Wednesday, August 31, 2022

Horus Heresy 2e Review: Golden Keshig Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good overall and play to the White Scars strengths.

Background.
At the tip of the spear of the White Scars attacks are these heavy jet bikes. Ridden by superlatively skilled battle brothers, they are equal parts swift and deadly. 

Strengths. 
I like the power lance here which means in combat the rider is striking at a massive I=8. This is enough to wipe out lesser units before they have a chance to hit back, and this cannot be under sold. Brutal 3 is simply amazing. The scatter bolt launcher on board is solid as well for both pinning and shredding. This calls for a swift assault play style that the White Scars are famed for. Just watch out for reactions. 

Weaknesses.
Being heavy means that the Golden Keshig has no way to get hold of shrouded. This is a problem, but one that can also be worked around with the right foreplanning. Use that hit and run rule as well as much as possible to gain the maximum benefit of the power lances.

Difference to First Edition.
Neutral.

Builds.
3 Golden Keshig, vexilla (150 points).
The baseline unit.

6 Gold Keshig, vexilla, champion with thunder hammer (295 points).
Pretty much a maximum upgraded squad. I don't strongly feel the need to buy power weapons or charnabal weapons for this squad to be honest. 

Tuesday, August 30, 2022

Horus Heresy 2e Review: Jaghatai Khan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and support a quick moving play style.

Background.
The Warhawk returns in second edition with the same enigmatic background: spirited away to a life of Chogoris, he learns about rapid and devastating ways of warfare which he brings to his sons in bulk. Regarded as a recluse, but really just never felt the need to show off to anyone, the Khan is a leader that paved the pathway forward for the Great Crusade and made the victories of other legions seem all the greater for it. 

Strengths. 
If the rules for the White Scars are poor, then the Khan will make up for it. Granting furious charge in turns they move is excellent (just try not to get pinned down, okay!) and a bonus reaction in the movement phase is strong.

He has a 2+/4+ save in the shooting phase but gets the invulnerable save beefed up in movement and assault phases which is very pleasing. He can also come into play from reserves whenever the controlling player wants. 

His armaments are good (AP=2 in combat) and whilst he is not be best fighter among his brothers, with the addition of his Sojutsu jetbike he is looking speedy, deadly, and going at I=8 is strong. The jet bike that he comes with is worth the small points cost addition to my mind.

Weaknesses.
At the time of writing, there is no model for the Khan mounted on his jetbike. I can't over emphasize how much this sucks as many players want this. As above, he is not the best primarch out there, but when played to his strengths of fast movement (etc.), he is a force to be reckoned with, make no mistake. 

Overall.
Great army wide buff combined with being one of the fastest primarchs available mark out Khan as unique. Take the jet bike and enjoy.

Difference to First Edition.
Neutral overall I think. 

Monday, August 29, 2022

Horus Heresy 2e Review: White Scars Armoury

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

Legion Shamshir Jetbike. This provides a free swap of a jet bike for independent characters (but not unique ones). This provides nice access to shrouded to my mind which is a good boon to have. The scatter bolt launcher is nifty enough. 

Scatterbolt Launcher. A variant bolt gun that comes with a template, shred and pinning. Not bad at all really. 

Power Glaive. For a cheap cost, characters can upgrade their power weapons and get breaching along with S+1 at AP=3. This is certainly worth considering. 

Cyber Hawk. Re-rolling 1's to hit against an enemy is worth the cost to get the hawks for any character and this should be considered an almost standard upgrade to be candid. Adding +1 to charge rolls is just the icing on the cake. 

We will look at the Stormseer distinctly.

Difference to First Edition.
Neutral. Not much to see here. 


Horus Heresy 2e Review: White Scars Traits and Rites

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

Warlord Traits.
There are three different warlord traits to choose between and fittingly one is loyalist only, one is traitor only, and one can be taken by both.

Heroes Never Die. What an interesting trait this one is. While alive, there is a bonus assault reaction and the warlord's unit gets stubborn which is very nice. But if and when he dies, all White Scars who witnessed it gain Fearless. This is truly a strong trait.

Born to the Saddle. Ignoring difficult terrain is solid, and an invulnerable against dangerous terrain wounds are great. The bonus reaction here is for movement. Overall this is a solid trait without being game breaking but will resonate very nicely with the rest of the army for builds that focus on rapid movements.

The Forgotten Sons. For the traitors, they gain bonuses when there is an ally detachment of Sons of Horus around such that they pass morale and pinning checks. This is very strong, but requires the Sons of Horus in there. They also gain access to the Death Dealers reaction from the Sons. Flavorful and reasonably good, but at the price of needing that extra detachment. 

Rites of War.
Chogorian Brotherhood. Unlock those sky hunters and outrider squadrons as troops (or non-line elites) and give your infantry outflank for free. This is very nice and will pay dividends for the Saim Hain play style that can be pulled off with the White Scars. The price here is that there are no heavy supports available unless they fly, and infantry must be mobile or held in reserves. Very fluffy overall.

The Sagyar Mazan. Those who have transgressed are exiled and these penitents are the Sagyar Mazan. In brief, they seek but an honourable death. This unlocks Ebon Keshig as troops and all infantry must have the Kharash rule which is nice in the sense of not giving away points to the enemy. Gaining fearless on the charge is also powerful. On the flip side, having nothing in reserves can be a problem as is the lack of heavy support (and primarch or fortification to a much lesser extent). 

