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Showing posts with the label Iron Hands

Quick Tip: Using Your Captain in Gravis Armour

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Just a quick one, as I've been swamped at school. I've been effectively at work for the past 2 days straight, and have only just had a relatively quiet afternoon to get any of my teaching work done! I spent some time looking at this guy: In all honesty I wasn't hugely impressed on first sight. He looks rather portly, and after someone pointed out the bone between his legs I just couldn't take him very seriously. He's grown on me though, as he does look fairly chunky and robust. The big cape and fist are actually quite intimidating, and he does look fairly agile for such a big thumper. But then his rules... oh his rules! The standard captain bubble is nearly pivotal to how Space Marines run these days, with plasma weapons cropping up in nearly every unit. It's not overtly stated, but this chap does have the extra attack and wound associated with Primaris Space Marines, and that little bit of fluff may be important to some looking to build ...

Space Marine Unit Spotlight: A Hellblaster Review

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The incredible truth about Hellblasters is actually the lack of nuance. Unlike the other Primaris options in the Space Marine Codex the Hellblasters have a very clearly defined role, and weapon choice really comes down to just picking the most efficient one. Their absolute saving grace is the mere idea of an all plasma unit, where a handful of Marines are out spraying the battlefield with small pockets of star fury. But apart from the cool factor, the tactics are all what you'd expect to see. But lets dive in a see if we can get the best out of these insane burninators. Burninating is a word. As a caveat here, this is simply advice. The first and most important rule is "Have Fun", and the second is "Play Your Dudes(TM)". This is just to give you a heads up on any challenges you may face, or tricks you can pull with the units you want. The third most important rule is "Most People on The Internet Are Wrong, Especially Bloggers". If you think som...

Space Marine Unit Spotlight: An Aggressor Review

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Last Monday I looked at the Reivers, and gave my opinion on how best they are used. This week, we'll be looking at the aptly named Aggressors, and why my initial thoughts of them being a defensive unit are very wrong. Let's dive into the this brand new, surprisingly fast, style of Marine play! As a caveat here, this is simply advice. The first and most important rule is "Have Fun", and the second is "Play Your Dudes(TM)". This is just to give you a heads up on any challenges you may face, or tricks you can pull with the units you want. The third most important rule is "Most People on The Internet Are Wrong, Especially Bloggers". If you think something is wrong, let me know in comments down below. I don't have any pictures of my own Aggressors... because I don't have any :( I am completely unable to shamelessly plug my Space Marine Field Police   Overview (TL;DR) As the name suggests, these are your aggressive hammers to your In...

Space Marine Unit Spotlight: A Reivers Review

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Last Monday I looked at the Intercessors, and gave my opinion on how best they are used. This week we'll be focusing on the sneaky, scary Reivers. These are my favourite part of the new codex, so much so that I'm tempted to throw all my pennies into making a Ninja Space Marine chapter just to buy more of them! Let's see why... As a caveat here, this is simply advice. The first and most important rule is "Have Fun", and the second is "Play Your Dudes(TM)". This is just to give you a heads up on any challenges you may face, or tricks you can pull with the units you want. The third most important rule is "Most People on The Internet Are Wrong, Especially Bloggers". If you think something is wrong, let me know in comments down below. Brother Fett of the Space Marine Field Police Bounty Hunters Overview (TL;DR) These are the best new harassing unit in the Codex. Terminators can be tougher and hit harder, Assault Marines can bring more ...

BREAKING NEWS: 8th Edition Iron Hands Stratagems and Chapter Tactics Revealed!

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The Iron hands are revealed today over on Warhammer Community. They were already a strong force in 7th, with army wide Feel No Pain, It will Not Die on all their vehicles, and access to Chapter Master Smash****er who was the very definition of Hero-Hammer... right down to using a hammer. Let's see what 8th Edition brings for the Sons of Medusa! Imagine the Terminator if he was a Space Marine First up is the Chapter tactic, which is copy-pasted from 7th edition: Feel no Pain 6+ to you vets out there I've looked at this already, and like the Salamanders, I will just copy/paste from the earlier post : Iron Hands, The Flesh is Weak Feel No Pain 6+ Same as before, but you simply can't gloss over the benefit of ignoring 1/6 of the wounds you receive... after armour saves. Very strong, as any Plague Marine can tell you. Short and simple, and useful for literally every model. What I didn't pick up on, and what was highlighted in Warhammer Community, i...

BREAKING NEWS: Chapter tactics for Imperial Fists, Iron Hands, Salamanders and Black Templars!

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Warhammer Community has just popped up the Chapter Tactics for the rest of the main line chapters! Taken right out the Codex! Raven Guard here White Scars here Ultramarines here Imperial Fists, Siege Masters No bonuses for covers saves against IMPERIAL FISTS models Re-roll failed To-Wound rolls against buildings Somewhat situational I feel, but definitely useful for shooting up Infantry in cover and during night fighting. I don't think this is a terribly attractive Chapter Tactic compared to the rest though... perhaps it's made up for with a strong Stratagem to be revealed later? Black Templars, Righteous Zeal Re-roll failed Charge rolls On the surface this seems fairly bland... but you're still thinking in terms of 7th Edition. Jump pack troops, cavalry and previously Fleet units no longer get this, making the Black Templars a really reliable melee army.  Not only that, but it makes them one of the real potential threats for first turn...