=weezer=
>Hi my brother is starting a Space Marine army and while I don't really want
>to play the game I want to PAINT! Which is good because he doesn't.
>I want to paint Dark Angels and he wants to be Space Wolves - I can get my
>way but can someone give advice about deciding on a chapter.
Well, just based on painting, a sW Chapter will be a lot better than a
DA one. the DA's color scheme is rather dull and drab, and there's
really not that much you can do thats really outstanding. Th more
colorful SW's, with their most wonderful Accessory sprue and plastic
box sets, really stand out in design, and in potential colr schemes.
The SW metals from second edition are among the bets marine models,
bar none. Don't waste time on the new metal SW scouts:: get the older
metal ones.
>Hi my brother is starting a Space Marine army and while I don't really want
>to play the game I want to PAINT! Which is good because he doesn't.
>I want to paint Dark Angels and he wants to be Space Wolves - I can get my
>way but can someone give advice about deciding on a chapter.
>And as Dark Angels - what should be his first purchase after the tactical
>squad that comes with the 40k game itself.
>I actually liked the Aurora chapter - but DA has its own codex.
>Much appreciated.
Game mechanically, Space Wolves aren't as good as regular
marines, but Dark Angels are a LOT worse than ordinary marines.
When deciding a paint scheme, you might want to look into the
game effects of the chapter (go blood angels or standard marines for
now, Salamanders look like they may have some serious promise), but
most importantly find a chapter you really like to paint.
Aurora Chapter is perfectly fine, bear the following things in
mind:
1> The Marines painted in Codex: Space Marines on the big double
spread on pgs. 22-23 tend to be of much higher detail than an ordinary
marine. Snot Green with a Dark Angels Green wash and a special blue +
black mixed color as trim on the shoulderpads looks really good.
Unfortunately, some of your guys will actually end up Snot Green with
a dark blue trim. See if you like he way that looks, not all color
schemes are OK when incomplete.
2> I think the red bolt guns look silly, and would never paint a
bolter that way. However, a marine without a red bolter may not have
enough color on him to be visually interesting without some kind of
special highlight. This is the "reason" for the Sons of Medusa. Notice
how horribly wretched the Sons of Medusa look? You need some kind of
color, but make sure that it looks good - i.e.: no white heads.
3> Pick a theme for your army. The models you paint are going to be
the models you have, don't go out and buy models you won't use. If you
want Heavy Bolters, get them, but don't get heavy bolters until you
decide you want to actually use them. In short, painting models you
won't use costs you time and money. I have a few squads of SoB that I
used with my Guard in V2, they are not enough to form an army and I
have significantly less stuff completed and painted because I did them
instead.
4> Most of all: You are going to paint 60+ marines. When you are done
they will be every bit a part of you as the clothes you wear or the
food you eat. You are saying something to the world with your army,
make for damn sure you like the color scheme. There are indefinite
numbers of successor chapters, whatever colors you end up painting
your models they can still be used for any type of marine. So don't
feel pressured into a color scheme you don't like just because you are
"Space Wolves" (boring old grey) or "Blood Angels" (boring old red).
If you paint your guys a tasteful green, they can still stand in as
any marine chapter.
>=weezer=
Frank
Crystal Tokyo Planetary Defense Force
Hah, yeah right.
There is nothing more dull and drab than grey.
Rob
How did you come up with those?! Space Wolves are balanced, maybe a little
better than regular marines. Dark Angels are not worse off at all, they just
have a couple of overcosted units.
>
> When deciding a paint scheme, you might want to look into the
>game effects of the chapter (go blood angels or standard marines for
>now, Salamanders look like they may have some serious promise),
LOL
All salamanders have going for them is any character in their army being able to
get a signum, the Mantle of The Salamander, Ceramite armour upgrade and
chaplains getting free Thunderhammers.
As for disadvantages, they get 1 point less initiative than other marines, only
one of each type of fast attack choice, no lascannons in tactical squads, no
plama pistols in assault squads, and bikes, which cost 5 points more than a
regular SM bike, that come only with disadvantages.
Rob
Rob Fungsang
Better in HtH, but much worse at shooting, IMO.
Dark Angels are not worse off at all, they just
> have a couple of overcosted units.
>
No. Dark Angels are definitely worse off, just not "a LOT worse." At best,
by not using the overpriced units, you're very close to playing vanilla
marines with an Intractable handicap. Still winnable, but unreasonably more
difficult. As far as their codex goes, I still feel the DA got a royal
screwing (less Fast Attack weapon options; Intractable rule from out of
nowhere; poorly thought out DW and RW army HQs; every other book got brand
new units while DA lost Vets). At least now the Salamanders are the worst
chapter. =)
> >
> > When deciding a paint scheme, you might want to look into the
> >game effects of the chapter (go blood angels or standard marines for
> >now, Salamanders look like they may have some serious promise),
>
> LOL
>
> All salamanders have going for them is any character in their army being
able to
> get a signum, the Mantle of The Salamander, Ceramite armour upgrade and
> chaplains getting free Thunderhammers.
>
> As for disadvantages, they get 1 point less initiative than other marines,
only
> one of each type of fast attack choice, no lascannons in tactical squads,
no
> plama pistols in assault squads, and bikes, which cost 5 points more than
a
> regular SM bike, that come only with disadvantages.
