Monday, May 28, 2012

Iron Hands Venerable Dread & List Advice

Bannus has returned with some new conversion/paint work on a Venerable Dread for his Iron Hands.  I'm quite impressed actually.  Bannus has moved from my part of the world up to the Windy City.  We miss seeing him at the store, but we're awfully glad he's staying in touch by showing us his work.  Enjoy!

Pretty cool no?  I like that we've got a couple of TSE members churning out sweet Iron Hands conversions. Ol' Seth and Bannus need to hook up and make a monstrous Iron Hands force.

Additionally, Bannus offered up some list advice to break me out of my gaming rut recently.  He suggested that I make "elementally" themed lists and offered up a Water List as a suggestion.  I've copied both the list and a description in his words below:

Varro Tigurius

10 scouts w/ Bolters, Heavy bolter, Powerfist, combi-melta, Melta-Bombs
10 scouts w/ Bolters, Heavy bolter, Powerfist, combi-melta, Melta-Bombs
10 Scouts w/Sniper Rifles, Missile Launcher, Sergeant Telion

Ironclad Dreadnought w/Heavy Flamer, DCCW, Ironclad Assault Launchers, Drop Pod & Locator Beacon
Ironclad Dreadnought w/Heavy Flamer, DCCW, Ironclad Assault Launchers, Drop Pod & Locator Beacon
5 terminators w/Assault Cannon, 2 Chainfists

Fast Attack

Space Marine Bikes w/Additional biker, Melta Gun, Melta Bombs, Multi Melta Attack Bike

Heavy Support
Vindicator w/Dozer Blade
Vindicator w/Dozer Blade
Vindicator w/Dozer Blade

I created this list as a "water" list.  And the idea is, much like how water changes shape to fit whatever container it is in, this list will adapt to whatever enemy you might face.  It has one other strength, nobody will see it coming.
Tigurius is the key to the whole list, with his ability you can re-roll any reserve roll, so you will have an easier time controlling when your units enter the game.  This fits in perfectly with the scouts, drop pods, and terminators.  He also can use three psychic powers a turn, and may choose from all psychic powers, which adds versatility to any unit he is attached to.  He is vulnerable though, so keep him safe.
The scouts themselves are outfitted with anti-tank, anti-infantry, and a close combat weapon, and should be able to take on most enemies.  And they have many special rules that allow you to adapt to the situation, both while deploying and after.  Just avoid heavy flamers.
Ther Ironclads in drop pods can be deployed when and where you need them, and if you plan it right, the terminators can use the locator beacons to deepstrike with precision.  The Ironclads themselves have a meltagun and seismic hammer for vehicles, and a heavy flamer for infantry, so again, very versatile.
The attack bikes look anti-vehicle at first, but dont forget they have twin-linked bolters also.  Combined with relentless they can rapid-fire before charging to take on infantry units, have 5 wounds at T5, and can always choose to fail morale if they cet in an assault they didn't want to.
The terminators with chainfists, storm bolters, and assault cannon can take on almost anything.  And you should be able to drop them wherever they are needed, if your enemy decides to destroy your pods to stop this, then who cares?  He didnt shoot your other units, and all of them are dangerous.
And finally, the vindicators, though they are the most out of place, S10, AP2 large blasts are useful for anything.  And they are also useful mobile cover for other units because they can move while firing to full effect, so if you choose to deploy your scouts at your board edge, they will always have cover behind the vindicators.  They also leave your opponent no room to run if you deepstrike/outflank the rest of your army. 
This army's main weakness is against speed, once they are deployed they are slow, but speed isn't as necessary when every unit is equipped to handle every task.  Against a fast opponent I think you will be fine if you keep the units close enough together that they can support each other.

Let us know what you think!

Friday, May 25, 2012

Two-Headed Monster: Local League game 3 of 5

I'm really scary.  You're just going to have to trust me on this one.
The third week of five is now in the bag for our 1850 40k league at my FLGS.  A brief recap: Make five separate lists to use that are all departures from what I normally play.  This was to break me out of my post Adepticon funk, give my opponents something other than what they've seen before, and to bring fun back into focus for me as a gamer.

