Saturday, December 31, 2022

Thoughts at the End of 2022

Editorial. 

As I write this, the end of 2022 is rapidly drawing close and the start of 2023 hurtles towards us with characteristic celerity. Reflecting on the past several year, it is plain to see from my postings here alone that the COVID-19 pandemic had a negative impact on my hobby mojo for the years concerned. This year has been one in which I feel that my interest has returned to a semblance of normality at last. In large part, this has been spurred on by the release of the Second Edition of the Horus Heresy game. Not only did I pre-order the new boxed set along with other releases, but I also set about building a modest force of Iron Warriors alongside adding to my pre-existing Alpha Legion forces and finally finishing painting the Shattered Legion mini-force. Due to family, I'm not really on the tournament scene like I used to be a long time ago, but maybe once the children are a bit older I might return and venture out once again to the scene (or at least try harder to get to one of the Titan Walks). 

Part of the reason that I favour Horus Heresy is the community - participants tend to be older and more mature, and even though I do disagree with some comments and messages I might receive from time to time they are all written with sincerity and respect. Without such a good and strong community here online at Warpstone Flux, I might have retired the blog during the pandemic. I'm glad that I didn't. It is clear from the stats and the feedback that the Heresy community keeps coming back here for opinions, insight, and friendly banter. I cannot thank my readers enough for helping me to keep going here!

See you in 2023! Cheers!


[Image generated by using Stable Diffusion]

Thursday, December 29, 2022

Hobby: Siege Tyrants

New options for both the Iron Warriors and Alpha Legion in my collection is a small squad of Siege Tyrants. These were absolutely easy to put together and very clear how they all worked. No problems whatsoever. Kudos to Forge World for a great product here; really beautiful. 


Given that I want to use them in the Iron Warriors force that I'm assembling, they will be painted up in the same colour scheme. The Alpha Legion will just have to go into deep cover to use them I guess!

Wednesday, December 28, 2022

Horus Heresy 2e Review: Dark Fury Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are above average and cheap enough for the damage that they can cause.

Background.
A decapitation strike unit to mirror the darker Raptors fielded by the Night Lords, except they are much more disciplined and largely on the loyalist side of the conflict per se. 

Strengths.
Two wounds combined together with the Raven Guard's Raven Talons makes for an excellent melee unit overall whose movement is helped by the jump packs and backed up by being classed as a Falcon by the special rules of the legion. You will want to pull off the charge here and get them into close combat as rapidly as possible. Just beware of obvious reactions against them. 

Weaknesses.
They are not very customizable. 

Difference to First Edition.
Two wounds is great, combined together with precision striking and sudden striking and this make for a formidable assault squad. Just watch the positioning. 

Builds.
9 Dark Furies, 3 Choosers of the Slain (295 points).
Worth the extra cost for the bonus attacks and WS for the Choosers. Not much else to add here other than the melta bombs might be good depending on the situation. 

Tuesday, December 27, 2022

Horus Heresy 2e Review: Mor Deythan Squad

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

Background.
These are the shadow masters of the Raven Guard. They have inherited something of their Lord's ability to slip unnoticed even in plain sight. They are also the ancient remnants of the Lycaean uprising, and rarely admit new members into their ranks, thus at the outset of the heresy they are rare sight. 

Strengths.
As well as access to a lot of weaponry, their unique rule is "Fatal Strike". This gives rending to their weapons once per game. My view on this is to NOT save this: expend it as soon as you are able, even on the first turn if able. Just watch out for reactions. 

Other than that, they come with 2 wounds each in second edition which is fantastic. 

Weaknesses.
Can't score. But you shouldn't really care about this facet. 
Fatal Strike doesn't stack with templates or blasts. This sucks and means you won't be using flamers here any longer. 

Difference to First Edition.
Improved. While they have lost their twin linking ability for Fatal Strike, the 2 wounds each is such a massive improvement overall. They retain shroud bombs and come with relentless which is amazing here. 

Builds.
10 Mor Deythan with Nemesis Bolt Guns, Shade with Melta Bombs (335 points).
Points have increased compared to first edition, but that extra wound being added accounts for this. The nemesis bolters are amazing in second edition and great for pinning. 

6 Mor Deythan, 4 with combi-meltas, 2 with melta guns (245 points).
My favoured build - and one to steal for the Alpha Legion as well. 

