Tuesday, March 31, 2009

UPDATE COMPLETE

Looked at in in IE. Use something else.

Does anyone know how to set it so that when I leave white space between paragraphs, it doesn't automatically delete that space and compress the blog entry? Right now I have to manipulate HTML each time. I would like to be able to type in plain text and not have to mess with it every time.

Oh, and if you were on the blogroll (or want to get added) make sure you are there and that you have me on yours.

Sunday, March 29, 2009

Quick site news

Sometime this next week or weekend I will be changing the layout of the site. I need to make sure though that I have everything properly saved, ready and organized to make the change, so I am not doing it tonight.

It will be the same site and content, just a better layout, with stuff dealing directly with Sepulchre on the left and community stuff on the right with the blog straight down the middle.

Also, you can see I joined the BoLS Alliance. Though I actually like FTW more, I see this as a good thing, bringing more readers into my site, and by extension, the FTW network. So if you are coming here from BoLS, thanks for taking interest and check out not only my site, but other FTW blogs. The Space Marine Major League Baseball logo on the right will whisk you away.

Old School Blood Angels

Here are some old Blood Angels resources. Original Shoulder pad designs as well as some interesting tips below on certain aspects of the Blood Angels Chapter. An interesting idea is the Lt. Commander. I plan on having one myself in my Masters of the Chapter Formation, seeing as Tycho can't take a jump pack. Note also how the Standard bearer has a lighter arm to acknowledge the honour given to him.

One tip not present that also should be shared is that Chaplains in training (Those going into the Reclusiarch) have their right arm and helmet painted black, only recieving all black armour upon completion of training.

I have a bunch of other old images of banner and such that I am going to try and clean up too share with you all.

Meanwhile click on the image to check it out up close.


Saturday, March 28, 2009

Biggest Bang for Your Buck: 2500 Pt Space Marine Battle Company

So here is a new series: Biggest Bang. Essentially, it is about do things BIG. So what better off than to start with a Space Marine Battle Company fit into the least points possible.

Captain- 100
Command Squad (5): 155- Razorback
Tactical Squad (10): 215- Sergeant BP & CCW; Flamer; Lascannon; Rhino
Tactical Squad (10): 215- Sergeant BP & CCW; Flamer; Lascannon; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Missile Launcher; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Missile Launcher; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Multi-Melta; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Multi-Melta; Rhino
Assault Squad (10): 190
Assault Squad (10): 190
Devastator Squad (10): 265- 4 x Missile Launcher, Rhino
Devastator Squad (10): 265- 4 x Missile Launcher, Rhino
Whirlwind: 85

Pts: 2500 Scoring Units: 6-12 KPs: 13, 22

Okay, you can drop the Rhinos for drop pods if you want, be hear out these tactics first.

Put your whirlwind in cover and just blast away all 6 turns. Good cheap vehicle and the indirect fire will be a pesky nuisance, especially since your opponent will be too busy killing 106 Space Marines to deal with it.

Next you get your devs into a good firing position. Sure missile launchers aren't the best, but 8 of them from on high is no laughing matter. If you get them position premiumly, then I recommend sending 1/2 of the squad away in Rhinos to bog down your opponent in Assualt.

I would probably save the assault squads for deep strike in this case so you can deploy them where you need them most.

Now what you do with the 6 tac squads is as follows. Take some objectives, getting to them ASAP with the Rhinos. If it is a good vantage point, throw the devs on an objective too. Once you get to the objectives, combat squad it up, sending forward the flamers, leaving behind the heavies, and bog down your opponent in assaults. Even if he can beat 5 marines, chances are it isn't one turn and then he still has to advance on your gunline. Send your Captain and Command squad up with these guys.

Now what you do with the rhinos is form a line abreast between your gunline and your opponent. Keep moving the Rhinos from side to side to give them their save against any Close Combat. What you are doing here is creating a wall he has to walk through. You can force your opponent through specific gaps created by you to maximize your fields of fire. You can also pop smoke to block fields of fire even better. Bring big puffy bunches of cotton to do this, as True LOS is hurt more. Add the razorback to this line and use its Heavy Bolters on infantry hordes. The rhinos also give you plenty of search lights for any night fighting you may have to endure. Note you can do this in any list really, just on smaller scales. Something drop pods definitely can't do.

So there you go. 106 Space Marines, 10 tanks. That is a lot to eliminate in 5-7 turns. Not many armies can do it. Basically mass waves of Orks, Nids, and Guard have the potential, and a Cheap Armoured company has a good chance to0, spitting out as much ordnance as possible.

Evolution of a List: 1000 pt Space Marines (Salamanders)

So here is my 1000 pt Space Marine list to kick off the Space Marine Evolution of a List Sequence. For those of you who don't know what that is, I start with a small list and build upon it, developing an army in much the way a hobbyist would by slowly adding units and new concepts/tactics to the list.

HQ- Forgefather Vulkan He’stan: 190
TROOPS- Tactical Squad (10): 220- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino
TROOPS- Tactical Squad (10): 210- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino
TROOPS- Tactical Squad (10): 210- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino 
ELITES- Stern Guard Veteran Squad (5): 170- 2 x Combi-Flamer; Rhino

Pts: 1000 Scoring Units: 3-6 KPs: 5, 8 (Hard Boyz)

Hobby Notes: 
Be ready to switch the Flamers in the Sternguard to melta-guns and the chainswords to power weapons. The Sternguard Rhino should be able to be converted to a razorback with both HB and an Assault Cannon. My recommendation to do this is buy 2 razorback kits. Use one as a Rhino for the Tac squads and then use the parts to make two seperate turrets for the Razorback.

Tactics:
Okay simple tactics here. Vulkan gets attached to the Sternguard. He is going to stay with them through the whole series. They are a potent squad with their bolters. They should be able to tear apart squads with their weapons and then weather an assault with Vulkan.

3 Tactical Squads will remain the core of the army. The Lascannon is to give some long range umph and the vast amouts of melta owes to having Vulkan. Plus they are cheap and good, doubly good with Vulkan treating all Melta weapons in the army as Master Crafted. Basically: Take objectives and kill stuff. You can also use combat squads to spread out and take more objectives, which in a 1000 pts game can be usefull. And you can footslog guys to the near objectives and motor guys out to further ones. But don't get too spread out so that your opponent can eliminate your smaller squads piecemeal. 

Everything mounts up in a basic Rhino for now. Thought about Drop Pods, but for the same cost, I like rhinos, as they are moving cover and will help support other ground units later on by having the Tac Squads on the table rather than stuck in Reserves.

So there you go. I went with Salamanders because everyone and their mom does Kantor. So Vulkan it was, giving me alot of AP 1 potency, saving me from having to worry about buying lascannons and such. And I also want to avoid deep striking too much through the list. Many lists are built to counter that these days, and conventional tactics work just fine.