Wednesday, July 10, 2024
Horus Heresy 2e Review: Aurox Transport
Saturday, July 6, 2024
Horus Heresy 2e Review: Dracosan Armoured Transport
Thursday, April 25, 2024
Horus Heresy 2e Review: Kharon Pattern Acquisitor
Thursday, February 29, 2024
Horus Heresy 2e Review: Coronus Grav-Carrier
Monday, July 31, 2023
Hours Heresy 2e Review: Triaros Armoured Conveyor
Sunday, July 16, 2023
Rhino Deimos Edition
Its been a little while since I had a hobby update, but here's a moderate one: a new rhino (deimos class) constructed and built.
For this transport tank, I've opted for a havoc launcher and a searchlight as the main options. I have always had a liking for the havoc launcher as it allows some longer range pressure to be applied whilst moving the transport into position. This might last one, or two turns at best, but I've always found it to be a worthwhile upgrade as the points cost will typically pay for itself even after one turn of shooting (and perhaps a lucky die roll). The searchlight is a more interesting upgrade. Somewhere in an army a searchlight or two is a reasonable investment given that night fighting rules will be encountered eventually in the game and unless you have night vision of some sort (Night Lords!) then you could be at a disadvantage - especially if you are relying on firepower rather than being up close and personal.
The deimos rhino kit is very easy to put together. I appreciated the upgrades compared to the older rhino kits as there is very little you can get wrong here and it just has a much sturdier feel to it than the slighter older rhinos that I've purchased and is simply less fiddly overall at the slight expense of a few more parts. This is a really good trade off though, and the spare weapons on the long range upgrade kit can be put to use elsewhere in an army.
Friday, November 4, 2022
Horus Heresy 2e Review: Legion Termite Assault Drill
Thursday, November 3, 2022
Horus Heresy 2e Review: Legion Dreadnought Drop Pod
Wednesday, November 2, 2022
Horus Heresy 2e Review: Legion Drop Pod
Wednesday, June 9, 2021
Horus Heresy Review: Saturnyne Pattern Aurox Armoured Transport
Tuesday, May 30, 2017
Horus Heresy Review: Sisters of Silence Kharon Pattern Acquisitor
Sleek, deadly looking, and very stealth orientated, the Kharon is the Sisters of Silence transport unit. Realistically, it is meant to be for taking prisoners and bringing them in for some justice of one sort or another. It is also a highly rated tank overall as well.
Strengths.
The most important point to make here is that the Kharon is an assault vehicle. Given that the Sisters are in the same army list as the Legio Custodes, then they can team up to assault out of this tank should the need arise.
Of course, it can also deep strike, but it is a big vehicle. It features a small slew of extra rules including but not limited to the Spectra Distort Field that gives a penalty to hit when shooting at it and d6 hammer of wrath attacks when it tank shocks some infantry.
Moreover, the weapons are also attractive, 4 lots of S=7 shots from the Hellion array is excellent. And that is in addition to the two missile launchers that are capable firing of psky-out missiles.
Weaknesses.
This tank is what it is. Stealthy (literally) with a deadly weapons load and transport capacity for 12. It is worth the points. Watch out for the rear armour though.
Builds.
Honestly, I would tank this tank naked. Armoured ceramite (bringing the cost up to 145 points) is tempting, but perhaps not needed.
Monday, May 29, 2017
Horus Heresy Review: Legio Custodes Coronus Grav-Carrier
I personally have always liked the grab-craft since they were first depicted in Rogue Trader. The Coronus carries on this tradition by having the grav-craft be in use by the Legio Custodes. It further indicates that the craft was an upgrade to the Jocasta design employed in the Unification Wars. Of course, the other grav craft are based on the Coronus design and have improved it whilst maintaining the goal of being fast an able to deploy in to zones that other vehicles might find tough.
Strengths.
With a capacity of 12 models and a small selection of special rules such as a flare shield, the Coronus makes for a desirable transport craft for the Legio Custodes.
The weaponry features twin linked lastrums, as well as a turret mounted blaze cannon which is nothing to be sneezed at.
