Monday, July 31, 2023

Hours Heresy 2e Review: Triaros Armoured Conveyor

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

Background.
The secrets of this armoured transport are guarded well by the Mechanicum. So well, in fact, that not even the space marine legions have access to the arcana that gave them birth. They serve many roles from hermetically sealed environments, through to ramming, and being able to transport a large number of troops.

Strengths.
This is not a rhino.

With AV=14 on the front, glare shields, and a whopping capacity of 22, this is a transport tank with a kick. Combine together a bunch of these and you have one hell of a spear tip to get your troops where they are needed.

Weaknesses.
AV=12 on the sides and rear is a slight issue, so consider the ways in which you are going to position your transports for maximal effect. 

Builds. 
There are no particular builds to consider here given that there is a flat cost and only one optional upgrade: hunter-killer missiles. The choice to take these missiles is a personal one depending on how you've constructed the rest of your army. Given they are cheap anyway, and the tank is expensive and well defended, the missiles can readily be taken as a bit of extra fire power!

Saturday, July 29, 2023

Horus Heresy 2e Review: Castellax Battle-Automata Maniple

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

Background.
Thought of by some as a potential internal threat should Mars ever go against its agreement with the Emperor, the Castellax were a mainstay of both siege warfare and shock troops for the Mechanicum. This worry never arose thanks to the Heresy and they were never made in sufficient numbers ever again to pose an internal threat, but their potency was never much doubted thanks to the sheer aggression of the internal machine spirit.

Strengths.
In simple terms, these robots are like dreadnoughts for the Mechanicum. They are weaker than their space marine cousins, to be clear, but still rather nasty. The stat line has W=4 and T=6 which is nice, but the WS=3 is a concern for those robots that you want in combat. The ability to configure for both ranged and melee is a really nice boon here. 

Weaknesses.
We've mentioned WS=3, but the price tag is one of you get what you pay for regardless. Hence even though they probably won't win a fight with their space marine cousin dreadnoughts, they are cheaper and they are also in the troops selection of the army list making them a very tempting choice.

Builds. 
1 Castellax, Darkfire Cannon (115 points).
I really like the Darkfire cannon thanks to the critical AP=2 component among other strengths. This build is a long range monster killer. 

1 Castellax, Siege Wrecker (110 points).
Brutal (2) is amazing here and makes up for deficiencies elsewhere. Get them into combat quickly. Take a multi melta if you must, and perhaps take a Paragon of Metal if you've not got it elsewhere?

Tuesday, July 25, 2023

Horus Heresy 2e Review: Scyllax Guardian-Automata Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down. The rules are good and make for a tough addition to many army lists. 

Background.
If you drew a Venn diagram of cyborgs, robots, and servitors, then the Scyllax might sit at the intersection and be a bit mistrusted by large parts of the mechanicum for their icky origins. There are claims that over time they gain something of self-awareness despite their minimal organic components. Their purpose is as a Magi's bodyguards and a melee unit. 

Strengths.
The Scyllax Combat Array allows the player to choose between two modes. The first has shred at AP5, the second drops shred but amps up to S=7 and AP=2 at the price of being cumbersome and unweildy. This is a nice combination and can fit most circumstances. Adding to this is the rad furnace which reduces the T value of enemies locked against them which is splendid. 

Weaknesses.
They are a support choice, and the Ld is not fantastic, and with WS=3, they might struggle against enemy terminators. But when they do hit, they will be slaughtering their enemies and this makes for an attractive proposition without being totally outrageous. The kraken bolter is middle of the road, but can certainly make some headway against enemies as well. Overall then a worthwhile unit given the points cost and well worth taking, but not over-doing it with. I'd be tempted by some flamers to be honest.

Builds. 
4 Scyllax, 1 Flamer, 1 Graviton Gun (130 points)
I like this set up as the flamer can help deter charges (take more if desired) and the graviton gun synergizes nicely (as would the irad-cleanser). Take more models to taste to expand the special weapons and the kraken replacements as desired (I'd personally opt for a few flamers at most). 

