Showing posts with label raven guard. Show all posts
Showing posts with label raven guard. Show all posts

Sunday, August 4, 2024

Wargames Gallery: Guerrilla Warfare

The remains of the Raven Guard take on a squad of Emperor's Children who have been dispatched to put an end to the Shattered Legions guerrilla warfare activities. 


I like this image as it really shows off the Emperor's Children iconography that I worked hard on for this squad for both the shields and the shoulder pads. The scratching and weathering is similarly clear and contrasts nicely with the dusty and worn look of the Raven Guard. 


Monday, April 1, 2024

Wargames Gallery Showcase: Shattered Legions

The image below showcases my (very modest) Shattered Legions forces to date. 


I find myself in a bit of a quandary about what to do next in the absence of the new rulebook! Hopefully that should arrive sooner rather than later though. I have a bunch of Iron Hands that I have assembled, but I don't know if to configure them as a Veteran Squad, or a regular heart of the legion tactical squad just yet. 

Regardless, the image shows a complete Raven Guard and Salamanders tactical squad, a double melta gun contemptor for the Salamanders along with a terminator character; a More Deythan squad, and vigilator for the Raven Guard, and a freshly painted Iron Hands praetor. 

The gaming mat and terrain accessories are from Game Mat EU for the curious. 


Monday, March 11, 2024

Wargames Gallery: Infiltrators

What happens when the two sneakiest legions meet?


In this case, the Alpha Legion has just declared a charge against Raven Guard Mor Deythan armed with melta and bolt gun. The combi-meltas have already been fired though, and the Alpha Legion tactical squad can be seen in a whittled down moment. After the charge, the Alpha Legion do well and exchange blows with the Raven Guard. The key difference though is the power fist on the Alpha Legion squad leader that really rips apart the Mor Deythan. Victory here goes to the Alpha Legion. What is left of the Mor Deythan routs, and the Alpha Legion sweep them off the battlefield for good - albeit at a heavy cost to the remains of the squad wherein only half the squad remain! But they've accounted for the enemy at a 2:1 ratio, so its a more than reasonable melee for the Hydra. 
 
 

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. 

Tuesday, December 27, 2022

Horus Heresy 2e Review: Mor Deythan Squad

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

Background.
These are the shadow masters of the Raven Guard. They have inherited something of their Lord's ability to slip unnoticed even in plain sight. They are also the ancient remnants of the Lycaean uprising, and rarely admit new members into their ranks, thus at the outset of the heresy they are rare sight. 

Strengths.
As well as access to a lot of weaponry, their unique rule is "Fatal Strike". This gives rending to their weapons once per game. My view on this is to NOT save this: expend it as soon as you are able, even on the first turn if able. Just watch out for reactions. 

Other than that, they come with 2 wounds each in second edition which is fantastic. 

Weaknesses.
Can't score. But you shouldn't really care about this facet. 
Fatal Strike doesn't stack with templates or blasts. This sucks and means you won't be using flamers here any longer. 

Difference to First Edition.
Improved. While they have lost their twin linking ability for Fatal Strike, the 2 wounds each is such a massive improvement overall. They retain shroud bombs and come with relentless which is amazing here. 

Builds.
10 Mor Deythan with Nemesis Bolt Guns, Shade with Melta Bombs (335 points).
Points have increased compared to first edition, but that extra wound being added accounts for this. The nemesis bolters are amazing in second edition and great for pinning. 

6 Mor Deythan, 4 with combi-meltas, 2 with melta guns (245 points).
My favoured build - and one to steal for the Alpha Legion as well. 

9 Mor Deythan, 3 Volkite Chargers, Shade with Melta Bombs (265 points).
Volkite plus Fatal Strike is scary. 

6 Mor Deythan, 4 combi-plasmas, 2 missile launchers (245 points).
For when things have to die. This is an amazing mid-range build overall, but won't make you any friends. 

Saturday, December 24, 2022

Horus Heresy 2e Review: Corvus Corax

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average for a Primarch. Don't get me wrong: he's crazy deadly. He's just not in the same league as some of his erstwhile brothers. 

