Sunday, July 31, 2022

Horus Heresy 2e Review: Legion Siege Breaker

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are fine.

Background.
These marines are the wreckers of cities and are frequently placed in charge of armoured spearheads and artillery. Their jobs are simple enough: ruination of enemy encampments. 

Strengths.
The sunder rule is strong enough: re rolling of failed penetration rolls is excellent. With the Art of Destruction rule, the siege breaker can confer the same rule to another unit in a small bubble. In addition to this, they "unlock" the ability to upgrade certain units to take phosphex canisters which is strong. The nuncio vox and individual phospex bombs that he also carries is nice to have.

Candidly, I wonder why I've not seen more of this HQ choice in play. I think it is probably because the HQ choices are already so tight? Regardless, well suited to certain legions like the Iron Warriors. 

Weaknesses. 
The phosphex bombs might not be so useful unless the siege breaker gets close. Perhaps he could be placed with a front line melta gun squad potentially? Otherwise I see him as a bit of a back line HQ and if played like this, then those phosphex bombs probably won't be used?

Builds.
Siege Breaker with Nemesis Bolter (115 points).
Very much a backline HQ choice to be placed with a heavy support squad. 

Siege Breaker in Tartaros Terminator Armour, Combi-Melta, Chain Fist, Grenade Harness (150 points).
Much more of a front line commander. Take with a mobile anti-tank weapons squad.

Saturday, July 30, 2022

Horus Heresy 2e Review: Legion Primus Medicae

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are good.

Background.
The Legion Primus Medicae is one of the high officers within the apothecarium of the legion. Of course, the have to look after not only the marines under their command, but also recover gene seed from the battlefield when required.

Strengths.
The Primus comes as standard with the Narthecium which grants the feel no pain special rule to the unit that the Primus is joined with.

He also gains the Sacred Trust special rule which allows re-rolls of It Will Not Die. This character therefore should be placed with a unit that can directly benefit from this. Such as a Primarch. (Ouch!). 

I guess ultimately the reason why you won't take this character (and hence the star ratings I have given it) is if you don't have IWND, and there is the option of a legion apothearium detachment to replace it from the Elites choices?

Weaknesses.
The feel no pain granted doesn't stack (not much of a negative, but thought I'd list it regardless).

Difference to First Edition.
Largely Neutral. The rules are comparable.

Builds.
Primus Medicae, Power Weapon (120 points).
Something of an entry level character.

Primus Medicae in Cataphractii Terminator Armour (130 points).
For the points increase compared to the above, this base line model is fab. 

Friday, July 29, 2022

Praetor with Paragon Blade from the Boxed Set and Points Costed

The first praetor that I constructed from the Horus Heresy boxed set was the one with the magnificent paragon blade. 


The construction of the praetor was mainly straight forward with all the pieces having very obvious locations to slot into. The grooves and notches helped immensely with positioning for this. Of course, the avid converter could rearrange the poses, but for me I wanted to keep to the original pose. 

Arguably the one part of the assembly that is tricky is the relative positioning of the cape and the back pace. I would strongly advise dry fitting this to work out the angles involved (i.e. the angle of the back pack to the cape) as its not overly obvious from the construction guide. 

Overall this is a wonderfully dynamic miniature to have and to field. So much so, here's a possible build for it in game:

Praetor, with Master Crafted Paragon Blade, Volkite Charger (162 points).
This is a fairly standard load out and represents the miniature well enough (although note the other blade at the right hip which could also be represented). I've gone with master crafting - just because. 

Thursday, July 28, 2022

Horus Heresy 2e Review: Warsmith

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good. 

Background.
The Warsmith is a Praetor upgrade for the Iron Warriors legion. Their skills are primarily in engineering and sieges, with good knowledge of the robots and tanks at their deployment to boot.

Strengths. 
Master of the Legion. As per a praetor, this rule is absolutely vital. 

On top of this, the warsmith gains a nice servo arm, along with a cortex controller, master of automata, and battlesmith. To make maximum use of these rules, a player should be thinking of what tank options he or she is taking, and preferably what robotic options as well. If these are not being taken, whilst it might be fluffy to have this character, it probably is not necessary.

Weaknesses.
The only reason that I'm giving this option 4 stars instead of 5 stars is that it is more restricted than a regular praetor and therefore might not conform to certain army builds that players might like. With that said, it really does genuinely suit the Iron Warriors legion a lot, so there's usually no real problem in using this upgrade. With that said, it might be the case that the points are better spent on an upgrade elsewhere in an army and a regular praetor would fill the leadership role just as well. 

Difference to First Edition:
Neutral. The rules are comparable. 

Builds.
Warsmith, Graviton Crusher, Shrapnel bolter (112 points).
A nice front line leader to be placed with a retinue inside a transport.

Warsmith in Cataphractii Terminator Armour, Graviton Crusher, Grenade Harness (175 points).
Tip of the spear for deployment in a land raider with a terminator squad or retinue. 

Wednesday, July 27, 2022

Horus Heresy 2e Review: Legion Forge Lord

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are fine overall, but this is not going to be a first choice HQ outside of specific legions and army builds.

Background.
Techmarine HQ choices. These brothers were in charge of the armouries and battle automata held by the legion, as well as being quintessential artisans of the wars fought by their masters. Additionally, they were charged with the care of the legion dreadnoughts - which they carried out with due diligence.

Strengths.
I like the fact that the Forge Lords are able to bring units of thallax cohorts with them on the battlefield (from the yet to be published at the time of writing Liber Mechanicum). This also gives the mechanicum unit the legiones astartes special rule shared by the forge lord which makes things very interesting here as they can pass along various ranged or close combat strengths (and others beyond). Master of the automata helps.

Battlesmith is a good skill to have in addition here, and the machinator array is similarly welcome. The ability to purchase a cortex controller and cyber familiar should be considered for many builds (although the former is not strictly needed if there is just one purchased automata unit).

Weaknesses.
Losing out on reactions is a big negative for the unit thanks to master of the automata rule when the Forge Lord takes a squad of automata. (Note that reactions are a very strong and significant feature of the second edition of the game). Fearless is a good exchange rate though. 

Difference to First Edition.
Neutral. The rules are comparable overall.

Builds.
Forge Lord with cyber familiar, nemesis bolter (125 points).
Take with a back line shooting automata unit.

Forge Lord in Cataphractii Armour, cyber familiar, Thunder hammer, grenade launcher (160 points).
Front line, tip of the spear HQ to be taken with close combat automata. The question remains open as to how he gets to the front line. 

