Monday, May 25, 2015

Adeptus Mechanicus War Convocation

I've been excited for Adeptus Mechanicus ever since GW started releasing Skitarii. Even before I had the Skitarii codex in hand, I used the White Dwarf rules to create a 2000 point Skitarii Maniple list (i.e., 2 Troops minimum with the option for 6 more Troops, 0-2 Fast Attack, 0-4 Elites, 0-4 Heavy Support, and 0-1 Fortifications). I even went as far to develop a 2500 point War Cohort list; a War Cohort being composed of three Skitarii Battle Maniples. This was a huge list since each Battle Maniple is composed of 1 Vanguard Squad, 1 Ranger Squad, 1 Sicarian Ruststalker Squad, 1 Sicarian Infiltrator Squad, 1 Ironstrider Squad (either Ballistarii or Sydonian Dragoons), and 1 Dunecrawler Squad. Not only was the total monetary cost of this latter arrangement quite high (around $1,000), but the model count was extremely prohibitive for a slow modeler such as myself.


I was encouraged when the Cult Mechanicus models were released. With the exception of the Electro-priests, Cult models are reasonably durable and worth quite a few points. Since Skitarii and Cult Mechanicus are obviously designed to complement each other, I ditched the idea of a pure Skitarii army in favor of a mixed Mechanicus army. With the release of the Adeptus Mechanicus War Convocation Formation in the recent White Dwarf, I began to develop a Mechanicus list around the new Formation.

The War Convocation is composed of a Cult Mechanicus Battle Congregation (1 HQ and 2 Troops minimum with the option for 6 more Troops, 0-4 Elites, 0-2 Heavy Support, and 0-1 Fortifications), a Skitarii Battle Maniple, and an Imperial Knight Oathsworn Detachment (1-3 Imperial Knights). Where the Formation goes entirely insane is in the Might of the Adeptus Mechanicus rule:
All weapon and wargear options taken by units in this Formation, including any Relics of Mars or Arcana Mechanicum, are free. Furthermore, all weapons with the Gets Hot special rule carried by a model in this Formation no longer has the Gets Hot special rule.
This rule eliminates several of the Mechanicus' weaknesses. The base weapon of the Kataphron Destroyers is a two-shot plasma cannon, while one of the Skitarii's most potent weapons is the three-shot plasma caliver. Under normal circumstances, the likelihood of frying your own troops might cause you to reconsider your weapons choices. As for costs, with the exception of the Sicarians, Skitarii units are generally inexpensive. However, their wargear can be very expensive and can easily double the cost of a Vanguard or Ranger Squad. Similarly, an Onager Duncrawler with a base cost of 90 points can add upwards of 80 points of upgrades.

For 1985 points (I was unable to get up to a full 2000 points), I built a list that included a Tech-priest Dominus, one Kataphron Destroyer Squad (3 servitors), one Kataphron Breacher Squad (4 servitors), one Kastelan Robot Maniple (1 datasmith, 2 Robots), one Vanguard Squad (10 men), one Ranger Squad (10 men), one Ruststalker Squad (5 men), one Infiltrator Squad (5 men), one Ironstrider Squadron (1 Ballistarii), one Onager Squadron (2 Dunecrawlers), and a Knight Crusader. Alternatively, I could swap out the Knight Crusader for a Knight Errant and take an additional Kataphron Destroyer servitor. Of course I took advantage of the free upgrades, loading the squads up with quite a few options. I would have added more upgrades, but I'll be integrating models into my existing army as I finish them. It could be a very long time before I can play a full War Convocation and I won't be able to take advantage of the free options until then.


Out of curiosity, I calculated how much free stuff using the War Convocation Formation would give me. The cost difference turned out to be a full 395 points, which is more than the cost of most Imperial Knight patterns. [Correction 5/31/15: It's actually 430 points; I forgot to add in the Knight's upgrades. That puts the value of the Formation at that of a Knight Crusader with a battle cannon.] In other words, the Formation is fantastically broken and will almost certainly be one of the most common ways that Adeptus Mechanicus are fielded.

