Showing posts with label mechanicum. Show all posts
Showing posts with label mechanicum. Show all posts

Saturday, December 23, 2023

And Then There Were Two

Double trouble. A pair of Warglaives have now been assembled!


The machines have opposite arms or handedness, which is something that I like about this build. The poseability is fantastic, and the only real question that I have left is what should I do with the bases. I've not made my mind up with that yet, but very excited to see these pair finally built. Hopefully they will go nicely with what is on order... 

Saturday, December 16, 2023

Warglaive

Back to some hobby this afternoon, and this time featured the assembly of an Armiger Warglaive. I've only put together one of these, there's obviously a second one to do since they come in boxes of two.



What impressed me about the miniature is the poseability. I was a touch confused at Step 5 where the arms attach to the side and then turn around, but it took just a gentle press to get the glueless pose working. All the arms are nicely actuated and can pivot as required. There's clearly been a lot of thought put into this miniature and how it can be assembled.

I've made this one hold the chain sword in the left hand as - to me - this seems more natural if the rider was right handed. The main weapon is on the right. I suppose ultimately with the mind merging that goes on, a bit of ambidexterity doesn't matter. I am not sure whether to assemble the second Warglaive in a similar left / right hand configuration or not, but I do prefer this way around! Overall pretty easy and straight forward to assemble with no real issues other than the choice of a melta gun on the top. A great model and well designed!


Tuesday, October 24, 2023

Horus Heresy 2e Review: Armiger Warglaive Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. I really like the warglaives. 

Background.
Some targets are rightly beneath the notice of other Knights. The Warglaives' job is to take care of these threats such as infantry trying to clamp on some melta bombs and the like. 

Strengths.
The combination of the reaper chain blade and rthe thermal lance makes the Warglaive a good proposition against a lot of units in the game. The high strength and low armour penetration combination is a winner. The heavy stubber can be swapped out for a melta gun for more melting fun if required. 

The stat line reads well with S=T=7, and six wounds. Perhaps the only thing lacking here is the WS=BS=4, but this is a reflection of the fact that the pilots might be veterans outside of noble lineage, but are otherwise ordinary human beings. 

They're going to be great against elite enemies like terminators and characters, but are likely to struggle in melee with true marine contemptors (best to shoot these!). 

Weaknesses.
You will need either this unit, or the Helverin alternative, in order to field Knights. This is more of a comment than a weakness overall though and represents arguably the biggest change to the army list from first edition: specifically 2 troops choices give you a Lord of War. A real weakness is not being able to take Moirax with your knights (sigh). 

Rules wise, they can be pinned, and they can be swept after an unfortunate combat. Best to think of them as mini-monsters from this point of view perhaps. With a mere 3+ armour save as well. 

Builds.
Warglaive, Reaper Chainblade, Thermal Lance, Melta Gun (215 points).
I like the multiple melta threats here even if it is slightly expensive. Go hunting some enemy armour or take down some terminators before you close to destroy the rest of the unit. Not sure of the ideal number in a unit here as it will depend on your points limit for a given game. 


Saturday, October 21, 2023

Horus Heresy 2e Review: Warlord Battle Titan

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

Background.
The mainstay of the titan legions. More responsibly for Unity and Heresy than the space marine legions themselves - arguably. They can lay waste to both armies and cities alike, and can do so on airless rocky moons and verdant planets alike so long as the ground beneath them can support their mass. Their only true enemy is others of their kith and kin. 

Strengths.
See the notes that I made about the Warhound Titan in the previous post to begin with. 

I last reviewed the Warlord Titan in 2016, at that point it cost 2750 points (now 3000 points which is still more than fair) and cost GBP 1240 - now costs 1185 before the weapons which would take it up to the region of GBP1537.50 (volcano cannons and missile launchers). As I stated in 2016, I would like you to have a good hard look at those numbers. Are you going to use it in a game? Are you rich enough not to care? Or merely display it in your home somehow and hope that your toddlers (if you have any) don't try to play with it as an equal (in size at least)? I don't yet own one myself, but have often toyed with the desire to purchase one, I will freely admit. 

