During this holiday period I managed to get some time to make a whole bunch of woodland terrain I've been planning to make for ages.
The main catalyst for getting it done was The CNC Workshop releasing their terrain basing series. These are pre-cut (though on a sprue of sorts) MDF templates of various sizes for mounting terrain on. Saves using the jigsaw for such small pieces.
The trees and basing material are all from SiSt model trees, the tree stumps from Zuzzy, and the runestones by Fenris, purchased through Hasslefree.
Speaking of Hasslefree, I used thier Tiriel as a statue, standing in the base of Gen's Altar, wrapped in etched brass ivy, and backed by brass reeds. She's standing on a small plinth, and the water is just the heat and melt stuff for model railways.
Closeup of a Zuzzy tree stump - it was simply painted Khemri Brown, washed with Devlan Mud, and the non-bark areas drybrushed with Khemri again.
The rock is styrofoam covered in plaster, painted Charadon Granite, drybrushed Adeptus Battlegrey, then again with Fortress Grey and washed black (same for all the stones save the fountain, which I did a light white drybrush to make it stand out more).
Some of the SiSt trees, with rocks picked up from the bush behind the house.
Zuzzy tree with Fenris marker. I sunk the marker into the foam to make it appear more ancient. This tree was painted Astronomicon Grey, washed with Devlan Mud, then drybrushed with Dheneb stone on the exposed areas.
Rainbow Warriors on patrol (with some of my larger SiSt trees)! I've designed the terrain so that it gives a fair amount of LoS blockage and made sure that there is enough room for minis to stand on the hills and between the stumps and rocks.
It's also kept not too 40kish so I can use it for LoTR and go with my Argonath and Amon Sul pieces.
Wednesday, December 30, 2009
Tuesday, December 15, 2009
More de-Blood Angeled Hulk terminators
First up are the three dudes I've finished:
I finished Takis tonight (his base still needs blacking), and added helmet stripes to the other two. I had been unable to think of a way to represent the stripes on a terminator helmet, but it needed doing as without they tended to look like Ultramarines a bit too much.
I was inspired by the helmet stripes on the terminators in Siege of Vraks III, and altered to suit.
These guys have had their base coulours layed down, giving a good idea of how they look de-Blood Angeled. Hellad has a blood drop icon on his belt, and Ratna has one on his right shoulder, but I'll be using them to represent the Medallion Crimson.
Why worry about medals and such?
As part of the Cradle of Despair campaign I've named 30 individual troopers and detailed their squad assignment - for many of them I've given them detailed bios like the one above. Their serial numbers are all sequential to their reruitment dates, and the numbers of purity seals match those on the minis (this is part of the reason it's taking so long to do).
1st Lieutenant Aubin "Outlaw" Hawkins, Company Sgt Gunnvar "Gunner" Vadiz and Trooper Veteran Teng "Target" Takis (click for larger).
I finished Takis tonight (his base still needs blacking), and added helmet stripes to the other two. I had been unable to think of a way to represent the stripes on a terminator helmet, but it needed doing as without they tended to look like Ultramarines a bit too much.
I was inspired by the helmet stripes on the terminators in Siege of Vraks III, and altered to suit.
These guys have had their base coulours layed down, giving a good idea of how they look de-Blood Angeled. Hellad has a blood drop icon on his belt, and Ratna has one on his right shoulder, but I'll be using them to represent the Medallion Crimson.
Why worry about medals and such?
As part of the Cradle of Despair campaign I've named 30 individual troopers and detailed their squad assignment - for many of them I've given them detailed bios like the one above. Their serial numbers are all sequential to their reruitment dates, and the numbers of purity seals match those on the minis (this is part of the reason it's taking so long to do).
Labels:
40k,
Cradle of Despair,
fluff,
painting,
Rainbow Warriors,
Space Hulk
Sunday, December 13, 2009
'tis the season...
for cheap scenery!
This is a piece I made a few years ago, around this time of the year. It is simply an angel statue purchased from a department store, stuck to a art store nameplate with a Reaper mini (The Praying Paladin) kneeling before it. Finding the right one can be hard - there were others in this line playing harps and such, but holding the book seemed to fit the Imperial motif well enough.
The whole thing was sprayed grey, then I sprayed black from a fair distance to give a slight spatter effect. After that I sprayed it closer up from above to give an acid rain effect. Lastly I got an old toothbrush and flicked black paint up closer in spots and scrubbed to give some more texture.
Here's the paladin up close showing the mottled effect.
A very simple project, taking about an hour all up for assembly and painting, but one that turned out rather well I think.
This is a piece I made a few years ago, around this time of the year. It is simply an angel statue purchased from a department store, stuck to a art store nameplate with a Reaper mini (The Praying Paladin) kneeling before it. Finding the right one can be hard - there were others in this line playing harps and such, but holding the book seemed to fit the Imperial motif well enough.
