Friday, September 30, 2022

Horus Heresy 2e Review: Legion Tactical Support Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. I rounded up, so help me. The rules are excellent.

Background.
In the Heresy Days before the year 40,000, and before tactical squads routinely took special weapons, there were the legion tactical support squads. They bring to the battlefield bolt gun replacements, with flamers being the basic weapon, and all sorts of others available. 

Strengths.
I will freely confess that I love the support squad. The ability to take a squad of melta guns, or plasma guns, and so on and so forth is insanely good. When 30k was first released, I mentally compared this squad to the likes of Eldar aspect warriors (e.g., fire dragons). Indeed, this is probably the best analogy I still have. These squads are specialized, but will find use on almost any battlefield depending on what your target is exactly.

Weaknesses.
They are a support squad. They don't fill compulsory elements of the force organization chart. This has not stopped me giving them 4.5/5 stars though. They also lack Line, but who honestly cares.

Difference to First Edition.
Neutral overall. Some builds are slightly more expensive points-wise here, but overall it is still about neutral to first edition.

Builds.
5 Legionaries, 5x Melta Guns, Vexilla, Nuncio Vox, Sergeant with Power Fist (195 points).
I used a similar build in first edition with my Alpha Legion to very good effect in many games. Equally, they did have infiltrate that helped. Here, take a rhino instead. Strictly the nuncio vox and vexilla could be got rid of since you are piling out of a rhino to take shots at enemy tanks at close range. Similarly the power fist can be ignored if you just want to cause melta damage. These changes make the points cost 160 points which is excellent. It only takes one to be lucky and get rid of the target. A very powerful unit all in all.

10 Legionaries, 10x Volkite Calivers (245 points).
Repeat after me: the rule for Volkite is to go big. The problem here is they are heavy weapons and therefore a static gun line (take a nuncio vox to taste). Hence think about whether a rhino and volkite chargers might be better (they certainly might, and would be cheaper -- 145 points this way, and the rhino added on won't even reach the same cost as the caliver variant which makes it well worth considering and leaves room for a power fist to boot).

5 Legionaries, 5x Plasma Guns (135 points)
Take a transport. Take a nunci-vox. Cheap and powerful plasma death. Recommended.

10 Legionaries, 10x Rotor Cannon (195 points).
Yes, they have low strength. That's not the reason to take them. The reason is pinning. Might get away with 5 marines here, but I fancy 10 in the squad to be honest.

10 Legionaries, 10x Flamers, Sergeant with Power Fist and Artificer Armour (170 points).
Never -- and I mean: NEVER -- under estimate the humble flamer. This squad in a rhino will make your best friend cry. I have seen two people who knew each other at a tournament get rather upset over this squad. It can be crazy good in the right circumstances. Doubles as a rather nice close combat option. And the wall of death reaction is outstanding. 


Thursday, September 29, 2022

Horus Heresy 2e Review: Legion Breacher Squad

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

Background.
When hazardous boarding actions are required, or perhaps just the fluke of being at the front of the vanguard, Breacher Squads are your friends in almost all legions. Although noted everywhere since inception to be a Zone Mortalis style squad, they can and do see regular action on more ordinary terrain. 

Strengths.
Clearly the boarding shield in combination with the breaching charges is the main attraction here, but don't lose sight of Line, or the customization that is possible with this squad. Choose the build for the purpose where and if possible. I do hope some of you out there still play "tight terrain" games like Zone Mortalis? If so, these squads still rock in such environments.

Weaknesses.
When breacher squads first appeared, I will freely confess that I was more than a bit circumspect of them. I still am, but I have long since acknowledged and come to the conclusion that they are tools like any other and they simply need to be played to their strengths. It is worth acknowledging the points cost in game, and the price tag in real life for these miniatures as well. I suspect that this is in part why we don't see as much of them as I might otherwise expect?

Difference to First Edition.
Neutral overall. Cheaper in terms of point. But where did the Void Hardened rule vanish to?

Builds.
As with other troops selections, I provide a small variety of different options here, but the list is not exhaustive so much as indicative.

10 Breachers, Vexilla, 2x Flamers, Sergeant with Power Fist, Artificer Armour, and Melta Bombs (210 points).
One of my favoured builds. Nice to use with objective camping, and also nice within Zone Mortalis.

20 Breachers, all with Volkite Chargers, Vexilla, Sergeant with Power Fist, Artificer Armour (380 points).
The rule for Volkite is to go big. This is a 20 Volkite breacher squad. 

10 Breachers, Vexilla, 2x Melta Guns, Sergeant with combi-Melta, Thunder Hammer, Artificer Armour (235 points).
Melta breacher squad. Take a transport option. Take bonus melta bombs to taste. Swap out the Meltas for gravitons, or las cutters, as required, for a variation of this offensive build. 




Wednesday, September 28, 2022

Horus Heresy 2e Review: Legion Assault Squad

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

Background.
Jump pack equipped despoiler squads, these marines are very useful for rapid attack insertions and hit and run actions. Every legion has some, even the more static ones, although clearly legions like the Raven Guard favour them much more strongly. 

Strengths.
As with some other close combat orientated squads, the assault squad can be built in a variety of ways and for some different purposes. Their chief strength though arises from the jump pack and the attractive baseline points cost (in my opinion). On top of this, the Line rule is valuable for the objective mission(s) that the player might be involved in. 

Weaknesses.
As with other troops choices, I have no real complaints here. I genuinely like assault squads and regularly fielded an Alpha Legion one in first edition that often did well. They are still trans-human stat line, be beware still of the Ld=7 among the base troops.

Difference to First Edition.
Neutral just about. Very similar to first edition. Improved if we compare to first edition original points costings. No thunder hammer here though.

Builds.
As with other troops selections, I provide a variety of different options here but the list is not exhaustive so much as indicative.

10 Legionaries, Sergeant with Power Fist (160 points).
The bare minimum you should run. You won't see this much as players like to take a more tooled up variation, and that is understandable.

10 Legionaries, 2 Plasma Pistols, Sergeant with Melta Bombs, Plasma Pistol and Power Fist (200 points).
A plasma death squad. Treat as you would a termicide squad. Although the plasma pistol is much maligned, this is still a powerful configuration.