Background.
His legion shattered at Isstvan, he survived nearly 100 days there with the remnants of his sons before rescue came - a triumph snatched from tragedy. In no small part this is likely due to his special ability to slip unseen, even in plain sight, which he passed on to some of his sons. 

Strengths. 
The stat line is somewhat "average" at least as far as Primarchs go with I=7, WS=7, and A=7 being notable. His warlord trait serves as an army wide boost to give both crusader and scouts, while also supplying a bonus movement reaction. Deep strike and hit and run supply the special rules apart from the Shadowed Lord rule which gives shrouded re-rolls of 1's after using hit and run to his unit and rolling an extra die and discarding lowest for using hit and run. This is solid.

Armour is standard, but gives shrouded at 4+. His weapons with AP=2 at the user's strength, but he gets to add a bonus rule from murderous strike, rage, or sudden strike at his whim. This is nice and provides great tactical flexibility. His pistols are solid thanks to the rending rule, and deflagrate will help whittle down larger squads here too. His pinions meanwhile grant movement=14 with bonuses against terrain. 

Weaknesses.
He is in the lower third of the power levels for his brothers. Sure, he will beat Magnus, and Alpharius in a fair fight most of the time. But he's going to struggle against most. So use that hit and run rule to best effect. 

Overall.
I like the army boosts and the fluidity of movement that he has combined with the defensive shrouded rules. His pistols are also worthy of note too. 

Difference to First Edition.
I don't like the fact that he's lost the ability to be "downgraded" and replace the pinions with a heavy bolter to represent his time on Isstvan. Please can we FAQ this? 

Friday, December 23, 2022

Horus Heresy 2e Review: Raven Guard Armoury

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

The Raven Guard don't have too many entries in their unique armoury. 

Raven's Talons. Lightning Claws with better rending and an extra A+1 when paired is an obvious choice to take. This is a winner, and an absolute steal for the points cost.

Infravisor. Great for night fighting (and directly combats Night Lords advantages) while giving bonus BS. They suck against blind though, so beware those Iron Hands terminators.

Cameleoline. Give an extra notch of shrouded for a praetor or centurion, but is quite pricey to be honest.

Corvid Pattern Jump Pack. Move 14, hammer of wrath, and deep strike. Also helps with dangerous terrain. There's no real down side here and the points cost is fine, so take it if you want it and have the points.  

Overall.
No special consul for the Raven Guard. Plus there's not many options present. The Raven's Talons are the only no brainer here and they should be taken. Cameleoline is just over priced. Overall its average, but with the stand out of the talons!

Thursday, December 22, 2022

Horus Heresy 2e Review: Raven Guard Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are fluffy, and strong in places. 

Warlord Traits.
The Raven Guard have a trait for all alignments in second edition. 

The Bane of Tyrants. For the Loyalists, gain A+1 and S+1 in a challenge, and another pip against the enemy warlord. Very handy for slay the warlord and resonates well with the Decapitation Strike rite of war as well. Bonus assault reaction is good.

The Hidden Hand. Re-rolling of failed reserve rolls is nice (whilst in reserve) or gain fleet (whilst on the battlefield. Bonus reaction for movement. This feels a bit more bog standard, but could be funky with some smart builds and play.

No Gods or Masters. Is your WS, I, or S less than your enemy? No longer! You match it! For the traitors only, and comes with bonus free reaction full stop once during the game. Probably not that much use for a full praetor given the already nice stat line. 

Rites of War.
Decapitation Strike. First edition players will find this one a little bit familiar, although it has had a lot of work and re-working gone into it. Preferred enemy against independent characters is awesome. Gaining shrouded for deep strike is solid. And a whopping 2 extra victory points for slaying the warlord is a plausible game winner on its own. Of course, the downside of only 1 heavy support might be a problem, but you're playing Raven Guard anyway which will be heavy support light regardless. It has to be played quickly and strongly, but that shouldn't be a problem.

