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

Hold, Sons of Dorn!


Hooowdy all, and welcome to another edition of Cain's Blog O Doom. Today, i'm bringing you an Imperial Fists list i've wrote for my good friend Kenny. I've tried to make it thematic, in its ability to take and hold positions, as well as veteran heavy, a good theme should one choose to do a Heresy Era force.. Hint hint.



Task Force Bastion
Point Total: 2000 pts
Codex: Space Marines

HQ
-Pedro Kantor - 175 pts

-5x Honour Guard Squad - 270 pts
-Relic Blade
-2x Auxiliary Grenade Launchers
-Razorback

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

-10x Sternguard Veterans - 355 pts
-Power Fist
-6x Combi-Plasma
-3x Combi-Melta
-Rhino

-Ironclad Dreadnought - 170 pts
-Drop Pod

Troops
-10x Tactical Squad - 235 pts
-Power Fist
-Meltagun
-Missile Launcher
-Rhino

-10x Tactical Squad - 235 pts
-Power Fist
-Meltagun
-Missile Launcher
-Rhino

Heavy Support
-Thunderfire Cannon - 100 pts

-Thunderfire Cannon - 100 pts

Annnnd there ya go. Thoughts? Opinions? Lies and Heresy?

Purity, Above All


With the advent of the Badab War Campaign out of Forge World, i've been tasked by multiple people with developing some Red Scorpions lists for use in pitched battle! This is an exciting deviation for me, allowing me to work with Forge World Rules, something I almost never get to do, and thus i'm bending all my skill towards making these the best, fluffiest lists possible. Now, for a bit of introduction to my list theory for the Red Scorpions. From what i've gathered from Forge World books such as The Anphelion Project and The Siege of Vraks, the Red Scorpions seem to favor deep tactical analysis followed by strikes with overwhelming, unstoppable force, and thus they were the perfect army to demonstrate a unique form of list synergy called Mass Threat.

Mass Threat functions on the premise of presenting so many deadly targets, with greater than normal survivability, forcing the opponent onto unsure footing, unable to pick which target is the greatest priority, which allows the player the ability to take down an opponent's force before they ascertain which unit is the best target. It was my goal to convey this with the Red Scorpions list.


Strike Force Culln
Point Total: 2000 pts
Codex: Space Marines (With Forge World modifications)

HQ
-Commander Carab Culln - 190 pts

-Magister Sevrin Loth - 230 pts
-(Tigurius Counts-As)

Elites
-5x Assault Terminators - 450 pts
-3x Pairs of Lightning Claws
-2x Thunder Hammers & Storm Shields
-Land Raider Redeemer
-Multi-Melta

-10x Sternguard - 320 pts
-Power Fist
-6x Combi-Meltas
-3x Combi-Flamers

Troops
-10x Tactical Squad - 220 pts
-Apothecary
-Flamer
-Plasma Cannon
-Rhino

-10x Tactical Squad - 220 pts
-Apothecary
-Flamer
-Plasma Cannon
-Rhino

Heavy Support
-Predator - 120 pts
-Lascannon Sponsons

-Predator - 120 pts
-Lascannon Sponsons

-Vindicator - 125 pts
-Siege Shield

-End List-

Anaylsis:
-Commander Carab Culln - Culln is a 190 point monster. Not only does he have a 2+/4++ save combo, but he also has Eternal Warrior, a Relic Blade, and a Master-Crafted Stormbolter. Culln rides with a Squad of Assault Terminators, with both Thunder Hammers & Storm Shields, and Lightning Claws, making him an enemy HQ slaying machine, extremely difficult to kill, and laying down punishment from his Land Raider Redeemer like no one's business.

-Magister Sevrin Loth - Seeing as how the rules for Loth have yet to be released, I chose to have him function as Tigurius, adding invaluable support to his unit of Sternguard Veterans, gating them around the field to put them in optimum position every chance they get, defending them with Force Dome, and ruining the enemy's survivability with Null Zone. And should he be brought to bear against vehicles to aid his squad's Melta fire, he can lash out with The Might of the Ancients, boosting himself to Strength 6, and providing an extra 2d6 towards his armor penetration roll.

