Showing posts with label elites. Show all posts
Showing posts with label elites. Show all posts

Tuesday, June 25, 2024

Horus Heresy 2e Review: Charonite Ogryn Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Excellent melee unit. 

Background.
The Charonites are what you get when you mix regular Ogryns with illegal surgery. Not even the Mechanicum endorses the creation of Charonites, and so they have had to be created by the Saturnyne and Pavonis on Terra. The Mechanicum doesn't like this much at all. At least the conversion process results in strong loyalty and controllable frenzy. 

Strengths.
These space ogres are awesome in close combat. With 3 wounds each and T=5=S, they will cause some significant damage. Add on the fact that they have A=4 and you will immediately see why they are rightly considered deadly. 

Add on their claws, hammer of wrath, rage, and death frenzy and they are a terror to behold. The weight of their attacks coupled with rending means they can even be a threat to terminators. 

Weaknesses.
The main issue I see here is how to get them into position. Their movement rate is not bad at 7 inches, but they have no natural transport options and they are massively bulky. Solve this problem and you're good to go!

Builds.
9 Charonites (360 points).
I've taken the maximum number here. There are no other upgrade options. You probably don't need 36 attacks (i.e., 4x9) base, but if you want something dead in melee, then this will probably just about do the job outside of really elite terminators. They will chew through regular marines with contemptuous ease.


Tuesday, June 18, 2024

Horus Heresy 2e Review: Solar Auxilia Surgeon-Primus Aevos Jovan

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. A peculiar mix of rules within a unit and a unique character.

Background.
Tried for being far too unorthodox in his medical techniques, Aevos is also a genius. Or madman. He probably would have been great among the Emperors Children to be honest. Regardless, he got a reprieve from execution and now serves in the Solar Auxilia where he is regarded in awe for his surgery, and similarly feared. 

Strengths.
I don't quite know what to make of this unit. The man comes with an Auto-Gurney which once per turn might save a man that otherwise would perish within a certain radius. You can also sacrifice Orderlies to help nudge the outcome of the surgery in a certain direction. 

Weaknesses.
T=3.  BS=WS=2. He's not a fighter and this is not the reason you're buying him, even though he comes with a needle pistol. 

His infamy also means that there's a Ld-1 penalty within the same radius as the auto-gurney. He's also a low priority target to enemies and cannot be targeted by shooting or reactions unless within 12 inches. 

Honestly, he's a mixed bag. You'll be taking him for fluffy reasons, and frankly, why not. 

Builds.
Aevos Jovan, with 3 Orderlies (75 points).
Might as well take the maximum number of orderlies permitted I think. It is an expensive unit for what it does. You probably won't see him on the field often, so relish the times that you do.


Friday, June 7, 2024

Horus Heresy 2e Review: Solar Auxilia Medicae Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, and rounded up. Great points value, and a great way to sneak in an extra power weapon or similar.

Background.
Combat medics. They're good for preventing disease according to the background (who knows what spores lurk on alien worlds, after all), treating wounds, and administering the last rites. 

Strengths.
They can join any unit and GAIN their special rules which makes them highly flexible. The reason for taking them that many will be drawn to is the Auto-medicus which provides feel no pain. Given this is only at 6+, its not fantastic, but might make the difference once in a while.

What I really think is an over-looked benefit here is the ability to sneak in an extra power weapon, power fist, or similar in to a squad. This is excellent and not to be overlooked. 

Weaknesses.
T=3.  

Builds.
Medicae, Power Weapon (25 points).
This is the build that I would recommend taking. Strictly the power weapon is not needed, but the feel no pain is so limited, that I feel taking the power weapon is almost an automatic choice here.

Medicae, Reinforced Void Armour, Power Fist, Hand Flamer (37 points).
Cheap enough to take. I'd even be tempted by a plasma pistol if the mood takes you. 

Tuesday, June 4, 2024

Horus Heresy 2e Review: Solar Auxilia Veletaris Vanguard Section

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Good short range shooting unit.