The whole thing was sprayed grey, then I sprayed black from a fair distance to give a slight spatter effect. After that I sprayed it closer up from above to give an acid rain effect. Lastly I got an old toothbrush and flicked black paint up closer in spots and scrubbed to give some more texture.
Here's the paladin up close showing the mottled effect.
A very simple project, taking about an hour all up for assembly and painting, but one that turned out rather well I think.
Thursday, December 10, 2009
Vilhanna the Victorious
Vilhanna the Victorious from Red Box Games. I quite enjoyed painting her, and am rather pleased with how she turned out (her hair especially).
The model itself had a few minor issues - there was a large air bubble behind her right knee that had warped her stance slightly, but it was easily remedied.
for colour her hair is Vermin Brown drybrushed with Marcharius Orange and washed with Gryphonne Sepia. Her skin is a mix of Elf & Dwarf Flesh, and Skull White, washed with Gryphonne Sepia and Devlan Mud. I may go back over it to highlight her musculature some more (it's nice to paint a muscular female warrior - too often they seem overly scrawny for professional fighters).
It's not really evident in the photo but she has freckles, being a red head and all.
The model itself had a few minor issues - there was a large air bubble behind her right knee that had warped her stance slightly, but it was easily remedied.
for colour her hair is Vermin Brown drybrushed with Marcharius Orange and washed with Gryphonne Sepia. Her skin is a mix of Elf & Dwarf Flesh, and Skull White, washed with Gryphonne Sepia and Devlan Mud. I may go back over it to highlight her musculature some more (it's nice to paint a muscular female warrior - too often they seem overly scrawny for professional fighters).
It's not really evident in the photo but she has freckles, being a red head and all.
Tuesday, December 08, 2009
A couple of Space Hulk pics
I finished painting the terrrain pieces necessary to add some "illustrations" to the Cradle of Despair campaign book.
I may need to paint more than just these two guys though ;)
The painting of the corridors (from Old Crow, originally by Ainsty, their Tech Tunnel line) was dead simple - spray skull white, badab black wash, drybrush white and call it a day! Not quite true as details such as computer monitors and such still need to be done, but I got a rather sizable chunk done very quickly.
I won't be doing a full tileset though - I own over four complete Hulk sets already!
Labels:
40k,
Cradle of Despair,
Old Crow,
painting,
Rainbow Warriors,
Space Hulk
Saturday, December 05, 2009
FTW collaborative post: From the pit of despair it came
You want bad do you Ron? Well I have dared to open the draw of forbidden and terrible (not in the onimous sense, the crap sense) miniatures and unleashed them upon the blogosphere!
Behold my creations most foul, and despair!
Chaos Predator, c1997 - Includes 1 standard Predator Mk2 kit, various 40k/Tamia and other bits, Space Crusade Dreadnought weapons, Transformers missile launcher, Ultra Marines (game) scout, Zoids parts, Epic Dreadnoughts (ork and Imperial) and terminators, Adeptus Titanicus parts, string, toothpicks.
Here you can make out the scout impaled upon a toothpick, and the extra main gun (Mirage's spring loaded launcher - counts as heavy plasma gun) attached to the autocannon with string. Note the the extra bolter and heavy flamer.
The Epic dreadnoughts were used as techno-Nurgling like things.
My lettering has since improved.
This belonged to my Chaos warband the Brass Sons, who were somewhat Khornate, but into the mad building and war engine side of things over the skulltaking.
Note the other extra bolter, heavy bolter on the side of the turret, and the Space Crusade missile launcher sponson. The boxes the mini dread are standing upon are shell cases for a 1/35th Tamia Flak 88 cannon.
Titan head morphing out of the hull, as well as a bolt pistol to discourage any tailgaters the heavy plasma gun (from Space Crusade) doesn't remove. Extra armour plating courtesy a Rhino front hull plate. You can just make out the rear firing lasgun behind the antenna on the right of the picture.
The best part of this insane thing - the lasgun through the Genestealer head on pintal mount.
The launcher in the foreground is a 1/72nd 21cm Nebelwerfer 42 cut down (counts as missile launcher).
All up this machine has:
One autocannon
Two heavy plasma guns
Two heavy bolters
Two missile launchers
Two bolters
One heavy flamer
One bolt pistol
Two lasguns
A knife (not pictured)
As for bad painting I give you the Apothacary:
Who is he treating?
Why it's Commisar Gutwound!
And to finish off I give you the first model I ever painted (back in 89) next to his more recent (though incomplete) doppelganger:
Behold my creations most foul, and despair!
Chaos Predator, c1997 - Includes 1 standard Predator Mk2 kit, various 40k/Tamia and other bits, Space Crusade Dreadnought weapons, Transformers missile launcher, Ultra Marines (game) scout, Zoids parts, Epic Dreadnoughts (ork and Imperial) and terminators, Adeptus Titanicus parts, string, toothpicks.