-Assault Terminators - Roles were explained with Commander Culln

-Sternguard Veterans - The Sternguard provide a service in the form of a rapid response force. The Sternguard are already deadly thanks to their Special Issue Ammunition, but combined with their Combi-Weapons, their power is multiplied. With Combi-Meltas, they can rend open any enemy vehicle short of a Monolith, and thanks to their Combi-Flamers, they can stem the tide any horde wielding opponent will seek to unleash upon the list's Tactical Squads. With the ability to respond to any threat at any location, thanks to Tigurius and his Gate, the Sternguard are a solid Counter Unit.

-Tactical Squads - This list has fewer Troops than I would usually espouse, thanks to the Red Scorpion's unique ability to replace their Sergeants with Apothecaries. With the addition of Apothecaries, the tactical Squads become nigh immovable objective holders and line defenders, thanks to Feel No Pain. Equipped with Flamers to hold off any mass unit charge, and flush units out of cover, the Tactical Squads can deal with the threats presented by many mass unit armies, and with the safety net of Feel No Pain, the Tactical Squads can unleash the pulsing hell that is the Plasma Cannon, slapping down templates capable of annihilating anything short of a Terminator Squad.

-Predators - Always a reliable unit in any Space Marine army, the Predators serve as an Anti-Mech unit to support the defending Tactical Squads, ensuring the threats of the erstwhile Imperial Guard tank is but a threat, and never a death knell.

-Vindicator - The Vindicator is yet another high priority unit, making the enemy even more unsure of where to stand when facing this list. The Demolisher Cannon slams down S10 Ap1 templates capable of ruining the strongest of units, adding but one more threat for the enemy to worry about.

-End Analysis-

Well, I hope you all enjoyed this list! Look forward to more as time inches forward!


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!


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.

Fist of Steel


Annnnd Day Six swings in across the line. Today brings us the bionic marines themselves, the Iron Hands. The Iron Hands despise the weakness of the flesh and strive to bring themselves closer to the purity of the machine. I have to say this was definitely the hardest list to develop, because I had to work on mixing the eclectic nature of the Iron Hands, and their love for machines, while conveying the fact that they believe machinery is an honor, and thus not as prevalent as most people believe. Well... Onto the list.


Strike Force Hand of Ferrus
Codex: Space Marines
Point Total: 2000 pts

HQ
-Space Marine Chapter Master - 150 pts
-Storm Shield
-Hellfire Rounds

-Master of the Forge - 150 pts
-Conversion Beamer
-Thunder Hammer

Elites
-Venerable Dreadnought - 200 pts
-Assault Cannon
-Drop Pod

-Venerable Dreadnought - 200 pts
-Assault Cannon
-Drop Pod

-Techmarine - 90 pts
-Power Weapon
-Servo Harness

-2x Servitors - 85 pts
-2x Plasma Cannons

Troops
-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

Heavy Support
-Thunderfire Cannon - 135 pts
-Drop Pod

-Thunderfire Cannon - 135 pts
-Drop Pod

-Whirlwind - 100 pts
-Extra Armour

-End List-

Analysis:
-Chapter Master - Some of you are probably saying "Ciaphas what the heck are you doing?! A Chapter Master that's NOT melee orientated?!" Yes. Yes he is. The basic idea behind this list is a modified Gunline list, while sticking to the eclectic, random mishmash nature of the Iron Hands. This Chapter Master will be sitting in the back of the line, dropping an Orbital Bombardment at first opportunity, and pounding approaching enemy lines with his Hellfire Bolter. I felt it was a solid choice to represent an Iron Hands Clan Master, and was originally going to choose Terminator armor, but felt it was a waste of points without an actual unit of Terminators, and since actual squads of Terminators is not IH style, I ultimately decided against it.

-Master of the Forge - I shouldn't even need to explain why this unit exists in this list, but I'll go over the benefits it provides to the list nonetheless. I know many are probably wondering why I would take a Master of the Forge without taking Dreads for Heavy Support, but not only is the unit iconic Iron Hands, but the benefits of a Techmarine are useful alone, but adding the Conversion Beamer makes this guy down right deadly. The Conversion Beamer is more powerful the farther away the enemy is, making it key in the defense in a gunline-ish list. He also adds yet another Bolster Ruins to this list, allowing for a total of four improved cover saves throughout your deployment zone, and with a Thunderhammer should the enemy get in your face, the Master of the Forge is a solid choice.

