Showing posts with label fast attack. Show all posts
Showing posts with label fast attack. Show all posts

Friday, July 19, 2024

Horus Heresy 2e Review: Divisio Aeronautica Thunderbolt

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. A solid flier.

Background.
Designed to fulfill a range of missions, the Thunderbolt is a heavy strike fighter that is able to take on a lot of different and varied opponents. It is rugged and well liked by the men and women of the Solar Auxilia and beyond. 

Strengths.
I like the combination of the 4 autocannons and the 2 lascannons on the front. These can be upgraded with missiles if you feel like it, but even a naked version is great. 

The armour and stat line is solid enough. AV=12 on the front is reasonable without being game breaking, but the movement rate of 22 will get you where you need to be and firing lots of weapons. 

The Divisio Aeronautica Air Superiority special rule is worthy of a distinct mention here. The flier can be put into a special type of reserves and come into play via an advanced reaction which leads to your flier coming in on a board edge and firing. This can be great when executed against an anticipated deep striking enemy (or similar). You just have to make it work for you in the same way that you will need to make those front facing centre line weapons also work for you. 

Weaknesses.
BS=3 is a slight issue here, but you have enough shots on the flier to make it work. 

Builds.
Thunderbolt, Diffraction Grid (150 points). 
Easy on the points value, and good on the battlefield. Take three of them and be happy. Upgrade with missiles to taste - they are a good addition, but you can also live without if short on points. 

Tuesday, July 16, 2024

Horus Heresy 2e Review: Divisio Aeronautica Primaris-Lightning

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up. Lots of point to make it worth playing, and then its probably too many points.

Background.
A new addition during the Great Crusade. The Primaris Lightning is an attack craft. Hard to produce and tricky to fly, the magi proclaimed that it was due to weak flesh. This, of course, resulted in it not being well used. I fear the rules encourage the same. 

Strengths.
Really fast, with a movement rate of 26! The two centre mounted las cannons are very attractive and this is a flier that you should be able to line up for some shots eventually. 

Weaknesses.
You will honestly want to upgrade to the Ramjet Diffraction Grid. But that adds quite a bit to the points cost.

While we are being honest, you will probably want some of the very tasty missiles on offer here as well. This will also add to the points cost.

Once you see the total points cost, you will be put off. That's the main weakness here. Not that this craft isn't serviceable, but that you're not going to want to fly it. Just like the background fluff. 

Builds.
Primaris-Lightning, Diffraction Grid, Kraken Missiles (215 points). 
Very expensive for an AV=11 front armour flier. Position it well and you could get some good use out of it. The Sun fury missiles are enticing too. But then the price gets too high for both types. Even so. This might be fluffy once in a while and the model does look cool at least. 

Saturday, July 13, 2024

Horus Heresy 2e Review: Arvus Transport

Warpstone Flux Rating: ⭐️
1.5/5 stars. I've rounded down, sorry. Unarmed and barely dressed, its a crash waiting to happen.

Background.
This is a shuttle. It is generally used to ferry passengers from ship to ship, or from planet to ship, and back again. It certainly is fluffy and sees plenty of use in the galaxy. I can see why the Auxilia would also use it. Just about. 

Strengths.
It flies? 

It deepstrikes. There, I have a positive. 

Then I'm struggling. 

Weaknesses.
Capacity is limited to 12. For this army that's a real issue.

It is unarmed. This is not unexpected given the civilian and other uses it has. And yes, I will freely admit its fluffy in that regard.

It got out of bed, but forget to change out of pajamas/nightdress. AV=11 at best with 2 hull points means that its going to get shot out of the skies very quickly. Sure, that movement rate of 20 is very nifty, but you're going to have to bring your top game to prevent it being a smoking wreck on the shoreline very quickly. Its taking up a fast attack slot that would be better used for other selections. And the points cost is not quite worth it either. Sorry folks, I can't justify this one much outside of fluffy reasons. Even so, I'd love to see loads of them on the battlefield one day. Anyone able to show me some pics of such an army? Genuinely would love to see it. 

Builds.
Arvus Transport (75 points). 
No options. Just the pajamas/nightdress version. I wish you lots of luck - very genuinely. 

