Armies and Campaigns

Sunday, 9 March 2025

Chapter sized collection is more than you think.

My Chapter, The Death Tempters, is getting fairly large now at 250ish marines and about 12 vehicles.

 20 odd years of adding to them sparodically.

 I hate to think how much they have cost me but it got me wondering how much does a full chapter cost. 
 The easy answer is a box of 10 intercessors or tac marines is £35 from GW so 1000 marines is £3500 easy.

 But that's not a chapter. A chapter is a autonomous fighting unit with its leaders, vehicles, fire support, transport, special troops etc. So let's run it by company
 1st company 100 termies or similar. 
  Terminators are currently being revamp but let assume they are going to be £37.50 for 5. Vanguard vets and Sternguard were £35 let's call it 35 cos that's easier. So £700 for the foot troops. 
 They'll need landraiders to plonk them on the battlefield let's say 10 and no other companies get them for now at £55 a pop plus the 700 gives us £1250 for the base. Then we need characters. Let's say 9 at £20 (Captain, 2x LT, champion, Ancient banner, apocathary, Chaplain, techmarine Librarian.) = £1430

Battle line 2nd to 5th
 These are the mixed herd companies. I'm going to leave out the specialist tanks and put them in 7th company.
I'd say at least a quarter are going to be specials like aggressors or Eradicators etc. Making 10 man out of these is hard so we are going to just say 30 marines at £10 a model (£30/3) =£300
 The the other 70 are the usual £35 per= £245 so 545 for the troops. 
 They need a ride. Mixture of repulsor and rhino's (ignoring impulsor) = (45 x 5) + (5x30) = £375
 Then another 180 for the officers = a grand total of £1100
 With 4 companies at that price we get £4400.

With the 1st we're half way there at a eye watering £5850 and the most expensive companies are still to go. This doesn't even think about storage. One land raider takes some room. Ten of them plus 20 repulsors and 20 rhinos are going to need more than a shelf. 

 We shall not go into that because this is a thought experiment not a plan.... Errr... Right?

Next up is 6th company which seems to be the mechanised recon/cavalry company.
 Let's start with some bikes outriders or bikes 35 for 3 so ten pack to make 30 outriders for 350.

With land speeders now no longer an option it's storm speeders. Let's say three squadrons of three and one on top cos it's easier to math. £40 a unit for £400. 
 We have 43 dudes left in next is ATVs. Another 10 here so £30 each (rip off) £300 smakers

 Last 20 marines let's make normal dudes so 35 a pop for 70. I'd say they run in impulsersb so 4 needed at 40 each that's another 120.
180 for the officers 1420 for the company.

£7270
7th

 Now we are the most expensive as these are assigned to be vehicle crew. Technically the vehicles are assigned to other companies but we just want to know the cost here.

We are assuming on the numbers here.
Gladiator tanks. I am going to say 3 each with driver gunner commander. Same with repulsors but what I am going to say is that 7th company are in the specialist vehicles and line companies have supernumerary marines for their dedicated trannsorts. 7th also field the flyers.

3x Gladiator lancer = 165
3x gladiator hailstorm =165
3x gladiator =165

= £495
3 x Pedator destructor= 42.5x3=127.5
3 x Predator annihilator = 127.5
3 x vindicators = 127.5
=382.5

3 x Repulsor executioner = 67.5x3=202.5

£1080

I'd say the chapter would need a minimum of 10 Stormravens to drop a company 
70x10 =700

Interceptor and gun ships likely 10 each 

£375x2=£750

£2530

With the usual command team at £180

£2710

=£9980 so far.

8th company

The close combat assault group

Basics should be something like 40 assault intercessors on foot charging the enemies of the imperium £140.

