Showing posts with label solar auxillia. Show all posts
Showing posts with label solar auxillia. Show all posts

Thursday, August 15, 2024

Horus Heresy 2e Review: Solar Auxilia Malcador Infernus Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. A flame tank that should be better than it seems on paper.

Background.
When you absolutely need to clear out an enemy from dug in positions in city scape ruins, forests, or perhaps even the traditional trenches. The Infernus spreads out a lot of deadly flames thanks to the inferno cannon. But they are kept in reserve for when the demand is really required and evidenced.

Strengths.
The inferno cannon is certainly deadly, there's no two ways about it. It will destroy things consistently. The sponsons are also heavy flamers by default as well, which just adds to the heat. You can even take a pintle heavy flamer as well if you need just a touch more flame! The other sponsons and pintles are all quite valid as well. 

Weaknesses.
AV=13 on the front and sides are not attractive. The AV=11 on the rear is a problem. The overall points cost is just about acceptable for what it is doing, but as a Lords of War, there are better choices. 

Builds.
Infernus, with added pintle heavy flamer, flare shield, dozer blade  (335 points).
I'm taking the heavy flamer addition here for fun. I think the dozer blade is going to be required more here than on other vehicles as well. 

Monday, August 12, 2024

Horus Heresy 2e Review: Solar Auxilia Cyclops Demolition Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. I want to like these a whole lot! I'm just a little torn and not sure quite where I sit with the star rating though!

Background.
A remote controlled explosive made for destroying buildings. Except its now in a war zone. And targeting enemy tanks, apex xenoform, and titans alike. Brought into position by a transport and then controlled by the Operator, these are literally deadly when played right.

Strengths.
I totally adore the concept here. I almost gave 5/5 stars just for the remote controlled aspect. There needs to be more of this in the game. It reminds me of Rogue Trader days to be very honest.

I digress. The S=10 hit with AP=1 and brutal means you are going to be causing a serious headache. This alone means it is worth taking.

Weaknesses.
The obvious counter point to what I just wrote is that the Cyclops unit explodes. Thus making it a literal one hit wonder. In turn, this makes the price tag questionable. But what the heck. Take them anyway. Rule of cool applies!

Builds.
3 Cyclops and 1 Operator  (105 points).
Go all out here. Take a flying transport to get them where they need to be and use that remote control when you are ready. This is a unit that has so much potential! Of course, they're going to be targeted before they get into charge range, but you can hopefully take care of that with a bit of tactical acumen?

Friday, August 9, 2024

Horus Heresy 2e Review: Solar Auxilia Valdor Tank Destroyer Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Others may disagree, and might be right to, but I like this one!

Background.
The neutron laser is a relic from the dark age of technology of the Imperium. Each Valdor tank is therefore something of a unique treasure and expensive to produce. Named for the golden boy, this tank was rolled out to the Auxilia primarily and is still a comparative rarity. 

Strengths.
It is a mobile neutron laser beam! You get ordnance 2 at S=10. It will be killing things. And that my dear reader is the entire point of this tank and I'm not sure I need to write much more in the strengths other than I like the aesthetic of the tank as well!

Weaknesses.
Its a Malcador chassis. Would prefer AV=14 on the front like a Leman Russ, but we can't have everything. 

Builds.
Valdor, Sponson Lascannon, Flare Shield (290 points).
A mobile neutron laser beam, with a las cannon for luck, and a flare shield to take the incoming shots. I'm not taken with the pintle weapons overall, but the dozer blade and hunter killer missile can be taken to taste. 

Wednesday, August 7, 2024

Horus Heresy 2e Review: Solar Auxilia Armoured Battery

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. rounded down. More tanks! But they're not quite worth the points cost.

Background.
Medusas? Basiliks? Sure, that's the name you give to tanks when you have ran out of famous primarchs. Clearly the Angron and the Sanguinius tanks never made it beyond mechanicum testing zones.

