Monday, December 23, 2024

Horus Heresy 2e Review: Solar Auxilia Aethon Heavy Sentinel Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars, rounded down due to being in the over-subscribed heavy support slot. 

Background.
Grizzled veterans piloting something that is half way to a dreadnought. These Aethons are the new kids on the block for Horus Heresy and their battle field role seems to be analogous to an Auxilia dreadnought in many respects. It is essentially a weapons platform that is also able to take some serious incoming fire. 

Strengths. 
Let's just mention the profile first - that 2+ armour save is excellent for the solar auxilia. W=5 and T=6 is similarly great. 

The multi laser and the missile battery combination as the base entry is very reasonable - and entirely worth the cost. Indeed, all of the upgrades are also at the point of points cost worthy too. There are not many of them that I actually don't like to be honest. Except for the hunter killer missiles - I think you might blow up a transport, but that's about it, and you're sacrificing firing every turn for one shots for these, so probably not worth it unless you think you're going to perish on turn one.

I think the ability to act as a mobile wall to soak up enemy fire and reactions is actually an under-spoken slot in the game these days. This walker fills in that gap very elegantly as it won't be hurt too much by reactionary fire. 

Weaknesses. 
It is not really made for close combat, but might hold its own for a little while against regular space marine squads if you are feeling lucky. Melta bombs are going to hurt it if I'm reading the rules right though. 

Builds.
3x Aethon with auto cannons (230 points).
I like auto cannons for their ability to take on different target types with ease. 

3x Aethon with multi-lasers (200 points).
Baseline entry, and valid anti-infantry role. 

3x Aethon with las cannons (260 points).
Back line squad to be used for pinging away at heavier tanks. 

3x Aethon with melta lances (275 points).
An up close squad for tank hunting. Possibly take one model with hunter killer missiles to taste? 

Thursday, December 19, 2024

Horus Heresy 2e Review: Solar Auxilia Hermes Veletaris Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. A slow moving volkite wall with reasonable ballistic skill.

Background.
This is a Hermes with extra armour that means it is slower than its brothers. In the background, they are used to flank enemies and destroy their key encampments before the main force gets there. 

Strengths. 
The 4+ armour save is certainly better than the regular Hermes sentinel, as is both the WS and BS which are upgraded to 4 here. 

The volkite calivers are sound in principle, although as with all volkite weapons, you should take as many of them as possible. 

The heavy flamer upgrade is interesting. If you have a way of getting into position quickly, these could cause immense damage. But getting there is an issue with a movement of 8.

Weaknesses. 
The movement of 8 is comparatively slow for what you are getting here. The WS=4 puts them on par with regular space marines, but the enhanced T and S means that they should do okay in melee. Hence the heavy flamer upgrade might actually work. But I prefer the volkite. 

Builds.
Hermes with Volkite Caliver x6 (156 points). 
As with all volkites: take as many as you can. For the points cost, this is very reasonable.

Hermes with Heavy Flamer x6 (156 points).
Slow movement is the issue here. Ideally, you would have a way of getting them to where they need to be that doesn't rely so much on movement (i.e., infiltration, etc., if possible - and its not too possible either, so use terrain). 

Wednesday, December 18, 2024

Horus Heresy 2e Review: Solar Auxilia Hermes Light Sentinel Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A mobile multi laser or grenade launcher. Cheap and cheerful. 

Background.
The Hermes is meant to be a fast moving scouting unit. They are able to fire away at minor targets and take them out of the way before the main force catches up. They are cheap and cheerful.

Strengths. 
With a movement of 10, and a multi laser, this is a unit that is cheap enough to take, even though it won't be the most effective shooting platform in your roster. 

They are useful for taking away some wounds here and there though. And in numbers can be used as an effective blocking unit (for either movement or lines of sight) and this should not be overlooked. 

The upgrade to the grenade launcher makes things a bit more deadly considering the presence of krak grenades which can do some serious work against lighter tanks. 

For the price, this unit is entirely reasonable. 

Weaknesses. 
They explode pretty quickly given T=5 and W=2. And the BS is only 3, which is what you would expect for such a unit in the Solar Auxilia. The price is still about right though. 

Builds.
Hermes with Multi Laser x6 (122 points). 
Make the most of the points cost for the upgrade by taking 4 more Hermes in the unit. 

Hermes with Grenade Launcher x6 (147 points).
I like this one for the close range krak grenades that can take a light tank out very quickly, and prove a pain to light infantry with the frag grenades since they will cause pinning in addition to a wound or two here and there. 

Tuesday, December 10, 2024

Horus Heresy 2e Review: Shattered Legions Rules

Warpstone Flux Rating: 
⭐️
1.5/5 stars. Rounded Down. Mainly unplayable. Sorry. 

