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

Friday, March 22, 2024

World Eaters Warmonger / Praetor

A new conversion today - this time for the World Eaters! Plans are afoot for a small allied detachment of this legion. This particular miniature will serve as either a Praetor (in which case the weapon is a paragon blade) or as a Warmonger - primarily for the use of the teleport device (in which case the weapon might be an excoriator?). 

The bits used are most obviously a Red Butcher body. The arms and weapon come from the Dark Angels terminator range. The shoulder pads are Forge World resin Tartaros armour. I wanted this guy to suggest violence incarnate combined with martial skill and intimidation. I think it does so in droves. 


Saturday, June 3, 2023

Horus Heresy 2e Review: Marduk Sedras

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, generously rounded up to 4/5 stars. I hold mixed views about this characters which arises from similarly mixed rules.

Background.
A very old space marine by any standard. He's seen it all and fought alongside the Emperor himself, the Emperor's Sons, and many others besides, including during the Unification. He asked to remain a master rather than join the central core of the legion is Eskaton of the Dreadwing. 

Strengths.
The warlord trait allows him to take a unit of Inner Circle Knights along with an assault reaction. This, of course, means one less elites slot being used.What really shines here is the Ancient of War rule. Since he's seen it all, he can tell his allies about his experiences. All Dark Angels within 6 inches of him at deployment gain preferred enemy against a chosen faction. This is amazing!

His kit is great: the armour can sweep despite the 4+ invulnerable and you pass dangerous terrain checks. His sword, The Death of Worlds, gives S+5 at AP2 which is amazing, but is also unwieldy. The best bit by far is the ability to cause -1 to invulnerable saves. This is truly unique. Could be good in the right circumstances of course and will instant death many. 

Weaknesses.
The warlord trait gives nothing other than the bonus unit and reaction - its not a "proper" trait in comparison to others. But it gets worse. The unit cannot sweep, while Marduk himself can! I find this such a peculiar contradiction! With this said, it is clear in the fluff it is supposed to be cataphractii armour so will no doubt count as such in the future. Hence no such contradiction. With the Ancient of War rule, also beware of stacking everything in a perfect pie plate formation for the enemy to kill you on turn one. He's also restricted to the loyalists - sorry traitors. 

Overall.
An interesting character that is worth it from the point of view of  the Ancient of War rule alone. Add on his combat potential, plasma burner, phosphex bombs, and the rest, and his is quite the tasty proposition. Just a pity about the peculiar warlord trait and going at I=1 in combat otherwise he'd be absolutely stellar. 

Thursday, June 1, 2023

Horus Heresy 2e Review: Corswain

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are great - he is a tremendous beat stick!

Background.
All of the legions have recognized "names" that their brothers and cousins will instantly know. For the Dark Angels, Corswain's name is one that echos still some ten millennia later such was his skill. 

Strengths.
Honestly, if you want something dead short of a Primarch, then Corswain is your man. And he might even have a shot at some primarchs as well. I like to think of him as a beat stick legion champion. He has the kit to boot: The Blade has both duellist's edge and murderous strike along with being master crafted. His armour is insane for keeping him in the game by providing 3+ invulnerable in close combat and 4+ otherwise (or a regular 2+ save). Mix in that he has WS=7 and precision striking at 4+ and he will get the job done.

Weaknesses.
The first weakness is that if he is your warlord, you get locked into Marshal of the Crown (Death wing). It is not bad, but there are much better alternatives.

He's loyalist only, so a non-starter for traitor lists. 

Overall.
He kills stuff in close combat while staying alive very well. That's literally all he does. He does it to a maximum standard, to be clear. But he doesn't provide army buffs or anything else. A true beat stick in the traditional sense of those words. 
 

Tuesday, May 30, 2023

Horus Heressy 2e Review: Deathwing Companion Detachment

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and very unique within the entire game which makes them a great choice for what they are able to do. 

Background.
Devoted to their legion and sworn to protect their leaders even unto taking the death blow for their praetors. The companions are the longest serving veterans of the Deathwing and come with a variety of unique upgrades. 

Strengths.
The Death Sworn Companions rule is mighty indeed and allows the player to ignore precise shots and strikes, along with the sniper rule, as well as letter the controlling player allocate wounds. This rule alone makes the unit worth taking. 

The Deathwing retinue rule means they only are allowed in play alongside a master of the legion and cannot be taken on their own. This is fine.

