When surveying the different psychic power tables I'll admit I wasn't at first impressed by what Biomancy had to offer. This is partly due to the dribble-inducing potential of the Divination table, sadly unavailable to regular Marines, but also beacause of the stat-buffing nature of some of the powers and the poor Primaris option. The stat-buffing of Librarians has a poor precedent in the Space Marine codex as neither Quickening nor Might of the Ancients made the psyker the close combat monster it so desperately wanted to be. However, I quickly woke up and realised that both Warp Speed and Iron Arm are both so much better than their precursors. Smite is still a bit meh, but at least its AP2 is a bit more desirable now 2+ Armour saves are harder to bypass with AP3 Power Weapons. So let's review the other six powers and see if Biomancy is a good choice to roll on:
One of the more dramatic changes in 6th edition has been the inclusion of Allies as legitimate additions to your army. While my knee-jerk reaction to this was a fear of seeing Imperial Guard gunlines supplemented with Long Fangs and Rune Priests and whatnot, I then settled down a bit and considered how I could use these rules to get more dinosaurs on the table.
Sometimes real life just can't stop hitting you in the face with lead buckets filled with bricks. After a rather turbulent year during which I occasionally spent a few hours on hobby-related activities I've thrown myself back into this pastime with confidence. 6th edition has given a lot of my miniatures a new lease of life. More on that in a later post. First, I'll show off what I've managed to paint in the last 18 months.
These guys really are the stars of the 5th edition Space Marine codex. Like the Land Raider they are inexorably associated with, they have built up an infamous reputation for assault power, cost efficiency, and above all a massive durability. Still, even these guys are not invincible, and using them correctly will often mean the difference between victory and defeat.