SpartanTau:
Yeah, more resin. Actually, just the same resin from my first (and currently only) FW order

. I'm just now getting ahold of the bitz I need to finish the squad (assault marine legs); unfortunately a bit of poor planning on my part (read: impatience) left me with the Melta marine using standing legs and the rest of his combat squad having running legs. It's something I'll be correcting with the next squad.
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Batrep:
So, I used the same 1000 point list for two different battles, one against Tau, the other against Sisters of Battle. This list is built to be a might powerful, as it's a practice list for a team tournament in February. Here's the list:
Quote:
Space Marine Captain
-[1 Terminator Armor, Power Weapon, Storm Bolter]
Terminator Assault Squad
-[1 Sergeant w/ Stormshield, Thunderhammer]
-[4 Marines w/ Stormshield, Thunderhammer]
Tactical Squad
-[1 Sergeant w/ Power Weapon, Bolt Pistol]
-[7 Marines w/ Bolter, Bolt Pistol]
-[1 Marine w/ Heavy Bolter, Bolt Pistol]
-[1 Marine w/ Melta, Bolt Pistol]
Tactical Squad
-[1 Sergeant w/ Power Weapon, Bolt Pistol]
-[7 Marines w/ Bolter, Bolt Pistol]
-[1 Marine w/ Missile Launcher, Bolt Pistol]
-[1 Marine w/ Melta, Bolt Pistol]
Vanguard Veteran Squad
-[1 Sergeant w/ Power Weapon, Bolt Pistol, Jump Pack]
-[4 Veterans w/ Power Weapon, Bolt Pistol, Jump Pack]
My opponent for the first game took a gunline Tau. He's a big fan of standing and shooting, and for a new Tau player, he does alright. Here's what I remember of his list:
Shas'o
-[TL: Plasma, CIB, Stims, HW: Multi]
Fire Warrior Team x2
-[11 FW w/ Pulse Rifle]
-[1 Shas'ui w/ Pulse Rifle]
Pathfinder Squad
-[7 PF w/ PC, ML]
-[1 Shas'ui w/ PC, ML]
-[DF w/ D-pod, Multi, TA, SMS, Sensor Spines, Seeker x2]
Gun Drone Squad x2
-[Gun Drone x8]
Sniper Drone Teams
-[Sniper Drone Team x2]
Deployment: We used a 4x4 board instead of a 6x4, with two large buildings and tons of craters/cover throughout the rest of the area. We rolled a Capture and Control mission with a Spearhead deployment zones. I won the roll to go first and picked the side that forced him to deploy outside a building. I deployed with my two tactical squads broken up into combat squads with the heavy weapons in my building with a pretty decent field of fire. He responded by deploying in a gunline that was just out of reach of my heavy bolter, leaving my two mobile combat squads to engage the gunline on their own. My Vanguard, Terminators and Captain started in reserve, deepstriking and teleporting respectively.
Turn 1: With him failing to steal the initiative, my two combat squads moved towards the building, trying to get into cover and give them a chance to get into hand to hand with his gunline. This would come back to bite me in a couple of turns. My heavy bolter shot at the single FW squad in range while the Missile Launcher dueled with the Pathfinder's Devilfish. He responded by smashing one of the tactical squads with nearly 400 points of his army. Holy crap. That was insane. Being on the receiving end of 7 Pathfinders making their markerlight hits is definitely a new experience. Not something I want to repeat.
Turn 2: The Vanguard decided to wait it out while the Captain and the Termniators decided they wanted to land exactly where I wanted them, threatening his far right flank. Shooting knocked out a couple of Pathfinders, while combined fire from the Captain and the remaining mobile combat squad downed a couple of drones and forced them off the table. In response, he downed a Terminator and put a wound on the Captain. The second combat squad managed to make it into cover, saving them from a horrendous amount of firepower.
Turn 3: The terminators moved forward, but rolled poorly on the run roll to get into the building and break line of sight from most of his army. My missile launcher dueled yet again with the Pathfinder fish, which made its D-pod save. Now I know how annoying they are. Yikes! The Vanguard Vets come in, and scatter a whopping 10 inches! Having declared Heroic Intervention, they're unable to do anything but charge the Devilfish and roll no sixes with their krak grenades. With my terminators out in the open, they were prime targets. 875 points of shooting later, I'm down a Captain, Sergeant and 2 terminators. Hmmm. I do believe I like these guys (they do even better next game), even if I do only have one of them left.