Tuesday, April 28, 2015

The New Knights: Not Quite What We Were Expecting

Just yesterday I speculated on the weapons that the Knights shown in silhouette were carrying. Much of my speculation was based on rumors that had been floating around for about a week. Now that images from the upcoming White Dwarf have leaked, it turns out that many of the rumors were in error. First, the new Knights do not have any ranged D-weapons. Second, their armor, Ion Shield, and Hull Point count are the same as the Paladin and the Errant. Without upgrades, the Knight Warden even costs exactly the same as a Knight Paladin.

To be honest, I was kind of disappointed to see that the most jaw-dropping (and thus the most suspect) rumors were false. Once I got over that fact, I found that I'm still really excited for the new Knights. They might not be Shadowswords on legs, but they still add a lot of versatility to the army.

Wargear
The Knight Crusader is built for ranged combat. Its base weapons are the Thermal cannon or rapid-fire battle cannon, a heavy stubber, and the Avenger gatling cannon with built-in heavy flamer. The Avenger gatling cannon is a 36" range, S6, AP3, Heavy 12, Rending weapon. This turned out to be the gun I misidentified as a possible Volcano canon.


The Knight Warden is armed with the Avenger gatling cannon, a heavy stubber, and a Reaper chainsword. For 10 points the chainsword can be replaced with the Thunderstrike gauntlet. This giant power fist is Strength D, AP2, and has the Colossal rule which causes the model fighting with it to strike at Initiative 1. The gauntlet also has the Hurl rule, which allows the model to throw a defeated Monstrous Creature or non-super heavy vehicle at an enemy unit within 12". The result is an AP- Large Blast with a Strength equal to the Creature's Toughness or half the vehicle's front Armor Value, respectively.


Finally there's what I assume to be the Knight Gallant (none of the leaked photos seem to specifically identify it by that name). The Gallant has a Reaper chainsword and a Thunderstrike gauntlet.


Now we get to the upgrades. From what I gather from the German images, the cheapest is the 5 point cost to swap the heavy stubber for a meltagun. Then there are the three carapace weapon options. One is the Twin Icarus autocannon; a twin-linked, 48" range, S7, AP4, Heavy 2, Interceptor, and Skyfire gun for 35 points. For 40 points you can get the Stormspear rocket pod; a 48", S8, AP3, Heavy 3 weapon. Finally, there's the Ironstorm missile pod; a 72" range, S5, AP4, Heavy 1, Large Blast, Barrage weapon for 30 points. Interestingly, it sounds like the Knights Paladin and Errant may also be permitted to take a carapace weapon. One photo shows the Knight Errant Crimson Reaper with an Ironstorm missile pod mounted on it.


At first glance I wasn't particularly impressed by the carapace weapons. Once I thought about it, though, I realized that the fact that they're mounted on Super-heavy Walkers makes them a good deal. Since a Super-heavy can fire its weapons at different targets, each additional weapon is like adding one more unit to the army. Four 40 points you can get almost as many S8, AP3 shots as a Space Marine Devastator Squad can give you. The Ironstorm missile pod is effectively a 30 point Whirlwind tank. And the Twin Icarus autocannon is essentially a Space Marine Stalker tank with half the shots but with the Interceptor rule.

For a Knight Crusader, I'm considering the heavy infantry-busting combination of the Rapid-fire battle cannon, the Avenger gatling cannon, and the Ironstorm missile pod. That's two S8, AP3, Large Blasts, one S5, AP4, Large Blast, and 12 S6, AP3, Rending shots from a single model.


The Models
The models are about 95% identical to the Paladin and Errant. In fact, the White Dwarf says that the new kit has all the sprues needed to build the original models (as I originally suspected). There are a few additions that are kind of neat, though. For those who didn't like putting tiny aquila heads on their Mechanicus-aligned Knights, the new kit has little Cogs Mechanicus. Sadly, since I already have two unbuilt Knights, I won't be able to replace all the aquilas unless the new kit has extras.

The new model kit also adds a rim to the shield on the right side of the torso. And it includes two new faceplates: a Mechanicus one that looks half armored and half organic and a brutish one with a snout.

[Edit 5/1/2015: Make that three new faceplates. A couple leaked photos now show a third new faceplate with a solid upper half and a perforated "mouth guard".]

