Hey Guys, I'm back, and as the E Tenebrae Lux is now over, the thread just got a new subtitle.
But that's not all. With University fast approaching, gears have been shifted in an upward direction, and the army is coming on apace. I even got to use it to play my first two games of 6th edition. Yes, only 500pts, but more on that later.
In the meantime, here are some pictures of what I've been up to:
The second scout squad is now finished, rocking good old Te-Fist-Lion as their teacher, and a rocket launcher guy who doesn't quite get it. Telion doesn't quite fit into my first 500pts, but I hope he'll really allow the rocket launcher to do some damage when I have 1000pts painted.
Of course, no crimson fist army would be complete without SternGuard, and these are my first unit of five, all battle damaged up. It's been my intention that everyone above scout level in this army should carry individual equipment, so each of these guys has his own individual bolter. I'm also keen that each squad be easily recognized as it's own distinct unit, so this lot are the "advanced optics" unit, where everyone has advanced senses of some kind.
These guys are part of my next sternguard squad, the combat weapon specialists. While I make sure all of the models are WYSIWYG
as far as bolt pistols are concerned, these guys understand that when hunting Ork, you need to get ready to get physical. Every one of them has their own extra close combat weapon for when the Xenos get close.
This is possibly my favourite personal equipment so far. I was keen that these guys shouldn't be mistaken for a vanguard squad, so decided that chainswords were out of the question. Making this little chain dagger was great fun, and although the join is just visible I'm hoping some hazard stripes will cover that up.
During the assault on Rynns World, the assault squads of the crimson fists took heavy casualties, due to the Ork's natural strength in that area. Once they were reduced to just four members the marines of Assault Squad Jarret were issued with land speeder Typhoons. This is the second of my Land speeders, again slightly modified from the standard pattern.
The pilot of this speeder wears mark VI plate, and his name is etched above the speeder's canopy. The squad's sergeant is the gunner, and uses his advanced comm relay to stay in touch with the other speeder attached to Reaction Force Kylo.
Here is the full 500pts force as of today, Led by Veteran Sergeant Farro, one of the few survivors of Badlanding. Next on the list to paint is the combat weapon sternguard, followed by Kantor himself. After that it's just two Razorbacks away from 1000pts.
The games I played the other day were great fun, and a real learning curve. The Warlord traits are really cool. Being a combat patrol my force was led by Veteran Sergeant Farro, and I managed to roll the one that makes him a scoring unit for both games. That made me really pleased as scoring sternguard is exactly what this army is about.
Things I have learned about 6th edition:
Sergeants should not always lead from the front.
Heavy and special weapons should not always lead from the front.
SternGuard special ammunition is exactly as good as everyone tells you it is.
So yes. My special models did very little in these games, biting bullets far too early for my liking. Sensible placement is something I really need to work on. The Sternguard did admirably when they got to shoot, but were a real threat and so went down pretty fast once lines of sight were gained towards them. The real men of the match were the Typhoons, zooming about the board and knocking hull points off enemy vehicles and ripping up imperial guard squads like in aint no thang. All in all I enjoyed these two games, winning one and drawing the second, and I will return for much more of the same.
Any comments and suggestions would be greatly appreciated. Although everything is now gameworthy, there are still things I want to do to finish the models off, so extra ideas and comments would be great.
Thanks for dropping by.