Showing posts with label Space Marine Bikers. Show all posts
Showing posts with label Space Marine Bikers. Show all posts

Monday, January 16, 2023

More Deathwatch Veteran Bikers


 The Deathwatch Veteran Bikers squad that I whipped up back in January* are getting some reinforcements.  I recently got these four used Space Marine Bikers in a deal and now it's time to integrate them into my Deathwatch. Instead of making another unit of 3 bikers, I decided to max out the squad. If anything they should be able to soak up damage better in the game. 

The  newly acquired used bikers.

Unfortunately I will end up with a leftover biker, whose fate will be decided at some future point. Maybe if I ever get back to the Dark Angels he'll become a Ravenwing guy. Or if I ever return to the Space Wolves biker project maybe he'll go there? 

New shoulder pad and sword 


New bits added. 

All of the above was written prior to November 2nd 2022. In the interim I have been able to dabble, poke, prod and tinker on these things until finally they are now done.  My free time has become sparse to say the least, to the point that just getting this far on these three bikes feels like an accomplishment. 

A Blood Angel.

Ultramarine.

Black Templar.



Joined up with their battle brothers I think they look good. Individually I don't think these models would win any awards for me but that was never my intention, I just wanted them to be up to a level that would look good in the battle reports that I feature on this blog. And I think they'll work out good in that regard. Accept that the continuing trend is that the models with the most paint tend to be eliminated first in most of my games so it's unlikely they'll appear in many pics in the future....


Altogether now, VROOM!!!

Ok. So final role call, we have a Blood Angel, Ultramarine, Black Templar, Crimson Fist, Imperial Fist and the leader is a White Scar (of course right?). I think I maxed out my decal options on this unit. Except I don't have any Dark Angel or  Space Wolf guys. Maybe they'll be the ones on the Attack Bike that I hope to top this unit off with...?



*Of 2022. Keen observers might note that my first finished models of 2023 are quite similar to my first finished models of 2022. A fun coincidence as I was had hoped to get them done before the New Year so I could open and close 2022 with finished models from the same squad. But this works for me either way. 


Wednesday, January 05, 2022

Deathwatch Veteran Bikers

 Let's kick this New Year off right! 


This was a fun unit to build and make ready for war: it's the Deathwatch Veteran Bikers. While digging though my bits collection I discovered I had enough remnants of a few Space Marine Bikes to make a squad. My original inspiration was to added these to my Ultramarines who are currently woefully lacking in Assault and Fast Attack choices.  But I happened to be flicking through the Deathwatch Codex and came across the entry for Deathwatch Veteran Bikers.  They are simply better than the typical bikers and my Deathwatch are also lacking in a strong Fast Attack option and these models will be better suited in that force. 


Inspired, I assembled these models over the span of the last two months. Lots of personal stuff happening, as well as the holidays, and picking and poking at these models in my fleeting moments of spare time was a relaxing repite from all of that. 

I wanted the unit leader to be bold and imposing. An ork skull adorns the front of his ride, he had a combi plasma and a power fist, which he is using to steer his bike (I get a kick out of this). 

I wasn't too thrilled with my flesh highlight on this guy's head so I mixed Kislev Flesh with with some Delta Ceramcoat Queen Ann's Lace (surprise, they mix together just fine) and got the desired color. 


The rest of the steps were really straightforward, I just kept at it until I was satisfied.





The two basic guys are armed with Chainswords, but the options available to these chaps are pretty impressive. However I decided to keep it simple, and ' cheap' (points- wise) and just stick with Astartes Chainswords. 


The squad leader I approached differently. I wanted a Power Fist for a powerful punch in the Assault phase and a combi plasma for some longer range support. 


All in all, I am happy with how these chaps turned out. I am considering adding an Attack Bike for a bit more support, but we shall see how the other projects shake out first...

Saturday, April 20, 2013

My solution to my Space Wolf biker dilema...and a rant about Blood Claws


"Let's not shoot them and just charge!"
"Ok!!! ...You know this means you'll strike last with that power fist right?"
"Shhh! I'm preparing to deliver a devastating charge..."


"But all I need to do is squeeze the trigger!"



