Saturday, December 23, 2023
And Then There Were Two
Saturday, December 16, 2023
Warglaive
Thursday, November 23, 2023
Horus Heresy 2e Review: Questoris Knights Household Ranks
Gain WS. Also gain further WS and A when engaged in a challenge with certain other units (knights, monsters, primarchs, and so forth). This is also a no brainer for your dedicated melee knights that you will get to the front lines very quickly. But you have to get there first. Suggested Knight: Knight Questoris, Acheron, Lancer
Gain a hull point. Attacks against you can't cause more than 1 hull point of damage. Even exoshock! Useful for when you want a survivable knight. Suggested Knight: Unclear.
Gain BS. Help out your armiger buddies by giving them improved Ld within a small radius. Can be very useful in the right circumstances. Apply it to a ranged knight and it will be good. Suggested Knight: Knight Questoris
Sunday, November 19, 2023
Horus Heresy 2e Review: Questoris Acastus Knight Asterius
I'm going to talk about the secondary armaments first here. The volkite culverins on the front are a reasonably good weapon for finishing troops off. But to do that, the knight probably wants to opt for the Karacnos mortar battery to fire first. This beast might only be AP4, but with S=6 and a range a special rules that most notably include fleshbane and radphage (let alone shell shock and pinning, plus it ignores cover), this has the potential to be a squad killer overall.
The main weapons here are the two twin linked heavy conversion beam cannons. At maximum range, these weapons have an eye watering S=12 and AP=1 coupled with a large blast. Truthfully, this is an anti-titan (and anti-knight) weapon at long range. As such, you will want to be targeting enemies at the longest range possible. But the issue here is the minimum firing range to obtain S=12 is 42 inches. The strength decreases as you go below. Still above 18 inches, it is a S=9 cannon, but the AP of 4 is an issue. Up to 18 inches is a paltry S=7 which just doesn't justify the points cost.
There are no builds to speak of here. The points cost is probably just about worth it, but only when you know you will be firing at long range for most of a game.
Friday, November 17, 2023
Horus Heresy 2e Review: Questoris Knight Atrapos
The Atrapos is a knight killer - and monster slayer - mounted on a Cerastus body. Thanks to the macro extinction protocols rule, its weapons are counted as twin linked when firing at knights, titans, and super heavy analogues.
The singularity cannon is an extreme form of graviton weaponry. Occasionally you will get a vortex result out of this, and sometime you will also hurt yourself. Regardless, the large blast with haywire makes sure that you are going to cause some mighty damage here. Meanwhile the phase cutter is armour bane for close combat at S=10 and AP1. Ouch.
There are no builds to speak of here. The points cost is worth it, and the potency of this knight should not be doubted when played to its strengths.
Tuesday, November 14, 2023
Horus Heresy 2e Review: Questoris Knight Megaera
Although sharing the same weaknesses as the Styrix in the stat line (low I and A), the lightning cannon is worthy of a good examination. With S=7 and AP3, this is a marine killer. Although there's only 1 shot here, it is a large blast and comes with added rules like rengins and exoshock (let alone shred) which makes it viable across a large array of targets from lighter tanks to tankier infantry. This is backed up by the phased plasma fusil which also has the AP3 line.
Megaera, Lightning Cannon, Siege Claw (410 points).
Saturday, November 11, 2023
Horus Heresy 2e Review: Questoris Knight Styrix
Back to the regular questoris knight profile here, except for I=2 and A=3. In exchange, we have a volkite chieorovile gun. This has a good number of shots at high strength, but lacks the vital AP3 against space marines. This is more than made up for by the reaper chainsword of course.
Weaknesses.
Styrix, Volkite Chieorovile, and Reaper Chainsword (380 points).
The classic design.
Friday, November 10, 2023
Horus Heresy 2e Review: Acastus Knight Porphyrion
Two magna las cannons, two autocannons, and an iron storm missile pod. This beast is a long ranged threat that does not necessarily need to move for most of the game.
Porphyrion, Magna Lascannons, Hull Lascannons, Hyperios Whirlwinds (655 points).
I've upgraded the autocannons to lascannons here to better match the high strength output. The Hyperios warheads are deliberately selected for the anti-air role. Of course, you can keep the non-upgraded version just as readily as it will output more shots over a larger area which will kill plenty of mechanicum and Imperial Guard units. But if you're facing marines, then I think the above is a better option.
Monday, November 6, 2023
Horus Heresy 2e Review: Knight Acheron
The flame storm cannon has ordinance and shred making it of utility in a number of scenarios. But the real beauty here is the reaper chainfist at S=10, AP2 and with shred.
Take advantage of flank speed and charge headlong into the fray. You are wanting to be targeting dug-in enemy formations and tanks here. Especially transports!
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Saturday, November 4, 2023
Horus Heresy 2e Review: Knight Castigator
The high movement rate and flank speed are your friends here. The bolt cannon spews out an impressive 18 shots per turn which anyone will find daunting. At S=6, they will certainly do damage, but the AP is not enough to counter space marines - you are literally relying on the rate of fire here to do the work for you.
Weaknesses.
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Wednesday, November 1, 2023
Horus Heresy 2e Review: Knight Lancer
Strictly better than the Questoris Knight, the Ceratus has a greater movement rate of 14, a higher strength of 9, and one more attack.
The Lancer comes with the Shock Lance and Ion Gauntlet Shield combination. Heavy 6 on the shock lance is really good, but it is at very close range. The S=7 and AP3 are still great, but concussive makes it even tastier. In close combat the S=10 and AP1 are just phenomenal. That's before we mention the added rules of reach and exoshock. It sits in an incredible sweet spot.
Weaknesses.
There are no builds to speak of. Instead I will note here that the base points cost is reasonable for what you are getting.