Here you can make out the scout impaled upon a toothpick, and the extra main gun (Mirage's spring loaded launcher - counts as heavy plasma gun) attached to the autocannon with string. Note the the extra bolter and heavy flamer.
The Epic dreadnoughts were used as techno-Nurgling like things.
My lettering has since improved.
This belonged to my Chaos warband the Brass Sons, who were somewhat Khornate, but into the mad building and war engine side of things over the skulltaking.
Note the other extra bolter, heavy bolter on the side of the turret, and the Space Crusade missile launcher sponson. The boxes the mini dread are standing upon are shell cases for a 1/35th Tamia Flak 88 cannon.
Titan head morphing out of the hull, as well as a bolt pistol to discourage any tailgaters the heavy plasma gun (from Space Crusade) doesn't remove. Extra armour plating courtesy a Rhino front hull plate. You can just make out the rear firing lasgun behind the antenna on the right of the picture.
The best part of this insane thing - the lasgun through the Genestealer head on pintal mount.
The launcher in the foreground is a 1/72nd 21cm Nebelwerfer 42 cut down (counts as missile launcher).
All up this machine has:
One autocannon
Two heavy plasma guns
Two heavy bolters
Two missile launchers
Two bolters
One heavy flamer
One bolt pistol
Two lasguns
A knife (not pictured)
As for bad painting I give you the Apothacary:
Who is he treating?
Why it's Commisar Gutwound!
And to finish off I give you the first model I ever painted (back in 89) next to his more recent (though incomplete) doppelganger:
Labels:
40k,
Apocalypse,
Chaos,
painting
Tuesday, December 01, 2009
Well that was quick...
I got a package from Forge World this morning - my ruined watchtower of Amon Sul (Weathertop). You know, the one that was being dispatched November 30th.
So I got a Forge World item before it was even dispatched. It must be some sort of Christmas Miracle.
Or more likely that as the postage indicated it came from GW customer service in Nottingham it's was produced some time ago and due to licencing it had to be sent via GW not Forge World. Still, a rather nice suprise.
Also finished the last quest in the main book for Hero Quest, moving on to Kellar's Keep next week. Additionally I'll hopefully be off of all nights soon (though probably not until the new year) so I'll have much more time and energy for painting and gaming.
So I got a Forge World item before it was even dispatched. It must be some sort of Christmas Miracle.
Or more likely that as the postage indicated it came from GW customer service in Nottingham it's was produced some time ago and due to licencing it had to be sent via GW not Forge World. Still, a rather nice suprise.
Also finished the last quest in the main book for Hero Quest, moving on to Kellar's Keep next week. Additionally I'll hopefully be off of all nights soon (though probably not until the new year) so I'll have much more time and energy for painting and gaming.
Labels:
Forge World,
Heroquest,
LoTR,
terrain
Saturday, October 31, 2009
Divisio Mandati - Igneus Angelus and Praedecatio
Army of two:
Igneus Angelus (Burning Angel)
Legio Pallidus Mors (Pale Riders)
Reaver class, Goth variant (#396)
Princeps Seniores Virgine D'Orléans commanding
Moderati: Nir Arnoss, Dardon Mattenn
Praedecatio (Preacher)
Legio Pallidus Mors (Pale Riders)
Warhound class, Fox variant (#839)
Princeps Shane Clinton commanding
Moderati: Lee Sentenza, Tuco Wallach
Ground Crew
Crew Chief Sipowicz - team leader and #1 Dad.
Crew 2ic Tatum - power supply specialist
Owens - MIU specialist
Linger - VSE specialist
Torson - cooling systems specialist
von Ostburg - articulator / actuator specialist
Igneaus Angelus honour banner (in progress)
Igneus Angelus (Burning Angel)
Legio Pallidus Mors (Pale Riders)
Reaver class, Goth variant (#396)
Princeps Seniores Virgine D'Orléans commanding
Moderati: Nir Arnoss, Dardon Mattenn
Princeps Seniores D'Orléans on foot
Personalised leg art
Praedecatio (Preacher)
Legio Pallidus Mors (Pale Riders)
Warhound class, Fox variant (#839)
Princeps Shane Clinton commanding
Moderati: Lee Sentenza, Tuco Wallach
Personalised leg art (Click for larger)
Rank badge, unit number, class badge and Divisio identifier.
Ground Crew
Crew Chief Sipowicz - team leader and #1 Dad.