I like to be spicy and put my assault centurions in this company because that's what they are dedicated to doing. 3x £50 for £150

Jump pack marines are a thing
30x £6 gives 180

Inceptors are  in two flavours so two squads at £6 a trooper 120
 Command team £180
They are going to need drop pods for the foot sloggers plus one for the command team  so 5 x 30= 150

£820

£11700

9th company
The Fire support company. These guys carry all the big guns

10- I'd say these guys get the centurions as their veterans so 3x 47.50=142.5
20-Eradicators 10 in each flavour 2x4x35 = 280
10-Maybe a squad of heavy intercessors for support 70
20-Devestators=35x2+35=105
20 Desolators 10 in both krak and frag configuration 140
20 hellblasters = 70
6 Whirlwinds to make two batteries 6x40=240
3 Ballistus Dreadnoughts 42.5x3=127.5 

180 for the command 

£1155
£12855

10th company

I could just go vanguard marines but I think the specialist snipers and surpressors need to be in there too so we'll get the vanguard strike force x4 to get the numbers

10x eliminators
10x surpressors
40x infiltrators
£255

20x reivers with knives and 10x with carbines

3x37.5=112.5

that only leaves 10 spots left for incursors and scouts but I've always read that scouts are extra to the chapter numbers so we'll get a demi company of them at £40 per 10 for the new kill team boxes. 

£200

 Getting 2 boxes of incursors would let the infiltrators from the strike force be converted back to incursors and the spare bodies can be used for command squad.

£70

 We also need invictus tactical warsuits. I'd like 3 squadrons at 42.5 a stompy robot 127.5 

1080

£13935.


Saturday, 17 August 2024

Thunder... Thunder... THUNDERKYN!

There is an old saying.

Walk softly and carry a big gun. 

These boys said that was half right. 

I have been working through my stash of birthday Space dwarfs. (leagues of Votann) The THUNDERKYN are one of the main sets I liked so was happy to get it out there. 

 First decision was what to arm them with. Boltcannons were basically heavy bolters nice but hardly unique. The beam weapons seemed like a good choice having more range but the look of the grav cannons was what I thought looked good and the stats weren't bad either. They'd have to get close to do their damage and as the Thunderkyn were 3 model stats for transports the Land Fortress could only carry a single squad. I could see that being the best option as the other units are either quick enough themselves or can teleport in using their special rules.
 Might be better hiding behind the fortress and advancing forward to keep up and hoping to be in range of something by dominating the centre.

 Really happy with the colours on these boys with the orange shield/pauldron really making them look like space farering welders out for blood or something rather than a pure military unit. 

Wednesday, 7 August 2024

Bravo Six Seven

Squad of Intercessors for 5th company. 
Made from a base model if Infiltratators they have had their weapons swapped with bolt rifles from the Intercessors along with Intercessor heads.


I wanted to have a more spec ops feel to this group so their rifles made from different bits ranging from bolt carbine front grips to oculus markman optics and cut down bolt rifle lenses to look like a SUSAT.

Their spec op nature is further enhanced with a plastic rod added to the muzzle by cutting away the muzzle completely and drilling slightly into the gun. This gave the plastic rod a good seat to take the glue and stay in place.


Wednesday, 8 May 2024

Death Tempter order of battle


Chapter: Death Temptors


1st Company

Relic Cataphyt terminators
Sternguard Vets
Vanguard Vets thunder V80
Vanguard Vets pistols H46

3rd company

Captain Octavius 44      Captain 3rd Company - Master of the Armoury
Lieutenant W80              1st Lieutenant 3rd Company vets
Lieutenant E29               2nd Lieutenant 3rd
Apothecary S73
Champion Tango 84
Ancient K50
Tech marine
Chaplain
Primaris tech marine
Redemptor Dreadnought Delta 21
Venerable dreadnought Alpha 48
Ironclad dreadnought Victus 54
Brutalis Nike 23
Terminators 1 Alpha 12
Terminators 2 Bravo 56
Aggressors 1 Charlie 77
Aggressors 2 Delta 19
Heavy Intercessors Echo 14
Intercessors rifle Fox 64
Intercessors auto Gator 53
Assault intercessor Hellios 89
Tactical squad h bolter Indomotis 25
Tactical squad missile launcher Kilo 76
Hellblasters Mike 60
Devestators Nova 45

