Wednesday, August 21, 2024
Horus Heresy 2e Review: Solar Auxilia Stormhammer
Thursday, August 15, 2024
Horus Heresy 2e Review: Solar Auxilia Malcador Infernus Squadron
Thursday, March 21, 2024
Horus Heresy 2e Review: Ares Gunship
Wednesday, March 20, 2024
Horus Heresy 2e Review: Orion Assault Dropship
Sunday, November 19, 2023
Horus Heresy 2e Review: Questoris Acastus Knight Asterius
I'm going to talk about the secondary armaments first here. The volkite culverins on the front are a reasonably good weapon for finishing troops off. But to do that, the knight probably wants to opt for the Karacnos mortar battery to fire first. This beast might only be AP4, but with S=6 and a range a special rules that most notably include fleshbane and radphage (let alone shell shock and pinning, plus it ignores cover), this has the potential to be a squad killer overall.
The main weapons here are the two twin linked heavy conversion beam cannons. At maximum range, these weapons have an eye watering S=12 and AP=1 coupled with a large blast. Truthfully, this is an anti-titan (and anti-knight) weapon at long range. As such, you will want to be targeting enemies at the longest range possible. But the issue here is the minimum firing range to obtain S=12 is 42 inches. The strength decreases as you go below. Still above 18 inches, it is a S=9 cannon, but the AP of 4 is an issue. Up to 18 inches is a paltry S=7 which just doesn't justify the points cost.
There are no builds to speak of here. The points cost is probably just about worth it, but only when you know you will be firing at long range for most of a game.
Friday, November 17, 2023
Horus Heresy 2e Review: Questoris Knight Atrapos
The Atrapos is a knight killer - and monster slayer - mounted on a Cerastus body. Thanks to the macro extinction protocols rule, its weapons are counted as twin linked when firing at knights, titans, and super heavy analogues.
The singularity cannon is an extreme form of graviton weaponry. Occasionally you will get a vortex result out of this, and sometime you will also hurt yourself. Regardless, the large blast with haywire makes sure that you are going to cause some mighty damage here. Meanwhile the phase cutter is armour bane for close combat at S=10 and AP1. Ouch.
There are no builds to speak of here. The points cost is worth it, and the potency of this knight should not be doubted when played to its strengths.
Tuesday, November 14, 2023
Horus Heresy 2e Review: Questoris Knight Megaera
Although sharing the same weaknesses as the Styrix in the stat line (low I and A), the lightning cannon is worthy of a good examination. With S=7 and AP3, this is a marine killer. Although there's only 1 shot here, it is a large blast and comes with added rules like rengins and exoshock (let alone shred) which makes it viable across a large array of targets from lighter tanks to tankier infantry. This is backed up by the phased plasma fusil which also has the AP3 line.
Megaera, Lightning Cannon, Siege Claw (410 points).
Saturday, November 11, 2023
Horus Heresy 2e Review: Questoris Knight Styrix
Back to the regular questoris knight profile here, except for I=2 and A=3. In exchange, we have a volkite chieorovile gun. This has a good number of shots at high strength, but lacks the vital AP3 against space marines. This is more than made up for by the reaper chainsword of course.
Weaknesses.
Styrix, Volkite Chieorovile, and Reaper Chainsword (380 points).
The classic design.
Friday, November 10, 2023
Horus Heresy 2e Review: Acastus Knight Porphyrion
Two magna las cannons, two autocannons, and an iron storm missile pod. This beast is a long ranged threat that does not necessarily need to move for most of the game.
Porphyrion, Magna Lascannons, Hull Lascannons, Hyperios Whirlwinds (655 points).
I've upgraded the autocannons to lascannons here to better match the high strength output. The Hyperios warheads are deliberately selected for the anti-air role. Of course, you can keep the non-upgraded version just as readily as it will output more shots over a larger area which will kill plenty of mechanicum and Imperial Guard units. But if you're facing marines, then I think the above is a better option.
Monday, November 6, 2023
Horus Heresy 2e Review: Knight Acheron
The flame storm cannon has ordinance and shred making it of utility in a number of scenarios. But the real beauty here is the reaper chainfist at S=10, AP2 and with shred.
Take advantage of flank speed and charge headlong into the fray. You are wanting to be targeting dug-in enemy formations and tanks here. Especially transports!
