Showing posts with label Space Marines. Show all posts
Showing posts with label Space Marines. Show all posts

Saturday, May 04, 2013

Review: Imperial Armour 12: The Fall of Orpheus

Imperial Armour Volume 12: The Fall of Orpheus is Forge World’s latest offering in the series, covering said fall at the hands of the dastardly Necrons. It’s the first to feature our cyborganised chums, but the Death Korps of Krieg and the Minotaurs Chapter are here for some familiarity.
What I’m interested to see is if they’ve overcome the all too familiar editing errors that hamstrung the last IA outing



Story and Background

In a departure from the last few IA books volume twelve, despite the title, isn’t the full story. The background is, in fact, merely the prelude to the campaign setting. See, the background charts the Orpheus sector all the way from its discovery pre-Heresy through to the Necron incursion, and then stops after the Necrons have flattened the Imperial forces. The campaign is designed to represent the war to reclaim the sector / save what’s left, so there is no fixed winner or loser as in books such as Vraks or Badab.
That said Alan Bligh’s introduction (itself a good read) indicates that there may be more to come from the sector, so who knows what end will be made canon.

Now, my biggest gripe of IA:11 (aside from the editing, or lack thereof) was that there wasn’t enough Eldar. This book does and doesn’t address that issue, but I was left overall happy with how it was balanced. It’s told as a history analysis, a textbook account interspersed with snippets of Inquisitorial insights to guide future generations so they may avoid the same fate. Because of that the Necrons themselves don’t appear in the flesh, as it were, until almost the end. The best comparison I can draw is the movie Predator – you don’t really see the Predator until very late, but its influence guides and shapes the story and actions of those it’s toying with.
We, as outside observers with the benefit of our meta knowledge, can see what all these portents and mysterious actions are shaping into, but the Imperial forces’ lack of action seems almost reasonable in the circumstances. The Necrons are always there, doing their Necron-y thing, but like all good horror monsters they have the good sense to do it off camera.


The Necrons themselves aren’t left as shadowy bogeymen, and there are a great number of insights into how the different courts interact with one another, the different methodologies behind their long sleeps, and even some tidbits about the origins of the Flayer Virus.
I’ve seen a few people comment that they’ve been looking forward to the rumoured return of the Red Harvest, and it is certainly back here with a bloody vengeance. The particular Necron dynasty in the book, the Maynarkh, are all touched by the Flayer if not all totally crazy, so whilst the Flayed Ones are of course doing their whole “it puts the lotion on the skin” thing the rest of them are given reason to participate, and it brings a degree of pathos to their actions in my eyes.

The Imperials get some loving, as would be expected ,with the Death Korps having the usual background blurb and some new bits thrown in to do with their names and organisation. The Minotaurs have their turbulent and shrouded history revealed a little more after the Badab books, but no conclusions are drawn (though there are plenty more implications).

There are no particularly amazing moments that I feel the need to gush about, but more importantly there are no brain-dead moments of editorial idiocy to cringe at. In fact I didn’t notice a single error in the entire book! There may well be some, but given the hack job they did to 11 and 8’s numerous missing rules, it’s a million percent improvement.
I found it an enthralling read, well planned and dripping with atmosphere. Like Badab I, Orpheus is also a great resource for background junkies. There are small details about the procedures for colonising planets (including edicts that can just up and move a population if the Imperium sees fit, or give them all over to the Mechanicus), politicking and inter departmento relations. Despite the growing doom it gives a view into how a sector runs day-to-day, with the disruption and tension pirate raids cause interspliced with the economic balancing required of the different worlds.

Mmmmmurder donut

There is not a lot of action when compared to other IA books, but the Death Korps get a few battles and are allowed to show off a bit, while the Minotaurs wreck some serious face. It’s never one-sided in the combat, or, if it is, it goes to the Necrons who annihilate the ever-loving-bejeezus out of a lot of stuff with contemptuous ease due to surprise or overwhelming numbers.
The story does contain a few links to the Badab books by virtue of the Minotaur’s presence, and has a few cameos, such as a brief appearance by the Grey Knights and a retro appearance of the 8th Necromunda “Spiders” regiment, which was pretty neat.


