Showing posts with label Lords of War. Show all posts
Showing posts with label Lords of War. Show all posts

Wednesday, August 21, 2024

Horus Heresy 2e Review: Solar Auxilia Stormhammer

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down - only just. A great deal for your Lords of War slot.

Background.
The super heavy tank of choice for the Solar Auxilia and packed with a plethora of shots. They are the vanguard of the fleets, and able to operate independently in the most hard and harsh of environments without concerns. 

Strengths.
I have to be honest here, the sheer amount of firepower that this beast is able to pump out is prodigious. The storm cannon on the front, and the twin linked battle cannon are the highlights, but it doesn't end there with other multi lasers and cannons ready to bring to bear on the targets. 

A grand total of 12 HP is similarly impressive and an improved rear armour of AV=12 is solid enough.  Don't forget the smoke launchers and that its classed as super heavy.

Weaknesses.
For the points cost you are paying, it is near perfect. Even the non-upgraded version is totally viable. 

Builds.
Stormhammer, hull mounted las cannons, pintle multi-laser (585 points).
I've upgraded the naked version here with more lasers. There's no real need to do this, but I do like my lasers and they do come in useful when you want something else that is big and heavy to no longer exist along your line of sight. 


Thursday, August 15, 2024

Horus Heresy 2e Review: Solar Auxilia Malcador Infernus Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. A flame tank that should be better than it seems on paper.

Background.
When you absolutely need to clear out an enemy from dug in positions in city scape ruins, forests, or perhaps even the traditional trenches. The Infernus spreads out a lot of deadly flames thanks to the inferno cannon. But they are kept in reserve for when the demand is really required and evidenced.

Strengths.
The inferno cannon is certainly deadly, there's no two ways about it. It will destroy things consistently. The sponsons are also heavy flamers by default as well, which just adds to the heat. You can even take a pintle heavy flamer as well if you need just a touch more flame! The other sponsons and pintles are all quite valid as well. 

Weaknesses.
AV=13 on the front and sides are not attractive. The AV=11 on the rear is a problem. The overall points cost is just about acceptable for what it is doing, but as a Lords of War, there are better choices. 

Builds.
Infernus, with added pintle heavy flamer, flare shield, dozer blade  (335 points).
I'm taking the heavy flamer addition here for fun. I think the dozer blade is going to be required more here than on other vehicles as well. 

Thursday, March 21, 2024

Horus Heresy 2e Review: Ares Gunship

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Prodigious firepower. 

Background.
This is a flyer that has been in use since the Unity wars on old Terra. The firepower alone was enough to make the Chancellor of the Antipodean Penninsula (wonder where that is?) capitulate and surrender to the Emperor. 

Strengths.
In many ways, this flier is similar to the Orion. It has 7 hull points with front AV=13 and an eclipse shield.

But the thing that really shines here is the pure firepower. The whole craft is built around two heavy blaze cannons and a magna-blaze cannon. These things are deadly. Lots of shots at S=9 and S=10 (destroyer) with exoshock means that this will kill tanks and other armour with contempt to spare. 

Weaknesses.
The firebomb clusters are nice, but very much not needed here - this is a shooting gunship and not a bombing gunship really. That, and you will probably have your footsloggers in position before the gunship arrives in the game. It is a great addition if you are thinking about having a Lords of War, but I think the Orion just about edges it in a competition between the two. It still looks very cool though and I've seen one or two in the wild - a gorgeous model!

Builds.
There are no options to consider here. 

Wednesday, March 20, 2024

Horus Heresy 2e Review: Orion Assault Dropship

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Worth it. 

Background.
Specifically creates for the Custodes. This is a drop ship that can carry a whole load of them into the fight, precisely where they need to be and fend off on-coming attacks whilst scouring a landing zone simultaneously. 

Strengths.
With front armour of 13 and 7 hull points, this is a craft that should make it to where it needs to be. Helping this out is the eclipse shield which functions a bit like a flare shield but with added shrouding sauce in case of bad outcomes. 

The transport capacity of 24 stands out here. You're going to fit a lot in. 

