Horus Heresy Tactica: Legion Centurion Tactics

A Space Marine Legion is vast and complex entity that requires hundreds of battle-commanders and officers. This role is filled by the Legion Centurion. Centurions can range from a line lieutenant that is in charge of a special strike force to commanders that lord over the various offices of the legion.

The Legion Centurion is a unique HQ choice. He covers some of the generic HQ choices such as Master of the Forge, Librarian, and Chaplin to more specialized units. He’s not particular a grand and sweeping command unit like the Legion Preator, but more of a surgical knife that is pick to do a particular job, and accompany a particular unit.

Before getting into wargear options. a basic knowledge of the Centurion’s Consul will be needed since picking a particular Consul will determine what wargear options you will be allowed to take. “What are Consuls?” you ask. Well to put it simply, a Consul is to represent a particular office or type of commander the Centurion is. Let’s take a look at what they are.

Chaplin – As the name suggests, this makes your Centurion a Chaplin, and gives the unit Fearless and Hatred rules.

Master of Signal – A very interesting unit that will probably see a lot of play. This unit grants the Night Vision rule on himself and the unit. However, in lieu of him shooting he can select a unit within in 6” to have +1 to Ballistic Skill. He also allows units arriving via Deep Strike to not scatter if the land within 6” of him. Finally, barrage weapons may draw line of sight from him.

Legion Champion – This is similar to the Emperor’s Champion and Command Squad Champion that is seen in most Space Marine armies.  He has a Master Crafted close combat weapon, WS 6, and must re-roll failed attempts at Heroic Intervention.

Vigilator – A captain version of a Scout. A fun thing you can do with him is sabotage enemy units and fortification before the game begins.

Librarian – As the name suggests, you get a Librarian with this upgrade. It’s important to note that this is the only way to get a Psyker in your army beside a special character that may have the rule. The nice thing is that you can take up to 3 mastery levels, and choose powers from the Warhammer 40,000 Rulebook.

Primus Medicae – A captain version of an Apothecary, but gives you a chance to recover Victory Points from the lose of any friendly units nearby.

Forge Lord – A captain version of a Techmarine that has access to both the Centurion wargear options as well as the Techmarine wargear options.

Siege Breaker – The title says it all. This unit has the Tank Hunter and Wrecker special rules, which allows him to re-roll failed To Pin rolls on fortification and immobile terrain as well as gaining a +1 on the Building Damage table. This is given to any heavy weapon unit he joins. Much like the Master of Signal, barrage weapons can draw line of sight from him. Finally, he can take up to 3 Phosphex bombs and allow Medusa Siege Tanks to have Phosphex shells. If it’s a building and it absolutely needed to come down yesterday, use this guy.

Moritat – A special unit that is basically a coldblooded killer. He has an additional pistol and rad grenades that has the Counter-attack and Scout special rules. The nice part is the Chain Fire rule that allows him to make extra shots on any successful hits and continue until they miss. Keep in mind that this unit cannot be taken as a Compulsory HQ choice, and cannot join any unit but a Legion Destroyer squad.


Bolter                                      For most parts you will not be able to take this
Comb-weapon                        Same holds true for this as with the Bolter
Volkite charger                      These are only effective in large numbers

May exchange his Bolt pistol or Chainsword for the following:
Volkite Serpenta                    Much like the charger but in pistol form; there are better options
Plasma pistol                         Nice option if you have the points
Heavy Chainsword              Taking this will be depended on what Consul is taken
Charnabal sabre                  Not worth taking for a character with Initiative 5
Power weapon                     The best choice that can be taken for just about all Consuls
Power fist                            Unavailable to most Consul choices
Single lightning claw         Again, largely unavailable
Thunder hammer             Also largely unavailable

Replace his other close combat weapon for a Second lightning claw

Melta bombs                     Good option to take out high armor and toughness units
Artificer armor                 I would take since most Consul choices are probably going to be walking
Combat shield                   Good to take on builds that will be getting into close combat
Refractor field                   Good for units that will be walking or standing with a unit
Boarding shield                  Not worth the detriment to close combat
Jump pack                       
Bike                                     These three options aren’t available to most Consul choices
Jet bike
May replace all wargear for:
Terminator Armor
Cataphratii Armor
Vokite charger
Power fist                        Taking Terminator is only available to 5 Consul choices
Lightning claw
Thunder hammer

Replace any weapon for a Second Lightning claw

As you can see depending on the Consul choice you take certain wargear option becomes limited, and others lend themselves to being the best choice. It’s probably more effective to instead go over the best wargear option for the Consul choice.

Chaplain – It’s best to outfit this guy like you would a normal chaplain. Give Artificer Armor if he is staying power armor and Refractor field to give him an invulnerable save. Give him a Jump Pack if he is going with Assault Marines or a bike with marines on bike. Finally, it goes without saying that if he’s with Terminators give him Terminator Armor.

Master of Signal – He is limited in the wargear he can have. First and foremost, he can’t have a bolter or combi-weapon. Of course given his special rules, I imagine that you just stick him in a squad of Devastators and go from there. With that in mind, it’s best to keep him simple. Give him Artifice Armor for survivability, and a power weapon for any unit that happens to assault him and the squad he’s with.

Legion Champion – This is one of the few choices where you are free to pick whatever wargear you want. You’re mainly paying the points for a WS 6 character, and his build depends on the unit you put him with. Keeping in mind that he probably won’t be able to take out Special Characters or the Legion Preator, it’s clear what options are best. Again, keeping things simple is the best approach. Give him Artificer Armor and a combat shield since you want him to get into close combat. Then take your close combat weapon of choice. It is a nice thing that you can put him in Terminator Armor.

Vigilator – This choice is limited on wargear option. You can take Scout Armor for free to gain the Move Through Cover rule. Most of the basic close combat weapons are available. To be honest, this guy doesn’t speak to me. If I had to do a build, then I guess this is what I would do: Give him a power weapon, melta bombs, and a Refractor field.

