Tuesday, 12 March 2024
Stone Dragons additions
Tuesday, 14 December 2021
Stone Dragons
The next force on the paint table was the Stone Dragons. Now, the Stone Dragons have had a bit of a convoluted development, switching from ultramarine successors to space wolf successors, from system based to fleet based and back to home world based. One thing that hasn't changed is that the chapter is a crusading chapter, formed of many small crusading forces, such as this one.
This force is based around the Phobos armour and stealth, a classic hunting party is you will. Lead by a Captain and a couple of Lieutenants, this force is the largest of the 500 point forces, coming in at 19 models in total.
All in all, I really like these models and think that this is the best paint scheme of all the smaller marine force. The classic grey and yellow really works and stands out with out being to much. I will base these up with all the others when all the marines are finished, that is after I have dipped them in quick shade!
Next up are the Dark Guardians, however, this may take a little longer than planned. We are currently away from home for a wedding, however we had to fly earlier than planned due to predicted weather issues, so we headed south several days earlier that originally booked and as such I didn't get a chance to finish the models and get pictures to post. I will try and get them done as soon after the new year as possible but that might be a few weeks away yet.
Friday, 9 October 2020
Stone Dragons
Friday, 14 August 2020
Space Wolves kill team

Over the last few weeks I've had a bit of time to do some painting, not as much as I would have liked but still, I can't complain! Anyway, I've managed to get a few kill teams done, 3 to be precise, as well as start a couple of others but more about that later.
Tuesday, 11 August 2020
The future of my marine armies.
Tuesday, 28 April 2020
On the paint table......
Initially I for planned for this to be a Space Wolf inspired team, using the Space Wolf chapter tactic. However, with the Eagle Knights team using the Blood Angles tactic and really having the option for taking the Space Wolves tactic without any penalty to the overall effectiveness of the team, as both are active in the fight phase, where the Knights are designed to be. Therefore, this team have ended up being designed for a lot more longer range fire power, with a number of storm bolters and bolters, with some support from a missile launcher and plasma gun. There is however some combat ability with several lightning claws and chainswords in the mix. This has given me a little issue though, as I don't know which chapter tactic I will be going with yet, but it will be either Imperial Fists, Salamanders or Raven Guard.
The paint table is currently an old tea tray which has enough room for my selected paints and brushes.
So, this is the full team, assembly for painting. Front rank is two jump pack vets for some fast assault along with a Sgt with storm bolter and sword. Middle rank is the two Tactical Gunners with plasma and missile launcher plus vet with plasma pistol and sword. At the back it's another Sgt with claw and storm bolter, a Tactical and Tactical Sgt, who double as Medic. They have been primed and based with the main areas of yellow blocked out all the units (the vet and missile Gunner have now been done) Next up is adding some details, such as black weapons and armour bits and silver highlights, oh and rebaseing all the models to the newly arrived 30mm bases.
Tuesday, 13 March 2018
Major fluff changes!
The various guard regiments have not received much in the way of an update, as to be honest, they don't really need one. There has been so bits added about the great rift and it's effect on the system, which is not much, as the segmentum pacificus doesn't really seem affected or even mentioned much in the books.
The Eagle Knights have had more of an update, due to the events surrounding the defense of Baal and the conning of Guilliman and his primaris marines. The 3rd, my company are not overly effected, but will be receiving reinforcements due to the chapters reorganisation. This means there will be more units to add in the future.
The biggest changes are happening around the other 4 marine chapters. I have back stories for the DA based Dark Guardians, the Imperial Fists based Emperor's Disciples, the Black Templars based Brazen Hawks and the Wolves based Stone Dragons. 5 marine forces is 3 to many really and the Hawks were dropped quite early, as i never really liked the force as i always felt i had created them for the sake of it, although i did quite like the fluff i had created. Next on the chopping board were the Disciples, as although i like the fluff and the force, the new Fists tactics didn't inspire me and i never warmed to the colour scheme, yes i could have changed the colour scheme and i had tweaked it in the past, but by this point i had fallen out of love with the Fists as a whole. This has left the Guardians and the Dragons, both of which, in terms of fluff and colour scheme, i like.
The Guardians are very different to the Knights. The Knights are about jump packs and assault, where as the guardians are about termies and bikes. To very different forces both visually and in play style. Granted the Knights have morphed a bit to include some more shooty units, such as sternguard from the Disciples, however the main principal will still be jump pack assault. The big question at the moment is the Dragons, as the Wolves codex is yet to be released. The plan is still several long range units, a contemptor dread and several elite units. When the Wolves codex does drop, which of you believe the rumours will be sometime this year, then i will firm up the list.