I would also be remiss if I failed to give special mention to the art. This is hands down the best looking Imperial Armour to date, and I personally think the best looking GW book since Rogue Trader days. The illustrations are beautiful, and rendering the character plates over a black background with deep, shadowed colours was the obvious, but totally correct choice. To put it simply this book sis just so evocative, there’s little besides total praise I can say.
Literally the only negative I can think with the art is that they a) didn’t make the Asterion Moloc art as a poster – it is phenominal, and b) they don’t show enough of the Necron minis in the book. Mind you that does mean the diorama shots of the Death Korps fighting through tunnels takes on a very Aliens feel with the shadowy half-seen or unseen foe. See – even the negative is a good point!


Rules, Armylists and Units

There are two complete army lists presented – the Necron Dark Harvest and Death Korps of Krieg Assault Brigade – while the Minotaurs are essentially a list of add-ons for the current line of Space Marine Codexes.

The Necron Dark Harvest list is, aside from the few unique Forge World units, close to identical to the Codex list. There are some minor force-org changes , and many units gains some minor wargear choices, but the biggest change is to the HQ units who, to tie in with the Dynasty’s flayer taint, all have special rules that can make them go crazy during the game. Additionally the list can be built to be very construct heavy, mainly due to the additional Forge World units present.
The list is geared as a high number aggressive attack force that can take a lot of casualties. No doubt many of the usual Necron uber-builds will work just as well, but then there is no need to use the list.
There are a couple of special characters to use as well. First is Dynasty’s most implacable and deadly warlord, Joan Collins:

With shoulder pads like that I'm surprised GW hasn't tried to sue her...

I mean Kutlakh the World Killer. He’s not overly remarkable, but unusual (for the Necrons) in that to befit the army he is built as a close combat monster.

The other is Toholk the Blinded, a Chronomancer and Arch-Cryptek. He is a buff-giver, doling out bonuses to his war machines and re-rolls to units he joins.  Of the two Toholk seems to be more useful to me from that point of view, but he’s nowhere near as tough to kill.

New units are the Tomb Stalker, Tomb Sentinel, Acanthrites, mini pylons, Tesseract Ark and the Night Shroud Bomber.
The Sentry Pylons are heavy support units, also purchasable for the standard Codex, and come in batteries of 1-3. They are unique in that they don’t need crew and can deploy in a slightly dispersed formation.
They have three weapon choices, though only one can Skyfire/Intercept, but it’s got 120” range, so all good.

Tomb Stalkers haven’t changed much from the previous rules, but have a couple of options to bring them in line with the new Codex.
The variant model, the Tomb Sentinel is basically a Stalker with a short ranged no-save make a Str test or die blast weapon.

Tha Acanthrites are jump infantry with short range melta weapons and aren’t too shabby in close combat either.

The Tesseract Ark is essentially a gunboat. Heavy with moderate defences, but well armed. It hits very hard and, while it can take a punch, it's not as tough as a Monolith.

The Night Shroud’s rules look ok to me, and it is definitely a bomber, armed with twin-linked tesla destructors and five Death Spheres – str10, AP1, large blast, blinding, pinning bombs – and nothing else. It is tough with 4hp but only moderate armour.

The rules for the Gauss Pylon are also updated (the only Super Heavy in the book, actually), and the Tomb citadel has its rules introduced. The Tomb Citadel improves the shooting of a unit docked to the main building, gives a save to any unit on the citadel and can take a pair of gun turrets. It seems underpriced for what it does, as Necron forces castled up there would get a 3+ invulnerable and re-rolls to 1s on resurrection rolls.