It is worth talking about their unique upgrade here as well: the Cytheron Pattern Aegis -- at the expense of dropping a bolt gun. The basic way to use them is as a 4+ invulnerable against shooting, or a 5+ against close combat. But when "deployed" at the end of a movement phase by 2 or more members of the squad, then entire squad gets this benefit along with imposing I-1 at the price of not being able to themselves attack. This is mainly worth it, but also worth thinking about how to optimize for this choice. 

Weaknesses.
A truly unique unit of veterans in the entire game. The WS=5 and W=2 combined with artificer armour is just the icing on the cake, let alone the refractor field for the Oathbearer. They can even take jump packs!

Builds.
5 Companions, all with Terranic Great Swords, 2 Cytheron Pattern Aegis (195 points).
There are lots of ways of configuring this unit. I like the great swords for their sheer audacity. The two aegis are for the initiative drop when required - it won't always be needed and you can keep these guys alive for a while due to being able to allocate wounds. Getting expensive for 5 models though, but worth it still. Take a legion vexilla to taste. 


Sunday, May 28, 2023

Horus Heresy 2e Review: Dreadwing Interemptor Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but you are competing for an elites slot for these guys. 

Background.
When you want a job done, and that job is no less than the complete and utter annihilation of the problem, these are your men. They leave no trace of anything behind, and won't probably even remember themselves. The Lion's ultimate sanction all told. 

Strengths.
Do you like plasma? What about plasma burners? How about an upgrade to a plasma incinerator which is just like the above but with a torrent? If so, this is the squad you are going to adore. 

Beyond this they also get stubborn, counter attack, and bitter duty which helps them on some occasions. 

Weaknesses.
The elites slot is already full. You may struggle to get this squad in there, but could do if you focus. You also don't need a full squad, but 5 bodies still only has 5 wounds and thus they are not durable when combined with their regular 3+ power armour save. You will really want a transport to get into position and then unleash. Good luck though, this squad will be a priority target if your opponent knows what they are facing off against. 

Builds.
5 Interemptors, 1 plasma incinerator, Praefectus with artificer armour and 1 phosphex bomb (150 points).
There are multiple ways to configure the unit, but I feel a low body count is best. Even a "naked" squad will serve well, but I suspect the optimal use is an alpha strike / plasma-cide tactic which argues for keeping the points cost low. 



Wednesday, May 24, 2023

Horus Heresy 2e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but there's probably only a couple of orders that you are going to take. 

Background.
There are wheels within wheels, and there are orders within the Dark Angels. The Inner Circle Knights Cenobium are those orders militant within and dedicated to unique martial skills. 

Strengths.
The plasma casters that they carry as standard are effectively flamers with breaching, but what is really cool are the standard terranic greatswords. These terminators come as standard with 2 wounds and WS=5, but the preceptor has an amazing WS=6 which blows away much of the competition. 

Not only can they take the hexagrammaton upgrades, but they get their pick of Orders as well. 

Augurs of Weakness: Get a bonus against AV=11 or higher. You will want Iron Wing and some hammers here. But note there are better tools in the box for tank hunting than these guys - this is a bit of a waste.

Icons of Resolve: Ld+1 when charged is not worth taking. Skip this.

Slayers of Kings: Re-rolling of 1's to hit against WS=5 or higher or in a challenge is hilarious. Take with death wing. Don't forget Terranic Greatsword bonus. Take this almost every time!

Hunters of Beasts: I'm a bit neutral on the worth of re-rolling to wound rolls of 1's against T=5 or higher. I mean, if you know you're facing lots of beasts, then yes sure. But otherwise probably not quite worth it.

Reapers of Hosts: A+1 against they have base to base contact with more than one enemy is cool. Take it if you're not wanting Slayers of Kings. Great against horde armies, of course.

Breakers of Witches: re-rolls against deamons, psykers, and corrupted is highly situational. Of course, if you know you're against daemons of the ruinstorm, it is a no-brainer. Thousand Sons will hate you for it too. As will plenty of Word Bearer armies, and certain Sons of Horus builds. 


Weaknesses.
Lots of points cost here, and they can not sweep!

Builds.
5 Inner Circle Knights Cenobium, 1 Legion Vexilla, Preceptor with Grenade Harness (290 points).
There's honestly not many other builds to consider. Add extra bodies to taste. Swap out a greatsword for a thunder hammer (perhaps 1 only) if desired otherwise retain those greatswords all round.


Saturday, May 20, 2023

Horus Heresy 2e Review: Lion El'Jonson

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

Background.
The Lion was ever the ruthless pragmatist. Brought up on the death world of Caliban, he hunted fearsome monsters to their graves and learned that once he committed he had to follow through or perish himself. This attitude bled into his Dark Angels legion and made them a relentless force that destroyed the enemies of mankind without remorse. 