Crew 2ic Tatum - power supply specialist
Owens - MIU specialist
Linger - VSE specialist
Torson - cooling systems specialist
von Ostburg - articulator / actuator specialist
Igneaus Angelus honour banner (in progress)
Labels:
40k,
Apocalypse,
fluff,
heresy,
Igneus Angelus,
painting,
Pallidus Mors,
Praedecatio,
SiSt Trees,
titans
Monday, October 26, 2009
Titan Ground Crew
Not 100% finished yet, still need to do a few minor details on some of them like eyes and finish the skin tones (and basing obviously). The five on the left are by Heresy Miniatures, the one on the far right is by Reaper. I've also got some Reaper Toolbots to paint up to go with them. I'm really liking the Chronoscope line, it's got some very good character models available.
The plan is to get a Trojan from Forge World and attach a gantry to it for a crew lift to the Titans, with a trailer for gear, and a Centaur for these guys to ride around in. The Techpriests and Titan crews will get a Chimera as their ride.
Labels:
Apocalypse,
heresy,
painting,
Pallidus Mors,
reaper
Sunday, October 25, 2009
Divisio Investigatus: Corvus Assault Pod
The Corvus Assault Pod (and its wierder Assault Head varient) is originally from Adeptus Titanicus, an expansion part that allowed a Titan to carry boarding troops.
Here I present some ideas for how to represent it in games of Apocalypse. My first though was to give it a transport capacity, and have it loaded with other units. This wasn't a very elegant solution, as it would be rather complicated and not fit with the fact all other Titan weapon systems cost the same number of points.
What I've decided on is a system 'pre loaded' with a special assault unit of Skitarii.
Game Stats
Range: Close assault
Strength: 8
AP: 1
Special: Melta
During a round of close combat a Titan with a CAP can decide to use the embarked troopers to attack in lieu of the Titan's normal attacks. This is resolved as a single attack using the Titan's WS as normal.
If the attack is successful roll a D6 - this is the number of hits the pod makes with the above profile.
The balance of the possibly large number of melta hits is that it first requires the Titan to hit with WS2, and it isn't a primary weapon (to represent the more fragile nature of the guys inside). I have thought of special scenario rules allowing the guys inside to get out into buildings (IG vets w carapace and meltas/hvy flamer) or to flame transports/bunkers (like the siege dreadnought assault drill in IA2).
Modeling Ideas
The current plan is to use a Rhino or two for the main part of the pod, with the Elysian Lascutter guys inside. Nothing too fancy, just have to find time to do it.
Labels:
40k,
Apocalypse,
titans,
weapons
Saturday, October 17, 2009
How to Kill a Titan, pt 2 - Space Marines
So the self proclaimed Emperor's Finest decided to get stomped on by the Adeptus Titanicus - how do they keep from getting squashed into a fine paste in one turn?
General points
Marine's usual strengths of T4, 3+ save are of little good when trying to take down a Titan. Most of the Titan's shooting attacks are S8 or more, and are all AP3 or lower. In assault it hits at S10, ignoring armour saves on 4+.
Marines can pack a whole lot of melta, but melta needs to get close to do its damage, and being near an exploding Titan is never fun.
So what to do? Well lets go through the Codex and look at each unit's viability as a titan-killer.
HQ
Commanders/Captains - Not a bad option overall, the Commander can use his orbital bombardment at range, or be equipped with a Thunderhammer and Storm Shield for survivability.
Cons: No big downsides, but no big plusses either. Not an overly cost effective choice.
Chaplains - Useful for buffing friendlies to maximise hits, but weak himself for killing power. Can get a Jump Pack or Terminator Armour to boost those potent units though.
Librarian - Has good potential, though it is highly dependant on power choice.
-Force Dome can be used to increase survivability somewhat (something's better than nothing!)
- Machine Curse can automatically put a glancing hit on a vehicle. While it won't knock off any structure points it has the potential to shut down movement and shooting. And a titan that isn't shooting is as good as dead.
- Might of the Ancients isn't a bad second choice giving the Librarian a pretty good chance with a fair number of attacks.
- Gate of Infinity can be used to rapidly redeploy a dead shooty unit right up close, though is somewhat unpredictable.
- Vortex of Doom should only be used if the Librarian is in Terminator Armour (making him Relentless), but isn't that hot.
Master of the Forge - Three Thunder Hammer + two power fist attacks on the charge (after shooing his combi-melta) makes the MotF a fairly solid contender to mix it up in an assault. Swapping out the harness for a Conversion Beamer isn't so bad - it has good strength at mid range and S10 at full range, something the Marine list lacks.
The 2+ save is good, giving protection from many Titan weapons, but the lack of an invulnerable save leaves him vulnerable to big blasts.
Elites
Terminators - One of the better options, but with a few glaring weaknesses. While they are expert at wrecking Titans up close (ten guys with Chainfists) their shooting is ineffectual. If you're counting on Rending from Assault Cannons and glances from Cyclones don't expect to see the big guy falling any time soon. They also suffer from either being slow (no assault after Deep Strike) or sitting in a vulnerable transport and getting stuck on foot.
