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.
Base

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. 

Hidden gems of the new space marine codex

The new space marine codex has hit the shelves last week. Lots has been said about the big changes, but I think some hidden gems have been missed. Here are my top 5.

Beware of the mighty vanguard

The price reduction bat has hit many units and lots of talk has been about the drop for centurions and terminators. However, with the vanguard, the drop is hidden, but is huge! The unit cost is unchanged, but look at weapon changes. 

Power weapons and lightning claws drop to 5pt. Yes, that’s 5pts for a power weapon! Or a pair of claws for 10pts! That’s a saving on 20pts or the cost of whole vanguard! Power fist and thunder hammers take a 10 points drop each. That makes a huge difference to to the use of these weapons for me. I can see a them make my list more often. 

The heroic intervention rule has also taken a boost. Gone are the challenge rules, in are reroll to charge distance and ignoring disordered charges. That will deal with those pesky tau grenades! 

The stalking horse

To me the stalker in the last codex was a waste, a cool model with poor rules. The new version however improves this. It (finally) gains interceptor. While they drop too heavy 3, they can still split fire (firing 6 times 3 at each target) or are effectively twin linked at heavy 3 at a single target. All shots are now at bs 4. The old robotic slave shots at bs are gone.

They also gain ignore cover when in a squad of 3. This is so cool. Effectively ending jinxing skimmers! A squad of 3 will be a fearsome vs some lighter armies. Tau will still be tough, but elder and dark eldar will come to fear the stalker. 

On your bike! 

The subtle change to the mounted assault rule is quite a fun. In the old rule it was that if you took your captain on a bike, then 5 man bike squads are troop choices. A lot has been made of the fact that now 3 man bike squads, however, a more subtle change is that it’s no longer just captains. Any independent character can take a this option. This mean my mounted librarian will getting an escort!

Holy gladius! 

The ‘basic’ formation is the gladius. You must take a single Demi battle company, (basically HQ, 3 tactical, 1assault, 1 heavy support) and 1 other ‘Formation ‘ (lots to choose from!) will give you the gladius formation and access to 3 chapter tactics. As an ultramarines play, I already get 3, this means in 7 turn game I can use one every turn, and 1 tactic will get used 3 times. (1 for scions of gulliman, 1 for a Demi battle company, 1 for gladius) the tactical tactics allow tactical squads reroll to shooting and assault. That’s effectively twinlinked 30 marines! 

Dread squads

The idea of a squad of marine dreads is tempting. The ven and the basic dread both have take a price drop on the weapons, the ironclad is largely unchanged. All have gain attacks, now having 4 each. Taking advantage of the squadron rules, these can become a real force in the marine army. 

That’s my hidden gems of the new codex. I am still getting my head around the whole new concepts, and the new format. I hope you find this missive of use. I am off to paint up some vanguard! Till next time, see you across the battle field. 

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.

Where have all the assault squads gone?

With the release of codex:blood Angels I thought I’d take time to discuss the humble assault squad. As many of you know I am collection the 2nd company of the ultramarines and this means 2 10 man squads of the assault marines. As a son of mcragge, I have dutifully obliged, but they rarely make the cut into my 1500pts list.

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Let’s start with the rules. They come in 2 versions, with and without jump pack. It’s even rarer to see them without and that’s saying something! I will focus on those with jump.

As you’d expect, they come in 5 man squads, with the option to go up to 10 man squads. Up 2 can take either a flamer or a plasma pistol. This really bugs me, but I’ll pick that up later. The sgt can be upgraded to a veteran and has access to the full weapons (melee) list. He also get to change his pistol, take melta bombs and the rather useful combat sheild. If using jump packs, you don’t get any transport options, but can deepstrike.

Ok so let’s looks at the pros.

1-deepstrikers rock in 7th ed. deepstiking units are the new black at the mo. Especially in maelstrom of war missions. Dropping straight onto a scoring objective or into the opponents deployment zone is great for the quick vp’s. Many games can be won this way.
2-fast is good. The sheer speed of jump troops are great on crowded tables. You can bring the hurt from behind builds with ease.
3-sgt multitool. You can build the sgt up to fit many roles. We all love using power fist on them tanks and twin claws are great vs power armoured troops.
4-hammer of wraith. Who can complain about upto 10 st4 auto hits BEFORE even the eldar can strike?

For all the pros however, the cons are still whooping.

1-cost. For a few points more you can get a whole heap more. Consider this. A vanguard with a jump pack is only 5 points more and for that you get +1A and +1ld. That’s not including the options available for the vangurd. Again at an additional 5 points you can take a bike squad that gets +1T, 4+ jink save, twin linked bolters, and the choice of any 2 special weapons. Oh, and you can add a heavy weapon as well. It’s a bit of a no brainer.
2-why only flamers or plasma pistols? No one can answer this question. I know that they say, that’s what comes in the kits. But the tactical kit only comes with missile launcher? The ability to DS a melta would make these a competive choice. How about the Option to add a power fist? The blood Angels can take these and while I am not saying that they should be same, some common scene wouldn’t hurt. Leaves io them as fast attack, they fit here well, just give them better options.
3-The marine codex has a lot of great units. Anything not pulling its weight will get replaced. Sternguard in a drop pod will hold the objective just as well, bikes have the same speed, vanguard are better all round and if points are at a premium, why not take scouts and infiltrate?