10 Legionaries, 2 hand flamers, Sergeant with hand flamer, Artificer Armour and Power Fist (185 points).
As with the plasma, the flamers are too often maligned as well. The jump packs should enable you to get in position with this, but beware reactions. Expand to 20 men to be sure. 

20 Legionaries, 4 Power Weapons, 4 Volkite Serpenta, Sergeant with Power Fist, Volkite Serpenta, Artificer Armour and Melta Bombs (325 points).
The general rule for Volkite is to go big. This is a general unit able to take on many in the game. The price tag is attractive as well.

20 Legionaries, All with Combat Shields, 4 Power Weapons, Sergeant with Power Fist and Artificer Armour (350 points).
The combat "escort" unit to embed a character (e.g., consul) within. A bit expensive to be honest, but it works. 


Monday, September 26, 2022

Horus Heresy 2e Review: Legion Despoiler Squad

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

Background.
A close combat mirror of the humble tactical squad. The despoiler squad does not carry the bolt gun, but uses a bolt pistol and chainsword as standard instead. Their job is essentially to clear a path, and they have flexible armaments to choose from to help them with this task.

Strengths.
As with the tactical squad, the despoiler squad consists of standard space marines with trans-human 4's across the stat line, but a base leadership of 7. You will be wanting that legion vexilla. 

As well as having Heart of the Legion (great for objective camping), they gain here the Spite of the Legion special rule. This one is interesting. It grants a bonus attack if certain conditions are met (e.g., the charged enemy is pinned, or lacks a character - both are reason enough to think about using this squad). 

This is all complimented very well by the customization that can be undertaken with the squad. Power weapons and the like are all possible, along with pistol swaps, and a large range of choices for the sergeant. This is a squad that is good for combat, but not necessarily the legion's best. It will do nicely against many other legion targets. 

Weaknesses.
For what they are and what they do, I once again have no real complaints here (cf., my entry for the tactical squad). I will add though that despoilers are going to be more suited to some legions than others though. e.g., I'm sure World Eaters will get much more out of them than Alpha Legion players. 

Difference to First Edition.
Improved. Before they were just a tactical squad variant. This is a distinct entry now. I like the Spite of the Legion rule here - its a great addition. 

Builds.
Below is a flavour of despoiler squads. There is a lot of customization possible, so this list should be regarded simply - and only - as an indicator of what is possible.

10 Legionaries, 1 Vexilla, Sergeant with Power Fist (125 points).
A bit bland, but the buried power fist is always going to be a favourite for this kind of squad. 

10 Legionaries, 1 Vexilla, 2 Power Axes, Sergeant with Power Fist, Artificer Armour (145 points).
Chop, chop! Add melta bombs to taste. I suspect this squad will see use. 

20 Legionaries, 1 Vexilla, 4 Volkite Serpenta, Sergeant with Power Fist, Volkite Serpenta, Artificer Armour (260 points).
If you are taking volkite, might as well go big and all in. Nice price tag here. And a great screening unit to boot, if required.

10 Legionaries, 1 Vexilla, 2 Plasma Pistols, Sergeant with Power Fist, Plasma Pistol, Artificer Armour (165 points).
Plasma death squads never get the respect they deserve. Largely due to killing themselves by the same plasma they should be shooting, I guess. But in the right place at the right time, they are a massive asset. [Aside: take hand flamers all round for an objective camping squad - but a bit of a waste in the main part I think].

10 Legionaries, 1 Vexilla, all with two bolt pistols, Sergeant with Power Fist, Artificer Armour, melta bombs (155 points).
I have only rarely seen twin bolt pistols like this used. I think it will become more common to be honest. Take a rhino and unload. Then charge. The price tag is attractive enough for this to work as well.

10 Legionaries, 1 Vexilla, 7 Heavy Chainswords, 2 Power Axes, 2 Hand Flamers, Sergeant with Power Fist, Hand Flamer, Artificer Armour (174 points).
This is a bit of a unique build, but one you might plausibly see. The heavy chainswords provide an addition to the S of the unit in melee, while the flamers are handy for whittling down opponents and providing wall of death type reactions. Doubles nicely as an objective camper. A bit pricey though. 

Sunday, September 25, 2022

Horus Heresy 2e Review: Legion Tactical Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are great. Could have given it 5/5 almost.

Background.
They are space marines. They are the mainstay of many armies. The humble tactical squad is where many of them see deployment and action. They have been responsible for the prosecution of the Great Crusade. And now they are at the forefront of the civil war. 

Everyone (well, almost everyone) likes the tactical squad, including me. Players should be seeing them used in many, many armies after all!

Strengths.
Firstly, I want to focus on the price tag in terms of points cost. These marines are cheap. Ten points each. This is astounding if you compare the points cost from previous editions of 40k (not quite directly comparable as they have "And They Shall Know No Fear", admittedly, but also contrast against chaos space marines from earlier editions as well), but it is still amazing for what they provide in terms of the standard 3+ save and the trans-human 4's across the board for the stat line. 

Fury of the Legion grants them an additional shot for not moving or running with their bolt guns - this is perfect. 

Heart of the Legion grants feel no pain and stubborn when within striking distance of an objective - this is also fabulous. More than this, they are also Line troops. 

Weaknesses.
For what they are and what they do, I have no complaints here. Yes, we could talk about having 1 wound and Ld=7 (or 8 with the sergeant still alive), but that's what you get for the points cost. Take some upgrades like the vexilla. Add in a character. Put inside a rhino. Be happy. Honestly these troops are superb compared to other armies. 

Difference to First Edition.
Improved. We could talk about the differences between Fury of the Legion here, but it is roughly equivalent, arguably, and with the introduction of reactions in the second edition, people will be on edge about the fire power of the tactical squad reacting to their approach.

Rather, I want to highlight one main thing here and that is the addition of bayonets and chain bayonets as an optional upgrade for the unit. Both give S+1 to the marines for an impressive S=5 close combat attack, and the chain variant adds shredding on top of this which enables re-rolling of failed to wound dice. Both are recommended by me if you are thinking about close combat for your tactical squads. 

Builds.
Despite there being a limited number of upgrades, players are likely to encounter all manner of different uses for tactical squads, and here I hope I give a reasonable selection.

10 Legionaries, 1 vexilla, Sergeant with Power Fist (125 points).
This is my "go to" squad configuration. Yes, we could take other things such as artificer armour for the sergeant (135 points total) if we are worried, but this is the squad that many people see and many people prefer -- it is not just me that uses this configuration!

