‘ look that you often see in the artwork. Very blinged up and a grim pose.

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As I have said before, weapon layout is key to vanguard (and most other units) You often see people tooling them up to max, thunderhammer and stormsheilds (which is around 250pts for 5 vs 215pts for assault terminator squads with the same layout) but then moaning that they aren’t worth the points. My view is that less is more. I have gone for power weapon/stormsheild on the sgt, a pair of claws on 1, a plasma pistol on one and 2 standard. This is around 170pts for the squad, making them usable in small games. I will add the second 5 at some point in the near future. The ‘gun’ parts (such as the arms and bolters) will find a use soon, but more on that in the future.

So, that’s my painting project for the next few weeks. Keep an eye on Twitter for progress. Till then, see you across the battlefield.

Return of the vanguard

Every on loves sternguard. Well, every Space marine player. Their enemies, not so much. The special ammunition is very flexible, 2 special or heavy weapons per squad and all the combi weapons go a long way to win games. The old ‘sternguard in a droppod ‘ caper is the opening move of many gamers. (Me included!)

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But what about the poor assault cousin, the vanguard? These are about as rare on current lists as the assault squad? Only a few diehards take them in competitive lists. Kids love em because you take a whole squad of thunder hammers or lightning claws. They never work as well as they think they will, but I’d like to make the case for them. Let’s look and the negatives first.

1- assault armies don’t work. In current 40k shooting is king. Not a lot to say about this, it is. The old khorne player in me is sad at this, but, then I do have 2 full sternguard squads so the ultramarine player is ok with it.
2-assaults take planning and a lot players get it too easy to develop descent plans with assault troops. They just stick with tried and tested shooting units. I am looking at you tau players here.
3-young players are easily swayed. They build big deathstars that get blown away on turn 1. The loss of a thunder hammer vanguard will put you 50+ points down, not a good move.
4-assault terminators are a cheaper, more durable solution. At 225 you get the same stats, 2+ save and a squad of thunderhammers.
5-has anyone ever used heroic intervention? Really?
6- tables at the moment tend to light on Los blocking terrain. This really hurts assault troops. It’s all trees and low walls.

As you can see it’s easy to pull these veterans apart, but I think people over look a few key points.

1- you don’t have to take jump packs. 10 vanguard on foot charging out of a stormraven will get 40 attacks. That would make a dent in most units!
2-you can tailor your vanguard. The options available allow you to make the right squad for the right task. Basic vanguard with just chainswords are great vs guard, Orks, nids, eldar or tau. Facing chaos? Drop the whole 2 claws on every trooper thing, and just take power weapons (saves you 75pts)
3-deep strike is the new black. I have said it befor, but deep striking is on the rise. Being able to counter this is very useful. Your own deepstriking vetrans can take tactical objectives, score vp or contest strategic points.
4-vanguard can be a great shooting unit if your brave. 10 plasma pistols anyone? Or 10 Grav pistols deepstriking into a tank squad! The brutally possible is very under estimated, but cost less than thunderhammers all round.
5-they are better than assault marine for only 5pts more. For those few points you get ld+1 and A+1, plus more options. Not bad for so little points.
6-why take thunder hammers at all? Ok, this is contentious. What is the value of a thunderhammer over a power Fist. The concussive rule is great, but you normally kill your target at s8 ap2 anyway. A power fist is the same stats (without concussive) for 5 pts less? Over a 5 man squad, that’s a saving of 25 pts? And vs tanks, your better with melta bombs. (Saving a further whooping 100pts!)

So they have options, but you don’t have to take them. Low cost vanguard units can play a vital role in your plans. I run a 5 man squad with jump packs costing 190. Not really Cheap and cheerful yes, but with enough of a bite to really hurt. I am planning on adding 5 more, again keeping the cost down and using my stormeagle as a delivery system. Around 40 attacks plus upto 10 hammer of wraith attacks! That will make a hole! Around 10 of these attacks will be power weapons.

On foot I have just started assembling 5 more. Armed with a mix of weapons, again, keeping the cost down, I think these will be good unit. Possibly in a pod.

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Here are the units.

