Tag Archives: Marauders

Lost and the Damned Tactica – Air Support

Pretty cool Thunderbolt diorama

Pretty cool Thunderbolt diorama

Hi guys,

Back to the ongoing Lost and the Damned Tactica with this post, this time looking at the Air Support formations available to the list and the role that they can play in armies. As a quick note, I will be covering the Doomwings and Firelord Daemon Engines in an upcoming Daemon Engines post even though they are flyers, but the Daemon Engines post may be a while coming – there is alot to talk about!

So, the Lost and the Damned list has the choice of two air formations, both ripped straight from the Steel Legion Imperial Guard list and probably very familiar to any Space Marine players too. The two formations, Traitor Thunderbolt Fighter-Bombers and Traitor Marauder Bombers, both have very different functions.

A 40k sized Thunderbolt I have recently bought.

A 40k sized Thunderbolt I have recently bought.

Traitor Thunderbolt Fighter-Bombers:Thunderbolts come in a formation of 2 for 150pts and have a 6+ armour save. Armament wise they sport a decent selection of AA, AP, and AT firepower all fixed forward in arc:

Stormbolters 15cm AP4+/AA5+, FxF
Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF

The ubiquity of Thunderbolt formations in Lost and the Damned lists is both a testament to their usefulness in the context of the list as a whole, and the genesis of the recurring joke that the first thing a planetary governor faced by a revolt should do is lock up all the pilots (and Sentinel drivers…). The reason for this ubiquity is the way in which Thunderbolt formations provide the list with the ability to reach out and touch the enemy at long range, with good AT firepower which is a weakness of the list, and also provide good Intercept and AA coverage, which as we have seen is another weakness of the list. So the Thunderbolts, for a relatively cheap cost, provide the LatD player with the ability to effectively shore up the structural weaknesses of the army to a certain degree.

What tends to happen to Marauders whenever I try to run them...

What tends to happen to Marauders whenever I try to run them…

Traitor Marauder Bombers: Marauders, like their Imperial cousins, come in a formation of two for 250pts and have a 4+ armour save. Armament wise they are focused mostly on a bombing role, with a little bit of long range AT too:

2x Twin Heavy Bolter 15cm AA5+
Bombers Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF

I have to admit, I have never been able to get Marauders to work effectively for me either in the Lost and the Damned or in any of the Imperial lists that use them. They are very fragile, and even though they put out 6BP as a formation, I have found ground artillery to generally be a better investment, because as soon as one Marauder is downed the usefulness of the formation drops significantly. In the context of the Lost and the Damned list, they compete against Basilisks in the Traitor Artillery Battery formation, and against Griffons embedded in Cultist Covens.

One thing to note about the Lost and the Damned list is that its access to air formations is slightly different. While normally War Engine and Air Support are limited to 1/3 or 1/4 of the total army points, in the Lost and the Damned list they are included in the 1 Coven : 1 Support formation ratio – meaning that you can take one air formation for every Cultist Coven. Realistically I don’t think this is every likely to make much difference (I tend to take 2 formations of Thunderbolts in most lists, one for attacks, one to help with AA / Intercept), but it does raise the amusing possibility of a 3k list with 8 barebones Covens and 8 formations of Thunderbolts!

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Objective 2

Here is the second of the two older objectives – a crashed Marauder bomber. Apologies for the shiny-ness of some of the pics, the wash had not fully dried when I took them.




In other news I have finished painting up a 6000pt Epic Daemon army for the Daemon World 2.7 Army list, and am looking forward to getting some games in and getting the list tested.

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6k Steel Legion v 6k Eldar – Army Lists

6k Steel Legion vs. Eldar

I recently returned from the home to Lancaster for the start of the university term  – and what better way to celebrate than getting in a game of epic? My two friends (Andy from Miniature Miscellany and Ben from Forgot My Tea) teamed up their eldar to face up against my (almost fully painted!) guard. I was using the Steel Legion list in this game, mostly because I could be bothered to set up all the trenchlines necessary, which are ultimately pointless against Eldar anyway, to play Siegemasters.

This post will have the opposing lists, and then once I get up to uni I will put together a fully featured, activation-by-activation battle report – not like my usual disjointed pictures and vague rememberances.


Steel Legion:

Reg HQ w/ Demolisher Platoon

Tank Company w/ Hydra

SHT Coy – 3 Baneblades

SHT Coy – 3 Stormhammers

Rough Riders x 2

Storm Troopers in Valkyries

2 x Basilisk Batteries

2 x Manticore Batteries


3 x 1 Shadowsword

Infantry company w/ Griffons

Tbolts x 2

Marauder Bombers


Ben’s Eldar:

Aspects in Wave Serpents, Exarch and Autarch

Guardians in Wave Serpents

Guardians w/ Wraithguard, Support Weapons

Revenant Titans

Void Spinner


2 x 3 Nightwings

Rangers x 4

Night Spinners



Andy’s Eldar:

Phantom Titan

2 x Falcons

2 x Guardians w/ Wraithguard (1 w/ Heavy Weapons)

Aspects in Wave Serpents

2 x Jetbikes

Rangers x 4

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Things starting with M…

Hi guys,

Sorry for the extended slow-down on the blog, I have been away and busy working so hobbytime has been cut to a minimum. However one of the joys of still being a student is lengthy summer holidays in which to pretend to be working!

I have managed to crack on with my Imperial Guard army, painting up a formation of Manticores and one of Marauder bombers.

Manticores 1

I have to say that Manticores are probably my favourite Imperial artillery piece, although they are only available in the Steel Legion List. The slow-fire is a bit annoying (meaning they can only fire alternate turns), but I tend to use the off-turn as an excuse to reposition them which is something I always feel bad about doing with other artillery pieces as it stops them from sustaining. The Disrupt and the 2 BP per weapon are really just gravy and mroe than make up for the fewer turns of firing – I tend to find that I have one or two targets that need a lot of firepower rather than lots needing a little.

Manticores 2

These are the forgeworld models, one of the few lines they are still producing as part of the Aeronautica Imperialis remnants (clicky!) and did not have too much flasy or moldlines. I bought these second hand and made the mistake of assuming that the previous owner would have washed off the mold-release agent – unfortunately they hadnt and some of the paint is only just adhering to the resin.


Marauder 1


Marauder 2

I have also been painting up some of the Marauder bomber models I own, and although in my experience they do not really perform in the game, they give me a few more air operation options. I decided to stick to the balck washed, mid-gray scheme for the air elements of the army to tie the different parts together and because it is a fairly neutral scheme they shouldnt look too silly standing in in a Titan Legion or Space Marine army.



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