10 Legionaries, 1 vexilla, 1 nuncio-vox, 1 augury scanner, Sergeant with Power Fist, Artificer Armour, and Plasma Pistol (165 points).
The swiss army knife of the above. Beware the points cost increase though. You may not make use of some of the kit.

20 Legionaries, all with chain swords, 1 vexilla, Sergeant with Power Fist and Artificer Armour (335 points).
Drop into position and be able to choose which set of weapons (bolt pistol plus chainsword, or bolt gun) you want to use in the situation before you. You will notice by now that each of my builds has a vexilla contained within it. Take one every time. Take melta bombs to taste.

10 Legionaries, chain bayonets, 1 vexilla, Sergeant with Power Fist and Artificer Armour (155 points).
This build is rapidly becoming my favourite. It is just like the first one, but with chain bayonets. Add in 10 more members for a total cost of 275 points.

20 Legionaries, 1 Vexilla, Sergeant with combi-melta, power fist, melta bombs (245 points).
A lot of bodies to carry forth the melta to where it might be needed. Expendable in the extreme?

20 Legionaries, 1 Vexilla, 1 Nuncio-Vox, 1 Augury Scanner, Sergeant with hand flamer and artificer armour (242 points).
Sit at the back and camp on an objective. Add an apothecary for fun. 





Saturday, September 24, 2022

Converted Tactical Squad Sergeant

Rounding off a bit of a hobby day, here's a little conversion that I made earlier. The basis of the miniature is still the beaky armour from the Age of Darkness boxed set. I wanted the model to be holding a bolt gun one handed (or at least a bolt pistol). Of course, there's no left handed bolt pistol that comes with the set, so it had to be a full bolt gun. Happily though, there is a left handed plasma pistol that comes with the set - and that in turn provides the hand for this conversion. 



As with any long term collector and gamer, I have a reasonable bits box to draw down upon. Here, I have selected an old chaos space marine bolt gun to be the weapon of choice. There are no particular chaos markings on the weapon, and I like that, yet it also perhaps is suggestive of an eventual slip to the darker powers. This is a theme that I like for the armies that I use in 30k (especially those of dubious loyalty of alignment: I like to play as both loyalist and traitor rather than stick permanently to one side or the other). 

Slicing the fist away from the original plasma pistol was a tricky operation, but with some careful scoring and fore-planning, this can be done relatively quickly. The bolt gun itself required the handle and trigger to be removed and filed down. When glued together, it is fairly seamless. I have rounded this conversion off by adding a chain bayonet to the front of the bolt gun. Although it doesn't quite align fully, it is close enough that no one will notice - doubly so once I get around to painting this one up. 

The miniature is rounded off by a power fist for the right hand, along with a bolt pistol holster and un-helmeted head. A great little conversion for the squad I feel. 

Hobby Update: Lightning Claws Cataphractii Terminators

A small hobby update today in the form of lightning claw armed cataphractii terminators from the Age of darkness boxed set.

Three of the terminators are standard lightning claw affairs direct from the boxed set. I like the poses of these terminators very much - particularly the dynamism shown. In wielding the claws I think it follows what would happen if a person had two swords - the weapons would flow in the same direction in the main part to prevent self-injust, and this is what is seen in the miniatures as well - both claws tend to be veering left together or veering right together. Someone has clearly thought out how such claws would operate in a practical manner.

The fourth is a heavy flamer plus power fist. This might seem like an odd adjunct to a lightning claw squad. However, for charging out of a land raider, the template shot can be quite powerful and I must admit that I like it for defensive purposes as well (including wall of death). The power fist provides a way to tackle units that might otherwise laugh at the claws.

The final miniature - the sergeant - is a conversion. I have used the lightning claws from the Chaos Lord plastic boxed set for this, along with more 40k shoulder pads, as well as a grenade harness. These claws are markedly different to the standard cataphractii affairs, but they speak loudly "30k" to me personally. And they've been sat in my bits box for too long without any love, so this was a great excuse to use them. I am contemplating adding some leather from the bottom of the shoulder pads like other cataphractii would have by using green stuff, but I'm not sold on that just yet. 

Hope you like this unit!


Friday, September 23, 2022

Horus Heresy 2e Review: Phoenix Warden

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Good, but arguably better consuls to spend points on?

Background.
Phoenix Wardens are personal guards of Fulgrim himself and much like him, strove for excellence. Here the excellence is not only in combat efficiency and aptitude, but also self-preening. Got to look your best whilst doing the job, after all. 

Strengths.
The list of special rules is nice: the skill unmatched rule gives these characters a way to buff themselves in one of three ways at initiative step 10, varying between guard, strike, and fury. For the sake of copyright, I won't list all the buffs individually, save to save that they're very nice and when executed at the right moment can turn a combat around. 

The Living Icons rule grant a bonus to combat outcome determination in a small bubble, which stacks with Fulgrim's "Sire" rule, but nothing else. 

Weaknesses.
I like them, quite genuinely. But with so many other HQ choices on offer, and juicy consul alternatives, I have my doubts many players will opt for the Phoenix Wardens as these slots are very competitive. 

Builds.
Phoenix Warden, Phoenix Power Spear, Iron Halo, Tartaros Armour, Grenade Harness (110 points).
A very standard build. Honestly, there are not too many other builds to consider here. If you're going to buy a thunder hammer, then might as well have a different consul. Arguably a chain fist is attractive, so I can see that working. Whether a combi-melta might be attractive as well is a different argument, but it doesn't speak to me as much as this baseline build as I see Phoenix Wardens as wanting to be in combat rather than shooting or being a utility squad leader. 

Thursday, September 22, 2022

Horus Heresy 2e Review: Captain Lucius

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are great if you want a character killing duellist.

Background.
Before he was Eternal, Lucius was a promising Captain of the Emperor's Children and was fairly un-matched with his blade skills. During the heresy, he found himself on the loyalist side thanks to working with Saul Tarvitz. He later betrayed Saul and re-took he place among the IIIrd Legion as it descended into madness. 

Strengths.
Fundamentally, Lucius is a close combat character killer. His rules all back this up along with an outrageous WS=7 and I=6 (making him better in the WS department than Lorgar, for instance, and rising to WS=8 when using Nineteen, his blade, in a challenge). Mind blown. 