Liberation Force. This is a fluffy rite of war but it requires a very, very specific build and set of models at your disposal. Its not one that can be swapped around between games for a static army list. Players have to take allied mortal troops with at least 4 units. You get stubborn all round once per game, the allied detachment also get stubborn, and Raven Guard get hatred of everything when in a close bubble to their allies. There are deeper downsides as well such as not including heavy models or slow models. I can't see this one being played much, but I think it can work well enough with the right build. 

Difference to First Edition.
Some strong differences here set apart second edition from first edition. Although it has the look and feel of first, there are a lot of re-works, particularly in the Decapitation Strike rite of war. This is unsurprising given they originally appeared in Book 3: Extermination all those years ago. 
 

Wednesday, December 21, 2022

Horus Heresy 2e Review: Raven Guard Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Raven Guard return to Second Edition in a strong way!

Background.
Smashed on the sands of Isstvan V, the Raven Guard who survived the betrayal lasted for just under 100 days on that planet along with their Primarch before being miraculously rescued. Their part in the Heresy would then be to create some new Astartes thanks to the Emperor revealing a few secrets, and then to operate in a guerrilla style until it was over - or be part of the piecemeal forces along with Salamanders and Iron Hands that also escaped the same.

Legion Rules Review.
Shadow and Fury grants a boon depending on the type of unit in question. For regular foot sloggers, this is infiltrate (which will make Alpha Legion forces cry) along with shrouded. For jump pack troops and dreadnoughts, they get to re-roll 1's to wound in a charge assault. For cavalry and vehicles, its shrouded or improved shrouded. These rules are very strong overall.   

The Vaults of Deliverance grants access to the unique armoury options. The Warriors of Deliverance meanwhile gives the warlord traits. Note that there are no unique consul choices to had here.

Advanced Reaction.
Fade to Black grants an immediate move directly proportional to initiative and shrouded when they are shot at. This is super impressive and will keep the Raven Guard alive when all hope is otherwise lost. Very nice for narrative Isstvan campaigns as well!

Difference to First Edition.
No flesh over steel drawback here, although furious assault is gone to be replaced by re-rolls which remains nice. The shrouded rule has become dominant more than anything and this is a very good thing for Raven Guard players. They've kept infiltration and swapped fleet out - although hints of this remain in the advanced reaction. Its complex. But overall I feel I like the rules here. 

Saturday, November 19, 2022

Wargames Gallery: Raven Guard Mor Deythan on Alien Worlds

The Raven Guard Mor Deythan and a Consul are exploring a very strange alien world. 

What will they find lurking on this mysterious planet? Heresy, or something much worse? 



Saturday, June 11, 2022

Mor Deythan full squad

The fully painted squad of Mor Deythan. Ready to escape the drop site massacre once again for second edition Horus Heresy!



Front view and reverse view -- I am particularly pleased with how the camouflage capes came out in the end. I was aiming for urban camouflage and decided to take a grey-white-black approach with broken lines of paint flowing within the fabric - I think this has worked well. The dusty bases only accentuate the feeling of the miniatures having seen a lot of action on the sands of distant worlds where these Raven Guard are covertly operating.

The equipment set up here is 6 Mor Deythan, 4 with combi-melta guns, and 2 melta guns (I can only hope this is still valid in second edition). 

Sunday, June 5, 2022

Painted Mor Deythan 6/6

The final member of the squad is a kneeling melta gun toting battle brother. For this marine, I've gone slightly further with the dust and mud on the greaves than some of the previous entries in this series. I think it has paid off since it really starts to show a marine who has been adopting this shooting position regularly on the sands of some forgotten place (maybe the Dropsite Massacre at Isstvan - and yet, I know in the canon it is meant to be black sand, but artistic liberty takes precedent here). 

Very happy with how this marine turned out, including the heat flare on the tip of the melta gun - this looks a lot more natural than some of the previous efforts. The eye lenses are also right here with the red as the base colour, orange for accent, and a slight dot of white in the corner. Highlighting has also worked well along the edges of the white panels (e.g., the hand) and the overall effect is very sound. 