Tuesday, July 26, 2022

Horus Heresy 2e Review: Tyrant Siege Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are rather great. This squad will feature in many, if not all Iron Warriors armies. 

Background.
Grim, even by Iron Warriors standards, the Tyrant Siege Terminators are the anti-fortification answer to almost any building problem. Got a rat infestation? Tyrant Siege Terminators. Got a boss who won't bend the knee to the Emperor? Tyrant Siege Terminators. They know the mathematics of warfare and are willing to die for it.

Strengths.
The Rocket Launcher on their backs has got upgrades since the last edition. They have Frag - which is now Heavy 4 and pinning (no more rolling for lots of templates!), Krak at Heavy 2, and Flak at the same. Combined with the Iron Warriors rules, they will soon bring down fortifications. The interceptor reaction is great of course.

Weaknesses.
Although a bit pricey, they are worth the cost - especially now that they have 2 wounds each in second edition.

Builds.
5 Tyrants, Master with grenade harness (310 points).
This is the baseline build, and entirely effective. Take a land raider (either proteus or spartan) to taste.

5 Tyrants, 3 Chain Fists, Master with grenade harness (325 points).
Blast them. Or tear them apart with the chain fists. Choices.

5 Tyrants, 5 Pairs of Lightning Claws, Master with grenade harness (360 points).
Getting expensive here, but the charge out of a land raider will be deadly. 

10 Tyrants, 5 Lightning Claw Pairs, Master with grenade harness (635 points).
Almost fully upgraded. Pretty expensive, but works. 

Difference to First Edition.
Improved. Certainly in terms of less templates to fret about!

Monday, July 25, 2022

Horus Heresy 2e Review: Iron Circle Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars - I rounded down. The rules are rather good. 

Background.
The Iron Warriors Primarch, Perturabo, found freedom to pursue his intellectual endeavors once loosed of his Imperial fetters. One of the most obvious outcomes of this was the refinement of his personal battle-automata -- the Iron Circle. They acted as his body guard at first, but became more common throughout the legion as the Heresy dragged on.

Strengths. 
As automata, their stat line is fairly solid to say the least. Their battle shields are very good (they will prevent instant death) and when in base to base contact with more of the same, the Moving Bulwark rule becomes stronger and improves their invulnerable saves. 

As Perturabo's personal retinue, they can also gain a feel no pain roll which will come in handy considering that their armour save is 3+. Their movement is also sufficient to keep up with their boss too.

Weaknesses.
With BS=3, I guess Perturabo couldn't give them as good a targeting array as his sons own natural senses had. 

Their saves of 3+/5++ is reasonable, but play to the strengths of the moving bulwarks in order to take maximum advantage of this. 

The rules presented for the Cybernetica are somewhat new, and worth reading through twice before you play. The fact that they have to move toward, shoot at, and charge the nearest enemy can be a problem. Doubly so if you face a fast opponent such as the White Scars. 

I would personally play them in 2 roles as a consequence of all of this. Firstly as the intended shield for a HQ choice (including Perturabo himself which is also very fluffy). Secondly as a distraction carnifex. 

Builds.
There are no choices to make here, hence I do not provide any builds. I will state that I think having 3 members of the maniple is a good idea though to maximize its potential. 

Difference to First Edition.
Slightly improved. There are more wounds here, and I like the fact that they have a graviton maul as standard which in turn gives haywire and brutal (2) which is excellent and frightening for almost all enemies possible. 

Sunday, July 24, 2022

Horus Heresy 2e Review: Perturabo

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. (The rules are excellent). 

Background.
The Lord of Iron makes his entry into second edition with style. Of his brothers, his tale is almost as tragic as Kurze or Angron. Such a keen intellect, but no use for it on Olympia which was already an advanced civilization. Such a drive to build and make things, turned to destroying and pulling down fortifications. And a rebel home planet that he went back to and sorted out but felt that his father would never forgive him and therefore fell to the traitor cause. He is one that probably should not have fallen if he had better relations with those around him, better council, less brutal twisting of his fine mind, and just a touch of TLC; but that's the price that was paid. 

Strengths.
The old Wrack and Ruin legion rules from First Edition have been almost cleanly transferred to Perturabo as his Warlord Trait. This causes an extra die to be rolled for pinning and morale tests (discard highest). The added shooting reaction is similarly strong. 

His armour - the Logos is the usual 2+/3++ fare with in built ignore night fighting and a free interceptor reaction. The Logos Array is a powerful shrapnel bolt system at long range with AP3 which will make him easily kill off a good fraction of a squad of ten (statistically, he will hit 5.3 times, and kill 4.4 marines per shooting phase). Close combat with the same is at AP2 as we might expect.

Perturabo can also take the Forgebreaker that once belonged to Ferrus Manus as a paid-for upgrade. This is worth while since it grants impressive S=12 attacks at AP1 with Brutal (2) which makes Perturabo a force to be reckoned with.

He also comes with a small set of "minor" rules that include firing protocols, battle smith, and master of automata (plus a cortex controller). Build your army accordingly. 

Weaknesses.
There are no real weaknesses here - he is a primarch after all. He is a shooty primarch in the main part though, but can be upgraded with forge breaker to make him excellent in close combat too. This upgrade is worth the points in my unbiased opinion.

I know my readers do like thinking about primarch fights as well. To be clear, Perturabo is not Horus. But he is more than sufficient to take on a sub-set of his brothers (note especially the Brutal (2) rule with forge breaker). I will run the stats at a future point. 

Difference to First Edition.
Slightly worse. The rules are comparable, although a number of things have changed around a bit and lost. Stubborn, furious charge, and orbital bombardment is lost, as is deep strike and his unique transport option. He gains in terms of warlord trait. 

Overall.
Well worth the points. Well worth the forgebreaker upgrade. 


Saturday, July 23, 2022

Horus Heresy 2e Review: Iron Warriors Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. (The rules are strong).  

Iron Warriors Armoury.
There are only 3 entries in the armoury, but all are very viable and strong.

Warsmith
The Warsmith is a praetor upgrade for the Iron Warriors. I will review this unit seperately later on, but for now I will note that the kit that comes with the Warsmith includes the expected fare of a servo arm (yay!) cortex controller, in addition to being a master of the automata and battlesmith. This is a great upgrade and for some of the rites of war is needed.

Graviton Crushers.
These are terrific - full stop. Characters can exchange their power weapons and thunder hammers for maces and crushers which add haywire to the outcome at the price of slightly lower strength. Personally I would use this with power weapons as standard, but might debate about whether to switch out the thunder hammers. For the dreadnoughts, the graviton mail will cost extra, but the S negative implication is offset by brutal (2). 