The Minotaurs characters are Lord Asterion Moloch, Chaplain Ivanus Enkomi, Dreadnought Hecaton Aiakos and Vigilator-Sergeant Hamath Kraatos.

Asterion Moloch, like most Marine characters, is an unholy death-machine in combat, and is geared solely towards close combat. His profile and abilities are reminiscent of Lysander, though beefed up as befits a Chapter Master.

Enkomi, in addition to having one of the most metal mini in GW’s history:

Slaaaaaayeeerrrrr!!!!!

 is, amazingly, even more geared towards close combat than his glorious leader, buffing his squad into Rage filled Zealots.

Aiakos is a Contemptor dread with a special close combat attack.

Kraatos is, despite the name, not a(nother) hand to hand specialist, but the 2iC of the 9th company. He’s a devastator squad upgrade and carries a heavy bolter. Sorry, a sniper heavy bolter.

Most of the other units are updating some of the older units (Damoclese Rhino, Deathstorm Drop Pod, Sentry Gun) and including newer ones such as the Deimos Predators and Storm Eagles.



The Death Korps Assault Brigade list is, essentially, the Codex: Imperial Guard list with Forge World units subbed in.
They have the special character Marshal Karis Venner, who in keeping with the book’s theme, is a badass in melee. Yes, in IA12 even the Guard are hand to hand murder machines!
Otherwise the Death Korps, like the marines, are seeing a tidying up of older units (making the Hades less broken [it has to deep strike, as do units coming after so if the enemy blocks them they mishap]) and the inclusion of newer ones (Rapiers, Avenger).

As best I can tell every special rule is either cross-referenced or listed in the book, and I didn’t spot any particularly glaring oddities present in some of the more recent products. It seems the attention from the Horus Heresy series has made them pick up their game.



Campaign and other Rules

The Campaign is a pretty standard campaign set-up – multiple theatres, different battle types etc, with some limitations about assigning units to certain theatres making them unavailable in others, but nothing radically different from the last few books.
As mentioned above the campaign is less a reconstruction of the events in the book but a continuation of the war described. This is something I think Forge World would be better served by in some instances, so as to alleviate the debate of “the Imperium never wins” vs “they make the xenos suck and die too much” if nothing else.
The Zone Mortalis rules are also included here.

One notable thing I mentioned above is that there is only one Super Heavy in the book (the Gauss Pylon) and no Apocalypse formations – another sign Apoc is being updated soon?
One odd thing were the six pages of adverts in the back of the book for other IA tomes. Full colour ads for some of the newer releases. Given GW isn’t stocking FW in stores anymore it seems like a wasted effort to me as if you have this book you’re unlikely to be any more spurred to pick up a copy of IA Masterclass than you were ordering it from Forge World’s website.
Not a big deal, just… odd.


Summary and Scores

Overall a fantastic book. The army lists may not be divergent enough for everyone’s tastes, but then again they could be seen as not too divergent to be more widely acceptable. Even though the Necrons aren’t as visible as other xeno races in their books it felt they had a greater impact on the story, like the Tyranids in IA4.


Story and Background – 8/10. While you may think I’d give it higher I am aware that things like the methodology of a planet becoming an Imperial World isn’t something everyone is interested in, so the somewhat dryer text may be a bit dull for some folks. That said the story is skilfully crafted and the many asides and callouts are very characterful and enhance the book even more.

Art and Layout – 10/10. This is a gorgeous book that drips with atmosphere. Not much more to say than that.

Army Lists and Rules – 6/10. Again, a seemingly low score, but while well executed there is much of the same-old here. If you want new rules, or just to use one unit, this book will not hold a great deal of value for you. If you want rules that work, there will be no issues. On a positive units that have languished without a 6th ed update or have been long reviled are cleaned up and there is quite a host of special characters to choose from.

Extras – 7/10. The campaign fits the story, and is presented with a slight twist to the previous iterations. Zone Mortalis is a sensible addition and a great set of rules by themselves and a welcome inclusion.