Thursday, May 2, 2024

Horus Heresy 2e Review: Termite Assault Drill

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Its amazing that the termite comes as a standard fast attack slot in the Sisters army list. 

Background.
Tunnel through the ground and then burst upward with righteous fury! Great for assaulting any fortified positions that the enemy might have going! Great that is can also scatter enemy forces upon emergence without waiting for their cargo to deploy. 

Strengths.
Most of this review is identical to the Legion list, but of course here the Termite comes with the Chamber of Vigilance rules. 

Termites provide an underground alternative to deep striking units in to play. One of the chief advantages here is that the player can cause them to erupt near enemy units and score hits on those units at a significant strength (but AP=4). 

Unlike drop pods, the termite can continue to move after launching its deep strike (subterranean assault move) and fire its weapons and so forth. 

I genuinely like this manner of assaulting and it works well if you have just one of them, and perhaps use it in conjunction with more traditional deep strike units to create an underground and overground pincer movement. Maybe that's just me though (I've had good success with this using my Alpha Legion). 

Weaknesses.
Rear armour is 10, and do carefully read the subterranean assault rules if you have more than one of these units as you will see that the enemy can take control of your deployment on an unlucky roll.

Builds.
There are only 2 upgrades to consider - the replacement of the two sets of twin-linked bolters with either twin-linked volkite chargers, or heavy flamers. Candidly both of them work nicely against nearby enemies - and why wouldn't you have nearby enemies if you've emerged on top of, or close to them! I kind of like the flamers ever so slightly better as I think in some situations you can score more hits, but also they act as a nice defensive arrangement as well. Equally, the volkites have the superior range for after that first turn after emerging I guess. A tough choice really. Points cost effective overall in the main part for me.

Tuesday, April 30, 2024

Horus Heresy 2e Review: Subjugator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Sisters on jetbikes are all kinds of good.

Background.
Disabling targets at key weak points ... well, I was going to say something of import here. But. Let's be honest. Sisters of Silence on Jetbikes is all the background that is really needed!

Strengths.
Lightning fast - they move at 18 inches per turn. This is mind blowing and can really help the player get into the right position for the chosen battlefield role. The points cost is also very attractive even with the T=3, and W=2. 

I see two main roles for the bikes: snaring targets and keeping them pinned (this will grate on opponents eventually, so beware if you're wanting to make friends) and plausibly tank killing. 

Having shrouded on the bike is all good as well, but it might not save you. 

Weaknesses.
T=3. Other than that, this is actually a nice unit!

Builds.
Subjugator x3, Mistress with power weapon (115 points).
The annoying unit that uses snares to ping units of your choice all game long. Just beware of return fire.

Subjugator x5, all with Adrathic destructor (205 points).
Thanks to armourbane, this is your tank killing unit.

Subjugator x5, all with Needle cannons (180 points).
I like the poisoned with pinning combination quite a lot here. If it doesn't kill or rout the unit, then they will be staying put for you. You could double the number of jetbikes here if you like, the points cost is entirely reasonable to do so. 






Saturday, April 27, 2024

Horus Heresy 2e Review: Firebrand Cadre

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars, but rounded down. Needs something extra to be a solid pick, or lower points cost.

Background.
Deny the enemy and escape route. Purge the abhumans who possess the taint of chaos. And generally use flame based weapons. Lots. 

Strengths.
They come with flamers as base and can take the nice compression tanks or snare guns to taste (as well as grenade launchers).

Ideally, you're putting them in a transport and going from there.

Weaknesses.
The reason why this unit won't see much play is multifold.

(a) the points cost is a bit too high for what they're doing;
(b) they really need infiltrate or similar to work well;
(c) even scouting would work;
(d) a different Chamber to Judgement would be better.

For these reasons, combined with the off builds, I just can't see them being played that much even in fluffier lists. 

Builds.
Firebrands x5, all with flamers and compression tanks, Mistress with power weapon (130 points).
They'll need a transport. I remain a fan of snare guns and they provide an interesting play tactic (get in your transport, snare a target, and let another unit finish it off). The grenade launchers are sound enough in premise as well. 



Friday, April 26, 2024

Horus Heresy 2e Review: Pursuer Cadre

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Doesn't quite hit the mark for me.

Background.
These are the ladies that you call when you want someone sniffed out and hunted down. With beasts. And orders to kill on sight. Without remorse. 