Difference to First Edition.
There are lots of differences here, both subtle and less subtle. I think overall, these rules make up for the worse legion rules overall, but they are comparable to first edition in many ways. Unfortunately for fans of this legion, overall they are not looking anywhere near as good as they once were in my opinion. 

Horus Heresy 2e Review: White Scars Legion Rules

Warpstone Flux Rating: ⭐️
1.5/5 stars. Rounded down. They have lost a lot of their power compared to first edition and I am sad to see this. Hope that my 1 star rating doesn't prove hyper controversial?!

Background.
The White Scars were ever the outriders of the Great Crusade of humanity. They were nowhere near the centre of the action when it all started to kick off. As a result, their loyalties were initially unknown by both sides of the conflict. But once contacted, there were many elements within the legion who pushed to join Horus and the rebellion. He remained fierce in his loyalty and ultimately stood defending Terra itself at the end of all things. 

Legion Rules Review.
Swift of Action means the Scars gain +1 movement to everything. This is nice, but hardly game defining. In addition, they gain an extra die for going first and seizing the initiative. This is stronger, but given the existence of reactions in second edition is not as strong as it might have once been. I regard this legion rule as one of the worst ones out of the 18 legions. Sorry folks. 

The Lords of the Storm prevent the White Scars from having Librarian Consul upgrades, but instead provide their own psykers in the shape of a Stormseer consul which we will review distinctly.

The Chogorian Panoply gives the armoury options while the Sons of Chogoris gives the warlord traits.

Advanced Reaction.
Chasing the Wind is a great reaction for the White Scars and is triggered when an enemy gets within 12 inches. When activated, all White Scars within the same bubble can make an immediate move. I think this is a very strong reaction and will leave a lot of enemies scratching their heads as to how to deal with it - especially if the Scars keep on running away! 

Difference to First Edition.
Worse. The White Scars have lost their re-rolls that they were accustomed to making and instead have a flat +1 to movement and a great chance to go first. My thoughts on this are to play the White Scars in the same manner as the Saim Hain - swoop on objectives at the last turn to win an objectives game, or to give the enemy the run around and force them to play your game with the advanced reaction which will help the Scars keep out of rapid fire range for a while. You were intending to play with bike any way right? Thing is though, if you built the same or similar army with (say) Sons of Horus, they would perform better. The White Scars have been truly nerfed in this edition I am sorry to say. 

Sunday, August 28, 2022

Horus Heresy 2e Review: Legion Terminator Indomitus Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down. The Indomitus terminator pattern has its advantages, but in general both Tartaros and Cataphractii patterns are better. 

Background.
We break from our sequential coverage of core units to swap just this once to the expanded units of the Horus Heresy. The Indomitus pattern was an invention of necessity during the war as supply lines got cut and things had to be salvaged and re-used. This pattern of armour lacks the outright protection of Cataphractii and the technological advances of Tartaros. Yet it was certainly needed by all sides in the conflict eventually.

Strengths.
A standard 2+/5+ save is very good, as it the ability to sweep, but the main reason to take the Indomitus squad is access to the Proteus Pattern Storm Shield (and maybe the Proteus Assault Cannon) both of which are unique to this unit. They also have power fists as standard and are classed in the troops section rather than what might be expected as elites. 

Weaknesses.
If you are not planning to take either of the Proteus weapons here, then this unit is probably a waste. Further, if you play Salamanders or Imperial Fists, you can probably already do this better and should avoid this squad. 

They cost like Cataphractii, have some mild advantages that Tartaros does, but fundamentally they are a support squad. Keep this in mind.

Different to First Edition.
Neutral overall.

Builds.
5 Terminators, 5 Proteus Storm Shields, 5 Thunder Hammers, grenade harness, vexilla (265 points).
This is the unit that makes Indomitus terminators worth taking. No use arguing about it, this is the only way all legions can get thunder hammer and storm shield terminators as standard. 

10 Terminators, 2 Proteus Assault Cannons, grenade harness, vexilla, nuncio vox, augury scanner (390 points).
Take some thunder hammers or chain fists to taste. This is the other build that makes Indomitus worth taking. 

Note from the Author. 
I would contend to the reader that if you are not taking some variant of the above two squads, please take Cataphractii or Tartaros terminators instead. And out of those two, the thunder hammer and storm shield variation is the real reason to take this squad. 

Saturday, August 27, 2022

Horus Heresy 2e Review: Legion Terminator Tartaros Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Don't fall in to the trap of thinking this is worse that Cataphractii, its just different. 

Background.
Argued by some in the legions to be the greatest armour ever developed, Tartaros provides much better protections as standard compared to any mark of power armour but - critically - do not give up any of the fluid movement of power armour either. 

Strengths.
The main reason to take Tartaros over Cataphractii terminator armour is that these terminators retain the ability to conduct sweeps, as well as having a better movement rate (and can run!). 

To take advantage of the sweeping ability calls for close combat armaments and configurations which I will detail in the builds below.

The second main reason to take Tartaros is that it is mildly cheaper than Cataphractii. 

Weaknesses.
With only a 5+ invulnerable save compared to Cataphractii's 4+, Tartaros armour is strictly worse than Cataphractii in terms of sheer durability. For that, there's a rational transaction of being cheaper and having those movement benefits listed above. My thought here is to put Tartaros terminators safely in a land raider or dread claw (or other transport) to get them to where they need to be in order to conduct an alpha strike of some kind.

