Battle for Skull Pass…Done. Painting night goblins was easy since 90% of them are already done if you prime them black. Dwarves took a bit longer and kind of pissed me off. I did the clothing a darker shade of leather, which when combined with the leather gloves just didn’t look right. I didn’t mean it this way, but it looked like I was taking a shortcut on them- so I had to go back over and do them with blue clothing like on the box, better, but that was an extra hour. Scenery bitz in the box were a nice touch also, I hope GW puts in some scenery in the upcoming 40K 6th edition set.
Dreadfleet was next, and after laying it all out, I was kind of hesitant- I’ve never painted any ships before, so no frame of reference. The models have already seen very heavy play at the club unpainted and I’m already down one of the flags on the mast, so these guys are going to be flash tabletop quality also…
Overall, they were quick and fun to paint, did them in one night, although the terrain was just drybrushed fortress grey and highlighted with some white. Done and done. Of course I ran out of wash and my black ink was low, so the BFSP and DF models are waiting till I can pick up some more tonight on my way home, then they will get inked, washed, and in the cast of the ships sealed and then off to the club.
Onto Space Marines…
So since I’ve been on a painting spree I’ve got some Space Marines I should do something with. Nothing cohesive, some Dark Angels, AOBR marines, some Hawk Lords that were Emperor’s Children, a Space Wolf or two, probably enough for 1500 points or so. What to do with them?
This could be a chance to do something fun as I don’t need another full Space Marine force. Something I can use for smaller games, kill teams, demos, and a travel army for events. Let’s cap it at 1000 points so it can play with everybody, work as a doubles tournament army, and break apart for smaller games. Let’s take a walk though my thought process and what/why I selected what I did.
First question is which codex to use? Let’s go with the generic codex since it’s points are pretty even and all of my models are just generic marines- no blood priests, wolf guard, etc.
At 1000 points or less this means lots of room to maneuver on the table and tactics, hiding, outflanking, etc.- actual tactics other than just lining up and rolling dice. Need to keep this in mind in building the list.
Two full tactical squads is the first place to start- giving me two solid scoring units or four if I combat squad down. Seargent has a power fist, yes pricey, but with a small model count every engagement HAS to be decisive- get attacked by a dread I don’t want to be tied up, go hand to hand, I need an almost guaranteed kill, etc.
Assault weapon choice? Flamers are way short ranged, so it is either melta or plasma. At 1K I’m going with the plasma for two reasons. What are two short ranged melta guns going to do against a land raider or AV 14 vehicle? Going to have to get way close and even if it goes BOOM the guys inside will be mixing it up with me. I don’t have the points for a suicide melta squad. Plasma on the other hand, taking the chance for the overheat allows me to engage multiple targets- light to medium vehicles, power armored targets, monstrous creatures, etc. PLUS, I need to keep 6th edition in mind for the army and the huge boost rapid fire weapons are going to be getting.
Ok, onto the heavy support weapon…
As tactical marines these guys are going to be on the move, using a layered approach on the table- which well get to a bit later, and I’m going to get my heavy support for the heavy slot. Let’s go with two heavy bolters since they are cheap, and will support the anti-infantry role of the tactical squads, giving them with the plasma and bolters a nice rate of anti-infantry fire.
Next question is what about transports? Are they needed? The mobility would be nice, but in smaller point games I tend to shy away from things that can be taken out in a single lucky shot, and then we also know vehicles will be taking a minor adjustment, possible a +1 to the damage chart if they get hit with a “heavy” weapon, so for this list they are out. I also have another vision for the army- the theme, which has to do with a club event starting up next month.
But we do need a way to engage vehicles at range, so let’s put in a squad of devastators. 100% true they are overpriced in the generic marine codex, but the range they offer and +1 to hit is nice. Plus they can shoot every turn, and can’t be taken out in a single shot.
We want these guys to be really long range to lessen the chance of getting shot, or I should say shot by anything other than other long range shots so that means either missile launchers or las cannons- multi-meltas are out and heavy bolters is not dedicated anti-tank. Let’s take three las cannons and a missile launcher since I have to watch the points. This gives a template if needed with three in theory auto-kills, and the +1 BS reduces the scatter even more. Range means they can hang back.
Points are starting to climb…
No we need a reactive unit and it has to be hard hitting, something to ram down the opponent’s throat and assault terminators are at the top of the list, maybe a venerable dread as a second, but I think the termies will buy me a bit more. Storm bolter/power fist would give me versatility and some more dakka shots, but a 5+ invul save, and the coming change to cover (nerf), means I really want that 3+ storm shield save, so it is TH/SS assault marines.
These guys have a lot of uses in 1K or less- march them up with the tactical so they take the fire. Deepstrike them in as a form of harassment, hang back as a speed bump/guard for the devs- plus as Space Marines how can you not play terminators.
So now with two full tactical units, a terminator group, and a heavy support we need to top this cake off with an HQ choice…
In smaller point games HQ’s can have a huge impact, and they should, as opposed to 2K+ games where the HQ is really just filler, the least amount of points so you can get more spam on the table. My first choice is a chapter master for the orbital bombardment, since a chance to really kill a unit, when my opponent will only have 4-5 of them is worth the odds of scattering, but is he the best choice?
Libby was second up, but in the generic marine codex the powers are so/so…
What about something a bit better, with a hidden bonus?
Drum roll….the winner is Cato Sicarius, yes the dude that nobody ever plays and 90% of the community has no idea who he is- but read up on what he can bring, and at higher point games it is meh, but lower point it has some real merits.
Tactical squads are going to be the bread and butter of the list- the workhorse so being able to hand out a USR on one, infiltrate one, etc. is good. Being able to seize the first turn twice another nice bonus. Then there is the model itself- instant death relic like weapon, plasma pistol, 2+ armor save with FNP means he can extend the reach and staying power of that tactical squad- taking the first bolter round, adding a punch to close combat, etc.
And with the devastators in tow, you make sure they have less of a chance of them breaking and running at losses since you can use Sicarius’ LD value.
That brings me to 1000 points on the dot.
Building smaller lists is a challenge since you don’t have enough points to spam, and really have to make actual choices in the FOC, plus with less models on the table tactical are important.
Final question is how to paint them…
Well, one of the events I’m running at the start of January is a pre-heresy campaign over four weeks. Each participant will be playing a bunch of missions with their pre-heresy Space Marine army 500-1000 points + Kill Teams as they compete for the honor of their primarchs and Horus subjugating xeno filth in the great crusade- the legion with the most “honor” at the end of the campaign get’s a crown of laurel from Horus himself.
Imagine that honor.
I’m painting my dudes pre-heresy Death Guard since I have a post heresy Death Guard army- and if I build the 1K out to 2K, when the new Chaos book comes out the pre-heresy option is also available- again thinking ahead to 6th edition.
So that is a little taste of what is coming on the blog, along with some more Space Marine hobby stuff- and of course anybody is welcome to play in the campaign.




0 comments:
Post a Comment