5 Vanguard Veterans (190)

WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
3× bolt pistol; storm shield; lightning claw; 3× chainsword; lightning claw; power fist; jump packs; power armour; frag grenades; krak grenades
And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines) Heroic Intervention

• Space Marine Sergeant

WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
bolt pistol; power weapon; power armour; frag grenades; krak grenades
And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

5 Vanguard Veterans (170)

WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
3× bolt pistol; plasma pistol; lightning claw; 4× chainsword; lightning claw; on foot ; power armour; frag grenades; krak grenades
And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines) Heroic Intervention

• Space Marine Sergeant

WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
storm shield; power Axe; power armour; frag grenades; krak grenades
And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

So, that’s my case for vanguard. My key points are these-don’t over equip, always have a few basic guys at the front to bubble wrap. Plan your use, don’t just hope the best, know you enemy and hit’em were it hurts. And consider the not with jump packs options!

Till then, look to the sky’s and while your doing that, I’ll sneak my scouts into you deployment zone. See you across the battlefield.

The best of the best of the best- 1st squad, 1st company.

I have been slowly building my ultramarine force of late,  I have been focusing on the 1st and 6th companies.  The bikes of the 6th will be the subject of a different post, so for now I want to talk about the glorious 1st.

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Sgt for 2nd Squad.

Now my over ambitious plan is to eventually have the complete 1st company.  Currently I have 10 terms (basic) and 10 sternguard painted. So, around 20%. Unpainted I have 10 assault terminators and 5 more stern guard. Next on the list will be 10 vanguard w/jump pack, 10 without (made by combining sternguard and vanguard kits.) And 5 more sternguard (using regular marines and the bits left over from the sternguard kits) I did have some of the older metal sternguard, but they were sold to add some tanks.

That’s 60% of the company right there.  Add 5 man count as command squad in term armour (just because they will look so cool) and that’s a big force! But as with most of grand plans the Ideas often outstrips my ability to afford the parts. And forgeworld keeps releasing knights!

So where am I now?

Well, I am working on the glorious 1st squad, 1st company. I wanted something that really stood out. Something that said we are something special,  even for the ultramarines.  So I planned to make them really pop. My reason for this is simple. In the meritocracy of the ultramarines, who are always striving to be the best, someone has to be the best squad. I have always thought that the 1st squad each battle company would be the top units. So, the 1st squad , 1st company must be something pretty special? The sgt must have some honorific role, being the 1 st Sgt?

The unit started life as 2 boxes of deathwing knights and a box of assault terminators. My plan was to add 5 terms to the then 5 man aobr terminator squad. And 10 assault terminators.  Using a mix of the robed bodies and regular terminators.

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1st squad, 1st Company Built!

The robed bodies have an arched ‘hood’ but the robes also have a lot of dark angels icons. These were easy to remove.  I made the decision to leave the knives and scrolling where needed as they look quite gothic,  but by swapping the heads to regular terminator heads, I avoided the whole masonic look. They now look different from the standard terminators but don’t look like dark angles!  A word of warning.  One of the head is moulded to the body and this took some time to remove.

The next task was to add the regular arms and shoulder pads. I opted for forge world  shoulder pads for 2 reason. 1 – extra blig. 2 – it actually worked out cheaper than buying standard terminator pads off eBay. The Dark angles one in the set are to dark angles to clean up.

Squad weapons options were easy. I had 5 thunderhammer and storm shields with 5 pairs of claws in the assault terminator box.  As i had 10 terminators this was easy. It also allows me to run 2 5 man squads mixed or same weapons. But also to run my stormeagle with all 10. The hammernators can protect the claws as they charge in. The idea of this really appeal to my views of them sweeping out of a storm eagle, a solid wall of shields charging in, then bursting open to revels the claw wielding behemoths.

I have decided that even the paint scheme should make them pop. So I have reversed the shoulder pads. These are now white, with the ultramarine icon in gold, again, a nod to their special place in the chapter. This meant they really stand out. I enjoyed this switch and it works, so the command squad will now have gold shoulders.

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WIP of the HAMMERNATORS

I took the opportunity to add as much gold as I gold, but the heavy cloth look of the robes helps to keep them grounded. They don’t look over the top, but they really pop. I need to add a squad of regular assault terminators to show the difference, but that can wait.

Finished 1st Sgt

Finished 1st Sgt

 

So, the hammer wielding combat squad is done. I am taking a short break to add some tanks, then the claw squad gets done. I hope you get my reasoning for the squad and I look forward to adding the 2nd half. Look out the combat squad in a battle rep soon. They have

Combat Squad done!