Difference to First Edition.
Neutral. The rules are comparable overall.

Builds.
5 Terminators, 1 plasma blaster, 2 chain fists, 2 thunder hammers, vexilla, grenade harness (235 points).
My favoured general set up that provides a little bit of everything. 25 points cheaper than the Cataphractii variant. 

5 Terminators, 1 plasma blaster, 4 combi plasmas, 2 power fists (220 points).
Plasma "termicide" squad. 

10 Terminators, 6 pairs of Lightning Claws, 4 Thunder hammers, 2 Heavy Flamers, vexilla, grenade harness (410 points).
Lightning claws work very well in good numbers here and will go at initiative. The thunder hammers provide back up to this, while the heavy flamers soften up targets before a charge and in turn discourage a counter charge. 

5 Terminators, 5 combi-grenade launchers (175 points).
This is a sneaky option really. The idea here is to use the grenade launchers to cause pinning. You probably don't need all 5 of them, but might as well take them to ensure the job is done. When ready charge in with power axes to finish off as your leisure. Note that minor combi weapons like this are NOT one shot affairs.

10 Terminators, 6 combi-volkite charger, 4 Thunder hammers, vexilla, grenade launcher, nuncio vox (390 points).
Volkites are solid at short range and the assault 2 here is very nice coupled with the fact it is not one shot in this edition. Disembark, shoot and then charge in with the hammers and power axes with the goal to sweep the opponent. Take the odd power sword if desired instead to go at initiative. Potentially switch out the thunder hammers for lightning claw pairs to have these go at initiative if desired. 




Friday, August 26, 2022

Horus Heresy 2e Review: Legion Terminator Cataphractii Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. An iconic 30k unit!

Background.
A very heavy mark of tactical dreadnought armour, the Cataphractii variant can weather all manner of incoming storms. There is the small price to pay of reduced movement, but that won't particularly deter many commanders!

Strengths.
With a 2+ armour save and a 4+ invulnerable save as standard, these terminators are simply iconic on the battlefields of the Horus Heresy. 

In addition to their durability and 2 wounds, they also have the chance to take a dreadclaw drop pod, or land raiders as standard. The former makes for a great option where in built deep-striking by teleport assault is not in play.

Did I also mention the rule of cool?

Weaknesses.
Poor movement. Does not sweep. 
The only question is whether a commander cares? I suspect not. The saves that they have are amazing in exchange for this and along with their special rules like inexorable and relentless, they will see massive play on many battlefields.

Difference to First Edition.
Neutral, with no further qualifier.  

Builds. 
There are a number of options to consider here. The lack of sweeping ability suggests that the player might want to think about more ranged shooting, but in all honesty this does not prevent them from getting stuck into melee in the slightest - just ask your friendly World Eaters brothers. 

5 Terminators, 1 plasma blaster, 2 chain fists, 2 thunder hammers, vexilla, grenade harness (260 points).
My "go to" multi purpose squad. The first to die is the guy with the power weapon. I keep the chain fists and hammers for tackling the dreadnoughts. The plasma blaster provides a bit of ranged offence.

5 Terminators, 5 combi-meltas, 2 power fists (245 points).
Blow the tank up squad. Take chain fists for a full "termicide" squad.

5 Terminators, 1 heavy flamer, 4 volkite chargers, 3 power fists (218 points).
Cheap objective sitters.

10 Terminators, 10 Volkite Chargers, vexilla, nuncio vox (365 points).
Risky, but going all-in on the volkites. Take a blend of power axes and others.

10 Terminators, 2 Reaper Autocannons, 5 combi-plasma, 2 thunder hammer, vexilla, grenade harness (450 points).
Getting expensive here, but this is a fun build that I came across when playing against some Imperial Fists once. Ouch!

10 Terminators, 2 plasma blasters, 3 chain fists, 3 thunder hammers, vexilla, grenade harness, nuncio vox (460 points).
A flexible and deadly squad for most situations. In many ways an expansion of the top most "go to" configuration that I favour. 




Thursday, August 25, 2022

Horus Heresy 2e Review: Legion Veteran Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules for veterans are very good overall, but the Elites spot is very pressured in this game its fair to say. 

Background.
Within all of the legions, there are those men who rise in skill and ability above their peers. Many legions group them into veteran squads for either special training, or for others to aspire to join their ranks. Or both. The are equipped with the best that the legion has which in turn means that the Veteran is one of the more customisable in the game.

Strengths. 
Customization! 

Coupled with the extra pip in WS and 2 wounds means that this squad is an elites version of a command squad, but without the banner to carry into battle and only a 3+ save.

Edit: they can also take legion drop pods or legion termites without any rite of war being in effect. Both of these possess strengths that can contribute to a certain playstyle where needed. 

Weaknesses.
As with a command squad, the points cost here can rise quickly if the aspiring player doesn't have a specific battlefield role in mind for these warriors. Hence my advice is to consider what role you want these veterans to play and build accordingly. Try to keep it straight forward or simple. 

Difference to First Edition.
Neutral. The rules are broadly comparable.

Builds.
I provide a number of builds below to give a sampling of the kinds of squads I might toy about with creating for a veterans squad. Clearly there are others to consider beyond these examples.

5 Veterans, all with Nemesis bolt guns, nuncio vox, augury scanner (185 points).
An almost pure backline squad for sniping at enemies. Other units probably do this better though and it might be a bit of a waste of the stat line which is, after all, better for close combat.