In addition, the "grav backwash" rule is very entertaining as it supplied a -2 to hit unless the vehicle is immobilised.
Weaknesses.
There are no real weaknesses here: this is a well balanced transport -- nay tank -- that is worth its points value.
Builds.
Even naked, the transport is viable. However, of all the upgrades available, I think this combination is probably what many people may opt for:
Coronus, armoured ceramite (155 points).
Of course, the armoured ceramite is completely optional. But it does come in handy every once in a while.
Wednesday, February 24, 2016
Horus Heresy Review: Auxilia Gorgon Heavy Transporter
The Gorgon is a super heavy tank that is designed to be a massive armoured transporter. Its use in the annals of the Great Crusade are noted to be primarily to secure breach heads and generally overrun enemy positions where the survival of troops would otherwise be nil.
Strengths.
Its a super heavy tank! With excellent AV on the front and sides, coupled with a huge amount of hull points, this is a serious vehicle for serious armies!
As if to demonstrate just how serious it is, there is space for a whopping 40 troops to be transported on board. Indeed, so huge is the capacity, that even the rules note that the model itself can only fit something like 15 on the tabletop -- just leave the others to one side for when they're ready to be disembarked! Also, its worth noting that only two squads can disembark per turn from the vehicle.
The Heavily Armoured Prow makes the vehicle very impressive with an inbuilt invulnerable save. The mortar battery, although one use only, is not too bad an armament either.
Weaknesses.
The rear armour is a bit of a concern at AV=10. Outflanking can cause problematic holes in the rear of this tank. Its also open topped, hence the rear armour is of top concern to defend against opportunist attacks.
Builds.
There are actually a number of options here, depending on how one wants to run it. I primarily see two things to do: make the weapons strong and long ranged, or shorter and focussed (e.g., in an anti-infantry sense).
Gorgon, Armoured Ceramite, Mortar Battery (300 points).
This is probably the baseline build. The auto cannons and mortar combine well to give a good anti infantry role, although I could be tempted by some heavy flamers or multi lasers to replace the mortar.
Gorgon, Armoured Ceramite, 2 Twin-Linked lascannons, replace the battery with Lascannons as well (340 points).
Plenty of lascannons here to play around with! This is one that can blow up tanks and then disembark its own contents to take care of any troops that were riding on board. Add hunter-killer missiles to taste.
Saturday, July 4, 2015
Horus Heresy Review: Triaros Armoured Conveyor
Background
This is the dedicated transport for the Taghmata Omnissiah Mechanicum. As might be expected for a Mechanicum transport, it is not a simple thing. Based on ancient technologies never shared with the other half of the Imperium, this transport has a killer front end that is literally capable of smashing things to oblivion, as well as having a large capacity.
Strengths
The carrying capacity of this one is high, at 20 models. Coupled with a AV=14 on the front means that your models are very likely to get to where you want them to be. Unlike Rhinos! On top of this, the flare shield comes as standard to improve the transport's durability and frustrate high S incoming fire power.
The shock ram is an interesting addition. By raising the front armour to AV=15 for ramming, this transport can be used in a very aggressive manner by the controlling player. More than that though, the addition of a free haywire roll when ramming means that this tank creates a whole new play style for the mechanicum that is rarely seen elsewhere. Several of these transports criss-crossing the battle field at top speed will put a halt to other armies ground tanks by the middle turns of a game (with a bit of luck thrown in, of course). Even a regular tank shock against infantry can be deadly with d6 S6 hits happening.
More significantly, the shock ram that provides all these extra rules is not an actual weapon. It can therefore never be removed from the tank by incoming firepower.
Weaknesses
Not too many weaknesses here really. Even the volkite weaponry is very reasonable, as is the mauler bolt cannon. Arguably even the price is not bad either! Equally, the Mechanicum player is not going to be using as many of these as a Space Marine player uses rhinos.
Builds
Triaros Armoured Transport, Blessed Autosimulacra (140 points)
I think this is the baseline unit. The blessed auto simulacra is there to give it a chance of getting back some of the (four!) hull points if it loses any, and its a cheap upgrade so should be taken. Any other upgrades are to taste really. Place Secutors or Destructors inside and go about your business!
