Next up on the list for Nine Days of Corruption is the Iron Warriors, the Sons of Perturabo and the insurmountable master of the art of Siegecraft and Garrison work. Once, the Iron Warriors were proud sons of Olympia, unfailing warriors of the Emperor. However, as the Great Crusade wore on, Perturabo's reputation for garrisoning began to precede him. At every turn, his Legion was spread further and further, forced into holding actions at every turn. Where other Legions were out winning glory, the Iron Warriors were left cleaning up the messes left behind by their brothers. When Rogal Dorn was called back to the Imperial Palace to act as the Emperor's Praetorian, it was the last straw for Perturabo.

When the Heresy erupted, Perturabo sided with his brother Horus, spiraling into darkness, until none of his soul was left untainted by jealousy and hate. Now, the Iron Warriors roam the galaxy and the Eye of Terror under the command of their foul Warsmiths, a dark leader who acts as both a twisted parody of a Company Captain, and Master of the Forge. The Iron Warriors bring about relentless sieges upon the unwary Imperium, and are not above using the Imperium's own weapons against them, fielding vast armies of Traitor Titans and vehicles in their unending crusade of destruction.


Warband Feroxian
Codex: Chaos Space Marines
Point Total: 2000 pts

HQ

-Daemon Prince - 155 pts

-Wings

-Warptime


-Chaos Lord - 125 pts

-Combi-Melta

-Daemon Weapon


Elites

-5x Chaos Terminators - 450

-4x Chainfists

-Reaper Autocannon

-Chaos Land Raider


-5x Chosen Chaos Space Marines - 155 pts

-Chaos Rhino

-Meltagun

-2x Flamers


Troops

-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


Heavy Support

-Chaos Predator - 130 pts

-Lascannon Sponsons


-Chaos Vindicator - 125 pts


-Chaos Vindicator - 125 pts


-End List-


Analysis:

-Daemon Prince - The Daemon Prince is a powerful creature in it's own right, and with the added bonus of "wings" for mobility and Warptime, perhaps one of the most powerful psychic powers in any codex (Providing rerolls to hit and wound), it serves as a deadly foe to any force. The role of the Daemon Prince in this list is to act as a guardian for the Heavy Support choices, ensuring that the Vindicators and Predator can fire upon the enemy without fear of reprisal, while the rest of the force in the list press forward.


-Chaos Lord - The "Chaos Lord" (In this case, I recommend modeling him as a Warsmith, in true Iron Warrior fashion) is paired with the Chosen, and acts as a response force to enemy threats that would attack the slowly advancing castle of the other forces in this list. With a Combi-Melta to rend open enemy tanks and transports and a Daemon Weapon to unleash havoc upon the unwary inside, the Chaos Lord is a cheap, but effective HQ choice.


-Chaos Terminators - The Terminators are not only iconic of Iron Warrior forces (As seen in a majority of their artwork), but they are present to act as the spearhead for the rest of the army. With Chainfists, the Chaos Terminators can tear open any and all vehicles in the way of their advance, and the Reaper Autocannon allows them to unleash a punishing hail of fire upon any foe unprepared enough to remain within its line of fire.


-Chosen Chaos Space Marines - As mentioned earlier, the Chosen act in tandem with the Chaos Lord of this list, armed lightly with a single meltagun and twin flamers, the Chosen reinforce the Chaos Lord as he acts as a deterrent against outlying enemy incursions, and when not engaged in this task can act as a corralling force to ensure that the enemy does not move in any way you are not prepared to manage.


-Chaos Space Marines - The Iron Warriors are masters of Siegecraft, and thus would be armed to respond to such things. Meltaguns are ideal for opening breaches in enemy fortifications or vehicles, while Missile Launchers can take down light vehicles, and mitigate the threat of hordes charging the Iron Warrior force, making these squads ideally prepared to deal with any manner of threat. Power Fists are an added bonus to the squads, allowing the Champions of the Iron Warriors to be prepared to tear apart any enemy vehicle, barrier, or creature in their way, ensuring that the implacable advance of the Iron Warriors remains just that.


-Chaos Predator - The Predator is an iconic Space Marine vehicle, both Chaotic and non, and the Legion that is known for its use of vehicles would have Predators afield in almost every engagement. The Predator serves as an added threat within this list, riding within the center or rear of the advancing armor column, delivering searing Lascannon blasts upon enemy vehicles, ensuring the rest of the Iron Warriors reach their destination.