9 Mor Deythan, 3 Volkite Chargers, Shade with Melta Bombs (265 points).
Volkite plus Fatal Strike is scary. 

6 Mor Deythan, 4 combi-plasmas, 2 missile launchers (245 points).
For when things have to die. This is an amazing mid-range build overall, but won't make you any friends. 

Saturday, December 24, 2022

Horus Heresy 2e Review: Corvus Corax

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average for a Primarch. Don't get me wrong: he's crazy deadly. He's just not in the same league as some of his erstwhile brothers. 

Background.
His legion shattered at Isstvan, he survived nearly 100 days there with the remnants of his sons before rescue came - a triumph snatched from tragedy. In no small part this is likely due to his special ability to slip unseen, even in plain sight, which he passed on to some of his sons. 

Strengths. 
The stat line is somewhat "average" at least as far as Primarchs go with I=7, WS=7, and A=7 being notable. His warlord trait serves as an army wide boost to give both crusader and scouts, while also supplying a bonus movement reaction. Deep strike and hit and run supply the special rules apart from the Shadowed Lord rule which gives shrouded re-rolls of 1's after using hit and run to his unit and rolling an extra die and discarding lowest for using hit and run. This is solid.

Armour is standard, but gives shrouded at 4+. His weapons with AP=2 at the user's strength, but he gets to add a bonus rule from murderous strike, rage, or sudden strike at his whim. This is nice and provides great tactical flexibility. His pistols are solid thanks to the rending rule, and deflagrate will help whittle down larger squads here too. His pinions meanwhile grant movement=14 with bonuses against terrain. 

Weaknesses.
He is in the lower third of the power levels for his brothers. Sure, he will beat Magnus, and Alpharius in a fair fight most of the time. But he's going to struggle against most. So use that hit and run rule to best effect. 

Overall.
I like the army boosts and the fluidity of movement that he has combined with the defensive shrouded rules. His pistols are also worthy of note too. 

Difference to First Edition.
I don't like the fact that he's lost the ability to be "downgraded" and replace the pinions with a heavy bolter to represent his time on Isstvan. Please can we FAQ this? 

Friday, December 23, 2022

Horus Heresy 2e Review: Raven Guard Armoury

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

The Raven Guard don't have too many entries in their unique armoury. 

Raven's Talons. Lightning Claws with better rending and an extra A+1 when paired is an obvious choice to take. This is a winner, and an absolute steal for the points cost.

Infravisor. Great for night fighting (and directly combats Night Lords advantages) while giving bonus BS. They suck against blind though, so beware those Iron Hands terminators.

Cameleoline. Give an extra notch of shrouded for a praetor or centurion, but is quite pricey to be honest.

Corvid Pattern Jump Pack. Move 14, hammer of wrath, and deep strike. Also helps with dangerous terrain. There's no real down side here and the points cost is fine, so take it if you want it and have the points.  

Overall.
No special consul for the Raven Guard. Plus there's not many options present. The Raven's Talons are the only no brainer here and they should be taken. Cameleoline is just over priced. Overall its average, but with the stand out of the talons!

Thursday, December 22, 2022

Horus Heresy 2e Review: Raven Guard Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are fluffy, and strong in places. 

Warlord Traits.
The Raven Guard have a trait for all alignments in second edition. 

The Bane of Tyrants. For the Loyalists, gain A+1 and S+1 in a challenge, and another pip against the enemy warlord. Very handy for slay the warlord and resonates well with the Decapitation Strike rite of war as well. Bonus assault reaction is good.

The Hidden Hand. Re-rolling of failed reserve rolls is nice (whilst in reserve) or gain fleet (whilst on the battlefield. Bonus reaction for movement. This feels a bit more bog standard, but could be funky with some smart builds and play.

No Gods or Masters. Is your WS, I, or S less than your enemy? No longer! You match it! For the traitors only, and comes with bonus free reaction full stop once during the game. Probably not that much use for a full praetor given the already nice stat line. 

Rites of War.
Decapitation Strike. First edition players will find this one a little bit familiar, although it has had a lot of work and re-working gone into it. Preferred enemy against independent characters is awesome. Gaining shrouded for deep strike is solid. And a whopping 2 extra victory points for slaying the warlord is a plausible game winner on its own. Of course, the downside of only 1 heavy support might be a problem, but you're playing Raven Guard anyway which will be heavy support light regardless. It has to be played quickly and strongly, but that shouldn't be a problem.