Overall (not an average) – 9/10

Yep, I think it’s that good. Do keep in mind that I am basing this on a weighting towards the story and art over the rules as explained above. However if you’re a fan of 40k lore, this book is a great read.

Thursday, August 11, 2011

Baby Got Razorbacks



I like small tanks and I cannot lie,
You other brothers can't deny,
That when a girl walks in with an Battlefoam Case,
And a Razor list in your face,
You get sprung!

Wanna pull out? Tough!
'Cause you notice that 'back was stuffed,
Assault meltas and a Priest it’s bearing,
I'm hooked and I can't stop staring.
Oh baby, I wanna play you,
And something so new,
My clubmates tried to warn me,
But that ‘back you got makes m-m-m-me so horny

Ooh, she’s Raz-o'-back-in,
You say you wanna Pitch Deploy?
Well, Flank Refuse me, Refuse me,
'Cause you ain't that average groupie.
I've seen them glancin’,
To hell with lancin’,
She's sweat, wet,
Got it goin' like a Melta 'Vet.

I'm tired of magazines,
Sayin' fluff-bunnies are the thing,
Take the average blog man and ask him that -
She gotta pack Razorbacks!

So, fellas! (Yeah!) Fellas! (Yeah!)
Has your girlfriend got the ‘back? (Hell yeah!)
Tell 'em to spam it! (Spam it!) Spam it! (Spam it!)
Spam that MSU ‘back!
Baby got ‘backs!


(Demon paint on an ‘ard Boyz booty)
Baby got ‘backs!


I like 'em small, and on wheels,
And when I'm clubbing a seal,
I just can't help myself, I'm actin' like an animal
Now here's my scandal:
I wanna get you home
And ugh, double-up, ugh, ugh
I ain't talkin' bout Comp Score,
'Cause playin’ nice is such a bore,

I want lists tuned, tricked-out and nasty,
So bring that Leaf Blower,
Mix-a-Lot'll knock it over,
Gunnin’ for a place at that top table.
So I'm lookin' at bat-rep videos
Fluff-bunny carebares playin’ like schmoes,
You can have them newbies,
I'll keep my opponents like Kirby,

A word to the WAAC soul players, I wanna get with ya
I won't cuss or hit ya,
But I gotta be straight when I say I wanna *win* -
It’s the way I was born.
‘backs got it goin' on,
A lot of wimps won't like this song,
'Cause them punks like to hit it and quit it,
And I'd rather stay and play,
'Cause I'm long, and I'm strong,
And I'm down to get the RazorSpam on!

So, ladies! {Yeah!} Ladies! {Yeah}
If you wanna roll trip Land Raiders? {Yeah!}
Then turn around! Stick it out!
Even Jervis has to shout
Baby got ‘backs!


Baby got ‘backs!
Yeah, baby ... when it comes to army lists, White Dwarf ain't got nothin',
to do with my selection. Vanilla Captain? Ha ha, only if he’s on a bike.


So your girlfriend rolls a Rhino, lovin’ to not move and fire fro',
But Rhinos sitting still are just time bombs,
My army list don't want none,
Unless you've got guns, hun,
You can do Storm Ravens or Dreadnoughts,
But please don't lose that ‘back.
Some brothers wanna play that "comp" role,
And tell you that the ‘back ain't gold,
So they toss it and leave it,
And I pull up quick to retrieve it.

So BoLS says Sisters 're back,
Well I ain't down with that!
'Cause the ‘dex is small and Faith is stinkin’
But I'm still thinkin' bout switchin’,

To the metal dames in that magazine:
You ain't it, Miss Thing!
Give me plastic, I can't resist it,
Lead and FineCast just miss it!
Some knucklehead tried to dis,
'Cause melta-spam girls are on my list,
He had game but he chose to nerf 'em,
And I roll up quick and table 'im.