The Supreme Duellist rule grants him a bonus attack so long as his initiative is greater than his opponent's. The blade called Nineteen is powerful indeed with both murderous strike and Rending at 3+ which is just supreme. 

Weaknesses.
Traitor only. Not very speedy unlike Eidolon and his jump pack. He also has the option of swapping out the Blade of the Laer from Fulgrim to make him cheaper. In general, Nineteen is probably superior and therefore not much of a concern either with I would think, but the Laer blade does have AP=2 as standard. He can also take sonic shriekers for a very small points cost increase. Probably not strictly needed, but it is amazingly powerful, so just take it. 

Overall.
If you like a duelling character killer, then Lucius will work great for you. Just get him into combat to do his job. 

Wednesday, September 21, 2022

Horus Heresy 2e Review: Captain Saul Tarvitz

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are great. The point cost even better.

Background.
As Eidolon is to the traitor faction of the Emperor's Children, so Saul is to the Loyalists. Indeed, the one major difference between the two of them is that Saul did not have the sheer drive and relentless tilt toward ascending the ranks - which surely he would have easily been able to do given the inclination. Instead, he liked his station as a line officer and this is the singular reason why Fulgrim sent him to die. But he didn't. He mounted a most magnificent defence on Isstvan and is likely the reason that the civil war was not over as it began. 

Strengths.
Saul's stat line is a reflection of Eidolon's, even down to having an iron halo in place. 

His warlord trait is able to grant him fearless when certain conditions are met (such as having less victory points and the opponent) in tight situations. This is nifty, as fearless is hard to come by in the game. 

His weapons are not quite as good as Eidolons as he only has a charnabal broadsword for close combat, but he does possess a nemesis bolter which can be excellent when the situation arises. His special rule, A Brother Betrayed, gives him bonuses to S, T, and WS against enemy Emperor's Children which although situational is excellent. Bonus victory points follow for being victorious, and even more if he kills Lucius!

Weaknesses.
Loyalist only. Not very speedy unlike Eidolon and his jump pack. 

Difference to First Edition.
Nicely cleaned up. Otherwise largely the same I think. And for the points cost, he's excellent.

Overall.
Worth the investment if you're after a loyal Emperor's Children praetor character, but not a force multiplier. 

Tuesday, September 20, 2022

Horus Heresy 2e Review: Lord Commander Eidolon

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

Background.
An example of the perfection that Fulgrim strove for, and favoured by his gene sire in turn. The only problem with Eidolon was his arrogance. This in turn would be the key that the canker would turn as the rot spread through the Emperor's Children. Giving himself over to Fabius Bile was perhaps the point of no return, and from there his fate flowed. 

Strengths.
A strong stat line combines with a slew of special rules and armaments to create a bit of a close combat beast. His warlord trait line him up directly with a "rival" against whom he receives bonuses to hit or/and wound depending on the circumstances. 

His hammer is tremendous with Brutal (2) along with ignoring unwieldy when charging successfully. The Death Scream provides a template rending and pinning weapon thank to his recent surgery which is similarly nice.

Weaknesses.
Traitor only. Not that anyone expected anything other. The other restriction worth considering is the reactions: Eidolon can only declare reactions against the rival unit and therefore thought needs to be injected about how to place him and best exploit his abilities on the battlefield. This shouldn't be too difficult though as the jump pack will help. 

Difference to First Edition.
Slightly improved. A bit of a clean up here arguably, but I really like the Prideful Onslaught warlord trait which is why he gets 4/5 stars from me. Used well, Eidolon is a character killer where Primarchs are not in play, and he should be used in this fashion.

Overall.
I like Eidolon perhaps more than I should. Don't underestimate him - playing against him in first edition hurt badly, and he will also hurt in second edition. 

Monday, September 19, 2022

Horus Heresy 2e Review: Kakophoni Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. The rules are very good.

Background.
As they slipped toward damnation, new formations arose within the Emperor's Children. Besides the surgical augmentations that some opted for, the Kakophoni were not only an embodiment of the rapidly degenerating legion, but also the precursors to the noise marines later on. They wielded psycho-sonic weapons fused of xenos technology, imperial know how, and daemonic taint. Their total damnation to Slaanesh would follow. 

Strengths.
The cacophony weapons are assault 3 and give the user a good range at S=6 while also giving pinning and deflagrate (and shell shock to boot). This weapon is formidable.

They also get the sonic shrieker upgrade for free which is nice. 

Weaknesses.
Nothing special to report in the stat line here save for the Ld=10 (but they are already fearless), so the conundrum to consider here is whether they do it better than regular heavy support squads. I am going to contend that they are worth the points increase, but it is a judgement call, and one which assumes that the player wants a mass infantry killing squad rather than a tank killer. 

Difference to First Edition.
Slightly improved. They have got fearless now which is good to see and the cacophony rules have got an update. Naturally they are traitor only selections, but that's to be expected. They do, however, still compete against other heavy support options they are fundamentally not tank killers. 

Builds.
5 Chora, Orcestrator with power fist (170 points).
The base line unit. Whittle down your opponent's troops.

10 Chora, Orchestrator with Power Fist, Artificer Armour (305 points).
This sort of build will also likely be common and should be taking a rhino as a troop transport. Unload and then use the psychic sonic weapons to kill all before them. Remember reactions though.

Horus Heresy 2e Review: Palatine Blade Squad

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

Background.
The best swordsmen of the Emperor's Children were able to join a rather exclusive duelling society within the legion that existed outside the usual very rigid chains of command. Thier members would fight at the discretion of the legion's lords and on the field were a pure example of excellence to which others would aspire. 

Strengths.
The stat line here has a bonus pip in WS, BS, and two wounds combined together with artificer armour. This makes them very competitive. 

The base rules give the counter attack and the skill unmatched rule which is a strong boon here. Bolt pistols all round are acceptable, and the charnabal weapon is a very reasonable sword to have in their possession, but they can - if desired - swap them out for phoenix weapons, as well as get a surgical upgrade.

Weaknesses.
Taking up an elites slot in an already crowded field is problematic and probably the only reason why we won't see as many on the battlefield as their rules might otherwise suggest.

