Saturday, January 21, 2012

Space Marines Characters

Alright, for this installment we are doing things a little different.  I'm avoiding listing an average points cost per unit, as each single model can wind up costing you a lot anyways, just giving you perspective on what to equip them with, and how to do it.

Chapter Master:
Fluff-wise, this is the Space Marine in charge of his chapter. Game-wise, the strongest single character in the Codex.
Pros: Extremely tough and delivers a lot of punishment in assault.  Allows Orbital Bombardments once a game. Lots of upgrades.  Allows you to purchase Honor Guard squads. 4+ invulnerable save.
Cons: Expensive. Very, VERY, expensive.
Recommended Upgrades: Terminator armor or artificer armor.  You're already spending a minimum of 125 points on him, make him survive as long as possible. Aside from that, a combi-melta will grant a nice, Str 8 attack right before the charge. Always give him at least a power sword, if not a power fist.  Thunder hammers and relic blades are more or less unnecessary for him, or not worth their price.
Tactics: If in power/artificer armor, keep him in a squad in a Rhino.  You can pause the vehicle to drop an Orbital Bombardment on your opponent, and it's a powerful enough character that it may force him to commit more units to attacking that squad.  If in Terminator Armor, toss him in a Land Raider with a squad of Terminators and Honour Guard.  Then unleash them on your opponent's command units.

Honour Guard:
Act as bodyguards for the Chapter Master.  Excellent assault unit.
Pros: Come standard with boltgun, bolt pistol, power weapon, and artificer armor.  Only a few upgrade options, but they are effective.
Cons: Expensive (115 points for 3, 35/model after that.)
Recommended Upgrades: Give your champion a thunder hammer and digital weapons.  If you have 5, take a couple of relic blades for higher-strength attacks.  A few auxiliary grenade launchers are effective as well, no matter how many you use.  Always take the Chapter Banner.
Tactics: Honour Guard are made to eliminate special characters and commanders.  Get them to assault range with your opponent's HQ as fast and safe as possible, then assault.

Space Marine Captain:
The Space Marine in charge of a Company.  Not as many wounds or attacks as the Chapter Master, but cheaper.
Pros: Options, gives access to Command Squads, cheaper than a Chapter Master
Cons: Expensive for what you get.
Recommended Upgrades: Same as Chapter Master.  Note that if you have a Captain on a bike, you may take Bike Squads as Troops.
Tactics: Same as Chapter Master

Command Squad:
Similar to an Honour Guard, a small squad with commander abilities and a lot of upgrade options.
Pros: Apothecary, Company Banner, have the ability to combi-weapon spam, can give out power weapons like candy.
Cons: Expensive (115 for 5 models, upgrades cost extra)
Recommended Upgrades: Company Standard, Company Champion, a couple of combi-meltas, some power weapons, and some power fists.
Tactics: The Apothecary grants the Feel No Pain USR to the squad, making it (in my opinion) superior to the Honour Guard.  You can use as a tough unit of shock troops to support your main force, or make them into character hunters.  Keep in mind they cannot have jump packs, and can be placed on bikes.

Librarian:
The Librarian is the Space Marine psycher unit.
Pros: Psychic powers, psychic hood, force weapons, and psychic powers.
Cons: Not as well-endowed stat-wise as some of the other Independent Characters, Perils of the Warp attacks.
Recommended Upgrades: Don't waste your points upgrading his bolt pistol.  If you do you're doing it wrong, he shouldn't be using it anyways (except for that bonus attack).  Epistolary is a bonus, but pricey.  Terminator armor is iffy (will explain in Tactics).  As far as Psychic Powers go, the 4 main ones I will suggest are Smite, Force Dome, Null Zone, and Might of the Ancients.  They have a wide range of uses.  Avenger, Machine Curse and Quickening can be quite handy, but have their problems (Avenger is a template weapon, so will probably not get used more than once, Machine Curse only works on vehicles, and only causes a Glancing Hit, if he is in a squad, they all must fire at that vehicle, and if he is in a squad, he will only benefit from half of Quickening).  Avoid Gate of Infinity (if he moves with a squad, you can lose members of said squad) and Vortex of Doom (if he fails, you put a S10 AP1 blast template on top of your Librarian), even though they at first seem to have the most potential.
Tactics: Librarians are rather fragile, as Independent Characters go.  He needs to be in a squad.  Similarly, his psychic powers (and therefore points) go to waste locked up in a Land Raider.  If you put him in a tactical squad, he creates new avenues for that squad to explore, and his force weapon gives them a bit of commander hunting ability.  He does best in a Tactical Squad, either in a Rhino, casting, or on foot (and remember, you cannot fit models with Terminator armor in a Rhino).

