Showing posts with label blood angels. Show all posts
Showing posts with label blood angels. Show all posts

Thursday, October 13, 2022

Horus Heresy Review: Chapter Master Raldoron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. I am a fan.

Background.
All the legions have their legends - especially the duelists and close combat brothers. Eidolon and Lucius for the Emperor's Children. Corswain for the Dark Angels. Sigismund for the Imperial Fists. Even the Alpha Legion has something of a duelist in Dynat. Raldoron serves an equal purpose for the Blood Angels and his name is writ large in the annals of the Great Crusade. 

Strengths. 
I like the stat line combined with the S+1 AP2 shredding murderous Encarmine Warblade. He is a force to be reckoned with for close combat and the WS is especially attractive. 

Standing out here though is the warlord trait that allows him to select the core traits, or any of the loyalist traits of loyalist legions (with the exception of the Dark Angels funnily enough) since he likes to read a lot. This kind of swiss army knife is reminiscent of Alpha Legion shenanigans, and I can't help but like it. Sorry. 

Weaknesses.
I rather like Raldoron. As with other close combat monsters, he does need to get there, and this is where characters like Dominion shine a bit better thanks to the jump pack. The lack of jump pack might be an issue for some Blood Angels builds, but its tolerable. I see Raldoron as an almost default commander to take and he will be equally effective in large and small points games. 

Overall.
Embed in a big unit and go hunting. Strong outcomes will likely follow. 

Difference to First Edition.
Neutral.

Wednesday, October 12, 2022

Horus Heresy 2e Review: Dominion Zephon

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars - rounded down. The rules are good enough.

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. 
Master of the Legion with an ability to come back from the dead once per game based on a die roll. Not bad really. More than this, he can choose a Legion Destroyer Squad as his retinue. This is fine, but not outstanding. 

I like the S+1 and AP2 sword that he wields which in conjunction with his rad grenades spells trouble for his opponents. The pistols are fine with a nice 6 shot deflagrate.

Weaknesses.
I don't know folks. I want to like him, I really do. I just think other HQ selections are better. Sorry. 

Overall.
I think he would be great in smaller points value games where he is leading close combat armies backed up with destroyers and Angel's Tears. Honestly, he's actually a quality choice for the Blood Angels player, and I personally speaking don't like facing off to him. Otherwise I suspect at regular points values and higher games other HQ choices are more attractive (Raldoron coming soon...!). 

Difference to First Edition.
Neutral.

Tuesday, October 11, 2022

Horus Heresy Review: Contemptor-Incaendius Dreadnought

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

Background.
Contemptor dreadnoughts with jump packs specially manufactured by the Mechanicum on Baal's first moon under the treaty of Anvillus. Being blunt: some dreadnoughts have jump packs - get over it. 

Strengths.
Its a contemptor. With a jump pack. Okay, I acknowledge that I already wrote that in the background, but its also a massive strength too. No harm in repeating it here then! 

The jump pack can function either as a deep strike, or can be used to make a shock attack which grants a movement increase along with hammer of wrath (2) which is splendid. Neither of these modes are game breaking, but they are very powerful. Considering the cost of a dreadnought drop pod, the price paid for this contemptor is well worth it in my opinion. 

Finally, the Brutal (2) rule on the talons of perdition makes this monster powerful - especially with shred. But the temptation will be to replace them with Gravis power fists for Brutal (3) and more strength instead. I could go either way on this choice. The melta and assault cannon upgrades are entertaining enough to consider. 

Weaknesses.
Rules as written: I cannot make up my mind whether one gravis power fist and one talon of perdition is permitted? Thoughts welcome.

Difference to First Edition.
Neutral.

Builds.
Incaendius with 1 of each Talon of Perdition and Gravis Powerfist, 1 melta gun (210 points).
All round build. I prefer the melta over the assault cannon simply due to the fact that this should be a close range dreadnought threat rather than a longer range dakka threat. 

Monday, October 10, 2022

Horus Heresy 2e Review: The Angel's Tears

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

Background.
Some legions avoid destroyer squads altogether (e.g., Salamanders). Other embrace them (e.g., Death Guard). Many see them as a necessary evil, while others have their own take on the unit. The Blood Angels come under that final category and the Angel's Tears are only used at Sanguinius' behest when utter annihilation is called for. 

Strengths.
Essentially these squads are much like destroyer assault squads but with two volkite serpentas and chainswords as their baseline. As with that squad, they come with counter attack, stubborn, and bitter duty. 

