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spiros14

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spiros14 last won the day on September 18 2021

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    Blood Angels 2nd company

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  1. Hey, Recently I got the idea of space marine scouts stuck in my mind. I don't really recall what triggered it, but it's enough for me to want to grab a squad and use them in either kill team or 40k crusade. I noticed that there's been a slight change in the Scouts' lore that I think should be reflected in the Blood Angels' marking of them, and I wanted to know if you were of the same mind or if I'm way off. Effectively, Scouts aren't a restricted part of chapter organisation any more. Previously chapters had ten squads of scouts and an indeterminate number of "Aspirants" but since the introduction of a wider phobos roster this has been changed: There are now ten units of Phobos Space Marines who I think are regarded as chapter specialists in stealth rather than marines-in-training (basically taking a leaf from the Space Wolves scout), and any number of scout squads who get a chapter badge, a squad number, and dumped with whatever company that will have them for training (and given the more recent quotes about them, it seems they're given the same respect and survival rate of your average Necromundan juve). So I think where before a Blood Angel scout had the tenth company badge on his pauldron in their old artwork, really that should be the badge on phobos only, and scouts should now be given more traditional numbers seen on codex-compliant chapters, especially as by the time of 8th edition, the Blood Angels had 400-odd Aspirants, because any mortal survivors of the Devastation of Baal got a free pass into the chapter. (and the colourful squad markings on the knee only go up to 20 - half the number of scout squads there should be!) TL;DR: Scouts aren't people in the eyes of the chapter any more. Why are we marking them up like they're people?
  2. My headcannon is that the Apothecaries are still trying to figure out how to put him through the rubicon without setting off his statis bomb and killing them both.
  3. I wish I had read that before doing my mysterious substance tube! Still, I have plenty of other obstacles to do, so I will be taking that advice to heart for the next ones. In other news I have finished the last of my walls, so it is literally just the interior furnishings to go! I feel the obstacles I have should work pretty well as defence chokepoints and as visual worldbuilding, so I am very happy with that. I also did some snapshots on how I plan on filling this dungeon with baddies. The Imperial Fists should be hard pressed to get to the objective, though I'm sure a few units of first company bladeguard, sternguard, and terminators should keep from making it impossible. Science room/Armoury (Havocs); Library (Ranged Legionnaires); and Mess Hall (Combat Legionnaires) Control Room (Chosen); Storage Room (Havocs); Medicae/Objective Room (Ranged Legionnaires). I have contacted my opponent and let them know that I should be looking for a game sometime in October/November, giving me some months to get my interior terrain sorted out. +Spiros14+
  4. An apocalypse game type scenario I'm cooking up, where a player must not only besiege a castle walls, but venture inside as part of a rescue mission
  5. I see it as a heavy bolter in Eternal Crusade of all things but that's really it. Personally I think a Teeth of Khorne style army would be better off as a vanilla CSM thing to just allow players to go the full mile with it and have a similar dynamic of The Purge/Death Guard AKA "We worship the same god, but go about it in such different ways that we're pretty hostile against each other" As a crunch point I'm opposed to seeing a havoc equivalent for World Eaters. Similar to the Thousand Sons the World Eaters are dedicated to one style of combat with support in the other sector by way of the generic units. Thousand Son units are very ranged based with the like of Maulerfiends and Heldrakes to support in combat; World Eaters are very combat based with Forgefiends and the tank pool to support in ranged. I could concede to a Jakhal style unit with heavy stubbers which would contrast well with Tzaangor melee, but apart from that I don't see heavy weapons carrying to be a World Eater legionnaire's prerogative.