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Saturday, November 4, 2023
Horus Heresy 2e Review: Knight Castigator
The high movement rate and flank speed are your friends here. The bolt cannon spews out an impressive 18 shots per turn which anyone will find daunting. At S=6, they will certainly do damage, but the AP is not enough to counter space marines - you are literally relying on the rate of fire here to do the work for you.
Weaknesses.
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Wednesday, November 1, 2023
Horus Heresy 2e Review: Knight Lancer
Strictly better than the Questoris Knight, the Ceratus has a greater movement rate of 14, a higher strength of 9, and one more attack.
The Lancer comes with the Shock Lance and Ion Gauntlet Shield combination. Heavy 6 on the shock lance is really good, but it is at very close range. The S=7 and AP3 are still great, but concussive makes it even tastier. In close combat the S=10 and AP1 are just phenomenal. That's before we mention the added rules of reach and exoshock. It sits in an incredible sweet spot.
Weaknesses.
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Sunday, October 29, 2023
Horus Heresy 2e Review: Knight Questoris
With 7 hull points and 13 armour on the front, they have a very reasonable stat line (although the 12 armour on the other facings will make the player think harder about positioning and angle). They are able to be configured in every manner (Paladin, Errant, and so forth). Hence the flexibility that this knight offers is good and when combined with the relatively quick movement of 10, they really do pose a good threat to most things on the table.
Weaknesses.
Massed firepower can and will bring down knights with this chassis - make no mistake. Although it won't explode, the controlling player really does need to think carefully about optimizing the build and purpose of these beasts.
Builds.
There are many builds available here. I'll go through some of the more common ones.
Knight Paladin, Reaper Chainsword, Batle Cannon, Stormspear Rocket Pod (405 points).
A classic set up which is mid range and a bit of a swiss army knife able to take on many roles. I added the storm spear because why not.
Knight Errant, Reaper Chainsword, Thermal Cannon (380 points).
Up close and personal. Tanks and heavy infantry are your targets here. Take the front mounted melta gun for added fun.
Knight Crusader, Battle Cannon, Gatling Cannon, Twin-Linked Icarus Autocannon (415 points).
Long range fire support, and anti-air to boot.
Knight Gallant, Reaper Chainsword, Thunderstrike Gauntlet, Ironstorm Missile Pod (410 points).
Melee knight.
Knight Warden, Thunderstrike Gauntlet, Gatling Cannon, Ironstorm Missile Pod (415 points).
A mixed bag. Good against lighter vehicles and infantry.
Saturday, October 21, 2023
Horus Heresy 2e Review: Warlord Battle Titan
The mainstay of the titan legions. More responsibly for Unity and Heresy than the space marine legions themselves - arguably. They can lay waste to both armies and cities alike, and can do so on airless rocky moons and verdant planets alike so long as the ground beneath them can support their mass. Their only true enemy is others of their kith and kin.
See the notes that I made about the Warhound Titan in the previous post to begin with.
I last reviewed the Warlord Titan in 2016, at that point it cost 2750 points (now 3000 points which is still more than fair) and cost GBP 1240 - now costs 1185 before the weapons which would take it up to the region of GBP1537.50 (volcano cannons and missile launchers). As I stated in 2016, I would like you to have a good hard look at those numbers. Are you going to use it in a game? Are you rich enough not to care? Or merely display it in your home somehow and hope that your toddlers (if you have any) don't try to play with it as an equal (in size at least)? I don't yet own one myself, but have often toyed with the desire to purchase one, I will freely admit.
With a game breaking AV=15 on two faces, a whopping 30 hull points, 6 void shields, 5++, and all the usual titan rules you've come to expect, I'm not even sure how to bring a Warlord down short of fielding one against it myself. Other than that, we get to choose two arm weapons and two carapace weapons. And yes: there is choice here. The weapons are all viable in various combinations. For the arms, I like the sun fury plasma annihilators and the bellicose pattern volcano cannons most myself. I don't like the close combat weapon (the shooting is better, and you've got a great stomp attack anyway and can't be locked in combat regardless -- even by another titan. Hence I think taking ranged weapons is better, but equally, it is the size of my own hand, and also works well in full sized games of Titanica). For the carapace, I like all options. However in second edition, we are missing the vortex option - why oh why???
Weaknesses.
None. Even the fact that it explodes magnificently upon engine death can be a strength.
Builds.
To be clear: you can not truthfully go wrong here. These builds are merely suggestions.