Friday, June 3, 2022

Painted Mor Deythan 5/6

The kneeling position of these marines is a good "innovation" for the game in my opinion. There are now several kneeling legs available throughout the miniature range and they interact well with the rules at a fundamental level whilst also providing some realism. That said, I think there would be complaints if all miniatures in an army adopted such a position and maybe rightly so?

This battle brother is adopting the kneeling position on top of a base constructed from cork to give it a bit of extra height and to counteract some of the negative views that can arise from folks using kneeling positions within the game. The extra height gives the miniature a better view, and also makes him as vulnerable as many others within the game. The painting here follows the pattern already established, and I'm happy at how the Raven Guard iconography stands out on the shin and the helmet thanks to the grimy recesses that have been employed here. The edging also helps to pick out the armour on the wrists and shoulders nicely - both for the black and the white colours. The dust of the base ties it together as the final touch. 

Thursday, June 2, 2022

Painted Mor Deythan 4/6

Nominally the squad sergeant, this Mor Deythan model goes without a helm, presumably lost much earlier in the drop site massacre that he and his squad are desperately attempting to survive. 


The main feature that I wanted to try to get looking good here are the eyes - looking slightly downward as if evaluating the terrain or scanning the dead body of a traitor they've just eliminated. I think I've got the look just about right to my mind, but there's a slight concern about the iris size here. Think I have just about got away with it. Otherwise, the painting follows the previously outlined approach with the blacks and whites, coupled with the heat colours at the tip of the Melta gun, as well as the general dusty look that has been applied to the feet, cape, and greaves. A nice addition to the squad overall!

Wednesday, June 1, 2022

Painted Mor Deythan 3/6

It seems appropriate that on the day that the Warhammer Community previewed a small set of the rules for the Raven Guard in the new edition of 30k that I'm working my way through the Mor Deythan painting that I've undertaken. 


Marine number three is in a kneeling position and taking aim with a combi-melta. As suggested in the previous posts, the main idea here is to infiltrate into position and take out some heavier armour or cause serious damage to monstrous creatures with the melta gun shots that are available from the squad before mopping up with a different unit. Their (first edition) special rules do overlap somewhat with the Alpha Legion in terms of infiltration, but this squad makes a good target for the Coils of the Hydra come what may. Painting here follows the scheme established previously and I really like the way not only the grime has come out here, but also the dusty nature of the terrain that has rubbed off - literally - on to the cloak, armour and the greaves. 


Tuesday, May 31, 2022

Painted Mor Deythan 2/6

Continuing the short series on the Mor Deythan squad, this particular marine is armed with a full melta gun. Indeed, the aim of the squad is to infiltrate and blow some harder armour to pieces in order to make their points cost back. 


The tip of the melta gun here has had some heat work applied to it in the shades of purple, blue, and orange. Its not the most accurate edging that I've ever done, I will freely admit, but the effect is communicated nicely enough to provide a good accent to the otherwise black and white of the armour. Offsetting this is the dusty base to tie everything together - the dust also extends to the cape here. For the cape, I've tried to achieve a black, white, and grey camouflage scheme - I will post the reverse view of this squad soon enough. Overall I am very happy with how this one has turned out. Let's hope he survives the drop site massacre and gets rescued with the remnants of his legion. 


Sunday, May 29, 2022

Painted Mor Deythan 1/6

How has it been so long to get this squad painted up? Ah yes, Covid. Regardless, this is the first of the 6 squad members that I've painted up in the Raven Guard colours for my Mor Deythan squad. 


The painting follows my typical approach with Raven Guard colours. The black here is almost solid black and slightly glossier than what I've done previously with Iron Hands. However, this is very much accented with white colours that stand out more and help the model go "pop" better. With that said, I did very much want a weathered and forlorn look for this squad as narratively they are part of the drop site massacre and the legion's subsequent fight for survival before being rescued. For this reason, the exposed whites have been dulled down and made to look grimy with some Nuln Oil and the highlights are muted. The greaves are similarly weathered with the sands of the planet's surface. Also of note is an attempt at some gun muzzle heating on the combi-melta gun. I will try this on the other models in the squad and see how it works out. I might go over this again later. Regardless, I'm pleased with the general colour scheme of the model and the Raven Guard livery in general. More squad members yet to come!