Strengths.
The main weapons on these tanks are the earth shaker cannon and the medusa mortar. Both are okay, with the medusa probably being slightly better out of the two. 

Pintles are available along with extra tanks here to make up a full squadron of three.

Weaknesses.
There's really not much to write home about here overall. The points cost is just not really justified to my mind when there are other tanks to invest in. That said, they are nice artillery tanks and look good on the battlefield when massed in number and I do like that aesthetic. 

Builds.
Medusa with hunter killer mission (210 points).
Nothing wrong with the medusa mechanically, but the points cost isn't right. 

Basilisk with pintle multi-laser (210 points).
Not worth the points cost here in my opinion. 


Monday, August 5, 2024

Horus Heresy 2e Review: Solar Auxilia Malcador Heavy Tank Squadron

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

Background.
What did Malcador ever do for the Imperium of Man?He had a tank named after him, of course! These heavy tanks are an ancient design and were pressed into hard service during the Heresy by all sides. 

Strengths.
Alongside plenty of customization (did you say lasers all around?), there is a fine choice of main weaponry as well. The battle cannon comes as standard and is generally okay. The two las cannons are great at tank killing. But I think the winner is the Vanquisher battle cannon on the front. 

The heavy bolt gun replacements are equally fun, with a large array of possibilities that are all tempting - probably except for the heavy flamer. 

The side mounted heavy bolt guns are similarly tempting to replace. Again, the heavy flamer is not so much attractive to me personally, but the others are interesting enough. Just take a pintle heavy flamer if you must. You will probably want a flare shield to round it all off, and a dozer blade to taste. 

Weaknesses.
There's certainly a debate to be had here of the Malcador versus the Leman Russ. The points cost here is not quite as efficient, with the front armour differential being a case in point. Note also that the vanquisher is much better situated on the Leman Russ, so you might just want the lasers after all. 

Builds.
Malcador with battle cannon, hull mounted autocannon, and side mounted autocannons, flare shield (250 points).
Probably the baseline entry.

Malcador with two front mounted gravis lascannons, hull mounted las cannon, side mounted las cannons, flare shield (295 points).
When you like lasers and hate enemy tanks sufficiently to want them destroyed on your turn. 

Malcador with Vanquisher battle cannon, hull mounted las cannon, side mounted auto cannons, flare shield (270 points).
Strictly the Leman Russ is better here, but I still like it. I'm biased. 

Monday, July 29, 2024

Horus Heresy 2e Review: Solar Auxilia Rapier Battery

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Who doesn't love the quad launchers!

Background.
This is a portable heavy weapon. The rapiers are essentially and all-terrain rugged weapons mount, and they come with the requisite gunners needed to operate the tech. There's nothing fancy here. These are simply the guns that won't tire and advance and reposition happily. 

Strengths.
There are four weapons to choose between here.

The multi-laser is baseline and adequate at S=6. 

The Gravis heavy bolter battery is sweet at a longer range and heavy 8, albeit at the price of S=5. However, the twin linked should not be overlooked here either.

The laser destroyer is plain bonkers. Its ordnance 2, and will kill stuff. If it hits. 

The quad launcher is great and can be upgraded with incendiary shells, shatter shells, or splinter shells in addition to the frag shells baseline. There's lots of different effects here, but I'm a fan of the splinter shells thanks to their rending. 

Weaknesses.
Not many weaknesses realistically. The BS=4 competes with the best, and of course this can be increased within your tercio. 

Builds.
3 Rapiers with Laser Destroyers (180 points).
The tank destroyers.

3 Rapiers with Quad Launchers, Splinter Shells (195 points).
Upgrade to shatter shells for +30 points.

3 Rapiers with Gravis Heavy Bolters (105 points).
So much firepower here. And the points cost is very reasonable indeed. There's a wealth of firepower coming out of this that is going to land wounds nicely. 