-Venerable Dreadnought - Which dreadnoughts to pick was especially tough for me, as I learned more about Iron Hands fluff. The Iron Hands actually field very few Dreadnoughts, finding the interning of a marine in a suit the ultimate honor, and as such, I believe Venerable Dreadnoughts convey the idea that only the very best of the Iron Hands are allowed to be interned in the "Ultimate fusion of man and machine". I chose Assault Cannons in order to provide a more mobile anti-infantry fire base, and to counter light vehicles should it be necessary. Drop Pods are for proper deployment purposes.

-Techmarine - The Techmarine is again, a very Iron Hands unit, and with him present reinforcing your flex-Gunline, it can be near guaranteed that most of your vehicles will survive far past their normal life-span. Add in a Servo-Harness for extra ranged fire-power, and a Power Weapon in case of invasion purposes, and the Techmarine already proves useful. I'm going to once again touch on Bolster Ruins and it's ability to add +1 to a cover save, and just how useful such an ability is for this list. With it, you can near guarantee that your marines will weather fire storms that they should normally perish in.

-Servitors - The Servitors are again, not only fluffy, but provide an added measure of security to your weapon emplacements in this list. Place a Plasma Cannon Servitor with each Thunderfire Cannon ensures that should something like Terminators come calling for your T-Fires, they can be repelled or at least delayed long enough for the rest of your list to respond to the threat.

-Tactical Squad - When I considered the Iron Hands, I imagined them to have a very large arsenal of heavy weapons, after all, the more power machinery, the better. With the plasma gun, Lascannon and Power Fist, this is a regular Tactical Squad on all kinds of steroids. These squads can respond to heavy vehicle threats, Terminator or MC attacks, pretty much anything, and though they carry a high point cost, they are distinctly Iron Hands and with the cover and speed provided by their Rhinos, this is one mean unit for anyone to face.

-Thunderfire Cannons - I'm not going to go into a lot of depth as to the benefits of a Thunderfire in general (You can see my Imperial Fist list for that), but I will cover just how they fit into this list. The idea of powerful artillery, manned by Techmarines fits the Iron Hands motif (As seen by their mobile Castle-Fortresses on Medusa), and provide absolutely necessary anti-infantry fire to this list. With these cannons, horde armies are no longer as large a threat, and your Tactical Squads can focus on more dire threats.

-Whirlwind - The Whirlwind is a large, angry piece of artillery on wheels. With the ability to fire two different kinds of artillery depending on the situation (Vengeance or Castellan), it can tear apart or delay any force you wish to prevent from reaching you so you might ready your line for attacks. Vengeance missiles take apart charging hordes, and Castellan missiles can pry enemy out of cover so you don't end up in a castling war.

-Closing Thoughts - This was by far the most challenging list to do, and I really enjoyed the challenge. Trying to fit the Iron Hands theme while remaining competitive was a large obstacle, but having done so, I feel I have become a much better list maker because of it. I think that anyone who choses to use this list will benefit tremendously in terms of gains in tactical knowledge, and it's a list everyone should try at least once.


And for the ninth time, thanks go out to Starminer and his proof-reading genius! My good friend Schweet also deserves many accolades for being my resident Iron Hands expert.

Sons of Sanguinius


Day 5, start! As i'm sure you can tell, today's Legion is the Blood Angels (I'm going out on a limb here and assuming you guys have enough knowledge of 40k to figure out who the "Sons of Sanguinius" are). I'm going to preface everything I go over today by saying that I started this game with the Blood Angels 13 years ago this Saturday. And.. Now I feel old. I originally thought to put in a few rants about the current state of the Blood Angels and my view on the Chapter and all that, but I realize that's not what you guys came here to read, so i'll cover it another time. Onto the Angels!