-Chaos Vindicators - The ultimate vehicle in terms of siege work and heavy firepower, the Demolisher Cannon of the Vindicators allow them to fire devastating volleys of fire into the enemy, both due to its large template, and the high strength and AP of its shots, ensuring the enemy does not escape unhindered no matter where they seek to hide upon the battlefield.



Conversion Center:

-This is a new segment of my blog, and will persist beyond Nine Days of Corruption, and into the future posts on this blog, so long as it is relevant. The Conversion Center will feature advice and suggestions for appearances, models, paints, and other things of that nature for the lists and other things I present in my posts. For the remainder of Nine Days of Corruption, any non-cult troop centered force will feature a Conversion Center post, detailing the aforementioned suggestions for different models required for the list. This is strictly on a trial basis, and if I do not receive enough feedback on the CC, I will discontinue it after the conclusion of NDC. Onto the Iron Warriors!


-Daemon Prince:

-An Iron Warriors Daemon Prince would more than likely be an elevated Warsmith, and as such, would likely be an amalgamation of both daemon-flesh and machine, and its model should reflect this.

-To reflect the presence of "Wings" on this model, a larger, twisted version of the iconic Space Marine jump pack, or the Raptor jump pack might be used to reflect the mechanical nature of this sort of Daemon Prince.

-For the legs or arms of such a model, parts of the Chaos Defiler or Chaos Dreadnought might be used, as the unholy forces of the warp bend themselves to the will of a former Iron Warrior, who by this point is obsessed with the machine.

-Suggested Models/Colors: Plastic Daemon Prince, Chaos Defiler, Chaos Dreadnought. Colors are recommended to stray towards the dark and metallic, to reflect the bionic nature that is often present in the Iron Warriors.


-General Suggestions:

-As most already know, there is both a Warsmith model and an Iron Warriors conversion kit available on the Games Workshop site, and these may be used to convert a force to be more true of the Iron Warriors style.

-Forge World has released the new armor marks on their website, allowing for conversions to the earlier suits that Space Marines wore, and as a Legion that abandoned the Imperium during the Heresy, such earlier suits would be present within the Iron Warriors forces. Specifically, the Mark II: Crusade Armour and the Mark III: Iron Armour are the most fitting for the Iron Warriors, based on the artwork of their Legion.


-End Conversion Corner-



Annnd that conclude the Iron Warriors post of Nine Days of Corruption. Thanks always, to the ever invaluable Starminer, and stay tuned for the masters of terror, the Night Lords tomorrow!




And today, I bring you the first day of Nine Days of Corruption as dear Starminer so perfectly put it. As you know (Or at least I hope you do), during the Horus Heresy while nine Legions stayed loyal to the God-Emperor, nine also turned away from his light, driven to become servants of the Almighty Gods of Chaos, omnipotent and malevolent beings that rule the realm of the Warp. First up on the list is the Emperor's Children, those who prided themselves on their perfection but have now fallen to become sensation driven madmen beholden to Slaanesh, the Prince of Pleasure.


Disciples of the Eternal One
Point Total: 2000 pts
Codex: Chaos Space Marines

HQ

-Lucius the Eternal - 160 pts


-Daemon Prince - 155 pts

-Wings

-Mark of Slaanesh

-Lash of Submission


Troops

-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


Fast Attack

-6x Chaos Bikers - 273 pts

-2x Meltaguns

-Biker Champion

-Power Fist

-Meltabombs


-6x Chaos Bikers - 243 pts

-2x Flamers

-Biker Champion

-Power Sword

-Meltabombs


Heavy Support

-Chaos Predator - 130

-Lascannon Sponsons


-Chaos Predator - 130

-Lascannon Sponsons


-End List-


Analysis:


-Lucius the Eternal - Lucius is a mean character, just looking at his statline. SEVEN Weapon Skill? Yes ma'am. Adding to this, is the Armour of Shrieking Souls, which delivers an S4 hit to any enemy who's attack fails on Lucius, ignoring their armor save. Additionally, Lucius possesses the Lash of Torment, which reduces the attack stat of any model in Base Contact with Lucius by 1, completely disabling normal troops in battle.