With a game breaking AV=15 on two faces, a whopping 30 hull points, 6 void shields, 5++, and all the usual titan rules you've come to expect, I'm not even sure how to bring a Warlord down short of fielding one against it myself. Other than that, we get to choose two arm weapons and two carapace weapons. And yes: there is choice here. The weapons are all viable in various combinations. For the arms, I like the sun fury plasma annihilators and the bellicose pattern volcano cannons most myself. I don't like the close combat weapon (the shooting is better, and you've got a great stomp attack anyway and can't be locked in combat regardless -- even by another titan. Hence I think taking ranged weapons is better, but equally, it is the size of my own hand, and also works well in full sized games of Titanica). For the carapace, I like all options. However in second edition, we are missing the vortex option - why oh why???

Weaknesses.
None. Even the fact that it explodes magnificently upon engine death can be a strength. 

Builds.
To be clear: you can not truthfully go wrong here. These builds are merely suggestions.

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

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

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

Friday, October 20, 2023

Horus Heresy 2e Review: Warbringer Nemesis Titan

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

Background.
The Nemesis has a reputation for a restless machine spirit with ghost sensor artifacts that sometimes enable it to lock on before a threat is even sensed by the crew. It is in effect a "heavy support" choice (my words) for the Titan legions and brings heavy weapons to bear in order to bring down enemy titans. Hence the name.

Strengths.
Again, I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post. 

The Nemesis comes with improved front armour (AV=15) compared to even the Reaver a whopping 6 void shields along with gatling blasters and the carapace mounted quake cannon. The autocannon batteries are not to be sniffed at either. All told this is a very dangerous titan that has an apocalyptic mega blast with the quake cannon and can take out targets with uneasy regularity. 

All this in mind, the same caveat applies here as it does to the Reaver: you're not taking it in regular games. Its either massive games, or specific Titan games. The upgrades are all good. 

Weaknesses.
None really. Maybe AV=12 at the rear needs to be thought about in terms of positioning?

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

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

Wednesday, October 18, 2023

Horus Heresy 2e Review: Reaver Battle Titan

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

Background.
A battle titan in name, and in role. The Reaver is a most ancient design of Mars, and sees use throughout all of the Titan Legions.

Strengths.
I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post. 

Look, if you're taking a Reaver Titan, then you are probably playing either a super massive points value game of Horus Heresy, OR you are taking part in a specific tournament / titan walk event. Otherwise, you're probably using it for the most massive objective imaginable? There's void shields here, there's lots of armour, and there's three titan weapons to choose between. Take your pick. It is actually all good here - there are no bad choices. 

Weaknesses.
I'm not sure what to write here since the Reaver is just wonderful to my biased eyes! That said, see my notes below about permitted builds in this edition versus the previous one.

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

Reaver Battle Titan with Apocalypse Launcher, Laser Blaster, Titan Close Combat Weapon
This is probably a base line Reaver. It contains a mix of D weapons, large blasts, and the close combat weapon to make sure you move the thing to take advantage of it. 

No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted vortex missile, 2 laser blasters
Very nasty turn 1 launch with the vortex missile to take out any close clumps of things you dislike, followed up by lots of D class shots. And lots more D class blast shots every turn thereafter. Nasty. Just nasty. Replace the vortex missile with a carapace mounted double-barrelled turbo laser destructor if you like, for sustained D shots every turn.

No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted double-barrelled turbo laser destructor, 1 melta cannon, 1 volcano cannon.
Sit back. Blast away. Replace the volcano cannon with a laser baster to taste. But beware: this is one titan that you will forget to move around.

Sunday, October 15, 2023

Horus Heresy 2e Review: Warhound Scout titan

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

Background.
The smallest of the true titans! It is classed as a scout as it moves quickly and can be deployed as such by the legions.

Strengths.

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

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

Weaknesses.
It is the smallest class titan, so "only" has 2 void shields. You can live with this. The reactor meltdown should also be a weakness, but in all honesty, it is fun when they go boom and Princips shout "Engine Death" - as you should. 