Wednesday, April 10, 2013
Chaos Daemons Review: Blood Throne of Khorne
For it to be fully effective, the blood throne needs to be up close and personal with the enemy -- the ability for it to heal itself via gorefeast / hammer of wrath is excellent. Whether we this is the deciding factor is unclear to me: I think a turn of dedicated incoming fire is going to eliminate it with ease.
The totem of endless bloodletting is an interesting upgrade that allows loci to spread 6 inches from the chariot. I like the intention behind this rule immensely. The greater locus of fury and the exalted locus of wrath are going to be excellent contenders for this honour. As such, this "force multiplier" is sorely tempting to the for a Khorne focussed army since chariots of this nature will become nodes / nexuses of the army -- effectively making the Khorne daemons have an edge more deadliness in close combat. As such, if we are running Khorne and taking a blood throne, I'd be tempted to take more than one.
Sunday, November 4, 2012
CSM in 6th Review: Chaos Rhino
The Chaos Rhino deserves a quick mention in the review of the new chaos space marine codex. To be fair, the rhino is a pretty standard piece of kit and is not vastly different to the loyalist analogue. It is the potential upgrades that can set it aside from its loyalist counterparts, so we'll look at a few example builds in turn. (and you'll notice I've avoided making any statement about whether armies should be investing in such tanks any longer!).
Chaos Rhino with combi-bolter, search light, smoke launchers, repair, havoc launcher (47 points)
The havoc launcher is a splendid upgrade that just got cheaper in the new codex. Don't underestimate the threat that the havoc launcher can have: regular S5 pie plates with re-rolls to hit are pretty awesome to "ping" enemy hold-outs with, even if they get an armour or cover save. I'd recommend taking several of these rhinos if you're going to go down this route, just to keep the threat level high.
Tuesday, March 10, 2009
The Mouth and Philtrum of a Death Guard Rhino
Why bother telling you about philtrums? Well, the answer is one of observation. Whenever you take a look at another human being's face, you inevitably (yet perhaps unconsciously) take in their philtrum as well. Without it, the face would lack some definition. It wouldn't communicate as well. Hence, when I was originally considering how to construct a maw at the front of a rhino, I examined a number of photographs of lips - both human and animal. In the end, I thought human lips would look more chaotic somehow. Also, they don't tend to protrude forward as much from the other parts of the face (eyes, forehead, etc.) as, for instance, a dog's mouth does. This meant that I could keep the approximate profile of the rhino intact. Significantly (and the deciding factor to use human-styled lips) was the observation of the philtrum. It was a feature that I felt I could pull off well, given a liberal amount of greenstuff. Moreover, it is also the feature that I think sets this rhino apart from others. It looks like it could have once been human, or is perhaps emulating a human mouth. Hence, I could also use this rhino as a possessed vehicle without stretching anybodies imagination (although I never have!).
Construction.
The first step was to cut out most of the lower half of the frontal armour of the rhino with a sharp hobby knife. I also dug in to the lower "floor" of the rhino where it connected to the frontal armour to create a more oval-shaped hole at the front. This formed the basis for the mouth's opening.
I then assembled the "teeth" of the maw. These were cut from the swords of some rather ancient warhammer fantasy battle skeleton sprues that I had discovered decaying in the nether regions of my bits box. A total of nine were used in the end. I did wonder whether to use scythes (thereby creating warped teeth), but I figured some pointy straight teeth would be better when combined with a decayed paint scheme. (An alternative would be to take apart a plastic hair comb and use the comb's teeth as proper teeth?). The teeth were then glued in to position - alternating between downward and upward pointing ones. They were also orientated such that they were pointing slightly outward from the body - the remains of the frontal armour helped with this as its angle is almost spot on already.