Breakdown of all lists can be found here.  Week 1's "No Chapter for Old Men" results can be found here.  Week 2's "Tactically Maximised" results can be found here.

As with all weeks, excepting the very last of course, the lists were chosen randomly by a third party prior to me learning who my opponent will be or what mission we will be given.  This week, we were assigned Dawn of War deployment with Annihilation as our mission.  My good man Stuey finally showed back up at the game store with his White Scars after he finished his semester at school and we were paired up on a table with a moderate amount of low terrain (desert village table).

My list:
Terminator Librarian w/null zone & avenger
2 X (5) TH/SS Terminators w/Land Raider Crusader & Multi-meltas
3 X (5) Tactical Marines w/combi-melta & TLHB Razorbacks w/HK missiles
2 X Land Speeders w/Heavy Flamer & Multimeltas

The purpose of this list is simple.  Smash face.

Stuey normally plays bikes, but he too mixed it up for the evening by bringing a Pedro build.  He brought:

(10) Sternguard with a variety of stuff (combi-meltas & a Heavy Flamer I think)
(10) Tactical Marines with meltagun, lascannon, power fist & Rhino
(10) Tactical Marines with flamer, lascannon, power weapon, & Rhino
(10) Tactical Marines with meltagun, lascannon, power fist, & Drop Pod
2 X Vindicators
Predator w/ Autocannon & (2) Lascannons
(2) Land Speeders w/ (2) Heavy Bolters each
(2) Land Speeders w/Heavy Bolters and Missile Launchers

I had 14 kill points to his 16.

He won the roll to go first, and accepted it.  I did not attempt to steal the initiative.  Not only would I have failed, naturally, but I actually wanted to go second so that I could position myself better based upon his position after he drove all his guys on turn one.  Neither one of us deployed anything, so he moved all his stuff on 12".  He put his Drop Pod in the approximate center of the board and combat squaded the guys inside.  That was good for me since there were really only two place to effectively drive my Land Raiders on, and they were both within striking distance.  My turn 1 actually saw me able to push forward with my LRC that had Vulkan in it and assault his combat squad nearest to me.  The power of the machine spirit in the LRC blew up the Drop Pod.

aftermath of the turn 1 assault
That looks kind of scary.  It certainly wasn't pleasant.  The squad on the left is the sternguad and Pedro who rushed up to shoot Vulkan's squad.  The other five guys are the remaining combat squad from the Drop Pod.  There is one Speeder in frame, two more just outside to the right, 2 Vindicators, and a lascannon from a tactical squad in a Rhino half in the frame at the top right.  All of that shooting, and three terminators would die, leaving Vulkan and just a single terminator.  All three of the dead terminators would fall to a single land speeder and its 6 heavy bolter shots.  Yeah, mathhammer is for the weak.  All in all, the remainder of the game would take place within spitting distance of that fancy yurt-like structure.  He would throw units at my terminators until they died.  They he would throw units at my LRCs until they died.  It was quite a bloody affair.

Vulkan's squad was dead at this point, the Librarian was going to break off from his squad to use avenger on the Sterguard who were bunched up in teardrop formation, and the terminators were going to push through the tactical marines towards the tanks.  That was the plan.  What actually happened?  The Librarian broke off from his protective squad, rolled two sixes for his perils of the warp test (I've tried using librarian power 4 times...I have failed twice), assaulted the sternguard, failed to wound a single one, and died to Pedro's power fist.  I love the model.  I love the words in the codex about what they are supposed to be able to do.  I have had only a single game where I have been able to see any performance whatsoever out of that unit.  The terminators assaulted the Tactical marines, drove off the survivors (but not far enough that a surviving meltagunner wouldn't be able to kill a LRC at the end of the game.