Librarian – A unit we are all familiar with, so have a good idea how to out fit. However, he has the option to take a power fist, thunder hammer, or lightning claw, which regular Librarians don’t have access to. Given that he can have up to three different powers it would be best to put him on a jet bike, so you can have a highly mobile unit that can sow hate and discontent all over the board. Give him Artificer Armor to increase survivability.

Primus Medicae – Given his special rule to recover Victory Points you will want this guy mobile. Putting him on jet bike or giving him a jet pack is the way to go. Artificer Armor and Refractor shield is also highly recommended, as he will be a high value target for your opponent.

Forge Lord – Though it maybe tempting to have a Terminator Techmarine, it would make his Battlesmith special rule useless. I would keep him mobile by putting him on a bike or jet bike, and just let him shoot things with a graviton weapon or conversion beamer.

Siege Breaker – With his special rules, it’s clear that you want to put this guy in a special weapon squad and go after tanks and fortifications. Keeping him simple and to the point is the way to go. You want to put in Artificer Armor since he’ll probably be riding around in a Rhino with his tank hunting buddies. Give him a combi-weapon to give him some range. When it comes to close combat I personally can see this guy with anything but a Thunder hammer, but it’s more cost effective to give him melta bombs and a power weapon.

Moritat – To begin with, this guy sounds awesome and fun on paper, but does not work well in game. To start, he relies solely on pistols for any ranged attacks. Second, he can only be linked to a Legion Destroyer squad, which is a squad that relies solely on pistols for ranged combat. If I built one, I would give him Artificer Armor for survivability and Refractor shield, and then give him two plasma pistols.


It’s best to think of the Legion Centurion as a support HQ choice. This unit works best when linked with another unit or with the Legion Preator. The Consul choice is also what will really determine the options and mission as well as if the Centurion is taken as your only HQ choice. The Centurion is a good choice because it will help to focus the tactics of the overall army. Is your army going for a more stand off approach and just shooting, then take the Siege Breaker or Master of Signal. Is your army more close combat oriented, then take a Legion Champion or even a Moritat. What job do you need the Centurion and you army to do and pick the Consul that would best help you achieve that goal.


2000 Point Space Wolves Tournament Army List: Coastal Assault 2013


HQ – Rune Priest: Power Armor, Chooser of the Slain, Wolf Tail talisman
Powers: Jaws of the World Wolf & Living Lighting

Troop – 9 Grey Hunters: Standard, Mark of the Wulfen, Plasma gun, Power Weapon
Transport: Rhino

Troop – 10 Grey Hunters: Standard, Mark of the Wulfen, Melta gun x2, Power Weapon
Transport: Rhino

Troop – 10 Grey Hunters: Standard, Mark of the Wulfen, Melta gun x2, Power Weapon
Transport: Rhino

Elites – 5 Wolf Guard: Terminator Armor, 4 Thunder Hammers, 5 Storm Shields, 1 Frost Axe, Cyclone Missile
Upgrade: Arjac

Heavy Support – 6 Long Fangs: Missile Launcher

Heavy Support – 6 Long Fangs: Missile Launcher
Transport: Razorback: Twin linked Plasma gun and Lascannon

Heavy Support – 6 Long Fangs: Missile Launcher
Transport: Razorback: Twin linked Plasma gun and Lascannon
Fortification – Aegis Defense Line with Quad Gun

At the end of January, I’ll be participating in my first big tournament at Coastal Assault. This is big step out of my comfort zone as I usually just play pick-up games and Apocalypse. However, over the last few weeks with Jerry and I play testing new units and codices, I’ve decided to give it a try. I also want to see how good of a player I am having only really played Jerry. I’m not going to build myself up with the idea that I’ll win, or that I must win. I just want to go have a good time playing other people and other armies.

Having said that, I don’t want to be a push over. I do want to put up some kind of fight, and at least win a game or two, which is why I posted my list. Thoughts, suggestions, and criticism is welcomed. I’ve been playing Space Wolves since they came out recently, so I’m very familiar with what is good. I think the tactics of my list are straight forward. I put my Rune Priest in with a pack of Grey Hunters and drive them around sniping psychic powers, denying psychic attacks, and just try to keep them fresh as long as possible. My other Grey Hunters will do much the same, but specifically target troop choices and try to claim objectives. My Wolf Guard with Arjac are going after higher priority targets like Special Characters and HQ choices. I’m also using them to counter any Terminators that I might encounter. The Long Fangs will be tucked behind the Aegis Defense Line with a Wolf Guard pack leader in Terminator Armor and Cyclone missiles. Finally, my Razorback will support either the Grey Hunters or the Wolf Guard.

I only have a few problems with this list. First, the mobility of my Wolf Guard. Without a Land Raider, I can’t get them to where I may need them in a hurry, or conversely, get them out of a situation I don’t want them in. I’m still leery of Long Fangs. I’ve never really had good results with them. However to be fair, I’ve never loaded my whole Heavy Support chose with them. Finally, I lack things like Heavy Bolters, Autocannons, Assault Cannons, and template weapons in case I go up against any horde army.

Over the next couple of months, I’ll begin training and seeing how this works with the tournament missions. I have no doubt that I’ll be making some changes.

Project Diary: How to Paint a Fortress of Redemption Part 2

It’s been a few weeks since I last updated about this post. That’s because things have slowed down since I’m working on the tower, and to be honest, I’ve also been distracted with the new Chaos Space Marines codex and the Horus Heresy book. I’ve been tinkering around with bits seeing what I could make, and painting test models for various paint schemes. I did take the time to get a large part of the tower done along with the floor, and so I figured I’d post an update and guide.

To begin with, this is the method I’ve used for all the floor piece for the Fortress of Redemption.

1. Major floor parts are done with Blazing Orange.

2. Parts that will be metal are painted black. In this case the hatch.

Next is a combination of washes using Secret Weapon Baby Poop and Vallejo Sepia Shade

Finally, the hatch is painted with Boltgun Metal and washed with Vallejo Sepia Shade. A light dry brush of Boltgun Metal is also applied to the floor.