In addition to this the fire power is fairly prolific. Blaze cannons, bolt cannons, and bolt launchers combine to make 40 (I think I've calculated that number correctly) S=6 shots per turn. Ouch. 

Weaknesses.
You will need to carefully consider what it is transporting in those 24 capacity slots. And then worry about positioning so as to not get shot in the relatively more vulnerable sides and rear. It is not going to go down fast, but a weight of firepower from an enemy can prove devastating. 

Builds.
There are no options to consider here. 

Sunday, November 19, 2023

Horus Heresy 2e Review: Questoris Acastus Knight Asterius

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

Background.
The machine spirit is said to be all consuming fire and rage. It is therefore of no surprise that only the veteran pilots in a household will bond with this type of knight. Doubly so given that it is a very long range knight and lacks any glory in melee given its armaments. It remains exceedingly rare in any given household. 

Strengths.
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. 

Weaknesses.
I will freely confess to being a fan of the conversion beamer. The main issue with it is that it is most suitable to big game boards. i.e., Apocalypse game boards. Therefore this knight is not really recommended outside of such games. More than this, the points cost of this knight is within shouting distance of a scout titan which might serve you better depending on the scenario.
 
Builds.
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great!

Background.
Exceedingly rare. The Atrapos is typically a gift for a blood debt, or a spoil of war. They are designed to be enemy knight killers and it is considered a major honour to pilot them, although such outings are only at the command of the head of the household him or herself.

Strengths.
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.

Weaknesses.
No real weakness other than the requirement to get up close and personal with this knight. The flank speed here is your ally.
 
Builds.
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great!

Background.
Rare to unknown for many households, the Megaera is a marvel of a forgotten age. It is piloted by only the worthy, or those who have won the right in battle or duels. Bonding with this machine is as much an honour as it is deadly: the leaking radiation will eventually damage the pilot regardless of any matter of prestige. 

Strengths.
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.

The knight can take the standard reaper chain sword, but I feel the upgrade to the siege claw is well worth it here. 

Weaknesses.
I actually like this knight!
 
Builds.
Megaera, Lightning Cannon, Siege Claw (410 points).
Well worth the points here. Take out marines or transports from range (don't forget the irad cleanser if within range). Charge in with the claw and take care of more vehicles. 


Saturday, November 11, 2023

Horus Heresy 2e Review: Questoris Knight Styrix

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

Background.
The Styrix apparently did some really nasty and bad stuff during the Age of Strife. Accordingly, their machine spirits are perfectly capable of reducing even the iron will of the typical noble householder to madness that forces them to conduct massacres. They are therefore held in low regard and a bit of a stain of dishonour. 

Strengths.
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. 

I see a reasonable battlefield role here as whittling down numbers before charging in an finishing a space marine blob. Against mechanicum and other lesser armoured beings, they will do exponentially better. 

Weaknesses.
I want to like this knight, but if I'm being brutally honest, there might be similar [Castigator] and alternative [Basic Knight] choices.

Builds.
Styrix, Volkite Chieorovile, and Reaper Chainsword (380 points).
The classic design.

Styrix, Volkite Chieorovile, and Siege Claw (405 points).
Graviton gun the light tank, blast with volkite, charge in and finish with the claw. Can probably take care of the transported units next turn. 


Friday, November 10, 2023

Horus Heresy 2e Review: Acastus Knight Porphyrion

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

Background.
What is the machine limit that a single human mind can safely interface with? Apparently it is the Porphyrion, after which you will need more minds to take care of the scout class titans. This is a different class of knight altogether compared to the ones thus far visited. It is not only rare, but often taken to be the symbol of a household and few are ever seen.

Strengths.
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. 

On top of this, the stat line is very impressive with 14 on the front, no less than 9 hull points and an innate S=10 coupled with a still respectable movement rate of 12. 

Weaknesses.
You take the risk of a catastrophic explosion here, and the I=A=3 isn't good at all. But what do you care? Sit back and take lots of shots all game.

Also, you can only ever take one of these full stop. This is, of course, sensible game design. This said, the points cost alone is a significant issue here as well. It is on the borderline of being worth it if one thinks about taking a few whirlwind style tanks and other batteries of lascannons somehow -- your playstyle and mileage may vary. 