Combat Squad done!

to kill!

 

Till then, see you across the battle field.

The rending of Cato sicarius

We need to talk about cato. Now, don’t get wrong I am a big gw supporter, and try hard to avoid the hate, sometimes I fail. (Insert deamology rant here) but I must say they dropped the ball with the Cato Sicarus model. For those that don’t know, he is captain of the 2nd company and the most likely successor to calgar. He is a dynamic figure, leading from the front, his battle hardened troops would follow him into the eye of terror it’s self if he needed them to. He is always where the fighting is thickest, killing warlords, kicking ass and carving his name into the pages of history. So, what do gw produce for this 41st millennium Acton hero? A sweeping hero with masses of movement? A leaping angle of death? Or The most static, ridged and dull spacemarine ever!

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Don’t get me wrong. The sculpt is great, the detailing, the cape, the strange quiff of hair, all done really well, they are just to compact. The model lacks the energy of the fluff. More stoic leader than interglacial action man.

So, what can done? Well here is my attempt to convert this static model into an action pose.

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1- the core elements.
To make this conversion, I needed a finecaste Cato model. The core elements that I needed are:

Head, sword scabbard, right shoulder guard, ultramar symbol from left shoulder, chest and frontal armour and his back pack. (All harvested from the orginal kit. This is the only time that fine caste is the best!

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To this I needed the old plastic commanders torso back (with its cape), running legs (vanguard legs work best) a plasma pistol and relic blade.

I have bought him 2nd hand off eBay (£5.50!) I set to work harvesting the parts I needed. 2 hours of clipping, trimming and shaving later, I had the core parts. Cleaning the back of his loin cloth and guard was hard, but it managed to get it done using my rotary tool. I also used this to hollow out the top neck area so the head would fit and bottom of the body so the legs fitted.

For the arm I have again used vanguard arms with the raised right arm working really well. To mount the legs I had to remove the armour on the back. This was then filled with green stuff. There was a horrible gap around his waist, so I filled this with green, then used various bits to disguise it. Sternguard ammo belt worked well as did the vet icons from the commander. On the right hip the sword scabbard fitted perfectly.

For his base I wanted something to movement. Using the end of Valkyrie missile pod, I designed something he is leaping off, with his movement being off center while he is shooting to left. This makes him more dynamic. To add to this I bent his banner corners back, and tried to bend the edges of cape. For this I used a hair dryer. I got the resin and plastic hot the carefully bent it back.

Painting
I have tried to keep the paint as close as possible to the orginal. This will again highlight who it is meant to be. The base looks rusty to help show the glory of Cato in contrast.

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I decided to paint up the cape as what I Call a star cape. Which is surprisingly easy to do. I just painted the cape in teh normal fashion for a dark blue cape. Masked off the rest with blue tac. I the took an old tooth brush dipped it into Cremite white. on a spare bit of paper I flicked off the access. I then flicked it on to the cape. I then painted the bigger stars layering thinned Ice white up to Pure white. 

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So he is done, I want him to his to flow and passion of a hero, I think I got it and now he’s ready to lead the charge!

 

Go really big or go home!

I finally get to play the big game! While I have played lots of big multiplayer games, I have never had the chance to play a big 1 on 1 game. So the game at Warhammer world will be over 5600 per side. As with all apoc games, the points total is little but a guide. I am taking the ultramarine 2nd company, led by the utterly brilliant Cato Sicarus taking on the Astra millitera, lead by a lord Bromhead, (count as creed). It will be our first game using 7th ed and the 1st time for many new units, including my newly painted thunderhawk!

So, how the hell do you plan for something so big? Well, the normal approach is take the lot and just have fun. Nothing wrong with this, but I wanted to build a ‘fluffy’ army. The game will be for a large bridge. There will be 3 objectives, one at each end and 1 in the middle. The bridge is around 72″ long on a 144″ table. With water either side of the bridge, (that is impassable to all but amphibious or Superheavy walkers) the game will have a strong narrative. The controller of the bridge at the end will win. With a possible 3 points up for grabs and each of us starting near to an objective, just camping is not an option. You gotta fight for your right to be called the victor! Both forces are battle forged, so troops will really matter. My massed flyers are the only things that can’t score the svp!