The front of the tower posed a very unique challenge. I’m sure there are people out there with the air brush skills to do most of the painting with an air brush. I, however, do not have those skills, so all of the tower is painted by hand. I can say that after everything is done I’ll need to go back over and do some clean up work.

  1. Cloak was painted using Vallejo Light Grey.
  2. Wings were painted using DecoArth Colonial Blue.
  3. Halo and sword hilt was painted Scorched Brown.
  4. Rock was painted using Vallejo Deep Blue Grey.
  5. Bones and scroll were painted with Kommando Khaki.

That part alone took almost a week, and you can probably see that I haven’t even touched the bottom half of the tower.

  1. Cloak was painted using Dark Angel Green.
  2. Wings were painted using Fortress Grey trying to leave a little of the Colonial Blue still visible.
  3. Halo and sword hilt were painted using Shinning Gold.
  4. Sword was painted using Boltgun Metal.
  5. Rock was dry brushed using Fortress Grey and Skull White.

This process took another week and a half, so it was about halfway through this step that I took a break. You can clearly see in this picture where I’ll need to go back and do some clean up work.

That’s where I stand now with the Fortress of Redemption. The discouraging thing is that this is only one of the four panels that make up the tower. It throws into light how long it’s going to take me to do this. I’m not dumb enough to set a ridiculous goal of when this thing will get done, but I would like to try to have it done be the end of January. Check back for more updates.


Chaos Space Marines Death Guard Kit Bash

I’ve begun the process of making a Chaos Space Marine army. It’s going to be a very slow process, since I’m not making this my main or even secondary army. What I have decided is that I want to do Death Guard. I simply love their pre-heresy fluff, and love the idea of diseased, zombie like space marines. Keeping with the idea that Death Guard is not into a lot of flare or bling, I’m keeping them as basic as I can look wise. I’m going with Forgeworld Mk III Iron Armor for the chest and some arms, Chaos Space Marines legs and backpack. Now, however, I’m stuck on what head to go with. I don’t know if I should go with the Mk III helmet as seen here:

Or to go with what I can only describe as the angry skull like helmet that comes with a squad of Chaos Space Marines as seen here:

These will not be Plague Marines but simply Chaos Space Marines. As it stands, I can really go either way. As for shoulder pads, I’ll probably use a combination of the Death Guard Havoc shoulder pads and the Mk III shoulder pads. Any opinions would be welcomed.

Battle Report: Thousand Sons VS Space Wolves

After the busy week I had with all the updates (may look into contributing authors), I decided to take a few days off to actually work on my stuff. However, I did want to get my first battle report up before the next game comes along. I’ll confess that this and my other battle reports may be a bit lacking. I don’t generally take notes or think about documenting a game while I’m playing it. I hope that will improve over time since it will help with the battle reports as well as general improvement to my gaming skills.

This past weekend, my brother and I put together a play test of the new Chaos Space Marines codex. It was a complete departure from our normal games because this was the first time we had done anything with Chaos Marines. The points and game weren’t what you might call “formal” since we used 1850 points, just enough to get a variety of units, but we were both just wanted to see what Chaos Marines were all about. I do think there was a bit of an edge and story to the game as we pitted our armies against their most hated enemy.

Thousand Sons

Chaos Lord – Power Armor, Plasma Pistol, Power Sword, Sigil of Corruption, Mark of Tzeentch, Gift of Mutation, Veteran of the Long War

Sorcerer – Power Armor, Bolt Pistol, Force Sword, Sigil of Corruption, Mastery level 2, Mark of Tzeentch, Gift of Mutation, Spell Familiar (Psychic Powers: Doom bolt and Breath of Chaos)

Chaos Space Marine 1 – 10 man, Gift of Mutation

Chaos Space Marine 2 – 10 man, Gift of Mutation

Chaos Cultists – Heavy Stubber, Flamer,

Thousand Sons 1 – 7 man, Gift of Mutation, Icon of Flame

Thousand Sons 2 – 7 man, Gift of Mutation, Icon of Flame

Chosen – 6 man, Mark of Tzeentch, Gift of Mutation, Icon of Flame, Melta bombs, Veterans of the Long War

Raptors – 10 man, Melta bombs, Gift of Mutation, Icon of Vengeance

Havoc – 5 man, Heavy Bolters, Mark of Tzeentch, Icon of Flame

Obliterator x2 – Mark of Tzeentch, Veteran of the Long War

Space Wolves

2 Rune Priests – Runic Armor, Wolf tail talisman, Master of Runes (Psychic Powers: Murderous Hurricane, Storm Caller, Living Lighting x2)

Wolf Guard Battle Leader – Terminator Armor, Wolf tooth necklace, Wolf tail talisman, Thunder hammer & Storm Shield

6 Wolf Guard – 2 Power Armor, Combi-plasma, Power Sword; 4 Terminator Armor, Thunder hammer & Storm Shield

Grey Hunter Squad 1 – 8 man, Mark of the Wulfen, Banner, Plasma gun, Power Sword, Rhino

Grey Hunter Squad 2 – 8 man, Mark of the Wulfen, Banner, Plasma gun, Power Sword, Rhino

Grey Hunter Squad 3 – 10 man, Mark of the Wulfen, Banner, x2 Plasma gun, Power Sword, Rhino

Land Speeder Squadron – 3 Land Speeders all with Multi-melta/Multi-melta

Long Fangs – 6 man, Heavy Bolters


We went with no objectives or mission for this game, so it was straight victory points. Jerry won the roll to deploy first and go first, and I could not seize the initiative. Deployment on his side was very straight-forward. He lined his army along his side of the board placing his Thousand Sons, Chosen, and Chaos Lord in the center. To either side of them were his regular Chaos Space Marines with Raptors and Cultists beside them. In the ruins, he placed his squad of Havocs.  All of this was bookended by his Obliterators. I set my army up in response to how he had deployed. I place my Rhinos with their Grey Hunter squads equally across the board. I put my Wolf Guard Battle Leader and his fellow Terminators in the center. I put my Land Speeders just to the right of them, and over on the far end I placed my Long Fangs. Cover was a bit lopsided in this game as I only had a few barricades, 1 piece of area terrain, and 1 building where as Jerry’s side 2 pieces of area terrain, 1 building, and plenty more barricades.