Background.
If the storm section is the up close and personal elites of the Auxilia, then the Vanguard have the weapons for a close in fire fight. In essence, they carry the heaviest weapons on foot that mortal troops can manage on their own two feet. 

Strengths.
Rotor cannons or heavy flame units? Both have excellent use cases. The rotor cannons are longer range and can pin your opponent. The heavy flamers might only be template weapons, but are powerful when positioned well. Small units of either is viable, although withering firepower from a large blob is deadly. Mixing and matching is a potential option too. 

Weaknesses.
T=3. Take the vox too due to Ld concerns. 

Builds.
Veletaris Vanguard Section x10, Vox, Vexilla, Prime with Heavy Void Armour, Power Fist and Hand Flamer (120 points). 
Probably the base line entry. Feel free to switch to heavy flamers - no points cost alteration involved. 

Veletaris Vanguard Section x20, Vox, Vexilla, half/half with rotor cannons and heavy flamers, Prime with Heavy Void Armour, Power Fist, and Hand Flamer (200 points).
Maximum unit size, and a mix of weapons. Half-half is about right, and in most cases will be overkill. I can see a case for slightly more rotor cannons than heavy flamers if someone is truly wanting to go overboard with over-thinking things: 13-7 in favour of the rotor cannons might be good?

Thursday, May 30, 2024

Horus Heresy 2e Review: Solar Auxilia Veletaris Storm Section

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. The storm axes are very good!

Background.
This is where Horus might have otherwise trained or recruited from: this mortals are decapitation strike specialists and form the tip of the spear - the shock troops. 

Strengths.
The appeal here has to be the storm axes which give not only a solid (and needed) strength bonus, but also a vital AP2 along with murderous strike. Timed well, they can bring things down with ease. But you will probably want to have an opponent pinned before charging (or similar). There's some flexibility here in builds too, but if you're not taking the axes, then you might as well go big on volkite. 

Weaknesses.
T=3. Take the vox too due to Ld concerns. 

Builds.
Veletaris Storm Section x10, Vox, Vexilla, Prime with Heavy Void Armour, Power Fist and Hand Flamer (120 points). 
Volkite death rays!

Veletaris Storm Section x20, Vox, Vexilla, 19 Storm Axes, Prime with Heavy Void Armour, Power Fist, and Hand Flamer (295 points).
Maximum axes. Large points value that probably isn't worth it, so whittle down to 10-15 for a better bet perhaps. 

Tuesday, May 28, 2024

Horus Heresy 2e Review: Solar Auxilia Veletaris Command Section

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Solid enough. Dangerous with the right build at the right location at the right time.

Background.
This is where the elites of the army are to be found. Horus would happily have them on board his legion thanks to their speartip fighting techniques and preference for close combat. 

Strengths.
The volkite charger is a weapon that you can and should "go big" on - volkite almost demands this. 

The more interesting (and expensive) build is the ability to replace the charger with a power weapon. This gets expensive fast, but is well worth the cost! Take a transport and get into combat quickly. 

Weaknesses.
T=3. Ld is a concern in the absence of the Prime, so you will certainly feel the need for the Vox here. 

Builds.
Veletaris Command Section x10, Vox, Vexilla, Prime with Heavy Void Armour, Power Fist and Hand Flamer (165 points). 
Can't go too wrong with this level of points cost. Take a vehicle and unleash volkite death rays. 

Veletaris Command Section x10, Vox, Vexilla, 9 Power Weapons, Prime with Heavy Void Armour, Power Fist, and Hand Flamer (210 points).
Imagine power axes all round. Equally, some power mauls might be acceptable here too. Lances won't be as good, nor will power swords. 

Friday, April 19, 2024

Horus Heresy 2e Review: Eradicator Cadre

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

Background.
From the chamber of vigilance come the literal veterans of the Sisters. These women are the vanguard to take on severe threats from psykers across the galaxy and are readily deployed to face such threats with an array of weapons. 