Assault Terminators - Similar to their shooty brethren, but with improved survivability (TH/SS versions - but LC/LC is pointless against a Titan anyway). They suffer from the same weaknesses, and with the added problem of only being able to deal with infantry roadblocks by assaulting them.
Assualting is still a risky business as a Titan can Stomp. Stomping means the Titan can execute a single attack against any model in base to base contact. These hit on a 4+, ignore armour and are S10. Storm Shields give their handy 3++ save, but they're going to get hurt back pretty badly as everyone's at initiative 1.
However in multiples Terminator squads really shine. By this I mean three or four squads teleport down. There are two 'tactical' squads to gun down enemy defenders and screen for counter assault. Between these squads are TH/SS assault units. They simply run closer to their target and hope the other squads can hold off any nearby enemy infantry from assaulting them and tying them up in a mire of bodies.
Sternguard - Ten guys in a drop pod with combi-meltas and meltaguns. Add Vulkan to really make that Princeps cry. The drop pod's special guidance rules mean you can land in the tiniest gap without fear of mishap. The only thing is to make sure you have enough room to get out, get LoS, and get within 6" for those precious 2D6 pen rolls. Landing perfectly will do no good if you're to close and have to disembark on the far side of the pod so half your guys can't see, and the others are more than 6" away. Also keep in mind that you may potentially need to draw LoS upwards to avoid shooting through screening infantry.
Also bear in mind that the AP1 bonus does not exist on the Superheavy Damage Chart [edit: IT does as of IA:A2]. The only reason to take melta is to easily penetrate the armour. I can't help it if you roll all ones after that.
Don't expect them to live long after they land though, so don't bother with melta bombs or power fists.
Dreadnoughts - Similar to Terminators, but with the ability to take a multi-melta. Drop podding a MM dread can cause some serious havoc to a Titan. It gets the 2D6 penetration from 12" away, which is conveniently within the Titan's void feilds. They're not bad in assault either, hitting pretty hard (and before the Titan, which Terminators do not do).
The Ironclad can get a Chainfist, which is better than the Seismic Hammer (as the Hammer's +1 on damage charts doesn't transfer to the SH damage chart). It also has a meltagun, but is slow and vulnerable, a probelm of all Dreads. They also have the issue of being vulnerable to being tied down by a wave of cheap infantry. Imagine your horde of drop podding assault dreads getting swamped by squads of Penal Legionairres - they're stubbon and can potentially get Rending - those Dreads wouldn't be going anywhere anytime soon.
Dreads do have one very good use - equipping for long range fire and knocking down shields with missile and lascannon fire. Also the Imperial Armour 2 Mortis pattern with autocannons or missile launchers can pretty reliably take down void shields for not many points.
Techmarines - The Master of the Forge lite. A good add in for some face beating power, and pretty cost effective. Not bad, but only a foot option, so slow.
Troops
Tactical Squads - "Jack of all trades, master of none - but oft times better than a master of one." This is not one of those times. In shooting they are only going to be hitting with one decent weapon (two close up with a combi weapon), and in assault krak grenades do nothing, and a single melta bomb hitting on a 6 isn't great. The Sergeant can also take a power fist, but the Titan will promptly stomp him back. Not lookig good for the Sergeant.
Scouts - Mounting them in a Storm or on bikes and using them to bring Terminators via teleport homers is probably the most they can contribute to the fight.
Or they can hijack another titan before the battle, and eat the crews brains to learn how to pilot it and ride to victory [/obscure reference].
Fast Attack
Assault Squads - Suffer from the weaknesses of the Tac squad, but do it faster. They are useful as a support unit to remove (or at least tie up) support units to allow heavy hitters like Terminators to move in.
Vanguard - If you feel like living dangerously they have alot of potential: They can assault after deep strike, can all get melta bombs (or Thunder Hammers if you feel like splashing the points around). They can also get storm shields for added survivability. This sort of unit will be around 800pts, but if it works it'd be great. After the initial assault they'll either be shot to pieces or swamped with crappy infantry to stop them having a second go.
Land Speeders - Deep strike - check. Two multi-meltas - check. Pretty cheap - check. Can't be locked in assault - check.
Can be made useless by a single glancing hit shaking, stunning or degunning it - also check.
One of the best units available for rapid Titan killing, the humble Land Speeder can pack a pair of multi meltas for under 100 pts. They can deep strike, which risky, gives them a great approach that is near unstoppable (for one turn at least). Their obvious weakness is AV10 and being crippled by any shaken or stunned results. It's almost preferrable to lose one of the meltas or be immobilised, so at least you can still shoot (the chances of the huge titan getting out of LoS of an immobilised speeder is pretty low.
Even without deep strike speeders will probably register a low threat initially, or at least survive through turbo-boosting. Should the enemy decide they need to be killed, your cheap speeders are taking fire that could well be sent elsewhere.