Turn 1

I was unable to seize the initiative, so Jerry proceeded to move his army forward. During his shooting phase, his Obliterator fired a plasma cannon that killed three of my Long Fangs. His Cultists took aim at the remaining Long Fangs but didn’t do anything. The Rhino that was on that side of the board was able to take out another Long Fang. That left me with only two, forcing me to take a leadership test, which I failed. The Long Fangs then fell back 7″. The Havocs that were hanging out in the building opened fire on my Land Speeder squadron and managed to take one out. The Chaos Marines ran 2″. His first squad of Thousands Sons tried to get a psychic power off, but my Rune Priest nullified the power. The remaining Thousands Sons fired on the Wolf Guard. I was able to save the three wounds that he had caused, but the second squad did the same thing. Again, my Rune Priest was able to nullify the Champions psychic power. I lost two Wolf Guard from the shooting, which set the remaining Wolf Guard on fire. His Chosen took some shots at my Land Speeders and caused 1 hull point to be removed. The Obliterator on the other side of the board fired a Lascannon at the skimmers but missed.

After weathering a hail of bullets, my wolves were chomping at the bit to do some damage. After regrouping, my Long Fangs opened fire on the Cultists, killing 3 with ease. I moved the rest of my army forward, but kept my squads in their transports. My Rune Priest tried to fire Living Lighting at the Cultists but failed, so a Grey Hunter with the plasma killed another Cultist. The remaining Cultists had to take a leadership test that they managed to pass. My skimmers moved to fire their Multi-meltas on one of the Thousand Sons squad. Sadly, they managed to do nothing. My Rune Priest that was near the Wolf Guard fired Living Lighting along with a single plasma gun shot from one of the Grey Hunters riding with him at the Thousand Sons squad that the skimmers could do nothing to. They were able to kill one of the Thousand Sons. My Grey Hunters over on the left side of the board moved forword and fired both of their plasma guns at the second squad of Thousand Sons. One of the plasma shot had to take an armor save from the plasma gun getting hot and passed. Only 1 Thousand Sons marine died from the plasma shots. Since my Wolf Guard had no shooting, I ran them a whole whopping inch.

Turn 2

Things were not going well. The Chaos Raptors moved into my deployment zone, giving Jerry a victory point. The Rhinos moved into a position to block line of sight for a few of my squads and to give cover saves to units that I could shoot at. The rest of his army continued their march forward. Jerry’s Obliterator on the right side of the board shot a multi-melta gun at one of my Rhinos. The ensuing explosion killed 3 of my Grey Hunters. The Cultists and Chaos Marines came out of the building and shot the Grey Hunters that survived the explosion, killing another Grey Hunter. The Havocs stayed in their perch on the top floor of the building, and fired their heavy bolters at the remains of my Long Fangs and killing them. All this gave Jerry another 2 victory points. The Thousand Sons in front of the Land Speeders shot at them, glancing only one of them. The other Thousand Sons squad shot at the Wolf Guard some more, but did nothing. Jerry then proceeded to assault what he could. His Chosen and Chaos Lord charged into the Wolf Guard, and his Aspiring Champion challenged my Wolf Guard Battle Leader. That left my two remaining Wolf Guard to deal with the rest of the Chosen and the Chaos Lord. The Thousand Sons that took pop shots at the Land Speeders assaulted them. My battle leader made quick work of the Aspiring Champion, but my other Wolf Guard did not fare as well. They were unable to get any attacks off. The Thousand Sons destroyed the Land Speeders, but the ensuing explosion killed one of the Thousand Sons.

It was at this point that I was trying to hold on, but victory seemed unreachable. Over on the left side of the board, I unloaded a squad of Grey Hunters near the Chaos Raptors, and moved the Rhino to screen against any other unit shooting or assaulting later on. I also unloaded my Grey Hunter squad with Rune Priest near my battle leader to go in and help him, and again moved the Rhino into a screening position. The Grey Hunter squad that lost their Rhino inched forward in the terrain. I shot the Raptors with my bolt pistols and killed one. I took some pop shots at the Thousand Sons with my Rhinos but did nothing. The wolves over on the right side didn’t shoot because I didn’t want to lose any inches from the up-coming assault. They attempted to charge out of their terrain but failed. The Chaos squad’s over watch killed 2 men, leaving my squad with just the Rune Priest, my Wulfen and my Wolf Guard pack leader. My fresh Grey Hunter squad charged into the Chosen, and my battle leader challenged the Chaos Lord. Like before, my Wolf Guard Battle Leader made quick work of the lord, and my Grey Hunters managed to kill 3 Chosen. Over to the far left, my Grey Hunters charged into the Raptors. My pack leader challenged the Aspiring Champion and defeated him with ease. The rest of the squad killed 5 Raptors with no casualties to my squads.

Turn 3

Now I had to weather another round of merciless shooting. The Obliterator over near the Raptor fired a twin linked melta gun at my Rhino and immobilized it. A Thousand Sons champion was able to get off a Flame Storm at my Rune Priest and his meager squad. They were able to survive. The Obliterator that was beside the Cultists lumbered up and fired a heavy flamer, and still the squad held on. It wasn’t until the Cultists open fired that the squad of three was reduced to two with the Wolf Guard pack leader dying. The Raptor’s supporting Obliterator assaulted the Rhino that he had previously immobilized and destroyed it. The Obliterator that shot my Rune Priest assaulted my Rune Priest, but was unable to land a hit; my Wulfen was able to land a wound on the Obliterator. A squad of Chaos Marines were able to move into position near my Grey Hunters that were still in combat with the remaining Raptors. A squad of Thousand Sons in front of my Wolf Guard Battle Leader and Rune Priest opened fire, killing 2 of my men. The second squad of Chaos Marines and Cultists assaulted my Rune Priest and Wulfen, where they were killed. The Thousand Sons assaulted my Grey Hunters with the battle leader. The Aspiring Champion challenged my battle leader. Much like before, my battle leader made quick work of the champion with no wounds done to him. The remaining squad killed 2 Thousand Sons with 2 casualties of their own. My Grey Hunters that were in combat with the Raptors were assaulted by a squad of Chaos Marines. The Aspiring Champion challenged my pack leader. This time my pack leader fell with the champion. The remain squad suffered heavy damage by losing half their squad, and were then over taken in the sweeping advance.