Liberation Force. This is a fluffy rite of war but it requires a very, very specific build and set of models at your disposal. Its not one that can be swapped around between games for a static army list. Players have to take allied mortal troops with at least 4 units. You get stubborn all round once per game, the allied detachment also get stubborn, and Raven Guard get hatred of everything when in a close bubble to their allies. There are deeper downsides as well such as not including heavy models or slow models. I can't see this one being played much, but I think it can work well enough with the right build. 

Difference to First Edition.
Some strong differences here set apart second edition from first edition. Although it has the look and feel of first, there are a lot of re-works, particularly in the Decapitation Strike rite of war. This is unsurprising given they originally appeared in Book 3: Extermination all those years ago. 
 

Wednesday, December 21, 2022

Horus Heresy 2e Review: Raven Guard Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Raven Guard return to Second Edition in a strong way!

Background.
Smashed on the sands of Isstvan V, the Raven Guard who survived the betrayal lasted for just under 100 days on that planet along with their Primarch before being miraculously rescued. Their part in the Heresy would then be to create some new Astartes thanks to the Emperor revealing a few secrets, and then to operate in a guerrilla style until it was over - or be part of the piecemeal forces along with Salamanders and Iron Hands that also escaped the same.

Legion Rules Review.
Shadow and Fury grants a boon depending on the type of unit in question. For regular foot sloggers, this is infiltrate (which will make Alpha Legion forces cry) along with shrouded. For jump pack troops and dreadnoughts, they get to re-roll 1's to wound in a charge assault. For cavalry and vehicles, its shrouded or improved shrouded. These rules are very strong overall.   

The Vaults of Deliverance grants access to the unique armoury options. The Warriors of Deliverance meanwhile gives the warlord traits. Note that there are no unique consul choices to had here.

Advanced Reaction.
Fade to Black grants an immediate move directly proportional to initiative and shrouded when they are shot at. This is super impressive and will keep the Raven Guard alive when all hope is otherwise lost. Very nice for narrative Isstvan campaigns as well!

Difference to First Edition.
No flesh over steel drawback here, although furious assault is gone to be replaced by re-rolls which remains nice. The shrouded rule has become dominant more than anything and this is a very good thing for Raven Guard players. They've kept infiltration and swapped fleet out - although hints of this remain in the advanced reaction. Its complex. But overall I feel I like the rules here. 

Monday, December 19, 2022

Horus Heresy 2e Review: Legion Dreadclaw Drop Pod

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded upward. The rules are good enough and the points cost is attractive enough.

Background.
Unlike other drop pods, the Dreadclaw was designed to be a return vehicle. It was initially designed for void warfare. Those claws on the side dig into a target space craft while melta cutters get to work in order to create an access point for the marines aboard to gain access. It has also found use as a fully functional low altitude vehicle capable of strafing enemy lines with ease.

Strengths.
A routine cargo capacity of 12 (also dreadnoughts too!) combined with similar AP all around and a movement of 15 makes the Dreadclaw a step up above the regular drop pod. 

The ability to heat blast the landing zone is great and the S=6 strafing that it can carry out can be effective if timed right.

Weaknesses.
The fire power is not exactly worth it, but the landing heat blast can be good against tightly packed enemy formations. 

Builds.
There are no upgrades to discuss here. Hence there's only the "naked" version. I like playing with my Alpha Legion Dreadclaw and it can be very effective when used at the right moment, but to make the most of it, it has to get flying after depositing its transport cargo. 

Sunday, December 18, 2022

Wargames Gallery: Great Unclean One Fallen

The last wound removed from the Great Unclean One, and it is placed lying on its back to show that it will be removed at the end of the combat round (I trust everyone does this kind of thing?). However, its not removed immediately since it was striking simultaneously with its opponent (see - there's method in the madness!). 



[Aside: Very much looking forward to the Horus Heresy daemons rules being released!]

Saturday, December 17, 2022

Horus Heresy 2e Review: Legion Storm Eagle Gunship

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

Background.
Made in vast numbers on Terra and Forge Worlds like Anvilus and Galatea, the Storm Eagle is a mainstay of the legions. An orbital assault craft, it carries large numbers of Astartes into battle whilst protecting them with strong armour and prosecutes warfare with excellent weaponry at the same time.