The question can be asked about how they truly differ then from the destroyer assault squad. Part of the answer is improved Ld, the other part is some different load outs that they can take. Most obviously, the Angel's Tears Grenade Launcher with is assault 3 with rad phage and flesh bane. Nasty. More over, every model can take this upgrade (or other upgrades) which serves to add to the customisation possible. 

Weaknesses.
I rather like this squad, and for what it does, it is worth taking instead of regular destroyer assault squads in my opinion. That extra pip in Ld is very valuable. The only real draw back is lack of access to phosphex. Shrug?

Difference to First Edition.
Roughly neutral, but the points cost is somewhat increased for smaller sized units.

Builds.
5 Erelim, Arch-Erelim with artificer armour and thunder hammer (185 points). 
The baseline entry. 

5 Erelim, Arch-Erelim with inferno pistol, artificer armour, thunder hammer, 2 heavy flamers, 2 assault cannons, melta bombs all round (245 points). 
For taking out transports and their content. Note the use of the inferno pistol here. 

10 Erelim, Arch-Erelim with artificer armour and perdition weapon, all with heavy flamers (325 points). 
The anti-horde build. It won't make you many friends, but it is very nice. 

10 Erelim, Arch-Erelim with artificer armour, all with Iliastus pattern assault cannons (360 points). 
Dakka till you drop. Again, you are not making any friends here. 

10 Erelim, Arch-Erelim with artificer armour and power fist, all with Angel's Tears grenade launchers (380 points). 
I really like this build as well. Might get you slightly more friends for being fluffy, but don't count on it. 

Saturday, October 8, 2022

Horus Heresy 2e Review: Crimson Paladins

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

Background.
These Blood Angels are the guardians of the halls of the Primarch. In battle, they serve as the bulwark -- or an anvil unit if you prefer. They are the men that the enemy will smash against and be found wanting. 

Strengths.
Two wound cataphractii terminators are inherently good. They really excel in close combat though rather than at range. Their special rules give them feel no pain in close combat when outnumbered which improves by one pip when outnumbered by a factor of two. For the purposes of being outnumbered, they use bulky (2) which shouldn't come as a surprise. Impressively, their shields reduce the to wound rolls of incoming attacks by 1 which is great. Sunset blades are nice to have here as well.

I will also mention here that I am a genuine fan of the sculpt of these models. Surely that also means that they last longer on the tabletop, right?! [This is where my followers will comment that first time use of such units always consigns them to be eliminated fast - this appears to be an underlying law of nature as well?].

Weaknesses.
They need to be in combat to shine. And for most of the game. They can serve well as tar pit units, but the lack of reliable AP2 is a concern for if the player really wants them to function as hammer units (they are demonstrably anvil units). 

Difference to First Edition.
Improved (note they have 2 wounds here). The points cost is also somewhat reduced.

Builds.
3 Paladins, Exemplar with perdition blade. (145 points). 
I regard this as the baseline build. Probably best used with a character or as a sneaky tar-pit. Feel free to add extra bodies if you're confident of not losing the feel no pain rule.

5 Paladins, Exemplar with perdition blade, 1 with heavy flamer, 2 with sunset blades, 2 with power fists (250 points). 
A better, fuller, close combat squad. Take grenade harness to taste, or replace the heavy flamer with a plasma blaster if preferred. 

5 Paladins, Exemplar with perdition blade and grenade harness, 1 with assault cannon, 2 with sunset blades, 2 with power fists (265 points). 
Slightly shooty with still excellent close combat possibilities here. More expensive than necessary though, as a regular legion terminator squad is arguably better for this role.

Note that I do not provide a squad of 10 example here. The reason for this is the concern about losing the feel no pain rule. Of course, this advice can easily be ignored and size 10 squads fielded no problem, and with good effect. But I feel that the feel no pain rule is such a boon with this squad. 

Friday, October 7, 2022

Horus Heresy 2e Review: Dawnbreaker Cohort

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. I like them a lot, even when playing against them. 

Background.
Dropping from the sky to act as Sanguinius' tip of the spear, these Blood Angels are an elite cadre of assault troops bred on the liberation of human cities and settlements from the grips of xenos and false beliefs. Naturally, they also drop from the skies at dawn like angels, hence the name. 

Strengths.
Two wounds each is fabulous here. Combined with the artificer armour and jump pack, I would expect to be paying slightly more than we are, hence I think they are points cost effective here for the main part. 

