Thursday 21 May 2009

Nova Storm Units: HQ Choices 2

This time I have more time to spare, so it's an overview of the Force Commander; a Space Marine Captain and his attendant Command Squad.

The Captain is the first HQ Choice for the Army and is accompanied by his free Command Squad.

He comes in at 170 points and counts as 1 Kill Point in Annihilation Missions.  He is kitted out with a Combi-Bolter/Flamer with Hellfire Rounds and an Auxiliary Grenade Launcher, a Relic Blade, Melta-bombs and the standard grenades. On the armour front he has Power Armour and an Iron Halo giving him a 3+ Armour Save and a 4+ Invulnerable Save against the bigger guns.

Originally he was fitted out with a Combi-Meltagun and a Thunder Hammer, but the introduction of the Relic Blade in the new Codex was too tempting, and I can't remember why I swapped the Combi-melta for a Combi-flamer....

With his Ballistic Skill of 5, he shooting is hitting a 2+ and thanks to the Hellfire Rounds the Bolter shots always wound on a 2+ regardless of the targets Toughness. On a good day this means an almost guaranteed 2 wounds per turn. Should he choose to fire the Flamer he may only do so once per game and that uses the Template marker and hits anything under it on a 2+ and ignores Cover Saves. If he fires the Flamer he can then still choose to charge the target unit in the Assault Phase, which should finish them off!

On top of this he gets to fire the Grenade Launcher every turn against the same target, dropping a Small Blast template on a unit with significant scatter on happening on a 2D6 roll of 8+. The Frag Grenades are fairly weak with little armour-piercing capability but may mop up a few survivors; the Krak Grenades allow him to get an extra wound on large, Tough opponents or to potentially get a Penetrating hit on AV10 vehicles and Glance AV12 if needs be - but there are other units for anti-vehicle attacks.

In Assault he can raise a decent amount of Strength 6 attacks that ignore Armour Saves; good against most opponents, while his Melta-bombs give him a decent defence against being Tank Shocked by enemy vehicles.

He has the standard And They Shall Know No Fear rule which allows him to automatically regroup if Falling Back (even if under 50% unit strength), and Combat Tactics which allows him to voluntarily fail a Morale test in order to Fall Back.

Being an Independent Character I can move him from the Command Squad (when it is dead, although this is a point of debate thanks to typical GW wording of rules) and join him to another unit.






Enough about him. Onto the Command Squad.


218 points worth of Command Squad.
From left to right - Company Champion, Standard Bearer, Marine, Sergeant, Apothecary.

The Company Champion has slightly better stats and is armed with a Power Sword so his attacks ignore Armour Saves. Originally a bad-ass model with twin Lightning Claws, due to the total dumbing-down the Champion got in the 5th Ed Codex I had to remove them. I was not impressed.

The Standard Bearer carries the Company Standard (amazingly!) which allows any unit within 12" to re-roll failed Morale and Pinning tests. He is armed with a Storm Bolter allowing him to move and fire two shots. He should really have a chainsword but there's not enough room on the model for it (and since it doesn't really have any in-game bonus effects I chose to not model it at all. I may include it impaled in the floor - I've not decided yet). He has a custom converted bionic leg which you can't really see in the picture. I needed to do something to put him in a running pose to match the rest of the squad, and in the previous Codex he had bionics so I converted up a running pose and made a custom bionic leg from spare Necron parts I had laying around.

The Marine with the Plasma Gun had the arm positions tweaked with Green Stuff to get a more natural 'sighting down the barrel while running' type pose. He has been included to give the squad some high Strength ranged firepower should it need it.

The Sergeant has a Plasma Pistol for hard-hitting shooting before the charge, and is modelled with his Power Fist raised to strike. This gives the squad something powerful enough to threaten high Toughness opponents and small vehicles.

Finally, the Apothecary allows the squad to potentially shrug off several otherwise fatal wounds every turn, before any Armour Saves are taken. (Although in the few games he has had a part in so far he hasn't helped much!)

They all get the Space Marine standard ATSKNF and Combat Tactics, as normal of course.


To wrap up - if you combine this squad with the Captain, and the Chaplain you get an assault unit that won't back down and can take some serious pain while dishing out a large amount of attacks, several of which ignore the opponent's armour.

The down-side is they have to actually reach combat and not get shot to hell like they did last time I used them!

Tuesday 19 May 2009

Nova Storm Units: HQ Choices 1

Starting in reverse order with the HQ choices as it's going to take me less time to write about the Chaplain and I don't have a lot of time tonight.

The second HQ choice for the Nova Storm Chapter is a Space Marine Chaplain.