Background.
The shattered legions originally represented the survivors of Isstvan 5 - the Raven Guard, Iron Hands, and Salamanders who were all but destroyed on those sands. They have banded together and forged new units and tactics in order to survive and exact a price from the traitors. Others would follow this set up eventually, perhaps abandoned by their legions, or set tasks that meant they could not rejoin the main forces. Thus the shattered legions rules are applicable far and wide.

Rules Evaluation. 
The Version 1.0 rules for the Shattered Legions were solid. In Second edition, they simply are not. I would go as far as saying they are generally (but not exclusively) unplayable. Even the designers note that they should not be used for tournament play. Seriously. What on earth (what on Isstvan) were they thinking to issue such a caveat? I'm really annoyed by the existence of such a caveat that they shouldn't be used in competitive play, and I'm aggrieved that the rules are so poor. 

In second edition, rather than seeing small units of different legions come together under a single banner, we see each unit composed of different legions. This leads to the creation of majority and minority members of a unit. And each unit gains the major trait of the majority, the minor trait of the minority, and the flaw of the minority. Heroes gain a distinct hero trait. 

This is all well and good - and could be a lot of fun potentially, until you realise that you have to calculate the majority and minority rather often. Not just every turn. But every single phase. Absolutely nightmare of book keeping. I've played a few games with these rules, and I detest them. My long time readers know that I'm unusual in preferring lower points games, but I can safely attest that even in small points games featuring strong narratives, this approach is a wreck with so many pauses in the game that it makes things very ... un-fun and lacking in flow. 

Individual Legion Notes.
I grade all legions as "Playable", "Meh", or "Not recommended" herein. 

Dark Angels: strong major and minor traits with bonuses to melee outcomes and snap shots, but the flaw is steep with a Ld loss. Not worth having as the minority to say the least. Not recommended to Meh.

Emperor's Children: Both major and minor might help in melee (the major might not since it grants 4+ to hit always). The flaw is actually tolerable since refusing challenges is not something you will do often. Hence this is a good legion for use with these rules. Playable. 

Iron Warriors: the traits are strong, granting bonuses against armour for the major and Ld=10 for morale checks for the minor - well worth being in the minority! The flaw of gets hot is steep for reactions, so I'd suggest just a couple of Iron Warriors is well worth it. Playable.

White Scars: Shrouded at the major is great if you're running, and I=6 for sweeps is very strong for the minor. The -1 to Ld for not moving enough is very tolerable outside of combat, but ridiculously damaging inside combat if you're dying. Not recommended.

Space Wolves: +1 to wound is great for the major, snap shots from bolt weapons when running is also strong enough. Disordered charges for the flaw is terrible though. Not recommended.

Imperial Fists: +1 to wound with bolt weapons is wonderful, and a bonus to cover saves for the minor is similarly strong. Being forced to make a reaction is actually okay. Playable. 

Night Lords: +1 to hit when you outnumber them is fluffy, and sweeping advance bonus roll is sweet. However, the flaw makes single units like dreadnoughts unplayable. Not recommended.

Blood Angels: +1 to wound on the charge is sound, as is hammer of wrath. Being forced to charge is tolerable. The bonuses are reasonable, but you have to get there. Meh.

Iron Hands: +1 to all to wound rolls is nice in shooting, and feel no pain is great. Being disallowed runs and sweeps is not great. Meh to Not recommended.

World Eaters: An extra die to roll for charges is reasonable, and ignoring the first failed save is okay. Not declaring charges resulting in pinning is terrible. But you're World Eaters, so you were charging anyway. Meh.

Ultramarines: forcing your opponent to make a Ld test for a reaction is super strong (perhaps game breaking). +1 to hit in a shooting reaction is good. Making your own Ld tests to do a reaction is not so great. Meh.

Death Guard: Don't move more than 7 inches and you are counted as not moving. Great for those heavy weapons on the fly. A 3+ save against dangerous terrain is good, but circumstantial. I=2 for sweeps, runs, and reactions is not so good. Meh unless you retain the majority all the time.

Thousand Sons: The extra psychic ability is actually okay with AP=3 and rending. The minor of having I=6 when falling back is good. Taking perils of the warp in addition to anything else when getting 11 or 12s for morale checks is just harsh! Meh.

Sons of Horus: +1 to hit in shooting is good. Outnumbering like night lords is also good. Not being eligible for reactions as a flaw when you outnumber them is stifling. Meh to Not recommended.

Word Bearers: winning combat by 1 when it is drawn is circumstantial and not as big a boon as you might imagine. Rolling an additional die for morale and pinning is actually great as the minor trait. Having an extra wound when failing morale is terrible. But overall its Meh from me to actually being Playable. Take as the minor component for fun.

Salamanders: +1 to wound with the flammable weapons is super. Feel no pain when charged is also great. Not being able to shoot or charge those falling back is tolerable, as is no sweeping advances. Take as the majority. Playable. 