  6. There are three things that immediately spring to mind. First is a Slaughterbrute, on the grounds that the Thousand Sons got access to the Mutilith Vortex Beast. Why shouldn't an adept Khornate lord be able to summon and subdue a daemonic monstrosity to his own will? Second is a unit of Juggernaut riders. You have the Lord Invictus, you might as well have a unit for him to lead. Third is a terminator lord. For goodness sake GW you made Azrakh the Annihilator let your fanbase use him in games! Unique Terminators for World Eaters and Emperor's Children is something I wanted at first but as time goes on I think it makes more sense that they don't. I know a lot of people want the Cataphractii Red Buchers and Tartaros Pheonix Guard but does it make sense that those suits made it to the 40k setting? Both the Death Guard and Thousand Sons kept their old suits through supernatural means; Nurgle "heals" any damage to a DG's suit with a mutative growth, and TS are spiritually bound to the suit. Consider that Abaddon, the most successful and influential Chaos Lord to have existed, has had to replace his old Cataphractii suit with Indomitus pattern, and you can see that expecting to keep the Heresy era terminator suits in good repair across 10,000 years is an almost laughable prospect. Another thing to ask is whether it makes sense for these factions to keep to the old ways after 10,000 years. If the nails are biting hard enough that you would rather forgo a storm bolter for a second axe, then really you should just drop the armour altogether and become an eightbound to increase your combat prowess even more. Terminator Armour is (to a truly lost World Eater) irrelevant when Khorne cares not from where the blood flows. I'm not saying to drop Terminator armour altogether, because there will be some "peculiars" that still utilise the suit, but expecting them as a staple is denying the faction a new angle to write their veterans.
  7. I haven't played with Angron, but I've certainly played against him a couple of times. In my experience he's a beast capable of eating up most of the table if left unchecked. Comparatively, Daemon Princes are a lot more of an infantry modifier. I'm afraid if you're expecting a game of "Angron and his Incredible Bodyguard" you may leave the table a little disappointed. I would probably recommend you team Angron up with Maulerfiends if you wanted to go full monstrous rampage on your opponent. Otherwise, Having the daemon prince deal with the "insignificant logistical matters" of winning victory points with the rest of the army while Angron suplexes a Leman Russ tank can be a pretty gnarly combination.
  8. I think that hits the nail on the head. Given what we've seen with the new Age of Sigmar range, the Old World character models, and the latest necromunda release, it's pretty clear the focus isn't on 40k right now. I would strongly suspect that a larger autumn or winter release will come out with a more impressive model range, especially when we're awaiting a new army like Emperor's Children.
  9. Personally I like the model. My one criticism is that I think Coteaz should look more decrepit (the man was described as being at the end of his rope since before the great rift and has been real busy about that and Vashtorr since) but I don't have that big an issue with the power armour being too bulky (got to fit the servos so you can keep up with space marines). I do have a place for the codex in a narrative campaign I'm planning for my group but in terms of the meta I can't see it going down too well given the options we've seen so far. I am expecting the codex to give access to more vehicles than initially shown, including rhinos, razorbacks, and land raiders, given that they're a well established vehicle pool for all branches bar navy and rogue trader (who don't really get paired with land vehicles anyway). This is all as a standalone anyway. I do expect that the codex gets snatched up by Imperial players longing to revive the 8th ed. soup days (knights with cheap infantry! guard with deep striking terminators!) but we'll see how that one plays out.
  10. Two weeks and some progress brothers! To start with, I've done a chunk of wall painting, getting six of my eight remaining walls painted and put together, so just a set of two more walls to paint (and a scattering of pillar tops) and the walls section is complete and ready to use! All six walls were made up of these two designs. Batch painting FTW! What I'm starting to do now is work on my interior designs. I want this game to be very immersive, and giving this fortress a lived in appearance and some cover is the best thing for that. I have shown before that this map design uses six rooms made up of three identical pairs, so I'll be trying to work with one pair at a time. Left: The Armoury/Medicae; Bottom: Mess Hall/Strategy Room; Right: Library/Supply Room I've shown the library layout in a previous post. To help speed up board setup, I've gotten rid of the desks in my previous layout and mounted the grouped up shelves onto cardboard bases. I'm planning on doing that with a lot of my mantic terrain that I have for this project, as they're made up of a lot of little pieces. I've used two layers of food packaging cardboard PVA glued together with the terrain superglued on top. The base isn't very rigid, so I'm going to need to be careful not to bend the base by accident, but for an expendable dungeon piece, I think it will do the job. The familiar layout, with Legionnaires protecting the collection of daemon engine owners manuals with their lives. For the supply room I was originally going to add a group of boxes to make walls, but it felt pretty phony to me. Instead I took a look in my existing terrain collection and found a munitorum container and a pallet of goods. I also have two tubes of something (with an electronic panel) from another mantic terrain set. Who knows what the Iron Warriors have in those tanks, or why they've just bunged it in the store room to deal with later, but I thought it a fun little detail to add to the room. My havocs will be defending this room. The Terminator Coin will be one of the three entrances into the fortress. I'm hoping for my next post to get the last two walls done and dusted, and for my mantic terrain shown above to be at least undercoated (I'm just waiting for a sunny day!). Until then! +Spiros14+