Builds.
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

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

Background.
Deployed as a sign to the enemy that they intend extermination, these knights are sinister and and spell utter death and cleansing flame. Their pilots tend to be either those of iron wills, or those damaged souls that relish the massacre, such is the machine spirit of that contained within. Few elect to pilot them. 

Strengths.
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!

Weaknesses.
AP4 on the flame is not going to kill space marines outright. But it is still useful against those pesky cover saves. 

Builds.
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are solid.

Background.
The Castigator is typically piloted by those venerable scions of a Household who can be relied upon to hold the line and to conserve ammunition when required. The machine spirits of these machines are stoic but no less able than the more impetuous ones in other knights. These knights are favoured by households who face multiple and lesser foes.  

Strengths.
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. 

Let's do a small amount of mathhammer at this juncture against space marines. At BS=4, 12 out of those 18 shots will hit their targets. 10 out of those 12 will wound. And (rounded down) 3 will kill. Its not enough really, but when followed up by a charge and the tempest warblade whirling around, it could certainly cause a rout. And therein is the key. Get into position. Expend your ammo, and charge right in. The tempest's S=10 and AP2 will certainly add to your tally and cause a Ld test (or wipe) against a smaller space marine squad. But against Imperial Guard or Mechanicum equivalents, this combination is simply golden. 

Weaknesses.
This knight has its place in the roster and it very effective. It might not win every time against a blob of 20 marines in one round, but you might as well try it! I've seen blobs tied up for several rounds against the might of this knight and it is highly effective.

Builds.
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are very good.

Background.
The Cerastus Knight comes in several different configurations. The Lancer is the best known. They race ahead of their forces to engage enemy champions in single combat and are regarded as impetuous, yet simultaneously held in high regard. 

Strengths.
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.
Get your positioning and timing right and you will love playing with the Knight Lancer. Get it wrong and you will quickly be eliminated. 

Builds.
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

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

Background.
The Questoris Knight is the most common form of knight in the Imperium. It saw vast use during the Heresy and comes in a variety of different configurations.

Strengths.
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Pure win.

Background.
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. 

Strengths.
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 Laser Blasters, 2 Belicosa Volcano Cannons.
Lots of ranged D class weapons to cause headaches. Big pie plates too. Nothing not to like.

Warlord Battle Titan, 2 Apocalypse Missile Launchers, 2 Sunfury Plasma Annihilators.
More dakka. I actually prefer the above build, but this one is still totally viable. 

Warlord Battle Titan, 2 Laser Blasters, 1 Arioch Power Claw, 1 Mori Quake Cannon.
Absolutely viable as well, the only issue here is the minimum range on the quake cannon if you're closing with another target? But you don't care and can shoot at something else. 

Friday, October 20, 2023

Horus Heresy 2e Review: Warbringer Nemesis Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Excellent

Background.
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?

Builds.
Warbringer Nemesis Titan, Nemesis Quake Cannon, 2 Gatling Laser Blasters.
Naked, and specifically for removing power armour enemies, or enemy mechanicum?

Warbringer Nemesis Titan, Nemesis Volcano Cannon, 2 Volcano Cannons.
Lots of AP1 from volcanoes all round. The nasty anti-titan build. Replace the arms with melta cannons for a bit of a closer ranged threat?

Wednesday, October 18, 2023

Horus Heresy 2e Review: Reaver Battle Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Nothing not to like here!

Background.
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. 

Weaknesses.
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.

Builds.
All of the four weapon choices here are great. But why we are not permitted to have a carapace mounted laser in this edition is beyond me. Please FAQ this! And what about the carapace vortex??

Reaver Battle Titan with Apocalypse Launcher, Laser Blaster, Titan Close Combat Weapon
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

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Its a titan. You can bring it to games under 3000 points. Splendid!

Background.
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.

I'm broadly copying my notes from First Edition here since they still apply. So let's be honest about something. If we're taking a titan, we're probably going to be opposed with titans. Therefore, I strongly would recommend that any titan is equipped with at least one strength D weapon to try to counter any enemy titans or super heavies. Admittedly, S10 is a close second, but its not quite the same. The ability to take these weapons should not be overlooked!

