Not that there's been much traffic on this blog thus far, but posts may be a little erratic for a few weeks as there's been another death in the family.
It's a bank holiday in most of the UK today, but not here in Scotland, where it was 3 weeks ago. It's very hot and very sunny, and most of my neighbours have taken the day off. As such, I'm finding it hard to get motivated. My mind keeps drifting back to Saturday's post on reclaiming the Land Speeder for the Imperial Guard of 40k. The biggest issue, beyond getting the relevant guns (multilaser, lascannon, plasma cannon), is the crew. The majority of surplus crew that collecting Guard produces are designed to be poking their heads out of or standing in tank cupolae. There are 8 that i can think of that aren't: the artillery deck crew from the Accessories sprue/Basilisk, the 2 deck crew from the Hydra/Wyvern, the commander from the Baneblade, who has legs allowing them to be assembled as a separate model, the commander for the Deathstrike/Manticore, the 2 crew in a Taurox and the crew of the Sentinels. The 3 standing models and the squatting one are completely unsui...
There was a time, in the not too distant past, when the Imperial Guard of Warhammer 40,000 used Rhinos as transports. Later these were replaced by the now ubiquitous Chimera. The Chimera had significantly more guns than a Rhino (back then, a multilaser, a heavy bolter, 6 lasguns and a storm bolter, compared to a simple pair of bolters), and so could function as a light tank, and, at the time, could be taken as such. The weapons fit back then was fixed. All Chimerae had the same basic armament. You could upgrade the heavy bolter to a heavy flamer, but that got you into the weird realm of Vehicle Cards, and was expensive in points. Over time, the Chimera evolved. First we got the Hellhound, then the hull weapon became an either/or, the storm bolter became optional and the multilaser could be swapped for a heavy bolter or heavy flamer. The model didn't accomodate the alternative turret weapons, so Forgeworld filled the gap. Forgeworld gave us turrets with autocannon and twin heavy ...
The idea of the 40k Imperial Guard/Astra Militarum having dedicated assault troops seems ridiculous nowadays. Since 1996, the basic structure for the Guard has been well established as the 10-man rifle sections, 5-man command sections (now 4-man with the officers split off), and 6-man support units. This makes active sense, and has strong real-world parallels: in modern military, few units are armed primarily for hand-to-hand combat, and such has been the case for nearly 300 years. Despite this, close combat has always been a significant part of 40k. Back in first edition, the game launched with the assumption that ranged combat would be the norm, as can be seen in the early army lists, but, over time, some time around the start of the 1990s, that shifted. Close combat had moved out of the shadows, and the Craftworld Eldar had the cutting edge of this, with Guardian Storm squads (with laspistols and powerswords), and Howling Banshee and Striking Scorpion Aspect warriors. On ...
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