Difference to First Edition.
Improved overall. The major negative is that they have lost access to jump packs. I feel gutted for those of you who had these in your collection. Making up for this they have gained counter attack and skill unmatched along with the bonus wound. This more than makes up for it, but players will now have to think about how to get into combat. Rhinos, drop pods, and termites as standard readily solve this problem.

Builds.
10 Palatine Warriors, Surgical Augments (330 points).
Something of a baseline squad. Take a termite or drop pod and charge in to battle.

10 Palatine Warriors, Phoenix Power Spears, melta bombs for the Prefector (370 points).
Compare the points cost against Phoenix Terminators before taking this squad - its still going to do well though!

Sunday, September 18, 2022

Horus Heresy 2e Review: Phoenix Terminator Squad

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

Background.
As the honour guard to Fulgrim himself, the Phoenix Terminators were an elite cadre within the Emperor's Children. As might be expected, they have pushed martial excellence to a higher level than most and were about to pull off feats that others might only dream to aspire to.

Strengths.
Two wounds each with an extra pip in WS makes these terminators very attractive for close combat. Armed with power spears, they are striking at S=6, and they come with all the standard Emperor's Children rules to boot about going at a higher initiative, as well as being able to select what type of blows they will use with the power spear. The bonus to combat resolution is great here. 

More than this, they can be bought as a personal retinue for any praetor, or even Fulgrim himself. 

Weaknesses.
Not many in all candour - they are Tartaros terminators so the player will need to think about how to get them into combat to maximally exploit their skills. 

Difference to First Edition.
Very much improved!

In first edition, they didn't see much use. In second edition, I feel they are a lot more competitive thanks to the extra wound in the stat line, stubborn, access to a legion standard, and other bits and bobs. They have been massively improved and the points cost is now much more attractive. We will see them more on the battlefields from herein.

Builds.
There are not too many builds to consider. The only options are more bodies (sure, if you have the points and transport room!), whether to get a surgical augment (all variants are viable, so take to taste), and a grenade harness (take it). Hence the build below is probably what you will see.

5 Phoenix Terminators, Surgical Augments, Grenade Harness, Legion Standard (250 points).

Saturday, September 17, 2022

Horus Heresy 2e Review: Fulgrim

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

Background.
Loyal to a fault - at least to begin with - and favoured by the Emperor himself to carry the Palatine Aquila. Fulgram was the saviour of his legion and held his troops in a rigid chain of command where his thoughts would filter down effectively as they strove to emulate his excellence in all things. Within that striving lay the trap that chaos would ultimately exploit. Driven onward to ever greater heights and impossible standards, they fell hard, and Fulgrim himself fell hardest as he was seduced by the Laer Blade. 

Strengths.
Looking at the stat line first, Fulgrim has an impressive WS=8 along with I=8 which makes him an exceptional duellist among his brothers. 

His warlord trait - sire of the Emperor's Children - is as strong as it is fluffy. Those of his sons that can see him use his Ld for pinning and morale checks, and every one of his sons has +1 wound resolution in combat. The bonus reaction in any chosen game phase is simply brilliant though (explicitly, he gets the first reaction in the game turn for free - so choose wisely). 

His armaments are strong. He has a choice between the Blade of the Laer (curiously stated in the book as being given to him by the Warmaster? Nope - wrong - please check the fluff my dear writers.), or the Fireblade - Ferrus Manus' gift to him. The choice here is between having duellist's edge and fleshbane, versus S+1 and murderous strike. Could go either way on that to be honest. His ranged side arm is a deflagrating S=6 pistol with two shots which isn't bad at all. Once per game, he also forces enemy units to pass a Ld check in order to use reactions against him - neat, but choose wisely again. 

His armour is strong and provides a 3++ against close combat attacks (4+ invulnerable outside of combat). The final rule is the Sublime Swordsman rule which gives him bonus attacks in challenges based on how much his initiative is greater than others. He will invariably gain a couple of bonuses here. Sudden strike (1) is not bad either. 

Weaknesses.
He is a great swordsman, but he needs to get into combat to reap the maximum rewards. Take a transport when possible. Equally, his movement is swift enough to chase things down if required. 

Overall.
Play as a melee character and get stuck in early and often. Take a retinue of phoenix terminators where required and it will be gold. Probably literally.

Difference to First Edition.
It has been 8 years since the last rules. He has lost the deep striking bonuses here, but his points cost remains very acceptable and is at the lower end of what you can expect to pay for Primarchs. Hence probably neutral, but arguable worse if you used to run deep strike Emperor's Children armies. Fundamentally, Fulgrim is a melee character and he remains so in second edition.

Horus Heresy 2e Review: Emperor's Children Armoury

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars - rounded down. The main reason for the low score here is the lack of content in comparison to other legions. 

Surgical Augments. At the end of the Great Crusade, the Emperor's Children were already treading a dangerous path by undergoing surgical procedures to have fitted psychic-sonic weaponry into their very flesh. 

For a modest points increase an independent character can choose one of three options here. The first is -1 to hit for an enemy in the round a charge is conducted (by or against the character). The second is ignoring penalties caused by night fighting as they turn into bats. The third is a template weapon that is breaching 6 and pinning. 

Although the night fighting on is situational, the other two are demonstrably less situational and fine to take.

Phoenix Pattern Power Weapons. For no cost (nice!) characters can switch to one of two phoenix weapons. One has rending at 6+ along with murderous strike, the other is S+2 with reach and breachine but has to be wielded two handed. Both are viable. 

We will review the Phoenix Warden consul distinctly. 

Difference to First Edition.
As with the rules themselves, the Emperor's Children have not seen an update in 8 years. These second edition rules are fine, if a bit limited in terms of sheer scope - at least in comparison to other legions, whilst in keeping with the spirit of the older rules. 

Friday, September 16, 2022

Horus Heresy 2e Review: Emperor's Children Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars - Good for some, average for others. I particularly like the loyalist trait. 

Warlord Traits.
There are three traits to mull over for the Emperor's Children commander. Happily they include an option each for traitor, loyalist, and both.

The Broken Mirror. For the traitors, they never fall back within a bubble of the commander at the price of taking an automatic wound. This can be powerful, but needs a lot of attention to play it well and can be used against you. The additional shooting phase reaction is nice. 

Martyrs of Isstvan. For the loyalists. The resultant +1 to hit against all traitors in close combat is a very strong trait to possess and plays well with the legion's own rules. The assault reaction is just icing on this cake. Really strong.