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As you can see, it’s hard to choose these. So many better units push them out. It’s rare to see them in marine armies, particularly those that have chapter tactics that don’t support them.

You can use them, and you can win battles with these fast moving troops, but not as assault troops. They are objective takers and area deniers, which is a tragedy. These should be leading from the front with vanguard squads and captains with jump packs tearing a whole for the tactical squads. Sadly, they are a poor mans support option.

I’d love to see a new kit of these. The current on is showing its age and the new tactical squad box set shows what could be done. Change the rules to match the options available to include all special weapons. Then these will return to their true role.

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For my army I have gone for 2 well rounded squads. Squad 1 has twin lighting claws and 2 flamers. Squad 2 has a power weapon power weapon and 2 plasma pistols. They look great and sit well in the battle company, sadly they rarely get to be used.

Anyway, that my opinion. I’d love to here your perspective and am I missing something! Leave a comment if you have a different view. Till then, see you all across the battle table.

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.

Tactical squad 4-advance of the cheap marines!

Just finished my 4th tactical squad (well, 5th, but more on that later) this is my cheapest tactical squad, weighing in at 150pts. It will be my stock unit when I am trying to save the odd point. In this blog i will try to explain my thinking when creating a troop choice, but first I’d like to talk about this great looking unit. (Not bigging it up or anything) I have a large ultramarines army, nearing 10k painted, but I only have 6 tactical squads. (So far) I am to build the full 2nd company. (I am only 5 assault marines to till have all the troops, but around 30 need to be painted)

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Tactical squad 4 is actually the 5th tactical squad I have painted for my 2nd company. I have tried to make this squad stand out, so the whole squad has running legs from either the assault marines or vanguard squad. I have added a holstered pistol on each. This has given a feeling of movement. The squad is also the fist squad that I’m on doing full decals on. The previous squads used the metal ultramairnes shoulder pads. Doing this on every squad was getting pricey. Adding £10 to each squad. That’s more the cost of a spartan for the whole battle company and I know what I want more!

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Each squad is different and has its own mission. Below is a list of each squad, sgt armament, special weapon, heavy weapon and role. Squad 4 is my cheap squad and I hope you see where it fits together.

Squad 1-power axe, flamer, missile. A general squad, great vs fast troop, particularly those of the eldar persuasion.

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Squad 2- power fist, melta gun, heavy bolter. A great squad vs imperial guard, often used with a drop pod.

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Squad 3- combi Flamer, Grav gun, missile-my all rounder, great for infiltration mission, the grav is great at short range. Currently this is my favourite squad, making most lists.

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Squad 4-chainsword/bolt pistol, flamer, heavy bolter. The cheapest squad, tooled up for hordes, but mainly as a way to save points.

Squad 5-power weapon, flamer, multi melta. The perfect foil for squad 3. The 2 squads work well together. Great for those pesky traitors.

Squad 6-(still unpainted) power weapon, flamer, Lascannon. My last squad was designed to help with heavy armour.

When I write a list, I pick 2 squads as my compulsory squads, and as I play fluffy lists, I always run 10man squads. So each list would say squads 3 and 4, with the rest of the points spent on my exciting toys, such are flyers or 1st company. Because I have a solid base, that I know well, I can fall on these to take up the strain. Allowing me to worry about the more risky elements of my army and helping score valuable vp’s.

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The poor old tactical squads always seem to be the ‘and I also took’ parts of most marine lists. I hope this missive help redress this a small part. They are the back bone of my force and have won me many games.

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Sunday update 26/10/14

So it’s Sunday again and here’s another sporadic Sunday update. Having finished my 2 land raiders I am back to painting some basic marines. I do sometimes struggle to motivate my self with troop choices, but I will get these done!

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This week I have been focusing my painting on the 4th tactical squad from the 2nd company (numerical 4th squad, but the 5th to be added to the army) These are my ‘budget squad’ the Sgt is basic with no upgrades. They have Flamer and a heavy Bolter and weigh in at 150pts. I will use them when I a need to save points for something big. They are geared up for hordes and I think they will do ok as a basic troop choice in supporting other more expensive units. Also I am getting ready to add some fortifications to the army, some having a cheap unit to man the weapon systems is always use full.

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Made from mixing a space marine tactical and assault squads with a few left over parts from both sternguard and vanguaurd kits. All have running legs, making the whole squad look like they are advancing to tack an objective.

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I love the movement of this squad, but they are taking a while to get through. 7 are finished with the last few done next week if all goes well.

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After the marines I am going to try to focus on my 2nd assault squad. The 4 basic marines needing a coat of paint! I struggle to find a way to get the best out of assault marines. I still can’t fathom why the can only take flamers and plasma pistols. Why not grav, meltas and plasma guns? These options would make them very useful and give the marines a great anti tank unit.

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If I can keep the whole troop painting thing going then the 6th tactual squad will be after this. But let’s not count them till they are on the painting table.

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.