My Impressions
I had really hoped that this release would include ranged D-weapons, if only to keep up with Eldar. However, if Eldar are removed from the equation, this is actually a very nice release that gives Imperial Knights a lot more variety and allows them to be a full, reasonably well-rounded army. (And leaving ranged D-weapons out of the army makes it easier to keep friends.) It looks like five Knights, a few meltagun upgrades, a Thunderstrike gauntlet here and there, and a few carapace weapons bring the army up to 2000 points.

I also like that there are enough options to give each Knight a specific role in the army. It's easy to see a Knight Gallant with its Reaper chainsword and Thunderstrike gauntlet leading the charge. A Knight Errant and a Knight Warden with their 36" range weapons follow just behind the Gallant, taking out tanks and infantry, respectively. The Knight Paladin with its longer ranged Rapid-fire battle cannon guards their backs. At the rear, a Knight Crusader covers the rest of the army with its ranged weapons.

Unfortunately, I'm now extremely excited about building a Knight army, meaning that there could be a substantial delay in starting my Skitarii army.

Monday, April 27, 2015

New Imperial Knights Incoming

Not long ago, we started getting rumors about new Imperial Knights: the Knight Warden and the Knight Crusader. Like the Knights Errant and Paladin, these Knight types existed in GW's small scale game, Epic 40,000. Although there are a few differences between the old Errants and Paladins and the new ones (e.g., the original Errants had giant power fists instead of chainswords), they're similar enough that it's been generally assumed that any future models will share certain features with the old ones.

The original Knights Warden and Crusader were both heavily armed, long-range Knights. Thus, it wasn't surprising when the rumormongers eventually gave us the following:
Crusader is armed with: Quake Cannon, TL Las-cannons
Warden is armed with: Volcano Cannon, Multi-barreled Autocannon
Both models have an optional top carapace missile launcher weapon mount, with multishot S8, AP3 anti-flyer capability
Both models are protected by a single energy field based heavily on the rules for the Stronghold Assault book’s Void Shield Generator.
Armor Values: Front:14 Side:13 Rear:13
Hull Points: 8
Both models clock in well above the cost of the Knight Paladin/Errant
As is now the norm, both Knights were supposed to be built from the same kit. Not long afterward, we were told that the kit would build a third Knight: the Knight Gallant. The Gallant doesn't appear to have an Epic counterpart.

Today, GW released their teaser for the Knights. Although the teaser only shows the new Knights in silhouette, we can guess a few things about them.

For starters, the legs, torso, and shoulder armor appear to be identical. Second, the new models can be equipped with weapons found on the Paladin and Errant. Both the rapid-fire battle cannon and the Reaper chainsword make an appearance. It's very likely that the new kit contains all the Paladin and Errant sprues plus at least one more sprue with new weapons.

Mystery Knight #1
Given that the Warden and the Crusader are supposed to be equipped for long-range combat, I'm going to guess that this one is the Knight Gallant:


The Reaper chainsword and the power fist show that this is primarily a close combat Knight, although the structure on its back is probably the missile launcher mentioned in the rumors. Its shape and location are nearly identical to the missile launchers found on larger Titans like the Reaver:


I'm very curious as to whether or not the power fist has special rules (perhaps it's AP1 versus the chainsword's AP2) or if it's just there to give the model an extra attack. If it's effectively identical to the chainsword (and assuming the kits are interchangeable), hobbyists who want to better distinguish their Errants from their Paladins could follow the pattern of the Epic models and equip the Errants with power fists.

Mystery Knight #2
This one is interesting since it's equipped with two new weapons that are difficult to identify. Obviously, its right arm is equipped with a standard rapid-fire battle cannon. However, its left arm has a large weapon with a complex shape on the end:



It's possible that this is the multi-barreled autocannon that the rumors mentioned, but I don't think the shapes are round enough to represent a rotary weapon. In fact, it looks like it could be the tip of the Volcano cannon, like the one carried by the Shadowsword:


That leaves us with the gun on the carapace:


It's difficult to tell what this is, but the rounded shapes and the loops at the top make me think that it could be a twin-linked or multi-barreled autocannon with ammunition drums and feeds.