Builds.
Warhound Scout Titan, 2 Vulcan Megabolters
Don't bother unless you know for certain there are no other super heavies or land raiders on the enemy side. Pumping out 30 AP3 shots every turn will rapidly decimate any space marine army otherwise. No fun for the opponent in this regard (but then, you're taking a titan!).

Warhound Scout Titan, 2 double-barrelled turbo laser destructors
 D weapons with a 5" blast every turn is serious business. This is the kind of titan that is ready for anything. Nothing in the game cannot be handled by it. Take it.

Warhound Scout Titan, 1 plasma blast gun, 1 double-barrelled turbo laser destructor
A more balanced titan (if such a thing exists! lol!), the massive blasts from the plasma gun is amazing at range and fun to play. Its also high strength and is flexible (depending on if you're facing hordes for instance). And the laser destructors are for the enemy titans to contend with.

Warhound Scout Titan, 1 plasma blast gun, 1 vulcan mega-bolter
A more "standard" configuration, but one this is frankly, not as effective as the two previous examples unless you are playing full scale Adeptus Titanicus.

I cannot say I'm a fan of the inferno cannon, but can see some of its merit in flushing out power armour opponents for a swift moving war hound.

Saturday, October 14, 2023

Horus Heresy 2e Review: Secutarii Peltast Phalanx

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up. Should be better than what they are, but the points cost is an issue.

Background.
If the Hoplites are the anvil, then the Peltasts should be the hammer. They are a ranged unit and are employed regularly by the titan legions and by the Forge World to which the legions might be tied. 

Strengths.
The BS=4 is key here - they shoot like marines and need to be kitted out as such. Sadly their basic weapon - the galvanic caster is a bit naff and should be swapped out. 

The arc rifle is a good option and comes recommended. The radium carbine with Assault 3 and Brutal 2 is solid at shorter ranges even if the strength is low. 

Weaknesses.
You will really want to swap out the galvanic caster. This costs points if you go for the arc rifle and this is where things get expensive. They also lack Line.

The good news, such as it is, is that the Peltasts can be modelled by Skitarii -- which this unit is in all but name. 

Builds. 
Secutarii Peltast Phalanx, 20 members, 9 with radium carbines, 10 with arc rifles, Alpha with radium pistol and rad grenades (335 points). 
Take an augury scanner to taste. Very expensive realistically. To cut down on the points cost just opt for radium carbines all round? I do like those arc rifles though - the S=6 hit is impressive enough, but its just very expensive. 


Thursday, October 12, 2023

Horus Heresy 2e Review: Secutarii Hoplite Phalanx

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Solid enough troops for the points cost.

Background.
Upgraded and with lots of defensive kit to ensure that they survive, this Phalanx marches at the feet of titans and is specifically recruited to be an anti-infantry force. 

Strengths.
Stat wise, the only attraction here is BS=4, otherwise they're rather raw human mechanicum creatures. What sets them apart are the defensive capabilities. They come with a standard 5+ invulnerable save, feel no pain, and the ability to re-roll 1's. But the Kyropatris field generator is where the action is at. They reduce the strength of incoming fire by 1 when there are 10 or more models on the field. This is strong and ultimately means they will be tougher to remove than an opponent might otherwise want to commit to. The arc lance is icing on the cake, and through the Axiarch, you have probably selected for preferred enemy as well. Nice.

Weaknesses.
You have to take them in large blobs to get the most out of them. Sadly they don't have the Line keyword either which really sucks, otherwise they'd be very good. 

Builds. 
Secutarii Hoplite Phalanx, 20 members, Alpha with radium pistol and rad grenades (265 points). 
Take an augury scanner to taste. I don't really like the idea of swapping out the arc lance for a power weapon as we lose the BS=4 ranged attack for a WS=3 melee, but it could be a nice deterrent. Whatever you decide, keep to 20 members to maximize the shield generators abilities. 


Tuesday, October 10, 2023

Horus Heresy 2e Review: Secutarii Axiarch

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The only HQ available, and not too bad either!

Background.
Selected from Secutarii who have recovered a fallen titan from the enemy, and other less obvious methods, these individuals are thoroughly "upgraded" to become war leaders. This means in turn that they can call upon all manner of battle data to optimise plans. 