-Daemon Prince - This choice should be obvious, considering how many Lash lists are seen these days, but just in case I'll give you the run down. The Daemon Prince has a powerful statline, allowing it to smack around all but the most powerful enemies like toys. On top of this, it had wings, allowing it to traverse the battlefield with impunity, combined with the Lash of Submission, which allows the Prince to tear units out of cover, making no place safe from it's power.


-Noise Marines - The iconic unit of the Emperor's Children, in the sacred number of Slaanesh, these units can lay down enough template fire and blast shots to tear apart anything and everything that isn't walking around in Terminator armor. The Doom Siren and Varied Frequency of the Blastmaster ruin any unit that attempts to get close enough to embattle the Noise Marines, while the Single Frequency allows for heavier fire power, slamming down deadly blasts upon enemies at long range.



-Chaos Bikers - Bikers are often called adrenaline junkies, and as such, I felt they served the theme of the Emperor's Children spot on, Space Marines tearing across battlefields, veins full of chemicals and unstoppable by any normal means. Bikes are always a fine choice, with their t5 3+ save ability, on top of the fact that they receive a 3+ cover save while Turbo-Boosting. The idea behind bikes squads is to use them in synergy with the rest of your forces, either running twin bike raids on a target of your choice, or delivering support to an embattled unit. Should neither of those tasks be necessary, bikes can serve as an outriding force, picking off targets of opportunity and distracting your opponent from the rest of your forces at often critical junctures. Squad one will charge straight towards the nearest enemy vehicle and turn it into scrap, while Squad two coasts around the board mauling hordes and large units with blistering speed.

-Chaos Predator - The drivers of the Predator aren't any less juiced than the rest of their force, however, for who can't get excited at the roar of the autocannon, the throaty growl of the engine, and the blinding flashes of light from the Lascannons. Bringing up the rear in a rather slower fashion than the other units in this list, the Chaos Predators are no less useful than any other part of this force. They rain down anti-tank fire upon vehicle heavy lists, and use the autocannon to ward off anything foolish enough to get close.



And so you have it, the first list of Nine Days of Corruption. A special thanks to the ever invaluable Starminer, and stay tuned tomorrow for the Iron Warriors. Iron Within, Iron Without! Also, a warning from your friendly Ciaphas Cain is below. I urge you all to consider it with absolute seriousness.


Earlier in the year, I brought you Nine Days, Nine Legions, a series of nine posts on this blog celebrating the glory of the original Space Marines. So now, as we move forward, I would like to present the second half of this two part project.. The Nine Days of Corruption. Where Nine Sons remained true to the Emperor, Nine also fell under the sway of Chaos, and to this day wreak havoc upon the Imperium. So without further ado, NINE DAYS. NINE TRAITORS. CORRUPTED, ALL.




Before you all start, yes, I know, crappy pun. I got shot, so sue me. Well, my good friend HarakoniTool asked me to design two lists for his Warhawks chapter, one based on Astorath the Grim of the Blood Angels, and the other on Ragnar Blackmane of the Space Wolves. So, without further ado, here are the lists.


Strikeforce Astorath
Point Total: 2000 pts
Codex: Blood Angels

HQ

-Astorath the Grim - 220 pts


Elites

-Furioso Dreadnought - 175

-Librarian Upgrade (Blood Lance, Wings of Sanguinius)


-Furioso Dreadnought - 175

-Librarian Upgrade (Blood Lance, Wings of Sanguinius)


Troops

-5x Death Company - 210 pts

-Jump Packs

-2x Infernus Pistols

-Thunder Hammer


-6x Death Company - 240 pts

-Thunder Hammer

-5x Bolters

-Razorback

-Assault Cannon


-6x Death Company - 240 pts

-Thunder Hammer

-5x Bolters

-Razorback

-Assault Cannon


-10x Assault Squad - 235 pts

-Power Fist

-2x Meltaguns


-10x Assault Squad - 235 pts

-Power Fist

-2x Meltaguns


Fast Attack

-Baal Predator - 130 pts

-Extra Armour


-Baal Predator - 130 pts

-Extra Armour


Analysis:

This list focuses around the Death Company, as is the style of Astorath, with a different approach than usual. In a future post, i'll go into exact detail on how I think one should use the Death Company, but the list showcases my ideal DC unit in a Razorback, as well as an adequately armed force to escort Astorath, to take advantage of his very useful special rules for rerolls. His escort possesses of course, jump packs, and sufficient armament to tear open vehicles such as Land Raiders, Chimeras or other vehicles of that nature with their Infernus pistols, as well as a Thunder Hammer for dealing with Monstrous Creatures. The Assault Squads are present for objective holding, and with Astorath's special rule guaranteeing The Red Thirst on any roll from 1-3, I felt Sanguinary Priests were not necessary.