So, with dropping the Disciples and Hawks, i now have quite a bit of fluff that i no longer need, but that i do quite like. Solution? I'm going to delete the Disciples and Hawks pages from the blog but not before merging the Disciples and the Dragons and also the Hawks and Guardians fluff together, something I'm in the process of right now. This will mean that both of the forces will see quite a change in the back stories, but hopefully one that will add depth to what is already there. In terms of the Guardians, i hope it will tie in nicely with current events on the codex.
One thing is still bothering me though, while i don't really care about the Brazen Hawks name, it was just a random name i came up with, i have an attachment to the Emperor's Disciples name, as this was the first chapter name i came up with many years ago, when i first got back in to 40k. My guard at that time went by the name Segedunum Yeomanry, named after a local Roman fort at the time but i was not very attached to it, so it got changed to the Hjaltland LI. At that time i was intending on finishing the guard force and then creating a supporting marine force, which over many months and lots of thought, became to be called the Emperor's Disciples, taking the Imperial Fists chapter tactic, a gun line marine force supporting a gun line guard army. The Disciples have remained part of the plan ever since, being formed in to 500 point forces, the 1000 point, then full 2000 point lists, before dropping back down through 1000 and 500 point lists until they were dropped completely. But now i have dropped them, i want to keep the name going somehow, as it's something that has always been part of my 40k revival.
I had thought about merging the names as well as the fluff, but Emperor's Dragons or Stone Disciples don't ring as well as the originals. So how do i keep the name or do i not bother and just let it be one of those things that dies as the hobby progresses?
Friday, 22 September 2017
Chapter symbols
So, the stone dragons are next up and were actually Xxx while I was away on holiday. We were at a Viking museum, (because we don't get enough of Viking up here!) when I came across an exhibit of Anglo-Saxon writing and one symbol in perticular. Now with the space wolf/Viking back story, this intrigued and further examination of the "letters" led me to the second symbol. The first was Stan or the symbol for st, which also has the meaning on stone.
Tuesday, 12 September 2017
Other 8th ed marine lists
Rune Priest - w/plasma pistol and runic sword
Wolf Lord - w/storm bolter and wolf claw
Wolf Priest - w/ plasma pistol
Grey Hunters - Wolf guard w/plasma pistol and chain sword, Pack leader w/power sword, grey hunter w/ plasma pistol, grey hunter w/plasma gun, 2x grey hunter w/boltgun
Grey Hunters - Wolf guard w/plasma pistol and chain sword, Pack leader w/powerfist, grey hunter w/ plasma pistol, grey hunter w/plasma gun, 2x grey hunter w/boltgun
Long Fangs - Ancient w/boltgun, bolt pistol and chainsword, 2x lascannons, 2x plasma cannons
Rhino - storm bolter
Rhino - storm bolter
827 points (47 power points)
As you can see, the dragons are a bit of a mixed bag. The keen eyed amongst you might notice a bit of a difference between what was written about these guys in the last post and the list here. This is because having gone back through the index to double check the entries and also using BattleScribe, I have discovered that you can no longer take wolf guard squads with bolter, pistol and combat weapon, as per the last errata. No this is a bit of a pain, but not the end of the world, it just means that I've had to have a rethink about the force. So, out come the wolf guard squad and in goes........ Well, that's a good question, what does go in? With nearly 200 points to spare, what is going to go in the place of the wolf guard squads? I have thought about lone wolves, but even then, two lone wolves aren't the best choice, although they certainly are the cool choice. So what do i do? I will probably either run these guys with the Disciples or with some Dagr Ormr, so I guess its better to go with a more combat orientated unit, but I want more good all rounds and just not Grey hunters. I think that my main problem right now is that I wanted to stay away from space wolves specific units, as in fenrisian wolves, thunderwolf Calvary and wolfen, not to mention chapter specific characters as well. Hopefully a solution will present itself in due course or maybe when the codex does arrive, either way there is a bit of time to decide.
Next up are the Emperors Disciples. As I mention in the previous post, these are going to be a fairly elite army, with only the captain and Dev's sitting outside the elite choices. Now, as mentioned in the last post, there is a high likelihood of a lieutenant being included within the list, probably at the expense of the company champion.