So ladies, if the ‘back is around,
And you want a win at all costs throw down,
Dial 1-900-MIXALOT,
And bring them nasty thoughts,

Baby got 'BACKS!


I posted this in the comments on BoLS for some reason, so decided to share it with you all.

Sunday, January 16, 2011

Full Review: Imperial Armour 10, the Badab War part2

IA10, the Badab War part 2: The Badabening, is obviously the sequel to IA9 (review here) but as you may or may not be aware, it was originally not to be. The plan was to have a single book but writer Alan Bligh got a bit carried away and wrote too much. This is a mixed blessing honestly as extra information is never a bad thing, but this volume feels somewhat anti-climactic after such a good start.
The best way to explain this is by examining the background section.

We open with “The Wrath of the Imperium”, giving a brief recap of events as well as delving into the brutal subjugation of a planet by the Sons of Medusa. It also details the arrival of the mysterious, ancient and malevolent Carcharodons. These mysterious warriors are the most vicious loyalist marines we’ve ever seen. The only description of the interior of their ship features a massive pit where they discard the broken wargear, banners and corpses of defeated enemies in heaps. Their first action is to set about subduing the dug in Mantis Warriors in what is known as the Tranquillity Campaign.


You will build us

Here the terrible nature of the war is shown to full effect. While the Mantis Warriors, weary of the war and doubting its goals, strive to protect their ancient homeworlds the Carcharodons butcher, burn and destroy everything until the Secessionists could simply fight no more. The brutality doesn’t go unchallenged, and Fire Angels depart the war due to being unable to work alongside such brutal allies.

We get off to a good start here, but now the Astral Claws are effectively alone as the Executioners prove unreliable – attacking only who they deem worth a good fight, regardless of strategic benefit. We move on to a raid by the Salamanders and Minotaurs that uncovers more evidence of Huron’s corruption, and leads to the Executioners and Salamanders exit from the war.
These set pieces are well done and, as with the last book, different to the normal marine battle fare. We next get a bigger invasion attempting to get a foothold into Huron’s inner defences, and this is where it started getting a bit wobbly for me. There was a huge space battle, but I found myself often having to flick back to identify which ship was a Loyalist and which a Secessionist.


Eventually Badab is reached and the Tyrant overthrown (of course), and I won’t spoil the details. Suffice to say the Carcharodons prove to be utterly ruthless (again) and the Tyrant gets a melta to the face. This section suffers from padding out in my opinion. It has to be dramatic and sensational of course, it’s the climax after all. However I feel that splitting into two books was perhaps too much.

I didn’t notice it in IA9 as it was loaded with the political manoeuvring and manipulations, so there was plenty to chew on. Here there is only battles, and they blur together as it’s the same few guys fighting over and over again. It also suffers from being compressed – what would have been half a book in Vraks, or a whole book in Anphellion’s case, ends up being a couple of pages here. Not enough for a deep analysis and story, but more than a quick overview.
This is not to say the book is bad, I enjoyed it more than IA8 and it certainly completes IA9 without feeling disjointed. The problem is not much happens for the wait between books to feel worthwhile. While the Vraks series brought on the ever growing influence of Chaos with each instalment, Badab just adds the last couple of battles with some new guys. It's like a long adbreak near the end of the movie, rather than a sequal.



This cammo doesn't get an update :(

This book also suffers from having little of IA9’s big personalities. Huron and Culln featured large in 9, but are hardly present in this book. It is mostly the actions of armies that define this book, not the characters. While a natural progression as the war drew on and plans became more focussed. If it was one story it wouldn’t have been as noticeable, but I found the change jarring due to the wait.
Again, not a big issue, but it ties in with the two book thing.


What would I have done? With my perfect hindsight, I’d have released a two book set at once – one book the background (history) and the other with rules, army lists and scenarios (technical manual). That way I, as a reader, wouldn’t have been waiting to get the end of the story (which felt shorter, perhaps due to being basically just battles) and let’s face it – pretty much everyone who bought 9 is going to buy 10. Forge World is bundling them together now anyway, so it would have been better in my eyes to just do that from the start.