Here is my list. It’s all spacemarine bar the 2 knights of house verdan, but these are supporting units I the plan. (I know, 2 knights are ‘only’ supporting units! How cool is this game going to be if nearly 800pts is just supporting!)

Glorious 2nd Apoc Force (Ultramarines) 5,720 points

HQ 455 points (8%) (165 points do not count towards limit)

Captain Cato Sicarius (185)
WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv2+
Mantle of the Suzerain; Talassarian Tempest Blade; plasma pistol; Iron Halo; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Rites of Battle; Surprise Attack!; Battle-forged Heroes; Warlord Trait- The Imperium’s Sword

Command Squad Mk2 (165)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
4× chainsword; 2× boltgun/bolt pistol; 2× meltagun; power armour; frag grenades; krak grenades; company banner bearer, And They Shall Know No Fear; Chapter Tactics (ultramarines)

• Apothecary
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; frag grenades; krak grenades; chainsword; boltgun/bolt pistol; narthecium, And They Shall Know No Fear; Combat Tactics; Honour or Death

• Company Champion
WS5·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; frag grenades; krak grenades; power weapon; combat shield
And They Shall Know No Fear; Combat Tactics

Techmarine (75)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv2+
artificer armour; frag grenades; krak grenades; servo-harness; Techmarines weapons (Chainsword ; bolt pistol), And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Blessing of the Omnissiah; Bolster Defences

Space Marine Chaplain (105)
WS5·BS4·S4·T4·W2·I4·A2·Ld10·Sv3+
Crozius Arcanum; rosarius; power armour; frag grenades; krak grenades; 2× ranged weapons; special issue equipment (jump pack), Chapter Tactics (ultramarines); Independent Character; Liturgies of Battle; Honour of the Chapter

Space Marine Librarian (90)
WS5·BS4·S4·T4·W2·I4·A2·Ld10·Sv3+
Epistolary; pyromancy; force weapon; psychic hood; 2× ranged weapons (bolt pistol ); power armour; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Psyker (Mastery Level 1)

Elites 1,105 points (19%)

10 Sternguard Veterans (290)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
combi-flamer; 2× combi-melta; power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades; special/ heavy weapons list (Heavy flamer), And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power weapon; boltgun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

Drop Pod Mk 2 (35)
BS4·FA12·SA12·RA12·HP3
storm bolter
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

10 Terminators (445)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+
Terminator armour; storm bolters; heavy flamer; assault cannon; 8× power fist; 2× chainfist, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Terminator Sergeant
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+
Terminator armour; storm bolter; power weapon, And They Shall Know No Fear; Combat Squads; Chapter Tactics-(ultramarines)

Ironclad Dreadnought (135)
WS4·BS4·S6·FA13·SA13·RA10·I4·A2(3)·HP3
seismic hammer (built-in meltagun); Dreadnought close combat weapon (built-in storm bolter); smoke launchers; searchlight; extra armour
Vehicle (walker); Move Through Cover

3 Centurion Assault Squad (200)
WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
two siege drills; 3× hurrican bolters; 3× Twin Linked flamers, Relentless, Chapter Tactics (ultramarines), And They Shall Know No Fear, Move Through Cover.

• centurion sergeant
WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
omniscope

Troops 785 points (14%)

10 Tactical Marines (185)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
power weapon; boltgun; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Grav gun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; chainsword; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
power weapon; Bolter, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (195)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; heavy bolter; Meltagun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
chainsword ; power fist , And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Rhino (45)
BS4·FA11·SA11·RA10·HP3
storm bolter; smoke launchers; searchlight; hunter-killer missile , Vehicle (tank); Transport Capacity: 10 models; Repair

Fast Attack 245 points (4%)

10 Assault Marines (245)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
2× flamer; jump packs; power armour; chainswords; bolt pistols; frag grenades; krak grenades, Jump Infantry; And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W2·A2·ld9·Sv3+
bolt pistol ; thunder hammer; storm shield, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Heavy Support 1,085 points (19%)

10 Devastators (200)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; 4× heavy weapons list (2× heavy bolter; 2× las cannon) And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; boltgun; power armour; frag grenades; krak grenades And They Shall Know No Fear; Combat Squads; Combat Tactics

Drop Pod Mk 2 (50)
BS4·FA12·SA12·RA12·HP3
deathwind missile launcher
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

Stormeagle Gunship (285)
BS4·FA12·SA12·RA12·HP4
vengance launcher; twin-linked heavy bolter; ceramite plating; 2 twin linked lascannon, Vehicle (flyer); Aerial Assault; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Supersonic; Transport 20.