  11. (Apologies mods if this is straying too far off topic) Personally I think at this time GW have started to and perhaps should continue to create a more serious split between "Zone Mortalis" and "Boarding Actions" when it comes to terrain. What I mean by that is that Zone Mortalis has developed from a more-or-less maze of walls and doors on a 2d plane to a more heavily developed 3d area which includes stairways, lifts, ladders, and an incredible amount of compatibility with the existing Sector Imperialis and Sector Mechanicus terrain (I would recommend looking up Owen Patten - the designer - on x and look at the tips and tricks he has on the subject). Which makes for a very intricate battlefield, but also one that is lacking specific detail (It looks like you're always fighting over a corridor or mezzanine - fine for a Hive, less so for a space ship. Now look at Boarding Actions. We have our maze of walls and doors on a 2d plane, but because those walls are a lot thinner, more can be added to those rooms to give it life. If you look at the Killzone boxes to supplement those walls for kill team, you see that almost all are designed to represent an area of the ship, including an armoury, a control room, an infirmary, and escape pods. Walls are heavily decorated with panels and screens and pipes, and while the layout of the table is simple, The narrative you can tell is a lot more complex. Even the missions support this, with a majority describing where it is the map layout is representing on the ship, and what extra rule is added to accentuate that area. When you look online and see that many fans have made up their own walls to reflect their own factions, or gotten other terrain sets so their ship has a library and a mess hall, you realise that boarding actions is perhaps the closest GW has gotten to make their fans into doll houses, which isn't a bad thing. I would love GW to continue down this road and perhaps even introduce a branching out campaign to represent a force boarding an enemy vessel (including a cinematic "breaking through the hull with a torpedo full of marines) and moving through various areas of a ship to get to either the bridge or engine room. TL;DR GW has the potential to make Zone Mortalis be a backdrop to tell a story about cool Necromunda fighters and Boarding actions be a story about a cool ship being attacked by generic warriors.
  12. That's something I hadn't really considered. TBH, it isn't like the boarding action terrain couldn't be used for 30k. It isn't plastered with Imperial Aquilas or anything, it's all faction ambiguous.
  13. I get what you're saying, but I don't really agree with it. I have not been playing 40k as long as yourself, only since 5th edition, but there are things from that area that I do miss. Namely the campaigns and narratives produced between 5th and 7th. I loved reading the articles on the battle of rynns world campaign, and Sanctus Reach, and one of the first campaigns that I organised with my friends was Forge World's Badab War campaign. The battle reports White Dwarf printed had little lore snippets, such as when they had that huge apocalypse game that took place of several tables, the players of which all had little secret objectives they had to carry out. It's something we don't really see as well executed with 9th edition campaigns onwards. Most act as almost a rules supplement for armies, the campaign mechanics can be rather difficult to work with depending on player count, and it's all part of some big warzone plotline that just segregates the armies further than they need to be. But it's viewed through rose-tinted glasses. The mechanics of 8th onwards have been so better streamlined, and games have been much closer. All armies have some sort of support now. I recall trying to start the Shield of Baal Cryptus Campaign back in 6th (I'm a huge Blood Angels fan) but couldn't because no one wanted to play Tyranids because they were criminally unsupported. The concept of going back to that ruleset to play something like the Horus Heresy turns me right off of the system. No one new how to paint well during that period, and I still cringe at mine and my friends models with thick paint layers added on. TL;DR there's nothing wrong with nostalgia, but you have to try and see the faults of the time as well as the upsides to avoid going full grognard.
  14. Apologies for the shameless plug but I am working on just that: A siege game that uses the boarding action tiles as a fortress interior that the attacker needs to breach and rescue a captured navigator.
  15. Yes, that's why I said they were the special gacha models. Almost all of the space marine adventures series have used models from the space marine heroes line, which uses the gachapon or blind box style of collection. You buy a box with a randomly determined marine of varying rarity. We're both talking about the same thing. The saving grace is like the first space marine adventure, there is a slim chance that we may get an expansion box with the captain and sniper inside. I say slim because Rise of the Orks and Doomsday Countdown didn't have expansions, and it's only the two models (the two expansion boxes had two each.
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