Strike Force Blood Bane
Codex: Blood Angels
Point Total: 2000 pts

HQ
-Mephiston, The Lord of Death - 250 pts

Elites
-3x Sanguinary Priests - 225 pts
-3x Jump Packs

-Furioso Dreadnought - 175 pts
-Librarian Upgrade (Wings of Sanguinius, Blood Lance)

Troops
-10x Assault Squad - 235 pts
-2x Meltaguns
-Power Fist

-10x Assault Squad - 235 pts
-2x Meltaguns
-Power Fist

-10x Assault Squad - 235 pts
-2x Meltaguns
-Power Fist

-5x Death Company - 200 pts
-4x Bolters
-Power Fist
-Razorback
-Assault Cannon

Fast Attack
-5x Vanguard Veterans - 215 pts
-Jump Packs
-Glaive Encarmine
-2x Power Weapons
-2x Hand Flamers

-Baal Predator - 115 pts

-Baal Predator - 115 pts

-End List-

Analysis:
-Mephiston - Ah Mephiston. Or if you read Swallow's novels, Brophiston. I swear I don't know what this guy is on in those books, but he has got to be the most laid back Space Marine ever. But I digress. Mephiston is, at first, a little overwhelming to consider. He carries a hefty 250 pt price tag, no invulnerable save, and he lacks the Independent Character trait. Looking beyond that, there is a reason Mephiston is called The Lord of Death. His statline makes him essentially a Daemon Prince on a 25mm base (T6 with W5? Yessir!), and once you add in his rules and the fact that he is indeed a Librarian (And thus provides the invaluable psychic hood and force weapon), one realizes his true potential. Properly moved through cover, and with good use of the Wings of Sanguinius power (He can cast 3 a turn!) and Fleet, Mephiston is one of the most deadly characters in any codex. Did I mention if he uses his ability Transfixing Gaze, he has a chance to reroll all rolls to hit AND wound? Able to go toe to toe with the strongest characters and creatures in the game, and able to neutralize psychic powers, Mephiston gets my vote for the best character in this codex easily.

-Sanguinary Priests - Best unit in this codex. Hands down. The Sanguinary Priests are the Apothecaries of the Blood Angels, and where Chaplains disavow the Red Thirst, the Sanguinary Priests embrace it as a weapon to be used to fight back the slow death of the Chapter. Sanguinary Priests confer both Feel No Pain and Furious Charge to any unit with 6", conferring a +1 Initiative and +1 Strength bonus on the charge, and an extra 4+ save after taking their armor save against most weapons in the game. While they're not any more survivable than a regular marine, careful use of them in the back of a deepstriking or charging squad can be invaluable, and bring out the true strength of the Blood Angels.

-Furioso Librarian - At first, the Librarian upgrade might seem like a bad choice to put on a unit that has access to items like the Magna Grapple and Blood Talons, but through careful use and examination, this upgrade is easily the best choice to make for a Furioso. With access to two psychic powers and a Force Weapon, a Furioso Librarian is all kinds of deadly. Taking this unit, Wings of Sanguinius are an absolute must. With it, the Dreadnought can fly. I'll give you a moment to process that. A Dreadnought. That flies. My second choice for powers is the Blood Lance, which with it's S8 AP1 Lance hit provides an invaluable ranged weapon of the Furioso to pound vehicles with during it's advance, or if it is ever immobilized. Carrying along the S10 Blood Fist for that vehicle wrecking fun that everyone loves, the Furioso Librarian is enough to inspire fear in any enemy you face.

-Assault Squad - I'm going to start this off by saying that those of you who are using Blood Angels without Jump Packs are doing it wrong. Heh, just kidding. Personally, a Blood Angels list just doesn't seem right to me, and the ability to have accurate deepstriking with the Descent of Angels special rule just reinforces my opinion. Equipped with twin meltaguns and a power fist, this unit starts off a game by deepstriking into enemy lines and scrapping a vehicle, followed by charging into the thick of things with all the advantages of Furious Charge and Feel No Pain to allow them to tear through enemies like so much paper. If you should chose not to deep strike these squads, Feel No Pain will ensure they can survive a hail of fire that almost no other troop unit could weather.

