
It would appear that the
humble Fire Support variant of the Reaver has been much maligned
of late, aspersions cast on its viability as worthy unit for an
Imperial force when compared to other units. As I add such a
variant to my own Imperial forces, I look at a few reasons why
such judgements may be a little hasty.
One of the most often
asked questions about the fire support Reaver is “why take one”?
On the face of it, the 6BP that the three missile launchers
deliver would appear to be a poor investment based on the
Reaver’s points cost compared to say an Imperial Guard Artillery
Company. In many respects I wouldn’t disagree, however there are
a few things about the Reaver that are worth taking into
consideration. Firstly as a massive War Engine the Reaver cannot
be suppressed until it has accumulated more Blast Markers than
its starting damage capacity. This makes the Reaver a lot
tougher than your average row of Basilisks which will turn on
turn very quickly lose their power advantage. The second
consideration is the fact that the Reaver missile launchers do
not lose a turn reloading in comparison to a Manticore. They
will lay down 6BP each and every turn until broken or destroyed.
Taking into account both of these factors can actually make the
Fire Support Reaver a dangerously underestimated unit to an
unwary opponent and certainly worth considering for important
‘suppression’ missions. As a final consideration being a Legio
Titan the Reaver has an initiative of 1+ compared to the
Imperial Guard Artillery’s initiative of 2+. This may not seem a
big deal but when the chips are down I would rather know that my
Reaver will deliver the goods turn after turn even in the face
of heavy enemy fire, something even the most staunch Imperial
Artillery Battery cannot guarantee once the shells start
falling. My final point in defence of the poor Reaver is I have
seen numerous Artillery Companies wiped out by being quickly
over-run by a fast moving enemy assault force, however I have
yet to see a Titan troubled by such events. Unlike the fragile
artillery batteries which need protecting against enemy
engagement actions, the Reaver is more than capable of defending
itself against all but the most ferocious assault, simply
‘walking out of combat’ stamping the enemy into tiny pancakes as
it moves on to maul yet another formation.
In summary, an Imperial Guard Artillery Company will probably
deliver the goods on turn one, but five turns later I’d bet a
bottle of Sakra that the Reavers missile barrage will still be
dealing out punishment long after the Imperial Artillery has
fallen silent. So does this mean the Reaver is in fact better
than the Artillery Company after all? In truth no, just
different. Both formations have their strengths and weaknesses,
however I do think only a foolish commander would discard the
Fire Support Reaver just on the strength of barrage points alone
without considering its true battlefield worth.
The Warhound is the
smallest of the Imperial Titans, being a 'Scout' class and is
often fielded as part of a two-Titan Battlegroup.
With a crew four, not counting servitors, the Warhound is still
a potent War Engine with thick armour and protective Void
Shields.
The
Warhound shown here is one of Forge World's resin models and is
one of a number of Warhounds that make up my Epic Titan
Battlegroups being a favourite model of mine.
The weapons shown have been swapped around to match the 40K
scale 'Wolf' class which differ slightly from the ones packaged.
This is a very simple process if you have both of Warhound packs
from Forge World as the remaining two weapons are actually the
correct ones to arm a 'Jackal' Class Warhound, so no wastage
which is a bonus.
This particular Warhound
is one of a pair from the 'War Griffons' Legio, a Titan Legion
that was first introduced with the very first edition of Epic (Adeptus
Titanicus) and therefore seemed highly appropriate to be one
of the first Titans to add to my Epic Armageddon Imperial
forces.
To paint the Titan in
War Griffon colours I first undercoated the assembled model with
a black spray primer, the base having already been textured with
some plastic ruins and rubble. The entire model was then dry
brushed with a mix of Brazen Brass, Tin Bitz and Boltgun Metal
to give an ancient look to the metal chassis. The top carapace
and lower leg armour was then painted Shadow Grey and
highlighted by adding increasing amounts of Ghostly Grey to the
mix. For the leg armour I also added dabs of watered down
Ghostly Grey to create a dappled pattern. The thigh armour,
groin plate, head and weapons were all painted with a 50/50 mix
of Bubonic Brown and Desert Yellow to which increasing amounts
of Bleached Bone were added for the highlights. After that it
was just a simple case of painting in any weapon details and
highlights with Chainmail and the the icons in either Skull
White or Shining Gold.
Getting movement.
The Warhound is a good
example of how careful posing of the model can give the
suggestion of movement, or 'dynamics'.
By positioning the angle of the legs so that the weight is over
the front foot and the back leg is stretched out raising the
trailing foot the impression of forward movement is immediately
given. The position of the weapons and head also help to
emphasise the motion. The Warhound is an easy model to make
dynamic due to the multipart nature of the model and included
ball joints, however the same principles can be applied to most
of the Imperial Titans and is well worth experimenting with
before sticking the model together.
That about wraps up the
first batch of Steel Legion for now, time to concentrate on the
other Imperial forces on Armageddon, namely the Space Marines.
That's far from it though for Armageddon's local boys as I still
have a hefty number of units left to paint yet, including
Sentinels, more support formations and some large scale armoured
units. Until next time though, happy painting.
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