Strengths. 
The Lion does a little bit of everything. He applies some force wide buffs, while also being a significant personal danger. As Sire of the Dark Angels, he grants crusader (nice!) as well as a leadership buff to anyone who sees him - what a guy. The shooting reaction bonus is solid. He also gets to pick which hexagrammaton type he is every turn which is sublime. Keep him alive in turn 1 with dreadwing, and then move him to deathwing to get that +1 to hit when you need it most. You probably don't need the others?

His state line is beautiful and the envy of some other primarchs - WS=8 is triumphant for instance. He has a choice of weapons - the Lion Sword (which is a threat to everything) and the Wolf Blade (great for chewing up power armour blobs, but really its not as good a general choice as the Lion Sword - so take that instead). The armour allows a re-roll of the first failed invulnerable save per player turn which is cool. His side arm - the Fusil Actinaeus - grants blind with rending at 3+ making it one of the better weapons carried by the brothers. 

The point of the blade allows him to always charge 8 inches regardless, which will get him into combat plenty of the time. Hi choler also results in increased numbers of attacks when his wounds are reduced (up to A+2 at W=2). The stasis grenades meanwhile are cute and impose I-1 some of the time (but only usable once per battle). 

Finally, he also has adamantium will at a 3+ level which is remarkable.

Weaknesses.
He is not the best of his brothers in combat. Horus, Ferrus, and others are strictly better than him. I would place him in the upper half, maybe even in the top third (NB: math hammer still to be fully worked through). He is not a massive army buffing primarch either - but that crusader buff sure can be potent. He does a bit of both and well enough to get away with a lot of things. He is worth the points cost - although they are a bit steep at first glance, do pay them gladly! - and will serve you well. 

Overall.
Take him.

Difference to First Edition.
As with first edition, The Lion is something of an all-rounder who is able to be a bit of everything ranging from buffing his army through to being a close combat monster. In this regard, little has changed, and perhaps this is not surprising given that The Lion was published in First Edition comparatively recently (he was the final primarch to be released with a miniature and rules, after all). Sure, some things have changed here, but overall he feels about the same to me in the context of second edition. 


Wednesday, May 17, 2023

Horus Heresy 2e Review: Paladin of the Hekatonystika

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. To my mind, this is arguably the best legion specific consul upgrade in the game which is why I'm giving the maximum number of stars. 

Background.
The keepers of secrets of the Dark Angels legion and those who acquired battlefield knowledge. They are steeped in symbols and are initiates of the orders of this labyrinthine legion that even the Alpha legion would be proud of!

Strengths.
Gain an Order like the Inner Circle Knights, along with WS=6 and maximum leadership, stubborn and adamantium will. They also get a very valuable Terranic Greatsword for free. 

Yet again, this is a swiss army knife character for the swiss army knife legion. You really won't go wrong for what you're getting.

Weaknesses.
None really for the points cost you pay. This is very much strictly better than a legion champion. You just have to choose the battlefield role you want for them and select the Order accordingly. May I recommend perhaps Reaper of Hosts as the default to grant A+1 when already in combat - this is a great bonus all round. All the choices can work though. 

Builds.
Paladin in Tartaros armour with Terranic Greatsword, Grenade harness (110 points).
Fairly generic and yet also gets the job done. Could easily be a Cataphractii armoured terminator as well if you wished. 

Paladin with Jump Pack, Terranic Greatsword (110 points).
A very nice and deadly consul to place with your assault squads. Similar can be said of bike mounted versions. 

Monday, May 15, 2023

Horus Heresy 2e Review: Dark Angels Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down to 3/5 stars. Three excellent upgrades, and two forgettable upgrades!

Unique among the legions, the Dark Angels were armed with the remains of the Unification of Terra rather than the Martian pact that would follow and become standard for the other legions. This gives them access to certain horrors of the long night as routine. 

Calibanite Warblade. Get S+1 on your power swords for 5 points. A no-nonsense upgrade which is good!

Plasma Repeater. I'm on the fence about this one. Assualt 3 is awesome. Short range is poor. Lower strength is an issue. Twin linked somewhat makes up for it. And breaching (4) is fine. What really swings it negatively for me is just the cost. You would have to play them very offensively and it can work, but take the plasma burners instead.

Plasma Burners. In short: it is a plasma flamer. And they are exceptionally deadly at S=6 and breaching (4). Sure, they are expensive, but they will destroy entire units in one turn. Just ask your friendly support squad sergeant. They're game defining. 