Furioso Librarians act as counters to enemy vehicles with their flig

ht capabilities and the power of the Blood Lance (Thus, a Weapon Destroyed result never neutralizes a Furioso Librarian), supported by the twin Baal Predators mounting Assault Cannons. They also possess Extra Armour, assuring that they can skirt the battlefield and deliver their fire every turn.


Now, on to the Space Wolves list...



Taskforce Blackmane

Point Total: 2000 pts

Codex: Space Wolves


HQ

-Ragnar Blackmane - 240 pts


Elites

-5x Wolf Guard Pack - 225 pts

-3x Combi-Meltas

-2x Frost Blades

-Razorback

-Assault Cannon

-Dozer Blade


Troops

-10x Grey Hunters Pack - 205 pts

-2x Plasma Guns

-Power Fist

-Rhino

-Dozer Blade


-10x Grey Hunters Pack - 205 pts

-2x Plasma Guns

-Power Fist

-Rhino

-Dozer Blade


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


Heavy Support

-5x Long Fangs - 185 pts

-2x Missile Launchers

-2x Lascannons

-Razorback


-5x Long Fangs - 185 pts

-2x Missile Launchers

-2x Lascannons

-Razorback


Analysis:

This list.. Has a lot of bodies. A LOT of bodies. Eighty One bodies total, presenting a veritable SEA of the Sons of Russ for the enemy to stare down. Ragnar is escorted by Wolf Guard, fitting both canon, and making use of his +D3 attacks special rule (Which serves far less purpose on a group of Blood Claws). The Wolf Guard are adequately equipped to tear open vehicles and deal with any elites you might come across, and the Grey Hunters form a solid backbone for the army. They trudge forward in their rhinos, reliably laying down a hail of bolter fire to support the storm that is the FORTY FIVE Blood Claws that will be charging your enemy's lines. Six flamers allow the mass of Wolves to force enemies out of cover, and the Power Fists ensure they aren't held up by any Monstrous Creatures or vehicles.


The Long Fangs are obviously in the list to provide long range fire support, and with their ability to split fire, Lascannons can concentrate on hard vehicle targets while the Missile Launchers can rain fire upon hordes or light vehicles.



Annnd that's that folks. I'm all listed out for the night. Hope you guys enjoyed these!


More Ultramarines from nowhere! You thought you could escape the blue? FOOL! You can never escape the Blue! I kid, I kid. While chatting with Hexeter on the Freebootaz Forum (If you're not a member, become one!), the topic of a 1750 point Ultramarines force came up, and I thought i'd lend my skills to see what I could come up with. Here is the results!



Strike Force Sicarius
Codex: Space Marines
Point Total: 1750

HQ
-Captain Cato Sicarius - 200 pts

-Command Squad - 225 pts
-Company Champion
-Thunder Hammer
-2x Meltaguns
-Company Standard
-Razorback

Elites
-10x Sternguard Veteran Squad - 355 pts
-Power Fist
-6x Combi-Plasma
-3x Combi-Melta
-Rhino

Troops
-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

Heavy Support
-Predator - 120 pts
-Lascannon Sponsons

-Predator - 120 pts
-Lascannon Sponsons

-End List-

I'll probably follow this up with some analysis later on, but figured I'd get this posted ASAP for Hexeter. Enjoy!


Annnnd it's the last and final day of Nine Days Nine Legions. I feel strangely satisfied and yet strangely sad. Today is definitely going to be the longest post of Nine Days and Nine Legions, featuring not only the list itself, but also a battle report of a game with my good friend Steve, and my plans for where to take the blog from here, and what you can do to participate. Now, onto the Raven Guard!