Final tally?  I had killed 10 KP of Pedro's Scars, and he had killed 9 KP of Salamanders.  It was a stressful game with a fantastic opponent.  I had opportunities to handily wrap this game up from turn one on.  I failed again and again to capitalize on the opportunities that presented themselves.  While the game was a victory for me in the end, my dice rolls were so bad that bystanders and neighboring tables were making fun of me.  I would miss with twin linked weapons, fail to penetrate armor with melta weaponry, only manage shaken or stunned results on vehicles.  It was pathetic.  Stuey was a class act, and made fun of me an appropriate amount without going too far.  But I am getting a bit sick of it.  How can I analyze me list performance when I can't even depend upon average dice results?  I'll stop complaining now.  It was a win, I should be happy right?

Thursday, May 24, 2012

Get Your Hobby On.

I picked up a rush commission last night and, while prepping the models I had a flash of inspired genius. I was thinking of how I might prime and paint the meltaguns separately so I could more easily paint the chests of the marines. I looked to my right at my trash can (hey, divine inspiration shouldn't be questioned, so don't judge me for randomly checking my trashcan for ideas). There atop the empty food containers and other various basement-centric detritus, was a recently discarded sprue frame. The squared shapes and occasional cylinders of spare plastic merged with some paper clips in my brain and, like John Belushi standing in a Chicagoland church, I saw the light!

Some quick snips with the clippers gave me a small workable bit of frame that would sit flat on a surface and resist being scooted by spraying paint. Some easy work with my pin vice and super glue and the Gun Rack was ready for service.

I placed a tiny drop of glue on the end of each peg so the guns wouldn't fall off. Then I cut a bit of cardboard, secured some tape to hold the backpacks and the gun rack, loaded the whole squad out to the garage and gave it a blast of primer.

The accessories are ready for priming.

The whole operation took less than 30 minutes and it can (and will) be reused again and again. This frame is rigged with 5 pegs so it will hold a whole combat squad compliment of weapons. I imagine it will also work well for heads or any other small bits that might need personal attention.

Let me know if you like this idea, or if you have a better system feel free to share. We're all in this together, right?

Friday, May 18, 2012

Tactically Maximised: Local League game 2 of 5

We Salamanders are LEGION!!!  (well technically not since that Istvaan/Codex  Astartes thing I suppose...and I HAVE killed quite a few of them off...)

This is the second week of our five week league at my FLGS.  My mission, after returning home from Adepticon in a bit of a funk, was to craft 5 separate lists, one for each week, that served as a departure from my normal play style, included elements that I have always wanted to try out, or that just seemed like damn good fun.

Breakdown of all lists can be found here.
Last weeks "No Chapter For Old Men" list results can be found here.

This week's list theme was simple.  It's almost like going to AA meetings:  "Hello, my name is Chosen1.  I am a Space Marine player, and I don't know how to use my Tactical Squads."  Seriously, its an embarrassment.  It's like Ricky Bobby's hands during that first TV interview, I just don't know what to do with them.
What am I supposed to do with these?
What's one way to figure these things out quick, fast, and in a hurry?  Play with as many Tactical Marines as I can in an 1850 game.  I selected 6 Tactical Squads, gave them Vulkan, a Librarian, and then a bunch of razorbacks and heavy weapons.  Here's the list:

Epistolary Librarian w/Null Zone & Avenger
2 X Tactical Squad w/flamer, combi-melta, plasma cannon, power weapon & TLHB Razorback
2 X Tactical Squad w/flamer, combi-melta, missile launcher, powerfist, & LTHB Razorback
2 X Tactical Squad w/flamer, combi-melta, lascannon, & TLLC Razorback

Our mission was seize ground with spearhead deployment.  My opponent was a Tricksy Eldar player that I've played once before.  He's an outstanding guy, and I had a great time playing him, but we fought to a draw.  I told myself that win or lose, I would not get another draw...yeeeah, about those TPS reports...

