I would have loved to have produced 4th, 5th, & 8th companies for this army, but its a rare situation now to get the entire army onto the board. So while from a collection point of view these missing companies would be a great thing to have, practically I doubt they’ll ever eventuate. (Updated Pics)
But sticking to the fluff from the last edition of Epic Armageddon, I bring you 6th, 7th, 9th and 10th companies of the Ultramarines.
6th Company
A reserve company specalising in the use of SM Bikes.
Couple of formations of bikes in case the situation ever calls for them, don’t tend to use them with the tournament rules.
7th Company
Another reserve company but specialising in the deployment of SM Land Speeders.
A reserve company specalising in the use of SM Bikes.
Couple of formations of bikes in case the situation ever calls for them, don’t tend to use them with the tournament rules.
7th Company
Another reserve company but specialising in the deployment of SM Land Speeders.
Company commander for 7th Company, a very old metal miniature, I think, from one of the first editions of Epic/Space Marine.
Three formations of normal Land Speeders. I use one formation in 4000pt tournament list, but it never seems to survive!
9th Company
Now this is my kind of company, made up entirely of Devastator formations.
9th Company
Now this is my kind of company, made up entirely of Devastator formations.
1st Platoon
2nd Platoon
3rd Platoon
4th Platoon
10th Company – the Scouts
When it comes to munchkinisim in the tournament rules, you don’t have to go past the scouting screens to get examples of it. But it is what it is, so I give you 10th Company.
Two formations of scouts to garrison during tournament games and draw the fire and activations of the enemy – talking of units that never survive!
So that’s the last of my company blogs, next up the support formations that make the Space Marines the fighting machine they are, and the tournament list I can never quite get the hang of.
2nd Platoon
3rd Platoon
4th Platoon
10th Company – the Scouts
When it comes to munchkinisim in the tournament rules, you don’t have to go past the scouting screens to get examples of it. But it is what it is, so I give you 10th Company.
Two formations of scouts to garrison during tournament games and draw the fire and activations of the enemy – talking of units that never survive!
So that’s the last of my company blogs, next up the support formations that make the Space Marines the fighting machine they are, and the tournament list I can never quite get the hang of.
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