Turn 4: My missile launcher fails yet again to kill the Devilfish, who has been pounding the guys on the top story of my building with SMS, killing about one a turn, and I keep passing my morale checks. Fine with me. The heavy bolter has been pounding the same fire warrior squad the whole game, and doing a whopping nothing. Not even forced a moral check. Sunuvagun. My terminator tries to get around a squad of Fire Warriors to make a run at contesting his objective, but rolls snake eyes. The combat squad manages to sneak into the building, and then rolls snake eyes for their run! *Insert diatribe here* In return he wipes the combat squad down to the last man, and the Terminator is left in combat by himself against a crisis suit, fire warrior squad and sniper drone team. The Pathfinders, one of the FCW teams and one of the SDT's knocks out the Vanguard, making that 250 points of Marines that I'm fighting without.
Turn 5: There's pretty much nothing left to shoot by this point, and the game is hinging on whether or not my last remaining terminator can win a combat against three units and make his way to the objective to contest it. In the assault phase, he loses combat, and his sniper spotter runs and so do his fire warriors! I roll a 1 to continue the game, and with his last remaining fire warrior squad broken, he's got nothing to hold his own objective, leaving me with a score of 1-0! My first game with marines since 2005, and it's a victory!
Lessons learned: Both of my combat squads should've flanked a hard right, breaking line of sight to keep them alive for an extra turn or two. Marines are more survivable than Tau, but after having so many bad experiences with markerlights, I wasn't expecting those markerlights to be so damn effective. I've got a new respect for them, but I doubt I'll be bringing more than two or three more in my Tau lists. I just don't roll high enough on the average to make them worthwhile. Terminators. Are. Awesome. Holy crap. These guys, especially at such a low points values, are absolutely insane. The amount of firepower they absorbed was absolutely insane. As to the marines themselves, they are very flexible, and the addition of a power weapon and a melta in my scoring units is a welcome change from the lack of variety in my FCW squads. It'll take some more experimentation, but so far, I'm extremely pleased with how they performed.
Post-battle Notes: My friend made two critical mistakes in the last turn of the game. In the last couple of turns, the last terminator charged a sniper drone team, causing three wounds. He took the wounds on the drones, leaving him in base to base with his spotter. The spotter made the leadership check, and then he charged both the remaining FW squad and his Shas'o into combat with my terminator, in an attempt to kill him in hand to hand. What he should've done was take one of the wounds on his spotter, removing the whole unit, leaving him wide open to a rapid-firing squad of FW, an SDT, and a set of twin-linked plasma rifles. The odds of surviving all of that would've been relatively low, even for a terminator, which would've made it a tie instead of a loss for him. Other than that, he shot up a lot of my marines, but despite the losses, some key dice rolls turned it at the last minute into a win for me.
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Sisters of Battle
His (approximate) list:
Cannoness
-[Power Weapon, Inferno pistol]
Priest
-[Eviscerator]
Retributer Squad
-[1 Sergeant w/ bolt pistol, CCW]
-[4 Sisters w/ Heavy Bolters]
Sister Squad
-[Sergeant w/ Bolt Pistol, CCW]
-[1 Sister w/ Heavy Flamer]
-[1 Sister w/ Flamer]
-[7 Sisters w/ Bolters]
Sister Squad
-[Sergeant w/ Bolt Pistol, CCW]
-[1 Sister w/ Heavy Flamer]
-[1 Sister w/ Flamer]
-[7 Sisters w/ Bolters]
Sister Squad
-[Sergeant w/ Bolt Pistol, CCW]
-[1 Sister w/ Heavy Flamer]
-[1 Sister w/ Melta]
-[7 Sisters w/ Bolters]
Penitant Engine x2
-[Heavy Flamer, Dreadnought CCW]
Faith Points: 5
Setup and Deployment:
-We managed to roll the exact same mission and setup from the last game, though this time I let him set up first, which had me set up in much the same way as my Tau opponent. Buildings were set up the same as well for the interest of time. My objective was placed in the building that straddled the board quarters on my side, while his objective was on the top floor of his building, squarely in his own quarter. The Retributers and a Sisters squad holed up in the building, Retributers on the top floor and the Sisters on the second. The Cannoness attached herself to one of the squads while the priest was attached to the sisters in the building. That left two penitant engines lined up on the 12" clearance zone around the center of the table with the cannoness squad behind them and the last sisters squad charging down my right flank.