Strengths.
To me, the real strength here is the flexibility of the builds coupled with the precision shots. Given the special rules, you can readily infiltrate, so the only question is which weapon to tote. This is almost ideal for a "melta-cide" squad format!

Weaknesses.
T=3. Pretty much basic stat line for a Sisters squad all round really. 

Builds.
Eradicators x5, all with combi-meltas (115 points).
A classic melta-cide squad.

Eradicators x5, all with combi-plasma (115 points).
Same but different. The plasma is for other targets than the melta-combi's above. Take a power axe on the Mistress to taste. 

Thursday, April 18, 2024

Horus Heresy 2e Review: Oblivion Knight Cadre

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

Background.
The martial elite of the Sisters of Silence. They are like the power armour elites of the space marines - battle hardened through seeing too much. 

Strengths.
With WS=5, the obvious use of this squad is to get them into combat. You will probably want to take a transport to do that. 

There are a bunch of upgrades to pick between, but the most valuable asset here is going to be the power weapon choice - take some axes for access to the AP2 and you will do very well. 

Weaknesses.
T=3. For a squad like this, I would have expected 2 wounds each, but I guess we cannot have everything?

Builds.
Knight Cadre with 5 Power Axes (100 points). 
Cheap, cheerful, and AP=2!

Knight Cadre, 10 members all with Power Axes, 5 Hand Flamers, 5 Plasma Pistols (325 points).
A maxed out squad. Getting on the expensive side though - especially considering T=3, W=1, and a 3+ save each.

Wednesday, April 17, 2024

Horus Heresy 2e Review: Knight Vestal Covenant

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Good!

Background.
Warriors, but also responsible for the health and well-being of their Sisters. Let's not beat around the issue: they are apothecaries for the Sisters of Silence under a different name. 

Strengths.
I want to explicitly note here that the FAQ ensures that the Knights can split up and join other units prior to the game, hence this tidies up the wording that was present in the original publication that was just a bit weird to my mind. 

Fundamentally, these Sisters are apothecaries and should be treated as such. Sure, they have a bunch of nice rules including fleet and the usual anti-daemon clauses along with a pair of bolt pistols, but you are paying the points here for the Narthecium - which is cheap enough!

Weaknesses.
T=3. 

Builds.
Knight Vestal with Power Weapon (45 points). 
Sure, you can take them with no upgrades at all, but I figure a power weapon will be useful to hide on this character for close and personal encounters. 

Wednesday, February 21, 2024

Horus Heresy 2e Review: Contemptor-Achillus Dreadnought

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. A great unit!

Background.
Look, Custodes can recover from many physical injuries. But every once in a while something (undefined, but probably brutally nasty) happens that they cannot recover from physically. Where they still have the will, they get interred in a dreadnought. There are few of these though due to the previously mentioned facts. But those that do exist are exquisitely made.

Strengths.
What do you get when you mix a Custodes with a Contemptor? A horrifying stat line is the answer with amazing S, T, and even W, along with WS=6 to boot. They also still go at movement = 8. Very impressive to say the least ... but also on par with other dreadnoughts at first glance until you remember the nemesis enemies special rule. 

I like the weapons here a lot. The fist is nice and standard, but the ranged weapons are great. There's enough firepower here to put multiple wounds on large opponents like knights, and to take out enemy terminator squads as well. 

Weaknesses.
They might get bogged down in the same way that other dreadnoughts do in regular space marine armies. The thing here is that your enemies that are capable of taking it down should already be tied up with the other elements of your Custodes army. Spread the enemy thin and you will readily get going with this Contemptor. 

Builds.
Achillus with Dreadspear and Power Fist (250 points).
I very much favour the base build here. It has threats all round - name your enemy from vehicles to troops and it has a plausible answer.