Olympian Shrapnel Weapons.
There is now a large range of shrapnel weapons available to the Iron Warrriors. For a small points cost and a decrease in range, shrapnel weapons give the Iron Warrior access to pinning. I think its worth noting here that Pinning has a much bigger role to play in second edition compared to previously and this can be very powerful when played correctly. Therefore I would suggest a mixture of some units retaining the range of bolt guns, and others considering the "upgrade" to shrapnel weapons instead.

Difference to First Edition.
Improved. The addition of haywire graviton weapons and the extension of shrapnel rounds is great to see. The Iron Warriors are a force to be reckoned with in second edition overall and I regard the armoury as being rather strong. For me, the Iron Warriors almost set the benchmark for a shooting army and will readily tear down vehicles and fortifications alike, while retaining the tools to deal with infantry through pinning effects. They're a very scary legion to face off against all things considered. 

Horus Heresy 2e Review: Iron Warriors Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. (The rules are strong).  

Warlord Traits.
Tyrant of the Apolokron.
An easy way to grab Fearless for the warlord and his unit and grants a bonus shooting reaction. This comes with the draw back of having to fire and attempt a charge at the nearest unit. Although strong on paper, I think a canny opponent that has swifter units could lead the warlord on a merry chase all of the game. Hence use with care. 

Tyrant of the Dodekathon.
Nominate a terrain feature - for area terrain it becomes more deadly and doesn't provide cover, and for buildings there's a +1 damage modifier. There's also the handy additional shooting reaction. I think this warlord trait will be the default one to consider and is in some ways reminiscent of the old shatter defences. Since its used after set up, it is a great way to reduce the effectiveness of an enemy holed up inside fortification and when combined with other Iron Warriors legion rules can be amazing. 

Tyrant of the Lyssatra.
Gaining an additional shot is very strong even if things get hot. The draw back is the Bitter Fury or Return Fire reaction must be made and no other reaction by the unit other than Interceptor can be done. Ultimately this is a good trait to have and when combined with other rules such as the Hammer of Olympia Rite of War will make it really stand out. 

Rites of War.
The Hammer of Olympia.
This rite of war exhibits good similarities to the First edition one. The Fury of Olympia is strong - an extra attack by tactical squads is excellent. Take plenty of them. Many vehicles get to ignore shaken and stunned which is superb. As if that were not enough re-rolling rolls to hit of a 1 with shrapnel weapons is similarly strong (but obviously depends on the player using such weapons). The drawbacks are not really concerning - a warsmith is probably going to be run anyway and the lack of deep strike is not a great concern when you have such fire power at your disposal. March forth and conquer.

The Ironfire.
The focus here is on artillery. Arquitor squadrons become compulsory troops, barrages become more accurate at close range, infantry potentially gain stubborn here and there depending on close range fire and the re-rolling of saves against blasts is simply amazing and very unique.  Having to take a Siege Breaker and no deep striking (plus an inferior number of cavalry) is a small price to pay here. This is yet another strong rite.

Note here that all of the Traits and Rites are equally accessible to Loyalist and Traitor alike, as befits the most split legion of them all. 

Difference to First Edition.
Improved somewhat. The rules have had a re-working here. I can see many armies will go for Lysstra in combination with Hammer of Olympia and this is an amazingly strong shooting army if constructed well enough and played optimally. The Iron Warriors in second edition are looking strong to my mind.

Friday, July 22, 2022

Horus Heresy 2e Review: Iron Warriors Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. (The rules are strong).  

Background.
The Iron Warriors are an interesting force as they were one of the most dispersed at the start of the Heresy and subject to more internal schism than almost any other legion. This means that the player has very good cause to field both loyalist and traitor elements should they desire.

As a legion, their focus is tilted toward firepower, although they can also do a reasonable job with close combat as well when they need to. Yet, their rules have been very much re-worked compared to the first edition which I will point out below.

Legion Rules Review.
Wrack and Ruin. This is the legion's own rule and have been devastatingly changed compared to first edition. Gone are the Iron Warriors of old who could withstand the fire power of others and not flee. In their place are Iron Warriors who gain +1S against vehicles, buildings, dreadnoughts and the like. Candidly, I preferred the old rules. That said the new Iron Warriors will be a bane to any enemy who runs a lot of vehicles. This means that the Iron Warriors are going to be nicely served with plenty of high strength and long range attacks in the main part, although don't underestimate the chain fist close up either. Those enemy vehicles and dreadnoughts will be toast quite quickly.  

They have a special upgrade for Praetors in the form of Warsmiths. This remains a nice touch. And they have access to the Iron Within, Iron Without warlord traits, and The Armoury of Ruin for some graviton melee weapons and shrapnel ranged weapons.

Advanced Reaction.
Bitter Fury is a once per game shooting reaction that enables a unit to return fire -- twice -- at the cost of gets hot. This is excellent and reinforces the concept that the Iron Warriors are primarily a shooting force. 

Difference to First Edition.
Neutral. 

Things have come, and things have gone. It is just different. The Iron Warriors are now just as vulnerable to pinning as others and can and will run away. On the other hand they will be vaporizing enemy vehicles with smug ease and returning fire with added interest. I see the Iron Warriors as a strong and capable force in second edition and their rules are strongest around ranged shooting. 


Thursday, July 21, 2022

Horus Heresy 2e Review: Legion Herald

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Going out limb here and giving this unit 4 stars out of 5 simply for the fact it can grant Line.

Background.
The Herald was a sign of authority from the Warmaster, the Primarchs, or the Regent and carried something "blessed" or touched by the same into battle (usually a standard). Their standards inspired figurative or in some cases literal religious fanaticism in those near the Herald

Strengths.
Line.

I'm going to repeat that: Line. This character thanks to carrying a legion standard as part of their points cost grants Line to the unit that they are with. This is massive in the game of Horus Heresy and can turn a match around. 

Beyond that, having Fearless and Fear(1) is a pair of great boons.

Weaknesses.
For what this character does, it is points efficient and likely worth the investment in a variety of scenarios. Having a pair of Heralds alongside a Master of the Legion or Primarch might even be a game winning tactic so long as you steer clear of pesky snipers. I haven't tested the double Herald build in a game yet, but I'd certainly like to. Let me know if you have?

Difference to First Edition.
Improved. They've done away with differences between traitor and loyalist here and unified this HQ choice's rules. I personally (and subjectively) think it is much more powerful overall. 