It's worth nothing this model doesn't seem to match the rumors, which said nothing about the Crusader or Warden being able to carry the rapid-fire battle cannon.

Mystery Knight #3
Now we're really deviating from the rumors. Mystery Knight #2 may have a twin-linked/multi-barreled autocannon and a Volcano cannon, which would make it the Knight Warden. This Knight, however, doesn't match the rumor's description of either the Warden or the Crusader. It's armed with a missile launcher, the mystery arm cannon (possibly a Volcano cannon), and a power fist. If the model has twin-linked lascannons, they're hidden within the rest of the silhouette.


Given what we've been shown, I strongly suspect that Gallant, Warden, and Crusader are going to be very loose terms for the new Knights. Although the Epic Knights followed rigid patterns, the new fluff says that the weapons are actually interchangeable (GW even put tiny lifting lugs on the guns to suggest that they can be hoisted off their arm mounts) and that it's only by tradition that certain types of Knights carry certain weapons.

The GW teaser was probably meant to show the variety that the new/revised kit has and that those providing the rumors may only be aware of a couple of major builds. As for the missing Quake cannon, the only difference between the Volcano cannon-equipped Shadowsword and the Quake cannon-equipped Banesword models is literally a single piece at the tip of the cannon. It would be very easy for the Knight model to do the same.

Sunday, April 12, 2015

First Thoughts on Skitarii

I've been perusing Codex: Skitarii since I bought it. It turns out that having purchased the last three White Dwarves meant that I had already seen about 80% of the codex. The biggest things missing from the magazine were the description of the Doctrina Imperatives and the Detachments/Formations. Either way, I'm very excited to start this army. Although I wish I were a faster painter and could get a large Skitarii army on the Cabal's tables quickly, the codex seems designed to allow gamers to start out by fielding relatively small Mechanicus forces alongside their existing armies.

Models and Fluff
In my last post, I praised the Vanguard, Ranger, and Ironstrider models. The model line only got better with the Sicarian Infiltrator and Ruststalker models. GW topped it all off with the Onager Dunecrawler.

Ironstrider

Sicarians
I love the look of all these models, particularly the long-legged Sicarians. Their torsos and upper legs are clearly those of human beings, but their multi-jointed lower legs are grotesque cybernetic alterations that give them phenomenal mobility. This is reflected in their Dunestrider rule, which gives them an additional 3" of movement during the Movement phase, while running, and when charging. I prefer the look of the Sicarian Ruststalkers, but I think the Infiltrators' Stealth, Infiltrate, and Neurostatic Aura (which reduces a nearby enemy's WS, BS, I, and Ld by 1) will be a lot more useful.

Sicarian Infiltrators

Sicarian Ruststalkers

Onager Dunecrawler
I'm also a fan of the crab-like Onager Dunecrawler. The walker is obviously of human design and, like the Ironstrider, clearly shares characteristics with the Imperial Knight (the fleur-de-lis makes yet another appearance). At the same time, it has an insectile design that makes it completely different from anything we've seen fielded by the Imperium of Man. GW has even given the Onager a clever backstory.

As diehard 40K nerds already know, the High Gothic of the 41st Millennium is essentially corrupted Latin, although GW seems to throw in a healthy dose of Greek, too (paleontologists also love to mix up their Latin and Greek when naming dinosaurs). "Onager" is Greek for half-donkey or mule. This High Gothic name for the weaponized crawler was intended to be a translation of the name of its original utilitarian version: the "Mars Universal Land Engine" or "M.U.L.E." The M.U.L.E.'s design was inspired by the (apparently long-extinct) Terran beast of burden, which the designer mistakenly believed was insect-like.

Onager Dunecrawler

The original M.U.L.E. was used to escort early Martian settlers across the planet's wastes. Since the Mechanicus is nothing if not a slave to tradition, Skitarii Battle Maniples of the 41st Millennium are still centered around their Onager Squadron.