The armaments are sound enough with a choice between the falling star power spear or the sunrise and sunset blades. Both can shine in different cases, and the choice between them is down to personal preference for most players, but of course there are trade offs. The grenade discharger is just the icing on the cake, while the Setting the Sky Aflame modifier to Ld for pinning when they deep strike is not only fluffy but something to take maximum advantage of. 

Weaknesses.
Reliance on AP3 and rending can be an issue here and the squad risks being tarpitted and then killed by terminators. Given the deep strike and potential other choices for the army though, they remain a reasonable tool in the Blood Angel's arsenal. 

Difference to First Edition.
I am going to suggest slightly worse. The lack of reliable AP2 is notable. But the points have been brought down. 

Builds.
5 Dawnbreakers, Champion with Perdition Weapon (155 points).
My baseline build. Potentially good first turn damage. NB: first edition cost for this was 230 points by comparison. 

5 Dawnbreakers, Equinox Blades, Champion with Perdition Weapon (175 points).
Another baseline build, but this time taking advantage of the sunrise and sunset blades. 

10 Dawnbreakers, 4x Equinox Blades, Champion with Perdition Weapon, Melta Bombs all round (325 points).
A bit of a maximum build. The melta upgrade is cost efficient with 10 members and shouldn't really be taken on a squad any smaller. 

Thursday, October 6, 2022

Horus Heresy 2e Review: Sanguinius

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

Background.
Sanguinius makes a splendid return in second edition looking and feeling everything like the Angel that he is. Even if those wings of his are not the greatest thing on the table top (they are), then the rules are fab. Of course, the background has an ill fate in store for him later on in the civil war, but during all stages of it, he was an inspiration to all who witnessed him and remained untainted by the challenges of chaos thrown around him. Why would the Emperor not appoint him as Warmaster?

Strengths. 
Bonus WS on the charge for his sons and movement reactions bonus, coupled with those amazing wings make him not only a good beat stick, but also as swift a (unmounted) primarch as we will find. Although his armour is standard, and the bonus to combat resolution is solid, his main strength lies in his armaments. 

Infernus is terrific for a side arm with assault 2 and melta (albeit one shot) can ruin an opponent's day with ease. The blade encarmine is sufficiently powerful to tackle most foes, including his brothers, while the replacement for this of the Spear of Telesto and the Moonsilver Blade provide access to AP1 and S=10 coupled with bonus effects against psykers and daemons. 

Weaknesses.
The stat line features a lot of 6's. Not in WS, mind you. Just everywhere else. It is important to note this as often you will need higher S (Spear of Telesto), or to rely on your 2+/4+ armour save when taking incoming wounds. Brutal weapons will especially hurt him. But you shouldn't care too much about this: Sanguinius is simply great.

Overall.
He's Sanguinius. He is awesome. He should have been the Warmaster. [I may also be biased.]

Difference to First Edition.
Neutral to slightly worse overall I think?? He seems to have lost a few buffs. I preferred the bonus S and I on the charge from first edition. 

Wednesday, October 5, 2022

Horus Heresy 2e Review: Blood Angels Armoury

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

The Fires of Heaven. The ability to take inferno pistols instead of plasma pistols is a nice touch and one that I can see many Blood Angels players opting for. Yes, it does have a short range, but it can come in handy beyond just tank busting.

Perdition Weapons. For a very small points cost increase, exchanging power weapons for perdition weapons is probably a no brainer -- the addition of Brutal (2) is excellent for the price.

Iliastus Assault Cannon. One of a couple of legions to be able to take this upgrade, getting assault 4 with rending is a nice way to upgrade flamers and will be tempting, but there's that pesky malfunction rule on these otherwise great weapons. Should be fine though.

Overall.
There's no special consul for the Blood Angels and I feel they miss out in this department compared to other legions. The armoury is sound enough otherwise, without being mind-blowingly amazing. I do like the perdition weapons a lot myself. 

Tuesday, October 4, 2022

Horus Heresy 2e Review: Blood Angels Traits and Rites

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

Warlord Traits.
Three traits are present for the Blood Angels legion: a loyalist only, an all-rounder, and a traitor only. 

Encarmine Paladin. For the Loyalists, this is an anti-traitor trait. He gets Fear (1) against traitor armies which increases to Fear (4) as he wins combats. An extra assault reaction rounds this out. A solid trait overall and a rule that is unusual to see outside the Night Lords. 

Paragon of Unity. The all rounder trait grants Ld+1 to all Blood Angels in line of sight to him, or the unit he's joined. Nice, and comes with a bonus assault reaction.