Fireraptor Gunship (220)
BS4·FA12·SA12·RA12·HP4
Twin linked avenger cannon; auto cannon turret , Vehicle (flyer); Strafing Run; Spirt Of The Machine, Relic Of Armoury.;

Demios Predator Executioner (165)
BS4·FA13·SA11·RA10·HP3
heavy conversion beamer; sponson heavy bolters; smoke launchers; searchlight Vehicle (tank)

Contemptor Dreadnought Mortis (165)
WS5·BS5·S7·FA13·SA13·RA10·I4·A2·HP3 twin-linked autocannon , Vehicle (walker); Fleet, Atomic Shields;

Other 1,135 points (20%)

Thunderhawk Drop ship (685)
BS4·FA12·SA12·RA10·HP 9
Thunderhawk cannon; 4× twin-linked heavy bolter; 6× hellstrike missiles; ceramite plating , Vehicle (super Heavy flyer); Assault Vehicle; Cemerite Plating, Hover; Transport 30

Adeptus Stormwing

Stormraven Gunship (200)
BS4·FA12·SA12·RA12·HP4
twin lascannons; twin-linked multi melta; ceramite plating; hellstrike missiles
Vehicle (flyer); Skies Of Fury; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Transport 12 And/or 1 Dreadnought.

Stormtalon Gunship (125)
BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Stormtalon Gunship (125)
BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Detachment: House Verdan (Imperial Knights)
Troops 745 points (100%)

Paladin (375)
WS4·BS4·S10·FR13·SD13·RE12·W1·A2·Hp6
titan close combat; rapid firing battle cannon; heavy stubber; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

Errant (370)
WS4·BS4·S10·FR13·SD13·RE12·W1·A2·Hp6
Titan close combat weapon; thermal cannon; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

As you can see, it’s a lot and the points balance doesn’t suggest the care behind the list to make it fluffy! So here us the plan.

2nd company core

The core of my force is the cheapest bit! Numerically the 2nd company is the largest. Made of Sicarus with a command squad, 4 tactical squads, full assault squad and devastators. (1 of each) the Thunderhawk is also 2nd company. Along with a librarian and a chaplain, the 2nd company is a quite large. I have avoided adding extra units such as more psykers or chaplains. The plan is to use them are the core objectives takers. Dropping devs in a pod is a new move for me and I hope to throw a spanner in to his plan and using the chapter tactics will allow for a real suprise.

1st company assault force.
The vetrans of 1st company are in a supporting role. My plan is to pod the sternguard in to his artillery. I am not expecting them to survive, but they will go down in a blaze of glory first. The highly mobile terminators in the storm eagle will fire fight. Deploying as a squad of 10, unsupported, they will smash units threatening the members of the 2nd. The fire raptor will have a similar role, but it will also look to distract from the Thunderhawk.

The anchor force
Any large army standing without support will soon get isolated and broken. To prevent this I am using a solid fire base. 2 knights will act as fire magnets and the paladin in particular will be a primary target. The longer rang of the rf cannon makes in a great support unit. I am also taking a preadator demios with a heavy conversion Beamer as a bit of a surprise package. At 72″ (some near the middle of the board) it will have S10 ap2 large blast. That will focus my opponents attentention! Rounding off this part of the force is a mortis contemptor and techmarine to keep them all alive and in the fight!

The wild card
Just to round off the force I have a adeptus stormwing. Loaded with the ironclad dread, centurions and the librarian, this is my plan to kill his storm lord. The talons will peel off and attack any fliers leaving the raven to focus as a delivery system, straight into his lord of war. That’s 10 S9 ap2 armour bane attacks and then 4 s10 ap2 dread attacks. Should kill it in a turn and the 5 template weapons will fry the passengers as well!