>
Salamanders blow. I think GW just has something against green power armor.
Rob Fungsang
>> When deciding a paint scheme, you might want to look into the
>>game effects of the chapter (go blood angels or standard marines for
>>now, Salamanders look like they may have some serious promise),
>LOL
>All salamanders have going for them is any character in their army being able to
>get a signum, the Mantle of The Salamander, Ceramite armour upgrade and
>chaplains getting free Thunderhammers.
OK. All they get is cheaper Powerfists and Powerfist variants
at the cost of Initiative. WTF!? Initiative doesn't make a damn bit of
difference if you have powerfists, so the disadvantage is meaningless.
Cheaper Terminators, cheaper Thunderhammers, lower initiative.
Sounds like a good trade to me. Not to mention that there are entire
armies which can go home against a Ceramite Land Raider (sisters of
Battle come to mind). Now, I grant that it looks like they get to sit
around and suck unless you capitalize on their advantages, but look
how much the Guard suck without weapon upgrades.
>As for disadvantages, they get 1 point less initiative than other marines, only
>one of each type of fast attack choice, no lascannons in tactical squads, no
>plama pistols in assault squads, and bikes, which cost 5 points more than a
>regular SM bike, that come only with disadvantages.
I have seen Bike squads fielded once since 3rd edition came
out. And that was by a Chaos player (they get better bikers). Regular
Bike marines blow, and getting a worse deal on them just means that
you even more won't have any. No loss there.
>Rob
This is true.
> Dark Angels are not worse off at all, they just
>> have a couple of overcosted units.
>>
>No. Dark Angels are definitely worse off, just not "a LOT worse."
Well, I guess overcosted units does make them a bit worse off, but not that
mucn, *IMO*.
At best,
>by not using the overpriced units, you're very close to playing vanilla
>marines with an Intractable handicap. Still winnable, but unreasonably more
>difficult.
Well intractable isn't that bad, I find. At least its not as bad as something
liek losing 1 initiative :)
As far as their codex goes, I still feel the DA got a royal
>screwing (less Fast Attack weapon options; Intractable rule from out of
>nowhere; poorly thought out DW and RW army HQs; every other book got brand
>new units while DA lost Vets). At least now the Salamanders are the worst
>chapter. =)
>
This is true :)
Although flavorfull, the average salamander marine doesn't compare well to his
counterparts in other chapters.
>> All salamanders have going for them is any character in their army being
>able to
>> get a signum, the Mantle of The Salamander, Ceramite armour upgrade and
>> chaplains getting free Thunderhammers.
>>
>> As for disadvantages, they get 1 point less initiative than other marines,
>only
>> one of each type of fast attack choice, no lascannons in tactical squads,
>no
>> plama pistols in assault squads, and bikes, which cost 5 points more than
>a
>> regular SM bike, that come only with disadvantages.
>>
>Salamanders blow. I think GW just has something against green power armor.
>
I think Jervis may have wrote the rules for the sallies. Unless it was Gav
Thorpe who wrote them in a huff, after getting a whiping from his mates
salamander army :)
Rob
You obviously have not seen my multi-melta armed attack bike squadron wreak
holy hell on the battlefield... T5, 2+sv, 12" move while blazing away... nasty
But I must agree, regular bikes suck ass...
Nyarlathotep,
Of the Crawling Chaos, has returned from the netherverse to wreak havok upon
humanity once again.
email mfi...@hotmail.com, please place [40K] in subject. RGMW FAQ:
http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
Robert Williams wrote:
>
> >Well, just based on painting, a sW Chapter will be a lot better than a
> >DA one. the DA's color scheme is rather dull and drab, and there's
> >really not that much you can do thats really outstanding.
>
> Hah, yeah right.
>
> There is nothing more dull and drab than grey.
Well, thanks Rob, that really contributed a whole crapload to the
discussion.
--
Big Al
The Doctor is in.
Let's all be fucking retarded
Email: neur...@defilernet.com
http://www.defilernet.com
I was blind now I see
I was deaf now I hear
I was dumb now I speak
And I speak of Tzeentch
Clanlord of Clan Wenskab and Bitch-King of
Naggaroth, Arch-Magus of the Church of the
Blessed Children, Slaaneshi Lord of the
Catamites
Big Al wrote:
> > >Well, just based on painting, a sW Chapter will be a lot better than a
> > >DA one. the DA's color scheme is rather dull and drab, and there's
> > >really not that much you can do thats really outstanding.
> >
> > Hah, yeah right.
> >
> > There is nothing more dull and drab than grey.
>
> Well, thanks Rob, that really contributed a whole crapload to the
> discussion.
I happen to like the Space Wolves. If I ever played loyalists, I'd play
them -- the background kicks ass, and from everything I've heard, they're now
flavorful rather than beardy...
Plus, they're Norse!
--
Matt
Random Quote:
"Ya see, mate, "warlocks" are kinda like crocodiles. If ya
don't watch yar back around 'em, they'll get ya. Snap, wham, WOWWW!"
--Nicholas Maggio, in the "Blair 'Warlock' Project"