The Rules
Leadership and Doctrina Imperatives
Contrary to my expectations, Skitarii are not fearless. However, their base Leadership is as high as that of Space Marines while also having a number of ways to boost its value. We also know now that Doctrina Imperatives boost the BS or WS of the army for a turn. If the boost is merely +1, no other characteristics are affected. However, if the boost to BS or WS is +2 or +3, then an increase in BS will adversely affect WS or vice versa. There are currently six Imperatives, each of which can only be used once per game.

Initially, I had assumed that Doctrina Imperatives were based on a Leadership test since the White Dwarf revealed that "Data-tether" wargear added 1 to the Leadership of a unit affected by an Imperative. I wasn't sure how this was going to work for Skitarii vehicles since they also had the special rule. However, the codex states that to use a Doctrina Imperative, you simply choose one at the beginning of the Movement phase; all units in the army with the Doctrina Imperatives special rule benefit from the Imperative unit your next turn. Apparently, data-tether wargear is meant to reflect the fact that a unit affected by a Doctrina Imperative is subject to a higher level of external control by the Mechanicus Tech-priests, which has the side effect of increasing their effective Leadership for that turn.

Detachments and Formations
Since Skitarii lack an HQ, the standard Combined Arms Detachment is not an option. Instead, the basic Detachment is the Skitarii Maniple, which has no HQ choices, two mandatory Troop slots, six optional Troop slots, four optional Elite slots, two optional Fast Attack slots, four optional Heavy Support slots, and one optional Fortification slot. The Skitarii Maniple gives Preferred Enemy to your Warlord (who is chosen from among the Skitarii Alphas of your Vanguard or Ranger Squads, or from among the Princeps of your Infiltrator or Ruststalker Squads) as well as Scout and Crusader to all models. The universal Scout is limited in that units can't use it to Outflank unless they have the native ability to do so; e.g., Infiltrators, which have the Infiltrate special rule. The Skitarii Maniple seems like the best way to field a 1500 to 2000 point all Skitarii army.

The Battle Maniple Formation appears to be one of the best ways to field 800 to 1250 points of Skitarii with another force. The Formation consists of one unit of Vanguard, one unit of Rangers, one unit of Ruststalkers, one unit of Infiltrators, one unit of Ironstriders (either Sydonian Dragoons or Ballistarii, either of which can have up to six walkers), and one unit of Onager Dunecrawlers (which can have up to three vehicles). The Battle Maniple has all the special rules of the Skitarii Maniple while also giving Leadership 10 to all models within 12" of an Onager Dunecrawler.

For a reasonably balanced 2000 point force, you can run two Imperial Knights and a ~1250 point Battle Maniple. Unfortunately, you're limited to a single squadron of Onagers. The Onager is easily the most flexible unit in the codex. While the basic model has extremely limited close combat ability, if you upgrade it with a Cognis Manipulator, you get a Strength 10, AP1 close combat attack that also gives the vehicle It Will Not Die. (Bear in mind that its WS, I, and A aren't great, so don't get it in a fight with a Dreadnought or a Soulgrinder.) The walker's ranged capability is much more impressive, and has anti-infantry, anti-flyer, and anti-armor options. However, since all vehicles in a squadron have to fire at the same target, it's inefficient to arm each Onager with a different weapon.

For larger games you can field a War Cohort, which is composed of three Battle Maniples. All models in a War Cohort benefit from the rules of a Battle Maniple while gaining the ability to re-use a single Doctrina Imperative. I find the War Cohort appealing, in part because it includes three Onager squadrons, each of which can be equipped for a specific task. Unfortunately, my preliminary lists suggest that a reasonably effective War Cohort will cost at least 2500 points.

Monday, March 30, 2015

Adeptus Mechanicus and Skitarii

My first exposure to the Warhammer 40,000 universe outside of a codex or rulebook was through Dan Abnett's excellent novel Titanicus. At that time, I barely knew what a Titan was and all I knew about the Adeptus Mechanicus was that they worshiped some sort of Machine God and trained the Techmarines that maintained the Astartes' vehicles. I was completely new to the idea of the Skitarii, the Noosphere, or the strained relationship between Mars and the Imperium. By the time I finished Titanicus, I was very interested in the Mechanicus and was disappointed that they weren't a playable faction in the game.

