It's been some time since my last posting, so I figured it was time to check in with an update and some random thoughts.
I took the last week off work (hooray for paid vacation days), but didn't paint a whole lot. I had a lot of home improvement projects to do (and still do, nothing takes the time you'll think it'll take). I only found a few spare moments here and there to pick away at things. I primed the Standard Bearer, but not his banner. It's separate from the pole for painting. I also finished painting blue on the siege shield of my Vindicator (also separate from the parent model for painting). No picture, as I figure no one really needs or wants to see a siege shield painted plain blue.
I can't decide if I should finish the rest of the dozer in metallic colors before masking off the angled stripe I plan to airbrush across the front, or if I should airbrush the stripe and then finish the metals. It probably doesn't make much difference, as the stripe won't cross the metal areas.
I've selected some preliminary parts for the fourth member of the squad, who is the anti-armor and demolitions expert. I chose one of the armored torsos from the Forgeworld Mk4 Power Weapons Set, basic legs (no need for a tabard under all that plating), and haven't picked a helmet yet. FW parts are always ever so slightly smaller than GW plastics, so some heads look odd on the torso I picked. I thought about the grilled helmet from the VenDread kit, but it looks hilarious when test fitted in place.
For armament, I'm torn. I'm trying to keep every member of the squad at no more than 15 points of upgrades. Command Squad members start with a bolt pistol and a boltgun. They can buy pretty much any of the upgrade options (ranged, melee, special) and various other items. Because this guy is a demo/tank expert, he'll get meltabombs alongside his grenades. The meltabombs from the kit I linked above are about half the size of regular GW plastic bombs, so they can be fitted to a Marine's belt, pack, or thigh plates.
The sticky part are his guns. All Marine Veterans get two base attacks in their profile. You can bump them to three if you trade the bolter for a melee weapon while retaining the pistol. But this Marine isn't a melee fighter, so he won't get a melee upgrade. My decision comes down to: meltagun and bolter, or combimelta and bolt pistol? Both the combimelta and the meltagun are the same points cost.
If I take a pistol and combi, I'll get only one shot with the melta but also have the bolter to fire the rest of the time, as well as a pistol shot before a charge. It's simple to model and a pretty standard choice. However, if I take the meltagun and bolter I can fire as many melta shots as I like, and still have the bolter when other things are out of range or are less than ideal targets (you don't shoot melta at Gaunts and Orks). I won' tneed the pistol before a charge, because a meltagun is Assault 1. Modeling the bolter and the meltagun in a somewhat realistic way will be tougher. I will have to sling one or the other weapon over his back or under his backpack, or try to clamp the bolter to his leg. Unfortunately, there are no smaller bolters in any kit, and slinging weapons has always been a modeling challenge.
The fifth member of the squad is one I've not assembled parts for, though I did pickup some parts I might use. I got a handful of what I'm told are old upgrade torsos for Fabius Bile enhanced Marines. They look suitably bionic/augmetic for my purposes of building a squad member who's almost entirely rebuilt with bionics because he takes a lot of bullets for the Apothecary. The general plan is to use the half-bionic sergeant head from one of the older Marine kits, one of those Bile torsos, and then either buy or build bionic arms and legs. GW makes the Iron hands upgrade kit (though its in Finecast now), and Kromlech also makes some interesting bionic legs but no arms. I haven't picked armament for him yet, but I'm leaning towards something cheap like a stormbolter and a chainsword, because he'll be taking Look Out Sir rolls for the Apothecary a lot.
After all of that, I'm still working and planning some Allied units. Raven Guard are still in the works, but I'm also looking sidelong at Grey Knights. I own a 5-man unit of the old metal Terminators, and a Captain Stern model who can be just about any of the HQ models in TDA. I'd originally wanted to add them to add some Sanctic and anti-Daemon ability into my force, but the new codex looks really interesting. Not over the top like its prior incarnation, and much more streamlined.
There's also the upcoming Officio Assassinorum dataslate to think about. The one thing I hated about prior incarnations of Assassins was that you had to spend points on an HQ and Troops to get access to one. I'm definitely going to look at the dataslate when it's available, as I've always wanted to put an Eversor or a Culexis on the table.