Chaplain:
In fluff terms, he leads the chapter and company spiritually into battle.  In game terms, he is a commanding unit that lends assault buffs to the unit he is with.
Pros: He gives the unit he joins the Fearless USR and the Liturgies of Battle ability (the turn they assault, they may re-roll all rolls to hit).  To boot, comes with a 4+ Invulnerable save and a power weapon. He's fairly cheap.
Cons: Like the Librarian, not as stacked as some other IC's.
Recommended Upgrades: Give him digital weapons, to further his assault abilities, or Terminator armor.  It is not unknown to replace his boltgun/pistol with a power fist.
Tactics: He needs to be in a dedicated assault unit, be it Terminators, Vanguard Veterans, Assault Squads, or just on a Bike.  But he does the most damage where he will be assaulting multiple times.

Master of the Forge/Techmarine:
In fluff, they maintain all of the chapter's equipment.  In game, they can fix vehicles and provide some nasty support.
Pros: Servo-arm/Harness, Bolster Defenses, Blessing of the Omnissiah, artificer armor, MOTF only: BS 5, conversion beamer, can take Dreads as Elites or Heavy Support.
Cons: Not very stacked, stat-wise.
Recommended Upgrades: Always take either a Servo-Harness or conversion beamer.  Besides the additional servo-arm attack, it provides lots of ranged firepower to your model.  Combi-meltas as well.  Give him at least a power weapon, if not thunder hammer.  If you do not take Servitors, mount the model on a bike (it allows him to move quickly around the table to perform repairs/keep at longer range for the conversion beamer.
Tactics: Techmarines and Masters of the Forge are some of the few IC's that work best on their own.  You want them mobile and either repairing vehicles (always good), or at range shooting. Due to the servo-harness, conversion beamer, and combi-spam (and MOTF getting BS 5), they excel at range, and are not as effective up close.  If you to put them in a squad, keep the Servo-Harness and thunder hammer, as you can slow down any characters (thunder hammer), and get 3-4 S 8 attacks (4-5 when assaulting).

Servitors:
Half-machine servants to the Techmarines, can be used to aid in repairs and give some offensive firepower.
Pros: Cheap, disposable, equipped with servo-arms and/or heavy weapons.
Cons: Mindlock, cannot take transports or bikes (to keep up with a Techmarine/MOTF on a bike)
Recommended Upgrades: 5 Servitors, 2 with Plasma Cannons
Tactics: I honestly do not support using them.  They cannot move and shoot, more or less must be in a unit with the Techmarine/MOTF, and count as a squad (therefore preventing him from joining another squad, making them slightly more useful). however if you equip him with a conversion beamer, he can sit in place and fire with it, and his servitors, and use them to soak up wounds.

Now that that is over with, I shall go over  the individual special characters.  I have removed the pros and cons section, as well as the recommended upgrades (few have options), because for the most part their cons are their points cost.  Essentially, these units need to be viewed by how they affect the table, as opposed to a stricter discipline of pros, cons, points, and what how many attacks they give.

Marneus Calgar:
Points: 250 (+15 for Armor of Antilochus)
Tactics: First, he allows you to take up to 3 Honour Guard Squads. You probably can't afford them, but if you can, take them.  Second, he allows your entire army to choose whether or not they pass or fail any given morale or pinning tests.  Effectively, he makes your army Fearless, but better.  Once that is out of the way, he is a beast of a model.  2 power fists and the ability to re-roll any fails to wound make him fairly nasty, even up against Greater Daemons and 'Nid Monstrous Creatures. Add in Assault 2 24" AP2 weapon, he can pack a hell of a punch.  But, in all reality, you get him for reason 2.  Having an entire army choosing whether they pass or fail any leadership checks can tilt the game in your favor.  A lot. For placement, give him his Armor for 15 points, and either an Honour Guard or some Termies in a Land Raider. Use as directed.  If assault lasts more than 2 turns, contact a physician.