As soon as the pictures leaked, I became tremendously excited for the new Skitarii and the fact that the Adeptus Mechanicus would finally take an active role in 40K. The most recent White Dwarf provides the rules for the recently released models and gives hints of more to come. Presumably the current release and those that are expected over the next couple weeks are meant to act as a companion force for other armies of the Imperium. I can only hope that this release does well and that GW expands the Mechanicus into as large and diverse a force as other 40K mainstays.

The Models
They're amazing. I love the robes, the masks, the cybernetic enhancements, and the archaic weapons. The arc rifle is as steampunk as you can get and looks like it was lifted from an H.G. Wells story. The other weapons look even older; the "radium jezzail" that some Sydonian Dragoons carry is inspired by the long barrelled, muzzle-loading, and occasionally rifled firearm commonly used in the Middle East up until the 1800s. "Arquebus" and "caliver" were terms that originally referred to muzzle-loading smoothbore guns used between the 15th and 17th centuries. The fact that a musket rest is provided for the transuranic arquebus shows how much attention went into these models. Apparently, "arquebus" could be a fairly broad term, with some referring to lighter versions as "calivers" while larger ones that required a rest were called "muskets".



I'm a big fan of design consistency, which is another reason why I find the Skitarii so appealing. The recent White Dwarf says that the Skitarii models were deliberately designed to fit in with the design philosophy of other Imperium units; the models share both artistic elements and technical details. For example, the fleur-de-lis emblem on the armored plates of the Imperial Knights, on the Tempestus Scions' armor, and on the Scion/Guard Taurox, also appears on the Ironstrider walkers. And a close comparison shows that, under their armor plating, the legs of the Imperial Knights and the Ironstriders share similar design features. Even the Knight's "faces" resembles a Skitarii mask.



The Rules
I have to admit that, with the exception of their archaeotech weapons, Titanicus made me expect the Skitarii to be something more akin to cyborg Space Marines. Once I accepted that their stat-lines more closely represent Astra Militarum Veterans in carapace armor, I looked more closely at their special rules and wargear.

Honestly, I like the models so much that I would play them even if their rules were mediocre. However, it looks like a lot of thought went into making the Skitarii a useful addition to any army since their rules are apparently meant to allow for some mean combinations.

For example, Vanguard don't seem too impressive as an assault unit by themselves. But when a unit is locked in combat with them, their Rad-saturation rule drops the enemy unit's Toughness by 1. Once the enemy is weakened by Rad-saturation, you can hit them with another unit (e.g., a Space Marine Assault Squad) to finish them off quickly.

Phosphor weapons also have some potential. These S5 AP4 weapons have the Luminagen rule. If a unit suffers an unsaved wound or a glancing or penetrating hit from a phosphor weapon, its cover saves are worsened by 1 until the end of the phase. Combo this with an Omnispex (cover saves taken against attacks made by a unit with an omnispex have a -1 modifier) for some real fun.

My only concern is that we still don't know what "Doctrina Imperatives" are. All the units introduced this week, both infantry and vehicles, include it as a special rule. The only hint we're given is that "Data-tether" wargear adds 1 to the Leadership of a unit affected by a Doctrina Imperative until the start of their next turn. The fact that the special rule is plural (i.e., "Doctrina Imperatives") indicates that there are several Imperatives and the fact that a Data-tether enhance a unit's Leadership suggests that whatever the Imperatives do, they are based on a Leadership test. Some have guessed that this may be similar to Tyranids' Instinctive Behavior and that a unit will attempt to execute a "pre-programmed" task unless they pass a Doctrina Imperative test. Although I hope that this isn't the case and that Doctrina Imperatives are more of a benefit than a liability, it wouldn't be a deal-breaker for me if they do resemble Instinctive Behavior.