Sunday, February 18, 2024

Horus Heresy 2e Review: Aquilon Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars but rounded down. Three wound terminators that will struggle to get where they need to be short of teleporting. 

Background.
Deployed as needs be, these terminators are great for Zone Mortalis operations, but less so for the regular battlefield.

Strengths.
Cataphractii terminators with 2+/4++ and three wounds each - let alone the usual 5's across the board. 

Additional bodies are good in the squad, but not entirely needed. I like the fire pike as a replacement for the gauntlet, but the other options can be left at home (especially the power talons). 

Weaknesses.
With a movement of 7, they won't get to where they need to be quickly enough. Bulky (4) is also a real issue for transportation. Hence you will need that teleportation transponder from one of your HQs.

Builds.
3 Aquilons each with a fire pike (335 points)
Teleport in, do some damage and carry on moving forward.

5 Aquilons (470 points)
No upgrades here - you don't realistically need them. But you do need that teleport. 

Saturday, February 17, 2024

Horus Heresy 2e Review: Hetaeron Guard Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Excellent.

Background.
The closest confidantes of the Emperor himself and rarely leave his side. These are some of the best warriors that humanity has ever produced. 

Strengths.
Three wounds each and sporting meridian swords, these are a serious proposition for any enemy to tackle. The rest of the stat profile is standard for Custodes and the equipment similar

Weaknesses.
Not many realistically.

Builds.
I'm going to be honest: I don't think you should swap out the meridian swords. They're great as they are, so leave alone and play them accordingly. There might be a case for one or two Solarite Power Gauntlets, but hey, who am I to argue against such splendid swords?

Hetaeron Squad with 10 members, 1 with Vexilla and sentinel warblade (735 points)
You don't truthfully need a full set of 10 members for this squad, so just think of this option as the max'ed out version. Take less and they'll still work, depending on your points limit. The Shield is almost worth it here if you're footslogging. 

Hetaeron Squad, 1 with Solarite Power Gauntlet and Shield (265 points)
For illustration purposes, but still viable. 

Friday, July 14, 2023

Horus Heresy 2e Review: Myrmidon Secutor Host

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

Background.
The Myrmidon Secutors regard war as something to be computed with cold logic. They praise the Omnissiah through well executed battle plans and test themselves against new opponent in the arts of destruction. They have no master for long and during the Heresy could readily be found on both sides of the conflict. 

Strengths.
A stat line that features 4 wounds each is a major cause for attention to begin with. Combined with 5's across the board (except WS) makes them formidable. 

War gear is solid with their axes and short range Maxima bolters and refractor fields. The special rules go deep for firing protocols and hatred of everything. 

In short, they are a terminator's terminator. Play them accordingly: they really should be seeking out enemy terminators and attempting to take them out. 

Weaknesses.
WS=4 make them significantly weaker than some enemy terminators, so just beware. The armour save of 3+ is equally a concern, but readily offset by the sheer number of wounds. Upgrades like the irad cleanser and graviton gun can carry them to an advantage though. 

Builds. 
3 Myrmidon Secutors, 3 Irad-Cleansers (180 points).
A fairly basic set up wherein the irad cleansers irradiate the enemy. Swap out for plasma fusils for a longer ranged threat and enjoy either way.

10 Myrmidon Secutors, 3 Irad-Cleansers, 4 Phased Plasma-Fusils, 3 Graviton Guns (550 points).
A fully upgraded squad and capable of most battlefield roles. Very expensive though and still vulnerable to things like vindicators, so take care. Reduce to 6 members to take the transport option instead. 

Saturday, July 8, 2023

Horus Heresy 2e Review: Arcuitor Magisterium

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average and can be made strong with the right upgrade choices. 

Background.
A brand new entry in the army list! The Magisterium are for the Loyalists only. In effect, they are the judges of tech-heresy. Over many years they have become as close to the machine god as possible and are known as the grandfathers of the Malagra. Magi in their own rights, they are (socially) powerful and respected. 

