
Hello everyone and welcome to the second Detachment Review for the Space Marines Army, the Anvil Siege Force.
As explained in the post The Future of Warhammer 40k Datasheet Reviews on Hive - Faction Pack orientated we are now going to be doing reviews based on the new Faction Packs.
This post is based on Faction Pack Space Marines that have more Detachments than Codex Space Marines and it replaces everything that happened prior. There are small changes and these changes are based on what can be found online at www.warhammer-community.com.
Last post I reviewed the Gladius Task Force, synonymous with the Ultramarines Chapter who favour the flexible tactics found in the Codex Astartes by using Combat Doctrines.
The Anvil Siege Force is similarly synonymous with the Imperial Fists Chapter. A Chapter who are the sons of Rogal Dorn, they who specialize in defence and setting up fortifications.
As explained in the previous post. Ultramarines can also form Anvil Siege Forces as the battlefield requires and Imperial Fists can also use a Gladius Task Force. Even Space Wolves can set up an Anvil Siege Force!
Anyway, on with the Review!
Note that this Detachment makes use of the Space Marine Army Rule, Oath of Moment.
Anvil Siege Force
Detachment Rule - Shield of the Imperium
Ranged weapons equipped by Adeptus Astartes models from your army have the Heavy ability. If the weapon already has Heavy, if the attacking model remains stationary, add 1 to the Wound Roll.
Review Note that Heavy is the rule that when a unit remains Stationary, add 1 to the Hit roll. So now everything has that that didnt have it before, and if it HAS Heavy, it will get +1 to Hit and +1 to Wound if they stand still.
Enhancements
Most Detachments have 4 Enhancements. These can only be given to Characters that qualify and never to Epic Heroes. You may only select up to three Enhancements to field at the same time. The Points indicated nect to these Enhancements are stated as they are at the time of writing this article. They may change in the latest Minutorum Field Manual.
Stoic Defender - 15pts
Adeptus Astartes model only. While leading a unit, models in that unit have a 6+ Feel No Pain ability while they are within range of an Objective Marker. When this unit is Battle-shocked, halve their Objective Control instead of changing it to 0.
Fleet Commander - 15pts
Captain model only. Once per Battle. At the start of the Shooting phase, place a marker on the battlefield. At the start of your next Shooting phase, place another marker within 12" of the first Marker and draw a line between them. Roll one D6 for each unit that the line passes over or through. On a 3+, that unit suffers D3 mortal wounds. The markers are then removed.
Architect of War - 25pts
Adeptus Astartes model only. While the bearer is leading a unit, ranged weapons in that unit have Ignores Cover.
Indomitable Fury - 20pts
Gravis model only. The first time the bearer is destroyed, roll a 2+ and get back up with full wounds remaining and not in engagement range of an enemy unit.
Stratagems
Armour of Contempt - 1 CP
When: Your opponent's Shoot or Fight phase, after an enemy has selected its targets. Target: One Adeptus Astartes unit from your army that was selected by one or more of those attacks. Effect: Until the attacking unit has finished making its attacks, each attack they make is at -1 Armour Penetration Characteristic.
Review Note that most Space Marine Detachments have this Stratagem as one of their 6 Stratagems, it is not an error that they and the Gladius have Armour of Contempt.
Not One Backwards Step - 1 CP
When: Your Command Phase Target: One Adeptus Astartes unit from your army within range of an Objective. Effect: Double that unit's Objective control for the rest of the turn, but they must remain stationary.
Hail of Vengeance - 2 CP
When: Your opponent's shooting phase, just after an enemy has finished shooting. Target: One Adeptus Astartes unit that had a model destroyed by that shooting attack. Effect: Your unit can shot as though it were your Shooting phase but can only target the unit that had shot at them. Restriction: You cannot select a unit in Engagement range of enemies.
Battle Drill Recall - 1 CP
When: Your Shooting Phase. Target: One Adeptus Astartes unit from your army that has not yet shot. Effect: Until the end of the Phase, Ranged weapons in this unit has Sustained Hits 1. If the unit had remained stationary as well, they score a Critical Hit on a 5+.
Review Note that Sustained Hit 1 means 6's to Hit score an additional hit. 6's to Hit are called Critical Hits. As stated above, if they remain stationary, they Crit on 5+ instead of 6+.
Rigid Discipline - 1CP
When: End of the Fight Phase Target: One Adeptus Astartes unit from your army that is in Engagement range of an enemy unit. Effect: Your unit can immediately make a Fall Back move of up to 6" Restrictions: When making this move, your unit must end either wholly within your deployment zone or within range of an objective marker.
Review Though you can use this in either player's turn it is 100% preferable to use this Detachment in the opponent's turn, pull your unit out of combat range and free them up - and the target! - so they can shoot!
No Threat Too Great - 2CP
When: Your Shooting Phase Target: One Adeptus Astartes unit that has not been selected to shoot yet. Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a Monster or a Vehicle unit, you can re-roll the Wound Roll.
Review
In a nutshell: An Army that benefits from standing still. Not really a great Detachment for Tournaments but is amazing for a Narritive game of 40k!
The +1 to Hit rolls on all and then +1 to Wound rolls on top of that for Heavy Weapons makes it that this army has some serious firepower. Now, nothing stops you from including some mobile units to do objective control and then shoot the crap out of the enemy with all your buffs.
Next, Enhancements. Stoic Defender seems solid. Indomitable Fury, for those Gravis Armor enjoyers if really cool. Architect of War is for a high AP unit needing to cut through Cover Fleet Commander is a once per game and honestly I feel that this ability can be used to play with people's minds and manipulate their stratagies.
I have already made some remarks about what certain Stratagems can be used for. I like Rigid Discipline, Battle Drill Recall and No Threat Too Great - the the latter's CP cost is very high... perhaps this can be used in conjunction with a Captain.
Thank you for reading this review!
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