You know you'd buy it.
And by you I mean me.


Another thing I noticed in this book was what felt like heavy product placement. The Caestus Ram and Land Raider Achilles get a few notable mentions and are totally awesome. It could just be my being used to the other wargear mentioned so these stood out more, but I noticed it regardless.


Of course this book completes the write-ups of the participating Chapters, in:


Chapters of the Badab War, part 2

They are the Mantis Warriors, Salamanders, Executioners, Sons of Medusa, Minotaurs, Carcharodons, Exorcists and Star Phantoms.

The Mantis Warriors are individualistic hit and run/infiltration specialists whose territorial and loyal nature got the better of them, bringing ruin on them and their people.

The Salamanders are just as they always are, so no new revelations here.

Executioners are the descendants of Dorn, and see themselves as trusted to seek out and execute the Emperor’s enemies rather than to defend and protect. While appearing outwardly barbarous, they are cunning and wise in the ways of war, as well as honourable to a fault (which would both be Huron’s gain and downfall).
Each battle-brother must prove himself worthy of being remembered by the Chapter’s ‘Death Speakers’ (chaplains). One terminator is noted as being ‘chronicled for his remorseless slaughter’, so they sound like real fun guys to be around.
The section also detail exactly why they joined with Huron, and what happens to them afterwards.

The Sons of Medusa are an offshoot of the Iron Hands after an Adeptus Mechanicus related religious schism in regards to the future of the Cult Mechanicus and Ecclesiarchy. Probably one of the most original ideas for a founding, they also bear the Iron Hand’s unusual Clan structure so fans of the sons of Mannus have some interesting reading for them.

The Minotaurs are presented as maybe being the same chapter as from the 21st founding, but maybe not. It details the crazy, unpredictable 21st founding chapter and its unreliable nature, and the chapter’s vanishing from Imperial records for a long period.
When they re-appear they appear it is as a no less furious force, but a controlled one seeming to act as the will of the High Lords of Terra. Mysteriously well equipped (loads of Mk8 armour) and politically protected (people who ask too many questions tend to disappear), it is implied that the High Lords shield them and in return the Chapter destroys whoever they are told, be they enemy of man or one-time protector.

I'm just here to take up space.

Named for the Great White Shark and/or Megaladon, the Carcharadons (from the Greek karcharos and odous meaning sharp or jagged tooth) are dark killers. They seem to exist in isolation, possibly even in the blackness below the galactic plane, rising to the surface only to feed before vanishing back into the blackness. They are Space Marines without the pretence of honour and glory, killers in the Emperors name who exist solely to bring death and destruction.

Contrasting them Sharks are the Exorcists – studious, honourable, and thoughtful. Each battle brother is inducted into the mysteries of arcane lore and daemonology far more than any Chapter save the Grey Knights. They are a sort of Grey Knights lite, being able to withstand more than your average marine, but without the high standards of the Knights there are more of them so they can fight larger wars. Their description alludes to the possibility of warp exposure/possession for initiates, but does not confirm it.

Lastly are the Star Phantoms, another mysterious chapter shrouded in mystery. Though proven pure without doubt on numerous occasions, they have repeatedly come into conflict with other Chapters, including almost wiping out the Marines Malevolent. Additionally they were noted by Lord Marcharius as “unsuitable for tactical close support of other Imperial units” due to their somewhat relaxed approach to collateral damage.
A grim chapter, they see themselves as misjudged and outcast, and are eager to kick Huron’s teeth in, performing the final assault on his fortress-palace.


While volume 9 had an abundance of pious, Emperor-fearing chapters, IA10 is weighed down by enigmas wrapped in riddles wrapped in power armour. Again, this is due to the splitting of the story separating the ‘good’ initial battles from the ‘crazy’ later ones. Had they all been together it likely wouldn’t have been noticed (or I’d be commenting that they’re either pious or mysterious).