My Deployment: All combat squads
His Deployment: a bunch of Xenos trickery
I would love to tell you what was in his army.  In fact, my friends are telling me all the time "Chosen1, you should really learn these other codexes so you know how to play against them."  Honestly?  That sounds like a lot of work.  It also opens me up to heretical thoughts, and the light of the Emperor's cleansing flames as I burn them down are all I need to understand about Xenos.  Here's what I can remember:  Avatar, Eldrad + Dire Avengers in one of those melta-ignoring transports, 3 War Walkers with scatter lasers, (7) Jet Bikers with warlock, (7-ish) Fire Hawks in melta-ignoring transport, (5) Rangers in the "venerable" transports that make me roll twice to kill them, and (5) Dire Avengers in the "venerable" transport.  I normally fear the Avatar like no other since I load up on flamers and meltas.  Don't judge me, I roll like ass.  I dont' NEED those re-rolls, I can quit anytime...really.  This time, however, I had plenty of other guns for him.  I was also glad I had a librarian.

I know I suck at battle reports, but honestly the game looked like this for most of the night.
We get five objectives, plus two more "story objectives" for the league's storyline that have no bearing on the game play.  I lost the roll to go first, failed to steal the initiative, and weathered the first turn fairly well.  I could tell he was intimidated by all of those transports and Tactical Marines.  I'm no seer, he actually said "I'm kind of intimidated by all that".  I tried not to strut around like a peacock.  I failed.  He maneuvered to get shots on Vulkan and the Librarian's transports, but didn't take either out.  I moved up across all fronts trying to engage him with my combat squads and shoot what I could.  The Avatar took out two combat squads before he was brought down by Vulkan.

The jet bikes were led by the warseer "brave, brave, sir Robin"
Those two transports (green/white & purple) at the bottom of the frame stayed there the whole game taking pot shots at me.  Their occupants would ultimately claim the objectives near each.  The tricksy bikers did their move-shoot-move dance.  I eventually flanked around the right side of the treacherous Xenos scum and shot them down.  It was glorious.

This is what I was doing instead of aggressively advancing towards him
I didn't realize I wasn't "doing it right" until the end.  Now you've all heard me complain about my horrible rolling.  My opponent was doing poorly this game as well.  In fact, I think we sort of averaged each other out.  I had some good turns, he had some good turns.  My librarian shut down about half of Eldrad's powers, which is a big deal to me, because that cat can use a lot of them.  I would almost bet that if Eldrad had been allowed to do his thing the final outcome would have been significantly different.  I'm not sure if I'm a fan of the "you must take a librarian to have a chance against the tricksy eldar" meme, especially since I took him randomly this week, but it is what it is.

This is essentially the end game.  I held the top/bottom left objectives.  He held the top/bottom right objectives.  Eldrad and a Dire Avenger exarch move onto the center red objective.  I shot the snot out of them and fail to move my guys close enough before the end of turn five.  Game ends in a draw.  Don't get me wrong I enjoy winning.  On the other hand I know when I don't "deserve" it.  I played sloppy.  Not just moving into position, but I made mistakes on some rules (they were corrected), but I am always nervous that folks will take my mistakes as cheating.  That's absolutely not who I am.  Both of us were glad this game ended in a draw because neither one of us performed any better than the other.  Back to those TPS reports I suppose.

What did I learn?  I (still) need to be more aggressive with my tactical squads.  I think that not only would I have forced him further out of his comfort zone, but that I would have been in a better position to contest or capture objectives during the late game.  Combat squads are fragile.  If someone starts spouting off about a statline in the 4's backed up by 3+ saves punch them in the face.  Marines are nothing special.  That deserves repeating, Marines are nothing special folks, they perform similar tasks as their Black Templar, Space Wolf, and Blood Angel brethren, but they're inferior in almost every way.  This doesn't mean they can't win, just that they need (insert something sage and wondrous) to do so.

All in all, a great game with a great guy.  I look forward to next week's match!

Monday, May 14, 2012

New Recruits: Black Templars

The days of painting Salamanders for Adepticon have waned. In the immortal words of Alice C., "School's out for Summer!" And, for the moment, I'm still unemployed. Throw in a much-appreciated invitation to participate in an Apocalyptic reprisal of the 3rd Battle for Armageddon, and it's time to do some painting!

I've owned Grimaldus and Retinue since I got back into the hobby (oh, going on mid-fourth edition now). Sadly, because he's a bit cumbersome compared to much cheaper units, he's been languishing in his box all these many years.