Sunday, July 23, 2023

Horus Heresy 2e Review: Thallax Cohort

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

Background.
Cyborgs that have been produced only via grim dark trauma, the Thallax retain some of their original human individuality thanks to the brain being moderately preserved. However, they have replaced most of everything else in favour of becoming shock troops for the Mechanicum.

Strengths.
The Thallax will be the mainstay troops for this army. And they're rather good as well. The stat line is solid with T=5 and W=3 all round. They come with jump packs as standard which will encourage players to shoot and skip over the tabletop with annoying regularity. Worse for us Alpha Legion players is the fact that they have an exceptionally large infiltration exclusion zone in play. Drat. Add on to this that fact that they're line and have the tools to handle mobs, tougher annoyances, and vehicles to boot, and this is a serious unit to max out on. 

Weaknesses.
Ld=7 might be an issue on occasion, and the 4+ baseline save can often be negated. The WS=3 also means that this is a shooting unit first and foremost. Don't get caught in combat against terminators if you can avoid it. 

Builds. 
3 Thallax, Melta Bombs all round and 1 multi-melta (165 points).
For things that need to be melted and a bit of a melta-cide squad really.

6 Thallax, 2 Photon Thrusters (286 points).
I like the AP=2, not going to lie. The phased plasma fusil is a slightly cheaper option that you might also like as well. 

Wednesday, July 19, 2023

Horus Heresy 2e Review: Adsecularis Tech-Thralls Covenant

Warpstone Flux Rating: ⭐️⭐️
1.5/5 stars generously rounded up to 2/5 stars. The rules a bit poor. 

Background.
Not servitors so much as cyborgs, this is the fate that awaits the regular population of a Forge World should they offend their masters. Or, your know, when the need arises possibly as well. Simply put, these are expendable troops. 

Strengths.
Strictly worse than in first edition, their stat line is not great with WS=2 which makes them worse than human standard. The fractionally make up for this with stubborn, feel no pain, and hatred of everything. Las locks and close combat weapons are not much to write home about either.

Let's focus then on the real strength. They're cheap. Dirt cheap. I've not seen a full army of multiple 30 blobs of these troops, but I can see that it would be an interesting proposition for board control. 

Weaknesses.
They're not very good. Even with hatred they will struggle. But the real nail in the proverbial coffin which almost ensures that they will see no play is Ld=6. Granted, stubborn is good here, but its not enough to make up for this leadership score. And they also have the Rite of Pure Thought. Good luck.

Builds. 
20 Tech Thralls (75 points).
Keep the number to 20 in order to take the transport option. Or add on another 10 for the full blob (cost = 105 points). Very cheap. Very fragile. Could be a good laugh in the right game with the right friend though?


Sunday, July 16, 2023

Rhino Deimos Edition

Its been a little while since I had a hobby update, but here's a moderate one: a new rhino (deimos class) constructed and built.

For this transport tank, I've opted for a havoc launcher and a searchlight as the main options. I have always had a liking for the havoc launcher as it allows some longer range pressure to be applied whilst moving the transport into position. This might last one, or two turns at best, but I've always found it to be a worthwhile upgrade as the points cost will typically pay for itself even after one turn of shooting (and perhaps a lucky die roll). The searchlight is a more interesting upgrade. Somewhere in an army a searchlight or two is a reasonable investment given that night fighting rules will be encountered eventually in the game and unless you have night vision of some sort (Night Lords!) then you could be at a disadvantage - especially if you are relying on firepower rather than being up close and personal. 

The deimos rhino kit is very easy to put together. I appreciated the upgrades compared to the older rhino kits as there is very little you can get wrong here and it just has a much sturdier feel to it than the slighter older rhinos that I've purchased and is simply less fiddly overall at the slight expense of a few more parts. This is a really good trade off though, and the spare weapons on the long range upgrade kit can be put to use elsewhere in an army. 



Friday, July 14, 2023

Horus Heresy 2e Review: Myrmidon Secutor Host

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

Background.
The Myrmidon Secutors regard war as something to be computed with cold logic. They praise the Omnissiah through well executed battle plans and test themselves against new opponent in the arts of destruction. They have no master for long and during the Heresy could readily be found on both sides of the conflict. 

