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Faith Without Deeds is Worthless - Part 2 - Vivi | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
With the two shooting squads and yet only the one assault based squad I decided that it would be a good idea to add another assault based element to the force. Once again reaching for the (now bargain) Assault Marines I quickly added another full squad of 10 to the army. These would be the same as the first squad but would retain their jump packs. The idea for this squad would be to hide it behind the Raider as it advanced (or use cover to hope from) and reach combat on the 2nd or 3rd turn. The reasoning for the Assault Marines over says a Bike Squad or a Tactical Squad was simple, cost effectiveness. The Bikes while nice just aren’t that useful in an assault as their single attack each just doesn’t cut it. The Tactical Squads inability to now Rhino Rush means that they’d be arriving in combat a turn later than the first squad and by that time the enemies already counter attacked. So the Assault Marines it was, they lined up as below.
Now with this all looking rather Miss Stevens (Funky Dorey), I decided to have a look through the marine list again and work out how I could best use the Traits. Now the Brazen Claws are actually a Successor Chapter of the Iron Hands and their traits meant that I could keep the same list as I currently had. However I wouldn’t be making use of any of the special rules. So going back to the drawing board and looking at what I’d want to add to the army in the future (like the rather brilliant Techmarine Model) I decided that I’d keep the “Scions of Mars” trait to allow myself to get a HQ based Techmarine at a slightly higher points cost. I figured this would come in handy in more shooty armies or if I wanted to give the Combat Servitors (4 Power Fists) a go in the future. Also it would help keep them theme. Deciding to go the whole hog and make my Brazen Claws a Significant Divergence Chapter I quickly picked up the “No Mercy, No Respite” Trait from the Fierce Section. This allows me to buy my Assault Squads and Tactical Squads Furious Charge. Wonderful, I know how Blood Angels Players feel. Looking at the Disadvantages was next on call. After thinking about it for about 0.001 of a Second “We Stand Alone” was picked as my Minor Drawback, all those allies I’ve never used will be missed. This still meant however I needed to pick from the Major Drawbacks section. “Flesh over Steal” was out of the question because I have a Land Raider Crusader in the list. Due to the “Scions of Mars” Trait I also decided against “Aspire to Glory” mainly so I could make use of Terminator Armour in Larger Lists. This meant by default I had “Eye to Eye”, looks like my Land Speeders and Bikes will be limited in the future. Moving back to the Army List I decided that the Chaplin’s Squad should be the first to pick up the Furious Charge Skill, mainly because I’d expect them to be the ones to get there in stronger numbers. However here I noticed that if I was to do this the Chaplin wouldn’t get the Furious Charge Skill as well. However, if I was to upgrade the Assault Squad in the Crusader to a Command Squad (not a big deal, they’re the same points cost) then I could give them Furious Charge as per their “Special Skills” rule and then the Chaplin would get it as well (so, that’s an I6 on the charge Character – wow, my old Chaplin was I1). With these few changes my List now looks like the following;
Now the original plan was to include a second HQ choice here in the form of a Librarian to lead the Assault Squad with Jump Packs. He’d mainly be a combat force but I was hoping that “Fury of the Ancient” would also help pin a unit or two meaning that the Crusader and his own squad would be able to advance a little easier. However with the “Scions of Mars” trait I started to change my mind to try and include a Techmarine in the army, however there just wasn’t going to be enough points to do it because I’d have to spend 170 of my remaining points just on the Techmarine (with Servo Harness) and his Razorback (to keep it in character). Then after looking at the Army once more I quickly saw that the Firepower element of the army just wasn’t up to much in all fairness as 2 Twin Lascannons and 2 Normal Lascannons can only kill 4 models a turn, just not good enough (especially as one Predator can do that for less). Still however I didn’t really want to include any more major battle tanks as the Crusader and Razorbacks look threatening enough when they’re painted. However I was interested in adding another Tactical Squad to give me some more deployment space, and because I really like the looked of Quartered Marines. So I added a third identical tactical squad to the army to help bulk it out. This meant that I was really close to using up all my points as I only had 17 points left, not a lot really. However this is still far too many to throw away and not use. As a result of this my Chaplin was presented with a shiney new Crozius Arcanum to help him hit his foes more often in the second round of combat onwards (as his special rule only applies when the unit charged). This left me with 3 points left to spend on the army and nothing to spend them on, so just to fill up points the Chaplin also got Krak Grenades meaning he’s increased by 17 points using up my entire stockpile of points. With the army list finished, it was onto the painting section and trust me, it takes a long time to paint quartered Space Marines and tanks, far too long in fact. However it looks cool, so I’ll stick with it.
![]() Next: Painting |
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