Terranic Greatsword. Just take them. Ignore the AP3, you will more than make up for that. Rending and murderous strike are excellent. Even better, they go at your initiative and can pose a threat to lighter tanks. Really in the no brainer territory here.

Stasis Missiles. It sucks that its only an upgrade to missile launchers. Honestly your heavy support squads will want to be doing other things than getting within 24 inches to cause WS-1 via concussive. If these missiles could be applied to other things, I'd be more positive, but I just don't quite think they're worth the investment overall. Too ineffective for the price. 

Overall.
Take the Calibanite Warblade, the Terranic Greatsword, and the Plasma Burners. Leave the rest in the armoury.

Saturday, May 13, 2023

Horus Heresy 2e Review: Dark Angels Rites of War

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded up. The average and poor rites are outweighed by the better ones! And such choices to make to boot!

Rites of War.
Most other legions get 2 rites of war peculiar to themselves. Some of the more fortunate ones get 3. The Dark Angels legion get no fewer than SIX. You might well ask why. The reason are the 6 wings of the legion. A fair argument could be made by other legions to have more though - of that I'm completely certain. But it is what it is, and no amount of jealousy on my part is going to change that! 

The Steel Fist. [Ironwing] This is great and one for the tank enthusiasts among you. Predators as troops, kratos as elites, land raider transports for your iron wing infantry. Just amazing. You have to be embarked though, and not use deep strike or similar, but hey, that's not a problem. Troops have to be iron wing too, as does the warlord, or take the Lion instead. I see this as such a good rite - and it can also function as an allied detachment which will make any other foot slogging legion sing its praises. So well worth it all round.

The Eskaton Imperative. [Dreadwing] A very entertaining rite of war and probably almost unique in the legions except perhaps for the Death Guard. But of course, the Dark Angels are doing it better because that's what they do. Troops now include destroyers and interemptors, but the key difference is making all of the board except deployment zones difficult (and difficult become dangerous). Two big pie plates are also put down for extra dangerous terrain. You get a bonus +1 to wound against anything in dangerous terrain which is simply amazing. Of course, you have to have dreadwing characters and troops here, but you offer 1d3 victory points for anything of the enemy in your deployment zone (the inverse also counts). For me, I would advocate putting your troops in rhinos and other transports and simply out maneuver your opponent across the battlefield. Zip a few into their deployment zone in the final turns to gain +1d3 points and you're probably laughing. This rite requires planning, but you're essentially taking control of the battlefield here. Other legions without fliers and similar might struggle, but watch out for White Scars if you're using this rite as they might laugh at you.

The Storm of War. [Stormwing] Get a centurion who doesn't count against your force chart in tactical squads, assault squads, and despoiler squads. It isn't a consul though - just a centurion. You get stubborn for free and can fill out other parts of your chart with even more of these squads, just because. You have to have storm wing of course, and max out your troop sizes and cannot deep strike. This rite isn't as strong as others, but if you're wanting an infantry heavy force with a centurion boost, its amazing and can work a treat. Especially assault squads. Fill those spartans as well with despoilers. 

The Unbroken Vow. [Deathwing] Arguably the worst of the set is Death Wing's rite. Veterans and terminators can count as troops, but don't get line, instead gaining Heart of the Legion. A+1 within 12 inches of an objective is very nice and all, but you have to put an extra objective into all games which yields more victory points to the opponent for controlling that you get. Strictly, Pride of the Legion is better than this. You won't want to take this rite of war. Sorry folks.

The Seeker's Arrow. [Ravenwing] Yet another rite that fails to grant Line to your legion's key elements. Sure, you get sky hunters and outriders as troops, while cavalry get rampage 2. The down sides are an irritation more than anything (1 heavy support; fast, fliers, skimmers for vehicles). It is just not great. Sorry once again. Take a different rite.

The Serpent's Bane. [Firewing] Suppose you don't care much for the Geneva Convention and want things dead within the game? This is the rite of war you're going to want to take. Seekers as troops is where it begins, but this is not the key reason to take the rite. Instead, the ability to infiltrate 3 troops selections is the key reason. Seekers already have that, so you will want either a maximum squad of tactical squads or better yet: support squads. Melta and plasma to the face is going to hurt most things in the game - no two ways about that. And on top of this, you are selecting 3 enemy units that you have to take down (HQs or elites in the main part). You get +1 to hit against these priority targets, but lose out on 3 victory points for failing to take them down. So you'd better be ready to max out those melta and plasma support squads for this alongside the seeker squads. Worth taking, but you have to be focused in your game play and plan. 