Builds.
Herald with Power Fist (105 points).
A baseline build to go with a Line lacking unit inside a transport. 

Herald with Jump Pack, Charnabal Weapon (110 points).
To accompany an assault style squad that lacks Line. Replace with (jet) bikes to taste.

Herald in Tartaros Armour, Power Axe, Grenade Harness (100 points).
Nicely points efficient here. Note the points cost compared to the above - it is very attractive.

Herald in Cataphractii Armour, Chain Fist, Grenade Harness (125 points).
To give a specialist terminator unit Line.



Wednesday, July 20, 2022

Horus Heresy 2e Review: Legion Pathfinder

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Mainly unattractive outside of small points value games or where a player wants a very cheap HQ to round out a list.

Background.
Remnants of the scouts contained within the legions, and often veterans of a century of warfare within dangerous and unpromising terrain. Pathfinders are the quintessential HQ choice for scouts and skirmishing units.

Strengths. 
This HQ is made for terrain avoidance and ease of passage. With a great combination of rules from infiltrate through to scout and more obviously move through cover (as well as the synonymous rule of their own name), there's few places this character cannot get to.

Better, the movement rate is increased to 8 inches which makes for a surprisingly fast HQ choice that could potentially deliver a nasty surprise when played right. Alternatively, play as a HQ choice to be set up within another skirmishing unit to take full advantage perhaps.

Weaknesses.
Scout armour. 
The master crafted shot gun is neither here nor there as well. Shrug. 

Builds.
Pathfinder with Nemesis Bolter (80 points).
A very cheap backline sniper. Use infiltrate to set up and steadily ping at your enemy. Very playable.

Pathfinder with Power Weapon and Melta Bombs (95 points).
A skirmish HQ with melta bombs for added threat.

Pathfinder with Thunder Hammer (100 points).
Not a build that I can recommend since challenges with a 4+ save will not generally be good, but then again: challenges with a 3+ save against a more regular power fist are deadly too, so maybe this is actually cheap and viable?

Tuesday, July 19, 2022

Horus Heresy 2e Review: Dark Emissary

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Somewhat niche, but playable Sons of Horus HQ for allied detachments.

Background. 
Eyes, ears, examples of the skills that Horus demanded of his traitorous allies, and executioners for those who fell short. The dark emissaries were sent by Horus to keep tabs on his allies and guide them along the required path.

Strengths.
I rather like this unit as it is not only fluffy, but provides an interesting option to the traitor player. 

If part of an allied detachment, then that whole detachment gains stubborn. This is a nice boon which means that the entire detachment is probably going to be using the emissaries Ld throughout at minimum. 

The staff of dark authority (probably a big staff with an eye of Horus on the top in modelling terms?) gives Ld=10 in a small bubble for pinning and morale. This is a great boon. It also functions as a power weapon striking with AP3 and therefore this emissary is ready to tackle other power armour enemies. 

Weaknesses.
This consul has to be built with the allied detachment in mind. What is it going to be: regular tactical squads, breachers, etc? I kind of like the thought of breachers here, but this could go a lot of ways. I'm honestly thinking here of an allied detachment consisting of little more than 1 HQ and 1 Troops, but of course that could be expanded. 

Build.
Dark Emissary in Tartaros Armour, Grenade Harness (105 points).
Unless you're taking terminators in the allied detachment, cataphractii armour is probably sub-optimal so stick with tartaros. Take a thunder hammer to taste? 

Dark Emissary, Boarding Shield (85 points).
Cheap. Cheerful. To be placed with a breacher squad.

Horus Heresy 2e Review: Iron Father

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars -- a great HQ choice for the Iron Hands player and a solid upgrade for a Praetor assuming the player is fielding armour. Not as essential as having a praetor in the first place, but worthy of consideration for the upgrade depending on desired play style.

Background.
The Iron Fathers of the Iron Hands legion are gifted smiths. Unlike the Salamanders Legion though, they don't really care much for the looks of things -- just how hard they can smash stuff up. Function before form. Outcomes over style. 

Strengths. 
The Iron Father is an upgrade for a Praetor of any type -- for a cost.

They gain access to Battlesmith at 3+ which is very nice (and therefore favours more tanky armies) alongside a machinator array (also very nice, and comes with some ranged weapons), feel no pain (always welcome) and a cyber familiar for an extra pip of invulnerable saves and certain re-rolls. 

To my mind, the Iron Father is worth the extra points cost when the Iron Hands want to field a large number of vehicles and dreadnoughts, or when a certain single vehicle is critical to remain in action.

Weaknesses.
Praetors are essential. This upgrade might not be so essential to your army though.

Difference to First Edition.
Neutral. The rules are comparable overall, but note the steep cost versus what is gained here. Worth considering what sort of build is desired...

Builds.
Iron Father in Cataphractii Armour, Thunder Hammer, Grenade Harness (220 points).
Getting expensive, but cannot look beyond the combination of cataphractii armour with cyber familiar! Upgrade to Gorgon Terminator Armour to taste depending if you like sweeping over a better save. 

Iron Father, Graviton Shredder, Paragon Blade (225 points).
Surprisingly more expensive than a terminator, this power armour build is intended for being on board a transport. Not sure if the terminator is simply better or not at this point though hence this build is included for completeness and illustrative purposes here. Remove the Shredder if you feel you have enough weapons already?






Monday, July 18, 2022

Horus Heresy 2e Review: Medusan Immortals Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, but rounded down. A solid choice for the Iron Hands player, but competing for a cramped Elites slot. 

Background.
Failures. Whether in the eyes of the Primarch, or due to the fickle whims of battlefield fate, and perhaps grievous wounds too great such that they need massive cybernetic rebuilds, these marines were cast into the Immortals Squad to earn some token of redemption. Pretty bleak stuff and just underscores the dark fury contained within this legion. 

Strengths.
The Immortals are basically an enhanced type of breacher squad. The main difference here is the addition of feel no pain which serves this squad well and is representative of the cybernetic rebuilds that the marines underwent before joining the Immortals.

There are a variety of different ways to build the squad depending on personal preferences and this flexibility should also be seen as a strength.

Finally, note the Ld=10 statistic. This can be massive.

Weaknesses.
As an upgraded breacher squad, they have the same pros and cons as regular ones, but come at a notably higher points cost. Due to the Bitter Duty rule, they cannot be joined by a squad without that same rule either, hence they're largely on their own on the battlefield too. Finally, this squad is under the Elites entry which makes it compete against potentially more effective squads (although for Zone Mortalis and similarly cramped playing boards they will do very well indeed). 

