Showing posts with label HHReview. Show all posts
Showing posts with label HHReview. Show all posts

Saturday, May 7, 2022

Horus Heresy Reveals From Warhammer Fest 2022

What an amazing set of reveals it has been for the Horus Heresy game over the past day, and indeed weeks! Got to say that I am impressed by the variety and extent of the releases that are being planned. Long rumoured, the shift to plastic for a wide variety of the Forge World components is impressive. Top of my shopping list though will be the rules set and these pair of books.


I think this is a relatively fair way of doing things and not entirely unexpected. Although I may have preferred one source book for the Astartes, this does look very good and will bring together the 9 volumes of the previous source materials from the black books under a pair of releases which is a good move. I am pondering if I should conduct a "Phase 2" or "Version 2" review of all the new units or not? Thoughts welcome - it would be a grand undertaking over a long period of time and may not end up dramatically different to previous reviews, so I need to think it over. 

The new Kratos tank in plastic is also interesting to see. So whatever happens I believe that there will be a need for players out there to at least have a set of review materials for that in one place, and with depth. 

Genuinely looking forward to seeing what this new edition will bring with it!

Tuesday, April 26, 2022

Horus Heresy Review: Raven Guard Deliverer Squad

Editorial Note. With the announcement of the new rules for the Horus Heresy, I will regardless finish all the reviews of all units from the previous edition for completeness sake. We already know that these units were retrofitted for the new edition hence their inclusion is assured come what may.

Background.
The Deliverers are the remains of the Terrans within the legion and trained with the Luna Wolves under Horus himself prior to Corax being found. Finding reward with the Justaerin they were subsequently shunned by Corax since terminators did not truly fit in with the Raven Guard's new modus operandi. Not honoured like they used to be, some declared for Horus in the wars that followed whereas others stayed with Corax, if only to die a worthy death and prove their worth to the Raven Lord.

Strengths. 
Two wound terminators for the Raven Guard are a reason to cheer alone! The fact that they come with a teleportation transponder is nothing short of miraculous given that only the Night Lords truly compete in this particular area. 

Depending on what side of the conflict they are fielded, the Delivers either count as +1T for instant death (Loyalists), or gain hatred of Corax (Traitors). Corax in all cases will 18 inches away from them when on the same side during deployment (I guess he really didn't like them). 

They come with the usual stubborn and implacable advance special rules otherwise.

Weaknesses.
Not many. Even less if they are loyalists and worried about instant death. Arguably they don't get storm shields or equivalent, so they're not competing with the Salamanders here. What they are competing for are precious Elite slots in the army roster.

Builds.
5 Deliverers, 1 Multi Melta (300 points).
A nice scary unit to deep strike into place and be multi-purpose.

5 Deliverers, 1 Heavy Flamer, 4 Raven Talons (325 points).
Chop up enemies after landing. Camp on objectives. Plenty of choice.

10 Deliverers, 2 Reaper Autocannons, 4 Combi-Plasmas (533 points).
More expensive here, and mid-range. 

15 Deliverers, 3 Multi Meltas, Chieftain with Raven Talons, 5 Combi-Meltas (795 points).
Far too expensive! But in an Apocalypse game, entirely viable. 

Monday, April 18, 2022

Horus Heresy Review: White Scars Dark Sons of Death Squad (Karaoghlanlar)

Editorial Note. With the announcement of the new rules for the Horus Heresy, I will regardless finish all the reviews of all units from the previous edition for completeness sake. We already know that these units were retrofitted for the new edition hence their inclusion is assured regardless.

Background.
The Dark Sons focus on the "unmaking" of enemies who have fallen so far as to deserve both physical destruction and spiritual oblivion. They are regarded with unease by their battle brothers and adorned with appropriate talismans and wards. 

Strengths.
As well as being able to be a Librarian's (Stormseer's) retinue, once per game they can gain fleet and rage which is a nice touch for one of their invocations. Their more unique rule is the Ritual of Unmaking is to automatically fail sweeping advances in exchange for units with models with 6 inches to take a Ld test or suffer -1WS until the end of next turn. Honestly, I don't think this is too powerful, but it is flavourful in the sense of inducing fear in the enemy. I'd sooner be sweeping come what may. 