-Death Company - When one thinks of Blood Angels, one invariably thinks of the Death Company at one point or another. These brothers have fallen to the ancient curse of the Black Rage, and seek to die in battle with their honor intact. With a 2 attack base, weapon skill 5, Furious Charge and Feel No Pain, this squad is one of the most deadly units in the codex. However, it does well for a player to remember that the Death Company of 5th Edition are not the Death Company of 4th Edition. No longer can Lemartes or another quell the Black Rage that thrives within these Battle-Brothers. Rather, one should look to their other benefits. I equipped this unit lightly with bolters and a Power Fist in an Assault Cannon Razorback so that they might serve their purpose of cutting through priority targets and not be caught up in the Rage and wasted. With Relentless, the bolters are perpetually rapid firing, and a Power Fist allows the squad to take on a Monstrous creature if need be. Combined with the back up of an Assault Cannon, this unit is both powerful and able to avoid most of the negative effects of the Black Rage.

-Vanguard Veterans - As I examined this list, I began to notice that I was lacking a dedicated anti-horde/rapid response unit. While the entire army ideally has Furious Charge, I felt a squad specifically for rapid response and to cut through large hordes was vital to the success of the list, and fit the fluff of the Blood Angels to a T, considering the Blood Angels 1st company always possesses a high proportion of Vanguard Veterans. The key to success with a unit of Vanguard Veterans, I find, is to equip them lightly. With the free Glaive Encarmine and simple armament of two power weapons and two hand flamers, the Vanguard Veterans are kitted powerfully but efficiently, and combined with the Descent of Angels special rule almost assuring Heroic Intervention will be successful, this unit is ideal.

-Baal Predators - Bringing the list home is the insurmountable Baal Predators. A design unique to the Blood Angels, the Baal Predator is a powerful, fast unit that is very deadly. With it's twin linked Assault Cannon, Fast ability, and access to Scouts, this vehicle is light weight, heavily armed, and able to zip around the battle field offering anti-horde/MEQ support, and taking down light vehicles with the ever useful Rending. I decided on this unit over Speeders for a few reasons, first of which, is the fact that no Blood Angels list is complete without Baals. Giggity. Next, the ability to Outflank is extremely useful in terse tactical situations. Facing a unit of Nob Bikers you don't want reaching your force? Want to get to that gunline without having to weather the hail of fire they present? Outflank near enemy lines and tear them apart before they ever pose a threat. Lastly, Baals offer vastly superior armor against incoming fire, Speeders being rather "squishy" and not something to risk in a low armor list.

-Closing Thoughts - This list was one of the most fun to design, and it really reawoke my passion for the IX Legion. I hope you all enjoyed it as much as I did! Stay tuned tomorrow for the implacable Iron Hands!

Also, once again, thanks to the ever invaluable Starminer for his aid with this list and project as a whole. You rock Star, though i'm getting tired of saying it over and over!


And now we've come to Day Four of Nine Days Nine Legions, with the Siege Masters themselves, the Imperial Fists! The noble Sons of Dorn are coming to you in all their yellow glory. But before I begin, I must say this was a lot of fun. It was a unique challenge trying to draw out the character of the Imperial Fists from their rather drab portrayal in the most recent codex (Which is completely inaccurate to the actual character of the Legion, stoic does not mean a lump of bricks).


Hammer of Dorn
Codex: Space Marines
Point Total: 2000 pts

HQ
-Darnath Lysander - 200 pts

Elites
-5x Terminator Squad - 505 pts
-Cyclone Missile Launcher
-5x Chainfists
-Land Raider Redeemer
-Multi-Melta

Troops
-10x Tactical Squad - 235 pts
-Meltagun
-Missile Launcher
-Power Fist
-Rhino

-10x Tactical Squad - 235 pts
-Meltagun
-Missile Launcher
-Power Fist
-Rhino

-10x Tactical Squad - 235 pts
-Meltagun
-Missile Launcher
-Power Fist
-Rhino

Fast Attack
-5x Vanguard Veterans - 240 pts
-3x Power Swords (Including Sergeant)
-Storm Shield
-Razorback
-Assault Cannon
-Dozer Blade

Heavy Support
-Thunderfire Cannon - 100

-Thunderfire Cannon - 100
-Vindicator - 140
-Siege Shield
-Extra Armour

-End List-

Analysis:
-Darnath Lysander - Darnath Lysander, the Captain of the First Company of the Imperial Fists is one scary son of a Primarch. Looking at his statline alone, Lysander is more than enough to send anyone who would attempt to fight him running for the hills. But my personal favorite of his rules is Bolter Drill. Rerolls to hit with Storm Bolters? Fantastic. He also brings to the table the advantages of Stubborn, which is an extremely handy rule to have. Also, his Master-Crafted Thunder Hammer, The Fist of Dorn beats vehicles around like toys. Just saying.