Strengths.
The points cost is very attractive here, and there's really no need to go overboard with the upgrades either. The key rule is provided by Binaric Strategems which can grant other Secutarii special rules. To be honest, players will want to take preferred enemy of infantry out of all of the options to turn their forces from distinctly average meat shields into something with a bit more teeth.

The stat line here is reasonable with an impressive BS=5 and 3 wounds, along with A=3. They're like a space marine without artificer armour in many respects. They can also be played as such. 

Weaknesses.
With WS=4, you won't last long against the more elite of the various legions in melee, but you can pack a punch with the right units to help you out here. 

Builds. 
Axiarch, power fist, rad grenades (80 points).
A distinctly entry level build that can pack a good punch in close combat.

Axiarch, augury scanner, photon gauntlet (80 points).
A bit more of a ranged AP2 option?

Axiarch, arc lance and mag-inverter shield, rad grenades (85 points).
Take master crafted on the arc lance perhaps? Not sure. But this is a nice configuration as well. 

Saturday, October 7, 2023

Horus Heresy 2e Review: Archmagos Anacharis Scoria

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Really great rules!

Background.
The disaster that was the Xana Incursion by the Loyalists saw the otherwise cast down archmagos released. This was a bad thing. In the aftermath, he came to rule Xana and turned it into probably the first Warp powered Forge World that would haunt the Imperium proper for many decades later. 

Strengths.
Oh boy. This guy has it all. Including a scorpion like appearance. 

His stat line is impressive with almost a primarch level of stats falling short in only the WS, BS, and S departments (arguably A as well). His melee hits at S=9 regardless with AP2. To be clear he is not quite on par with the primarchs, but he comes close enough. If he had Brutal he would be a great contender, but he falls short. 

The special rules that he has covers all manner of cybertheurgic arcana along with items like Eternal Warrior, IWND, battle smith, fear, and firing protocols to name but a few.  His warlord trait - Forbidden Protocols - allows units in a small range of him all able to make reactions - including those robots. This is fairly unique and whole strategies - if not armies - could be built around this rule.He also gains a bonus movement reaction.

Weaknesses.
Points cost. This is massive. Despite the flexibility that he offers, the points cost is creeping up very high although he is still worth taking. Just wish he was on the same level as primarchs myself, but he isn't. 

Overall. 
Something of a traitorous Swiss army knife that opens up all manner of play styles. You are probably taking him for melee along with giving robots reactions - build accordingly. 

Wednesday, October 4, 2023

Horus Heresy 2e Review: Archmagos Draykavac

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Note quite in the excellent tier, but close.

Background.
An archmagos who was fairly unheard of at the start of the civil war, all that would change at the onset of hostilities. On the Forge World of Cyclothrathe, he conquered using his forces, added to them, and committed all manner of atrocity along the way. A traitor through and through. 

Strengths.
What stands out to me here is his melee ability to inflict 2d6 wounds at AP2 minus the toughness characteristic thanks to his liquifractor. This is simply nasty and will melt away enemy characters with unbridled ease. 

His cruel taskmaster trait is a bit average in the sense of letting you pass a Ld test by removing a single model. He can also be taken as a troops choice in a Questoris army which is kinda neat, and worrying for any loyalists out there. Meanwhile his djinn skein grants BS+1 to a unit he joins which is solid but the stand out is to re-roll deep strike scatter when he can sight the intended landing spot. This is fairly unique in the game!

He comes with a host of mechanicum special rules like battlesmith and so forth and is, of course, a Cybertheurgist. I like the preferred enemy: infantry rule on him as well. He really will melt away strong opposition given the opportunity. His stat line backs this up with a rather solid array of figures which can be boosted in the T and W department by purchasing him an Abeyant upgrade which to my mind is worth the points cost increase for the stats alone. 

Weaknesses.
Not too many realistically. He is a HQ traitor choice and will certainly liquefy enemy troops and characters given the opportunity. You just have to get him into the right position on the battlefield is all. 

Builds. 
Worth taking the Abeyant upgrade in my opinion for the stat line boost alone. 