Captian - w/Combi-plasma and power sword
Apothecary
Company Champion
Honour Guard - Powerfist, Power Axe
Honour Guard - Power Sword, Power Axe
Sternguard - Sgt w/Powerfist
Sternguard
Devastator Squad - 4x missile launchers
Razorback - w/heavy bolters
Rhino - w/stormbolter
Rhino - w/stormbolter
Rhino - w/stormbolter
Rhino - w/stormbolter
With the current set up, you can see that there are 3 proper squads and 2 small squads and 2 characters, all of which can sit quite comfortably in the transports. While the Dev's won't spend a lot of time in there's, it does mean that there are greater options for moving around the field, with a decent amount of redundancy built in to the list. Ideally I would upgrade a couple of the rhinos to razorbacks and I probably could upgrade 2 as things stand, but until I get around to building the force, I want to give myself some room to manoeuvre. Again it would be nice to have these razorbacks armed up with twin lascannon for some extra anti-armour punch, but that will be expensive.
In terms of the rest of the force, the plan is to run one sternguard squad and one honour guard squad together in a rhino, and then run the Dev's in the third rhino. The honour guard are there to help if the sternguard get too close to the enemy and get caught up in combat. Ideally they won't get charged, but if they do, then they will try and fall back at the first opportunity and leave the honour guard to hold up the enemy, until the sternguard can shoot again. Lastly, The razorback will carry the captain, lieutenant and apothecary, to support one of the sternguard units, depending upon who requires the most assistance. So, while not the most balanced list, it should be fun to play and also fairly easy to paint up!
Friday, 8 September 2017
Other 8th ed Marine armies
We'll start with the Stone Dragons. These are the space wolves derived chapter and are quickly growing in size. Starting out as a 500 point force, there now up to 1000 points. The original force was made of awolf priest, a squad of Grey hunters and a small unit of 3 long fangs. Now with the rule changes and the changes to some of the squads, namely the long fangs, the force has grown to include a wolf lord and rune priest, a second Grey hunter squad and a wolf guard squad, in addition to extra long fangs and a couple of rhinos. Now, even with these extra units, the idea of the force remains, as a multipurpose force, tooled up for combat and ranged combat, with every one wielding bolter, pistol and swords (of various types). They are not going to be combat monsters, or even ranged killers, but a general force to support other, more specific forces.
The end list may change again, when the wolves codex drops, and they will probably not see masses of table time, as I don't envisage me buying the wolves codex, unless its quite a bit cheaper then the main marine codex, which I don't see happening. I do however, see this force growing over time, as I like the wolves and their character.
Next up are the Emperors Disciples. These were actually the first force that I decided on, as a companion to my guard infantry force, something to add some "weight" behind the guardsmen. They have however been relegated somewhat to one of the lesser forces over time and also have become one of the more specialized forces. When this force originated it was in the form of a demi-company, with all the requirements that entailed, then with the release of the ssternhammer detachment its various formations, the force changed in a more dedicated force, something it retains now.
The main part of the force is still made up of sternguard squads, but with the increase in the cost of transports, there are now just two squads with rhinos, supported by missile Dev's and two honor guard squads and company champion for close support. Add in the obligatory captain and apothecary and the force is complete. Now, with the inclusion of a lieutenant in the codex, there is a good chance that one will find its way in to the force, giving some extra re-rolls and meaning that atleast one ofthe sternguard squads will be re-rolling 1's to hit and wound. There are also some additional transports, in the shape of another rhino and a razorback. This means that the force is a highly mobile force, with everyone being able to get into a transportfor rapid mobility, which is the main point of this force.
The last force to talk about are the Brazen Hawks. Now here is the biggest change, as I will be dropping these guys from my build schedule or rather my paint schedule as most of them are already build. The reason is that I was never really happy with the force in the first place. I think that I have mentioned this in the past, I wanted a black templars force and I created a story around that, but I could never get the force to where I wanted it. In terms of fluff, I like the back story, but the actual force always seemed a bit of a compromise.
In reality I would have liked to have included neophytes in to the squads, to have the proper feel to the units. Ideally I would have had land raiders as well, probably two land raider crusaders with a big squads of crusaders each and a couple of characters for good measure, all in a 1000 point force. But the reality is that I don't own the models and I'm sticking to my no buying new models rule (except for the chimera I need for the Hrossey yeomanry). As such, the models from this force have been distributed to the other forces.




