As it is an Apoc game, the decision is up to you wether to squadron the Speeders. Squadroning means you can ignore Shaken results, good for flying up a flank. However the proliferation of massive blasts could mean you suffer from the 'wound allocation' system more than normal.
Attack Bikes - Small cheap multi-meltas. They are superior to Speeders in that they can hide from the huge amounts of ordinance flying around the board to get to their target. They are slower and in some ways more vulnerable. A fairly good choice, but I wouldn't build a strategy around them.
Heavy Support
Devestators - Though expensive and often put down due to expense, in Apoc they have their uses. With the larger table size their greater range becomes more aparrent, and being infantry (as opposed to a Predator Annihilator for example) they can sit in some secure terrain, immune to stunning, being irritating while the suckers... I mean glorious assault units... in the Land Raiders get blown to bits by StrD barrages.
- Four missile launchers can be used to hammer void sheilds and put holes in infantry screens. Fire enough kraks at the body and you could get some glances.
- Four lascannons can do the above, but also have a slightly better chance of getting hits on an un-shielded Titan.
Thunderfire - A very potent option, though not an obvious one. The key is using a Titan's strengths against itself. The Thunderfire boasts one of the longest ranges in the Marine arsenal, and has a very useful fire mode called Subterrranean. When you hit a Titan (not damage, just hit) if it wants to move it must move as if in difficult terrain (as it is a walker) and take a dangerous terrain test (as it is a vehicle). This can be used to effectively pin a Titan in place so it can't get out of LoS or away from an assault unit.
The Thunderfire can also chew up defending infantry pretty handily and is an easily overlooked piece of hardware.
Land Raiders - The standard Land Raider can do some damage to a Titan. Two lascannons (twin linked), an optional multi melta and filled with Terminators spell trouble no matter who you are. However they make nice juicy targets for any anti-tank gunner.
They are best used in multiples (much like Terminators) with standard models hanging back empty while assault troop laden Crusaders roll forward to disgourge their cargo. The Titan then has to choose to take out the assault troops and get whittled away by the lascannons, or kill teh long range fire but get a face full or chainfist.
And besides, if you're marines why wouldn't you field half a dozen Land Raiders?
Predator - A relatively cheap way to get massed lascannon fire, but a stunned result makes it useless. I'm more a fan of the Destructor for anti-infantry, bit others swear by Annihilators, so your mileage may vary.
Vindicator - While dead shooty it is a victim of short range and crap side armour. They need to get to point blank range to do any damage, and that's a pretty big ask. Better off using them to clear other things out of the way for other units.
Special Characters
Calgar - Expensive, and good at punching things, so a viable choice for your Titan destroying needs.
Sicarius - Nothing to benefit a titan killing mission apart from being able to give Tank Hunters to one unit.
Tigurius - A lack of Eternal Warrior and an invulnerable save (outside of Force Dome) makes him poentially less useful than a regular Librarian for his points.
Cassius - Not worth taking in my opinion.
Pedro - Stubborn isn't bad, but their are better ways to get it like...
Lysander - Eternal Warrior, terminator armour, TH/SS - this guy was made for ruining a Titan's day. The best character if you plan on a titan killing endeavour.
Shrike - Fleet is alright, but not fantastic. Ok, but there are better.
Vulkan - Twin linking all meltas, and making all thunder hammers master crafted. Bye bye titan.
Khaaaaaan!!! - Heh, Khan...
Legion of the Damned - They have some acurate deep striking, can fire after deep striking and have a good save. Not a bad unit to have in your list as a plan B for taking out a difficult target.
General points
Marine's usual strengths of T4, 3+ save are of little good when trying to take down a Titan. Most of the Titan's shooting attacks are S8 or more, and are all AP3 or lower. In assault it hits at S10, ignoring armour saves on 4+.
Marines can pack a whole lot of melta, but melta needs to get close to do its damage, and being near an exploding Titan is never fun.
So what to do? Well lets go through the Codex and look at each unit's viability as a titan-killer.
HQ
Commanders/Captains - Not a bad option overall, the Commander can use his orbital bombardment at range, or be equipped with a Thunderhammer and Storm Shield for survivability.
Cons: No big downsides, but no big plusses either. Not an overly cost effective choice.
Chaplains - Useful for buffing friendlies to maximise hits, but weak himself for killing power. Can get a Jump Pack or Terminator Armour to boost those potent units though.
Librarian - Has good potential, though it is highly dependant on power choice.
-Force Dome can be used to increase survivability somewhat (something's better than nothing!)
- Machine Curse can automatically put a glancing hit on a vehicle. While it won't knock off any structure points it has the potential to shut down movement and shooting. And a titan that isn't shooting is as good as dead.