Strike Force Sons of Deliverance
Codex: Space Marines
Point Total: 2000 pts

HQ
-Shadow Captain Kayvaan Shrike - 195 pts

-Chaplain - 125 pts
-Jump Pack

Elites
-Ironclad Dreadnought - 170 pts
-Drop Pod

-Ironclad Dreadnought - 170 pts
-Drop Pod

Troops
-10x Tactical Squad - 235 pts
-Meltagun
-Lascannon
-Rhino
-Extra Armour

-10x Tactical Squad - 235 pts
-Meltagun
-Lascannon
-Rhino
-Extra Armour

-5x Scout Squad - 100 pts
-4x Snipers
-Missile Launcher
-Camo Cloaks

Fast Attack
-10x Assault Marine Squad - 240 pts
-2x Flamers
-Pair of Lightning Claws

-10x Assault Marine Squad - 250 pts
-2x Plasma Pistols
-Thunder Hammer

-5x Vanguard Veterans - 280 pts
-6x Lightning Claws
-2x Storm Shields
-Jump Packs

-End List-

Analysis:
-Kayvaan Shrike - Shrike is the embodiment of what it is to be a member of the Raven Guard. Stealthy, quick, and quiet, Shrike survived three years behind enemy lines when his forces were stranded in battle during the Targus Campaign (Under attack by a Waaaagh!), and is renowned Segmentum wide for his stealth and assassination capability. But onto his rules. Shrike brings the usual Captain statline to the table, along with some very important buffs. Thanks to his version of Chapter Tactics, all units with Combat Tactics exchange it for Fleet, allowing them to travel faster and farther than normal, embodying the lightning attack philosophy of the Raven Guard. On top of this, Shrike possesses See, But Remain Unseen, which allows both himself and a unit he is attached to use the Infiltrate special rule (Allowing him to position himself and a key unit of choice behind enemy lines). Rounding out his virtues, Shrike is also armed with The Raven's Talons, master-crafted Lightning Claws that bestow the Rending USR, allowing him to harm creatures and vehicles he would not normally be able to touch.

-Chaplain - The Chaplain is a powerful support unit, able to buff a unit far beyond their normal capacity, thanks to Honour of the Chapter (Bestows the Fearless USR on his unit) and most importantly, Liturgies of Battle, which allows a unit to reroll all failed to-hit rolls on the turn it assaults. Adding in the advantages of the Crozius Arcanum (a power weapon), and the Rosarius (providing a 4+ Invulnerable Save) and a Chaplain is an invaluable support choice to lead an assault squad.

-Ironclad Dreadnought - I know some of you are going to be wondering how on Terra i'm going to explain the use of loud, siege dreadnoughts in a Raven Guard list. Well, we're going to approach this from that exact viewpoint. If you were to plan an assault on a key enemy location or person, and you wished for a distraction, what better distraction than a vehicle designed to be loud and powerful? Feint a siege, while infiltrating behind and accomplishing your objective. Not to mention, with it's Seismic Hammer and added armor, the Ironclad has staying power, something vital in a list like this. Sic these Dreadnoughts on enemy vehicles and watch them crumble before their three attacks and their power of the Seismic Hammer, distracting your foe long enough to plan your assault upon his forces.

-Tactical Squad - It might seem odd to include Tactical Squads in a Raven Guard list, but I think people misinterpret just exactly how the Raven Guard function. For one, the Raven Guard ARE a codex Chapter, and thus are made up of a majority of Tactical Squads. For two, I believe the common idea that most people have is that the Raven Guard are essentially black colored Blood Angels, an idea that could not be more false. The Raven Guard believe in the quickest and most silent method in accomplishing their task, slicing the "head" off enemy formations, taking apart vital enemy installations, whereas the Blood Angels are all about "honourable" close-combat maneuvers. The Raven Guard oft use Jump Packs because it provides the quickest route to their goals, but would just as easily surrender them should the task require it. But enough about that. These Squads are armed with Meltaguns and Lascannons, providing vital anti-vehicle support in a list that requires it. The Tactical Squads will bring up the front of the advance spearheading the way with the Scout Squads and allowing the Assault Squads, to get into position to carry out their vital roles in battle.

-Scout Squad - Scouts are emphatically Raven Guard, silent, quick, and deadly, able to accomplish tasks efficiently from far off locations, leaving the enemy none the wiser. This Scout Squad will bring up the front of the advance with the Tactical Squads, pinning down dangerous enemy targets and laying down covering fire into enemy formations with it's Missile Launcher. Camo Cloaks allow the scouts to move through cover unseen and protected from enemy fire.

