+ In the Dust of Armageddon: Preparing to play Salamanders in 10th edition 40k +
+ A slightly disingenuous shot (owing to the difference between – or lack of – bases) showing a comparison in proportions between using the Gravis armour legs as the basis, and Tartaros Terminators + |
+ With 10th edition not just on the horizon but bearing down on us like a tank shocking Land Raider, it's apparent that Salamanders (for the moment at least) won't have any particular special rules differentiating them from other Chapters. Part of me is a bit sad; another part is relieved – picking up a new edition is always a little bit complicated, so one less set of exceptions to learn early on suits me fine. +
+ I've always preferred Space Marines to be 'Space Marines first, Chapter second'. That applies across the board – I think Chapter ought to add flavour and spice, not change the dish entirely. +
+ Let me be clear; I think the distinctive cultures and appearance of the Chapters in the lore (and models) is crucial to their appeal – but I don't think that that needs to lead to exceptionalism in terms of rules. This is particularly so for Chapters that don't have much tabletop reason to be different for the sake of difference. +
+ The Salamanders are a good example of this. Giving them a Codex supplement simply to match those of the other First Founding Chapters was fun, but unnecessary. Again, let me clarify that by making clear that I think a supplement of artwork, lore exploring their history, organisation, and ideas for the Chapter (and indeed other Chapters, Craftworld, Regiment, Dynasty etc.) would be awesome, but it doesn't need to create a whole set of exceptions to the rules. +
+ That's notable in particular now because the long-standing restrictions placed on army building (the force organisation chart and successors) have fallen away; so without them, no additional exceptionalism needs to be built in. +
+ Am I sad that the Salamanders have lost their Warlord traits, artefacts and strategems? Partly yes; but mainly because the names and ideas helped shine some light on the Chapter's character. Not having the nagging feeling that one's chosen army is unfairly advantaged or hindered by imbalances or unintended consequences in the rules is a relief. +
+ Lots of cool little ideas I can poach for my project here. + |
+++
+ Theoretical: army lists +
+ Anyway, back down off my soapbox – what's this got to do with the In the Dust of Armageddon project? Well, the new system of making an army is now clear and the Index has been released. I think the inherent flexibility of the army-building process has opened up lots of possibilities, and wanted to scribble down some loose ideas I'm working up. +
+ The Space Marine Index [+noosphericexloadlink embedded+] is a giant pile of options (For easy reference, the points values are here [+noosphericexloadlink embedded+]). As with the previous edition of the game, I think a lot of these could be consolidated, but that's another discussion. +
+ At this point I have quite a few Space Marine armies, and want to try something a bit different to my usual 'Thirty Tactical Marines and then start thinking' approach. As it is, I started going through and working out a vague army list based on models I had planned, and with an emphasis on using 'normal' Space Marine rules (i.e. not Primaris; I'll refer to the old marines as Astartes from here). That looked like this:
+ Adeptus Astartes-themed list +
- Captain with Artificer Armour – 80 + 10pts
- Lieutenant – 80pts
- Librarian – 85pts
- Tactical Squad (10) – 175pts
- Infernus Squad (5) – 90pts
- Rhino – 85pts
- Terminator Squad (10) – 400pts
+ A neat 1000pts – and as an aside, I rather like the simple points system. Makes for quick, easy army lists. +
+ That list is simple and straightforward, and since Primaris and Astartes are now identical in terms of stats, there are fewer weird mental gymnastics to explain why these Space Marines are twice as resilient as these Space Marines – something which always niggled at me since the introduction of the Primaris idea. +
+ Sadly, there are still a few odd bits. The Rhino can't carry the Infernus squad, because they have the 'Tacticus' keyword – presumably the 41st Millennium version of wearing trainers to a nightclub. Secondly, Tactical Marines (for some reason) can no longer split into 5-man combat squads, either – a shame, because at this points level, I want as many squads as possible, rather than fewer, bigger squads. +
+ I don't want to lose the Infernus marines primarily because I have a squad winging their way to me. They could join the Gatebreakers, but the idea of flamer-wielding Salamanders appeals too much! +
+++
+ Primaris-themed list +
+ As an alternative idea, I wondered what it would look like if I took the opposite approach, and used exclusively Primaris rules with the same models:
- Primaris Captain with Artificer Armour – 80 + 10pts
- Primaris Lieutenant – 75pts
- Librarian – 70pts
- Intercessor Squad (5) – 95pts
- Intercessor Squad (5) – 95pts
- Infernus Squad (5) – 90pts
- Rhino – 85pts
- Terminator Squad (10) – 400pts
+ First observation: the Primaris officers are generally cheaper than their Astartes equivalents – weird. Perhaps due to fewer options? Secondly, the Rhino is completely useless here. It could, at a push, count as an Impulsor (95pts, with the extra 10 coming from losing the Captain's Artificer Armour), as the weird Space Marine grav-tanks can't fly or anything like that. Doesn't strike me as ideal, though. +
+ I could, of course, drop the Rhino and sub it in for something else, but I rather like the classic Space Marine tanks. Frustratingly, the Drop Pod and Land Raider, for some peculiar reason, don't have the restriction on who can get in them. Perhaps at higher points levels, I could swap out the Rhino for a Land Raider. +
+++
+ Option 3: And now for something completely different +
- Captain with Gravis Armour and Artificer Armour – 95 + 10pts
- Apothecary Biologis and Bolter Discipline – 55 + 25pts
- Heavy Intercessor Squad (5) – 110pts
- Heavy Intercessor Squad (5) – 110pts
- Heavy Intercessor Squad (5) – 110pts
- Eradicator Squad (6) – 190pts
- Aggressor Squad (6) – 220pts
- Scout Squad – 70pts
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