Thrall of the Red Thirst. Must charge within 12 inches, but gets +2 attacks on the charge, including for the unit he is a part of. Straight forward and no messing. Feels very World Eaters, and rightly so. Bonus movement reaction is solid here as well. A great traitor choice and one I can see having a lot of play.

Rites of War.
The Day of Revelation. This is a deep strike army configuration which grants a gaurenteed deep strike on a turn chosen out of turns 2, 3, or 4. Other units gain fearless until the nominated turn. There are some rules about placing a marker for the first model, along with restrictions such as no subterranean assault and a jump pack for HQs. Very fluffy, very appropriate, and very Blood Angels that we know and love.

The Day of Sorrows. Crimson paladins as non compulsory troops with Line, stubborn on objectives, and a triggered Heart of the Legion plus Hatred (everything) make this a solid choice at the price of always accepting and giving challenges (as if you wouldn't) and having to charge if reduced below 50%. An aggressive rite to be clear, and one that can work very well, and can also be wasted if an opponent knows to just clear out units one at a time. 

Difference to First Edition.
I like what has happened here for the warlord traits. The traitor one especially seems to be quite powerful and will work well in concert with either rite. The loyalist one is fine, and the all rounder is solid. The rites themselves feel familiar and overall I think we are still going to see more days of revelation than days of sorrow on the battlefield. But who knows: those crimson paladin models sure are cool. 

Monday, October 3, 2022

Horus Heresy 2e Review: Blood Angels Legion Rules

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

Background.
To me, the Blood Angels are almost a loyalist version of the Emperor's Children (or maybe it is the other way around to some of you?). They have a predilection for art and the finer things in life, having hailed from the wastes of Baal. Vampires in all but name, they got bogged down at Signus by the Warmaster and after a little sojourn in the Unspoken Empire, made haste to Terra to defend the throne at incredible cost. 

Legion Rules Review.
Encarmine Fury grants one pip lower to wound when they have charged. This is strong, but obviously only applies on the charge and they have to hit first. For vehicles, they gain S+1 when ramming which is not to be underestimated in the right circumstances.

Panoply of the Angels grants access to the wargear (see subsequent post). The Children of Baal meanwhile gives access to the Warlord Traits. There is no unique consul choice here.

Advanced Reaction.
The Wrath of Angels is a good one. In shooting, they gain shrouded, and in turn can make a charge against the enemy (but no surge if it doesn't work out). This allows the Blood Angels to move up the board in a responsive fashion which will suit their play style overall. 

Difference to First Edition.
Neutral. Yes, some things have been tidied up, but overall the rules are similar to when they first appeared. The Blood Angels play roughly the same as they did in First Edition. The rules are fairly good, but not outstandingly mind blowingly amazing as they still have to get into close combat to make the best of them. 

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, April 24, 2019

Horus Heresy Review: Sanguinius


Background.
Much can be said about the Primarch's background. He has a fame that is the equal of Horus, and arguably should have been selected as the Warmaster over Horus, not that he actually cared for that role or accolade. He had the gift of foresight, much in the same way as some of his brothers (e.g., Night Haunter), not that that helped him too much.

He also has wings and was not considered a mutant to be destroyed. Enough said.

Strengths. 
Even amongst the Primarchs, Sanguinius is one of the more powerful. Sure, Russ is going to be great in combat against him, and Alpharius is better at boosting the whole army than him, but Sanguinius is still utterly amazing and worth the points.

His personal buffs include bonuses to S and I in the first round of combat, and for his army the ability to use jump packs in both movement and assault phases. This argues for a swift moving, and close combat focussed army, which is aided by unlocked Dawnbreakers as troops. He also boosts units close to him with +d3 wounds for combat resolution purposes. Given that you were probably already playing a jump-pack equipped close combat legion build (you were, right?), Sanguinius positively buffs the army to amazing movement amounts (and if you weren't, then Sanguinius' buffs are not as good as other Primarchs).

His equipment gives him a re-roll on invulnerable saves on any turn that he charges, and his wings function as a jump pack that can be used in movement and assault phases, with a hammer of wrath resolved at S=10 and AP2. He also does not scatter if deployed via deep strike (this is perhaps a recommendation, all things considered). If you remember the old vector strike rules, then Sanguinius can also do something akin to that as well.

Finally, he carries a one-use pistol (assault 2) which will cause a lot of damage, and gets a choice about which blade he will carry in to combat. His spear can be thrown (but is not recommended since he then cannot use it!), but is a great S+3 AP1 weapon when he charges, becoming AP2 on subsequent rounds at normal strength. This comes paired with the Moonsilver blade which gets bonuses against daemons Take it. Otherwise, he can select the Blade Encarmine for rampaging, shredding fun.