Strengths.
With a transport capacity of 22, the Storm Eagle in second edition will be exceptionally tempting to all legions as a transport option. The armaments are reasonable too with the vengeance missile launcher systems and tempest rockets, as well as the more humble heavy bolter. Of course, it also comes with deep strike and the power of the machine spirit, and is naturally also an assault vehicle. 

Weaknesses.
The points cost might be steep for some tastes, particularly with the AP=12 all round and 4 HP. This shouldn't detract from its obvious utility though - it just needs to be played right the same as any other flyer needs to be paid attention to.

Builds.
Storm Eagle with twin-linked lascannons (240 points).
I like the lascannons for being able to tackle threats very actively. But honestly, almost any armament can work on the storm eagle and I've found good use for my Alpha Legion storm eagle over many years of play now. It certainly sees its place secured in many lists. 

Friday, December 16, 2022

Horus Heresy 2e Review: Legion Xiphon Interceptor

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

Background.
A dual atmospheric and void craft, the Xiphon is an ancient craft design. Brought into the Imperium thanks to the compliance of outlying worlds, by the end of the crusade it was only the Ultramarines and Dark Angels who were still really using them. The Heresy changed this as every legion pressed them back into battle. 

Strengths.
I have to start with the movement rate of 20 here. This is truly magnificent. 

The twin lascannons coupled with the rotary missile launcher make the Xiphon very good against many targets, both on the ground and in the air alike. 

Weaknesses.
The real drawback here is the Armour=11 all round coupled with 3 hull points. It will die easily and will no doubt be a target, so the controlling player needs to carefully think about positioning and where the Xiphon will be going next. 

Builds.
Xiphon Interceptor, with ramjet diffraction grid (125 points). 
The ramjet diffraction grid might not appear super useful, but once you've taken a blast from things like vindicators, it becomes obvious how useful it is against certain big gun armies. Given that the Grid is the only upgrade, this is the only build that I'm considering here. You can run the naked version if you are short on points, but I do like the Grid. 

Thursday, December 15, 2022

Horus Heresy 2e Review: Sevatar

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down to 4/5 stars. Jago returns to second edition in a better shape than First. 

Background.
All legions have their champions and their Legends whose names are known widely outside their own. For the Night Lords, it is Sevatar. A lethal warrior, a dirty fighter, a repressed psyker, a murderer, and able to command every element of the legion with skill and where necessary malice. 

Strengths.
The stat line alone is very good with WS=7 base and I=6 combined with 4 attacks and artificer armour. His special rules combine what you might expect of praetors and Night Lords with Fear, precision strikes at 4+ and an additional set of unique rules.

His latent psyker ability allows him to glance the future for WS and A+1, but he uses Ld=7 for this. He also gains instant death thanks to Dirty Fighter when his challenge enemy has WS>=5. 

The weapons possess AP2 which is incredibly valuable here and combines it together with further rules like duellist's edge, and murderous strike. Finally the warlord trait is handy enough granting deep strike to his terminators and preferred enemy on the turn they land. This is super powerful for an alpha strike tactic where possible - nice for the pinning interaction as well. The extra movement reaction is just icing on the proverbial cake by this stage. 

Weaknesses.
A great character with no real draw backs. He's not at Abaddon levels, but he is very powerful.

Overall.
I like the idea of using Sevatar for an alpha strike terminator assault tactic, and combine potentially with Terror Assault for an interesting game. 

Difference to First Edition.
Improved! He is strictly better in Second Edition in every department. Even if I dislike the Night Lords (I candidly never like fighting against them!), I really love Jago Sevatar. Not only is his fluff excellent, his rules are great too. 

Wednesday, December 14, 2022

Horus Heresy 2e Review: Contekar Terminator Squad

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

Background.
The nobility - such as it was - of Nostramo wound up in the elite Contekar formations and given some of the best tools and pieces of kit available. They are more concerned with status over each other and how they stand in the legion than others. This makes them something of an uneasy formation to command unless you are the Primarch or Sev. 

Strengths.
WS=5 and W=2 terminators are strong to begin with. Add in their special rules that include deep strike and stubborn as standard and you have an even better squad. The icing on the cake is the chosen warriors and fear.