10 Veterans, bolt guns with chain bayonets, sergeant with power fist, vexilla (255 points).
Take a nunio vox and augury scanner to taste (recommended perhaps even). This is a squad for a rhino or for foot slogging.

10 Veterans, 2 melta guns, sergeant with thunder hammer and artificer armour, vexilla (280 points).
Charge out of a land raider style squad. Also a bit of an "all comers" squad. Swap to plasma guns if preferred. Take charnabal sabres to taste. This build is how veteran squads should be made in my opinion.

5 Veterans, 4 combi-meltas, 1 melta gun, sergeant with thunder hammer and artificer armour, vexilla (215 points).
Distraction carnifex. Deep strike if possible to get rid of enemy tanks.

5 Veterans, 1 missile launcher, 4 hand flamers, 1 power fist, vexilla, nuncio vox, augury scanner (188 points).
An objective camper with multiple threats.


Tuesday, August 23, 2022

Horus Heresy 2e Review: Legion Command Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good and this squad is highly customisable. Almost 4.5/5 stars really. 

Authors Note.
For this entry, I am combining the artificer power armour command squad, the legion cataphractii command squad, and the legion tartaros command squad for simplicity. 

Background.
Regardless of the type or mark of armour worn, legion command squads are the personal body guard of a praetor or consul and highly trained and disciplined warriors. More than this, they carry the banner of the legion itself into battle which in turn serves as a rallying point for the men of the detachment. 

Strengths.
All variations of command squads take the legion standard into battle. This grants Ld=10 in a small bubble, along with the extremely valuable Line rule. 

Beyond this they are all chosen warriors and and serve as the personal retinue of a commander. The terminators come with extra rules such as inexorable which is nice to have. All have 2 wounds each which will help with survivability, but not against all things. Finally worth noting is the bonus pip in WS which suggests that if possible this squad should be melee orientated. 

The customisability of this squad is very high - most especially for the artificer power armour squad. They can serve almost any role a commander wishes and echo the armaments of the commander himself where required. 

Weaknesses.
The points cost can climb quickly enough for a command squad, but this is also not unexpected. Protecting the standard bearer is a must since the key rules for the banner will fail if the bearer perishes. 

Difference to First Edition.
Neutral to slightly improved. Overall the rules are broadly comparable realistically. Certainly there won't be much difference in how a player controls them on the battlefield.

Builds.
There are lots of options here and the builds below are only given to provide a flavour of what might be possible or desired. 

Command squad with 9 members, 8 bolt guns with chain bayonets, 1 power fist (224 points).
Foot slogging and/or take a rhino. 

Command squad with 9 members, all with jump packs, 3 power fists, 6 pairs of lightning claws (298 points).
Fly into action with the jump packs and start ripping things up. Replace the lightning claws with as desired. 

Command squad with 5 members, all with combi-meltas (171 points).
Take with a Damocles rhino and go vehicle hunting?

Command squad, all with jet bikes, 1x nuncio vox, 3 power weapons (195 points).
Fast moving and hard hitting when required. Add more members to taste. 

Cataphractii command squad with 5 members, 5 combi-plasma, 5 chain fists (320 points).
All round killing. 

Tartaros command squad with 5 members, all with twin lightning claws, 1x grenade harness (225 points).
Take with a land raider and get stuck into combat as soon as possible. 

Monday, August 22, 2022

Horus Heresy 2e Review: Legion Damocles Command Rhino

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounding up this time. The rules are fine, but the points cost is potentially very steep for what it does in comparison to how vulnerable it is. That trade off make me dubious of rounding up.

Background.
The command and control rhino for the legion when deployed on the ground. The rhino comes equipped with powerful orbital communications arrays and originated with the Ultramarines legion to supplant the Land Raider Proteus Explorator. However, being a rhino, it is nowhere near as durable as the elder Land Raider. 

Strengths. 
One extra pip on the rear armour combined with more upgrades than the standard rhino (such as a geo-locator beacon which allows reserves re-rolls) and the command vox relay (use a character's onboard Ld value within a certain bubble range) make this a solid choice for armies which may rely on deep striking. Indeed, for this reason alone the points cost might (and I strongly emphasize "might" since I'm torn about it) be worth it for certain builds.

Weaknesses.
Its a rhino. It carries a reduced capacity compared to a regular variant. It has 3 hull points. It is going to die easily unless you hide it for turn 1 and 2 when that geo-locator might be most needed. The vox disruptor upgrade also seems at odds with what the unit is trying to do and to be honest a consul might be a better choice if you want a vox disruptor on the board?

The only question here is whether the points cost of the rhino is actually worth it. I'm torn on this. Genuinely.

Builds.
Damocles with havoc launcher (165 points).
Just the one build I want to share here. I see this as a mainly static vehicle to keep to the backlines and take pot shots once deep striking is done. Look at the points cost for this vehicle closely. Are you sure its worth it? You'd better be building an army around deep striking. 

Sunday, August 21, 2022

Horus Heresy 2e Review: Kharn the Bloody

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good and come very much recommended.

Background.
Of all the World Eaters, Kharn stands out as the one whom Angron grew to trust (or at least not kill on first sight) and would eventually start to trust his counsel. Of course, Kharn also had a dark destiny ahead of him, but during the Heresy we find him as a line captain who become Angron's equerry. 