Weaknesses.
The price tag (both points cost in game, and money for the model plus base) for Sanguinius makes him the most expensive primarch to date. To be clear, I would contend that the points cost is worth it. You can make your own mind up about the money that his model costs.

However, the biggest draw back is the required build for Sanguinius and his army. They have to be charging in to close combat all the time to make the best of the bonuses supplied by the Primarch. But the Blood Angels player was probably doing that anyway.

Surprisingly to me though, Sanguinius can readily be locked in combat by tarpit units. This is a big negative and even the Khan gets better than Sanguinius in this department (i.e. hit and run).

He can only ever be a loyalist too. Oh well.

Overall.
Great. He's an awesome primarch with an awesome model. He buffs an already close combat and jump pack orientated legion to a good amount. And he is awesome in close combat. Take him with a bodyguard unit and go forth, just don't get locked down to truly amazing tarpit units. 

Tuesday, April 23, 2019

Horus Heresy Review: Chapter Master Raldoron


Background.
Calm. Composed. Smart tactician. Very disciplined. It is not hard to see the reasons that Raldoron was the equerry to Sanguinius himself. His own life in the legion followed the calm approach and not the over the top flashiness that some of his brothers (and cousins) may have favoured.

Strengths.
Raldoron is precisely what we might expect of a Praetor of the legion that is tooled up for close combat and short range fire fights.

Beyond the (basic) Praetor mechanics, Raldoron is able to select his warlord trait. This makes him an almost default commander for when points values do not allow Sanguinius to take to the field.

His sword deserves a special mention here. It is a fantastic master crafted style paragon sword that gives shred, but fundamentally is not a specialist weapon either. This is fabulous and not encountered anywhere else in the game.

Weaknesses. 
None really. Perhaps that he can only be taken as a loyalist? I'm struggling to come up with negatives to be honest.

Overall.
He's a praetor with a great weapon and ability to select the warlord trait. He will see a lot of play in Blood Angel armies of the Horus Heresy. 

Monday, April 22, 2019

Horus Heresy Review: Judicar Aster Crohne


Background.
In a nutshell, Crohne is a natural born survivor. Massacres, bloody battlefields, and slaughters untold, this is a marine who just gets through everything and still looks good doing so. He is also an old-timer, and therefore somewhat shunned by the rest of the legion whose methods have changed since Sanguinius took over command. Despite this, he is a loyalist through and through even if in the modern 30k scene the ninth legion seems like the wrong fit for him (it used to be a great fit, but the legion demeanour changed).

Strengths.
He has a 50 per cent possibility of coming back from the dead the first time that he is killed (going back in to reserves with one wound remaining). He is consequentially a tough character to take out.

He is able to grant shred and rend to hand flamers for his attacks (and destroyers, Angel's Tears) against d3 selected units. But this is very circumstantial and requires some fairly specific builds on behalf of the player which I have my doubts will see a lot of play to make the most out of. [It should be noted that the wording on this is dubious. I think its intended that all of these units gain the bonus, but rules as written says on Crohne gains it. Hopefully one for the next FAQ].

He has some nice equipment like a S+1 AP3 rending axe, hand flamers, and rad grenades. Plus gets a 2+ save.

Weaknesses.
Fundamentally, Crohne is not a praetor. He is a moritat. His use is therefore circumstantial and purpose utility only.

Overall.
This is not a character I can see being used frequently, sadly. Although he has a good number of things going for him, I would want a different HQ choice to him in many builds. However, for narrative play, and smaller skirmishes (think: 30k kill team style), he would be perfect.

To be very candid, I find it a pity that Crohne got a description and not Amit. 

Saturday, April 20, 2019

Horus Heresy Review: The Angel's Tears


Background.
There exist a range of attitudes toward destroyer units amongst the legions. There are those that simply do not use them (Salamanders) to those that regularly use them without remorse (Death Guard), and various shades of shunning, and occasional use in-between. For the Blood Angels, they use them, but only when Sanguinius calls for it. These then are the Angel's Tears: Destroyers for the Blood Angels, also called Erelim, and part of the First Sphere like the Crimson Paladins. They have given up their names and identities whilst they serve in this manner.

Strengths. 
For all intents and purposes, the Angel's Tears are counted as Destroyers. This means that they can fulfil any compulsory role in a roster that destroyers would, and so forth.

The main strength here is that the Elelim are better than regular legion destroyers in many ways.