In addition to this, they gain a special rule called "Lords of the Night" to reflect their standing in Nostramo society. This means they can fill a compulsory HQ slot where the Primarch and Sevatar are not around when needed, which I find to be most remarkable. This could be great for an allied detachment potentially? They can also be a retinue for Sevatar. 

Weaknesses.
No night vision. A notable lack of options.

Difference to First Edition.
Love the automatic deep strike in second edition.

Builds.
5 Contekar, Dissident with Escaton Power Claw (240 points).
The baseline unit. Take either the volite cavitor and/or the heavy flamer to taste. A combination of the two is great at short range. The usual rule of "go big" with volkite can also apply here, but with heavy 4 per weapon it is not as needed as it might be elsewhere.

10 Contekar, Dissident with Escaton Power Claw (440 points)
The only real option for the squad is more members and the power claw. Take both. Make it 15 strong for a sum of 640 points. 

Tuesday, December 13, 2022

Horus Heresy 2e Review: Night Raptor Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Night Raptors are a great elite choice, but feel like they should be fast attack.

Background.
A breed apart, forged together by the simple fact that they all have similar ... proclivities. Soar above the battle field. Circle around. Look for prey. Then be really unsubtle about it all. 

Strengths.
Jump pack infantry with 2 wounds, WS=5 combined with sudden strike, bloody murder, fear, and built-in night vision unlike many of the other Night Lords who have to pay for this. Fundamentally, this is a stronger version of an assault squad that causes fear and can be kitted out in a manner that suits the Night Lords very well. They also synergize well with night fighting. 

Weaknesses.
Slightly expensive in terms of the sheer points value that players are paying for them. They feel like they should also be in fast attack, but given the double wounds, I get why they are elites as well.

Difference to First Edition.
Skirmish troops with improved lightning claw capabilities!

Builds.
10 Night Raptors, all with Twin Lightning Claws (410 points).
You won't make too many friends here, especially with that sudden strike coming into play. Take up to 15 members, if you're feeling like you need larger numbers to play to Night Lords' strenghts?

10 Night Raptors, 2 power weapons, 2 chain glaives, 2 melta guns, Huntmaster with artificer armour (380 points).
Mid range option here with anti-tank and appreciable anti-infantry as well. Sometimes the humble flamer might be preferable here if you want a better anti-infantry option, although plasma guns are nice too. I'm not so taken with the plasma pistol or volkite serpenta for the huntmaster though. 

Monday, December 12, 2022

Horus Heresy 2e Review: Terror Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Terror Squad is a way of life for the Night Lords and comes recommended.

Background.
Regardless of whether it is a criminal worthy of punishment, a planetary governor, or some other victim, the Night Lords were well able to make a gruesome example of all that stood in their way. Indeed, it is notable that these true monsters (many of whom were marked for death by their Primarch) probably caused less bloodshed through their mere threat than when they were unleashed. But when unleashed, they brought ruination and dark deeds to the battlefield. 

Strengths.
Fear (1) combines with infiltration (and a possible rhino, dreadclaw, or drop pod as transportation) with precision striking, bloody murder and preferred enemy (infantry) to make a truly nasty combination. The key here is probably pinning and this is worth thinking through in a bit of detail (allies with Iron Warriors might make a lot of sense arguably?) but the rotor cannon option will help a lot with this. 

Weaknesses.
One wound each with a 3+ save makes them just as vulnerable as regular tactical marines. Make sure they infiltrate into a good position, or take enough of them to survive one turn of incoming firepower. 

Difference to First Edition.
Lost melta bombs. Need to pay for night vision. Skirmish is good here though. Otherwise pretty similar and a mainstay for Night Lords lists. 

Builds.
5 Executioners, 3 Rotor Cannons, 3 Chain glaives, Headsman with power fist and artificer armour (185 points).
Distraction carnifex.

10 Executioners, 5 Rotor Cannons, 3 Chain Glaives, Headsman with power fist and artificer armour (285 points).
Take night vision to taste and put inside a drop pod. 

15 Executioners, 15 Rotor Cannons, Headsman with power fist and artificer armour (395 points).
Infiltrate and kill stuff. Take Night Vision for goodness sake - well worth it here. Take also in combination with other units to do the mopping up - as required. 