-Terminator Squad - I know some of you are thinking i'm slightly nuts for not having Lysander with Thunder Hammer Terminators, but hear me out. First off, as Daryl from Beasts of War will tell you, Chainfists are awesome. Not only do they tear apart vehicles, but they fit the Imperial Fists fortification mentality perfectly. The ability to tear apart siege vehicles, and then punch throw walls, ala Power Fist is oh so very Fist. The Cyclone Missile Launcher is there to hammer any hordes or light armor you might come across, and i've put them in an LRR for a versatile mix of anti-horde and anti-mech fire for added posterity.

-Tactical Squads - I'm sure the armaments i've chosen are obvious in their combat benefit, but I chose these specific weapons to further the motif of the VII Legion. Meltaguns, if you've ever read the Ciaphas Cain novels (Which you should if you haven't!) you'll know that Meltaguns and walls do not get along very well at all. The Power Fists are there for that same reason, and the Missile Launchers, because as I imagine enemy forces clambering through trenches or passages, Imperial Fists will be raining a hail of missile fire upon them. Fitting.

-Vanguard Veterans - These at first, make absolutely no sense from a lore perspective to anyone with general knowledge of the Imperial Fists. However, if one takes to reading the novel Sons of Dorn (Which was meh at best, but did provide valuable background information about the Fists) then you'll learn that Imperial Fists have a long tradition of dueling with blades. Yeah, I had no idea either. So as I examined the rest of the elements in the list, I felt that a unit of lightly armed Vanguard Veterans would be just what was needed to pull the list together and serve as a counter attack unit to any attacks upon other units in the list.

-Thunderfire Cannon - I'm going to start this off with just saying how much I love this thing. Thunderfire Cannons are an essential part of any Imperial Fist force in my opinion. Not only does their codex have a handy quote from Lysander, but they also fit the role of mounted guns on fortifications perfectly. Literally. The varied ammunition the Thunderfire offers provides the ability to blow apart oncoming hordes with it's Surface Detonation, force enemy out of cover with Ignoring Cover ability of the Airburst, and slow down oncoming vehicles or elites to allow for repositioning of your forces with the tremor causing Subterranean Detonation.

-Vindicator - The Vindicator is a great unit, offering up powerful shots from it's Demolisher Cannon, but not something i'd normally put in a list. I chose it for this Imperial Fists force, because with the fire of the Twin Thunderfire Cannons to act as deterrents to anything that would attempt to get close to the Vindicator, this vehicle can lay down punishing blast after punishing blast at the enemy almost beyond reproach.

Closing Thoughts - This list was a lot of fun, I enjoyed the challenge of bringing out the character of the Fists, and I hope all you Fist players enjoyed it too! Stay tuned tomorrow for the Angels of Death, The Blood Angels!

Special thanks go to Starminer, my good friend and proofreader, who without i'd be posting unedited lists like an idiot. Check out his blog, Caution: Bonds Skin Instantly in my links! Another shout out to Crimthaan, for his help in the process as well.

The Sons of Russ


And so we have reached Day Three of Nine Days Nine Legions! On a personal note, i've noticed that this list constructing has really helped me improve my list making skills.. But i'm sure none of you care. Today, I bring you the Sons of Russ, the Brothers of the Fang, the Space Wolves!