The jump packs are a great feature here though, along with the plentiful options.

Weaknesses.
I think I would have sooner have seen this unit with similar rules to the Thousand Sons brotherhoods, but it is what it is. Fundamentally, these are still 1 wound jump pack marines, but given that they tote rad grenades, they make for a tremendous asset for the White Scars. 

Builds.
15 Dark Sons, 3 Melta Guns, Champion with power fist, Melta Bombs (425 points).
A bit of a maximum squad, but one that would be rather powerful and a vehicle plus crew hunter.

10 Dark Sons, 2 Hand Flamers, Champion with Hand Flamer, artificer armour and power weapon (290 points).
Flamers all round, or just sit on an objective.

5 Dark Sons, all with Power Glaives, 1 Plasma Pistol, Champion with plasma pistol and artificer armour (235 points).
Plasma distraction carnifex, with power glaives. 

Saturday, April 9, 2022

Horus Heresy Review: Emperor's Children Sun Killer Squad

Editorial Note. With the announcement of the new rules for the Horus Heresy, I am completing the reviews of all units from the previous edition for completeness sake. Enjoy!

Background.
The Sun Killers were a peerless and boastful group of heavy support warriors within the Emperor's Children. They went ahead of the main force to deliberately target the massive armour or bio-beasts of the enemy and slay them; or provide covering fire for when the legion needed a tactical retreat (ahem: repositioning). They eschew physical ammunition and prefer energy weapons as their armament.

Strengths.
Fundamentally, this is a las cannon squad with an extra pip in Ballistic Skill, able to ignore cover thanks to Precision Fire, and potentially can take a defence line instead of transport (this seems like a good idea, depending on what mission is being fought). 

They can swap out the las cannons for plasma cannons, multi-meltas, or volkite culverins which in some situations can be advantageous (I am salivating over the sheer saturation possibilities of the plasma cannons! Multi-Meltas clearly have use for tank hunting, and Volkites do well against massed troops and others). 

Weaknesses.
Apart from the 1 wound issue that permeates all such squads, the biggest thought here is that the price tag is for las cannons and swapping out to other weapons makes this fractionally squad less attractive in terms of points cost. 

Builds.
5 Sun Killers (250 points).
Honestly, I really like the "naked" option here! Take a transport to taste. 

10 Sun Killers, 1 augury scanner (455 points).
Lots of firepower here and for a reasonable cost. Take the defence line to taste. 

Wednesday, March 30, 2022

Horus Heresy Review: Ultramarines Nemesis Destroyer Squad

Editorial Interlude. With the announcement of the new rules for the Horus Heresy, I was a little undecided as to whether to review the final few units published on Warhammer Community for the current rules set. I decided I'd do it for the sake of completeness as it would otherwise hang over me as being utterly incomplete otherwise and that would not sit easy with me. Rest assured that once the new rules come out, I will commence a new set of reviews under the new rules set - this will be a future grand endeavor though. 

Background.
As with other "chapters", there exists within the Ultramarines entirely dedicated squads who train for one purpose. The Nemesis chapter is once such sub-division and features primarily bolt guns rather than regular armaments for destroyer squads. Happily, these bolt guns come with experimental ammunition.

Strengths.
The "standard" ammo here is a Nemesis round. although S=4, they come with the Harrower rule which means that they inflict a leadership test as if they suffered 25% casualties. Moreover, wound rolls of 6 are resolved at AP=2. With assault 2, it is therefore likely that massed firepower could win the day here against many opponents. Rad grenades are the icing on the proverbial cake here and make a good unit into one of rather high quality to say the least.

Weaknesses. 
Very little other than being regular marines with a 3+ save and 1 wound!

Builds.
20 Nemesis Destroyers, 4 Rad Missile Launchers. Sergeant with Thunder Hammer. (460 points).
There's just something about massed firepower that I can't move past here!

10 Nemesis Destroyer, 2 Melta Guns, Melta Bombs, Sergeant with Power Fist and Artificer Armour. (270 points)
Take phosphex bombs to taste, and a rhino to get places. 

