Sunday, February 27, 2022

Horus Heresy Review: Dominion Zephon

Background.
With his career in the Blood Angels cut short thanks to a Xenos blade, Zephon was sent to Terra as one of the Crusader Host. His new bionic limbs didn't integrate with his remaining flesh initially. Until Land himself too an interest in Zephon. Land fixed up his bionics just in time for the siege of Terra where he rejoined his legion whole heartedly.

Strengths.
Zephon is a Master of the Legion with everything that that brings with it. His warlord trait means that he chooses a destroyer squad as his own personal retinue and they all gain the chosen warrior rule. This is not very powerful, but fitting given the background of the character. 

Zephon's main strengths are in close combat. His AP2 S5 hits will cull many enemy squads, whilst his jump pack will mean his is more than a simple distraction -- he has the potential to insert himself (and his squad) just where needed and cause a lot of havoc. He comes with rad and melta bombs as standard, along with artificer armour and an iron halo.

Weaknesses.
Ranged weapons are not Zephon's strength here, although the 10inch range S5 gunslinger will do reasonably well before charging. Blind and Deflagrate are just the icing on the cake.

Overall. 
Zephon is a commander with a very specific style: close combat and destroyer squads. Take a good quality destroyer squad with jump packs and he is ready to cause mayhem wherever the controlling player wills it. He is a strong choice for the Blood Angel loyalists and will perform well for the points cost. There is no much not to like here, and candidly, I would dread playing against him since the rad grenades make things tricky. I'd probably be thinking of large vindicator pie plates or massed arms against him and his squad. But then again, he'd stand a chance of surviving and massacring whatever shot at him. Seriously: Zephon is a good choice for a particular Blood Angels style of play. 

Wednesday, February 23, 2022

Horus Heresy Review: Inner Circle Knights Cenobium - Order of the Broken Claws

Background.
Released alongside the Mortus Squad in the rules updates of legendary battles that the Warhammer Community is releasing, this Order are some of the remnants in the Dark Angels from the fights against the Rangdan. They are charged with guarding the victories of those fights and the relics that remain. Much like other Cenobites, they are a hidden order within the Dark Angels. 

Strengths.
Much like their brethren, this is a really good unit choice for 30k. I regard this unit as one of the best in the game - not from an efficiency point of view (but there is certainly a case there), but from a finely balanced point of view - they do what they do, and they are very good at it. 

Fundamentally these are terminators in cataphractii armour, with Terranic greatswords, and backed up with plasma-casters (that can overwatch too). Plonk them in a land raider, and go hammer opponents (literally). Coupled with Stubborn (at Ld=10), adamantium will, they can be arguably among the better terminators that any legion has to offer. This squad's specialism is big game hunting and anti-deamon crusading. And they are good at it. +1 to wound rolls are very welcome, and the +1 to vehicle damage is pretty amazing. 

Weaknesses.
The plasma-caster has a range of "only" 12 inches. The terminators therefore need transport to have maximum effect. They also only have 1 wound each, but the terminator armour makes up for this. 

Builds.
I only have 1 build for this unit, but I rather like it. 

5 Knights, 2 with thunder hammers, 2 with Advex-Mors Greatswords, Preceptor with grenade harness and Paragon Blade (307 points).
A nasty squad that is more than capable of downing monstrous enemies in close combat, as well as whittling them down using the plasma casters before charging. They also pose a threat to lighter vehicles. Take a land raider phobos or spartan to taste.




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