Friday, July 26, 2024

Horus Heresy 2e Review: Solar Auxilia Tarantula Sentry Battery

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Criminally under-rated by most - or perhaps very over rated by me. Same thing really. I could almost give them 5 stars. That is, if I ever saw an entire army based on maximum Tarantulas. I'm still waiting. 

Background.
Do you remember the movie "Aliens"? The special edition? They deployed some of these beasts and they stopped so many aliens it was embarrassing. Then they ran out of ammo. And things got more interesting. There's no real difference here except that they don't run out of ammo! 

Strengths.
They are cheap heavy bolt guns, or las cannons, or hyperios missiles. Take your pick. I genuinely love them all. And I'm really not sorry about my love for tarantulas. 

I regard them alongside Vindicators as being the most criminally under-used in 30k by everyone able to take them. 

Critically they have both Fearless, and Firing Protocols in the FAQ - remember these rules! 

Weaknesses.
BS=2 is not great. But this is where your BS+1 gift from other parts of the Tercio come in to play. The fact that you have to target the nearest thing is also a little sad, but they are automated. You just have to get used to positioning them appropriately. But more than this - hear me out - they can actively control lanes on the battlefield. This (as an Alpha Legion player) never gets old for me. They are a denial unit that doesn't really strike that much fear, but what it gives you is board control when you need it. Don't overlook this. I've won games because of tactical positioning of these things. I've forced heavy tanks to take other routes rather than be exposed to las cannons that they don't want to waste fire power on. I've then taken care of those tanks by other means whilst holding where I needed to elsewhere. They're insanely good once you start thinking of them as board denial units, rather than stupid non-moving low-BS lascannons. 

Builds.
5 Tarantulas, Lascannons, Searchlights (205 points).
I know you're going to look at the price tag and think otherwise. But 10 las cannon shots per turn for this amount of points is solid enough to consider. The search lights will help and all you need to do is figure out which "lanes" on the board you want to control with them. Or maybe just put them on top of buildings. They're really good. 

5 Hyperios Tarantulas, Searchlights (130 points).
Insanely cheap. They have heavy 3 each, and skyfire. You control the skies with these. Make no mistake. This is a force to be reckoned with. Expand to 9 Sentry guns if you're playing a larger game and this will be such a serious counter to other armies that you will end up laughing even if you have no friends left.

9 Tarantulas, Searchlights, Augury Scanners (205 points).
Maximum heavy bolter action. This unit really discourages troops in a board controlling way. Each is shooting out 8 shots at S=5 every turn. That makes 72 shots per turn. Simply disgusting. Do you see why I like tarantulas yet? They are really under the radar for almost every player, but could actually be an entire tactic in and of themselves. Please don't overlook tarantulas any longer!



Thursday, July 25, 2024

Horus Heresy 2e Review: Solar Auxilia Artillery Command Section

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars but rounded down here. Worth taking and reasonable rules for the cost.

Background.
Who are you going to call when you need a firing solution for your big guns? Probably the Artillery command section. Happily, they can also defend should things get a bit ... dicey?

Strengths.
For me, the real benefit of this unit is the option to take a cognis signum. Take it. 

The command vox and the vexilla are probably going to be standard as well.

Everything else is subject to taste. I can see a defensive role for this unit, but really, that +1 BS is going to serve you much better than anything else. 

Weaknesses.
T=3. All the same problems that other mortal units have and some commonalities with the other human troops. 

Builds.
5 Troops, Command Vox, Auxilia Vexilla,Cognis Signum (95 points). 
This is the standard build to my mind. Hide them safely behind some screens and grant +1 BS where it matters. 

10 Troops, Command Vox, Auxilia Vexillia, Cognis Signum, Augury Scanner, Refractor Field, Power Weapon (155 points).
A more expanded unit meant to get stuck into some surprise defensive work. The main surprise is when they survive against infiltrating Astartes.


Tuesday, July 23, 2024

Horus Heresy 2e Review: Solar Auxilia Leman Russ Assault Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up but only just. Expensive.