Sunday, March 13, 2022

Horus Heresy Review: Fafnir Rann

Background.
There are a number of characters in the Horus Heresy who at first glance don't feel like they belong in their allocated legion and probably should have been recruited to a different one. I have a bit of a soft spot for these kind of flavorful characters who otherwise break the generic mold: Fafnir is one of them and in this case it is the Space Wolves rather than the Imperial Fists that he should probably have been allocated to. 

Fafnir earned the moniker of Dorn's executioner and was a superlative commander for the loyalist forces during the Siege. His tally was high and he was as effective on the offensive as the defensive, and known for his sheer mastery of using twinned axes and being able to swap to axe and shield when the situations called for it.

Strengths.
Not messing around here: Fafnir is a great close combat character. He has different attack profiles for using his twinned axes versus one axe and a shield (replacing the rampage rule with the shield master rule which give -1S to opponents as well as acting as a regular boarding shield - a really nice combination). The AP2 means Fafnir is deadly to almost any opponent short of Primarch and other notable commanders. 

The executioner's tax deserves a mention here as well for its uniqueness. Any unit charging against him suffers multiple S5 hits for doing so at I=10. Few in the game is able to replicate this kind of action realistically. 

The warlord trait of +1WS is just the icing on the cake for accompanying Breacher and Phalanx Warder squads, let along taking one as troops. As if that wasn't enough, he even gets hammer of wrath combined with a good stat line.

Weaknesses. 
I guess he hasn't got more than S=4 or T=4? 

Other than that, it is important to consider how you want to use him. He has the unusual option (outside of Night Lords) of taking a teleport transponder for 10 points -- this is a nice way of making use of him short of a land raider.

Overall.
Well worth the points: he can wreck squads with the right timing. But beware of massed incoming fire. 

Sunday, February 27, 2022

Horus Heresy Review: Dominion Zephon

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

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

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

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

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

Wednesday, February 23, 2022

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

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

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

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

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

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

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




Monday, January 31, 2022

Horus Heresy Review: Mortus Poisoner Squad

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably sentenced to a slow demise thanks to their munitions.

Strengths. 
The access to the flamers with the chemical components is the real attractive feature here. Indeed, multiple hits from either flamers or heavy flamers will spell the death of many units pitched against them. Add in some Phosphex bombs, and this squad is going to be rather deadly in combination with other parts of the Death Guard army. The counter attack rule is just the icing on the cake really. 

Weaknesses.
These marines are still marines. Worse, without upgrades, they are regular bolt gun wielding marines in hardened armour and a rad grenade. Sure, they will still cause carnage, but they just beg to be upgraded further. And this is what is totally recommended here. 

Builds. 
5 Poisoners, 5 flamers with chem munitions. (125 points).  
Something of a distraction squad, but also very effective mobile infantry and an effective entry level squad. Purchase a rhino and go hunting for opponents within cover. 

5 Poisoners, 4 Flamers and 1 Heavy Flamer with chem munitions, Master with power scythe and 1 Phosphex bomb (170 points).
Building on the squad above, this squad adds in a heavy flamer and extra capability from the Master to increase its deadliness value. Very good hunting material here. Take melta bombs to taste, although they are not cost effective here arguably.

10 Poisoners, 4 Flamers and 2 Heavy Flamers with chem munitions, Master with power scythe, artificer armour, and 2 Phosphex bombs (300 points).
A squad for a larger army overall. Take a rhino or other insertion method and get to work. You should probably consider melta bombs here to add to the fun. 

15 Poisoners, 3 Heavy Flamers and 12 Flamers with chem munitions, Master with power scythe, artificers armour, and 3 Phosphex bombs (420 points).
Find a way to insert (read: deep strike) and sit on an objective. Shoot at anything that comes to close, or be a distraction Carnifex to taste. Very good value melta bombs if desired. Might want to cut back on the flamers to exchange them for some bolt guns instead if you need to have a bit more range whilst objective camping?

Wednesday, December 29, 2021

Horus Heresy Review: Red Hand Destroyer Assault Squad

Background.
Bit late with this one (and updating the blog more generally) due to real life. But here it is: the Red Hand Destroyer Squad. The so-called "Red Hand" is the Butcher's Mark - awarded to those who displayed excessive violence by the Master of the World Eaters, or to those who simply slay much higher ranked officers in the same legion. Rather than these squads being made up of brothers who share fraternity with each other, they are stand out rivals; competing with each other in the World Eater's vanguard to be worth of the symbol. 