The Wrath of Fenris
Codex: Space Wolves
Point Total: 2000 pts

HQ
-Logan Grimnar, The Great Wolf - 275 pts

Troops
-5x Wolf Guard Pack - 220
-3x Combi-Meltas
-2x Frost Blades
-Razorback
-Assault Cannon

-5x Wolf Guard Pack - 220
-3x Combi-Meltas
-2x Frost Blades
-Razorback
-Assault Cannon

-5x Wolf Guard Pack - 220
-3x Combi-Meltas
-2x Frost Blades
-Razorback
-Assault Cannon

-10x Grey Hunters Pack - 200
-2x Plasma Guns
-Power Fist
-Rhino

-10x Grey Hunters Pack - 200
-2x Plasma Guns
-Power Fist
-Rhino

Fast Attack
-3x Thunderwolf Cavalry - 210
-Thunder Hammer & Storm Shield

-3x Thunderwolf Cavalry - 210
-Thunder Hammer & Storm Shield

Heavy Support
-6x Long Fangs - 205
-3x Plasma Cannons
-2x Multi-Meltas
-Drop Pod

-End List-

Analysis:
-Logan Grimnar - The Great Wolf hisself. Not only is his statline nine kinds of absurd, but his ability to confer a special rule upon his squad is where his true value exists in this list. Logan here will be accompanying the Drop Podding Long Fangs to provide them with Relentless. That's right. Relentless Long Fangs. Did I forget to mention he can give all those adorable Wolf Guard an extra attack for a turn with Living Legend? All-Father help you, Enemies of Man, because Logan won't.

-Wolf Guard Packs - Only 3 points more for an extra attack over Grey Hunters? And scoring with Logan! Sold. I went with the Combi-Meltas for some nice tank opening ability. Combined with the twin Frost Blades and the 2 attack base, even for the Combi-Weapon units, and you have one mean tank shredding unit. The Assault Cannon Razorback provides a powerful anti-infantry element, and it can also be used against vehicles in a pinch.

-Grey Hunters Pack - I love these guys. They're a truly fantastic unit. Free special weapon? Awesome! By now, Power Fists should be self-explanatory, so i'm not going to bore you with what you already know. The Plasma Guns are there to provide some withering anti-elite fire, and you have one all around solid troop unit.

-Thunderwolf Cavalry- Ah, Thunderwolves. I hate this unit. Not because it's not awesome, but fighting them is so dang unfair! These guys are on a whole nother level of good. 2 wounds at T5? Nice. I went with two three man units, because let's face it, those other guys are there as ablative wounds for the Thunder Hammer guy. And two Thunder Hammers are ALWAYS better than one.

-Long Fangs Pack - Where these guys really shine is Fire Control. Aiming at two targets in one turn is fantastic. I chose the Plasma Cannons to tear apart any Chaos Marines or other MEQ hordes who dare to show their faces against the Sons of Russ, and the Multi-Meltas to tear apart any Land Raiders who think they stand a chance here. They don't. But what truly makes these guys great is the Relentless bonus from Logan. A Devastator Squad that can fire at two targets AND on the turn they Drop Pod in? Priceless.

-Closing Thoughts - This has got to be one of the meanest lists i've ever seen. Stay tuned for tomorrow, the 7th Legion, the Imperial Fists!

And a special shout out to Demonllamma for his help in creating this list. You continue to prove yourself a valuable ally, sir! Llammas for the Llama God!

So after spending much time reading the new Ultramarines book with Captain Shaan and the new Raven Guard stuff i've received from Forge World, my old Raven Guard feelings are stirring again. So, I decided to build a Raven Guard list, in the event I decide to do another RG force. Here it goes:


Raven Guard 2000 pt List


HQ

-Shadow Captain Shrike - 195

-Chaplain - 125

-Jump Pack


Elites

-Ironclad Dreanought - 170

-Drop Pod


-Ironclad Dreadnought - 170

-Drop Pod


Troops

-10x Tactical Squad - 235

-Melta Gun

-Lascannon

-Rhino

-Extra Armour


-10x Tactical Squad - 235

-Melta Gun

-Lascannon

-Rhino

-Extra Armour


-5x Scout Squad - 100

-4x Snipers

-Missile Launcher

-Camo Cloaks


Fast Attack

-10x Assault Squad - 240

-2x Flamers

-Pair of Lightning Claws


-10x Assault Squad - 250

-2x Plasma Pistol

-Power Fist

-Melta Bombs


-5x Vanguard Veteran Squad - 280

-6x Lightning Claws

-2x Storm Shields

-Jump Packs


Thoughts?

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