It was at this point that I raised my hands in defeat because I had nothing left on the board but one squad. I will admit that this game made me mad at several points. For one, I really couldn’t roll to save my life, literally. The real reason why this game frustrated me so much was that it was a complete departure to what my brother and I usually play. If he plays his Ultramarines, I know he’ll sit back and shoot me, but once I close in on him I can begin to bring the hurt. With Jerry’s Tyranids, I know that I will get eaten, but I will do as much damage and hold onto as much ground as I can before then. This game, though, was very different. The ease with which he was taking out units was unreal. The only saving graces for my army were the Rune Priest denying every psychic power the Thousand Sons tried to make, and that my army could push back and deal some damage once it got into close combat. My experience as of now is that a Thousand Sons themed army is hard. They are expensive, but worth it. On my end, I could have probably managed my points better. Maybe not taken such a small Wolf Guard squad or not take them at all. As for heavy support, I’m still up in the air about Long Fangs. I feel that I would get better results from something else, like a Predator or Vindicator. I’m intrigued and scared to see what would have happened if we’d upped the points or lowered them. I’m also excited to see what I can do with a Death Guard themed army, which I’ll get my chance for this weekend. In short, the play test showed that the Chaos Space Marine codex can put up a very good fight, and has excited me enough to begin building an army: piece by piece and slowly.


My wife’s morbid curiosity drove her to see how my last squad would fare against the remainders of Jerry’s army.  My Battle Leader was killed in a challenge with Jerry’s Sorcerer.  The remaining 4 troops I had were gunned down by Jerry’s Havocs, Obliterators, and the remnants of two other squads.  Finally, only my last Rune Priest remained.  Alone, on fire, he charged a full squad of Cultists.  Furiously, he attacked with his close combat weapons, killing 3 Cultists with no wounds suffered.  As the remainder of the squad tried to flee in terror, my Rune Priest followed close behind, cutting them down to the last man.  Shortly thereafter, my Rune Priest was fired upon by all of Jerry’s army that still held a gun.  He did not survive.

Horus Heresy Tactica: Legion Praetor Tactics

The Legion Praetor is the mightiest warrior of the Space Marine Legion. They are second only to the Primarchs themselves. These lords have immeasurable power at their fingertips and delivers life and death to millions of lives across hundreds of star systems. They are master strategists and fighters. In short they are the masters of the Space Marine Legion.

Before we go too much further with this tactic, there are a few things to go over first. This tactic is only going to go over units of the Legion Astartes army list. Basically, I’m leaving out legion specific rules, units, and war gear for a later time. We’ll also have to go over the Legion Astartes special rules and warlord traits before going into the Praetor unit in depth. Finally, there’s Heresy-era war gear that I’ll go over as they are brought up in the option.

 Legion Astartes Special Rules

  • Legion Astartes: Any unit with this labeling gets two rules tacked onto any other rules that may be associated with them. First, units with this label may always attempt to regroup regardless of casualties. From my understanding this is basically And They Shall Show No Fear, but with the disadvantage that units don’t automatically regrouping after falling back. However, it does give the option to regroup in situations that previously didn’t allow them. Though none come to mind. This label also opens the legion specific rules for a named legion.

Warlord Traits

These traits are in addition to the universal Warlord Traits provided in the Warhammer 40,000 Rulebook. Just like the universal traits none of the traits scream over power, and there is no way to build your Praetor with a certain trait in mind. I’ll just go over them quickly.

  • Bloody Handed: The warlord and his unit get Fear
  • Master Tactician: Allows the player in control of the warlord to redeploy one unit after both armies are deployed but before the first turn. This means that one unit may be put into reserve or brought out of reserve.
  • World Burner: Units nominated by the warlord on a D3 gain the Shred special rule to any template weapons they have.
  • Paladin of Glory: The warlord is Fearless and friendly units within 6″ gain +1 to their Wound score at the end of the Assault Phase to see if they won.
  • Void Walker: The warlord gains the Adamantine Will special rule, and an Infantry unit nominated by the warlord gains the Deep Strike rule.
  • Child of Terra: The warlord and any friendly unit he joins may re-roll any 1 on To Wound roll during close combat.

Legion Praetor

There is a set of additional traits called Rites of War that the Praetor can take in addition to his Warlord Trait. These traits are optional as they limit your army depending on what trait you take. I really only see these taken to create a themed or storied army during campaigns or Apocalypse games. However, like before I’ll go over them as quickly as I can, and leave out any editorials that I might have.

  • Rite of War: Orbital Assault – Allows army to take Drop Pods in place of their Rhino Dedicated Transport, and Terminators gain the Deep Strike rule. The draw backs are that units that cannot deployed by Deep Strike because they lack the rule or they cannot substitute their Dedicated Transport cannot be chosen as well as fortifications can not be chosen.
  • Rite of War: Armored Spearhead – Units can substitute their Rhino Dedicated Transport for a Land Raider and Tank Shock has a -1 leadership value. The drawbacks are all units must be deployed inside a tank, and if all tanks are destroyed the opposing player scores an additional secondary objective. Like before, fortification cannot be chosen.
  • Rite of War: Angel’s Wrath – Units with jump packs gain the Hit and Run rule, and units that can take a Rhino can take a Storm Eagle instead. The drawbacks are only units with the Jump Infantry, Skimmer, and Jet bike rule as well as units being deployed inside a Skimmer or Flyer can be chosen, and no tanks or fortifications can be taken.
  • Rite of War: Pride of the Legion – Veterans and Terminators count as Troop choices and must be take as part the compulsory troop selection, and Command Squads my take Land Raiders. The drawbacks are if all Veterans and Terminators are killed then the opposing player scores a secondary objective, and allied forces cannot be taken.