The sheer customisability is great. Rad grenades abound on every model, coupled with jump packs, and volkite serpentas. There are some crazy upgrades available here like assault cannons with suspensor webs, or maybe you'd prefer grenade launchers on every model. Honestly, this is a really great unit choice. About the only thing they never get access to is phosphex. (They also don't get rad missiles, but the rad grenade launcher partially makes up for this).

Weaknesses.
Can you live without phosphex?

Of course, you can still take Destroyer squads should you want, but that is just not fluffy. The background clearly states that the Erelim replace destroyer squads. So even if you want phosphex (the Erelim don't have access to it), you can, but don't expect to win best army awards.

The bottom line here is that these marines are assault infantry with special gear weapons. Treat them well and they should do the trick for you.

Builds.
Oh my. There are a lot of thoughts I have about the Angel's Tears. I'll try to cover some of my favourite builds here, but since there are so many options, I'm not claiming that this list is exhaustive. Not that we cannot take hand flamers as the legion rules state that the volkite serpent MUST be part of the warmer OPTIONS, and not part of the baseline equipment. However, Inferno Pistols on the squad leader is viable.

5 Erelim, Arch-Erelim with artificer armour and thunder hammer (160 points).
Something of a baseline unit for me personally. I like the quasi-assault squad feel of this that is coupled with rad grenades. Add extra marines to taste.

5 Erelim, Arch-Erelim with inferno pistol, artificer armour, thunder hammer, 2 heavy flamers, 2 assault cannons, melta bombs all round (240 points).
Hunt down and take out troop transports. Mop up the contents.

10 Erelim, Arch-Erelim with artificer armour and power weapon, all with heavy flamers (325 points).
The anti-horde build, and something of a heavy support choice on jump packs. Heavy flamers on every space marine makes for a flying wall of death. Honestly, I'm seeing this build as really good in conjunction with infiltrate (think: Coils of the Hydra / Alpha Legion!). Take melta bombs to taste.

10 Erelim, Arch-Erelim with artificer armour, all with Iliastus pattern assault cannons and suspensor webs (365 points).
Ha ha ha ha ha! The sheer shooting output of this unit is crazy. Forty shots at strength of 6 is amazing. Against other marines, that 27 hits on average (rounded), which in turn cause 22 wounds, of which, 7 get through. That's good enough to make unit of 5 marines dead, and a unit of 10 take a rout test under ordinary circumstances. Probably good against light transport vehicles too.

10 Erelim, Arch-Erelim with artificer armour and power fist, all with Angel's Tears grenade launchers (380 points). 
I really like this build as well. It has the same range as the assault cannon build above (24 inches), but instead it is firing small blast templates which will hopefully hit more targets than the assault cannons. Rad phase and fleshbane will really help here as well.

Thursday, April 18, 2019

Horus Heresy Review: Contemptor-Incaendius Class Dreadnought


Background.
Let me be polite. Some dreadnoughts have jump packs. Get over it. They're only manufactured by the Mechanicum that is stationed on Baal's first satellite, in association with Anvillus.

Strengths.
The careful reader may have already noted that this dreadnought comes with a jump pack. The more careful reader may have already got over this.

Said jump pack allows one of two things to happen. Firstly, the dreadnought can deep strike in to play. I trust this is not a problem for anyone used to dealing with dreadnought drop pods to deal with.

Secondly, and once per game if the above is not selected, the dreadnought can boost 12 inches in the movement phase, or: charge 3d6 inches. None of these three (one use) options is game breaking in itself. I refer the reader back to the statement of getting over it. Sure, it is powerful, but there's a points cost to be paid. But it is also very flavourful. And no one in the Horus Heresy gaming sphere will overlook this facet. Prepare to face three of them, frankly.

Beyond that, they come with talons of perdition. In short, they apply 2 wounds instead of 1 per unsaved strike. This is powerful, and comes teamed with in built heavy flamers.

Weaknesses. 
It is a dreadnought that likes close combat. The Alpha Legion will snipe it off the board with a conversion beamer from the back pocket. Beware. Other than that, there are no serious draw backs here. Treat it as you would an armoured close combat dreadnought, albeit a speedy one (I forgot to mention fleet above as well), and be happy!

Builds. 
There is a temptation here to swap out the talons for a close combat weapon, or the heavy flamer for a bit more dakka. The close combat weapon will get the doubling of the strength value, whereas the perdition blade is just the dreadnoughts base strength. I think because of this one of each might be preferable for maximum utility.