Strengths.
Most notably here, Kharn is not yet a ravening mad man. He still has his wits about him somewhat and is much easier to control and use than some of the 40k editions that he appears in will be. 

Kharn possesses a bunch of nice rules such as precision strikes and rampage along with a solid set of equipment (like an iron halo and artificer armour) and a stat line that is fractionally better than a regular praetor (especially the in the WS department). 

I like the fact that he can take Gore child for a modest points cost increase if Angron isn't around and this should be seriously considered if the points cost allows.

Finally the warlord trait is entertaining. He cannot be charged by a reaction unless it is a primarch making such a reaction. This is very good indeed and as far as I can tell fairly unique in the game (need to read through some other entries again to double check that statement). The bonus movement reaction is great for the army overall. 

Weaknesses.
Relatively none, unless you wanted to take him in a Loyalist faction! If you're wanting a praetor and you can afford to invest the points, then Kharn is worth it.

Difference to First Edition.
As with many World Eater units, I have been hesitant to draw differences due to the large span of time since Betrayal was released. Many things here remain similar, but there are changes, and those changes are generally good and in a positive direction. 

Overall. 
Kharn is well worth the points (and absolutely in comparison to a plainer praetor) and can readily chop up many enemy infantry. He doesn't strictly need gore child, but it absolutely is recommended. Not only this, he is a totally fluffy choice for the World Eaters. I strongly recommend him as the HQ if Angron is nowhere to be seen. 



Saturday, August 20, 2022

Horus Heresy 2e Review: Rampager Squad

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

Background.
Those World Eaters who get implanted with the nails and show extra savagery are often put in to front line assault squads. Essentially, these are the rampager squads. 

Strengths.
Automatic access to Cadere weapons is a nice touch and the ability to take jump packs is great. Given that they appear in the Rites of War, I would reckon on seeing many more rampager squads in second edition compared to first edition. In many ways, this squad is the defining squad of the World Eaters. 

Stat line wise, they have a great movement combined with improved WS, 2 wounds, and a bonus attack. Furious charge and stubborn are the icing on the cake here.

Weaknesses.
I think the price tag is arguably a touch high? Not quite sure to be honest as they do perform well enough, and the price is cheaper than first edition. Additionally, it is necessary to consider how best to get them into close combat; drop pods, land raiders, and jump packs all spring to mind here.

Difference to First Edition.
They have lost feel no pain, but they can gain that back through other means. Scouts is also lost. Their stat line certainly has been improved, so overall I think this squad is fractionally better in second edition.

Builds.
5 Rampagers, 4 with Excoriator Chainaxes, Jump Packs, Champion with artificer armour and power fist (210 points).
Something of a baseline squad. I like the excoriator axes here for the AP3. The jump packs are to get them in position.

10 Rampagers: 5 with Excoriator Chain Axes others with different caedere weapons, Champion with artificer armour and twin lightning claws (265 points).
Note the points cost here in relation to other squads (e.g. terminators). Although that extra wound is nice, the armour save is still 3+. This is a squad for a land raider and potentially to escort a HQ choice or to be put with an apothecary.

Friday, August 19, 2022

Horus Heresy 2e Review: Red Butchers

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

Background.
When World Eaters utterly succumb to their inherent madness, as happened from time to time before the coming of Angron, but very much so after the Butcher's Nails and at the Betrayal, they become savages of little more than rage. The techmarines fashioned mobile prisons for them and released them from their chains in the ship's hold when needed.

Strengths.
A solid stat line combined with a default of twin power axes, fearless, and hatred of everything. These terminators are a force to be reckoned with, but ultimately nothing particularly special or out of the ordinary. In some ways they are a baseline terminator against which other terminators might be measured.

Weaknesses.
Low leadership (but remember fearless). Ravening madmen (but take hits at S-1).

The Red Butchers are probably slightly over-priced in terms of points costs and what you get for them. But equally the fearless rule is worth the premium. 

Difference to First Edition.
Much smoother rules and better rounded.

Builds.
The builds here are very straight forward. Decide between the axes, or upgrade with hammers and fists.
Keep one axe or gain a combi-bolter, depending if you think you're going to get the charge in (you should with a drop pod or a land raider or similar if the army is made well). Lightning claws are also good here, but cost a bit too much in relation to the axes possibly. 

5 Red Butchers, 2 Thunder Hammers, Devoured with Grenade Harness (280 points).
Perhaps a baseline build, but very expensive to be honest.

10 Red Butchers, 2 Thunder Hammers, 2 Chain Fists, Devoured with grenade harness and combi-flamer (530 points).
More of a maximal squad to take advantage of the cheaper extra bodies.

8 Red Butchers, 8 Combi-Bolters, Devoured with Grenade Harness and combi-plasma (405 points)
Take Khorne's sacred number ... or something.


Thursday, August 18, 2022

Horus Heresy 2e Review: Angron

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are nicely fluffy. Maybe 3.5 stars on a good day.

Background.
The master of the World Eaters is a character that has been systematically used through his life and abused. I have a lot of sympathy for him due to circumstances that he could never control or be in charge of. And for the glimmer of a moment when he was in control and commanded his gladiator's rebellion, he was denied a worthy death by his would be father. Ever resentful and filled with unbroken rage, it is simplicity itself to see why he through in his lot with Horus. Yet he had no particular love of the rest of his brothers who turned traitor either. His is a tragedy that could have been averted many times over. It didn't have to be this way. But by the end of the Heresy, he became a Daemon Primarch and would be forever walking the eight fold crimson path with nothing but his own rage and blood lust for company. We weep for the possibilities lost.