Artificer armor, Bolt pistol, Chainsword, Frag and Krak grenades

 Special Rule

Legion Astartes, Master of the Legion


Bolter     Worth the 2 points since it doesn’t replace any of his other weapons
Combi-weapon     Another good options that doesn’t replace his pre-existing weapons
Volkite Charger     Probably not worth taking. It’s a STR 5 AP5 weapon that causes a unit that has any models killed with it to take another attack on the weapons profile
Volkite Serpenta     Same opinion and same stats, but this is a pistol
Plasma Pistol
Archaeotech Pistol    A STR 6 AP 3 pistol that’s master-crafted. Pricy but probably worth the points to replace the Bolt pistol
Heavy Chainsword
Charnabal saber     It’s a sword that has the Rending rule and gives the model +1 initiative in challenges. It’s cheap but lacks an AP value, so I would leave this at home
Power Weapon    The workhorse in 6th edition and good depending on if it’s an axe or a sword
Power Fist
Single Lighting Claw
Thunder hammer
Paragon Blade    A sword that gives +1 to STR and has AP 2, and causes Instant Death on Wound roll of 6. It’s not cheap, coming in at 25 points, and it’s a Specialists Weapon. This is probably what I would take.
Replace Bolt pistol for a second Lightning Claw
Melta Bombs     Take them if you have points to spare, or looking to pad your points total
Digital Lasers     I would take since it gives +1 attacks in close combat
Upgrade a single weapon to Master Crafted     Not really worth it since the Praetor’s Weapon Skill and Ballistic Skill is high enough
Combat Shield    War gear meant for a sergeant not a legion master
Refractor field     There are better options
Boarding Shield     Not really worth it as it would be more of a detriment of a character like the Praetor
Iron Halo     Your best choice for an Invulnerable save
Terminator or Cataphractii Armor     The Cataphractii choice is probably better since you get a better invulnerable save and get the Slow and Purposeful rule
Combi-weapon     Best choice for ranged weapon
Volkite Charger    Again not worth it
Replace his power weapon with:
Power Fist or Lightning Claw
Chain Fist
Thunderhammer or Paragon Blade     Take the Paragon Blade
Digital Laser     You can have this even in Terminator armor, so yes, take it
Iron Halo     Gives a 4+ invulnerable save, so if the Praetor takes Cataphractii armor, it’s pointless
Can upgrade a single weapon to Master Crafted     Not worth it since his stats are good enough
Grenade Harness     They’re a one time use assault grenade for Terminators with an Assault 2 profile.

Additionally, the Legion Praetor is the only HQ choice that can take a Legion Command Squad, so I’ll go over their options since they are basically an option for him

 Legion Command Squad

This is a squad of 3 marines that are basically veterans. You can take up to an additional 2 more marines. Their equipment is a bit more rounded out with Bolter, Bolt pistol, and Close combat weapon. The squad also has a Legion Standard, which comes with the squad as part their equipment, and the standard gives the Fearless rule to all friendly units within 6″.

Melta Bombs     The whole squad can take them, but they are more expensive. Limit them to only a single model
Combat Shield      Worth taking for the whole squad as it’s a cheap invulnerable save and doesn’t replace any weapons
Heavy Chainsword     There are better options
Charnabal blade     It might be worth giving the squad this weapon as they all count as Characters and can issue and receive challenges
Power Weapon     The tried and true workhorse. As the Praetor is taking care of a challenge the rest of the squad go kill anybody standing around
Power Fist or Lightning Claw     It’s more cost effective to take a Power Axe than Power Fist, but the Lightning Claw would help on any failed wounds
Plasma pistol     If you have the points, I would take a couple
Combi-weapoin     A good replacement for the squads Bolt guns
Volkite charager     In this situation, I might consider taking this weapon if given to the whole squad. It’s AP 5, but with 10 shots going to a unit there will be a few unsaved wounds

If you put your Praetor on a Bike, Jet Bike, or Jump pack, then the squad can take those as well. The same is for Terminator armor, which are the following options:

Terminator or Cataphractii Armor     I would go with Cataphractii armor.
Heavy Flamer     Your typical Heavy Flamer. It probably won’t be able to fire most of the time unless you’re in a transport
Reaper Autocannon     Bang for your buck choice. It has great range, so if your squad is walking, you’ll still be able to shoot somebody
Plasma Blaster     If you want something with a little more flare, then go with this weapon. It’s the same price as the autocannon, but it lacks the range. However it’s basically two plasma guns glued together with an Assault 2 profile
Combi-Weapon     A good substitute for the combi-bolters
Volkite charger     As I mention, these weapons in large enough numbers can become worth their points
Power Fist     If you have the points, I would take them in place of your power weapon. If you don’t, then make you power weapon a Power Axe
Lightning Claw     A good choice if you decide to focus on taking out regular troops
Chainfist     With how vehicles are treated in 6th edition, I don’t see the point in taking these
Thunder hammer     Always a fun choice to take, but without the combination of a Storm Shield it’s probably cheaper and better to stick with a Power Fist or Power Weapon


This guy is basically a Chapter Master with a few more rules that he can tack on, so I would outfit him like I would any Chapter Master. There is nothing in the Horus Heresy army list that would over power a regular codex game, but I personally would only play a legion army for the Horus Heresy campaign or other campaigns and Apocalypse. With those points in mind, there are a few ways we can build this guy. The Praetor’s stats are very strong and you’ll want to put him into combat and get him into the think of things, but he may not fair well against Special Characters and a Primarch. You’ll want to out fit him and put him into a squad with that in mind.