Dreadnought with 1 talon of perdition and 1 dreadnought close combat weapon with in-built assault cannon (210 points).
I think this is the build that most players will be taking. Balanced, with bonus dakka. There are only a few variations to be candid, and although the melta gun might be preferred in some situations, I would still think the temptation to play the assault cannon is high. It synergises well with day of revelation, but I am unconvinced that buying extra armour here is totally worth it. But if you have the points to spare, why not. 

Tuesday, April 16, 2019

Horus Heresy Review: Crimson Paladins


Background.
These men are the guardians of the halls of the Primarch, also known as the Keruvin. Like others in the first sphere, they give up their identities and adopt new names. In battle, they are the "anvil" (not my words, I emphasise, but their role is not dissimilar).

Strengths. 
As cataphractii terminators, they are already very strong. However, they really excel in close combat. Their special rules give them feel no pain in close combat when outnumbered which improves by one pip when outnumbered by a factor of two. For the purposes of being outnumbered, each paladin counts as two models. Hence they have some amazing staying power - perhaps some of the best in the game. But this relies on being locked in melee. 

Further, in close combat their power shields reduces the strength of incoming attacks by one as well. This means that they will usually get feel no pain saves against weapons that they ordinarily will not (think here about power fists and similar). Armed with sunset blades and the sergeant taking a perdition blade makes this a formidable unit. 

Combined with the Blood Angels legion rules, they are a force to be reckoned with when played well. Which is to say if they're outside combat, they are not being played well. 

I'm not sure this is a strength, but the models are simply wonderful too. [Well painted, and beautiful models survive longer on the battlefield, do they not???!!!]

Weaknesses.
Fundamentally, the crimson paladins have only one wound each (except for the Exemplar). I had hoped that they would have two each like some of the other legions, but alas they do not. 

They also need to be in combat. All the time. 

Strictly then, terminators from other legions provide a better "anvil" role better to the crimson paladins. That said, I've no problem in thinking of them as escorts, or as bodyguards for Sanguinius himself. It seems like a very reasonable and prudent role for them. Alternatively, fielded in conjunction with other dedicated "hammer" units, they will shine. Finally, the other obvious use for them is as (expensive) tar-pit units to snare up others. 

Builds.
3 Paladins, Exemplar with perdition blade. (170 points).
I regard this as the baseline build. Probably best used with a character or as a sneaky tar-pit.
Feel free to add extra bodies if you're confident of not losing the feel no pain rule. 

5 Paladins, Exemplar with perdition blade, 1 with heavy flamer, 2 with sunset blades, 2 with power fists (295 points).
Getting expensive here, but this is a close combat squad effectively. Take grenade harness to taste, or replace the heavy flamer with a plasma blaster if preferred. 

5 Paladins, Exemplar with perdition blade and assault harness, 1 with assault cannon, 2 with sunset blades, 2 with power fists (310 points).
Slightly shooty with still excellent close combat possibilities here. More expensive than necessary though, as a regular legion terminator squad is arguably better for this role. 

Saturday, April 13, 2019

Horus Heresy Review: Dawnbreaker Cohort


We begin our reviews of Malevolence with the Blood Angels and the Dawnbreaker Cohort. Sine the legion rules have not changed since the last outing, we refer readers back to Retribution for our earlier review.

Background.
The Dawnbreakers are the elites of the assault squads for the Blood Angels. They are known for accompanying Sanguinius himself in dawn raids as they sprinkle down from the skies to liberate long long human colony worlds from xenos and tyrants alike.

Strengths.
In a nut shell, they are beefed-up assault squads. Along with a regular jump pack, they also have artificer armour to make them more survivable. This will work well with both "Days" rites of war for the legion in general.

Their weapons are interesting. Along with the grenade dischargers, they have access to falling-star pattern power spears as standard. These are the same weapons that the Phoenix Terminators of the Emperor's Children have under a different name which gives AP2 and and one extra pip of strength on the first turn of combat which makes them very hard hitting.

Alternatively, they can have Equinox blades: one with shred and keen, the other with rending and sunder. Sunrise blades give a bonus pip to initiative which is truly excellent against other legions and their regular squads.

Weaknesses.
There is a worry about being tar-pitted, particularly against enemy terminators if this squad is not built for taking them out on the first turn. They also lack significant ranged weapons (beyond the grenades). Otherwise this is an excellent unit selection when played to its strengths.

Builds.
I would like to devise a way to give these guys hit and run to take more advantage of the power spears so that they can really devastate terminator enemy squads. But that's a thought for another day. In the mean time, here are some thoughts for builds.

5 Dawnbreakers, champion with perdition blade (230 points)
A basic build to provide a good amount of damage on the first assault turn and pose a continuing threat to infantry.