Strengths.
Simply put, Angron is a beat stick (but also comes with army buffing abilities which is nice). By this I mean that his strengths are in close combat (did anyone expect anything less?) and that is where the controlling player needs to get him to with all due celerity. 

The Sire of the World Eaters rule gives the army a welcome boon in the form of feel no pain and adamantium will. This will make Thousand Sons players cry. The bonus to movement reactions will also really help to get the army in an optimum position.

The Butcher's Nails grant a bonus cumulative attack increase every game turn, but at the expense of everyone treating Angron at WS=3 for attacks targeting him, much like the Ravening Madmen rule. Meanwhile the Red Sands allow him to enter plentiful challenges and split attacks according to his whim. 

His equipment is good with 2+/4++ and a stat line that is reasonable for a Primarch. The weapons are great. 

Weaknesses.
The WS=3 for strikes against him is a weakness. But does Angron care? Nope.

Overall.
A strong primarch, but not the strongest. Points wise he is about right give or take a few as he has a lot of special rules in addition to an army wide buff. Hence worth taking if the army cost allows. 

Wednesday, August 17, 2022

Horus Heresy 2e Review: World Eaters Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are fluffy and fine.

World Eaters Armoury.
The World Eaters lack a specific unique consul upgrade, but have access to several special upgrades and weapons instead. 

World Eaters Berserkers, and Ravening Madmen.
For a modest points increase, a character can gain A+1 and cause others to wound him at S-1. Minor problem is that they take to hit rolls as if they were WS=3. This is a bit of a rational transaction in many ways. What it is trading on is being able to kill off the enemies and giving them a bit of durability against incoming assaults weapons at the expense of getting hit all the time - they really don't care about themselves. Overall it might not be worth the price though. That A+1 and S-1 combined should be worth the price being paid, but the negative offset is significant.

Savage Fervour.
The ability to exchange chainswords for chanaxes for free is not only fluffy for the World Eaters, but also a good move. The bonus S+1 from it in comparison to the chainsword is worth it! Do it! [Assuming you also have a good source of chain axes for conversion purposes? At the time of writing, this isn't obvious how to get them in bulk].

Caedere Weapons.
These weapons are from Angron's gladiator pits and represent unusual and brutal weapons. They are a mixed bag with 4 different options. Out of them all, I like the Excoriator Chainaxe the best myself. The meteor hammer is passable, the falax blades are very good with Rending (4+) and Duellist's Edge, while the barb-hook lash is acceptable.

Difference to First Edition.
Neutral. Everything is about the same give or take a bit of smoothing around the edges?

Tuesday, August 16, 2022

Horus Heresy 2e Review: World Eaters Traits and Rites

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

Warlord Traits.
The World Eaters have a choice of 3 warlord traits. 

Blood Hunger. Available only to traitors, this trait is a bit vampire like and grants an extra wound when an enemy is killed by them, with a cap of 6. In return, they are compelled to charge the closest enemy and gains a movement reaction. This is a reasonable trait, but by no means game defining and calls for a melee death star unit around the HQ choice.

Cloaked in Blood. Thanks to the stains left visible on their armour and their reputation, this warlord imposes Ld-2 on enemies in close combat. Like the above, there's also a bonus movement reaction. I like this one a lot as it helps with sweeping enemies aside. Would suggest something like a tartaros terminator squad escort here.

The Butchers Claws. Seems fitting perhaps for loyalist elements (but not exclusive to them), this marine can channel the rage generated by the nails in their skulls. They get S+1 in addition to the Violence Incarnate rule (NB: the rules as written need a touch of better wording here, but I think its obvious myself that they don't got A+1 as well which I've heard people interpret this one as). The bonus assault reaction is good. This is a generic trait which I think is good for almost any warlord, but again not game defining either. 

Rites of War.
Berserker Assault. Enhanced running moves, charge rolls, and Ld bonus to pinning make this almost a default choice for World Eaters. Having rampagers as troops is nice and predators as fast attack is superb. Having negatives of compulsory charges against nearest targets and no allies is a pitiful price to pay for such bonuses. Obviously here this army is about a wave of berserkers backed up by fast moving tanks to provide covering dakka. This does not exclude things like contemptors by any means, and will provide a quintessential World Eater play style.

The Crimson Path. With the nails digging deep, this rite grants the amazing ability to ignore the first wound caused per phase. This is terrific and army defining. Access to It Will Not Die for characters outside of their deployment zone calls for commander led charges, and rampagers gaining line is very strong. The limit of having more infantry than others and only one heavy support is fluffy and in line with expectations. This rite is fairly exchangable with the above, and provides a similar play style that enemies will need a lot of pinning attacks to prevent. Choose the other rite if you're worried about pinning?

Different to First Edition.
Look, it has been so long since the World Eaters were published in Betrayal that I think that most comparisons will be flawed given the iterations they have had. I think the present rules here are good, but not amazingly good. Fluffy, without being game defining. This is why they get 3 stars from me. 




Monday, August 15, 2022

Horus Heresy 2e Review: World Eaters Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars - rounded up. The rules are high quality, but you must get your marines in to close combat and in good numbers to take maximum advantage of them. 