Strengths. 
These units are destroyer squads with some nice extra upgrades and rules. The Bearers of the Blood Hand rule is a kind of negative harkening back to the old days of Khorne Berserkers in 4th Edition 40k -- they have to charge an enemy within 12 inches if possible. The Ravaging Assault rule gives them +1 to combat resolution and sweeping advances. Together, and with upgrades, this makes this squad a frightful opponent in close combat. Counter attack and the usual World Eaters rules is just the icing on the cake. 

Weaknesses.
This is an "ordinary" squad of marines with 1 wound and a 3+ save each. Treat them as such!

The biggest problem is that they take up a very cramped Elites spot in my opinion. 

Builds.
10 Ravagers, 2 with Thunder Hammers, and the Blood Bonded with a 3rd thunder hammer and artificer armour. (260 points). 
Take a rhino. Hammer time.

5 Ravagers, all with jump packs, 1 missile launcher with suspensor, Blood Bonded with power fist. All with jump packs. (175 points).
A bit of a base line unit, but also a distraction carnifex. 

15 Ravagers, all with jump packs, 3 missile launchers, Blood Bonded with power fist. (415 points).
Getting to a larger size here, and a significant threat when used well.

The above builds don't explicitly use twin falax blades and the like, but feel free to experiment in that department. Phosphex bombs would also be useful in certain situations and could well be added to the second squad listed for additional threat. 

Tuesday, November 30, 2021

Horus Heresy Review: Iron Warriors Dominator Cohort

Background.
I like the background to the Dominator Cohort: long before the Heresy, these warriors were the chosen few of the Iron Warriors and sworn to protect and serve Perturabo in battle. However, the Iron Circle automata came along in the Battle of Phall and effectively displaced them. Their hatred toward the automata subsequently increased and they became the resentful elite of the Iron Warriors machinery, despite their own failings. 

Strengths.
This is a unit of thunder hammer terminators that hate cybernetica and can replace the Iron Circle as their Primarch's bodyguard (in which case they drop their hatred rule and don't occupy a force organization slot, as well as gain feel no pain). They get a limited choice of upgrades (but a really nice multi melta option!), and a nice bonus pip in weapon skill. Implacable Advance and Stubborn round out their rules. 

Weaknesses.
Honestly, they appear on paper to be a bit "bland". On the battlefield this is probably true as well. I suspect the uses for them are against Mechanicum opponents, and can be used well in combination with the Primarch too. But their utility is very situational and they're not that much better than a baseline squad that can otherwise be built from the regular elites choice. 

Builds.
Don't forget the land raider Phobos to taste for the builds below...

5 Dominators, 1 with a multi-melta (300 points).
My baseline unit.

5 Dominators, 1 with a multi-melta, 4 with combi-meltas (328 points).
Melt those robots out of your sight.

10 Dominators, 2 multi-meltas, 8 combi-meltas, 5 chain fists (581 points).
Probably a good version for large battles actually. 

Friday, October 8, 2021

Horus Heresy Review: Night Lords Atramentar Squad

Background.
The terminator elite of the Night Lords, and all swearing fealty to Sevatar. Armed to the teeth (in some cases literally), they are noted to be shock troops, yet also very prone to the Night Lords' failings of being little more than a disunited rabble who might plausibly turn against their own. 

Strengths. 
Although one might read the stat line and not think much of it, these marines are still terminators, and in Tartaros Armour as standard. Better though, they inherit something that is almost unique in the legions and belongs to the Night Lords -- not the special rules associated with the legion -- but the use of teleporter transponders. This means that they are invariably going to be in the right area most of the time and little thought needs to be applied to how they will be transported around. I honestly wish other legions had more regular access to this technology outside of rites of war, but for the Night Lords, it is a true and powerful boon.

The equipment choices available mean that they can be kitted out in a strong variety of ways -- we will look at some sample builds below. The disordered charges against them, coupled with trophies of judgement make them all the more powerful melee opponents. Implacable advance is also very welcome here. 