Overall.
Two poor rites (Death Wing and Raven Wing), One okay one (Storm Wing) and the rest are good to excellent when played correctly. Mix this in with your Warlord Traits and your Hexagrammaton rules, and you have such a swiss army knife of a legion that you almost will be spoiled for choice as to how to build it. 
 

Friday, May 12, 2023

Horus Heresy 2e Review: Dark Angels Warlord Traits

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and in the right hand can be excellent.

Warlord Traits.
As with the Space Wolves, I'm choosing to review the traits distinctly to the Rites of War for the Dark Angels due to the inherent complexities. 

Marshal of the Crown. A paragon of martial and moral virtue for which others would willingly enter the fire. I like this trait for its simplicity and depiction of how the Dark Angels think and feel - let alone the strength of the trait. Anyone with line of sight to the warlord gets Ld+1 for their unit, but only if they share the same Hexagrammaton sub-type as the warlord (as well as a bonus reaction dependent on sub-type). Can't help but feel this can be so powerful in the right situations, and triply so with a highly themed army (looking at you, raven wing in particular). Of course, even a non-themed army can benefit, but its less likely to be a primary choice I suppose.

Seneschal of the Keys. Select a faction and then declare a turn the be "Decisive". The Warlord's unit gains WS+1 and BS+1 for the turn against that faction, as well as a bonus assault reaction. This trait will be the default one for a mixed-wing legion force I suspect, unless you really, REALLY, want that extra pip of leadership in part of your army that is presumably advancing with the warlord as above. 

Overall.
I genuinely like both of these traits. There's something for everyone, and lots of "toys" to play around with for the commander!
 

Wednesday, May 10, 2023

Horus Heresy 2e Review: Dark Angels Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are really rather good, and some of the best in the game in my (biased) opinion. Your mileage (and builds) may vary. 

Background.
The Dark Angels are the First Legion and hold a lot of the organization of the initial formations over compared to other legions. Horus saw to it that they were well out of the way when the Heresy began. They soon rejoined and were drawn into the Thramas conflicts with the Night Lords. Unleashing their forbidden weaponry, they would eventually crush them, but were unable to head back to Terra and instead found themselves at the side of Sanguinius and Guilliman in Ultramar. They set about countering the traitors and this would lead them to destroy many strong holds including Barbarus of the Death Guard and Chemos of the Emperor's Children. Purging galore in fact. Then they realized they could also get back to Terra. But were a touch late, because reasons. 

Legion Rules Review.
I think the key thing to acknowledge about the Dark Angels legion is that they are pretty much a Swiss Army Knife. This is also why I'm reviewing this legion last - it can be as mutable as the Alpha Legion and just as interesting. 

They can do lots of different things, sometimes at the same time, and no two constructions of this legion that you face will ever quite be the same. Okay, you could say that about any legion, but with the Dark Angels it is much more magnified and exaggerated. It can play in lots of delicious ways! 

This is in turn reflected by the core rule: The Hexagrammaton. All units have to choose one of 6 special rules!

(a) Stormwing. +1 to hit with bolters (including combi's and pistols, and even in a reaction). This is the obvious default choice for your tactical squads. Its fairly outrageous the output that this can cause! Other legions will weep.

(b) Deathwing. +1 to hit with most varieties of swords. This is awesome for your close combat sword wielding squads in any type of armour! Or +1S if you are a ramming vehicle (you won't really take this most of the time I guess). 

(c) Dreadwing. S-1 from incoming flames, plasma, volkite, and phosphex. Also reduction in effectiveness (to wound) of poison and force weapons. Great for those objective sitters, and units that you want to hang around a touch longer (perhaps backline ones like heavy support). 

(d) Ironwing. Re-roll 1's to hit against vehicles. Snap shot at BS=2 if you are a vehicle. Default choice for tank hunters, and all of your tanks. Don't underestimate BS=2 on your vehicles - it can be awesome.

(e) Firewing. Get +1 to wound against independent characters. This rule is for your warlord hunters and for those precise snipers. 

(f) Ravenwing. +1 to running distances will make the White Scars blush. Cavalry get re-rolls to shrouded. But vehicles get +2 movement at cruising speed. Put it on your bikes. And then think if you're facing White Scars and if so put it on your vehicles too - it will really upset them. 

Arsenal of the First Legion gives access to the armoury, Scions of the Hekatonystika yields the Paladin consul upgrade, and The First Legion rule gives the warlord traits. 