Difference to First Edition.
Neutral. The new rules are very comparable to the old rules. Note here again the addition of graviton shredders to the Iron Hands

Builds.
Plenty of different options to consider for the Immortals as I will illustrate with a variety of builds that are possible.

10 Immortals, 2 Graviton Shredders, Sergeant with thunder hammer and artificer armour (275 points).
Something of a baseline build. Put in a land raider proteus and go hunting. 

10 Immortals, 2 Flamers, Sergeant with artificer armour (225 points).
For holding on to back line objectives. Cheap-ish and functional.

20 Immortals, 4 Melta Guns, 10 Chain Bayonets, Sergeant with power fist, melta bombs and artificer armour (500 points).
For 20 marines, the points cost of this aggressive build is surprisingly palatable. Note the footslogging problem here though and solve it in your own manner.

10 Immortals, 9 Volkite Chargers, Sergeant with Volkite Serpenta, artificer armour and power fist (253 points).
The Volkite squad option. Deploy from their land raider and spout Martian death rays to your enemy infantry units. 

Sunday, July 17, 2022

Horus Heresy 2e Review: Gorgon Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A great choice for the Iron Hands player.

Background.
The Gorgon Terminators were a work in progress by Ferrus Manus to improve on terminators armour. They work by converting incoming energy and weapons into light and heat. In turn, this can blind enemies who are too close. A great idea, but comes at the cost of having to bond the wearer to the armour and outfit him with a lot of cybernetics to withstand the toxic energy discharge involved.

Strengths.
The Gorgon Terminator Armour grants feel no pain, and forces enemies to take blind tests if they pass an armour save and then roll 4+. This is an interesting effect and the use of close up blind tests is fairly unseen (pun not intended) outside of Gorgon Terminators and specialist units with blinding weapons and accessories (more or less). Indeed, facing off against Gorgon Terminators is about one of the few times I recall taking blind tests in the Horus Heresy game.

Weaknesses.
Other than the Gorgon Terminator armour itself, these terminators are standard fare. They come with 2 wounds, stubborn (which is good) and a combination of thunder hammer (for the sergeant) and power axes and combi bolters for everyone else. Although there are some nice upgrades, for the points cost it is just about worth it - but only just. At least they can still make sweeping advances like Tartaros terminators, and this swings it to being worth it. 

Difference to First Edition.
Neutral. The unit is about the same, but do note the graviton shredder option here. 

Builds.
Gorgon Terminator Squad (6 members), Legion Vexilla, 2 Graviton Shredders, 2 Chain Fists (315 points).
Note that graviton shredders can be bought as an upgrade to graviton guns by Iron Hands infantry. This squad is an interesting vehicle killer, and adequately kitted out for taking on any onboard a transport too,

Gorgon Terminator Squad (9 members), Legion Vexilla, 3 Reaper Autocannons (395 points).
A ranged option.

Gorgon Terminator Squad (5 members), Legion Vexilla, 1 Heavy Flamer, 3 Lightning Claws pairs (230 points).
More points efficient, and intended for deployment right out of a land raider. 

Gorgon Terminator Squad (5 members), Legion Vexilla, 1 Plasma Blaster, 4 combi-plasmas (265 points).
Plasma rain squad!

Saturday, July 16, 2022

Horus Heresy 2e Review: Ferrus Manus

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. An excellent Primarch and similarly excellent choice for the Iron Hands player.

Background. 
The Gorgon. The Great Iron Father. And also the first Primarch to be betrayed and perish at his brother's hands during the opening phases of the Horus Heresy. In some ways Ferrus is a tragic figure, but in others, he is a stern and uncompromising leader of the Great Crusade. To me, it is a surprise that the Iron Hands stayed loyal to the Emperor. They were so close to Horus that many in the legion displayed the Eye of Horus on their armour. They also had a surprisingly close relationship with the Emperor's Children. The man himself is noted as a craftsman whose equal might only be found in Vulkan. And of course, he had a highly unusual physiology himself with those silvery hands and eyes. He prized physical strength above all things and despised weakness. The kind of excess that caused a fall from glory for his brothers. 

Strengths.
Of course, he is a primarch. And everything that comes with that is here. He grants an army wide buff of feel no pain (for infantry) and it will not die (for vehicles). This alone makes Ferrus worth taking if the points cost allows. The added reaction whilst he is on the battlefield to assaults is similarly strong.

Forgebreaker, his personal weapon, is truly amazing at S=12 (yes, you read that correctly) with great exo shock and brutal rules that befits its station. The usual 2+/3++ save is similarly amazing. This is therefore a primach that wants to be in close combat and smashing stuff up close and personal if at all possible.

At modest range he is arguably the best primarch of them all since he carries a small armoury of weapons on his person. The plasma blaster and graviton shredder (new for this edition!) is a great touch and will keep enemies on their toes regardless of if they're wearing terminator armour or not. As if that weren't enough there's a heavy flamer, a grenade harness, a servo arm, firing protocols and battle smith to boot. In short, Ferrus Manus can be played in a variety of roles but I suspect the main one will be as the tip of a spear and carried by something like a land raider into battle, or maybe a drop pod. But he'd be equally good on foot if needs must (probably using some tanks as his personal screen). He is a versatile primarch that comes with many boons and items of equipment and could be used in several difference ways, but the best one is as a front line smasher - make no mistake about that.

Weaknesses.
None. He is a primarch. At T=7 he's also incredibly tough in comparison to some of his brothers. And a good one at that, all things considered. He's tremendous in close combat and short range exchanges and provides a huge boost to the army.

Difference to First Edition.
Neutral. The rules are just about the same. Great that the graviton shredder has been added - this is a nice, positive touch.

Overall.
Take him if you're allowed to play Lords of War and have the points cost. He can probably win against many of his brothers (I haven't run the numbers - NB), but is categorically out-matched by Horus. 

Thursday, July 14, 2022

Horus Heresy 2e Review: Legion Vigilator

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. (Rounded Down - only just). For the points cost, this is very good option indeed.

Background. 
Sabotage. Assassination. Hunting. Intelligence gathering. And more. The Vindicator has all of this covered in their background. For me personally, I regard this unit as a dedicated pinning character and it should and can be played accordingly.