187 Points Foot Slogging

This gives you a footslogging Praetor with a Bolt gun, Archaeotech pistol, Paragon blade, Digital Lasers and Iron Halo. If you have points put him in a 5 man Legion Command squad with power weapons and combat shields, which would add an additional 200 points. This is not counting and transports.

207 Points Jump Pack

This gives you the same thing as the Foot Slogging build had, but with a jump pack. This is one of the more pricey basic builds. Attach him to an Assault Squad with a command squad, and you have a very nasty unit that can clear out objectives for your troops to come in and claim. However, going off the points build so far, it’s clear a unit like this would be soaking up a lot of points.

170 Points Terminator Master

You read that right. It’s cheaper to put this guy in Terminator armor give him Digital Lasers and a Paragon blade than it is for the other builds. There is one caveat to this build. I did not factor in which suit of Terminator armor you would take. If you take standard Terminator armor then spend an extra 10 points to give him an Iron Halo. His only ranged options are a Combi-weapon or Volkite charger, both of which are 7 points. The benefit of this build is that you can leave the Command Squad, and just put the Praetor in with a regular Terminator squad.


New Chaos Space Marines Codex Review: Quick and Dirty Part 1

It’s been a busy week for the site, and Chaos fans. I broke down and got the Chaos Space Marines codex yesterday, and I figure I would go through and give my opinions on it. Keep in mind that this is in no way and exhaustive review of each unit and piece of war gear nor is this review given with a competitive mind-set. To put it simply, these are my thoughts on what I would take if I played Chaos Marines. For the sake of time, both for me writing and you reading, I’m only going to go over HQ and Troop choices in this post. I’ll follow-up tomorrow with Elites and Fast Attack choices. So without further ado, let’s jump in.

To start off with, my general impression of the codex is that there is a bit of a push to construct themed armies, which I am all for as this was one of the biggest detractors for me with past Chaos Marine codecs. Depending on what mark of chaos you take will limit you certain pieces of war gear and options.

Speaking of marks of chaos, there are special rules: mark of Nurgle gets +1 Toughness, mark of Khorne give the Rage and Counter-Attack special rule, mark of Slaanesh get a +1 to Initiative, and mark of Tzeentch get a +1 invulnerable save giving models that don’t have a cover save a 6+ invulnerable save. Just about every unit in the codex can take one of these marks. To supplement the marks of chaos, a unit can also take one at five possible icons: Icon of Wrath, Icon of Flame, Icon of Despair, Icon of Excess, and Icon of Vengeance. The icons only add a certain universal special rule like Fear, Furious Charge, etc. Depending on what mark of chaos a unit takes will limit the unit to only two icons; the icon that corresponds to the mark, or the generic icon, Icon of Vengeance.

It’s the mixing of the mark of chaos, icon, and unit that a player can create some very fun special units, and again is a little push towards making a themed army. Since I’m partial to Death Guard, I would probably out fit most units with mark of Nurgle and give them the corresponding icon.


All of the special characters are not very expensive with only Abaddon, Ahriman, and Typhus coming in over 200 points, and each of the special characters, except two, changes an elite choice to a troop choice. However, the HQ choice that I’m most interested in is the Chaos Lord. He’s only 65 points. You can outfit him anyway you want, and if given a mark of Nurgle, Khorne, or Slaanesh, the player can take the corresponding elite units as troop choices. The Sorcerer is also another great choice. He’s only 60 points, and can be outfitted similar to the Chaos Lord. If given the mark Tzeentch, then Thousand Suns can be taken as troop choices. I do want take this moment to mention the Chaos psychic powers. Much like the icons, a Sorcerer with the mark of Tzeentch, Nurgle, or Slaanesh will only be able to take the powers from their respected Chaos god. However, the universal psychic powers of Biomancy, Pyromancy, and Telepathy are still available.

Besides those two, there is the Daemon Prince, Warpsmith, and Dark Apostle that are also HQ choices. These units I probably wouldn’t really deal with. The Daemon Prince is 145 points with no armor save. I would have to spend 20 points to give him power armor plus any mark of Chaos plus psychic mastery levels plus any weapons. As you can see, a Daemon Prince will add up quickly. The Warpsmith and Dark Apostle are basically Chaos versions of a Techmarine and a Chaplin, and given what a Chaos Lord or Sorcerer can do I haven’t even really looked at them.


The Chaos Marines only have two choices for troops: Chaos Space Marines and Chaos Cultists. The nice thing about these two units is that you can have a lot of them. You can have up to 20 Chaos Space Marines and up to 35 cultists. The options for the Chaos marines is more extensive than for the cultists. All Chaos Marines can get a close combat weapon on top of their Bolt gun and Bolt pistol. If they number 10 or more, they can have two special weapons or a special weapon and heavy weapon for the cost of the weapons. The sergeant can be outfitted pretty much however you want with ranged weapons and melee weapons. He can be given mutations, but the mutations are randomly rolled for on the Chaos Boon table. Naturally they can be given a mark of Chaos and icon.

The cultists are basically renegade guard. They start out as a kind of close combat squad with pistol and close combat weapon. They can be given autoguns for one point a model. Finally, they can be given a mark of Chaos and an icon. The only interesting thing about these guys is if you take a Chaos Lord with the mark of Nurgle. In which case, all cultists become zombies. Can we all scream ZOMBIE APOCALYPSE!

As promised, I’m not going to go over everything in great detail, nor am I going to go over what unit build is cost-effective and competitive. I’m just simply putting down what I see. This codex seems like if would be very fun to play with particularly if you take a Nurgle lord and have zombies. The nice thing about the codex is that it has the options and makes it easy to have a themed army, which is a big selling point for me. I’ll be play testing the codex this weekend, so I should have a much better picture to paint of the codex after then. Until then, let me know what you think and your opinions.