Strengths.
If you want to play a fluffy unit, or are playing a very small points level game with a strong narrative, or similar campaign, then this is a really nice unit to have. Otherwise, I feel its too "out there" to use. 

There's nothing particularly wrong with the sisters here. They are rather standard and come with the Chamber of Oblivion. The rules as stated mean they can take one animal per pursuer and mistress, and you get the choice of mastiffs, felidae, caiman, or raptors. The feel no pain on the caiman is nice enough I suppose and along with the T=5 and S=5 with 2 wounds, it is likely the best pick of the menagerie. The mastiff is a distant second pick for me thanks to furious charge. Although rage on the felidae feels good, the 6+ save isn't. And the raptor can just stay at home to be candid. 

Weaknesses.
Truthfully not so playable in large points games which is a pity given how flavorful the unit is.

Builds.
Pursuer x6, Caiman x6, all with execution blades (215 points).
Probably the optimal unit? Take a transport. 

Pursuer x3, Mastiff x3, Augury Scanner, Nuncio Vox, Mistress with power sword (110 points).
I don't have any point to make with this unit. It is simply an illustration of an alternative build that I would simply not play in games above (say) 1000 points. 


Friday, March 8, 2024

Horus Heresy 2e Review: Custodian Venatari Squad

Warpstone Flux Rating: ⭐️⭐️
1.5/5 stars, rounded up. The rules are below par and this is not a unit you are likely to see on the battlefield as other units perform the same job better, for less points cost.

Background.
Predatory eagle minded Custodians who haunt the rafters. These Venatari are a very peculiar breed although the title is supposed to be a high honour.

Strengths.
I like the melta bombs - can't lie. With that said, this is a unit that suffers from something of a lack of focus, or if it has focus, then others do things almost as good or better for the same points. Equally, I must be one of the only people I've ever known who likes the miniatures for these Custodians!

The bucklers are interesting for some helpful protection against certain types of incoming attacks. Their own attacks in turn are reasonable but the upgrade to the lance is very attractive for the AP=2 component alone. 

Weaknesses.
For the points cost, there are other units that do things better. The grav vehicles and jetbikes are better. The ground slogging troops can move almost as fast and hit well. Perhaps the points cost is for deep striking. If so, then there are still other units who do it better. In all honesty, this is not a unit that I can recommend to the reader. 

Builds.
3 Venatari, All with Lances (260 points).
Far too expensive for what they are and what they can do. Sure, the attacks are nice, and the deep strike great. But who is going to bother except for those people like me who just like the miniatures. Most people don't even like the sculpts which suggests my tastes are poor!, but my advice still stands.  

Wednesday, March 6, 2024

Horus Heresy 2e Review: Pallas Attack Speeder Squadron

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

Background.
The hunter killer grav craft employed by the Custodes. They're skimmers and they're rather fast and dashing. As you might expect, they are used for hit and run exercises which they are well able to perform. 

Strengths.
Another skimmer in the fast attack section, this time with armour values. They come with a flare shield to help keep them alive as well as the usual deep strike and outflank. What I really like about them are the blaze cannons. These are simply splendid for what they do: S=8 and AP=2 with two blasts, albeit at short range make them a threat to many things in the game. And these vehicles are cheap enough to have a full squad of them without breaking a sweat. 

Weaknesses.
The armour values make this an easy-to-kill craft fundamentally - as well as being a priority target. 

Builds.
3 Pallas Attack Speeders (180 points).
The full squad, without any other upgrades is the way to go here. I would not want to swap out the blaze cannons for the devastators as the AP is just inferior. Stick to the blaze cannons here. The points cost is nice and cheap here which is attractive enough to use them. 

Monday, March 4, 2024

Horus Heresy 2e Review: Agamatus Jetbike Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down - just. An odd unit but capable of knight destroying.

Background.
A custom grav-skimmer rode by the Custodes. They serve a role of rapid response and suppression for the army and do it rather well. 

Strengths.
The movement rate of 16 is very impressive. The solarite power lance is similarly great with AP=1 and at S=10. These Custodes will get into position very rapidly and hit even harder where they need to. And in an army that lacks something in the armour killing department at range, this is a very good addition. In short then, this is a knight killing unit. 