Background.
The World Eaters were ever violent even before the onset of the Heresy. Their Primarch, Angron, had every reason to resent his gene father, The Emperor, hence their allegiance to the Warmaster Horus should not come as a surprise to any. During the Heresy they were there right from the start at Isstvan and saw action from there to Ultramar in the Shadow Crusade before making their way to Terra itself with a freshly created Daemon Primarch of Khorne in their cargo. 

Naturally, this legion is a close combat orientated one and the rules reflect this.

Legion Rules Review.
Violence Incarnate. Gaining +1 attacks on the charge above and beyond other bonuses and even when such charges are disordered is a good core rule to have. 

For me, the only real question here is how to maximally exploit the rule, and this means getting in to combat quickly. Hence it is suggested to take - where possible - plenty of transports or deep striking elements to take advantage of their extra attacks. I would also suggest erring on the side of large squads in order to try to sweep an enemy on the turn that they engage -- and also to survive until they get into close combat with the enemy. 

The Butcher's Panoply gives access to the Armoury, World Eaters Berserkers can gain access to the Berserker upgrade, while the Hounds of War brings the choices of warlord traits.

Advanced Reaction.
The Savage Tide enables the controlling player to gain feel no pain when shot at and then after surviving such an incoming attack immediately charge at the player who shot at them. This is nasty and when timed well can turn an entire game around for the World Eaters. 

Difference to First Edition.
Improved. And Cleaner. I last reviewed the World Eaters legion rules in 2014 (wow!) and back then some of their bonuses required "activation". This was always a bit of a poor rules construction to my mind. The new rules are much simplified, and always active which represents such a quality of life improvement compared to the older rules. The new reaction really will help as well. Remember to use other reactions to get your units close to melee as well. The controlling player will need a way to get into combat (of course) and I always like the World Eater drop pod armies that I've faced as a preferred method. Although the World Eaters might meet their match against other melee armies, there are ways to master this by taking large blobs of squads where they can and this is fluffy for 30k as well. There's a lot to like about the World Eaters in the new edition compared to the old one. 


Sunday, August 14, 2022

Horus Heresy 2e Review: Legion Praevian

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are fine and provide access for a legion to take a unit of automata which is neat.

Background.
Seen by many legions as a dumping ground for marines that have been far too beat up and replaced by cybernetic parts, the Praevians are a lonely lot who keep company with the automata stored by legions. Except for the Iron Hands and Salamanders. The Praevians are much more loved by those pair of legions apparently and taking up this position is not a detriment to their future promotion potential as it might be in the other legions. 

Strengths. 
The Praevian grants the ability to take a specified unit of automata from the Liber Mechanicum rule book -- namely Vorax or Castellax. This is a good way to get some robots into a legion and can not only be very fluffy, but also worth taking. I personally like the castellax, but I'm biased.

They also get a cortex controller and can purchase a familiar if they feel the need (which comes recommended from me). 

Weaknesses.
For a unit that provides access to automata, it is functional and does its job. There's nothing much else to see or say here.

Difference to First Edition.
Neutral. The rules are comparable overall.

Builds. 
Praevian with Nemesis Bolt Gun (105 points).
Back line support for the robots.

Praevian, Twin Lightning Claws, Melta Bombs, Cyber Familiar (145 points).
A front line variation with 5 close combat attacks at base level and a threat to vehicles to boot. Not much not to like, but obviously some will prefer thunder hammers or power fists instead of lightning claws, but in second edition the rend and shred of lightning claws competes well enough for a unit of this nature. 

Horus Heresy 2e Review: Legion Mortificator

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounding up this time. The rules are fine.

Background.
Mortificators look after the slumbering dreadnoughts contained in the vaults of the legion. They are hugely dedicated to this job - perhaps too much so given their willingness to skirt around the edges of what the Martians might allow. More than this, they also rouse the dreadnoughts when required to once more fight alongside the living.

Strengths.
They can form a unit with a single contemptor and grant It Will Not Die to the contemptor. This is strong, to be clear, and I think it has multiple uses including most obviously a backline shooting and interceptor contemptor They also gain a servo arm and stave. 

Weaknesses.
Nothing really stands out here other than only being able to form a unit with one contemptor. I doubt this unit will see much play outside of small points games since there's just better HQ options available.

Builds.
Given that they will be tagging along with a contemptor, there are two build that I provide here. The first two are a backline / shooting / static build, the second is more of a front line / combat build.

Mortificator, Nemesis bolt gun (95 points).
Back line and will snipe at the same target as the contemptor.

Mortificator, Cataphractii Terminator Armour (110 points).
Also a back line version, and a bit of an objective camper. No real long range weapon available, so might want to think about a combi melta if the contemptor is similarly armed.

Mortificator, Tartaros Terminator Armour, Thunder Hammer, Grenade Harness (120 points).
An escort for a front line contemptor. 

Saturday, August 13, 2022

Horus Heresy 2e Review: Legion Moritat

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. I like this unit more than I should which is why it gets 4 stars. Not even sorry. The rule of cool applies. And they're good. 

Background.
Moritats are lone killers within the legions. Some are regarded as outcasts without honour. Others are welcomed for their death dealing but casually shunned. All have some amazing skills with short ranged weapons which reminds me of so-called "gun kata" (look up the movies with this in if you've not seen them - you're welcome). 

Strengths.
Although there are some minor rules like scout and counter attack here, the key rule that defines the Moritat is the Chain Fire special rule.