Skitarii and Imperial Knights
Just over a year ago, GW released the Imperial Knights. Although I was attracted to the idea of depicting a Mechanicus-aligned house, particularly the Mars-based House Taranis (whose paint scheme I was particularly fond of), I had thought that my Knights were going to go into combat alongside the Ultramarines. I decided against Taranis because:
While the story of House Taranis is interesting, it's obvious that their true loyalties lie with the Adeptus Mechanicus. This would be fine if I were playing Iron Hands or the Imperial Guard, but I play Ultramarines; a Chapter whose captains bear titles like "Knight Champion of Macragge" and "Regent of Ultramar". I want to model a knightly house that will remember a favor and repay a debt millennia after the fact, not one that will ally with the Ultramarines because the Mechanicus' and the Astartes' interests are generally aligned.
Needless to say, my opinion has changed significantly now that we can finally pair up Imperial Knights with an Adeptus Mechanicus army. House Taranis' fluff now makes it the ideal Knightly House for allying with Skitarii. From The Imperial Knight Companion:
The Ritual of Becoming is a hazardous process. Many of those who undertake its stresses do not survive, or if they do are rendered insensate. [...] House Taranis, gifted with the learned presence of the Adeptus Mechanicus and an understanding of the Throne Mechanicum like no other, has a much more practical use for those incompatible with the device's delicate neural matrixes. Known to the Tech-priests of Mars as the Psychosis-Neuracanium, nobles that have failed the Ritual of Becoming and survived are still a valuable resource. [...]

Primarily, the Psychosis-Neuracanium are adapted for use as Skitarii captain-overseers. Their forebrains are implanted with emotive-selectors and memory-catheters to keep their rages and madness in check. [...] The families of House Taranis willingly give these broken sons to the attentions of the Mechanicus, on the promise that the regiments they lead, and the formations they fight in, will find a place at the side of the household Knights.
In other words, I'll almost certainly be building two Knights of House Taranis. Since my fever dreams still include a total of three Knights, the third will either be from House Terryn (as I originally intended for all three Knights) or the Freeblade known as the Obsidian Knight.

Future Releases
Rumor has it that we'll be getting more infantry in the form of the "Sicarians", which will supposedly be revealed this week. While we know very little about additional infantry units, we definitely know that Skitarii will be getting another walker thanks to a single leaked image:


The vehicle, which is rumored to be called the "Onager Dunecrawler", looks to be pretty large based on the size of the gunner.

My biggest concern right now is whether or not Skitarii infantry will get some sort of transport. The Vanguard and Rangers have some awesome rules and weapons, but with the stat-line of a Guard Veteran, they simply won't last long out in the open. The easiest route would be for GW to stick with preexisting fluff and designate the Rhino as a Dedicated Transport for Skitarii squads. The release of the Skitarii Transfer Sheet, which has multiple decals that appear to be sized for vehicles, has made me suspicious that an existing model might find its way into the new army. While I wouldn't be too excited about building even more Rhino chassis, I'd rather field more Rhinos than lose my troops en masse.

Final Thoughts
As I said before, I'm very excited for this release. Not only are fans of the Adeptus Mechanicus getting some great models, but GW's recent history has left the door open for even more releases. Late last year, GW unexpectedly released multiple new Tyranid models, with several of them representing entirely new units. Rather than waiting to release the models with a new codex, the models' rules were simply released in White Dwarf and the Shield of Baal supplements.

If the Skitarii line is successful (and it's hard to imagine that they won't be), I think we can expect the kind of treatment that Tyranids received, with periodic releases of models whose rules are published in White Dwarf and/or supplements. In a few years, the Adeptus Mechanicus might become a full blown army on par with the game's major factions.

Saturday, March 7, 2015

More Tactical Marines and Modelling

The New Models
The new models keep coming:





I finished the combi-flamer Sergeant at 1:00 AM on February 6. The plasma gun Marine was completed on February 28, the final stint of painting lasting a full five hours. I was hoping to keep up a rate of an infantry model every week to a week and a half, but a particularly stressful couple months at work and my wife's purchase of a PlayStation 4 had an unfortunate effect on that goal.

The combi-flamer Sergeant was built almost entirely out of bits from the new Tactical Squad kit. The plasma gun Marine was built from older bits that I had primed much too long ago (I think it was Summer, 2013). The difference in quality is extremely noticeable. The newer bits have much sharper details, are more symmetrical (the left eye lens in the old kit's Mk VI helmet is noticeably deeper set than the right lens), and the parts are simply better formed (the backpack exhausts are actually spherical on the new bits).