Advanced Reaction.
The Angels of Death reaction gives fearless and fear when charged if a Ld test is passed at a level of 2. Otherwise its fear at level 1 and stubborn if failed. This is a cool reaction and can be used in a protective sense, but also in a durability sense to tar pit enemies further when required (in fact, this style of play is one I wholly recommend to you all). 

Difference to First Edition.
All change! Goodness me, its hard to draw a parallel. I will say that I think they're tremendously improved though!

Wednesday, February 23, 2022

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

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

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

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

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

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

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




Saturday, January 2, 2021

Most Powerful Non-Named Character in 30k: Custodes Shield Captain

The Horus Heresy game is replete with a range of super-powerful beings and constructs. Not only are Primarchs available to play, but also heroes and anti-heroes of renown such as Sigismund and Abaddon, through to titans as well. 

However, there are plenty of powerful non-named characters available to construct. Legion Praetors come with a range of possible play styles and builds augmented with rites of war, and legion specific rules. Even the Mechanicum and Solar Auxilia have a range of unnamed characters that can be built to taste and made rather powerful in their own right.

Of all of these, there is one complete stand out to my mind. The Legio Custodes Shield Captain. When built with a Praesidium Shield and Solarite Gauntlet, this creation of the Emperor is beyond rude, he's almost game-balance wrecking. Add in a teleport transponder and the Tribune rule, and he is well and truly probably the best non-named character in the Horus Heresy game. Of course, more things could be added such as digital lasers, and so forth, but 6 lots of S=10 attacks with AP1 and master-crafted is truly awesome, even if it swings at I=1. Add on eternal warrior and fearless, and this unnamed close-combat killing machine really is up there with the heroes with names in the Horus Heresy (even if he utterly lacks in the ranged shooting department).

It would have been rude not to sculpt one (thanks Santa!). 


Most power fists in the game are left handed. I find this awkward, as most storm shields (and Custodes) shields are similarly left handed. One had to be converted. I didn't fancy repositioning individual fingers, so decided it would be the shield to be converted.

The power fist is a shaved down Dark Angels terminator power fist with the iconography removed, and the shoulder joined cut down to size to ensure that the pauldron fits over the top. The shield uses a fist from one of the sentinel war blades to attach to the arm, and some green stuff sculpting to build in around the upper and lower edges of the hand to create the handle for the shield once the original left hand was removed. Otherwise, this conversion is a simple one to execute and I'm pleased with the outcome here. It will await painting on another day. 

Saturday, December 12, 2020

Horus Heresy Review: Lion El'Jonson

Background.
The First. The Lion. And also the final primarch that will be reviewed on Warpstone Flux! That's right folks, we now have a full collection of Primarch rules out in the open, not withstanding the second and eleventh. 

In the book, he is portrayed as both ruthless and pragmatic which can be seen in the campaigns that he fought in the past. In particular it is noted that his function was to deal with the foes of humanity that others would fear and turn away from, much like he did in his youth on Caliban. Cross reference the xenocides that he partook in and lead. 

Strengths.
The Lion, for all his rules, is actually quite the generalist to my mind. He doesn't stand out as a force multiplier (at least in the same way as Alpharius), nor is he quite at the Horus level of close combat monster. That said, his special rules give him a very good chance against most other primarchs if it ever came to it. In combat, he gets better in the sense of more attacks when reduced in wounds count. Plus, he is largely immune to certain de-buffing effects that others have upon him thanks to his Absolute Focus rule. 

The stasis grenades that he carries makes for interesting shenanigans. Combined with the Fusil Actinaeus, he stands a good chance at blinding and slowing anyone he pleases. In this regard, he is quite a threat, and one that an opponent must deal with either head on, or by moving around the Lion. 

Interestingly, he also gets a choice of close combat weapon: either the Lion Sword, or the Wolf Blade. The former is fractionally better for duels, the latter better for vehicles and breaking units. If you're not dueling, I'd suggest the Wolf Blade in almost every circumstance to be honest. 

His buffs to his army includes a better morale check buff in a bubble, charge range (you're not going to stop him getting in to combat) and the potential for personal Death Wing body guards.

Weaknesses.
His army buffs are weak in comparison to other armies out there. Plus he does not dish out any force organization chart switching abilities at all. 

Other than that, he is a primarch and that means very few realistic weaknesses. 