Now, with Helsreach being so key to his fluff, and me having a bit of free time, I just had to drag him out, dust him off, and slap on some paint.

I tried some new techniques with this squad. The main difference is I used Vallejo Air grey primer, applied with my Grex airbrush, instead of Chaos Black. I wanted to see how it would work, one, and I also wanted to start experimenting with alternatives since the Chaos Black spray will be hard to come by from now on (I have no idea what the current GW Black will look like so it's best to find an alternate route to get where I need to go).

Here are some before and after pics of the models.

Grimmy sprayed with Vallejo Air grey primer mixed with VGC Black
Retinue primed with a mix of VA Grey primer and one with the Grimmy mix leftovers.
The whole gang.

Backside. Cause it's smexy.      

 It felt good to paint some Templars after such a long time. It was strange, though. I kept blending and building the highlights on the blacks and it just kept looking wrong. It was only after about 12 hours that I realized it was the absence of color that was messing with me.

I plan to add High Marshal Helbrecht next. I've also ordered some more Assault termies and I'm building some new neophytes (although I seem to be missing their heads. Guess it's time to give Genocide a call to see what WFB junk he's got laying around).

Oh, and as an added bonus, here's an updated (and much better) picture of my TH/SS Terminator Marshal. He's been done for a while, but it's one of my favorite conversion pieces.

STOP! Hammer time! (Yeah, I went there)

Friday, May 11, 2012

No Chapter For Old Men: Local League game 1 of 5

What's that you say?  You want the truth?  You can't handle the truth!
You may have wanted me on that wall, but due to your pathetic generalship, we're all dead!
So yesterday was our Thursday league night at the FLGS.  Not as big of a turnout as I would have liked to see, but we likely had 12-14 players show up for the first of five Thursday night games.  Some of the "newer" players could have shifted days since the store recently set aside Friday nights to help new players with practice games, painting & modeling advice, etc.  An excellent way to grow the hobby in my opinion, and I only wish I had more Fridays available to lend my assistance.

To quickly recap, I have a five week league.  I have five army lists.  You see where this is going don't you?  In any event, I had a buddy of mine "pick a number between one and five" prior to tables or opponents being named.  He chose number 3.  The third list on my sheet was "No Chapter For Old Men".  The spirit of this list was that due to my poor skills as a commander of Marines, there were only a handful of scouts and tactical marines available for use, while maximizing dreadnoughts.  When I min/max here, it's not to extremes.  I set a few goals (lots of dreads, minimum scoring units) and then attempt to make a viable list within that framework.  Here's what I settled on:

Master of the Forge with Conversion Beamer on a Bike
(10) Assault Terminators with Thunder Hammers & Storm Shields
(10) Terminators with (2) Cyclone Missile Launchers
Dreadnought with Twin Linked Lascannon & Missile Launcher
(5) Sniper Scouts w/Cammo Cloaks
(5) Tactical Marines w/Powerfist, Combi-melta, & TLLC Razorback
Rifleman Dreadnought w/(2) Twin Linked Autocannons
Rifleman Dreadnought w/(2) Twin Linked Autocannons
Dreadnought w/Multi-melta, Heavy Flamer & Drop Pod

Deployment was Pitched Battle while mission was Annihilation.  I won the roll and elected to go first.  Here was my deployment zone:

I castled up in my left corner and hoped he would advance towards me.  This would serve to minimize my exposure to his guns (due to the terrain set up you'll see in the next pic) and limit the number of his units that got to me at any given time.  Please pardon my regular terminators as they are still "in progress" on the paint desk, and my feeble MotF model is still on the drawing board as far as conversions go.  Here is his deployment zone:

With a terrain set that my opponent casually termed "the battle for the port of Los Angeles" there were those cargo containers all over the battlefield in approximately that density covering almost the entire board.  There were a few clumps of trees here and there, and a ruined building that was out of frame to the right.  Our deployment zones were relatively free of terrain.  As I know nothing of his filthy xenos codex, I'll do my best to relate what was in his list:

(4) 5 man warrior squads
Gypsy Shyster Lord with nightfighing, turn stealing, and lightning powers
Squad of (3) Wraiths
Squad of (5) "assault" necrons with shields that reflect shots
Squad of (5) Immortals with assault guns
Squad of (3) scarab swarm bases
Squad of (3) Destroyers (or were they heavy destroyers...I have no idea)
Squad of (5) Snipers with assault weapons
Skimmer with guy in it (control barge?)
Skimmer with creepy arcing electrical gun on it

The early game did not go my opponent's way.  He brought night fighting to a table with a lot of guns, so he was spared a lot of early casualties, but as he advanced, he took up positions outside of cover...which made him vulnerable to return fire and allowed my terminators to advance rapidly.

This wasn't all bad for him.  I dropped my drop pod (with dread) next to his big gun barge and rolled a one to hit it with my multi-melta.  folks are often shocked at how poorly I truly roll.  That's when I bring Vulkan to the table.  Without those re-rolls, my opponents often consider my rolling on par with a humanitarian crisis or some other horror of history.  It is truly appalling.  That dread fired three more shots throughout the game. He would roll a 1 to hit every time.  He did, however, kill that gun barge, the scarab swarms (str 10 vs. swarm bases?  Yes please) and the Monolith, but he did all that in assault.

End of turn 2.  Monolith immobilized, gun barge dead, scarabs about to be dead
skimmers about to die because they exposed themselves on top of cargo containers...
I'm horrible at writing battle reports.  I get involved in the game, and I forget to take pictures.  I'm so bad that I kept putting my phone in my way so I could remember to use it, but I just moved it around without even thinking about it.  Pathetic.  I forgot a pencil so I couldn't even take notes.  But, it was a fairly one sided game in the end.  I had 5 victory points (gun barge, monolith, 2 skimmers, & sniper guys) and my opponent had none.  He killed a few models here and there, but no full units.  My assault terminators were down to 4 guys due to my chronic inability to roll anything but a one on their armor saves, but they held.

Rather than my awesomeness, which has been proven to be more myth than reality, I think my opponent lost the game rather than I won it.  The terrain hurt him.  His own night fighting hurt him.  I removed his big gun early, and he had not back up for it or back up plan in the event that it was destroyed.  His warriors did nothing.  I don't know how cheap they are, but he only shot one squad once (at my drop pod) and that did nothing to it.  The other three squads never even moved.  Those were points that I didn't have to contend with, making the game an imbalanced one as everything I had was shooting, assaulting, or getting into position to do so the next turn.  He's still learning the Necron codex, finding out what units fit his playstyle and which do not.  I expect these are just temporary shortcomings and that he will shortly become a more serious Xenos threat.

Most importantly, he was a fantastic guy, and I think we both had an enjoyable game.  No Chapter For Old Men was fun to play, and I think that had a lot to do with the fact that it just happened to be perfectly suited for the mission were were given.  While I'll likely come back to it in the future, it's on the shelf for now.  I wonder how my random list selection and opponent/mission assignment will go next week.  Stay tuned.

Wednesday, May 9, 2012

We Ride!

Operation: Get Back On The Horse has commenced!
The FLGS will be starting a new 40k league this Thursday that will last five weeks.  Those of you foolish enough to read posts on this blog will know that Team Snake Eyes got crushed at Adepticon 2012, and that didn't sit too well with me.  I'm not a super competitive guy, and while I didn't expect to blaze a trail to glory, I did hope for a better than 99th place out of 116 teams.  So, as you can imagine, I've been a bit bummed out by the whole process.  Then, with a flash of brilliance, I realized that doing "well" at Adepticon isn't why I got into this hobby.  It's not why I play every Thursday.  It's not why I collect the models, paint them, and hang out with my friends.  In short, I was being a dumbass.  Relax, my wife assures me it's happened before from time to time.  While she says I can't be cured, it's not entirely contagious.  Y'all should be safe.