Sunday, October 29, 2023
Horus Heresy 2e Review: Knight Questoris
With 7 hull points and 13 armour on the front, they have a very reasonable stat line (although the 12 armour on the other facings will make the player think harder about positioning and angle). They are able to be configured in every manner (Paladin, Errant, and so forth). Hence the flexibility that this knight offers is good and when combined with the relatively quick movement of 10, they really do pose a good threat to most things on the table.
Weaknesses.
Massed firepower can and will bring down knights with this chassis - make no mistake. Although it won't explode, the controlling player really does need to think carefully about optimizing the build and purpose of these beasts.
Builds.
There are many builds available here. I'll go through some of the more common ones.
Knight Paladin, Reaper Chainsword, Batle Cannon, Stormspear Rocket Pod (405 points).
A classic set up which is mid range and a bit of a swiss army knife able to take on many roles. I added the storm spear because why not.
Knight Errant, Reaper Chainsword, Thermal Cannon (380 points).
Up close and personal. Tanks and heavy infantry are your targets here. Take the front mounted melta gun for added fun.
Knight Crusader, Battle Cannon, Gatling Cannon, Twin-Linked Icarus Autocannon (415 points).
Long range fire support, and anti-air to boot.
Knight Gallant, Reaper Chainsword, Thunderstrike Gauntlet, Ironstorm Missile Pod (410 points).
Melee knight.
Knight Warden, Thunderstrike Gauntlet, Gatling Cannon, Ironstorm Missile Pod (415 points).
A mixed bag. Good against lighter vehicles and infantry.
Thursday, October 26, 2023
Horus Heresy 2e Review: Armiger Helverin Talon
As with the Warglaive, 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.
The main weapons here are the Phaeton Autocannons. These pump out two shots each (four shots per model) at a truly impressive 64 inch range at S=7. Sure, the AP3 is a slight issue, but there is rending to help a little bit. There are also two types of rounds, one for ignoring cover and one for sundering. Both are excellent.
Weaknesses.
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.
2 Helverins, Phaeton Autocannons (400 points).
Using them in a unit of two gives a fantastic 8 shots per turn at S=7 which will prove a threat to many things on the board. Sure, a lone Helverin is also useful, I just like increasing the number of long range shots myself.
Tuesday, October 24, 2023
Horus Heresy 2e Review: Armiger Warglaive Talon
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.
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.
Monday, September 18, 2017
Horus Heresy Review: Acastus Knight Porphyrion
Rounding off our examination of units from Inferno, we have the Knight Porphyrion. This is a brand new chassis in the Horus Heresy and one that is very rare. Indeed, even the largest of Houses only have a couple as it is the ultimate sign of the Machine god's favour.
The background story behind them seem a bit odd as well: only those who have fought a brother over a matter of honour seem to obtain them.
Other than that, they are the supreme enforcers of a House's will over their scions.
Strength.
It is a Knight. It is great.
More specifically though. It has a pair of magna las cannons that are twin linked. These dish out a large blast with Ordnance 2 and AP2 at S=10. Magnificent really!
Combined with this, it comes with auto cannons as standard along with iron storm missiles. Overall, this is a lethal level of firepower that will attract attention from across the board from all enemies. And rightly too. For if this Knight is not dealt with, it will represent a significant threat to most units across the board.
On top of this, it has BS=5 and good armour compared to other knights and a healthy hull point count.
Weaknesses.
This is not a close combat knight. Forget it. It is a shooty knight.
Builds.
Although I like the naked knight, I do like this one as well:
Porphyrion with autocannons replaced with Irad-Cleanser (495 points).
Ouch. Just ouch. This is deadly to everything. Swap to las cannons if you have the points. It matters little. It is still a beast!
Friday, December 9, 2016
Horus Heresy Review: Mechanicum Ceratus Knight-Atrapos
Designed during the Great Crusade to take on filthy xenos macro-engines, the Atrapos is now a very rare commodity. Really, its only the Mechanicum who deploy these, but on the odd occasion they will use them as "payment" to a Knightly household should the need arise.
In 30k, they can stand for both a Lords of War choice in a mechanicum army, as well as being in a Questoris Knights army list.
Strengths.
The armaments of the Atrapos are just as rare as the beast itself. Firstly is the lascutter. This can be used as a beam weapon with a very short range and Destroyer strength. Or as a close combat Destroyer weapon. Both are very nice to say the least.
Secondly is the graviton singularity cannon. This has a 36 inch range and therefore marks the Atrapos out as being a much shorter ranged threat than others in the Questoris army list options. With armour bane, concussive and the potential to shoot off a vortex template, this is a superlatively strong weapon.
The real role of this beast is to take out enemy super heavies. This can be done nicely thanks to the Macro-extinction targeting protocols that give its weapons the twin-linked rule when it points them at enemy super heavies and gargantuan creatures.
Weaknesses.
Should the dice gods not be with you, then the Atrapos can help kill itself by wiping out hull points through unfortunate rolls of the singularity cannon. Whilst it can produce vortex results (as mentioned above), at the opposite end of the scale, it wipes out a hull point with no saves allowed once every six times it is fired, on average. Personally, this is a risk worth taking I would contend!
Also, its worth mentioning the restriction here: only one of these machines is permitted per 2000 points in the army. Hence you're looking at high points games only here.
Builds.
The only option here is to add on occular augmetics. So here it is:
Atrapos with ocular augmetics (445 points).
In terms of house hold ranks, the most obvious is the Arbalester. That said, I could certainly find a use for it as my HQ and wouldn't mind it being the Seneschal. Dolorous and Aucteller are reasonable other choices here too. Situationally, the Implacable might be nice if fighting in a dense city or under hive.
Of course, a Freeblade would be the most entertaining as one could craft an entire narrative around how such a situation ever arose!