Strengths.
A stat line that features 4 wounds each is a major cause for attention to begin with. Combined with 5's across the board (except WS) makes them formidable. 

War gear is solid with their axes and short range Maxima bolters and refractor fields. The special rules go deep for firing protocols and hatred of everything. 

In short, they are a terminator's terminator. Play them accordingly: they really should be seeking out enemy terminators and attempting to take them out. 

Weaknesses.
WS=4 make them significantly weaker than some enemy terminators, so just beware. The armour save of 3+ is equally a concern, but readily offset by the sheer number of wounds. Upgrades like the irad cleanser and graviton gun can carry them to an advantage though. 

Builds. 
3 Myrmidon Secutors, 3 Irad-Cleansers (180 points).
A fairly basic set up wherein the irad cleansers irradiate the enemy. Swap out for plasma fusils for a longer ranged threat and enjoy either way.

10 Myrmidon Secutors, 3 Irad-Cleansers, 4 Phased Plasma-Fusils, 3 Graviton Guns (550 points).
A fully upgraded squad and capable of most battlefield roles. Very expensive though and still vulnerable to things like vindicators, so take care. Reduce to 6 members to take the transport option instead. 

Saturday, July 8, 2023

Horus Heresy 2e Review: Arcuitor Magisterium

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average and can be made strong with the right upgrade choices. 

Background.
A brand new entry in the army list! The Magisterium are for the Loyalists only. In effect, they are the judges of tech-heresy. Over many years they have become as close to the machine god as possible and are known as the grandfathers of the Malagra. Magi in their own rights, they are (socially) powerful and respected. 

Strengths.
They come with a small array of wargear like the stave a pistol and the usual protectiva and cortex controller. Their special rules are plentiful with firing protocols, battlesmith, feel no pain and most importantly precision strikes and monster hunter. Of these the precision strikes is probably going to be the most important and therefore I would very strongly recommend selection of a paragon blade upgrade to made this character worth while overall. Without this, his or her impact will not be that great.

They also get to select Arlatax or Vorax units to join them which is nice and doesn't cost a slot in the force organization chart. I'd probably opt for Vorax, but can see it both ways.  

Weaknesses.
A two wound character will always be a bit vulnerable, but they do have an otherwise impressive stat line with 5's in most places which means they will hold out against space marines of similar standing. 

Builds. 
Magisterium, Paragon Blade (100 points).
This has to be the baseline build. Take the servo arm and machinator array to taste. The other ranged weapons available depend on your army tastes as well, but I can see a place for both the phased plasma fusil and the photon thruster. 

Monday, July 3, 2023

Horus Heresy 2e Review: Domitar Battle-Automata Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars rounded up. The mechanicum's dreadnought smasher. 

Background.
A late entry to the mechanicum's strength before the fires of the Heresy would gut everything. The Domitar was designed as a line breaker. Able to smash into enemy lines and tanks alike, their purpose was one of swift engagement and destroying key elements of the enemy.

Strengths.
The pair of graviton hammers ensures that when the Domitar makes contact, it should be doing a whole lot of damage against tanks and dreadnoughts. Haywire and graviton rules will make anyone's day worse after all. Hammer of wrath and other rules ensure AP2 at S=10 can also smash even terminators with uncanny ability. The missile launcher system is just the icing on the cake here. 

Weaknesses.
Lack of attacks and BS=3 combine to hurt the potential of the Domitar. But with movement=8 and a modest price tag it should still be doing relatively well. 

Builds. 
There are only 2 upgrades: more Domitars, and Paragon of Metal. Hence we don't provide specific builds here. 
Regarding the Paragon of Metal upgrade then. In general this is worth it. the WS+1 and W+1 alone make it worth the price tag. The extra rules (IWND, precision shots, and rampage are strong in conjunction with each other and this upgrade on a Domitar is worth considering if you're not using it elsewhere. 
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