- Might of the Ancients isn't a bad second choice giving the Librarian a pretty good chance with a fair number of attacks.
- Gate of Infinity can be used to rapidly redeploy a dead shooty unit right up close, though is somewhat unpredictable.
- Vortex of Doom should only be used if the Librarian is in Terminator Armour (making him Relentless), but isn't that hot.
Master of the Forge - Three Thunder Hammer + two power fist attacks on the charge (after shooing his combi-melta) makes the MotF a fairly solid contender to mix it up in an assault. Swapping out the harness for a Conversion Beamer isn't so bad - it has good strength at mid range and S10 at full range, something the Marine list lacks.
The 2+ save is good, giving protection from many Titan weapons, but the lack of an invulnerable save leaves him vulnerable to big blasts.
Elites
Terminators - One of the better options, but with a few glaring weaknesses. While they are expert at wrecking Titans up close (ten guys with Chainfists) their shooting is ineffectual. If you're counting on Rending from Assault Cannons and glances from Cyclones don't expect to see the big guy falling any time soon. They also suffer from either being slow (no assault after Deep Strike) or sitting in a vulnerable transport and getting stuck on foot.
Assault Terminators - Similar to their shooty brethren, but with improved survivability (TH/SS versions - but LC/LC is pointless against a Titan anyway). They suffer from the same weaknesses, and with the added problem of only being able to deal with infantry roadblocks by assaulting them.
Assualting is still a risky business as a Titan can Stomp. Stomping means the Titan can execute a single attack against any model in base to base contact. These hit on a 4+, ignore armour and are S10. Storm Shields give their handy 3++ save, but they're going to get hurt back pretty badly as everyone's at initiative 1.
However in multiples Terminator squads really shine. By this I mean three or four squads teleport down. There are two 'tactical' squads to gun down enemy defenders and screen for counter assault. Between these squads are TH/SS assault units. They simply run closer to their target and hope the other squads can hold off any nearby enemy infantry from assaulting them and tying them up in a mire of bodies.
Sternguard - Ten guys in a drop pod with combi-meltas and meltaguns. Add Vulkan to really make that Princeps cry. The drop pod's special guidance rules mean you can land in the tiniest gap without fear of mishap. The only thing is to make sure you have enough room to get out, get LoS, and get within 6" for those precious 2D6 pen rolls. Landing perfectly will do no good if you're to close and have to disembark on the far side of the pod so half your guys can't see, and the others are more than 6" away. Also keep in mind that you may potentially need to draw LoS upwards to avoid shooting through screening infantry.
Also bear in mind that the AP1 bonus does not exist on the Superheavy Damage Chart [edit: IT does as of IA:A2]. The only reason to take melta is to easily penetrate the armour. I can't help it if you roll all ones after that.
Don't expect them to live long after they land though, so don't bother with melta bombs or power fists.
Dreadnoughts - Similar to Terminators, but with the ability to take a multi-melta. Drop podding a MM dread can cause some serious havoc to a Titan. It gets the 2D6 penetration from 12" away, which is conveniently within the Titan's void feilds. They're not bad in assault either, hitting pretty hard (and before the Titan, which Terminators do not do).
The Ironclad can get a Chainfist, which is better than the Seismic Hammer (as the Hammer's +1 on damage charts doesn't transfer to the SH damage chart). It also has a meltagun, but is slow and vulnerable, a probelm of all Dreads. They also have the issue of being vulnerable to being tied down by a wave of cheap infantry. Imagine your horde of drop podding assault dreads getting swamped by squads of Penal Legionairres - they're stubbon and can potentially get Rending - those Dreads wouldn't be going anywhere anytime soon.
Dreads do have one very good use - equipping for long range fire and knocking down shields with missile and lascannon fire. Also the Imperial Armour 2 Mortis pattern with autocannons or missile launchers can pretty reliably take down void shields for not many points.
Techmarines - The Master of the Forge lite. A good add in for some face beating power, and pretty cost effective. Not bad, but only a foot option, so slow.
Troops
Tactical Squads - "Jack of all trades, master of none - but oft times better than a master of one." This is not one of those times. In shooting they are only going to be hitting with one decent weapon (two close up with a combi weapon), and in assault krak grenades do nothing, and a single melta bomb hitting on a 6 isn't great. The Sergeant can also take a power fist, but the Titan will promptly stomp him back. Not lookig good for the Sergeant.
Scouts - Mounting them in a Storm or on bikes and using them to bring Terminators via teleport homers is probably the most they can contribute to the fight.
Or they can hijack another titan before the battle, and eat the crews brains to learn how to pilot it and ride to victory [/obscure reference].
Fast Attack
Assault Squads - Suffer from the weaknesses of the Tac squad, but do it faster. They are useful as a support unit to remove (or at least tie up) support units to allow heavy hitters like Terminators to move in.