Raven Guard: Allocating the first wound yourself is powerful in the right circumstances. Shrouded for being >18 inches away is also good. -1 to Ld for not being in terrain is worse than it sounds. Not recommended to Meh. 

Alpha Legion: precision strikes when charging is strong. Gaining shrouded is also cool. Allocating wounds to non-alpha legion members of the unit is not only fluffy, but really cool concept too. Playable. 

Tuesday, December 3, 2024

World Eaters Tartaros Terminator with Lightning Claws

Another World Eater today, to add to the growing terminator squad. This one is decked out in twin lightning claws which in game go well with the armour type to try to get that sweep in. 



The painting follows the standard pattern that I've established for this legion, replete with the blue shoulder pads and the grime look that has accumulated in the recesses of the otherwise off-white armour. The blood for the blood god paint is dribbled over the claws and down the marine's side suggestive of recent action. Decals from the official range are on both shoulders and both shin pads here (roman numeral, along with the crossed chains which indicates a gladiatorial win against a fellow world eater). The black splotches were added with a sponge application in a similar manner to the dreadnought from dreadtober earlier in the year. 

The base meanwhile is relatively simple with technical paint and dry brushing to give it the overall effect. A black base rim rounds out the miniature - largely because I can't imagine it being another colour (let's not mention goblin green in the 1980s/1990s, okay?). 

Thursday, November 28, 2024

Horus Heresy 2e Review: Blackshields Oath: The Weapons Of Desperation

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Very fluffy and such a great conversion opportunity if you ask me. There is an obvious negative here though. 

Background.
The marines are making use of alternative weaponry. This might be because their usual ones are tainted in some way, or more likely because they have no way of replenishing their stocks, or have been forcefully disarmed of their bolt guns and similar. They are now wielding lesser arms that would ordinarily be found among regular mortals!

Rules Evaluation. 
Models must exchange their bolt guns, and bolt pistols for lesser weapons on a one-for-one basis. Heavy stubbers come for every three models, but otherwise you can mix and match whatever weapons you like within a squad on a model by model basis. Interestingly, you can upgrade before being made to swap which provides a way for veterans to still take plasma weapons for instance which is nice. But my thought here is that you might as well go all out for the fluff - and this is doubly fluffy in small points value games (which I am very fond of). 

There are some positives though. Pistol (X) substitutes in for Assault (X). Similarly Assault (X) comes in for Heavy (X). And Rapid Fire is just Pistol (X). This enables some good rates of fire and movement to be had. Be let's be honest here, the hit to the S value of the weapons is a massive issue despite the rates of fire that might be available. So yes: this is a very fluffy rules for those who love the narrative play style, but ultimately it isn't hyper competitive for ranged combat. 

Combinatoric Analysis. 
The Eternal Vendetta⭐️⭐️⭐️⭐️. 4/5 stars. I like the combination despite it being circumstantial. I can readily imagine a group of marines being deprived of their weapons by a different legion that causes resentment. 

Panoply of Old⭐️⭐️. 2/5 stars. Short ranged weapons are fine here. But long range weapons are ones you will have to give up. So not really great. 

Only in Death Does Duty End⭐️⭐️⭐️⭐️4/5 stars. A bunch of sub-standard armed marines who seek atonement works very nicely in my view. 
 
The Spoils of Victory⭐️⭐️⭐️⭐️⭐️. 5/5 stars. An almost ideal combination in my eyes. Of course they will loot others - they need the upgrades! 

An Eternity of War⭐️⭐️⭐️. 3/5 stars. Crazy with desperate ranged weapons works. But that's about all I can say here. Average overall.  

The Flesh Is Weak: ⭐️⭐️⭐️ 3/5 stars. Another average combination that sees desperately armed robots take to the field. Perhaps some deranged Forge World adjuncts?

The Legacy of Nikaea⭐️⭐️⭐️ 3/5 stars. Desperate psykers? Sure! These are obviously ones who ignored Nikaea and have escaped imprisonment by more hated Primarchs perhaps?  

The Broken Helix⭐️⭐️⭐️⭐️ 4/5 stars. Mutants and clones who were deprived of their weapons seems to make a lot of sense to me in a narrative way. Go for it - with either variant. 

In Disgrace All Are Equal⭐️⭐️⭐️. 3/5 stars. This works: they are already disgraced and their use of lesser weapons marks them out as such I guess?

Pride Is Our Armour⭐️⭐️. 2/5 stars. I just don't quite buy the premise that a bunch of veterans like this would be so poorly armed. Sure, it can happen, but there are better narrative choices to my mind. 

The Taint Of The Xenos: 0/5 stars. Yes, you could get Xenos Halo Blades, but the ranged weapons results in a crazy mix of desperate weapons and xenos weapons. Okay, I just read that back and it could actually totally work since your force is just picking up every weapon that they can. Its just very extreme. Not a fan. 



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