Sunday, October 1, 2023

Horus Heresy 2e Review: Ordinatus Aktaeus

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

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

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

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

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

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

Wednesday, September 27, 2023

Horus Heresy 2e Review: Ordinatus Ulator

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

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

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

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

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

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

Sunday, September 24, 2023

Questoris versus Mechanicum Knights

What is the difference between Questoris Knights and Mechnicum Knights in the Horus Heresy?

I've been asked this question a small number of times, but thought I would save it up until I reviewed the Knights out of Liber Mechanicum to make a quick summary.

Background.
In terms of the lore, the difference is remarkably straight forward. The Questoris Knights have sworn loyalty to the Imperium of Man - or rather are the more adventure seeking, plunder happy, wanna be Mechanicum escapees made of loyal noble households and able to wage their own wars should they feel the need and are generally loyal to the original ideals of Unity (but not necessarily, because, you know, Heresy). The Mechanicum Knights serve the Mechanicum directly by contrast.  

Unit Rules.
The stat lines of the common knights are identical as you might expect (i.e., the Questoris Knight Magaera and the Mechanicum Knight Magaera are identical). For this reason, I don't think I will be reviewing each unit distinctly! However, there are a few special rules different between the two. 

Mechanicum gets IWND at 6+ and an added Flare Shield. These are not bad upgrades overall, but the Mechanicum variants do cost slightly more than the Questoris versions. 

Faction Rules.
The biggest and most obvious difference comes from the faction rules. The Questoris Knights get everything to do with the Household ranks, but at the cost of having to field 2 Troops for every Lord of War -- which is to say you have to have Armigers. Not ever Moirax. It has to be Armigers. This isn't all bad since Armigers can serve good roles as anti-marine shooters at long range (in a pinch this can also hurt vehicles with lucky rolling), and melta killers at shorter range. 


Wednesday, September 20, 2023

Horus Heresy 2e Review: Knight Moirax Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. Great rules!

Background.
An unseemly tool that wasn't seen much until the Heresy. This is scout class knight able to mount otherwise restricted weaponry. Their pilots were accordingly lesser and expendable in the grand scheme of things - tainted slowly by the otherwise radioactive poison of these machines. 

Strengths.
Excellent customisability is standard here. If you want something to cut through space marines, then I strongly recommend the lightning locks. Or maybe sit back with the conversion beam cannon? Or what about a double siege claw for close combat? 

With 6 wounds at T=7, these knights are relatively fast and can be a pain to almost every enemy who will have to choose them or a bigger target. Take several in a talon to improve your odds.

Weaknesses.
Arguably WS=BS=4 is not so fantastic here, but it will certainly serve its purpose well enough. Ld=8 is a problem. The Greuso Protocol is an interesting advanced reaction that you will also see players take advantage of from time to time, so its not really bad at all and I'm just pulling out a few things that stand out to me.

Builds. 
4x Moirax, all with 2 Lightning Locks (820 points).
Pretty rude, but will absolutely deal with large blobs of power armour opponents.

2x Moirax with Conversion Beam Cannon (420 points).
Two hits from the conversion beam cannon at maximum range is deadly. Even mid-range is going to have the same effect as a las cannon in terms of raw strength. Hang in the back field and take down those enemy tanks swiftly. Take another 2 just to make sure the job gets done either here or in a distinct unit?



Wednesday, August 23, 2023

Horus Heresy 2e Review: Krios Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down. The rules are reasonably good overall.

Background.
A battle tank that is swift and deceptively skeletal in appearance. Its armour is essentially provided by overlapping power fields and its true origin is unknown. What is known is that it falls outside of the STC constructs and therefore doesn't appear outside of mechanicum forces. 

Strengths.
The main strength of the tank comes from its primary weapon. There are two variants. The first is the lightning cannon which I see as being well able to handle marines and other lighter tanks. The second is the pulsar fusil which is more of a terminator killer overall. 

Other worthy notes here are the movement rate of 16 which makes it incredibly fast and easy to position.

Weaknesses.
Watch out for the rear armour of 10!

Builds. 
3x Krios, Lightning Cannons (375 points).
In all honesty, the "naked" version is great. I actually don't think the pulsar fusil is quite worth it. Add some hunter killer missiles to taste. The triple tank version is very nice and can take out many targets that you set your sights on short of those all round armour=14 tanks. 