Vanguard - If you feel like living dangerously they have alot of potential: They can assault after deep strike, can all get melta bombs (or Thunder Hammers if you feel like splashing the points around). They can also get storm shields for added survivability. This sort of unit will be around 800pts, but if it works it'd be great. After the initial assault they'll either be shot to pieces or swamped with crappy infantry to stop them having a second go.
Land Speeders - Deep strike - check. Two multi-meltas - check. Pretty cheap - check. Can't be locked in assault - check.
Can be made useless by a single glancing hit shaking, stunning or degunning it - also check.
One of the best units available for rapid Titan killing, the humble Land Speeder can pack a pair of multi meltas for under 100 pts. They can deep strike, which risky, gives them a great approach that is near unstoppable (for one turn at least). Their obvious weakness is AV10 and being crippled by any shaken or stunned results. It's almost preferrable to lose one of the meltas or be immobilised, so at least you can still shoot (the chances of the huge titan getting out of LoS of an immobilised speeder is pretty low.
Even without deep strike speeders will probably register a low threat initially, or at least survive through turbo-boosting. Should the enemy decide they need to be killed, your cheap speeders are taking fire that could well be sent elsewhere.
As it is an Apoc game, the decision is up to you wether to squadron the Speeders. Squadroning means you can ignore Shaken results, good for flying up a flank. However the proliferation of massive blasts could mean you suffer from the 'wound allocation' system more than normal.
Attack Bikes - Small cheap multi-meltas. They are superior to Speeders in that they can hide from the huge amounts of ordinance flying around the board to get to their target. They are slower and in some ways more vulnerable. A fairly good choice, but I wouldn't build a strategy around them.
Heavy Support
Devestators - Though expensive and often put down due to expense, in Apoc they have their uses. With the larger table size their greater range becomes more aparrent, and being infantry (as opposed to a Predator Annihilator for example) they can sit in some secure terrain, immune to stunning, being irritating while the suckers... I mean glorious assault units... in the Land Raiders get blown to bits by StrD barrages.
- Four missile launchers can be used to hammer void sheilds and put holes in infantry screens. Fire enough kraks at the body and you could get some glances.
- Four lascannons can do the above, but also have a slightly better chance of getting hits on an un-shielded Titan.
Thunderfire - A very potent option, though not an obvious one. The key is using a Titan's strengths against itself. The Thunderfire boasts one of the longest ranges in the Marine arsenal, and has a very useful fire mode called Subterrranean. When you hit a Titan (not damage, just hit) if it wants to move it must move as if in difficult terrain (as it is a walker) and take a dangerous terrain test (as it is a vehicle). This can be used to effectively pin a Titan in place so it can't get out of LoS or away from an assault unit.
The Thunderfire can also chew up defending infantry pretty handily and is an easily overlooked piece of hardware.
Land Raiders - The standard Land Raider can do some damage to a Titan. Two lascannons (twin linked), an optional multi melta and filled with Terminators spell trouble no matter who you are. However they make nice juicy targets for any anti-tank gunner.
They are best used in multiples (much like Terminators) with standard models hanging back empty while assault troop laden Crusaders roll forward to disgourge their cargo. The Titan then has to choose to take out the assault troops and get whittled away by the lascannons, or kill teh long range fire but get a face full or chainfist.
And besides, if you're marines why wouldn't you field half a dozen Land Raiders?
Predator - A relatively cheap way to get massed lascannon fire, but a stunned result makes it useless. I'm more a fan of the Destructor for anti-infantry, bit others swear by Annihilators, so your mileage may vary.
Vindicator - While dead shooty it is a victim of short range and crap side armour. They need to get to point blank range to do any damage, and that's a pretty big ask. Better off using them to clear other things out of the way for other units.
Special Characters
Calgar - Expensive, and good at punching things, so a viable choice for your Titan destroying needs.
Sicarius - Nothing to benefit a titan killing mission apart from being able to give Tank Hunters to one unit.
Tigurius - A lack of Eternal Warrior and an invulnerable save (outside of Force Dome) makes him poentially less useful than a regular Librarian for his points.
Cassius - Not worth taking in my opinion.
Pedro - Stubborn isn't bad, but their are better ways to get it like...
Lysander - Eternal Warrior, terminator armour, TH/SS - this guy was made for ruining a Titan's day. The best character if you plan on a titan killing endeavour.
Shrike - Fleet is alright, but not fantastic. Ok, but there are better.
Vulkan - Twin linking all meltas, and making all thunder hammers master crafted. Bye bye titan.
Khaaaaaan!!! - Heh, Khan...
Legion of the Damned - They have some acurate deep striking, can fire after deep striking and have a good save. Not a bad unit to have in your list as a plan B for taking out a difficult target.
Labels:
40k,
Apocalypse,
imperial,
Space Marines,
tactica,
titans
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