Paragon of Excellence. WS+1 in a bubble after a morale check is very good and the movement phase reaction is great. The once per game effect is less than stellar. The Loyalist trait is stronger sorry. 

Rites of War.
The Maru Skara. The killing cut, returning for second edition. This one is about making feints so that some other unit can get the kill. As such, it grants lots of outflank, a bonus pip to movement, and immediate deployment of outflanking, deep striking, and subterranean units. There are some restrictions associated with it, including no more than half assigned to being held in reserves. Otherwise this is a flavourful rite and reasonably good.

IIIrd Company Elite. Transform your traitor forces into noise marines and Slaaneshi wannabes. Kakophoni squads are troops here and for a modest price, all units on foot can (and must) get a surgical augment. Great if you are fielding large units to be honest. 

Difference to First Edition.
A nice and cleaned up version of the rules that expands what was there before, as well as streamlines things. I like what has happened here, but there are some traits that are stronger than others. I would be seriously tempted to play loyalists. 

Thursday, September 15, 2022

Horus Heresy 2e Review: Emperor's Children Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars - rounded down. The rules are good enough, but as with World Eaters you must get your marines in to close combat and in good numbers to take maximum advantage of them. 

Background.
Special to the Emperor himself and fought over by regular humans to become part of their crew due to the amazing concerts (ahem) that they put on within their fleet, this Legion encompassed all that the Great Crusade was supposed to be protecting and delivering. High concepts such as civilization and art gave way to being consumed by trying to achieve excellence in all they did and falling short. In turn, debauchery of all manner followed and their fall from grace was arguably the steepest of the legions given the heights from which they commenced.

As with other legions, this is one that is close combat focused. 

Legion Rules Review.
Flawless Execution. The main rule is that the Emperor's Children strike at I+1 on the charge -- or rather at one initiative step higher than they would otherwise - it is not a straight up I+1. This is fabulous for beating other legions to it (literally) in close combat, but the advice here is to take weaponry that can help with this rather than reduce initiative down to 1. For vehicles, they gain +1 to hit for all defensive shots, which is nice, but not mind blowing. Hence I think here we want to be considering weapons such as power swords and especially charnabal style weapons. Paragon blades will feature as well for the fabulous praetors. Larger squads may also be preferred in order to ensure some get into combat. 

The Perfect Tools gives access to the Armoury, The Phoenician's Own gives a consul upgrade to a Phoenix Warden that we will review distinctly, and the Exemplars of War gives the Warlord Trait choices.

Advanced Reaction.
The Perfect Counter is a strong reaction all things considered. When a charge against them is declared, they can try to replace the enemy charge with one of their own by rolling higher on a charge distance. This is never wasted though as if they fail, they can shoot back anyway. A great way to pull off a charge without trying, and a good counter with a wall of death torrent either way!

Difference to First Edition.
As with the other legions from First Edition, it has been a very long time since they received a clean up and re-write. Although the World Eaters were more in need of such a re-write, the rules for the Emperor's Children are somewhat comparable - instead of crusader, they gain the initiative on the charge which is a nice way of doing things. I think things here are improved overall since some of the negatives have been dropped and the play style of the legion remains constant. The controlling player need to think about armaments that go at initiative and how to get their units into combat on the charge (lots of transports might be good for this!). 

Tuesday, September 13, 2022

Horus Heresy 2e Review: Legion Rapier Battery

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

Background.
Carrying weapons that even the super human Astartes would find too challenging to haul around, rapier batteries are a solution to battlefield long range support weapons that don't need to be mounted on vehicles (largely due to the vehicle's size and or weight). 

Strengths.
Cheap, cheerful, and regularly useful. I genuinely don't know why we don't see more of them on the battlefield (or at least I don't see too many of them - I'm biased though). 

Weaknesses.
Actually, I think I know why I don't see many of them. They take up an Elites slot. Simply put - people want to use the Elites slot for other things.

Builds.
1 Rapier, Graviton Cannon (60 points).
Haywire at a reasonable range is formidable. No particular need for more than one rapier here, but 2 would be good for insurance reasons. 

3 Rapiers, Laser Destroyers (195 points).
For when you want a vehicle to die die die. 

2 Rapiers, Quad Launchers upgraded with Incendiary Shells (130 points).
For killing things in cover and pinning them there.

3 Rapiers, Quad Launchers upgraded with Shatter Shells (160 points).
Heavy 4 per rapier at S=8. Beautiful. 

Monday, September 12, 2022

Horus Heresy 2e Review: Legion Contemptor Dreadnought Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Taking a bit of a risk giving them 5/5, but I can live with that!

Background.
If there is one unit that is a talisman for 30k games then I would think that the Contemptor dreadnought must be it. When 30k first came out, the comtemptor was up there as the new unit to own (Angron was a close second place as he featured extensively in Betrayal and was the first primarch sculpted). In game, they are the most advanced and recent variant of dreadnought, at the price of going boom spectacularly thanks to the advanced systems within.

Strengths.
The variety of armaments coupled with an impressive stat line makes the contemptor a flexible unit that can be configured for a long range fire fight, an up close and personal encounter, and all length scales in between. The only real quest here is what the player wants out of them.

Weaknesses.
When they go boom, try not to be near them, or that S=8 hit to the face will hurt. 

Difference to First Edition.
The most obvious difference here is the stat line. Gone are the armour values on different faces and in their place is a wounds and toughness characteristic. This is not too bad since T=7 and W=6 are perfectly respectable for this game and the contemptor is still well worth the points cost.

Builds.
Note that dreadnoughts can be taken in talons of up to 3 and can take a drop pod. Both are great options. The builds below reflect just a single dreadnought.

Contemptor, 2x Melta Cannon (185 points).
Can't go too wrong with a tank buster contemptor in the right position on the board. Certain legions also gain a lot here too.

Contemptor, 2x Kheres Autocannon (205 points).
Iconic. Also the de-facto standard for sheer firepower. Little not to like.

Contemptor, 1x close combat fist, 1x chainfist (185 points).
The close combat monster. The only question is whether to take additional upgrades (such as graviton guns inside the fists, and a havoc launcher on top) or to keep it a bit more "naked".