Being sword to Sevatar, the Atramentar can be taken as troops, but is Sev is killed, they will no longer be scoring. This leads us naturally into the next section. 

Weaknesses.
One wound terminators won't last too long unless they get where they need to be and stuck into the fray. Even with the transponders, these marines are vulnerable to high volume, and high strength firepower, and this should be taken into consideration. 

Builds.
Remember that the Night Lords really excel when the unit size is large. Hence some of the builds below, whilst expensive in terms of points cost, try to allow for this fact. The Night Lords want to conduct an Alpha Strike and rout enemies through fear. These terminators play that role well. 

5 Atramentar; power axes (270 points).
This is actually the baseline unit. It is viable "as is". That said, it is more of a "distraction carnifex" than anything else.

20 Atramentar; 4 heavy flamers; 6 combi-flamers; 1 thunder hammer (817 points).
I actually wouldn't play this unit, but it is fun on paper at least!

10 Atramentar; 5 with Lightning Claws; 2 thunder hammers; 2 chain fists (545 points).
This is one that I would play. Why? Because Night Lords want to be conducting an Alpha Strike via close combat as soon as possible. This unit can take on most things in the game and look good doing it. Teleport in, and start the murder. Take grenade harness to taste.

10 Atramentar; 2 plasma blasters; 5 combi-plasma; 5 power fists (510 points).
An excellent mid-range unit capable of outputting serious fire power to blast away opponents or light tanks, and following it up with deadly power fists. This is a unit I would also run.  

Monday, October 4, 2021

The Defence of Sotha: Aegida's Lament

This month's Horus Heresy supplementary review is a long awaited welcome to the Night Lords' Atramentar Terminators!

The supplement is available via the Warhammer Community here, and this time we are focused on when the Night Lords invaded the outskirts of the Ultramar Empire to try to capture the Pharos -- the full events of which are told in the Horus Heresy novel by the same name. Key to the Ultramarine's defence of their realm, the artefact is clearly a grand prize for either legion to possess. 

In the supplement, we learn more of the Night Lords who undertook the invasion to attempt to capture it, along with witnessing their grizzly acts in the process. The Ultramarines who defend against this are well accounted for too, but the stars of the show are the Atramentars.

Clearly the series is going to be selecting units that have been explicitly noted in the novels but never really allowed the chance to shine on their own or given any rules of their own to play with. The Atramentar are such a welcome addition to the Horus Heresy rules set, and their absence has long since been lamented. This is now brought full circle and we witness their full g(l)ory here in this release.

I will review the unit separately in a future post (incoming later this week with a little luck) and will review the mission provided in this publication too as a third post. For this post though, I am continuing my amazement and excitement at seeing these important parts of the Horus Heresy come to light. There are certainly bits in the publication that will pique the interest of veteran Night Lords and Ultramarine fans alike. The writing is high quality, coherent, and in line with expectations of what happened for the battle of the Pharos in the novel, along with new light shone on the combatants that were immediately to hand. Excellent stuff really!

[Aside: I am personally looking forward to seeing future rules for the Effrit Stealth Squads for the Alpha Legion. Please please please Warhammer Team, if you read this blog can you grant my wish? Love from me! xx]


Sunday, September 19, 2021

Horus Heresy Review: Argel Tal

Background.
A captain of the Serrated Suns chapter of the Word Bearers and also one of the first of the Word Bearers to look into the depths of the Eye of Terror -- he discovered that it looked back at him. The daemon, Raum, possessed him (or arguably formed a symbiosis with him) and enabled him to transform into an incredible part daemon entity capable of mass destruction on the battlefield. 

Purely aside from me, he was also best buddies with Kharn, and the two enjoyed a strong friendship until the end. At which point Kharn was rightly angry...

Strengths.
The stat line along for Argel Tal is very attractive with 5's all round apart from 4 wounds and an extra pip in WS. Combine this with a natural 2+ save and the daemon special rule means that this is an HQ choice to be reckoned with. His close combat attacks feature AP3 at S+1 which means he can pump out a huge amount of damage in melee. The rending and shred rules merely add to this deadliness level. 