Sunday, December 11, 2022

Wargames Gallery: Flight Omega

Flying across an unoccupied part of the battlefield, the Alpha Legion attempts to create air superiority and punish the only remaining ground troops able to skyfire back at them with serious weaponry.



[Aside: still need a touch more paint on this one - as well as the based paid some attention of course!]

Saturday, December 10, 2022

Horus Heresy 2e Review: Konrad Curze

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Night Haunter returns to second edition with style. 

Background.
Cursed with psychic premonitions. Alone as a child on a gang controlled criminal world. And with a keen sense of bringing judgement to those the Emperor would see sanctioned, Konrad was almost a breed set apart from his kin. With a bit more humanity in him, he could have been very similar to Corax, but as it turned out, darkness, fear and terror were his boots, gloves and coat. 

Strengths.
As Sire of the Night Lords, he spreads Night Vision to his sons for reasons inadequately explored, and also bloody murder which is nice. In addition they also gain Fear, presumably because he inspires them. The reaction bonus to movement is solid. 

Konrad has a small slew of special rules including Hit and Run, and Fear (3). The King of Terrors is notable here for forcing a pinning test to anyone who sees him win a combat. Presumably because it is always gruesome even by the grim dark setting's standards. 

He has a very minor psychic power based on him knowing of his death against Ld=7 to activate. On success, he can gain rules like feel no pain and A+1 hence its worth considering, especially if you can ride out a perils of the warp. 

The stat line is good with WS=8 which is fantastic. His armour is solid like his brothers, and grants him a +12 to move when running instead of the usual initiative bonus while also ignoring dangerous terrain and any movement modifiers. His weapons provide shred and murderous strike at AP=2 while his side arm is excellent with rending assault=3 shooting at very short range. 

Weaknesses.
He brings a combination of army boosts and personal capability to the battlefield. Against his brothers he is middle of the rankings in terms of how good he might be against them. As a primarch, he is, naturally, crazy deadly and can take on every kind of infantry imaginable and probably win. You might want a different solution for land raiders though as he lacks melta. He will also struggle to keep up with jump infantry.

Overall.
I like what I see!

Difference to First Edition.
Improved to my mind. Now, we might argue that he has lost his jump pack and jump ability. But his movement here is swift enough to remain deadly and problematic to opponents on foot otherwise. With 8 base attacks he is incredible in close combat against most infantry. But his shooting got a bit worse here. 

Friday, December 9, 2022

Horus Heresy 2e Review: Night Lords Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. There are plenty of choices contained within the Night Lords Armoury in second edition.

Nostraman Chain Weapons. A remarkable three variants here for characters, all with breaching and shred and variable S bonuses. Very nice indeed for the costs involved.

Escaton Power Claw. Shread and murderous strike combined with a power fist like improvement for a modest cost. Again: really nice.

Lords of Murder. Gain Bloody Murder for a very small points cost. Take it.

Bloody Murder. Charge +1 distance, and A+1 against pinned or falling back units. Situational, but good.

Prey Sight. Night Vision used to come as standard in first edition. In second, it is an upgrade. Worth taking though if you're using Night Fighting.

Trophies of Judement. Gain fear! Not much more to say here other than take it if you're not already using Terror Assault


Difference to First Edition.
Overall it is very much improved with a lot of new selections that players will be tempted by. The only negative here is the loss of Night Vision which now has to be paid for compared to First Edition. 

Thursday, December 8, 2022

Horus Heresy 2e Review: Night Lords Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up.

Warlord Traits.
The Night Lords have 1 traitor and 2 generic warlord traits to pick between.

Warmonger. Get +1 to hit against loyalist units containing an independent character. This is nice, and the added bonus of fearless if they also have a Sons of Horus detachment allied to them is fluffy, but not necessary. 

Jadhek Clanlord. Counter attack combines here with ignoring penalties to movement and charging due to terrain. This is solid.

Flaymaster. Fear (1) that increases with every successful sweep, unit destroyed, or dead challenger is very nice indeed. 

Rites of War.
The Swift Blade. Get 5 HQs - 1 Praetor and 4 Consuls (take at least 1 herald to grant Line). Each is a Jadhek Clanlord (as above) and all must be killed for slay the warlord. They must be upgraded to combat bikes or jetbikes. This is a very fluffy rite of war, and also somewhat powerful at the price of no one who has to be the true warlord. Outriders as troops rounds it out well. 