Strengths.
They come with a small array of wargear like the stave a pistol and the usual protectiva and cortex controller. Their special rules are plentiful with firing protocols, battlesmith, feel no pain and most importantly precision strikes and monster hunter. Of these the precision strikes is probably going to be the most important and therefore I would very strongly recommend selection of a paragon blade upgrade to made this character worth while overall. Without this, his or her impact will not be that great.

They also get to select Arlatax or Vorax units to join them which is nice and doesn't cost a slot in the force organization chart. I'd probably opt for Vorax, but can see it both ways.  

Weaknesses.
A two wound character will always be a bit vulnerable, but they do have an otherwise impressive stat line with 5's in most places which means they will hold out against space marines of similar standing. 

Builds. 
Magisterium, Paragon Blade (100 points).
This has to be the baseline build. Take the servo arm and machinator array to taste. The other ranged weapons available depend on your army tastes as well, but I can see a place for both the phased plasma fusil and the photon thruster. 

Monday, July 3, 2023

Horus Heresy 2e Review: Domitar Battle-Automata Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars rounded up. The mechanicum's dreadnought smasher. 

Background.
A late entry to the mechanicum's strength before the fires of the Heresy would gut everything. The Domitar was designed as a line breaker. Able to smash into enemy lines and tanks alike, their purpose was one of swift engagement and destroying key elements of the enemy.

Strengths.
The pair of graviton hammers ensures that when the Domitar makes contact, it should be doing a whole lot of damage against tanks and dreadnoughts. Haywire and graviton rules will make anyone's day worse after all. Hammer of wrath and other rules ensure AP2 at S=10 can also smash even terminators with uncanny ability. The missile launcher system is just the icing on the cake here. 

Weaknesses.
Lack of attacks and BS=3 combine to hurt the potential of the Domitar. But with movement=8 and a modest price tag it should still be doing relatively well. 

Builds. 
There are only 2 upgrades: more Domitars, and Paragon of Metal. Hence we don't provide specific builds here. 
Regarding the Paragon of Metal upgrade then. In general this is worth it. the WS+1 and W+1 alone make it worth the price tag. The extra rules (IWND, precision shots, and rampage are strong in conjunction with each other and this upgrade on a Domitar is worth considering if you're not using it elsewhere. 

Thursday, June 29, 2023

Horus Heresy 2e Review: Tech-Priest Auxillia

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A very reasonable entry in the elites section.

Background.
Tech priests come as a covenant within the feudal ranks of the forge worlds. They are the lesser magi and magos of the worlds and are frequently enginseers, although others also exist. 

Strengths.
The best thing here is the Battlesmith rule all round. The ability to upgrade to a Magos Auxillia is a good thing as it then provides access to artificia cybernetica where required. The servo automata can also be upgraded to better suit the unit's needs.

Weaknesses.
The BS=3 can be upgraded with the Magos, but the baseline of this is a problem. The servo automata are interesting with T=1, but only a 5+ save makes them risky to take multi meltas on each of them. 

This fundamentally is a unit that you need to think about what you're doing with it. Pity that the magos or priest cannot be taken as an individual cheap enginseer really. Can't have everything I suppose.

Builds. 
Tech-Priest Auxillia, 2 additional tech priests, 1 magos with cyber familiar, automata with servo arms (160 points) 
A general purpose enginseer squad. Choose Reductor here and add on a graviton imploder? The beamer is interesting, but tough to make work in the elites slot as a backline unit?

Tech-Priest Auxillia, 2 additional tech priests, 3 graviton guns, 4 multi-meltas (250 points).
Very, very expensive. Probably plenty of better approaches. But take Lachrimallus to stay alive a bit longer to cause mayhem. 


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. 



Monday, March 27, 2023

Horus Heresy 2e Review: Khenetai Occult Cabal

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

Background.
One of the smaller cults within the Thousand Sons legion, the Khenetai fused their psychic powers with their blades and accomplished incredible martial feats therein. 