Forgeworld Horus Heresy Book One and Angron Model Arrive

After waiting only a few weeks, The Horus Heresy and Angron model that my brother order has arrived, and things look great so far. To begin with, the rule book very nicely put together: hard bond, metal cover corners, silver leaf page edge, and full colored have paper pages. Now we are just now getting into looking at the rules. Almost half the book is devoted to fluff, and the other half is rules. The rules include complete campaign and mission rules, a complete army list for a Space Marine legion, which includes a mind-boggling amount of war gear and options. Of course, the army list is for any of the legions. Legion specific rules are located after the army list, and gives special rules, weapons, units, and characters for each legion. Book one includes the Sons of Horus, World Eaters, Emperer’s Children, and Death Guard.

Our initial assessment of the book is that this thing is a beast. It is basically a completely different game, and there is a lot to take in and go over. It will take some times of reading over this and play testing before we can say with any sense of certainty what is good and what is bad.

Finally we also have the Angron model un-boxing. I’m sure many of you have already seen the box it comes in, but for those who haven’t here you go:

I have to say that this is the nicest package I’ve seen for what is basically a little plastic army man. However, I have some more revealing and interesting shots for those that are interested.

Here you can see all the bits that comes with this guy; however, in typical Forgeworld fashion, there is a lot of flash that will have to be cleaned. We haven’t had chance to see how things fit together, so we can’t tell if there will be any pinning or re-shaping in store for this model. The biggest question that my brother and I had was what would be Angron’s size compared to normal marines. Well…

Even with the Chaos Marine’s horns and Angron’s pose it’s still clear that he is definitely taller than your standard marine, which is in keeping with the fluff.

Besides the cleaning challenge that’s ahead, the detail is awesome and is leaving deciding whether or not I want to paint all my Primarchs or if I want them paint by one of the many miniature painting services that are out there.

As always, if you have any question or comments leave them below.

Death Guard Chaos Space Marine: Test Model

With the recent increase over the weekend of all things Chaos, I decided that I’d take a break on building a painting my Fortress of Redemption and paint up a test model of a Death Guard marine. I’ve always said that if I ever did a Chaos army; I would do Death Guard. There’s just something cool about zombie space marines. I also did this test model to get things in order, and to have some idea on how to paint Death Guard when I got around to painting my Dark Vengeance starter box.

Spending a couple of days wandering the internet, I realized that most people simply painted they’re Death Guard using some combination of Gretchen Green, Snot Green, Rotting Flesh, and a brown wash. To me, this didn’t seem to work very well as the greens that people used were too close to a basic color green. There were fewer that did an off white armor color as you can see in the following pictures:

I will admit that I do like this color scheme, but I just feel that over the centuries exposed to the warp and rot of Nurgle the original color of the Death Guard armor would have sluffed off or been caked with all manner of disgusting material.  That’s why I went with a more brown/yellow, green armor color.

Personally I think the model turned out very good. I’m only disappointed in the fact that I didn’t have the paints to make bright almost glowing blue eye lens, and that I don’t have good lighting to make the picture turn out better. I believe that using Boltgun Metal for all the trim and metal bits works great, and keeps with fluff that Death Guard was not an army known for having their armor bedazzled with bling. If I were to do a Death Guard Chaos army, I would probably not use a lot of the Chaos Space Marines bits as I feel they are too ornate. I would instead use the Forgeworld Death Guard conversion kit along with the Mk III Iron Armor set with a smattering of Chaos Space Marine arms legs to construct my army.

I certainly love to know what you think about the paint job and color scheme that I went with. My next challenge is to figure out how to do sick decaying flesh and rotten cloth. Feel free to leave any questions, comments, or suggestions, and I will post a tutorial soon on how I painted my test model.

Project Diary: How to Paint a Fortress of Redemption Part 1

The other week I posted the first part of my Fortress of Redemption build. After a quick trip to Atlanta and weather cooperating, I was able to begin to paint it. This post is both a project update as well as a tutorial on how I am painting my fortress. I don’t use Games-Workshop paints very much anymore, but I will post color equivalence as I go along. Before we begin, I’m breaking this tutorial into parts. One because the project is so large and very time-consuming, but also to show how I do various parts of the model. In this tutorial, I’m focusing on the main color of the fort, or the “armor” color as I like to call it.

STEP 1 Prime

After building was completed I primed the whole model using Floquil Light Gray Figure-Primer. I like this for a few reasons. For one, it’s an actual primer so it will adhere to plastic, metal, and resign while giving a very strong and smooth surface for paint to work on. It covers so much better than any primer GW has put out. A single 3 oz can can prime this whole model.

STEP 2 Base Coat

I base coated the whole model using Testors’ Model Master Custom Spray Enamel Dark Green. This would be equivalent to spraying the whole thing with Catachan Green. Since I don’t ever plan to strip this model and I didn’t use any brushes or an airbrush, I don’t really care that it’s an enamel paint.

STEP 3 Dry Brush

I dry brushed Anita’s Craft Paint Foliage across the entire model. You can achieve the same color using Games-Workshop’s Camo Green. Dry brushing is probably not an accurate term for what you do. I load up a large brush and wipe off most of the paint, but I then press and swirl the brush. The goal of this stage is to not necessarily get the raised edges, but also tinge the model a lighter green while allowing the base color to show through.

Streaks and splotches will probably still appear where ever you begin. That’s why I would do a quick dry brush across raised areas. The paint will also appear extremely bright when you begin, but will dull and darken as it dries.  I’m not too concerned about the streaks that visible as I will be painting all the details and wings different colors. If streaking is a problem or bothers you, then you can always go over the area with Catachan Green or Vallejo’s Olive Grey.

I chose to go with the military green scheme as opposed to the brushed metal look that appears on the box because I want all my military buildings to be uniform. Since I plan on painting an Imperial Bastion and Sky Shield in a similar scheme, I want my fortress to tie into that theme.

I will follow-up with another project update and tutorial as I move on to other sections. The next section will be the floor and tower, so check back. If you have any questions or criticism, let me know in the comments.