Captain Cato Sicarius:
Points: 200
Tactics: He gives several buffs to the game.  He allows you to re-roll the Seize the Initiative die, all other Space Marine units can use his Leadership for Morale and Pinning tests, and you can give one squad of your choice Counter-Attack, Infiltrate, Scout, or Tank Hunters.  That is a lot to pack into one model.  He himself is a tough model, with 3 wounds, a 2+ armor save, 4+ invulnerable save, and Feel no Pain.  He also has the ability to use a single attack and cause Instant Death to an enemy model, giving rise to a possibility of killing your opponent's characters outright. Either give him a Command Squad, or fit him in a Tactical Squad.  He demands to be on the front lines. For the Emprah.


Chief Librarian Tigurius
Points: 230
Tactics: Tigurius allows you to re-roll any reserve rolls you make (including successful ones).  If you are playing using deep strike or other reserves, this is extremely useful.  Also, he is a beast of a psycher once that is done.  He gets all the psychic powers, and can cast 3 per turn. In assault, he has a master-crafted force weapon, allowing him to re-roll fails to hit.  The problem is, he is in regular Power Armor.  For a special character, he is rather fragile, and must be protected and used carefully.  And at 230 points, he's rather expensive to have to worry about that.

Chaplain Cassius:
Point: 125 pts
Tactics: For an extra 25 points, you're getting a normal Chaplain with Toughness 6, Feel no Pain, and a master-crafted combi-flamer. Not a bad option, especially if you have an extra 25 points in your 500-1000 point army and wish your HQ option had a bit more surviveability.

Chapter Master Pedro Kantor
Point: 175
Tactics: Kantor is the reason you take Sternguard Squads.  When he's leading your army, they become scoring units (making them actually useful, in my opinion).  They do not count as Troops, but they can still hold objectives.  He also grants your army the Stubborn USR.  Finally, all units within 12" of him gain +1 attack.  As a model, he has the Orbital Bombardment and Honour Guard given to any Chapter Master, and he himself is more or less normal.  He has normal power armor, meaning you need to be a bit careful with him, and for range he has Dorn's Arrow, which is an AP 4, assault 4, storm bolter.  Altogether, he is a decent package, considering the price.

Captain Darnath Lysander
Point: 200
Tactics: Alright, he gives your army Stubborn, as Kantor. He also provides you with the Bolster Defenses ability.  For this guy, you want to put him with a large contingent of your forces, as he gives any squad he joins the ability to re-roll fails to hit with any bolt weapons.  And he is fairly stacked, statwise.  4 Wounds, Terminator Armor, a Storm Shield, and Eternal Warrior means he will be alive and kicking well into the game.  To boot, he has a master-crafted thunder hammer that strikes at S 10. He can deliver a decent amount of pain for his points cost.

Shadow Captain Kayvaan Shrike
Point: 195
Tactics: If Kantor is the reason you get Sternguard, Shrike is why you get Vanguard. He gives your army fleet, and can infiltrate with whichever squad he is in.  Considering he has twin lightning claws that have the Rending rule and a jump pack, putting him in a Vanguard squad and infiltrating them seems almost natural.

Forgefather Vulkan He'stan
Point: 190
Tactics: First, using him makes all your flamers and melta weapons twin-linked.  If you're playing a short range army or taking lots of them, then he is almost a must. Stat-wise, he's a normal Chapter Master (though he does not get an Honour Guard), with a few exceptions. He gets artificer armor (2+ save) and his Kesare's Mantle (3+ invulnerable), giving him good longevity, for a decent price. Further, he gets his Gauntlet of the Forge (heavy flamer), and the Spear of Vulkan (master-crafted relic blade), meaning he doesn't have a whole lot of ranged power, and not a high number of attacks, but can be rather devastating at close range, especially in the right squad. Either put him in a Tactical Squad, or with Terminators, and allow him to get in close.