Terror Assault. Well known to veterans, this rite of war focuses on causing fear. Get night fighting for at least 2 turns, raptor squads as troops, and fear for your characters. A great combination even with the heavy support restriction involved. 

Difference to First Edition.
The Night Lords player might need to think harder about scoring units in second edition to be honest - where applicable. Take heralds to help. Drop pods are not standard for Terror assault any longer, so some changes will be required. 

Wednesday, December 7, 2022

Horus Heresy 2e Review: Night Lords Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down to 3 stars. The rules are both fluffy and of reasonably high quality.

Background.
Of all the traitor legions, the Night Lords ever were close to censure and skirted the edge of acceptable results against monstrous behaviour. Already close to being declared renegade, it is little wonder they threw in their lot with Horus. Nearly unique among the legions, they pretty much splintered during the Heresy itself and dissolved into much smaller warbands. Temporarily reunited for the Siege of Terra, they were a spent force after Thramas and ultimately did dissolve into renegades and those who would still visit their "justice" on the Emperor. 

Legion Rules Review.
A Talent for Murder. The legion gains +1 to wound when they outnumber the enemy in both shooting and close combat or when facing pinned or falling back units. This is excellent as ever as calls for the Night Lords to be fielded in large squads whenever possible. Also worth considering how to cause pinning and falling back (fear you say?). 

Panoply of Slaughter can choose the Night Lords wargear options, while Children of the Night grants the warlord traits for the legion.

Advanced Reaction.
The Better Part of Valour. The Night Lords take a fall back move and regroup automatically when charged. This, of course, might put the chargers out of range. If they go out of sight, then the enemy can select a different unit. This is a very reasonably and fluffy trait.   

Difference to First Edition.
The rules have improved thanks to more triggering effects for the Talent for Murder. Yes, it is no longer related to the to hit roll, but the wider range of trigger makes this much better than First Edition. 

Tuesday, December 6, 2022

Horus Heresy 2e Review: Legion Proteus Land Speeder Squadron

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

Background.
The classic Land Speeder returns for second edition with a wealth of upgrades. This unit won't suit some legions or play styles, but it is undeniably going to shape others.

Strengths.
The movement rate of 16 is one of the best in the entire game and whole units of these beasts will create headaches for opponents. T=5 and W=3 will keep them alive long enough to cause serious damage as well. 

These multi-marine Land speeders have nice rules like deep strike, firing protocols, and hit and run, as well as Harbingers of the Legion (can't join other units, but you get re-rolls of shrouded for completeness). (Yes - a copy and paste of the Javelin!). 

Those upgrades are very tasty as well.

Weaknesses.
Ld=8 is problematic.

Builds.
Land Speeder with 2x Multi Meltas (105 points). 
Tank hunting. You might need 2 or 3 of these depending on your opponent. Pretty much a tank dead per turn if you can also stay alive. Take hunter killer missiles to taste.

Land Speeder with 2x Plasma Cannons (85 points).
This is amazing for the points cost. A few of these will hurt terminators very much indeed. Worth the price tag and if anything is probably slightly over powered to be candid.

Land Speeder with 2x Volkite Culverins (75 points).
Take a blob of these to deal with enemy infantry. Remember for volkite weapons: you want to go big!

Land Speeder with 2x Graviton Guns (85 points).
Very nice for the points. Go and kill some dreadnoughts. Only a couple of these needed per squad.

Land Speeder with 2x Havoc Launchers (75 points).
Sit back and take some shots at things? Take as many or as few as you desire here.

Land Speeder with Heavy Bolter and Heavy Flamer (65 points).
A meat shield for others in the squad, but also deters charges on occasion.

Monday, December 5, 2022

Horus Heresy 2e Review: Legion Javelin Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are notably good, but the Land Speeder won't suit all armies. 

Background.
A more heavy weapon orientated grav craft than the jetbike and similarly able to have good speed and maneuverability. These are comparatively rare constructs and valued by many legions. 

Strengths.
Good movement rates, T=6 and W=4 make for a much more solid version of the jetbike. 

These multi-marine Land speeders have nice rules like deep strike, firing protocols, and hit and run, as well as Harbingers of the Legion (can't join other units, but you get re-rolls of shrouded for completeness). 

The ability to take those lascannons and multi-meltas is excellent. 

Weaknesses.
Ld=8 is problematic.