Weaknesses.
Only 1 attack base is poor. But perhaps you only need that since you'll get the charge in, and if you're facing something like a knight, then that is also a nemesis unit, so you probably get 3 attacks on the charge. Not brilliant. But hopefully that'll be all that you need?

Builds.
3 Agamentus, 1 with Las Pulser (300 points).
I like the las pulser for the heavy 3 S=9 attacks. But oh my, it costs a lot of points to upgrade. Equally, three of these are a bit overkill, but sometimes will be nice. They could certainly soften up an armoured target before a charge though, so worth having at least one in my opinion. 

Friday, August 11, 2023

Horus Heresy 2e Review: Vultarax Stratos-Automata Squadron

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars, rounded down. The rules a bit poor considering the points cost.

Background.
Created on the Forge World of Anetarbraxus, the design was given to Mars as a tribute. It owes very little to the natural world and instead is a terrible amalgamation of parts that don't look like they should gel together individually, but actually do the part whilst looking almost alright. [Or if you're a 40k player: look even better when Nurgle corrupts them into Blight Drones?].

Strengths.
As usual, I really like havoc launchers. But that's just my prejudice. Better though is the ability to have S=6 blasters with disruption shooting as BS=5. This is great. And then there's the movement rate of 16 that these beasts are able to get - fabulous for both positioning and ignoring difficult and dangerous terrain.

Weaknesses.
The issue that I see here is two fold. Firstly there's the points cost which is just a bit too high to be tempted by. Secondly is that fact you're going to need several of them in order to take down vehicles on their own. There's just better choices out there to be very honest.

Builds. 
3 Vultarax (375 points).
There's only two upgrades to consider. The first is to maximize the squad to 3 models. This is something that you should do to try to ensure some vehicle kills, but again, I'm unconvinced that this is a great option for this battlefield role. Secondly is Paragon of Metal which I wouldn't bother with here. I want to like the model more, I really do, but its just not that highly competitive. Still, they do look good!

Tuesday, August 8, 2023

Horus Heresy 2e Review: Vorax Battle-Automata Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are distinctly average, but might be sub-par on a bad day due to the points cost.

Background.
Got too much famine going on in the Forge World? Send in the Vorax for a little bit of population culling - that'll cure it. Grim and Dark. Got mutant vermin issues? Same. Got rogue machine problems? Vorax will search and destroy for you. Got a war going down? Well, same thing once again really. 

Strengths.
The stat line is adequate with a good movement rate T=5 and 3 wounds combined with a 3+ saving throw. The WS=BS=4 is space marine competitive at least. 

The movement is enhanced by the combination of fleet and scout rules, plus the hammer of wrath can really set combat up nicely. The lightning gun itself might be close range, but can do a reasonable duty thanks to rending. I'd certainly be tempted by an irad-cleanser here though. That'll help with the power blade arrays to do some dicing. 

Weaknesses.
I can't quite decide if the price tag is worth it or not. Maybe just. I wouldn't bother with the Paragon of Metal upgrade though. 

Builds. 
3 Vorax, one with an irad-cleanser (205 points).
We have to take 3 models in order to get the cleanser. I think this is worth considering given what they could be hunting down in a game. 

Sunday, August 6, 2023

Horus Heresy 2e Review: Ursarax Cohort

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. I've generously rounded up to 3 stars. The rules are somewhat below average. They're a bit lacking without the power fist upgrades which takes their price tag up into the range where you wonder if there's a better unit. 

Background.
Thralls, rather than servitors, these beings are purposed as a close combat unit in service of the magos. Formed from human remains of selected people, they retain just enough ability to make good tactical decisions, but need regular grim-dark neural anesthetics to cope which they periodically get. Grim. 

Strengths.
Nice Utan jump packs allow them to get where they need to be quickly and although the WS=4 is very average, their toughness (5) and wounds (3) should allow them to survive long enough to initiate a combat if you think carefully about positioning.

Weaknesses.
S=4 here is an issue, hence the power fist upgrades are all but mandatory here. The feel no pain roll is almost not worth writing about. 

Builds. 
3 Ursarax, each with two power fists (190 points).
The only build that is viable. However, the points cost here is steep and slowly creeping to not-really-worth-it territory. 