-My tactical squads once again split up, with the heavy weapons hanging out on the right side of the building, out of line of fire from his retributers, but with a good line of sight on his flanker squad while the other combat squads sitting in the building, waiting for his penitent engines to make their move. Terminators (w/ Captain) and Vanguard once again held in reserve, waiting for the call to deepstrike in.
Turn One: Of course, the penitent engines charged forward, one of them rolling low on a difficult terrain check. There was little enough shooting, as his two mobile squads ran forward. In return, I managed to kill a few sisters, but not enough to cause leadership checks. My combat squads rearranged themselves based on the fact that both penitents were now of out of difficult terrain.
Turn Two: The penitents managed to close a lot of the distance, while bolter fire from the flanker squad knocked a couple of marines from my missile launcher squad, but they retailiated by passing their leadership check. On my half of the turn, the terminators showed up, though the Vanguard declined (yet again) to show up. My missile launcher immobilized one of the penitant engines while a melta shot at the second penitant. He was inside 6 inches, but I rolled a 1 and 2 for penetration, leaving me facing a heavy flamer for next turn.
Turn Three: The remaining penitant smoked two of the marines in the second floor combat squad, but was unable to reach them as he rolled poorly for the difficult terrain to charge them. A heavy flamer and bolters galore from the flanker squad left failed to force my missile launcher squad to run or die, and the cannoness squad made another run move for my objective leaving my terminators alone. The Retributers laid down a hail of fire on the termies, but failed to do anything. On my turn, my Vanguard showed up, the Terminators headed for the building while the Captain headed for the squad with the Cannoness. One of my meltas ended the existance of the second penitant engine, taking another sister with it in the explosion. Heavy Bolter fire, a missile launcher and 8 bolters between them forced leadership checks on the cannoness and flanker squad both. And each of them rolled an 11! I honestly couldn't believe my good luck. The cannoness ran 11 inches, while the flanker squad ran 9 backwards. All of a sudden, my Captain and Vanguard were in perfect position to assault the cannoness squad, which they did with gusto. The Captain, apparenlty newly promoted, failed to do much of anything while the Vanguard hammered down on the squad, even with him burning a faith point to make their saves invulnerable. The remaining Terminators charged the squad in the building after moving towards them in the movement phase, and smashed into them with a vengance, forcing them to flee after losing one two of their members in hand to hand. They rolled a whopping four for their massacre move, leaving them just outside the building.
Turn Four: The flank squad continued to run another seven inches while the Cannoness and her squad beat the ever-loving daylights out of my Vanguard, who gave almost as good as they got. By the end of the second round of close combat, it was two sisters and the cannoness against my Captain and Vanguard Sergeant. My terminators rolled a five for difficult terrain, allowing them to get inside the building and start working their way up. I would need to roll at least a three for my next two DT rolls if I was to make it up to contest his objective. Turn Four was relatively quiet, as my quarter was clear of enemy units, and I had three in his own quarter. My half of the close combat went horribly, with my Captain and Vanguard sergeant both failing to wound, while the Cannoness wounded the captain, taking him down to two while the two regular sisters failed to wound the Vanguard sergeant.
Turn 5: His flanker squad rallied (faith point), but were far enough away that they weren't going to be a problem. His static sister squad with the priest failed to rally and subsequently ran off the board. The Vanguard sergeant died to a power weapon from the sister sergeant while the Captain refused to give up and tied up the Cannoness for what would be the last turn of the game. My Terminators were contesting my opponent's objective, and he had no units in my zone, giving me a second 1-0 game for the night.
Lessons learned: Penitant engines aren't nearly as bad in this edition, though they can still do a LOT of damage if they make it in close. I absolutely love the flexibility of combat squads, though the low model count means I do need to be much more careful of how I engage with them. Vanguard, when properly engaged, make for some insane assault troops, especially with Power Weapons. I am seriously considering dropping one of the squad's power weapons and providing them with a stormshield, though, as they currently have nothing more than their regular power armor, and in such an assault-oriented squad, they really need some sort of invulnerable save protection.
Post-battle notes: The biggest thing that saved me in this game was him failing those two leadership checks. If he hadn't, we would've been trading objectives, and it would've been a draw. As it was, I'm thoroughly enjoying playing Marines for the first time in a long while. I'm also pleased to note that a lot of things I've learned as a Tau player is really coming to the fore as a Marine player. The concept of combined firepower supplemented with a decent assault really suits the way I'm building this infantry army, and i'm really looking forward to how it performs in larger points battles.