Weighing in at 115 points and counting as 1 Kill Point, he is armed with the standard Crozius Arcanum Power Weapon, a Power Fist, and both types of grenades.

He packs enough punch using the Power Fist to take on small vehicles and large creatures, but retains the option to make faster (but weaker) attacks against better opponents with the Crozius Arcanum. Plus I really liked this model better than some of the other Chaplain models!

He was originally an attachment to the Captain's Command Squad (thus taking up no slots on the Force Org Chart) under the previous edition Codex, but has now been separated out into his own HQ slot thanks to the 5th Edition Codex, displacing my planned Librarian. Originally he was designed with Artificer Armour, but has now been downgraded to Power Armour only in 5th Edition for a 3+ Armour Save instead of 2+, and equipped with a Rozarius for a 4+ Invulnerable Save against those heavy armour piercing weapons.

As an Independant Character I can choose to deploy him with the Command Squad (whom he is normally joined to), or deploy him with another unit, or on his own. 

His Liturgies of Battle special rule allows the Command Squad (or any other unit he is joined to) to re-roll all failed To Hit rolls in the first round of assault when the unit charges. As the Command Squad is designed to be primarily assault oriented, this comes in quite handy.

The Honour of the Chapter rule turns both him, and any unit he joins into a Fearless unit (handy for holding objectives and not running away, no so good if you loose an assault thanks to the extra wounds inflicted due to the No Retreat! rule.)

Like all Marines he has Combat Tactics; although in his case the fact that he is Fearless means he cannot use the rule so it renders Combat Tactics pointless (except as something to be swapped for some of the Special Character's Chapter Tactics rules), since he and any unit he joins will automatically pass Morale tests and cannot choose to fail them voluntarily due to Combat Tactics. And this also means he won't ever fail a Morale test and fall back which is why he doesn't have And They Shall Know No Fear like all the other Marines.

Basically this guy gets into close assault and stays there until he dies (along with anyone he is with at the time) - running away is not an option!




Monday 18 May 2009

Nova Storm: Random Unit Photos

Ok, as previously promised, here is a compilation of some of the Nova Storm units that I have photographed so far.

When I get a bit more organised I'll do proper posts concentrating on each unit in the Army.

Force Commander: Space Marine Captain


Space Marine Chaplain:


First Tactical Squad (painted):


Converted Scouts:

10-man Terminator Squad:


And that's it for now.

I also plan to include a step-by-step guide to the paint scheme for the Tactical Marines. But it'll have to wait till I get to painting the next squad.

Intro to: Nova Storm Marines

The Nova Storm Marine Chapter was originally concieved when the 4th Edition Codex was out. I had used the Traits system to tailor the Chapter to fit the background that I had made up for it - namely a small, under-strength Chapter which had limited access to heavy equipment and vehicles, and that used specialist infiltration tactics more than most.

Sadly, that had to change when GW removed the Traits from the 5th Edition Codex. Now I've had to tweak the background to make them into a more 'vanilla' style Chapter.

I tend to favour the story and fluff-driven approach to the game rather than the more intense tournament style of play and list building as I play the game for fun and enjoy the hobby aspect a lot.

At some point I may post the whole Army List on here but not just yet.

Here is a snap-shot of the Chapter as it was in December 2008:

Since this point I have added another 10 Marine Tactical Squad, a Razorback Transport for the second Devastator Squad, and a Drop Pod for one of the Tactical Squads.

I haven't yet done photos of each individual unit, but maybe I'll do that and post their list entry as part of the same post.

I'll put up the photos that I have of some of the individual units soon.

Sunday 17 May 2009

Welcome - First Post

Ok, where to start?

This is intended, as it says above, to be primarily a Warhammer 40k project log.

So, I guess I'll start with the current state of affairs.

Currently I have 3500 points of Space Marines, my own custom Chapter called the Nova Storm. I've just re-designed the list to fit with the 5th Edition Codex and am now churning my way through the painting stage with this army.

I am breaking up the painting with the contruction of 3000 points of Tau, which have been sitting on the back-burner for several years (well, actually since the Tau Empire Codex was released to be honest, that was around 2006). I've finally decided that it's about time I put them together.

I also have about 2300 points of Tyranids intermittantly on the go, which I build and manage for my Wife. They are currently built so they can be used, but have got no further.

My friend recently donated 2 squads of Necron Warriors and a Lord (who needs repairing).

I'm also looking at starting an Imperial Guard Army when I finally get my hands on the new Codex. I already have 9 Leman Russ Battle Tanks from a moment of insane luck at a car-boot sale many years ago (I picked up 9 water-damaged Catachan Battleforce boxes for £25!)

So as you can see I have plenty of work to do. We'll see how it goes...