Warlord Battle Titan, 2 Apocalypse Missile Launchers, 2 Sunfury Plasma Annihilators.
Friday, October 20, 2023
Horus Heresy 2e Review: Warbringer Nemesis Titan
The Nemesis has a reputation for a restless machine spirit with ghost sensor artifacts that sometimes enable it to lock on before a threat is even sensed by the crew. It is in effect a "heavy support" choice (my words) for the Titan legions and brings heavy weapons to bear in order to bring down enemy titans. Hence the name.
Strengths.
Again, I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post.
The Nemesis comes with improved front armour (AV=15) compared to even the Reaver a whopping 6 void shields along with gatling blasters and the carapace mounted quake cannon. The autocannon batteries are not to be sniffed at either. All told this is a very dangerous titan that has an apocalyptic mega blast with the quake cannon and can take out targets with uneasy regularity.
All this in mind, the same caveat applies here as it does to the Reaver: you're not taking it in regular games. Its either massive games, or specific Titan games. The upgrades are all good.
Weaknesses.
None really. Maybe AV=12 at the rear needs to be thought about in terms of positioning?
Naked, and specifically for removing power armour enemies, or enemy mechanicum?
Warbringer Nemesis Titan, Nemesis Volcano Cannon, 2 Volcano Cannons.
Wednesday, October 18, 2023
Horus Heresy 2e Review: Reaver Battle Titan
A battle titan in name, and in role. The Reaver is a most ancient design of Mars, and sees use throughout all of the Titan Legions.
Strengths.
I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post.
Look, if you're taking a Reaver Titan, then you are probably playing either a super massive points value game of Horus Heresy, OR you are taking part in a specific tournament / titan walk event. Otherwise, you're probably using it for the most massive objective imaginable? There's void shields here, there's lots of armour, and there's three titan weapons to choose between. Take your pick. It is actually all good here - there are no bad choices.
I'm not sure what to write here since the Reaver is just wonderful to my biased eyes! That said, see my notes below about permitted builds in this edition versus the previous one.
This is probably a base line Reaver. It contains a mix of D weapons, large blasts, and the close combat weapon to make sure you move the thing to take advantage of it.
No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted vortex missile, 2 laser blasters
Very nasty turn 1 launch with the vortex missile to take out any close clumps of things you dislike, followed up by lots of D class shots. And lots more D class blast shots every turn thereafter. Nasty. Just nasty. Replace the vortex missile with a carapace mounted double-barrelled turbo laser destructor if you like, for sustained D shots every turn.
No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted double-barrelled turbo laser destructor, 1 melta cannon, 1 volcano cannon.
Sit back. Blast away. Replace the volcano cannon with a laser baster to taste. But beware: this is one titan that you will forget to move around.
Sunday, October 15, 2023
Horus Heresy 2e Review: Warhound Scout titan
The smallest of the true titans! It is classed as a scout as it moves quickly and can be deployed as such by the legions.
Strengths.
It is the smallest class titan, so "only" has 2 void shields. You can live with this. The reactor meltdown should also be a weakness, but in all honesty, it is fun when they go boom and Princips shout "Engine Death" - as you should.
Warhound Scout Titan, 2 Vulcan Megabolters
Don't bother unless you know for certain there are no other super heavies or land raiders on the enemy side. Pumping out 30 AP3 shots every turn will rapidly decimate any space marine army otherwise. No fun for the opponent in this regard (but then, you're taking a titan!).
Warhound Scout Titan, 2 double-barrelled turbo laser destructors
D weapons with a 5" blast every turn is serious business. This is the kind of titan that is ready for anything. Nothing in the game cannot be handled by it. Take it.
Warhound Scout Titan, 1 plasma blast gun, 1 double-barrelled turbo laser destructor
A more balanced titan (if such a thing exists! lol!), the massive blasts from the plasma gun is amazing at range and fun to play. Its also high strength and is flexible (depending on if you're facing hordes for instance). And the laser destructors are for the enemy titans to contend with.
Warhound Scout Titan, 1 plasma blast gun, 1 vulcan mega-bolter
A more "standard" configuration, but one this is frankly, not as effective as the two previous examples unless you are playing full scale Adeptus Titanicus.
I cannot say I'm a fan of the inferno cannon, but can see some of its merit in flushing out power armour opponents for a swift moving war hound.