Tuesday, April 26, 2022

Horus Heresy Review: Raven Guard Deliverer Squad

Editorial Note. With the announcement of the new rules for the Horus Heresy, I will regardless finish all the reviews of all units from the previous edition for completeness sake. We already know that these units were retrofitted for the new edition hence their inclusion is assured come what may.

Background.
The Deliverers are the remains of the Terrans within the legion and trained with the Luna Wolves under Horus himself prior to Corax being found. Finding reward with the Justaerin they were subsequently shunned by Corax since terminators did not truly fit in with the Raven Guard's new modus operandi. Not honoured like they used to be, some declared for Horus in the wars that followed whereas others stayed with Corax, if only to die a worthy death and prove their worth to the Raven Lord.

Strengths. 
Two wound terminators for the Raven Guard are a reason to cheer alone! The fact that they come with a teleportation transponder is nothing short of miraculous given that only the Night Lords truly compete in this particular area. 

Depending on what side of the conflict they are fielded, the Delivers either count as +1T for instant death (Loyalists), or gain hatred of Corax (Traitors). Corax in all cases will 18 inches away from them when on the same side during deployment (I guess he really didn't like them). 

They come with the usual stubborn and implacable advance special rules otherwise.

Weaknesses.
Not many. Even less if they are loyalists and worried about instant death. Arguably they don't get storm shields or equivalent, so they're not competing with the Salamanders here. What they are competing for are precious Elite slots in the army roster.

Builds.
5 Deliverers, 1 Multi Melta (300 points).
A nice scary unit to deep strike into place and be multi-purpose.

5 Deliverers, 1 Heavy Flamer, 4 Raven Talons (325 points).
Chop up enemies after landing. Camp on objectives. Plenty of choice.

10 Deliverers, 2 Reaper Autocannons, 4 Combi-Plasmas (533 points).
More expensive here, and mid-range. 

15 Deliverers, 3 Multi Meltas, Chieftain with Raven Talons, 5 Combi-Meltas (795 points).
Far too expensive! But in an Apocalypse game, entirely viable. 

Saturday, April 16, 2022

Wargames Gallery: Raven Guard on the Beach

The remains of a shattered Raven Guard squad slogs across the beach to reach a forgotten ancient tecnology cache that could help them flee this world. 



Sunday, September 26, 2021

Corax

The Forge World model for Corax is one that I've had in the collection for a little while, but only recently found time to assemble together. The sheer amount of resin involved in the miniature is one of the larger amounts for the Primarch series within the Horus Heresy, and this alone means that would be modellers need to take some time to get everything right.

For me, the nice parts were the long rods that features in the shoulders to provide stability to the arms for Corax. On the same point, but in entirely the opposite sense, I found the side engines on the jump pack to be most fiddly since they can be orientated in a number of ways. The wings are also very delicate and need some care to be fully processed (including cleaning, as well as removal of flashes and the like). I could have spend longer doing the wings, but it won't detract significantly from the subsequent painting that I will end up doing since the mould is now clearly ageing and some of the details, whilst crisp, are arguably not quite what they once were. 


My new rule for buying Forge World miniatures is to purchase them when they come out fresh. That way, one is almost guaranteed to have as optimal a cast of the miniature as possible. 

Regardless of this, the miniature is still totally amazing. The sheer dynamism encapsulated in the way that Corax is landing hard on the rubble and shooting at his foe is impressive to say the least. It is one of my favourite Primarch sculpts (much better than, say, the Ultramarines' Roboute, or the Imperial Fists' Dorn who by comparison are relatively static). This is much more on the level of the World Eater's Angron, or the Emperor's Children's Fulgrim sculpt - and I really appreciate that. 

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