Engines of Destruction

A new section when compared to 9, this bit details the war machines of the Astartes.
First up is the Caestus Assault Ram, followed by a nicely detailed section on Dreadnoughts, then the infamous Land Raider Achilles. Apparently we can blame the Imperial Fists for it. The Land Raider section contains an allusion to a new vehicle type emerging from Magos Land’s research – a teaser for an upcoming kit or just some fluff? You be the judge.

The section continues through the Land Speeder, Thunderhawk and Rhino variants, and has some callout boxes about the religious rites performed by techmarines. Nothing groundbreaking here – it’s almost IA2 lite. It is nice to have it here if you don’t have that book though.
Lastly is a two page spread of Power Armour, marks 3 to 8 (with Apothecary variant). Interestingly MkIV is said to be the pinnacle of design, but is too hard to produce and maintain in the ‘modern’ age.



Lords of Destruction, pt 2

In the second batch of special characters we get:


Salamander Captain Pellas Mir’san – a master swordsman who has a Calgar like morale effect on his squad.

Salamander Venerable Ancient Bray’arth Ashmantle – a close combat dreadnought with flame/melta weapons who can ignore lance and melta, as well as being able to wreath himself in flames during assault.


Mantis Warrior Librarian Ahazra Redth – gives Infiltration as a chapter tactic, as well as effecting attempts to seize the initiative and reserve rolls. He also has a unique psychic power similar to GK’s shrouding.


Executioner High Chaplain Thulsa Doom,

Purging is at last at hand. Day of Doom is here. All that is evil, all their allies; your parents, your leaders, those who would call themselves your judges; those who have lied and corrupted the Earth, they shall all be cleansed.


Er, sorry Thulsa Kane

I shall contemplate this on the tree of woe.
And by me I mean you.

Chapter tactics are Stubborn, gives his squad super Fearless and Liturgies of Battle, and is hard to kill. Nothing said about whether initiates have to push a big wheel around and around.


Minotaurs Chaplain Ivanus Enkomi – one of the simpler characters, he has only one unique rule, giving more attacks on the charge than normal.

Minotaurs Lord Asterion Moloc – gives chapter tactics of Preferred Enemy: Space Marines (any loyalist book, not chaos or renegades). He also is in Terminator armour and he and his squad count as having assault grenades. He’s also very hard to kill (think Lysander type toughness), but expensive.


Carcharodon Tyberos the Red Wake – chapter tactics of Furious Charge, and Rage after killing a unit in assault. As seen on his model he comes armed with lightning claws and chainfists, as well as being able to take Lightning Claw termies as troops. Regular marines can exchange bolters for close combat weapons for free.


Exorcist Captain Silas Alberec – a lean mean daemon killing machine. He has a special Thunder Hammer that auto wounds daemons and any model with psychic powers. Any marines on his side can re-roll failed pinning checks (not a chapter tactic).


Star Phantom Captain Zhrukhal Androcles – he is a ‘Master of Destruction’, and captain of the 9th. As such he can take devastators as elites as well as heavies.


Sons of Medusa Iron Thane Vaylund Cal – chapter tactics gives Fearless, and any devastator squad ‘appropriately modelled’ to show cybernetics gains Feel No Pain (but they can’t run or sweep). He himself is nigh indestructible, and has all the Master of the Forge rules.


These guys all look fun, and their special rules are very well written, with a definate slant on morale boosting effects. Many of them have a special notation that taking them prevents the taking of any other Chapter Master, named or otherwise, so you are locked into their Chapter Tactics if you take them.