Modelling Materials
Dry Brushes
With these last two or three models, I've started using GW dry brushes. I had previously used older brushes that were no longer good for normal painting or cheap brushes that you can buy from Walmart. However, these didn't survive too many models and their fibers would curl so badly after only one or two models that you couldn't easily use them on smaller areas. Although there has been a little curling at the tip of my GW Small Drybrush, it doesn't affect its performance at all. The Small Drybrush works perfectly on the small parts of a Marine model, even allowing me to dry brush its gauntlets without worrying about getting Macragge Blue on its bolter. The Medium Drybrush is great for larger areas such as the greaves and backpack. Since I'm going to be working on a second Razorback soon, I expect to finally get some use out of my Large Drybrush.

Texture Paints
As before, I continue to update my older models' bases; in a few months, all my older models should match my current style. This time Sergeant Telion and one of his Scouts have gotten the Stirland Mud treatment. I really love GW's texture paints and have been looking for opportunities to use the others. The Cabal has a gaming table covered in white fabric and some snow covered terrain. I've considered building some scenery specifically for use with that table so I can use GW's Mourn Mountain Snow.

It should be noted that the texture paints can't really be used alone; they can only produce a monochromatic textured surface. To produce a more realistic color contrast, I wash the Stirland Mud with Agrax Earthshade and dry brush it with Mournfang Brown.

Micro-Set and Micro-Sol
At this point I might as well be a paid spokesman for Microscale Industries. After a horrendous experience trying to put a decal on an Astartes shoulder pad, I was convinced that I would never again apply a decal to any complex curved surface. Later, I found people swearing by Micro-Set and Micro-Sol and decided I would try them myself. After all, the worst that could happen would be having to scrape the decal off and go back to time-intensive hand painting of the Ultramarines logo. Lo and behold, Micro-Set and Micro-Sol really are as good as they say. It can take a little bit of work to get a decal right, but those two products actually make it look like a part of the paint job.

And it looks a lot better than GW's approach of cutting
away the clear part, tearing the decal trying to apply it, and
still having an unsightly edge

Saturday, February 21, 2015

Rumors: Are Plastic 30K Models Coming?

It's been rumored recently that GW will be releasing a plastic Horus Heresy standalone game. Once the limited edition kit has run its course, the individual kits in the box are supposedly going to be sold separately as part of the standard 30K game system. Rumors say that the kits will include Mk IV power armor and Cataphractii Terminator armor.

These rumors have been coming from Hastings, a well known and more or less accurate rumor source, and are being confirmed by other sources. Although my opinion of the rumormongers was shaken in 2014, I have to admit that they were pretty accurate with the Blood Angels release. And not only were Harlequins released as the rumors said (a long shot in and of itself), but they were even released in the predicted month.

Honestly, I have no interest in getting into 30K. It's not because I don't like the setting; in fact, I'm collecting the entire series of novels and really like the direction they're going, although they seem to be taking their time with it. No, I'll be skipping The Horus Heresy because a) I already have a pile of 40K models to work on and b) I refuse to work with resin.

However, if plastic models in Heresy-era armor became available, I would buy them up in a heartbeat. Per the fluff, ancient suits of power armor are highly sought after. The most highly regarded and experienced Astartes of the 41st Millennium can be found wearing anything from a single shoulder pad (e.g., Captain Sicarius' Mk II left pauldron) to an entire suit of pre-Heresy or Heresy-era armor. With that in mind, a plastic 30K kit would find itself shared between my Ultramarines' Sternguard, Command Squads, and Veteran Sergeants.

In light of the popularity of The Horus Heresy, it would make sense for GW to start producing the basic 30K troop models in plastic. Hand-poured resin is only economical for smaller production runs. Once you hit a certain point, it's preferable to use plastic injection molding to increase your production while reducing your labor costs and rejection rate. On top of that, GW may want to draw in modelers such as myself who would love to incorporate some older Marks of armor into their 40K army but don't want to deal with Forge World's resin, high prices, or shipping rates. (I am not paying $36 plus $5.40 shipping for five resin Tactical Marines in Mk IV armor that don't even include weapons.)
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