I find the warlord trait, Master of the Vakrah Jal, to be very interesting indeed. Using this, Argel Tal unlocks Gal Vorbak as troops choices. If the unit that Tal joins are made of models that have the daemon rule, then they all get feel no pain too. This can be really strong overall, and encourages a really interesting army composition. 

Weaknesses.
He is not a scoring unit, nor does Tal have any ranged weaponry (except for the standard grenades). Naturally, he's also only available to the traitor faction. 

Curiously, Tal lacks the Word Bearers Astartes special rule, but this is understandable. This does not affect his ability to be a praetor level character and select a rite of war from the Word Bearers list though. 

Other than that, the player will need to consider how to get Tal where he needs to be. 

Overall.
Argel Tal is a very strong close combat HQ choice for the Word Bearers legion. An army with lots of daemons in and Gal Vorbak is frankly frightening from a number of different angles. But that sort of army requires finesse to make work well. 

Saturday, September 11, 2021

Horus Heresy Review: Huscarl Squad

Background.
The Warhammer Community recently released the first in what promises to be an exciting series of publications on exemplary battles. Contained within this first release: The Battle of Pluto, is a new unit for the Horus Heresy game, the Huscarl Squad.

These Imperial Fists marines have risen through the Phalanx Warders and are considered to be very hardy and therefore charged with the shielding of Imperial Fists battle components. They are unsung heroes of the Imperial Fists and have a "singular nature" in the service of Dorn. 

Strengths.
They are Cataphratii terminators that carry storm shields, along with a power weapon of their choosing. This automatically ranks them as high quality and a solid investment. The ability to upgrade with power gauntlets of the Solarite flavour is superb, and the grenade harness rounds them all off nicely. 

In addition to this, the teleporter transponders mean that they match the Night Lords for the ability to get where they need to be. This is uncommon in the Horus Heresy and should not be overlooked. 

Other special rules grant them bonus WS if they are charged and have 3 or more models remaining (this extends to characters joined to the squad) and they can replace a legion command squad as a retinue if required (certainly recommended for consideration from me!). 

Weaknesses.
Fundamentally, these marines are still single wound terminators with a moderate leadership value. Models that are able to pump out enough shots to force saving throws, and those with AP2 or other means (e.g., Fear) are going to cause the squad problems. With this in mind, it is important to remember the price tag attached here which is moderately steep, but very reasonable for what you get. Its just a pity they don't have 2 wounds each really as otherwise they could compete with the Salamanders terminators. 

Finally, without any ranged weapons, it is important that these marines get to where they need to be in the game as soon as possible. Teleport in by all means, but then watch out for faster armies who will run rings around them (White Scars). 

Builds. 
5 Huscarls, all with power axes. (275 points).
This is actually the baseline squad and it will serve very well as a teleport in and make a mess of a backline squad, or hold a critical line against the advancement of enemies -- just as Dorn intended.

10 Huscarls, 5 Solarite Power Gauntlets, 2 Power Axes, 3 Power Swords, 1 Grenade Harness (535 points).
Probably only for legendary battles where a Primarch is involved given the points costs here. Regardless, this squad really will hold a good line against most comers, particularly when paired up with the likes of Dorn himself. Good luck, and don't take and fear tests from Night Lords. 

Friday, July 9, 2021

Horus Heresy Review: Carnodon Strike Squadron

Background.
The final entry in Book 9 is the Carnodon Strike Squadron. This comes in two different guises: one for the Solar Auxilia, and one for the more regular Imperial Army. Fundamentally, this is a middle of the road battle tank, with statistics to match. 

Strengths.
The twin-linked autocannon is very nice here, although I suspect that most players will want to swap out the heavy flamer sponsons for something else. 

The Saturnyne version for the Solar Auxilia comes with the option of also swapping out the main turret which in some cases  might be desirable to create (e.g.) a lascannon based tank.

Weaknesses.
Arguably the armour isn't that great, but as stated above, the price about matches what you might expect.

Builds.
Carnodon with Twin Linked Autocannon, and autocannon sponsons (65 points).
A reasonably good amount of bullets coming out of this tank for the points cost here. Take a squad of 3 if you have the points.

Saturnyne Pattern Carnodon with Twin Linked Lascannon, and lascannon sponsons (105 points).
Not quite a predator tank, but still very nice.

