send “unit” to mark’s inbox to have her analyze your muse!!
happy april fools toa i love yall <3

seen from India
seen from United States

seen from United States

seen from United States

seen from Australia

seen from United States

seen from Romania

seen from United States

seen from China
seen from France
seen from China
seen from France
seen from United States
seen from China
seen from United States
seen from Indonesia
seen from United Kingdom
seen from Australia
seen from United Kingdom
seen from Hong Kong SAR China
send “unit” to mark’s inbox to have her analyze your muse!!
happy april fools toa i love yall <3
IT'S TIME TO GET RAMBLOMATIC (pls don't due me)
I've decided to compile some of my observations concerning Monochroids that COULD potentially hint at something in the near future
Unit Analysis: Primaris Marines
What makes these new marines so special? Who do they think they are invading our honourable chapters with their better guns, more wounds and considerable height? Why do these new marine feel the need to shoot further, use bigger jump packs and have bigger flags? Wait…these guys sound alright… Maybe we should give them a try…
Intercessor Squads: The Troop choice version. Basically a Space Marine with 2 Wounds and a better Boltgun. The Bolt Rifle is 30” S4 AP-1 Rapid Fire 1. Can be taken in a unit of 5-10 (including the sergeant) and are a reliable source of long range fire power.
Inceptors: Massive Jump Team. Mine have been nicknamed Hop, Skip and Jump, due to the three different sizes of flying stem and that is realistically what they do. Each is armed with two Assault Bolters, which are actually just 18” Heavy Bolters, so these guys wield 6 shots each and in a unit of 3 (including the sergeant). At 3 wounds and Toughness 5, these guys are tough and are able to move across the board fairly quickly. Their other advantage is their Crushing Charge, where the player will roll a D6 for each one that made a successful charge and on a 6 cause a Mortal wound to the enemy unit. Only real downside is the ridiculous point cost at 225 for a single unit I would not like to be spamming many of these.
Gravis Captain: Huge suit of armour, but still only a 3+. I was surprised to find out this guy only had a 3+ save, when it is bigger than a terminator. To make up for this it has been given an extra Attack and Toughness compared to a regular Captain. It also comes with some pretty cool weapons; the Boltstorm Gauntlet is a power fist with a 3 shot pistol built in and then a Master-Crafted Powersword (a 2 damage powersword). So the Gravis captain is versitle, but a bit slower than everyone else with a 5” movement.
Primaris Lieutenant: Tactical dudes. I originally wrote these guys off, but after a few games I think I have changed my mind. Weaker than captains, but grant the ability to re-roll 1’s To Wound within 6”. Which when using the Hellblaster squad or similar devastator teams can be rather helpful.
Primaris Ancient: Resurrection Flag. An Infantry model dies within 6”. On a 4+ they can immediately shoot with a shingle weapon or make a single combat attack. This magic flag is attached to a 5 Wound model. So similar to the Lieutenants, this model works very well next to the Hellblaster squad.
Hellblaster Squad: Long Range Plasma Devastators. Once I heard about these guys I gave a sigh of disappointment. Who wants a unit of just Plasma? BUT, then we saw the new rules for Plasma weapons and it is optional to overcharge the guns. So a 30” range Plasma gun with a better AP value than regular Plasma Gun and then the option for +1 Strength and Damage. As mentioned earlier, combine these guys with the Captain and Lieutenant to re-roll 1 To Hit and To Wound and the then the Ancient can resurrect someone to have another shot.
Reiver Squads: Just picked up my set today, then saw that a 10 man set will be realised soon. Heavy Bolt pistols are simply a Bolt Pistol with -1AP. Not bad. Shock Grenades deal no Damage, but if they hit an enemy unit they are -1 To Hit and cannot over watch. Combat Blades are knives that give +1 Attack (giving each 3 attacks). Terror Troops Ability forces enemy units to be -1LD. These guys are a smaller combat unit, but there may be some changes for tem in the larger boxset when that arrives.
Primaris Librarian: Librarian with +1 Wound.
Primaris Captain: Captain with +1 Wound.
So all in all I think the Primaris Marines are fine. They are not amazing, but not terrible. They do not fill any gaps the Space Marines were missing, but do not overfill the Space Marine choices. It is nice they can be used as a stand-alone army or to buff any existing army. I am looking forward to see what the codex will bring out and if the Chapter Tactics will be able to improve the Primaris in any way.
unit ;3
A healer who brings a strange kind of tome to battle. This member of the clergy also boasts fortune telling powers. Should his predictions be correct, I imagine it would be useful much like the augury I am used to...
Unit!
A man with something to prove. Proficient in lances, reason magic, riding, and fighting out of a corner. A valuable ally, should his cause align with yours. Brings with him a keen eye for emotion and an uncanny ability to survive what should be fatal.
unit!
Heavily armored swordsman. Not something you see, I feel! Would be valuable to have with, for purposes of fending off axemen. Skilled with acting alongside others, as well. Good teamwork is surprisingly hard to find among students here.
unit :melons:
Skilled with a flying mount and a lance. A dependable perfectionist -- I know having him on my side would mean that whatever I asked would get done, and get done well. It is valuable to have a pair of hands that can execute what's asked with little guidance.
On a personal note, I would love to meet his pegasus sometime.
baa (unit)
An ally made in crisis, who I would be loathe to underestimate. Skilled with a lance, primarily, but has affinity for flying mounts as well. Ever able to keep a level head even in the worst of circumstances. I should pay him a visit -- it's been so long since we last spoke.