Overall.
His points cost is reasonable for what he is able to pull off, although he doesn't particularly excel in any one area like his brothers. Sure, he's a beast, and he demands the opponent to do something about him, and he can de-buff and resist others de-buffing him. But no mass bonuses to his army. And outclassed by a number of other primarchs in the close combat arena -- but can handle a good fraction of them. He therefore sits in the middle of the power table to my mind. Dangerous as anyone else, to be clear, but more of a generalist than a specialist. Maybe that is the beauty of the Lion though. 

Sunday, November 8, 2020

Horus Heresy Review: Marduk Sedras

Background.
One of the oldest warrior in the service of the Dark Angels, Sedras has fought alongside the Emperor himself, primarchs, and many others of renown. He has seen it all. Been there - done that. There's almost no battlefield type he's not served on and mastered. 

Strengths.
Sedras has many strengths. In terms of equipment, he is a terminator with a S+5 sword at AP2 which makes him deadly in close combat. He further reduces the invulnerable saving throw of enemies down by one notch thanks to the sword which could make him the breaker of enemy terminator hammer units. 

To my mind what really sets him aside from others is the Ancient of War rule which gives preferred enemy against a given faction to Sedras and any over half-strength unit within 6 inches of him at the start of the game. This is great and will resonate with many of the plasma weapons that the Dark Angels can bring to the battlefield. 

Finally, he gets to take a cenobite squad instead of a deathwing squad which won't count against the squad limit. This is very nice and comes recommended to take full advantage of his preferred enemy bubble.

Weaknesses.
Sedras is fundamentally a close combat Master of the Legion. The controlling player, as usual, will need to figure out how to get him in to combat quickly. Take a vehicle and start him on the board, as the negatives of not having him on the board (Ancient of War) is too severe to not have him there.

Given that he will start the board castled up with other units, we must also take care that the enemy isn't going to use vindicator splat templates on the army, or call down a barrage from orbit. This is a serious consideration for the Ancient of War rule when setting up.

Overall.
I like Sedras overall. He is worth the points, and can be heavily exploited for the preferred enemy rule that can really turn the tide of a battle in favour of the Dark Angels. He's also a loyalist, and can never be take by traitor forces which is a nice addition and flavourful. I can readily see many players taking him -- possibly even favouring him over the likes of Corswain for his army boosting abilities. 

Monday, October 26, 2020

Horus Heresy Review: Corswain

Background.
Every legion in the Horus Heresy has its own legends. From Abaddon in the Sons of Horus, through to Sigismund of the Imperial Fists. The Dark Angels are no exception in having non-Primarch's whose names ring through the din of the background period. Corswain is one such name of renown. 

Strengths. 
Corswain has an enviable combination of rules that makes him a champion in close combat. From Master of the Death Wing, legion rules, precision strikes, and his master-crafted sword and the instant death ability, Corswain should rightly be feared in melee. Indeed, outside of the Primarchs themselves, there are few who can stand up to him (but there are several). Further, the Paladin of Glory warlord rule grants him further bonuses to win combats which shouldn't be overlooked. 

Weaknesses.
Traitors cannot take him, but worse than this: he lacks eternal warrior. This is a major detriment which will need the controlling player to carefully consider the charges that they will need to pull off for this character.

Further, there is the perennial question of how to get Corswain in to melee in the first place where he can excel. Hopefully though the Dark Angles have multiple answers for this! To be clear, Corswain is only a combat monster. He is not a force multiplier, nor a ranged expert. Play appropriately and build a force that focuses on close combat, or helps with the lack of non-close combat aspects to get the best out of him. 

Overall.
Corswain is a close combat monster in power armour (and excellent power armour it is as well with a 3+ invulnerable save in close combat that partially makes up for the lack of eternal warrior -- if you feel lucky and the die gods are on side). He should be played aggressively and at the tip of any spear that the Dark Angels player forges and he shouldn't disappoint. Just watch out for enemy characters and certain legions who are capable of nullifying his special abilities and causing instant death on him before his swings at initiative. These will be deadly to him even with a stunning invulnerable save in close combat if they land sufficient wounds.

Friday, October 16, 2020

Horus Heresy Review: Ironwing Excindio Class Battle-Automata

Background.
The dread silica anima are not dead. Known only to the Emperor and the Dark Angels, these artificial intelligences are not Mars-born, but left over from ancient Terra and born of malice with similar intent. They have been somewhat neutered by the Ironwing, but still lack restraint and could potentially turn on the Dark Angels as much as they wilfully eliminate their enemies. These are the Excindio: Dark Age AI nightmares.

Strengths.
Wow. This unit is in no small part rather incredible. The sheer fact of its existence in 30k is amazing in the first place, and its tabletop rules back it up. These automata are sheer death for most things short of special character models (and it'll happily kill many of them too). They will kill most things in close combat, and with the right weapon load out will do the same to vehicles at range as well. Honestly, they will get the job done. 