The mission is a go.
Ok, so that the plan, but, I hear you ask, what is he using? Well most of it is easy. 12 tanks, 15 scions, valk, ven, 30 vets, 10 hw teams, around 80 guardsmen, his storm lord and his knight paladin. But, I know he likes to surprise, so, you just don’t know what he will do. I know he has something up his sleeve, he is calling ‘the game changer’ but I don’t what it is. So planning wise I have a big question mark. However, you can plan for what you know and have a reserve just in case! The assault marines have been equipped with both flamers for hordes and a thunder hammer for armour. I will have them in reserve and drop them wherever they are needed most. The plan is set, the boxes are packed and we are ready for the war!

Sunday review 270414, way late again!

Had another great week in wargaming. A few bits got painted and had a stunning game at club. Also got to play an intro game to 2 people new to this hobby.

Painting
As you may know my painting stack is oversized for me and I am working hard to reduce it! This weeks project has been to finish the sternguard squad and finally have a full 10 man squad. After they are done, it’s going to be tactical 4. Tac4 is a cool looking squad, all converted with a leg swap, the are all running. (I used a mix of assault legs and vanguard legs. They are armed to be a relatively cheap tac squad, but I changed my mind on the special weapon and gave them a grav gun.

The sternguard that need to be done are a mix of combi weapons and a bolter. I am still not 100% happy with the white, but this is we’ll known for being a pain! I want to prefect this before I paint my next term squad, The converted/kit bashed assault terms. I aim to finish these sternguard be Tuesday and move on to the project. I really want to clear the painting Stack as I don’t want to buy any more models till I have halved the current stock pile.

Gaming
Wow, what a league game on Thursday! I was taking on a black Templar army, 1500 pts, using my ultramarines. The game was played dawn of war for the relic.

My list was written to include 2 newish units that I wanted to try out, the knight (errant) and the Lascannon toting stormraven. My basic list

Captian in artificer armour with a power sword
6 sternguard
2 tactical ( 10 man squads, both with missile launchers w/flakk, 1 with a flamer, 1 grav)
2 talons with sky hammer
Raven w/Lascannon and melta
Knight errant

The Templar list from memory
Captain on bike with thunder hammer and storm shield,
5 sternguard in a pod. 2 melta combi, grav combi, in a drop pod.
4 5 man tactical with plasma guns
Raven w/Lascannon, melta and hurricane bolters
5 bikes
Stalker
Techmarine and thunderfire cannon

The game was a relaxed, fun game with lots new stuff getting it’s first airing. The thunderfire was new to dan, my opponent and we got a bit turned around on the rules to start with. However, it was fun to see this model getting used, long and short of this is that yes, I want 1! It proved quite useful. Dan also used a deathwind launcher on the pod and again this proved very useful. The s5 large blast dis whittle a combat squad down.

The big star of the game should have been the knight and to be fair, it stomped across the table, on the right hand flank, leaving broken bodies from the enemy strewn all over the place, but it was the raven/talon mix that won it for me. The delivery of the sternguard and captain on to the relic, killing 2 tactical squads in the process claimed the vp’s to win the game.

We had 2 great moments in this fun game. 1st up was the brave techmarine surviving 2 turns if combat with the knight, tying it up for one of my movement turns. And the death of his badly mauled raven. Thought the game he dodged about 7 penetrating hits, passing his jink saves, by the end of turn 3 it had taken 2 glancing blows, one from a grav (thus locking it’s vector). In turn 4 the multi melta from the raven finally took it out, immobilising it yet again, this took off the last hull point and the stricken transport plummeted to earth. see rolled for distance and direction and the resultant impact just caught the wounded black Templar captain, who promptly failled his 3++ save, killing him! the raven and the 5 marines still stuck inside the flyer! Not bad for a single melta shot? The game ended in a 5-0 victory for the ultramarines and I only lost a fair few tactical marines. The fliers and knight all survived virtually un scratched, the knight having lost a single hull point.

I was asked to give a demo game to 2 potential new club members and it was great fun to share this hobby that I love so much with new people. It took me back to the days when I worked at gw leamington and my role As a red shirt, playing intro games. I used really enjoy this part of the job and we didn’t have the pressures that they seem to heap on the staff these days.

Well, that’s me for the week. Next week should see some new tactical marines getting some paint. I am not at club, so no games but I might get plenty of painting done. Let’s see if I can get a whole combat squad done!