4th Company

Captain
LT
Ancient
Apothecary

Tactical squad
Tactical squad

5th Company

Captain
Lieutenant 
Lieutenant 
Apothecary 
Champion 
Ancient 
Tech marine
Primaris tech marine
Redemptor Dreadnought  
Terminators 1 Tango 15
Terminators 2 
Heavy Intercessors 
Intercessors auto 
Assault intercessor 
Tactical squad h bolter 
Tactical squad missile launcher 
Hellblasters 
Devestators 

6th company
Captain
Lieutenant 
Lieutenant 
Apothecary 
Champion 
Ancient 
Tech marine
Primaris tech marine

Outriders

Land speeder typhons

7th Company


8th Company

Captain
Lieutenant
Lieutenant

Ancient
Relic banner
Champion

Librarian

Brutalis Dreadnought Nike 23

Terminators

10th company

Captain Ghost 90
Lieutenant reiver K12 (Kilo)
Lieutenant  Leo 34
Champion Bravo 42
Ancient 
Reivers bolt carbines Zulu 63
Reivers combat knives Yankee 88
Infiltrators x-ray 15
Incursors Whiskey 97
Suppressors
Eliminators bolt rifles
Eliminators lastalans 1
Eliminators lastalons 2
Scouts bolters
Scouts sniper rifles
Scouts combat knives
Invictor warsuit
Invictor warsuit
Land speeders storm


Space Wolves
Eldar
Drukhari

Sunday, 14 April 2024

"Reaper" Vanguard Vets

The Vanguard Veterans of the Death Tempter chapter are known internally as the "Reapers" when gathered for an assault. 
 Brothers chosen to perform this role are selected for their ability with shock assault bit more importantly have faced Death in the battlefield by being seriously injured. 
 Space Marine genetic enhancement allows for improved combat survival. To join the ranks of the elite a Brother must have suffered a grievous injury whilst still performing their mission. Proof of their tenacity and courage.
 Brothers of the Reapers often display their mechanical augmentations recived in the line of duty more prominently than other sections of the chapter.
 
 The Reapers gain their name from their role. They are said to be sent to engage and eliminate the Emperor's enemies that wish to evade Death's grasp, those that hide behind the strongest fortifications or amongst the strongest bodyguards.

To build these guys I wanted to try and make the cyborg elements of a iron hands chapter show prominently.  The problem is that cybernetics are not that easy to get in large numbers. Space marine kits tend to have a bare head or maybe an arm or two. Even the Iron hands upgrade pack only contains 4 arms. Nowhere contains legs in the current range. 
 Looking at the mechanicus range there is plenty but are too small to easily sit on a primarus marine.
 Therefore I wanted to try and make my own using wire 
I tried a couple of test arms on random pieces from my bits box. What I found was that the wire can't sit on the outside and look good. It needs to have the arm cut back as deep as possible so the wires build it back up. A single looping big wire running undneath looks good.

Then I went whole hog. Got a assault intercessors kit and cut the lower half of the legs off and cut the foot off of the shin.
 I filled the gap with a 2mm plastic rod into drilled holes I made for a good solid connection.
 Onto this base I put a metal pin to look like some actuation is in place and then thick wires symmetrically around it.
Initial paint scheme uses silver and nuln oil shade to highlight the small wires with some of the bigger ones picked out in yellow.
Plan is to go back and pick out some of the under lying pieces in bronze so it's not just a brick of silver.
Work has started on a second squad member. 
I should have enough hammers and shield for a uniform 5 man combat squad. The second squad is going to have to be more mixed. Ideally I'd like a grave pistol lightning claw mix but I think I only have one grav pistol.