Saturnyne Pattern Carnodan with Twin Linked Multi-laser, multi-laser sponsons, and a multi-laser pintle (85 points).
Purely for those of you who can't get enough multi-lasers. 

Wednesday, June 9, 2021

Horus Heresy Review: Saturnyne Pattern Aurox Armoured Transport

Background.
The Aurox is to the Imperial Army what the Rhino is to the Space Marines. The design philosophy of both are incredibly similar: they needed to be able to be mass produced, and to be able to be repaired and allow for additional load outs in the field. 

Beyond that, this is the standard transport solution for the troops of the Imperial Army, Solar Auxilia, as well as the Cultist armies in 30k.

Strengths. 
I regard the points cost of the Aurox as cheap and cheerful and therefore an asset not to be over-looked.

Weaknesses.
In a case of "you get what you pay for", the Aurox is not well armed or armoured in the grand scheme of things. These transport boxes will blow up regularly, and that's just to be expected.

Builds.
The Aurox comes in two baseline flavours: one for the Solar Auxilia and one for everyone else. The only difference is that the Solar Auxilia get the Explorator Adaption upgrade included, and have slightly more options. 

Aurox (Solar Auxilia) with multi-laser (35 points).
I kind of like the multi-laser, but by all means keep the heavy stubber instead, or take the heavy flamer. The extra armour is a nice optional upgrade here. 

Aurox (Everyone Else) with heavy stubber (25 points). 
Not much to say here. The heavy flamer is tempting against some armies, but otherwise stick with the heavy stubber.
 

Thursday, May 13, 2021

Horus Heresy Review: Deredeo Pattern Dreadnought

Background.
The Deredeo has already featured in Book 5, Tempest, and in Book 9, Crusade, we find the rules have been updated a little bit compared to the earlier book. 

The Deredeo remains a heavy weapons platform that has its history in the Contemptor class and the earlier styles of Terran and Martian designs. It remained in high demand by both sides of the conflict in the Heresy, although there were few forges that could produce them.

Strengths.
With helical targeting, the Deredeo is fantastic at taking out aircraft with its weapons. Given the weapons, its also fantastic at shooting nearly everything in the game to be honest. Monstrous creatures? Yep. Terminator equivalents? Yep. Its got it all.

The entry level Anvilus auto cannon battery is S=8 with plenty of shots and sunder. The reasonable range means it can reach across the board to ensure they reach the desired target.

The Hellfire Plasma Cannonade is AP=2 at just one pip less in strength and has two modes of firing: sustained, which provides a good number of shots, or maximal, which gives a big pie plate. And terminators are fans of pie, so I hear.

Meanwhile the Aiolos missile launcher gives a huge ranged weapon that can do significant damage to space marine equivalents. Hitting side armour is just icing on the cake.

New in Book 9 is the addition of the Volkite falconet battery. I kind of like this for pinning and the combination of the high rate of fire and quality strength. It will shine against Guard equivalent armies. But I might still err on the side of the autocannons instead.

The Arachnus heavy lascannon battery is also very impressive thanks to the exoshock rule: there's a 50 per cent chance of a second penetrating hit if a first one is scored. This is very dangerous stuff.

Boreas air missiles are a nice idea but I suspect many will be put off playing this due to its one use rule. Other than that, a first turn volley at just one less strength than a lascannon with independent tracking is really nice, and probably spells doom against transport tanks and White Scar jetbikes thanks to invalidating Jink saves. 

Weaknesses.
This is fundamentally not a close combat dreadnought. That said, it is still a dreadnought with an invulnerable save and good frontal armour.

My suggestion is to run a Deredeo with ranged terminators -- upgraded with Atomantic Pavaise, it can grant a bonus to the invulnerable save of regular terminators nearby which is very nice, but also costly.

Builds.
Several builds to mull over here, including the ones from Book 5 that I have already noted previously.

Deredeo, Anvilus autocannons, Aiolos missile launcher, armoured ceramite (240 points).
Drop the armoured ceramite if you must, but this is something of a baseline build.

Deredeo, hellfire plasma cannonade, atomantic pavaise (270 points).
I like this one - lots of plasma goodness, teamed up with protective invulnerable saves.