Strengths.
Baseline of WS=5 and 2 wounds each mark them out of veteran analogues. 

They do not get access to the minor arcana, but instead get a power to yield +1 to all of WS, A, and movement. This is terrific and for the points cost that you are paying here, this is such a strong and tempting deal! The force weapons only add to this amazing deal.

Weaknesses.
For what you are paying, there really aren't any downsides here. 

Difference to First Edition.
Improved! Okay, you can argue with me that they used to be WS=6 as baseline, but here in second edition it is entirely understandable that their baseline WS would be reduced. This matters not a jot though given their psychic powers. 

To be honest, the main problem here is that they are an elites slot. This slot is already mightily crowded!

Builds.
5 Khenetai, Blademaster with Artificer Armour (160 points).
You don't really need the artificer armour, but it is nice to have. Multiple units of this kind of build are powerful. 

Beyond this, I wouldn't advocate much. Maybe a hand flamer is nice for one of them, but I wouldn't expand the unit to 10 to take two of them. Melta bombs are cute, but possibly not needed either - you should have other melta solutions. 

Sunday, March 26, 2023

Horus Heresy 2e Review: Castellax-Achea Automata

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. If you played first edition, you will be upset with the nerf that this unit has received. 

Background.
Secret research by the Thousand Sons legion resulted in automata that were expendable in full frontal assaults. As with a lot about the legion, these constructs were pretty much in the realm of heresy even before the Council. The Space Wolves would find out about them soon enough at the Fall of Prospero though. 

Strengths.
Psychic robots! I mean: this unit does have the rule of cool about it. 

With S=6 and T=6 plus 4 wounds, they are akin to a monstrous creature in all but name. They also have the psyker rule.

Friendly models with a psychic weapon can make shooting attacks using the automata as the origin of the attack which is very nice. Their weapons are nice, but not outstanding. 

Weaknesses.
Lack of reliable AP=2 weapons is a problem here. 

You are also probably not going to shoot psychically via them. You are probably going to want that juicy S+1 and T+1 from biomancy instead which means this nice rule is going to go to waste.

Difference to First Edition.
Nerfed in almost every department. Could still work nicely with a Praevian I guess. 

Builds.
Keep to the original build. There aether-fire cannon is honestly not really worth it, and there's no other choices available here. 

Tuesday, March 21, 2023

Horus Heresy 2e Review: Contemptor-Osiron Dreadnought Talon

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Really good and interesting, but gets expensive.

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though? 

Strengths.
Psykers in a dreadnought! Yes! How cool is that?!

Okay, in all seriousness though, we can upgrade these with the minor arcana. This is certainly recommended as there are a variety of options here that will be of benefit including the extra movement, the long range sniping, and the bonus invulnerable.

If its a unit of one, then it can be upgraded to a Magnus version which gets a core psychic discipline. This is much less worth it. Even if you are tempted by biomancy for the juicy S+1 and T+1 it has got to the points cost level where a leviathan is superior. So this upgrade isn't worth it in my opinion. 

The force blade as standard is nasty here, but equally regular dreadnoughts do better in the brutal department. Adamantium will is nice, but not worth the extra points compared to a base dreadnought.

Weaknesses.
This dreadnought cannot swap out its force weapon which is understandable, but a bit sad. Hence a close combat build might be good here - and a small terror to lighter tanks. But in keeping with an emergent theme with the Thousand Sons, its all just a bit over-costed for the points.

Builds.
Osiron with 2 Force Blades with built in graviton guns, Minor Arcana (235 points).
Deadly close combat monster and the bane of lighter tanks.

Osiron with Aether Fire Magna Cannon, Force Blade with built in Aether Fire Blaster, Minor Arcana (235 points).
I rather like this mid-range build! Of course, more standard long range weapons are possible here like the Kheres and the Lascannon, but I think I prefer this one for a psychic dreadnought. 

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