Strengths.
The controlling player can pick one of Scout or Infiltrate. My guidance for this is to pick Infiltrate. If you are tempted to pick Scout instead, don't and pick Infiltrate. If confused, refer to my above guidance. Its like cricket: you should bat first if given the option. Sorry for the sporting reference. Okay, but why? Infiltrate is great in the current edition since even the Alpha Legion cannot gain it by default any longer. I would recommend to place your vigilator in cover somewhere that has a commanding view of the battlefield and sit him there to ping the enemy all game long. If there's an opportunity to set up closer to the enemy, this is worthy of consideration as the vigilator is cheap enough to use as a distraction carnifex and the free melta bombs can come in exceptionally handy in certain situations. 

Beyond this, they gain Marked for Death which is always nice, alongside a free master crafted nemesis bolter and melta bombs. Better, the rending and shell shock that they give to any sniper weapon they are using is just awesome. This is the rule that will keep select enemy units pinned. Hence set up, and pin those assault squads where possible. Or, you know, just take those precision shots against squad leaders and pin the rest of the surviving squad. 

Weaknesses.
I see the character as a bit of a loner. Sure, they could get into a squad of other infiltrators, the most obvious being a seeker squad, but they can do well enough on their own and force an enemy to make critical split fire decisions. Hence this character is going to either be killed near turn 1, or survive most of the game (usually - if played at range). Of course, the character can also be played up close and personal too, and that's what the melta bombs are for. Some would regard this as a bit of a waste. Perhaps it is. But it is also a viable threat.

Difference to First Edition. 
Neutral. The rules ARE different. We've lost that "nasty surprise" up our sleeves in this edition. But here, we have some new rules as well which make up for it and there are different ways to benefit from this character now.

Builds.
Vigilator with master crafted nemesis bolter and melta bombs (95 points).
Naked. Totally viable. Infiltrate and set up as described above. Pin your favoured enemy unit and take out their squad sergeant if the opponent can't be bothered to deal with your unit. Honestly, this is a strong build and should be considered by most players who don't mind playing sneaky (Alpha Legion, Raven Guard, etc.). The nemesis bolter is the unsung hero of second edition and this character is who it belongs to. If you're playing the game regularly, I will wager you will see a few of these. 

Vigilator with Thunder Hammer and Boarding Shield (125 points).
Slightly hilarious as it probably won't ever work solo (but here on Warpstone Flux that has never bothered us when thinking about builds either!), but might do well if you can early turns use those melta bombs on a transport vehicle and engage with a thunder hammer! Alternatively, place with an infiltrating squad.

Vigilator with combi-Melta, power fist (130 points).
Bit more of a classic set up to go with other infiltrating squads. Use the melta gun to shoot up vehicles and move closer to use the melta bombs. This build and the previous one sort of waste the nemesis bolter though unless they survive the first few turns. 

Wednesday, July 13, 2022

Horus Heresy 2e Review: Legion Chaplain

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. (Rounded Down - only just). 
This is another rating that I agonized about. Couldn't decide if it was 3 or 4 stars, but rounded down in the end. 

Background.
The Chaplains were established late in the Great Crusade, to enforce a cohesion of doctrine among the very different legions. The badge of office is an ornate mortuary symbol - this is the Crozius Arcanum and later in 40k would become very synonymous with their evolution.

Strengths.
Ld=10 is a great boost, and for this reason alone I almost gave the rating 4/5 stars. 

Stubborn and Hatred (of everything!) is superb and puts this unit in a class of its own ahead of other entries such as Champions. 

Weaknesses.
Nothing worth mentioning here beyond the obvious T=4. Note here though that to get the master crafted rule that would be associated with the Crozius Arcanum, it is also necessary to BUY the power weapon in the points cost - it does not come free like a Paragon Blade does for a Legion Champion. Of course, terminators will get this power weapon for free. Hence note the points costs below. I am mildly expecting a points cost FAQ here.

Difference to First Edition.
Neutral. The rules are broadly comparable. 

Builds.
Legion Chaplain, Crozius Arcanum (110 points). 
The baseline build to go with a squad.

Legion Chaplain in Tartaros Terminator Armour, Crozius Arcanum (110 points).
Pay careful attention to the points cost here compared to the power armour above! Only ten points more for the Cataphractii Terminator option too!

Legion Chaplain, Crozius Arcanum, Combat Shield, Jump Pack (130 points).
Bit of a "distraction carnifex" here. Use to lock a backline squad in combat and hope to survive? Great for legions with an Initiative advantage though. Better yet, put in an assault squad of your own to support it. 




Tuesday, July 12, 2022

Horus Heresy 2e Review: Legion Delegatus

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. 
I agonized about this rating, quite genuinely. In the end, the utility of Master of the Legion shone out and was the tipping factor here as it really is such a boon even in low points matches. 

Background.
Delegated to take command for a specific mission, the Delegatus is a lower ranking figure in the legions but acts with the full weight and power of the commander's orders when and where required. This, of course, makes them very valuable when so empowered.

Strengths.
This character comes with Master of the Legion for games at under 1000 points. As such, a Delegatus is almost a "must have" for any low points value army where a named character with Master of the Legion is not taken. Candidly the access to Legion rites of war is so important that it cannot be overlooked even at low points values like this. 

In addition to this, the character also gains Rally the Legion. This is a new power that requires a Ld test by the Delegatus and automatically causes all units pinned or fleeing to automatically rally. This is a subtle, but amazingly strong power that means even in higher points games that the Delegatus might be worth thinking about taking.

Weaknesses.
None beyond the standard issues of T=4.
Given that players will want to make use of the Rally rule, it is important to consider board positioning for this HQ choice, and to also keep him alive. The builds below are all viable, but do need some thought about whether to put him in a vehicle or not.

Difference to First Edition.
Improved. The addition of Rally the Legion is (situationally) strong, especially at low points values. 

Builds. 
Delegatus, Nemesis Bolter (95 points).
An absolute steal for a backline commander. No need for a vehicle here. Put him in cover at the start of the game, preferably high up, and ensure other key elements of your army draw line of sight if you think it is needed.

Delegatus, Thunder Hammer, Melta Bombs (125 points).
A front line threat to be deployed with others in a rhino or other troop carrier. 

Delegatus in Cataphractii Terminator Armour, Grenade Harness, Chain Fist (130 points).
A better front line option thanks to the terminator armour. The goal here is to keep him alive in case the Rally rule is required. Take a combi weapon to taste. 

Monday, July 11, 2022

Horus Heresy 2e Review: Legion Champion

Warpstone Flux Rating: ⭐️⭐️
2/5 Stars. Don't get me wrong, its playable. And for certain legions (or chapters thereof), it is also fluffy. I just don't see too many people playing it. They're simply not that amazing or points efficient in comparison to other choices -- a praetor is better for the HQ slot that does the same job and offers "more". 