Background.
Slower moving. Heavier weapons. Shorter ranged. Executioners. Incinerators. They mount weapons typically seen in the space marine legions rather than the regular army. 

Strengths.
The demolisher cannon is great. To be honest, so is the plasma cannon and the macro-saker. Can't really go too wrong depending on the battle field role that you have in mind. 

I like the cheap extra Leman Russ tanks that you can add here, and those are worth the cost. 

Weaknesses.
AV=10 to the rear is a significant issue here.

The points cost for the initial tank is also not worth it, so you should make up for this fact through buying MORE tanks. 

Builds.
3 x Leman Russ, Plasma Cannon, auto cannon on hull, dozer blade (585 points).
Same price for different primary weapons here of course. I like the dozer blade due to the shorter range on the weapons and the probably real need to move into position. I can see a case for a front mounted las cannon, perhaps a pintle multi laser, and hunter killer missile. But honestly the points cost doesn't quite justify it against the strike squadron which is where I'd be more tempted to place the missile. 

Monday, July 22, 2024

Horus Heresy 2e Review: Solar Auxilia Leman Russ Strike Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Beware of the rear armour value, otherwise fantastic. 

Background.
These are the vanquishers, executioners, and exterminators variants of the noble Leman Russ Battle Tanks. Named after the primarch thanks to his fury, I can't help but think there should have been some Angron Tanks somewhere. Or at least Horus Tanks. Or Sanguinius Tanks. Or Ferrus Manus Tanks. Let alone Perturabo Tanks. Seriously people. Does no one like those other primarch? Even charismatic Horus?

Strengths.
The Leman Russ is solid. The price point here is worth it. There are multiple upgrade options. Fundamentally, the "naked" version works, but for no additional points, the quadruple las cannon is excellent. I'd really be tempted by the Vanquisher battle cannon though. Can't beat the co-axial autocannon to my mind. And it is a cheap upgrade. AV=14 on the front is icing on the cake.

Weaknesses.
Beware of your facing and orientation with the Leman Russ. The rear AV=10 is a serious concern that can lead to being very exposed by the more cunning legions and foes. 

Builds.
Leman Russ, Two Turret Mounted Gravis Lasannons, front multi-laser, hunter-killer missile (160 points). 
An excellent laser tank!

Leman Russ, Vanquisher battle cannon and co-axial autocannon, front autocannon (155 points). 
Very little not to like here!

Sunday, July 21, 2024

Horus Heresy 2e Review: Solar Auxilia Armoured Command Section

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. Rounded down. Solid, but not worth the points cost. 

Background.
Tank commanders! They regard themselves as being the creme-de-la-creme, but the regular line troops are not so secretly laughing at them. 

Strengths.
Fundamentally, the Leman Russ tank is a good choice. The battle cannon comes as a fixed standard, but the heavy bolt gun can be upgraded to different things (but honestly, you don't need to do that - even if multi lasers seem tasty - which they are), and you can also get a handy pintle mounted gun if you want one - this is largely personal choice territory. 

The key things that this tank can take that the regular tanks cannot are the flare shield (plausibly a solid option) and the cognis-signum (almost an automatic include depending on your set up for the tercio). 

Weaknesses.
There is no real reason for having a 50 points increase in the Leman Russ price tag for next to nothing. Sure, you get BS=4, but that's about all there is to write home about. BS=4 is not worth 50 points. Not sorry. And you're stuck with the battle cannon. 

Builds.
Command Section, Cognis-Signum (220 points). 
Not worth the points overall in my humble opinion. This is just the build that I would go with - no more, no less - if you wanted to take one. Its a fluffy choice. 


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. 

Wednesday, July 10, 2024

Horus Heresy 2e Review: Aurox Transport

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Cheap and cheerful. Won't last long, but might get you where you need to be.