Weaknesses.
There are several weaknesses to consider with these beasts. Firstly, they stand a chance of turning on your own army. Hence the best way to play around this is to keep them away (or keep them nearer to an enemy -- this is a must). Secondly, with upgrades, their price tag starts to inflate to a level where you might as well take the Lion instead (equally, these machines are heavy support choices, not Lords of War). Or maybe some Mechanicum allies for a better health and safety record? Regardless, they can be equipped with a kill switch should they go truly rogue, but I question the utility of this given the close range that a controller has to be within to use it. 

Builds.
There are several ways to construct these machines. All deadly.

Excindio with 2 Atomantic Pulse Cannons and 2 hunter killer missiles (380 points).
A ranged option to bring down most vehicles in the game. 

Excindio with 1 graviton flux projector, 2 irad cleansers (340 points).
Interesting close combat variant, but consider carefully how it will get in to combat?

Excindio with 1 Atomantic Pulse Cannon (330 points).
My favourite build here, as it provides the best of ranged and close combat ability for an optimal price.

Excindio with 1 Nerve Induction Shredder, 2 plasma repeaters (340 points).
Something to take care of hordes?

Thursday, October 8, 2020

Horus Heresy Review: Dreadwing Interemptors

Background.
These marines represent the ultimate sanction from the Dark Angels of the Lion. They are charged with the literate erasure and annihilation of the enemy in entirety -- to leave nothing behind, nor even speak of their victories. They do this through their plasma burners and incinerators, which has the side effect of irradiating the marines themselves over a period of decades before they become combat ineffective or need placed in a dreadnought. Grim.

Strengths. 
I really like the plasma weapons on offer here. Lots of potential shots at AP2, but with the slight drawback of S=4 which should be compared against a regular plasma gun (and has the mild advantage of no gets hot rule). This is somewhat offset by the use of rad grenades though, and it is a squad that could chew through terminators of the enemy with ease. Stubborn is nice here too. 

Weaknesses.
Fundamentally, these are regular T=4 and 3+ save marines with one wound each. They are prime targets too. And they're competing for an elites slot with many others. My guess is that they will only be used alongside the Dreadwing special rite of war to be honest. Otherwise, the elite slot is being used for other units, and a support squad of plasma might be a superior choice. That said, putting them in a land raider and moving them up to a select target is a viable tactic and one to be explored (or grab them if you're an Alpha Legion player and infiltrate them in?). The plasma incinerator sits in an odd place since it is "heavy" but carries a suspension web resulting in a different range to the plasma burners for extra shots. I'd advocate a stasis missile launcher instead. Further, these marines are not close combat ones, they are dedicated very close range shooting marines. Don't get tar-pitted or they will die due to lack of attacks (1 each with a blade -- the burner is not classed as a pistol).

Builds.
I only really have one build to offer here since there are few options.

10 Interemptors, 2 missile launchers (340 points).
Take a land raider proteus to rock up to your chosen enemy and burn them away with the plasma (fire your rad or stasis missiles first though!).  Take phospex bombs to taste. 

Monday, October 5, 2020

Horus Heresy Review: Firewing Enigmatus Cabal

Background.
Small and elite units that feel to me like a pre-cursor of some Alpha Legion harrow, the Firewing are depicted as a force that merely exist to destroy the enemies key assets, morale, plans, and most other things related to their ability and will to resist. 

Strengths. 
Their jump packs give them a standard cover save, no matter what, and cannot be overwatched if charging whilst using them. This is very good to say the least and encourages a head-on style of play for the unit. Shroud bombs complement the feel of this unit.

The needle pistols are a fine and reliable addition, if a bit niche. The charge blades are similarly nice, with an extra pip in strength on top of a standard power sword. 

Weaknesses.
Fundamentally, I find it odd that we cannot add more bodies to this unit. But with 2 wounds each, that's not so much of a problem unless staring down some instant death weapons. They're meant to be played as anti-AP3 armour and shouldn't aim to get entangles with terminators at all. 

Builds.
There are not many options here. The only choice is whether to take a grenade launcher. I would suggest not bothering. Simply pay the points for the base unit, and fly them in to other marines (or equivalent) to bash them up. Their rules should keep them in the fight and enable them to win. Take 2 units, just to be sure? Head for a character embedded in a larger unit and then use the special rending rules to take them out. They are very points cost efficient for the job and come recommended from me!

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