Builds.
Javelin Land Speeder (90 points). 
Take several of these for sheer firepower. The heavy bolter and missile launcher is surprisingly effective in large quantities. 

Javelin Land Speeder with Two Lascannons (95 points).
A long range option for taking down heavy targets or monsters (or even buildings).

Javelin Land Speeder with Multi-Melta and 2 Hunter-Killer Missiles (110 points).
Tank hunting. Take more than one to make sure. 




Saturday, December 3, 2022

Wargames Gallery: Alpha Legion Lernaean Conversion Beamer

Following a harrowing encounter for the enemy, the Alpha Legion Lernaean Terminator positions himself on the upper level of the ruined Forge World building. His conversion beamer takes aim at a target at long range away from himself. 


I think this might be the first time I've actually posted an image of my painted Lernaean Terminators? If so, then the painting scheme follows a typical approach but with some choice locations for Blood for the Blood god added in here and there - most especially visible on the tabard. The base has also been painted to try to reflect the painting scheme of the ruins as well. Not sure what colour the conversion beamer is supposed to be, so I just followed the hint from Forge World themselves on this and used a golden colour that gives a certain antique look to the weapon. 

Friday, December 2, 2022

Horus Heresy 2e Review: Legion Sky-Hunter Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are rather nice!

Background.
They are jet bikes. With space marines mounted on them. They hover over the ground thanks to ancient anti-grav technology. Not only do they have the cool factor, but they make for a great strike unit in the game as well.

Strengths.
Great movement combined with 2 wounds each probably makes this unit a bit more attractive than the bike mounted outrider squads. Better again is the ability to take heavy weapon upgrades on the jet bikes, and the presence of the deep strike special rule along with the usual hammer of wrath, hit and run, firing protocols and so forth. 

Weaknesses.
Honestly, for the points cost there's little not to like here and they are highly functional in the game. Sure, they are still T=4, but even for a melta-cide squad they are fully workable. 

Difference to First Edition.
Improved. The squad can now all upgrade their heavy bolters to other heavy weapons rather than being limited to 1 in 3 being upgraded. Good times!

Builds.
3 Sky-Hunters, 3 Multi-Meltas (150 points).
Melta-cide squad. 

3 Sky-Hunters, 3 Volkite Culverins, Sergeant with Power Fist (140 points).
An infantry hunting squad that also takes part in close combat. Max out to 10 members and take with a mounted praetor to maximize those Volkites (remember: the rule with Volkite is generally to go big!).

3 Sky Hunters, 3 Plasma Cannons (135 points).
Highly effective in the right places at the right times. With movement=16, that should not be a problem. I really like this squad a whole lot. Probably want to take 5 or 6 of them for best results?




Thursday, December 1, 2022

Horus Heresy 2e Review: Legion Sabre Strike Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are fine.

Background.
The Sabre is a strike tank. Rather than being a gun line tank of the early great crusade, these tanks represent a new form of warfare seen later on: strike, keep the enemy big guns suppressed, fade, and form up again elsewhere very quickly. 

This mode of operation will clearly suit some of the faster legions, and those who favour flexible deployment and rapid repositioning when required. 

Strengths.
We get what we pay for roughly here. There's a big weapon mounted on the front of a distinctly average tank. Depending on the armament, it can function in a number of different roles on the battlefield, ranging from anti-tank, to anti-infantry, without competing against predators and vindicators for the same force organization slot. 

The movement rate is the real strength here though.

Weaknesses.
For the faster legions (e.g., White Scars), the fast attack slot is probably already spent before you get thinking about these tanks. As such, it may favour other legions whose builds might not be so pressured on this slot in the force organization chart, but still like flexibility and more tanks (e.g., Alpha Legion, Iron Hands).

Fundamentally, they are also 12 armour on the front, and 10 at the back. This isn't a tough tank, but it should do a good job for the points cost.

Difference to First Edition.
Remarkably this tank costs more points.

Builds.
Sabre with Neutron Blaster and multi-melta (125 points).
Does the anti-tank job very nicely. Add a pintle combi-melta if you're feeling lucky?

Sabre with Volkite Saker and havoc launcher (95 points).
The anti-infantry option. Take a Volkite Culverin to taste.

Sabre with Anvilus Snub Autocannon and 2x Sabre Missiles (90 points).
Monster hunter tank.

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