Titans are treated as gargantuan creatures in assault and can therefore make stomp attacks which is easy to forget when you're playing with all that shooting power. The final "strength" to remember is that titans can move. Yep. Seriously. They have legs. They walk, jog and run. Remember to think about this: it is a mobile weapons platform after all.

Weaknesses.
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. 

Builds.
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.

Sunday, October 1, 2023

Horus Heresy 2e Review: Ordinatus Aktaeus

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Expensive, but the rules are good.

Background.
This is the Imperial Mole - a massive transporter that burrows underground. It can then emerge behind enemy fortification lines and disgorge its deadly content. Effectively a siege engine with its lineage traceable to terraforming activities. 

Strengths.
With an impressive 42 person transport capacity, this super heavy mole will carry what you want. With 14 hull points, AV=14 on the front and 13 elsewhere, and subterranean assault, it will also carry them to where you want them to be without much danger of getting lost or blown up along the way. 

There's also an interesting weapon that causes a permanent immobilization to create a short range "earth quake" of sorts. This pulses outward depending on the game turn and can grant pinning as well as hitting vehicles on their lowest armour value. Interesting to use late on if the Mole is in position. 

Weaknesses.
The points cost is very large here, but it will certainly do its job. The firepower is distinctly average though. 

Builds. 
There are no upgrades here, hence no build to discuss. 

Wednesday, September 27, 2023

Horus Heresy 2e Review: Ordinatus Ulator

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Excellent.

Background.
A sonic weapon on steroids. On wheels. And allegedly watered down from early Mars patters. It would be better suited to a titan. But that's why it is in the Lord of War section. You won't need much else on the battlefield with this, and you're not making too many friends either.

Strengths.
The Sonic Destructor is dreadfully impressive. First up, it is a destroyer weapon. Read it and weep. Oh, and the range of 72 beam is awesome, coupled with 5 inch pie plate, at S=6 and importantly AP=2. Things will just die to this. It doesn't really need anything else, but it gets them anyway: murderous strike, pinning, ignoring cover, armourbane. 

It also has AV=14 on the front and 14 hull points. That's before we mention IWND. 

Weaknesses.
It costs a lot of points. They are points well invested all the same. There are only two real defences against it. Firstly is to adopt a "cloud" formation (scatter everything far and wide so that some of your army survives). Secondly, take it out before it takes you out. 

Builds. 
There are no upgrades here, hence no build to discuss. Pay the points and good luck to you. 

Tuesday, May 2, 2023

Horus Heresy 2e Review: Legion Mastodon

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. I love the concept, but the likelihood of it exploding and killing all inside is just too high a risk. And its just too slow. 

Background.
The Mastodon is supposed to be the last word in troops transport and used sparingly by the legions. It aims to carry its payload into heavily sieged areas and use its melta array to blast through and disgorge its contents into the heart of the enemy while keeping them safe along the journey to the destination. 

Strengths.
The two void shields are great, of course, but the defensive capabilities really could do with some flare shields as well. Armour of 14 all round is terrific. And then there is the transport capacity of a whopping 42 which little other in the game short of the Sokar Storm Bird can even begin to hope to match. Being a lord of war, it can also carry multiple units. So have a good think what 4 units you might like inside (for instance!). 

On top of this the melta array is certainly powerful, but do note the small range. 

Weaknesses.
This thing is slow. You are arguably better off foot slogging.

Against focused enemy fire power even those 12 hull points can and will be whittled down with celerity. Doubly so since your enemy is fielding lords of war as well presumably. 

The 12 inch range of the melta array is an issue. 

Overall, you are better off taking the same number of points of marines with heavier weapons I would imagine. Hence as stated at the top, I love the concept, but its just too unwieldy to see use in this edition. Sorry folks. Maybe deploy in a tight city fight terrain board at best?

Builds.
Mastodon with Command Vox Relay (725 points)
Take hunter killer missiles to taste. There's not much choice in terms of upgrades here to be honest, and this near non-upgraded version assumes that you have a character inside that is going to be taking advantage of the Vox. 
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