Deredeo, Arachnus heavy lascannon battery, 4 boreas air defence missiles (259 points).
Add extra shielding where required (armoured ceramite). Fire those missiles in turn 1, and blast everything else with the lascannons.

Thursday, May 6, 2021

Horus Heresy Review: Legion Arquitor Bombard

Background.
The Arquitor Bombard is what you get when you cross a Vindicator with Ordnance weapons. And also when you add on sponsons. It is competing against a lot of other entries for heavy support choices in a Legion army, but it can find a role when supporting troop advances and tacking stubborn fortifications. 

Strengths. 
There is a choice of three main weapons for the Bombard. The Morbus Heavy Bombard is very similar to a vindicator, but with ordnance. It also gets a special shell called the Carcass shell that can flesh bane troops out of the way. This gives flexibility in my mind.

The Graviton-Charge Cannon is a large-scale graviton weapon combined with haywire. This is always going to be good against vehicle heavy enemies and can perform exceptionally well given the right circumstances.

The Spicula Rocket System is a large payload of rockets in two different modes (5 and 7 inch), but comes with the possibility of running out of rockets if the 7 inch mode rolls a 6. I don't see this as a big problem since you will only be firing this (probably) 3 or 4 times in a game and might not choose the 7 inch mode every time. I like the other additional weapons in combination with this one to really whittle down enemy troops.

Weaknesses.
The cost is steep, and one has to weigh up a vindicator against this slot. The Bombard probably wins in many circumstances, but the trusty vindicator is likely more durable. 

Builds.
Bombard with Morbus. (140 points).
I like the basic version with no upgrades. Take 3 of them if you have the points and the will to use them.

Bombard with Graviton-Charge Cannon. (140 points).
Tempting to take some extra armour and armoured ceramite here to be honest. 

Bombard with Spicula Rocket System, Autocannon Sponsons, Havoc Launcher (165 points).
For sheer fire power that might just rival a predator combined with a large pie plate, this is a built that should not be overlooked at all. Take 3 of them to give your opponent a fright. Take 3 units of 3 but beware of not making any friends and your ability to deal with very heavy armour. 

Tuesday, May 4, 2021

Horus Heresy Review: Terrax Pattern Termite Assault Drill

Background.
I keenly remember having some Termites when I played Epic scale back in its hey day. The Termite method of assaulting from beneath the surface has stayed with me, and always struck me as a great alternative, and even complement, to deep striking. 

In the background, the Termite these days is stated to travel at speeds similar to surface transport craft. That's really good!

Strengths.
Subterranean assault is an amazing rule. It functions very much like deep strike does, except it comes up from beneath the ground. Importantly, it does NOT interact with the deep strike rule for determining how many units come on to the board: it uses its own pool. Hence for smaller points games, a player could take 1 Termite and 1 regular deep strike and have BOTH come in to play on the same turn. This is really good and will no doubt appeal to legions such as Raven Guard and Alpha Legion to name but two. Heck, most legions could make good use out of such pairings. 

The Death From Below rule combines with this to describe how the Termite arrives on the board. It is very similar to deep striking in the sense of the distance it might move if there's an impassable feature it winds up on top of, but as an added extra it can displace units, cause wounds, and a S10 hit to vehicles on their side armour. Using this rule aggressively is highly encouraged. 

Ignoring difficult and dangerous terrain is just icing on the cake.

Weaknesses.
Candidly, the Termite is not so great once it has emerged. It is more expensive than a rhino, but is fairly exposed once on the surface. Therefore there is a small calculation to be made by the potential controlling player: is the extra price compared to other transport vehicles worth it (along with chewing up a fast attack slot)?

Builds.
There are several builds, each with their own prices according to whether they are taken in the legions, mechanicum, solar auxilia, or Imperial militia. 

To my mind, I think keeping the points cost at its raw level is probably a good idea as the extra armour and armoured ceramite are not quite worth it once the termite has done its job. Pay 80 points for the Legion version and be happy with it; and don't stress if it gets blown up on the next turn. Its job is to deliver a squad, and hopefully that squad will supply the firepower to make the transport cost worth it. 


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