-Assault Squads - These Squads were an interesting choice for me to take, since they go against my traditional tactical philosophy of Uniformity of Purpose, but since these units AREN'T performing the same purpose, i've broken from my usual rule. Assault Squad One is attached to the Chaplain, gearing the unit up perfectly for anti-horde/anti-troop duty, while Assault Squad Two will be running interference against enemy elites or Monstrous Creatures, unleashing a hail of plasma fire into enemy formations before turning the deadly Thunder Hammer upon what remains.

-Vanguard Veteran Squad - The Vanguard Veterans are a unit often called into question, possessing a high cost for what most people deem low survivability. In most cases, I would agree with this analysis, however much I love this unit. However, this particular unit serves as both an escort to Shrike (Shrike's Wing) using Infiltrate to insert themselves behind enemy lines in prime position to assault vital enemy targets, and a pseudo-"Death Star" unit, equipped with powerful gear to take apart the most important targets, while drawing away enemy fire from the rest of your army. Equipped with four pairs of Lightning Claws in total (Including Shrike's) and twin Storm Shields, this unit is both highly survivable and deadly, allowing it to take apart nearly anything deemed a priority target.

-End Analysis-

-Closing Thoughts - This whole Nine Days Nine Legions project I decided to work on has done a lot for me as both a list maker and a player. It has reaffirmed by belief in the fact that lists can be lore accurate and still be deadly, and I hope i've conveyed this idea to you, my audience throughout the process. From this point forward, I will be posting sporadically on random topics as they strike my fancy (Tactics, lists, lore, painting, etc.), and perhaps other projects similar to NDNL for other armies or other themes (Like Successor Chapters). However, if there is something you wish to see covered, be it a question you'd like answered, a tactic covered, a list examined or created, or anything of the like, you may contact me at chassthemighty@gmail.com (Don't ask), or leave it in the comments section and i'll address your questions or requests in a blog post. Also, if I get enough requests for me to do another project like NDNL (like a Traitor variant or an Eldar variant) I will do so. I hope this was as fun as for you as it was for me!

-A Call to Arms - With the end of NDNL, I thought it was fitting to request something of you, my beloved audience. Having seen the lists, and having experienced what I intended, I want to put out a call to those of you who are debating using one of these lists. Models! I want to see your painted models! July 31st, I am going to feature a follow up post to Nine Days Nine Legions, featuring pictures, both yours and mine, of either HQ choices, Squads, or in fact an entire force from one of the lists of NDNL. So there you go readers, if you wish to be featured here, whether it be to demonstrate your talent, get your name out, or just because you want to, you have 28 days to get to it! I'm counting on you!

Courage and Honour, Brothers!

-Ciaphas Cain


And a special thanks to Starminer, Demonllamma, and all the others that contributed to this project as it went forward, and encouraged me to keep it going. You're the best guys.

Oh and also...

Battle Report - The Battle for Narthicis Gate
List: Raven Guard 2000 pts
Enemy: Tyranids 2000 pts
Type: Annihilation
Deployment: Pitched Battle

A teaser for the Batrep to come when I have more time. Get ready for some fun!

The Hammer of Vulkan


Uh... Yeeeaaaaah... Sorry guys. Bit late with this Salamanders list but um.. I had a good reason, I swear! It's been the first time that i've seen my girl in six weeks so, I was er... Distracted. But anyways, onto the list. This was an interesting one, trying to make a list that was fluffy, accurate, and not incredibly abusive. I think I accomplished it.. Maybe.. I'll let you guys decide! Day Eight, go!


Strike Force Prometheus
Codex: Space Marines
Point Total: 2000 pts

HQ
-Vulkan He'Stan - 190 pts

-Chaplain - 130
-Terminator Armour

Elites
-5x Terminator Assault Squad - 450 pts
-5x Thunder Hammers and Storm Shields
-Land Raider Redeemer
-Multi-Melta