5 Dawnbreakers, Equinox power blades, champion with perdition blade (250 points)
Another sort of "basic" build to take advantage of the sunrise and sunset blade to give a bit of flexibility, but it gives up the AP2 on the charge which is why I would recommend the blade of perdition.

10 Dawnbreakers, 4 with equinox blades, 5 with falling stars, champion with perdition blade (355 points)
The mixed approach and maximum squad number is a very nice squad indeed, although here the points cost obviously start to stack up making this a choice for a larger points value game. The addition of melta bombs is cost effective for this unit as well as a potential further upgrade.


Monday, October 16, 2017

Ruinstorm

Its not a big secret that I am an avid reader. This obviously includes the Horus Heresy series that has been released by the Black Library for more years than the Heresy lasted for. The latest release in the series is Ruinstorm.

The book centres around the closure of the whole Imperium Secundus story arc. That's the one where Guilliman thought that Terra was probably extinguished already and where he got together with two of his brothers, Sanguinius and the Lion, to build a new Imperium in the core of Ultramar. 

I do not wish to write about any spoilers here. So I will keep my comments generalist in nature. Firstly, I think that the Black Library made the right choice in the author of the book, David Annandale. I like the way that he has approached the whole arc and how the various different threads have been woven together in to a successful and cohesive whole. 

Ranging from the guilt felt by the Primarchs about the founding of the Imperium Secundus, through to how they act within their own fleets and tackle the obstacles presented in front of them. Ruinstorm presents a good yarn for the long time readers of the series.

The positives for me include the perspectives on the Rainstorm and what it means for Chaos to encroach on the material Universe in general. The literal chaos that results in deep space is well described and provides an evocative ensemble of blasphemous material to draw upon for game terrain creation for example. Remarkably, as well as being a book to bring the Secundus plotline full circle, the book also links in to the Damnation of Pythos. I was not expecting that really. 

Each of the three Primarchs is "tested" in some way or other. Sanguinius wrestles with his fates (turn left and its bad, turn right and its worse). Guilliman and the Lion also wrestle with their own demons (or daemons, not sure which way that should be spelt any longer, sorry!). 

The culmination of the book deals with the "Why" and "How" of the Blood Angels making it back to Terra in time for the final battle. In that way, it provides nice closure to this known fact alongside the "Why" of the Dark Angels and Ultramarines not making it back in time. Similar to how the White Scars made it back, I was pleased with the way that the story developed around this narrative. It might not be to everyone's tastes though -- but I liked it.

The major negative is the huge amount of back-material needed to properly enjoy this book. Jumping right in to the series here is probably not a big recommendation by me. Its possible, but readers will probably scratch their heads about a few items along the way. To be honest, not even I've read the full series (I tend to skip the anthologies for instance unless there's a chapter that I really, really want). So overall, a good tale, but a specialised one in relation to the Secundus arc, yet at the same time accessible for addressing the "Hows" and "Whys" behind the Blood Angel's presence on Terra when Horus came.


Thursday, February 23, 2017

Headhunter with Heavy Bolter

Following on from yesterday's squad leader for my Headhunters, today is the Heavy Bolter toting squad member.

Now, for this marine, remember that the heavy bolter automatically comes with suspensors to offset the "heavy" setting. Hence he can run and shoot normally. 

For this marine, I wanted a heavy bolter that was a bit different to what is normally seen on the table top. This is because the rounds being fired will be bane strike, and the suspensors will probably make the heavy bolter fairly unique in the armour.


The light coloured parts are resin from the Forge World upgrade kit for the headhunters. The heavy bolter itself is from the Blood Angels range, with the front end being from the chaos space marine upgrade set. The backpack is clearly grey knights. The legs are regular space marines. Overall, this is a miniature that looks very unique and helps communicate the diverse weapon (perhaps illegal tech) that the Alpha Legion likes to use. 

There's a bit of finishing off to do here yet. Clearly the armpit requires greenstuff (you can see the conversion work with a paperclip pin in the armpit of this photo), and the cables need bending in to place at the rear of the heavy bolter. But otherwise, this is a miniature that I think is looking very nice already, even if it is a bit of a work in progress. Indeed, the pose is the marine effortlessly lifting the heavy bolter up to a more eye / line of sight level (which I wanted in there to suggest the suspensors at least). The chaos space marine gargoyle head is just the icing on the cake really for me. It fits very well and gives a certain baroque feel to the weapon which fits with what I wanted for the theme of this conversion. 
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