Background.
The best of the legion's blades, the Champions are charged with seeking out the enemy leaders and slaying them for all to see!

Strengths. 
Champions gain a +1 WS bonus which is welcome and will certainly have an effect in the second edition of this game. 

The "Never Back Down" rule compels the character to take part in challenges laid down by enemies, and must similarly issue their own. When entering or continuing in such a manner, their own unit gains fearless which is a nice touch.

The free paragon blade is a big bonus.

Weaknesses.
Not many, but equally there's not too many bonuses that I can point to and say "this is worth the points cost". Nor is there a particularly compelling reason to select a Champion over, say, a Praetor or named character?

Difference to First Edition.
Improved - somewhat. Can't say that I think this edition is vastly different to the first edition, although clearly there are differences.

Builds.
Legion Champion, Paragon Blade, Hand Flamer (97 points).
Something of a baseline champion.

Legion Champion, Tartaros Armour, Paragon Blade, Volkite Charger, Grenade Harness (117 points).
A solid build for Tartaros terminators and intended to be placed with a similarly armoured squad. Go full Cataphractii to taste, but here would suggest retaining Tartaros. 
 

Saturday, July 9, 2022

Horus Heresy 2e Review: Legion Esoterist

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Surprisingly strong thanks to Void Darts and well worth considering on either side of the conflict!

Background.
When the Librarians returned to their studies - with or without the blessings of their Legion - some turned to the darker arts in order to find an edge in the sprawling conflict. The esoterists are the result of this. 

Strengths.
For both loyalists and traitors, this character is a way of gaining access to the Anathema psychic discipline. Within this, both gain the Aetheric Lightning power (zap!) and the new Void Darts power. Void Darts is assault 12 and S=5 in the shooting phase and is potentially game changing against daemons since it wounds on 2+ and successful invulnerable saves must be re-rolled. This is crazy level stuff. 

Loyalists gain the Seal the Veil power which weakens daemons in S and T, and they can choose to force the same daemon unit to take perils of the warp as well. Arguably not as strong as void darts?

Traitors meanwhile gain the Breach the Veil power. They choose (and pay) for up to 3 units of daemons from the Ruinstorm army list (not yet released at the time of writing this article for 2e), and place a marker down which functions as a deep strike location for 1 such unit. The marker can scatter based on a failed psychic check which is fine most of the time. This power then is a clear way for every traitor army to gain access to daemons and daemon summoning without having to take another detachment. But see also Void Darts above!

Weaknesses.
For what is paid in point cost, this is a very entertaining unit to possess for any traitor or loyalist army. Void Darts alone make the Esoterist much better than ever just having the aetheric lightning ability. Did we mention it also has deflagrate? It is really amazingly strong. Other than that, the stat line is average. Shrug. Take Void Darts, a squad to keep the character company, and its going to be relatively strong. 

Builds.
Legion Esoterist with Psychic Hood (115 points).
This is the baseline build to be inserted in a rhino or drop pod or termite along with a squad to cause havoc.

Legion Esoterist with Jet Bike, Force Weapon, Psychic Hood (145 points).
I like the idea of a screaming Esoterist on a Jet Bike. Race forward on turn 1 and then do some summoning, or get those void darts going!

Legion Esoterist with Psychic Hood, Force Weapon in Cataphratcii Armour (140 points).
Terminator Esoterists can potentially be terrifying. Take a command squad. 


Slow Beakie Progress: 5 down

Only slow progress for the Beakies thus far. A pitiful 5 assembled. I need to get cracking, but real life keeps popping up.

I am liking the kit overall. There is versatility in it, despite the drawbacks noted earlier. The dynamism is good to see and I especially like the sergeant that I've constructed, casually using the plasma pistol to deal with a threat to his left hand side. Very nice!


Friday, July 8, 2022

Horus Heresy 2e Review: Garviel Loken

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 Stars. Absolutely playable.

Background.
The loyalist's loyalist and survivor without peer. Loken was betrayed at the events in the Isstvan system by Horus but subsequently rose to exact revenge. And rose again. Almost the star of the early books in the black library series, Loken was a Captain in the Sons, but renounced them to reclaim the ideals of the Luna Wolves of old.

Strengths. 
A reasonable stat line combined with paragon blade and the Master of the Legion. What he brings to the table is the ability to gain +1A on charges and when charged by chosen legion traitor enemies. What is better though is the ability to take additional reactions during the assault phase which is very strong.

The born survivor gives him a Ld test to remain on the board with d3 wounds left when he is first removed. This is solid, without being outstanding.

Weaknesses.
Naturally, he can only be taken by the loyalist side of the conflict. Also T=4, so beware, but note also the Sons of Horus legion rules.

Overall.
A solid character without being outstanding, and ideal for loyalist Luna Wolves and Sons of Horus players. He will do well in many games and is reasonably priced. Just make sure he gets into combat. 

Difference to First Edition:
Neutral. The rules are mainly comparable. 

Thursday, July 7, 2022

Horus Heresy 2e Review: Ezekyle Abaddon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Very good! 

Background.
The legendary First Captain of the Sons of Horus is rumoured to be a gene-clone of the great man himself. Yet is isn't just in appearance that he resembled Horus. His fighting style, and ultimately loyalty to Horus saw him tread the pathway toward infamy in lockstep with his Legion's sire. 

Strengths.
Excellent WS, and a stat line otherwise not dissimilar to a praetor in terminator armour, Ezekyle is a force to be reckoned with. He comes armed with a power claw that provides the needed AP2 at double strength and a bunch of bonus rules such as shred. Banestrike ammo and the paragon blade is just the icing on the cake.

His own personal buffs include an exceptionally rare Fearless (same as First Edition) along with Deep Strike and precision strikes. 

The warlord trait allows him to spread feel no pain to his unit when they deep strike into play along with a bonus movement phase reaction - which is nice to see and will be powerful.

Weaknesses.
He is still a marine at T=4 and this carries the usual problem.

On top of this, his points cost is steep. 

Overall.
A great character that will still see a lot of play in second edition!

Difference to First Edition:
Neutral. He is about the same all things considered, although granted there are some changes present.



Tuesday, July 5, 2022

Horus Heresy 2e Review: Maloghurst the Twisted

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. Playable. Fluffy. Nothing particularly bad, and strong reaction bonus, but nothing spectacular to see here either.