Then, I made up a whole load of greenstuff / milliput. It was pushed in an oval shape around the hole created in the front armour and such that it didn't connect with the pointed end of the teeth. Next, this shape was slowly pushed, with finger and thumbs, in to a more mouth looking shape. This, of course, included creating a convincing looking philtrum and lip regions. The lips were scored with some straight lines to give the impression of a different texture compared to the upper lip / moustache area. The result looks a bit like a snarl!
Painting.
The lips were painted in a purple basecoat, followed up with some inking in purple and black and drybrushing to lighter colours. The lips are ever so slightly a different shade against the other skin region, again to differentiate them from the upper lip / moustache region. The teeth were done in creams, yellows, and some browns to create the look of someone who could do with a swift visit to the dentist.
Evaluation.
A little bit of observation of the real world can contribute immensely to conversions like this. I really like this rhino and try to use it in games as often as possible as a result.
Sunday, November 16, 2008
Count the VII: A Plague Marine Squad
Why this choice? Well, firstly there is the plague marine survivability factor. These marines just don't want to leave the battlefield with their feel no pain special rule. This makes them a wonderful troops choice for capturing strategic objectives in various scenarios. In 5th edition, this got even better since every single one of them must be removed in order to eliminate their scoring unit status; unlike in 4th edition when they had to be reduced to under half strength. For a unit of 7 as pictured here, it'll take a statistical mean of 189 standard bolter shots fired by BS4 troops to get rid of them. Let me repeat that: 189 bolter rounds are needed to eliminate these troops! You only need a mean of 63 standard shots for 7 ordinary marines. Significantly, even for 7 terminators you'd only need a mean of 126 standard shots!
Given that, they're not exactly bothered by the prospect of being rapid fired at with bolters. They're also fearless. They do, however, lose out to weapons that deny them their save (ordnance, power fists and the like), so they have to be carefully managed. They're not really designed to take on terminators unless massed in large numbers. Further, they're expensive as well at 23 points per miniature. But I strongly believe that these points are well invested.
Pictured, I've kitted this squad out with a power fist on the plague champion, a melta gun, a flamer and an icon. This makes the squad a dangerous and flexible one. Each model is also a conversion to a greater or lesser extent, which is another prime reason that I like to field them. Lastly, I sometimes mount them in a rhino equipped with a havoc launcher (also pictured) to improve their maneuverability and add some more shooting power. I'll post about this particular rhino at a later date since it is an interesting conversion. The total points value of the pictured squad comes out at 271 -- yes, they're rather expensive. Other configurations that I favour include simply going for two plasma guns in a squad of seven; a kind of static pseudo-havoc squad.
In GT2008, these troops were worth their points value in gold. There was hardly a single game where they were eliminated to a man. It's a rare battle that I leave home without including them in a chaos space marine army. The only reason for doing so is to have more bodies (and therefore more shooting models) in an army. But more bodies doesn't necessarily improve survivability.
Monday, November 10, 2008
Nurglesque Rhino Number One
Aims and Model.
The idea with this model was simply to make it look more nurgly than a standard rhino. The conversion work was not major: it mainly consisted of subtle additions of milliput to the surfaces to create some fungoid-looking growths and pustules.
In addition, bits and parts from the plastic Warhammer zombie boxed set were added in a couple of places around the model including the gunner, and even an entire zombie was inserted inside the starboard side door, leering outward. The only game-affecting upgrade to be modelled was the havoc launcher.
Painting.
For the paint scheme, I followed the overall trend started with the dreadnought: a rusty and old feeling, using a mottled undercoat. For the obviously rusted areas (frontal area), I used a bleached bone coat followed by an application of chestnut ink to create the streaked, water damaged look.
The green fungi was basecoated in goblin green and inked dark green. Drybrushing progressively lighter greens gives it the decaying appearance. Other milliput pieces were basecoated in read and worked up from red, through orange to a yellow to be reminiscent of pustules bursting (or about to be bursting).
Evaluation.
Positives: The model got a good reception, at least as good as its other rhino counterpart that was modelled to have an open maw at the front (yet to be posted). The zombie parts really helped accentuate the Nurglesque appearance.
Negatives: some of the inking work meant that this model was very hard to photograph well! Indeed, the bottom photo looks very reflective on the front.