-Dreadnought - 150 pts
-Multi-Melta
-Heavy Flamer
-Drop Pod

Troops
-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

Fast Attack
-3x Attack Bikes - 150 pts
-3x Multi-Meltas

Heavy Support
-Whirlwind - 105 pts
-Extra Armour
-Dozer Blade

-Whirlwind - 105 pts
-Extra Armour
-Dozer Blade

-End List-

Analysis:
-Vulkan He'Stan - Vulkan is hands down, the best character in the Space Marine codex. Say what you like about his fluff, or how unfair he is, the fact remains that point for point, Vulkan He'Stand cannot be beaten. Vulkan possesses the statline of a Captain augmented by some of the best equipment in the game, he has a 2+ armour save, due to his suit of Artificer Armour, along with Kesare's Mantle, which provides a 3+ invulnerable save. His weaponry includes The Gauntlet of the Forge, a Heavy Flamer, and The Spear of Vulkan, a Master-Crafted Relic Blade. But where Vulkan really shines, is his Chapter Tactics. Vulkan makes all your Thunder Hammers master-crafted, and all flamers, meltaguns, heavy flamers and multi-meltas in your list twin-linked. This is the single most abusive thing in the Space Marine meta today, and it's hilariously awesome. I'll let you stew over that for a second while every other Space Marine Chapter screams out in fury at that. Looking at you, Iron Hands.

-Chaplain - I chose the Chaplain to provide some extra firepower for the Assault Terminators, and for a little more personal reason. I don't know how many of you guys played back in the days of Chaplain Xavier, but he was the single coolest Chaplain ever (Grimaldus and Lemartes aside). This guy is my slight homage to him, even if I can't give him a Thunder Hammer too. But that aside, Chaplains provide the invaluable Honour of the Chapter (Makes your squad fearless) and the even better Liturgies of Battle, allowing rerolls to hit with your squad. Some of you might be saying "But Ciaphas, this ability is useless, because of Master-Crafted." Not so. My good friend Zeev (Thanks Zeev!) pointed out Chaplain Re-rolls allow for rerolls on ALL attacks on the charge, superseding Master-Crafted in that circumstance. After this point, Master-Crafted will take over for the subsequent turns of assault. On top of this, he has the Crozius Arcanum, a Power Weapon, and the Rosarius, boosting his 5+ invulnerable save to 4+. All in all, a solid unit.

-Terminator Assault Squad - This is a fantastic unit in any circumstance, but with the reinforcement of Vulkan and the Chaplain's bonuses, this unit is nigh unstoppable. 5x Thunder hammers with rerolls, 3++ invulnerable saves all around, the Terminator Assault Squad is easily the deadliest unit in this list. Riding in a Land Raider Redeemer with a multi-melta, popping a vehicle and annihilating it's contents has never been easier.

-Dreadnought - Dreadnoughts are awesome under any circumstance, but with the ability to twin link both of it's weapons (the weapons being a Multi-Melta and a Heavy Flamer), this unit is just deadly. And thanks to Drop Pod Assault, it can land on turn one and unload on a target of your choice.

-Tactical Squad - This... This unit is just abusive. With every special weapon (The Power Sword aside) being twin-linked, it is an incredibly reliable and deadly unit, and in a Rhino with both Extra Armour and Dozer Blade, you can nearly guarantee the unit will get close enough to tear apart any target. The Flamer, Combi-Flamer and Power Sword will allow the unit to take on any horde, and the Multi-Meltas will make any Mech Heavy list wish they had left their vehicles back home. Not only is this unit very fluffy, featuring the flamers and meltas the Salamanders are known for, but it is the most solid Tactical Squad unit in the game, when combined with the benefits of Vulkan's Chapter Tactics.

-Attack Bike Squad - This unit is always useful, but at first I was hesitant to use it. I had 150 points left and thought "What else could this list possibly use?" Bikes or Land Speeders. Speeders were out from the get go, being completely against Salamander's fluff. Bikes however, as my good friend Starminer pointed out, were mentioned in the original Index Astartes article as replacements that the Salamanders used in the place of Speeders, due to the high gravity of their homeworld. With three Multi-Meltas, this unit is the perfect supplement to the Tactical Squads firepower.

-Whirlwinds - The Whirlwind is another perfect piece to back up this list. Whirlwinds provide a plethora of anti-infantry fire (Including the ability to nail a target in cover), something that this list slightly lacks, with it's plethora of Melta fire. Adding Extra Armour and Dozer Blades for support, this unit has both staying power and heavy fire power to bring against any opponent.

-Closing Thoughts - This was a challenging list to make, mainly because I had to resist the temptation to be as abusive as possible, especially because being so, in this case, is technically fluffy. But still, it was a lot of fun to make the list, and it's a powerful one indeed. Later today, i'll be bringing you the 9th and final Legion of this project, the Raven Guard!


Star, at this point, you know what i'm going to say, so i'm just going to leave it at that.

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