Monday, August 21, 2023

Horus Heresy 2e Review: Karacnos Assault Tank

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

Background.
Designed to scour the area ahead of organic life, the Karacnos is basically a Geneva Convention violating assault tank. Once the path is cleared, the Mechanicum will eventually come back to sweep up the remains. 

Strengths.
The main weapon here is just insanity made real and well able to chew through almost any infantry in the game. With no less than a 7 inch pie plate, it is also radiological, shell shocks, crawls, and barrages. Among the other no less impressive rules and a whopping 60inch range. 

Armour of 14 on the front is similarly impressive combined with 5 hull points. 

Weaknesses.
Rear and side armour of 12 are not that impressive, but with barrage and the 60inch range, you can just relax and shoot that pie plate most of the game long. If bothered, the lightning locks and shock ram help in a tight spot. 

Builds. 
There is only one upgrade option: hunter killer missiles. These are probably not the best option for the tank, but you might like them depending on what else is in your army. Overall then, this unit is worth the points cost so long as you treat it well and try not to make it a bigger target than it already is through tactical positioning. 

Friday, August 18, 2023

Horus Heresy 2e Review: Myrmidon Destructor Host

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

Background.
A sub-sect of the Myrmidons that are dedicated to heavy weapons and the rendering of vehicles and buildings to slag. They were heavily used on both sides of the war, and even by some who would seek to avoid joining either (cross ref: Anvilus). 

Strengths.
The stat line is great with an important BS=5 for shooting purposes which is exactly what you want for a unit of heavy support monsters. Combined with T=5 and W=4, they are going to stick around for a while, so its worth making the best of them and their long range shooting abilities. 

Weaknesses.
The 3+ armour save isn't the best considering the points cost, although they do have refractor fields as standard. 

Builds. 
3 Destructors, all with Darkfire Cannons (205 points).
Pretty much the standard configuration here since the darkfire cannons provide a solid AP=2 at heavy 2 and lance with blind. These are great for your long range anti-light tank purposes and provide a good option against terminators given the S=7. Add in more destructors to taste and as your point cost permits.

3 Destructors, all with Conversion Beamers (185 points).
I don't know why people don't like the conversion beamers. Sure, you have to operate at long range. But you were going to do this anyway with this unit. So take advantage of this, and the points cost that is lower than the darkfire cannons. Juicy S=10 and AP=1 makes a deadly force against anything in the game at the longest range.

The other weapons are very build dependent: graviton imploders might be nice at short range, and the irradiation engine is ultimately an odd pick. I don't see players using either. The above 2 builds are superior over even the baseline volkites, so might as well use them.


Monday, August 14, 2023

Horus Heresy 2e Review: Thanatar Siege-Automata Maniple

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

Background.
More a mobile artillery platform than an actual combat unit, the Thanatar is a force to be reckoned with. Other than the plasma weapon originating on Ryza, little more is generally known about their backgrounds save rumours about where the Calix variant hailed from (within the sects of the mechanicum itself).

Strengths.
Wow. This beast has an amazing stat line. S=T=8 and 7 wounds with a 2+ save and an atomantic deflector mean that it is going nowhere very soon. Oh, and it can move 8 per turn as well which is impressive. 

The Cavas variant sports the plasma mortar and twin shock chargers. These are just about okay to my mind - especially if you like pie plates of plasma landing in the midst of your enemy.

The Calix has the impressive Sollex heavy las that comes with armour bane and S=10. And then there's a graviton ram for close combat. This beast is where things are at for me: a true anti-armour platform. 

Weaknesses.
It does cost a fair amount of points, but given the weapons, I suspect that the points cost investment can be made back reasonably well by the Calix variant (the AP3 on the Cavas in close combat is such a shame). 

Builds. 
1 Thanatar Calix (255 points).
The Calix is my favoured variant here but only one can be upgraded per maniple which is why I've only got one in this squad. The only other choice here is paragon of metal, which I think is viable, but others in the army can benefit from it as well, so it just depends on what you're building I think. 
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