Thursday, August 3, 2023

Horus Heresy 2e Review: Arlatax Battle-Automata Maniple

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

Background.
Prone to malifica more than other robots, the Arlatax was produced in significant numbers by Xana and other Forge Worlds. They are in essence shock assault troops with excellent specs, but widely distrusted by many a Mechanicum force. 

Strengths.
The Utan jump booster provides the Arlatax with the means to get where it needs to be quickly. Combine this with the very healthy stat line and you have a recipe for a hard hitting assault unit. The plasma cannon is an excellent addition here and the hammer of wrath only adds to this.  

I would strongly consider applying Paragon of Metal to this unit. The points cost overall is worth it for this unit (Paragon of Metal or not).

Weaknesses.
The lack of ultimately reliable AP=2 is an issue here, and they remain on a 3+ save. The latter is offset nicely by T=6 though - these robots will stick around.

Builds. 
Arlatax, 1 Arc Scourge, Paragon of Metal (205 points).
A bit nasty to say the least! You didn't want friends, right? 
Of course, if you drop the Paragon of Metal and Arc Scourge, and add another model or two, they're still going to be effective, but not quite outstanding. 

Wednesday, December 28, 2022

Horus Heresy 2e Review: Dark Fury Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are above average and cheap enough for the damage that they can cause.

Background.
A decapitation strike unit to mirror the darker Raptors fielded by the Night Lords, except they are much more disciplined and largely on the loyalist side of the conflict per se. 

Strengths.
Two wounds combined together with the Raven Guard's Raven Talons makes for an excellent melee unit overall whose movement is helped by the jump packs and backed up by being classed as a Falcon by the special rules of the legion. You will want to pull off the charge here and get them into close combat as rapidly as possible. Just beware of obvious reactions against them. 

Weaknesses.
They are not very customizable. 

Difference to First Edition.
Two wounds is great, combined together with precision striking and sudden striking and this make for a formidable assault squad. Just watch the positioning. 

Builds.
9 Dark Furies, 3 Choosers of the Slain (295 points).
Worth the extra cost for the bonus attacks and WS for the Choosers. Not much else to add here other than the melta bombs might be good depending on the situation. 

Monday, December 19, 2022

Horus Heresy 2e Review: Legion Dreadclaw Drop Pod

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded upward. The rules are good enough and the points cost is attractive enough.

Background.
Unlike other drop pods, the Dreadclaw was designed to be a return vehicle. It was initially designed for void warfare. Those claws on the side dig into a target space craft while melta cutters get to work in order to create an access point for the marines aboard to gain access. It has also found use as a fully functional low altitude vehicle capable of strafing enemy lines with ease.

Strengths.
A routine cargo capacity of 12 (also dreadnoughts too!) combined with similar AP all around and a movement of 15 makes the Dreadclaw a step up above the regular drop pod. 

The ability to heat blast the landing zone is great and the S=6 strafing that it can carry out can be effective if timed right.

Weaknesses.
The fire power is not exactly worth it, but the landing heat blast can be good against tightly packed enemy formations. 

Builds.
There are no upgrades to discuss here. Hence there's only the "naked" version. I like playing with my Alpha Legion Dreadclaw and it can be very effective when used at the right moment, but to make the most of it, it has to get flying after depositing its transport cargo. 

Saturday, December 17, 2022

Horus Heresy 2e Review: Legion Storm Eagle Gunship

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

Background.
Made in vast numbers on Terra and Forge Worlds like Anvilus and Galatea, the Storm Eagle is a mainstay of the legions. An orbital assault craft, it carries large numbers of Astartes into battle whilst protecting them with strong armour and prosecutes warfare with excellent weaponry at the same time.

Strengths.
With a transport capacity of 22, the Storm Eagle in second edition will be exceptionally tempting to all legions as a transport option. The armaments are reasonable too with the vengeance missile launcher systems and tempest rockets, as well as the more humble heavy bolter. Of course, it also comes with deep strike and the power of the machine spirit, and is naturally also an assault vehicle. 

Weaknesses.
The points cost might be steep for some tastes, particularly with the AP=12 all round and 4 HP. This shouldn't detract from its obvious utility though - it just needs to be played right the same as any other flyer needs to be paid attention to.