Kor'sarro Khan
Point: 160 (+45 for Moondrakkan)
Tactics: Pay the points for Moondrakkan.  If you don't, you shouldn't be playing White Scars, which are supposed to be based entirely around bike squads. When given that, he gains Fleet, and you can take Bike Squads as Troops (as a Captain on a bike). Aside from that, he gives any squad he joins Hit and Run and Furious Charge, and you may give your entire army (including transports) Outflank. Depending on how you wish to run your army, this changes the game entirely, as pretty much nowhere on the table is "safe," for your opponent to stay. Finally, he has the same stats as a regular Chapter Master, including power armor, and a power sword that allows "to wound" rolls of 6 to cause Instant Death. This, combined with being on a bike, Furious Charge, and Hit and Run, can cause him to be a rather potent character hunting unit.

Tuesday, January 10, 2012

Space Marines Vehicles/Heavy Weapon Support

Alright, back on track here.  I'm going into the vehicular section of Space Marines in this entry.  Also covered will be Devastator Squads, because they fill the role better here than in the troops/infantry section.  That being said, let us begin with them:

Devastator Squad:
Pros: Lots of heavy weapons (see here for better list of options), may be placed in combat squads, can take 10 models (allowing you to have "sacrificial" models to allocate wounds to), the Signum allows you to take a single BS 5 shot every turn.
Cons: Cannot move and shoot, vulnerable to close combat, moderate-high points cost.
Recommended Upgrades: Give your sergeant a power weapon to help deal some damage in case they get assaulted.  If you can, take a full squad, to allocate wounds to.  Give at least 3 missile launchers, and possibly a single lascannon.  This allows them to create a decent amount of flexible firepower.
Tactics: Combat squad the unit, and either have both set up to get good cover and have a good view of the field, or put one combat squad in a Rhino to allow a mobile base of fire. If you are taking a short squad, always take a Rhino for protection/mobility. You may also take a Razorback.  Do not put any troops into it, just place it onto the field to create more shots.
Average Points Cost: 185-250 points

Next, we shall cover the vehicles.  I will start with the Land Raider variants, as they are basically the big vehicle to have in any army.

Land Raiders:
Land Raiders are large, tough tanks, the best the Space Marines bring to the table, and can offer a lot of firepower, not to mention troop transport ability, as they are the only vehicle in the game that can move models in Terminator armor.
Pros: Lots of weapons, solid 14 armor all around, machine spirit, high troop capacity, can transport Terminators
Land Raider: Anti-vehicle loadout
Land Raider Crusader: Effective against large numbers of troops, highest troop capacity (16), frag assault launchers
Land Raider Redeemer: High power template weapons, higher troop capacity (14), frag assault launchers, cheapest of the Land Raiders
Cons: no fire points, high cost
LR: lack of anti-infantry weapons
LRC: lack of anti-vehicle weapons, 24" range for all weapons
LRR: lack of anti-vehicle weapons, lack of range
Recommended Upgrades: Extra armor (if points are available)
LR: Storm bolter/multi-melta, as the storm bolter will give it an additional 2 shots useful against mass infantry, and the multi-melta gives it a solid, close range, anti-tank weapon.
LRC: Hunter-killer missile/multi-melta: allows some anti-vehicle options.
LRR: Storm bolter/multi-melta, the storm bolter allows additional shots on the move, and the multi-melta allows some anti-tank/anti-character weaponry.
Tactics: The tactics are more or less the same for all of them.  You want them to be carrying a full load of Terminators.  Because they are assault vehicles, keep them moving, get them directly into the fray, and unload their cargo where it's most needed, moving them in such a way to make full use of their primary weapons.  (the LR should be trying to take out vehicles in route, while the LRC and LRR should be going directly into the front lines, taking out as many models as possible). A Land Raider is a must for any army using Terminators that are not Deep Striking onto the board.
Average Points Cost:
LR: 250-285
LRC: 250-285