Background.
This is the Solar Auxilia equivalent of the rhino. Mass produced and modular this is an armoured personnel carrier that sees use across the galaxy in all sorts of terrain and conditions. 

Strengths.
The major attraction here is the points cost. It really is genuinely priced nicely and competitively. But for those points, you basically get what you pay for. The movement rate of 15 is nice enough, and the transport capacity of 10 is adequate without being brilliant. 

Weaknesses.
AV=11 at best. AV=10 at the rear. This vehicle will melt fast if it comes under fire. 

The transport capacity is lacking as well. On the bright side, if you disembark all at once in a small blob you still get to fire all the same despite it lacking an assault ramp - which is actually kinda an advantage I'd suggest. 

Builds.
Aurox (30 points). 
Yes, I'm going for the naked version here as my preferred build. Sometimes the search lights will be useful if you have other vehicles that can take advantage. The pintle mounted weapon options are adequate, but you're probably not realistically going to make too much use of them. 


Wednesday, July 3, 2024

Horus Heresy 2e Review: Solar Auxilia Rifle Section

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. Rounded down - but only just. Shoot fast, die quickly. Great for the points value when played well. But very squishy. You will need a lot of maximum sized units for this choice!

Background.
These are the mainstay troops of the Solar Auxilia. They are recruited from all over the Imperium of Mankind and are armed with some of the (surprisingly) best weapons that the Auxilia has to offer. 

Strengths.
The rifle is the star of the show here. At 30inch range, the volley shot clocks in at heavy 2, strength 3. And at 18inch range, one shot at strength of 6. Both these modes are great. Combine this with the close orders and you have an excellent basis for a unit that moves tactically and shoots rather nicely. Keep things at that 30inch range and you have a great chance with this unit.

Weaknesses.
Did I say excellent basis for a unit? Yes. But they're only human. Their leadership is weak. Their toughness is 3. They have to pack closely together and will therefore die in droves to pie plates and template weapons. Don't even think about close combat. Just take lots of rifles - that is the only way you're going to do well.

Builds.
20 Rifles, Vox interlock, Auxilia Vexilla (120 points).
This is the only viable build realistically. Forget close combat upgrades for the sergeant. Take the Augury scanner to taste (you should have that elsewhere though to be candid). You're done. Keep firing at 30inch range and avoid anything getting close. And pie plates. Avoid pie plates for the love of the Emperor. 

Friday, June 28, 2024

Horus Heresy 2e Review: Solar Auxilia Line Command Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up - but only just. You're taking it because of the essential Vox. 

Background.
Lead from behind. Usher the rifle sections into position. Try to interpret the commander's orders. Get stuck in the middle somehow. Not a great life, but also not the lowest of the low.

Strengths.
You are going to need to take this unit because of the Vox. That're really all there is to it. This unit comes in the Infantry Tercio along with the Rifle Sections and you can get up to 3 of the latter and 1 of the command section per tercio. 

There's some options for upgrades here, but fundamentally this is a ranged unit that will have the vox for utility. They are strictly worth their points, and you have the option to have some blades in here as a deterrent. 

Weaknesses.
The stat line is poor for everyone who is not the Troop Master. These are basic humans with low leadership and average weapons. 

Builds.
10 Line Command, Command Vox, Auxilia Vexilla, Augury Scanner, Troop Master with Power Fist, Refractor Field, Melta Bombs (150 points).
A reasonable price tag and a reasonable command unit. 

5 Line Command, Command Vox (75 points).
The bare minimum. My view is to take the variant above as I doubt you'll be scraping for 75 extra points to save? Maybe?


Tuesday, June 25, 2024

Horus Heresy 2e Review: Charonite Ogryn Section

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

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

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

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

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

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


Tuesday, June 18, 2024

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

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

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

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

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

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

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

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


Friday, June 7, 2024

Horus Heresy 2e Review: Solar Auxilia Medicae Section

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

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

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

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

Weaknesses.
T=3.  

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

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

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