Background.
Equerry to the Warmaster himself, Maloghurst was almost killed in earlier action which left his body shattered and earned his moniker. With little left but to serve his Primarch, he became ever more the shrewd operator and trusted on the battlefield to carry the icon of Horus and thus also became known as the Bearer of the Eye. 

Strengths.
The warlord trait, Bearer of the Eye, is an entertaining one as it provides an edge for objective based missions in favour of the Sons of Horus. Ensuring that his unit is scoring and requiring an enemy more than just a denial unit, but a line unit to contest is situational, but can be played to its strengths. The bonus reaction is simply strong. Of course, being a master of the legion comes as standard here. 

Weaknesses.
Naturally, this is a HQ choice for the traitor faction only. Slightly slower movement is fluffy, and expected. 

Overall. 
A reasonable stat line, but arguably not amazing, I think the points cost is just - and only just - worth it. Treat as a backline objective holder, or else put him in a tank with a unit to go forth to a more front line objective (and potentially risk losing the reaction bonus).  

Difference to First Edition:
Slightly Worse, subjectively. He has lost the ability to make veterans and reavers troops which was originally a big part of his attraction. 

Monday, July 4, 2022

Horus Heresy 2e Review: Reaver Attack Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. This is a very strong choice for the Sons of Horus. 

Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin

Strengths.
This is a very flexible squad, but one tuned up for close combat. Relentless, counter attack, combined with precision shots and strikes make the new iteration of Reavers a force to be reckoned with. Take with a Rhino or Dread claw drop pod for transport and they're good to go hunting most things in the game depending on the play style that the gamer is wanting to enact.

Weaknesses. 
Few. This is, in fact, a very strong unit. Combined with the lack of vulnerability to power fists in close combat thanks to the legion rules, this squad is realistically just fearing long range powerful weapons and characters with the potential to wipe them.

Difference to First Edition:
Improved. And when I say "Improved", I mean massively improved. In First Edition, I hardly sighted this unit at all outside of fluffy builds. This unit now has the potential to radically alter the approach to army building for Sons of Horus it has improved that much. Play them as an improved despoiler squad and go hunting. They've lost jump packs and banestrike, but so what. 

Builds.
I am deliberately only considering 10 strong squads here. Take them up to 20 if you are playing higher points cost games, or to taste. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.

10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (320 points).
Best for deep striking armies. Take the nuncio vox and vexilla to taste. 






Sunday, July 3, 2022

Horus Heresy 2e Review: Justaerin Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Great rules all round. This is a very playable unit, but due to lack of Line, we won't see as much of them as we used to in First Edition sadly.

Background.
The Justaerin are the elite of the elite within the Sons of Horus. They are the literal embodiment of the tip of the spear that Horus was so fond of adopting and their purpose is simply that: the destroy the enemy heart and leave nothing standing in their wake.

Strengths.
Double wound terminators in cataphractii armour are always going to be hard to dislodge. These terminators come with banestrike as standard along with the Carsoran axes. Relentless is good, along with furious charge, and naturally stubborn makes them great. 

Weaknesses.
Unlike in first edition, I cannot fathom an easy way to make them all scoring (or Line, if you prefer). This represents a loss compared to the first edition in my opinion as the option for an army of them no longer exists.

To get AP2 requires a little bit of sacrifice as well, and this needs thought and consideration.  

Difference to First Edition.
Improved. +1BS, and +1A make them categorically better than they were. They have had a mild points increase (compared to the revised points cost previously), but the increase in points is more than offset by what they are gaining. 

Builds.
5 Justaerin, 1 with heavy flamer, 1 with thunder hammer (295 points).
A baseline offering - no more. Grab a vehicle and go hunting. 

10 Justaerin, 2 Multi-Meltas, 4 Combi-Meltas, 2 Chain Fists (625 points). 
Yes, things are expensive here, but arguably worth it for hunting enemy light tanks and infantry. 

10 Justaerin, 2 Reaper Autocannons, 4 Power Fists (595 points).
One for hunting down the enemy terminators perhaps. The combination of bane strike and the firepower of reapers should hit reasonable well, but the power fists are needed for that low AP. Take thunder hammers to taste. Lightning claws are a nice alternative for sheer volume of close combat attacks. 

Saturday, July 2, 2022

Horus Heresy 2e Review: Horus Lupercal

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. He is the character for which the game is named, after all.

Background.
There is little to say about the big guy himself that cannot be found elsewhere. He is the Primarch responsible for the entire series, the Heresy, the Civil War, and more. The most favoured son, the Warmaster, and the Breaker of Tyrants. Call it how you will: Horus is the crux of the entire setting moreso than any other character. 

Strengths.
Undoubtedly the best stat line in the game combined with some really rather outrageously good rules makes Horus a force to be reckoned with. But in the Second Edition, it could be even better since there is an upgrade cost that can be paid to obtain "Horus Ascended" - an even better stat line combined with further rules for the man.

Lupercal's warlord trait grants all infantry +1 Ld which for this game can be immense. The addition of the Stubborn rule is excellent too. 

The ability to deep strike is not one of overlook either and might be played by the more tactical Sons of Horus players. Better though is his ability to increase the reaction allotment by +1 in every phase in which he is the reactive player. This has the potential to be near game breaking and for this alone the increase in points cost versus the first edition is almost worth it (don't forget the Advanced Reaction for the Sons of Horus here too). 

Splitting his attacks in close combat is excellent, and his weapons are solid. The Worldbreaker maul is the go-to weapon of choice here since it has benefitted from having Sunder and Brutal (2) added to the profile compared to first edition. Meanwhile the Talon has got slightly worse since it no longer affects an opponent's WS. Not to worry though - the Warmaster will be hard to beat in combat regardless. 

Weaknesses.
None.
Regarding the Ascended version - I would contend that this is not quite worth the points investment. Yes, the stat line improvement is excellent. His personal buffs are good as well - feel no pain and rage are excellent, A Dark Fate enables him to come back (and the opponent reap Slay the Warlord twice!), obtaining T=S=10 once per game is near broken, and the ability to grant the Corrupted sub-type is okay I guess. Just not sure its worth the points. But I can see fluffy players going for it. 

Overall.
Excellent! The rules here are superb, and are a significant departure to the First Edition.

Difference to First Edition.
Neutral to Improved. Can't quite make my mind up if the changes in the rules mean that things have improved here, since alongside this, the points cost has gone up a few notches as well. We will therefore be seeing slightly less of Horus in games since he will not appear in games below 2500 points -- and Horus Ascended won't appear below 4000 points (which is truly Apocalyptic scales!). 

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