LRR: 240-275

Dreanought
Dreadnoughts are walkers carrying a decent amount of firepower, with at least one Dreadnought Close
Combat Weapon standard.  They have medium armor values, but a wide range of options for weapons. The Dreadnoughts all share the same pros and cons, so are listed as the same, with extra exceptions for the variants shown.
Pros: Relatively inexpensive, may take a Drop Pod, wide range of customizations.
Venerable: Higher WS/BS, Venerable rule.
Ironclad: Higher armor values, Move Through Cover, Seismic Hammer
Cons: Weak rear armor
Venerable: Higher points cost
Ironclad: Lack of ranged fire
Recommended Upgrades: Plasma cannon, assault cannon, or twin-linked lascannon.  If taking the lascannon, the missile launcher can give you more firepower against vehicles.  Extra armor (points prohibiting).
Venerable: Multi-melta, plasma cannon, or assault cannon.  BS 5 is enough, do not bother with twin-linked weapons.  Do not replace CCW, as this Dreadnought can do a lot of damage at range and up close.
Ironclad: Replace the storm bolter with a heavy flamer.  It can do more against either infantry or vehicles.  If you desire it to have more ranged ability, replace the arm altogether with hurricane bolters (and take the Ironclad assault launchers).  If keeping it strictly anti-armor, take at least 1 hunter-killer.
Tactics: Use your Dreadnought to either move along with your main force, providing additional firepower and close combat support, or have it go seperate and take out tanks/harass stray squads in ranged fire and close combat.  But always be wary of its rear armor. If using Drop Pods, put it behind your opponent's forces.  This works best as anti-tank with lascannon/missile launcher combo or a multi-melta, as you can take out at least one tank before your opponent can react.

Ironclad: Charge this baby straight into assault.  Take out vehicles if able, but any assault with this thing is guaranteed to see some problems caused for your opponent.
Personal Note: Dreads are a decent, well-rounded unit.  If you wind up needing something in your army for 150-200 points, Dreadnoughts can bring a decent punch to your game.
Average Points Cost: 115-195
Venerable:  165-235
Ironclad: 135-215

Predator:
The Space Marines take on an all-purpose battle tank, it is cheap, quick, and can be loaded with a multitude of weapons.
Pros: Cost, can be upgraded with lots of weapons
Cons: Low armor values, cannot be taken in squadrons (so each Predator is a Heavy Support choice)
Recommended Upgrades: Take heavy bolter side sponsons, a storm bolter, and hunter-killer missile.  If you wish to make it anti-tank, take the twin-linked lascannon and lascannon sponsons, with the same optional upgrades.  Take extra armor, if it is affordable.
Tactics: Use it for a persuasive area denial unit (no one wants to deal with a possible 11 shots directed at their squad), it can follow your main body of troops as a crowd control device, or you can use it to deter your opponent's tanks.  When using it, ensure that it's rear armor is always covered, as it is extremely vulnerable to even decent regular fire (bolters and pulse rifles can destroy it), and always keep it supported.
Personal Note: I personally do not think this is a bad tank, it's just not a good one.  It's a bit of a glass cannon, and it's major downside is that it takes up an entire Heavy Support slot.  If you could take a squadron, I would recommend this over anything else in the SM Codex Heavy Support section.  But as a result, I must advise against using them, except as an additional support to balance out an army for cheap.
Average Points Cost: 80-180

Whirlwind:
Whirlwinds act as indirect anti-troop tanks.
Pros: Decent Crowd Control, relatively low points cost
Cons: Low S, AP, ineffective vs vehicles, each takes a full Heavy Support choice, weak armor
Recommended Upgrades: Storm bolter, just in case
Tactics: Set it behind cover, either in the corners or centrally.  From there, bombard your enemy's ranks with pie plates.
APC: 85-110 pts

Vindicator:
The Vindicator is a Rhino chassis supporting a demolisher cannon.  It can be a devastating weapon on the battlefield, or a liability.
Pros: Demolisher cannon
Cons: Short range, weak rear armor
Recommended Upgrades: Take a storm bolter, hunter-killer missile, siege shield and extra armor.
Tactics: Kinda tricky.  The short range and need for LOS means that it needs to be mobile.  The Ordnance weapon means it needs to be still to shoot.  My suggestion is to move it with your troops, let them cover it, and it will keep tanks and troops at bay.
APC: 125-160