Space Marine Siege Assault Vanguard Army List

Designed to represent the direct assault of a heavily fortified position this list eschews many of the toys of the standard Codex, focussing on in your face destruction. However keeping with the theme there are no drop pods, no scouts and no speeders or bikes.
On the flip side you can get squads of Predators, Vindicators and Whirlwinds. Dreadnoughts can be bought as multiples for one troops slot, thought they don’t form a squadron. Tactical squads on foot can get mantlets to protect them from shooting, and there are foot assault squads that count as troops (think Blood Angel assault squads for options).
There is also a special HQ choice (Siege Master), though he’s not that amazing. Unsurprisingly, all the Land Raider options are available here also.

The list has a load of flavour to it, and the restrictions definitely force the focus on the theme.

After the list are the rules for the Caestus and Achilles. The Achilles has gone up in points, and does not gain any extra defence against StrD weaponry.

It's powered by nerdrage


Finishing off the book are a scenario for the Siege breaker list, a section for BFG, and the ubiquitous Apoc Datasheets. Here is a bit more of the product placement I was talking about, with one being a three Caestus unit, the other a 4-6 Land Raider one (where half must be Achilles) and a six Dreadnought unit (which Chaplain, Siege or Ironclads are perfect for). They are actually pretty good sheets to be fair.



Summary

So, was it worth the money? Yes.
This time however I found myself liking the extra bits such as the descriptions of equipment and the Chapters and characters more than the story.

Story gets a 7/10 this time around, for reasons already espoused upon. Overall the series' story gets an 8/10.

The Chapters are a 8/10 here. While there was some similarity (they are all marines after all) it was not as noticeable as last time.

Engines of Destruction is an 8/10. I'd give it less though if you already own IA2.

Lords of Destruction get a 9/10 again, with a 10/10 for both books. While that may seem odd it is because they’ve done some really thematic rules without making it feel like they’re just going for power. Each one feels like they embody their Chapter’s style.

The Siege Vanguard List gets a 7/10. While I like it personally (it suits my play style very well in fact) it’s not a radical departure and certainly not going to be for everybody. Aside from the two new vehicles and some options there’s nothing really new.

BFG - ??? I’m not familiar enough with the system to rate this, sorry.

Apocalypse 8/10. Giving it a higher score as it’s some crazy and different stuff. Also as someone who owns large numbers of Land Raiders and Dreadnoughts I can’t help but approve.


IA10 Overall 8/10

This is a good book but while the story’s length necessitated the splitting into two volumes it didn’t showed that it wasn’t designed that way. However the story is still good and this book is a must for any die-hard Space Marine fan.


Badab War Series overall:

9/10

A few minor mis-steps and oddities here and there don’t hide that this is my personal favourite Imperial Armour series.

And the Imperials won!

He can hear fruit.
Apples scream the loudest.

Wednesday, January 06, 2010

De-Blood Angel'd Space Hulk Terminators pt 3

Or part 4. Or whatever, look at the pics ;)


1st Lieutenant Aubin "Outlaw" Hawkins:


Company Sgt Gunnvarr "Gunner" Yadiz:

(I need to repaint the genestealer as it doesn't match how I ended up doing them)


Trooper Vet Jürgen "Curly" Ratna (1st Co Standard Bearer):


Trooper Vet Coeus "Eggs" Hellad:


Trooper Ver Teng "Target" Takis:


Technical Troopers Allison "Stone Cold" McKenzie and Ayden "High Voltage" Cass:


Chaplain Ilsa "Sky Pilot" DeSilva:

(I got rid of the skull head as I didn't like it)

Shoulder detail:
(the shoulder was badly cast and missing the Crux Terminatus)


The Marines are all undercoated black, basecoated Regal Blue, inked black, highlighted Space Wolf Grey. The stripe colours are Skull White, Golden Yellow, Blazing Orange, Red Gore, Goblin Green and occasionally Regal Blue and Hormagaunt Purple.
In addition to the helmet stripes the marines have the stripes on the back of their power fists. Additionaly the Lt and Sgt have personalised heraldry on thier shoulder guards (the Lt on his power fist also).

I've still got 16 more Terminators to paint...

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.

Run away!

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.


Pwned with a pow!