Contemptor, 1x close combat fist, 1x las cannon (195 points).
A fair build that provides long range and melee threat. But you don't get it both ways in the same turn in all probability. 

Contemptor, 1x close combat fist, 1x Conversion Beamer, 1x Havoc Launcher (205 points).
Overlapping ranged threats and a combat fist to boot. Cheaper than the last edition as well. 

Sunday, September 11, 2022

Horus Heresy 2e Review: Legion Techmarine Covenant

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounded up. A nice way to bring battlesmith to the field if you need it. 

Background.
Trained in the arcana of the Martian mysteries, the techmarines are responsible for the supply and repair of the armouries of the legions. On the battlefield, they can conduct emergency repairs to tanks which for some legions will be very useful, but for others you are probably never going to take this unit.

Strengths.
Battlesmith along with a handy servo arm are the most obvious benefits, along with a 2+ save and a power axe when required. There's nothing one hundred per cent special about this unit, beyond these aspects, but the ability to tweak the armaments is nice to have. 

Weaknesses.
There are deployment restrictions here which are similar to Apothecaries. Other than that, I would encourage players to think if they absolutely require this unit in their army. Often taking more offensive as opposed to the ability to repair is a superior option, but that might just be a reflection of my own play style and you might like to play more defensively and out last your opponents. 

That, and fundamentally techmarines still only have a single wound which suggets that a "naked" techmarine might be preferable to some of the build noted below.

Builds.
Techmarine with cognis signum, augury scanner (75 points).
Expensive, but will generally work well. 

Techmarine with boarding shield, cyber familiar and graviton gun (95 points).
Probably too expensive for a single wound unit here. Nice for Zone Mortalis and the graviton gun can be a fab addition for such missions. 

Techmarine mounted on a jetbike (80 points).
The idea here is to zoom around the battle field and repair what you need to when you need to. I've not seen this pulled off regularly to be honest, but the theory craft checks out. 

Friday, September 9, 2022

Horus Heresy 2e Review: Legion Apothecarion Detachment

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A great way to bring feel no pain to all your not so special units to make them feel special. 

Background.
Apothecaries in 30k stride the battlefield as one with their brothers. Capable of fighting and shooting just as well as any other, they also have the sacred duty of recovering gene seed from the dead, as well as keeping their brothers in the battle as much as possible.

Strengths.
Fundamentally, apothecaries provide feel no pain to the unit that they join. This is the main reason to take them, other than an additional wound in a give unit. Note as well that they also gain unit wide rules where appropriate (think: infiltrate for instance) which is a boon. 

Weaknesses.
There are deployment restrictions here. They can't join unique squads, unique characters (although they can certainly join units that contain apothecaries), jet bike squads / bike squads / jump pack squads (unless upgraded similarly), or (oddly) terminator squads of any kind ever. I guess the primus has to join those terminators then.

Builds.
A variety of build here for your healing pleasure and different scenarios.

Apothecary, Charnabal Tabar, Artificer Armour (65 points).
I like the additional close combat weapon (feel free to replace with a power axe, of course) but if supporting a shooting squad this won't be needed. The artificer armour is always good though. In some situations, a combi-melta might also be a benefit. I also like the "naked" version too.

Apothecary, Jump Pack, Artificer Armour, Power Axe (80 points).
A jump pack squad will likely want to be in close combat, hence the power axe. 

Apothecary, Bike (60 points).
I genuinely like the naked version. Consider adding a ranged or melee weapon to taste.

Apothecary, Jet Bike (70 points).
Another naked version, and again to be upgraded to match their squad, but also a very reasonable way to bring feel no pain to the unit. 

Wednesday, September 7, 2022

Horus Heresy 2e Review: Legion Mortalis Destroyer Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Good stuff! 

Background.
For the uninitiated, Zone Mortalis is referring to close quarter fighting as would be found on boarding missions to other capital ships, or perhaps in the underhives of the Imperial cities. Narrow and confined corridors make for devastating places to launch rad grenades and alchem munitions against enemies, and therefore well suited against enemies you know won't surrender. Like the jump pack brethren, this squad is similarly shunned by many legions, but embraced by the likes of the Death Guard and some chapters of the Ultramarines. 

Strengths.
As with the other squad, rad grenades have lost none of their impact in the new edition of Horus Heresy. Fundamentally, destroyer squads remain the way in which to bring these weapons to the battlefield (along with rad missiles and phosphex bombs for the sergeant). Arguably for this squad, the toxiferran flamer with its poisoned 3+ and rending is even more attractive. 

Weaknesses. 
[Repeat from the previous post] This is a close combat squad whose only real limitation is how fast they get to deploy and use their weapons. I like the two bolt pistols and chainsword as standard and to be honest, there is not much not to like here. Perhaps except for the fact that the elites options are a crowded set of tasty decisions to make. 

Difference to First Edition.
Not much realistically. 

Builds.
5 Destroyers, 1 toxiferran flamer, 4 with two hand flamers (140 points).
Take with a rhino or termite where needed. This is a standard set up for Zone Mortalis realistically. Replace the flamer with a disintegrator to taste?

10 Destroyers, 2 Rad Missile Launchers, Legion Vexilla, Nuncio Vox, Augury Scanner, Sergeant with power fist and artificer armour (275 points).
Long range or back field variant squad. Alternatively take with a land raider, noting that the missile launchers have suspensors. 

5 Destroyers, 1 Rad Missile Launcher, Vexilla, Sergeant with Power Fist (160 points).
Generalist squad. Replace the missile launcher with a graviton gun to taste. 

Tuesday, September 6, 2022

Horus Heresy 2e Review: Legion Destroyer Assault Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Who doesn't love a bit of ancient rad and bio-alchem munitions? 

Background.
Shunned by many. Not use by several legions (e.g., Salamanders). Regarded as an evil necessity, and potentially dishonourable. Embraced fully by others (e.g., Death Gard). The Destroyer Squads are a remnant of the old wars on Terra and use weapons that are otherwise proscribed and leave behind a scorched earth. 

Strengths.
Rad grenades have lost none of their impact in the new edition of Horus Heresy. Fundamentally, destroyer squads remain the way in which to bring these weapons to the battlefield (along with rad missiles and phosphex bombs for the sergeant). I will also give an honourable mention here to the toxiferran flamer with its poisoned 3+ and rending which makes an excellent addition to the squad. As standard, the squad also comes with jump packs and therefore this is a fast moving and potentially deadly squad.