Quick Break:  Brother-Sergeant Chronus:
Brother-Sergeant Chronus is a single, 70 point upgrade for a single tank you field.  The price is steep, but he allows your vehicle to ignore crew shaken and crew stunned results (making extra armor irrelevant), and gives it BS 5.  If you decide to use tanks, it wouldn't be a bad idea to invest in him, especially if you're mixing your vehicles with your troops (should his vehicle be destroyed, there's a 66% chance he is dropped on the board as an Independant Character), so he can quickly join up with a squad.

Thunderfire Cannon:
How artillery is done with the Space Marines.  It's a giant, immobile cannon manned by a techpriest.
Pros: It's cheap, has good range, can lay down more anti-infantry firepower (4 3" blasts per turn) than a Whirlwind, comes with a Techmarine, and can be loaded into a Drop Pod
Cons: no upgrade options, immobile, requires line of sight, and its only defenses against armor are an ability forcing it to move as if it were in difficult terrain and a S6 salvo.
Tactics: Use this very basically, for area denial and crowd control.  Just ensure you have it set up in the right place.  Use the Techmarine's Bolster Defenses ability to place it in a section with an additional +1 cover save.
APC: 100-135 (with Drop Pod)

Land Speeder Squadron:
Land Speeders offer Space Marines a fast skimmer weapons platforms.  They are excellent platforms, albeit glass cannons.
Pros: They are cheap, have a wide variety of upgrade options, and, of course, fast skimmers (12" move and still fire? Don't mind if I do...).
Cons: Weak armor values.
Suggested Upgrades: For anti-infantry, take either the Tornado variant with an additional heavy flamer, heavy bolter, or assault cannon.  For anti-tank, take 2 multi-meltas. Typhoons offer range and a multiple shot missile launcher.
Tactics: Take multiples. Try to take 3.  Also, add a good mix of Typhoons and Tornadoes.  Just keep it designated towards one specific task.  In game, fly them as far forward as quickly as you can, making sure you keep firing at whatever they are specialized against.  Remember, they are probably not going to survive the game, just keep them alive as long as possible while dealing as much damage to your opponent as possible before they do go down.
APC: 60-100 per model (depending on loadout); 120-300 for a squadron

Attack Bike Squadron:
Squadrons of up to 3 Attack bikes.  Offer some maneuverable (albeit limited) firepower.
Pros: Cheap, fairly tough, and fast.
Cons: Lack of options, can only work 1-2 ways
Suggested Upgrades: They only have one: they can take a multi-melta upgrade.
Tactics: I would only use them for limited engagements.  They count as having toughness 5 for your opponent's to wound rolls, and that is nice, but you have to be careful if you're using them for tank hunting, as most vehicles would tear the squadron apart in a turn of shooting.  I suggest using them as outriders for your main force, as a mobile area denial and/or picking off vehicles/characters that are a bit too close for comfort. Also, make sure you take 3 any time you use a squadron, otherwise you are only looking at one or two turns of shooting with them.
APC: 40-150 points

Land Speeder Storm:
Land Speeder Storms provide Scout transport and options on the board.
Pros: Fast Skimmer, can transport 5 Scouts
Cons: Armor 10, it's open-topped, and BS3.
Suggested Upgrades: If points are available, switch out the heavy bolter with an assault cannon.
Tactics: Load it with a squad of 5 Scouts, give them a missile launcher, Sgt Telion, and 3 sniper rifles, allow it to roam around the field as a crowd control unit or last-ditch anti-vehicle missile.  Remember, sniper rifles don't have a strength, and missile launcher frag missiles are S4, so they can be fired as defensive weapons.
APC: 50-85 points

Alright, that's it for this installment.  I have to move to a new apartment, so it may be a week or two before I post again.  Oh, and I have to throw a shout-out to my buddy over at 40k Hobbiest. He's a personal friend, a good guy, and a damn good painter. Until next time...