Builds.
Storm Eagle with twin-linked lascannons (240 points).
I like the lascannons for being able to tackle threats very actively. But honestly, almost any armament can work on the storm eagle and I've found good use for my Alpha Legion storm eagle over many years of play now. It certainly sees its place secured in many lists. 

Friday, December 16, 2022

Horus Heresy 2e Review: Legion Xiphon Interceptor

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

Background.
A dual atmospheric and void craft, the Xiphon is an ancient craft design. Brought into the Imperium thanks to the compliance of outlying worlds, by the end of the crusade it was only the Ultramarines and Dark Angels who were still really using them. The Heresy changed this as every legion pressed them back into battle. 

Strengths.
I have to start with the movement rate of 20 here. This is truly magnificent. 

The twin lascannons coupled with the rotary missile launcher make the Xiphon very good against many targets, both on the ground and in the air alike. 

Weaknesses.
The real drawback here is the Armour=11 all round coupled with 3 hull points. It will die easily and will no doubt be a target, so the controlling player needs to carefully think about positioning and where the Xiphon will be going next. 

Builds.
Xiphon Interceptor, with ramjet diffraction grid (125 points). 
The ramjet diffraction grid might not appear super useful, but once you've taken a blast from things like vindicators, it becomes obvious how useful it is against certain big gun armies. Given that the Grid is the only upgrade, this is the only build that I'm considering here. You can run the naked version if you are short on points, but I do like the Grid. 

Tuesday, December 6, 2022

Horus Heresy 2e Review: Legion Proteus Land Speeder Squadron

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

Background.
The classic Land Speeder returns for second edition with a wealth of upgrades. This unit won't suit some legions or play styles, but it is undeniably going to shape others.

Strengths.
The movement rate of 16 is one of the best in the entire game and whole units of these beasts will create headaches for opponents. T=5 and W=3 will keep them alive long enough to cause serious damage as well. 

These multi-marine Land speeders have nice rules like deep strike, firing protocols, and hit and run, as well as Harbingers of the Legion (can't join other units, but you get re-rolls of shrouded for completeness). (Yes - a copy and paste of the Javelin!). 

Those upgrades are very tasty as well.

Weaknesses.
Ld=8 is problematic.

Builds.
Land Speeder with 2x Multi Meltas (105 points). 
Tank hunting. You might need 2 or 3 of these depending on your opponent. Pretty much a tank dead per turn if you can also stay alive. Take hunter killer missiles to taste.

Land Speeder with 2x Plasma Cannons (85 points).
This is amazing for the points cost. A few of these will hurt terminators very much indeed. Worth the price tag and if anything is probably slightly over powered to be candid.

Land Speeder with 2x Volkite Culverins (75 points).
Take a blob of these to deal with enemy infantry. Remember for volkite weapons: you want to go big!

Land Speeder with 2x Graviton Guns (85 points).
Very nice for the points. Go and kill some dreadnoughts. Only a couple of these needed per squad.

Land Speeder with 2x Havoc Launchers (75 points).
Sit back and take some shots at things? Take as many or as few as you desire here.

Land Speeder with Heavy Bolter and Heavy Flamer (65 points).
A meat shield for others in the squad, but also deters charges on occasion.

Monday, December 5, 2022

Horus Heresy 2e Review: Legion Javelin Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are notably good, but the Land Speeder won't suit all armies. 

Background.
A more heavy weapon orientated grav craft than the jetbike and similarly able to have good speed and maneuverability. These are comparatively rare constructs and valued by many legions. 

Strengths.
Good movement rates, T=6 and W=4 make for a much more solid version of the jetbike. 

These multi-marine Land speeders have nice rules like deep strike, firing protocols, and hit and run, as well as Harbingers of the Legion (can't join other units, but you get re-rolls of shrouded for completeness). 

The ability to take those lascannons and multi-meltas is excellent. 

Weaknesses.
Ld=8 is problematic.

Builds.
Javelin Land Speeder (90 points). 
Take several of these for sheer firepower. The heavy bolter and missile launcher is surprisingly effective in large quantities. 

Javelin Land Speeder with Two Lascannons (95 points).
A long range option for taking down heavy targets or monsters (or even buildings).

Javelin Land Speeder with Multi-Melta and 2 Hunter-Killer Missiles (110 points).
Tank hunting. Take more than one to make sure. 




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