Weaknesses. 
This is a close combat squad whose only real limitation is how fast they get to deploy and use their weapons. I like the two bolt pistols and chainsword as standard and to be honest, there is not much not to like here. Perhaps except for the fact that the elites options are a crowded set of tasty decisions to make. 

Difference to First Edition.
Very little realistically with the notable exception of coming with jump packs as standard. The foot slogging variety are still available as the Legion Mortalis Destroyer Squads. 

Builds.
5 Destroyers, melta bombs all round, sergeant with thunder hammer and one phosphex bomb (190 points).
Fly over, destroy vehicles, irradiate their transported troops, scorch the earth. The choices are many, and this squad is nicely flexible. 

5 Destroyers, 1 toxiferran flamer, 4 with two hand flamers (165 points).
A risky strategy to rad grenade an opponent and flame them into none-existence. Nice for eliminating heavy support troops entrenched in buildings. The trick is getting there in one piece. 

10 Destroyers, 2 Rad Missile Launchers, Legion Vexilla, Nuncio Vox, Augury Scanner, Sergeant with power fist and artificer armour (315 points).
Extra members of this squad are "relatively" cheap in comparison to the base unit tax and therefore there is a nice economy at work here for this full squad and the points cost attached. 

5 Destroyers, 1 Rad Missile Launcher, 1 Power Axe, Vexilla, Sergeant with Power Fist (195 points).
A build for if you are not sure what to take. Sufficient to cause a headache to opponents and generalist enough to be deployed in many scenarios. 

Monday, September 5, 2022

Horus Heresy 2e Review: Stormseer

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars rounded down. The rules are good without being outstanding. 

Background.
It is fitting that one of the "big three" that established the librarians have their own consul for psykers to bring to the battlefield. Combining old shaman like belief systems and the librarian training has yielded spectacular results for the White Scars in the form of the Stormseers who are valued as much for their psychic wrath as they are for their wise counsel to the Khans. 

Strengths. 
The Stormseer comes with a small (four) variety of psychic disciplines available to them. One of these is unique to the White Scars: the Storm's Fury. This gives two powers, the first is a massive range, large blast attack called the Unseen Bolt with the force rule at S=4. This is great all round. The second is The Call of the Wind which can grant fleet(2), but that can be upgraded to fleet(4) with a successful check. Finally, adamantium will is good to have. 

Weaknesses.
The Stormseers are the only type of psyker available to them - they replace the Librarian consul upgrade entirely. Not much is lost here to be fair though. They are limited in disciplines though. 

Builds. 
I would recommend something reasonably fast moving for this consul where possible, but this doesn't necessarily exclude some terminator builds. The psychic hood is a good choice here as well.

Stormseer, jump pack, psychic hood (140 points).
Not overthinking things here. I like the idea of getting into position and using the force weapon on opponents.

Stormseer, jet bike, psychic hood (150 points).
I think this is probably the "go to" build and will slot in with a similarly equipped unit very nicely.

Stormseer in Tartaros Terminator armour, psychic hood, grenade harness (140 points).
Works well enough, but you might not be taking terminators to run with?

Stormseer in Cataphractii Terminator armour (140 points).
An interesting static option -- double entendre. This marine sits at the backline and uses Unseen Bolt every turn. Perhaps assign to a sniper squad.

Sunday, September 4, 2022

Cataphractii Terminator Thunder Hammer Conversion

For the Cataphractii terminator squad(s) from the new boxed set, I knew I wanted two of them to be armed with thunder hammers. However, I did not go as far as ordering the accessories for the terminators. The reason for this was that I knew that I had some left over bits from classic thunder hammer and storm shield assault squad terminators sat in my bits box. So an experiment ensued and it was hobby time once more!

The conversion works by taking the regular left hand of the terminator's power sword and slicing every scrap of the sword away from the hand. For the thunder hammer, it is a bit of a harder job since the fist is intertwined with the cable that runs around it and up the arm. Several careful incisions with the scalpel is required to detach this. What I found from doing this is that the fist of the Cataphractii terminator is slightly larger than the fist from the classic terminators. Hence the length of the hammer needed to be trimmed down ever so slightly to accommodate the Cataphractii's larger fist. Happily this makes for a snug fit and no need for any pinning to take place. The above picture shows the outcome - and it is one that I am very happy with. A bit of green stuff rounds out the conversion where required. 

A close up of the other side of the conversion can be seen above. The alignment of the handle of the hammer is basically perfect with no warping present whatsoever. The fist's girth is also ideal for the hammer's handle's size as well, hence this looks very much spot on for the conversion. More than this, the thunder hammer simply looks more brutal than the regular Cataphractii hammers and I am pleased with this outcome. 

I've decided to delay painting a little while until I have chosen the legion for the new boxed set, but I've narrowed it down to several now! 

Saturday, September 3, 2022

Horus Heresy 2e Review: Qin Xa

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A strong terminator praetor level character. 

Background.
Qin Xa was a supreme warrior who fought alongside the Khan on Chogoris even before becoming a space marine. Pure fury combined with a keen intellect; if he were in another legion, his legend would be more widely known, but here in the White Scars, he is an excellent commander.

Strengths.
Strictly better than a regular praetor, Qin Xa has a bunch of special rules including furious charge, counter attack and relentless which make him stand out as a great commander for when you are not taking the Khan himself. His weapons are strong too: both blade options (The Tails of the Dragon) are at AP2 and grant a valuable strength increase.

As previous from First Edition, his warlord trait enables the player to bring in a unit from reserves automatically (no reserves rolling). This can be very good for a deep striking style of army. Beyond that, Qin Xa is very good in melee and can rip through enemy terminator squads given the opportunity. The bonus assault phase reaction is good too.

Weaknesses.
He takes to the battlefield in terminator (Tartaros) armour. Therefore he might not be the most appropriate HQ for some White Scars play style, but this is fitting given that he is basically the lord of the Keshig and he is entitled to take a terminator bodyguard when he goes to war. This unit can even take power glaives for a cost. There are no real weaknesses here other than considering what play style is important.

Difference to First Edition.
Neutral. 

Overall.
An excellent HQ choice, but keep in mind what kind of army you want to build and also note that Qin Xa is a Loyalist only. 

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