To get this party started, in a stylish fashion, I have come up with a clever plan.  For the five weeks of the league, I will play a different list each Thursday and try to play something that's different from what I've previously tried to put on the table.  6th Edition is around the corner and I am just about universally disappointed in the rumors about it that I have heard.  So, what better way to honor 5th edition than to put together a set of lists as interesting as my model collection will allow.  It is my great pleasure to introduce to you all "The Five Fingered Death Punch".  I have heard that a badass sounding name is the first step on the road to rampant badassery...therefore each of the lists has it's own clever codename.

Oooh, scary.

List #1 "The Two-Headed Monster"

Terminator Librarian with Storm Shield, Null Zone & Avenger
(5) TH/SS Terminators with Land Raider Crusader w/Multi-Melta
(5) TH/SS Terminators with Land Raider Crusader w/Multi-Melta
(5) Tactical Marines w/combi-melta, meltagun, and TLHB Razorback
(5) Tactical Marines w/combi-melta, and TLHB Razorback
(5) Tactical Marines w/combi-melta, and TLHB Razorback
Land Speeder with MM/HF
Land Speeder with MM/HF

I've always wanted to try a 2 Raider list, and here's my chance.  I've heard it's a "dick move" to bring them, but I haven't witnessed  any undue survivability issues with a single Raider, so I'm not overly concerned.

My Tactical Marines are stone faced killas... (bad jokes are free around here)
List #2 "Tactically Maximized"

Epistolary Librarian w/Null Zone & Avenger
2 X Tactical Squad w/flamer, combi-melta, plasma cannon, power weapon & TLHB Razorback
2 X Tactical Squad w/flamer, combi-melta, missile launcher, powerfist, & LTHB Razorback
2 X Tactical Squad w/flamer, combi-melta, lascannon, & TLLC Razorback

I've never personally fielded this many tactical marines...and I have why not give it a shot?  Using tactical marines successfully is also my biggest weakness as a marine player, so this is a training exercise.

This cat remembers the Heresy because he was there, he was on that wall...where were you punk?

List #3 "No Chapter for Old Men"

Master of the Forge w/conversion beamer & bike
(10) TH/SS Terminators
(10) Terminators w/(2) cyclone missile launchers
Dreadnought w/TLLC & ML
(5) Sniper Scouts w/cammo cloaks
(5) Tactical Marines w/powerfist, combi-melta, & TLLC Razorback
Dreadnought w/ (2) TLAC
Dreadnought w/ (2) TLAC
Dreadnought w/Multi-melta, heavy flamer, & Drop Pod

Light on the scoring units (as light as I could make it anyway) and heavy on the young and entombed.  This force is a direct result of all the dead Salamanders I am responsible for after Adepticon and playing the previous list.  Don't judge me.

List #4 "Tactically Hybridized"

Dreadnought w/ (2) TLAC
Dreadnought w/ (2) TLAC
Tactical Squad w/ combi-melta, meltagun, missile launcher, & TLHB Razorback
2 X Tactical Squad w/ combi-melta, meltagun, lascannon, & TLHB Razorback
Tactical Squad w/ combi-melta, meltagun, plasma cannon, & TLHB Razorback
Land Speeder w/ HF & MM
Dakka Predator
Dakka Predator

A hybrid list that Chambers put together for me that includes elements of the Tactical Marine horde with a few support elements.  Combats squads will be had by all, and much death will ensue.

List #5 "Netlist Extreme"

Librarian in Power Armor w/ Null Zone & Avenger
(6) TH/SS Terminators
2 X Tactical Squad w/powerfist, combi-melta, meltagun, multi-melta, Drop Pod & locator beacon
Tactical Squad w/combi-melta, meltagun, missile launcher, Drop Pod & locator beacon
(2) Land Speeders w/MM & HF
(2) Land Speeders w/MM & HF
(1) Land Speeder w/MM & HF

This is a slightly modified list, ripped straight off the internet, from Danny Internets over at the Bald and Screaming blog.  I tried to link to his posts about it, but his site seems to be down.  My apologies to Danny.

5 week goal?  Have a blast, hang with my boys, drink some beer, roll some dice, and not worry about the small shit.  I'll post a bat rep every week.  I will likely randomly pick (or have opponent roll) to determine which list gets used for any given week with a list only being used once in the tournament.