Back in the early days of Warhammer 40,000 4th edition, when the 3rd edition Codex: Space Wolves was still semi-current, I began to put together a squad of Blood Claw Bikers (now called, cutely enough, 'Swiftclaw Bikers'). Years later, I looked at finishing them up with the 5th edition Codex:Space Marines list, and looking over it I quickly found (and wasn't surprised to find) that the weapon options I had planned out originally were no longer valid. This caused me to scrutinize the rules, and like the regular Blood Claws, I found the points vs. payoff were very much not jiving well with me.

Disarmament treaties really suck


Let me elucidate: The Blood Claws/Swift Claws suffer from a reduced WS & BS with totally supported background to justify this. They also have the Berserk Charge special rule which I feel is quite a good asset and trade off for the stat penalty, and Headstrong which reinforces their commitment to being crazy, forcing them to charge into an assault if within 6" of a foe.

Between this codex and the previous one, the Blood Claws base cost went up a point however the Head Strong special rule was blessed with this additional caveat: if within 6" of an enemy model and not accompanied by a character model, the Blood Claws/Swift Claws are so worked up that they cannot take the time to aim their pistols. "They're too carried away" with frothing, raging and just going berserk-crazy to point the gun -pistol- in their hand in the direction that they are about to charge. Reading it as is, it sorta makes sense. Sorta. But then after they do charge they count this unaimable pistol as an extra Attack in melee which is now used in conjunction with their close combat weapon! This really is weird when you consider orks who have Furious Charge that somehow can wander up to a unit, shoot it twice with a shoota, then charge in -furiously- and even get a point increase to their strength! And they didn't have to 'prepare', 'work it up' or get 'carried away' to achieve this benefit!


And since I'm ranting I have to throw this in: Blood Claws get similar weapon upgrades with their previous Codex entry, however some significant changes have been made. Now, if I take the maximum Squad size of 15, I can get a free Special Weapon in addition to the one I might have already bought! Two melta guns for the price of one! Nice! But that isn't the issue. Actually, looking at it now, two free flamers in 6th edition is sort of appealing...but only as a counter-charge strategy with Overwatch! The template of the gun isn't long enough to use it effectively as it is about 6" long, and, well, the Blood Claw holding it is just too "carried away" to actually use this weapon! Unless someone declares a charge at him! LOL, But despite that weird scenario, it's in the close combat weapon choices that irks me...




Pictured here is the Blood Claw unit built using the 2nd edition Codex. Yes kids, they ALL have power gloves! They weren't quite as awesome back then, but still awesome enough to model up the unit. They are still some of my favorite paint jobs, and I just still don't have the heart to rip those arms off and modernize them for the current rules, so they get reassigned to other units in need of a good power fist model.


With the 3rd edition book Blood Claws used to be able to take up to 3 power fists (12pts each) or power weapons (8pts each) and I used this option often and effectively. After all, this is a unit made for assaulting and close combat and they were good at it! So, I sense the designers of the current book wanted to nerf or punish this unit, and they did so by limiting the unit to one of these choices and upping the cost. The one power fist now costs 24pts! And in the new rules set, they are more difficult to keep alive than in the edition (5th) that this book was written for.

I hope I have made a strong case as to why I simply don't use them any more. Grey Hunters, for the same cost, just make far more sense, have a good stat line, and are simply more tactically versatile. Comparing the Swiftclaws to the Blood Claws they seem to have the same hang-ups really. There are some weapon choices on my models that I will need to change but this isn't that big a deal. But for their cost, I just didn't see how their usefulness would justify the time I was going to spend working on them. If you follow this blog you might have learned that I just am not as quick as I used to be with painting, so to dedicate my time to work on a unit I would either rarely take or never take would be silly, but I really like these models! I want to paint them! And I have wanted to build the Attack Bike since I bought it.



 Then it struck me out of the blue the other day: Wolfguard! I can take all my bikers as a separate Wolf Guard unit! Furthermore, 33pts is the base cost to do this vs. 25pts base cost of a Swiftclaw with reduced BS &WS and I get an extra point of A and LD and without wonky special rules! And the weapon options suddenly get into the realm of solid dairy products: Power Weapons for 10pts, Power Fists for 20pts, Frost Blades for 25pts, etc. and we're talking EACH here! Yeah, they get expensive quick, and I can't take an Attack Bike with this option (waagh), but my goodness! Time to go hunt me some Nob bikers! LOL! I am pretty much sold on this and will probably (re)start work on them this week.



Stay tuned, meanwhile if you have any thoughts or comments I would like to see them!



The original pic I took for the intro, but it was even sillier when I realized he doesn't have a gun....