Using this, they can fire a single weapon up to 6 times in a shooting phase. For something that has pistol (2) and is used in pairs, that makes a whopping 24 shooting attacks in total which more than makes up for the point cost associated with this HQ choice. 

There are limitations here regarding gets hot (if using twin plasma pistols) which cause the chain fire to terminate abruptly. Similarly this also applies to melta attacks and armour bane if you have access to this. Finally, the rad grenades are a really nice touch here - don't forget to use them.

Weaknesses.
They cannot be a compulsory HQ -- this is absolutely fine though. 

Difference to First Edition.
Arguably weaker. The first edition saw an endless chain with some good rolling, but here it is capped. I don't think anyone on any side of the conflict will mind the maximum of 6 shots though given that even a Moritat will miss 1 in 6 times based on BS which in first edition would have stopped the attacks. 

Builds.
The options for the Moritat concern which pistols to use, and whether to operate in pairs or mixtures of pistols. I would recommend for the sake of sanity and the chain fire rule to use matched pairs. 

Moritat, Twin Plasma Pistols, Jump Pack (145 points).
The two plasma pistols will rain death at high AP against a selected squad assuming they don't get hot quickly. Rolling one dice at a time here slows things down, but that's the only draw back. The jump pack is almost mandatory to get them into position.

Same, but twin bolt pistols (125 points).
Fine, unremarkable, but workable.

Same, but twin volkite serpenta (129 points).
Worth the upgrade over the bolt pistols. 

Same, but twin disintegrator pistols (165 points).
Eek! No model for this yet, but can be converted. 

Friday, August 12, 2022

Horus Heresy 2e Review: Legion Armistos

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars (rounded down). The rules mean that this HQ is playable, but you're unlikely to see it on the tabletop, even in small points games. 

Background.
An officer of the legion with a relatively calm and even temperament that looks after the arsenals of the legion. They work to improve weapons and field test things that come under their purview and are sought after by the Master of Arsenal for their organizational skills. In short, this is a qualified support officer.

Strengths.
The get an augury scanner and cosnis signum for free along with the chance to purchase a master crafted heavy weapon of some kind (except the heavy flamer which comes twin linked for some reason). That's it. Nothing special really other than the ability to get a heavy weapon. In some ways an inferior version of the Imperial Fists Castellan

Weaknesses.
With candour, this is a cheap way to get an extra heavy weapon on the gaming board. That's it. Yes, the cognis signum and augury scanner are welcome additions, but there's not much here to bang on about. You are getting what you pay for more or less. 

Builds.
Armistos with master crafted las cannon (90 points).
Stack with a las cannon back line squad. Most builds with other heavy weapons will follow this build and I therefore won't list all of them. 

Armistos with master crafted multi melta and melta bombs (95 points).
Bit more of a mid-range option here with some flexibility.

Armistos with combi-melta, power fist, melta bombs (120 points).
The idea here is to take this Armistos with a support squad of melta marines. Use the cognis signum immediately to help the squad take out a vehicular threat, or maybe after the combi part of his weapon has been used up. 


Thursday, August 11, 2022

Horus Heresy 2e Review: Castellan

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

Background.
The unique consul of the Imperial Fists is the Castellan. In the background these are the commanders that left behind compliant worlds following the Fists' successful campaigns. On these planets they constructed fortresses from which they could command whole systems and act as a defensive construction in times of need.

Strengths.
The ability to gain an additional shooting attack with a heavy weapon is fabulous. But they are limited in choices to a heavy bolter, an autocannon, or the Iliastus assault cannon. 

Weaknesses.
There are a large number of restrictions here in addition to gaining the heavy unit type. As I read it this also includes not being in terminator armour. 

Still, this is a reasonable HQ selection for small points games or skirmishes such as a kill team style army. Indeed, I think it would do very well in these circumstances when paired with any of the three heavy weapon options. 

Builds.
Castellan with Auto cannon (85 points).
My baseline.

Castellan with Iliastus assault cannon, melta bombs, power axe (115 points).
Slightly on the expensive side for small points games, but possesses deterrents for incoming assaults and is a bit of a swiss army knife. 

Wednesday, August 10, 2022

Horus Heresy 2e Review: Fafnir Rann

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. I rounded down. The rules are good, but not especially outstanding.

Background.
There are a number of characters in the Horus Heresy who at first glance don't feel like they belong in their allocated legion and probably should have been recruited to a different one. I have a bit of a soft spot for these kind of flavorful characters who otherwise break the generic mold: Fafnir is one of them and in this case it is the Space Wolves rather than the Imperial Fists that he should probably have been allocated to. 

Fafnir earned the moniker of Dorn's executioner and was a superlative commander for the loyalist forces during the Siege. His tally was high and he was as effective on the offensive as the defensive, and known for his sheer mastery of using twinned axes and being able to swap to axe and shield when the situations called for it.

Strengths.
Fafnir is a great close combat character. He has different attack profiles for using his twinned axes versus one axe and a shield (replacing the rampage rule with the shield master rule which give -1S to opponents as well as acting as a regular boarding shield - a really nice combination). The AP2 means Fafnir is going to be deadly to many opponents.

The executioner's tax deserves a mention here as well for its uniqueness. Any unit charging against him suffers multiple S5 hits for doing so at I=10. Few in the game is able to replicate this kind of action realistically. 

The warlord trait of +1WS is just the icing on the cake for accompanying Breacher and Phalanx Warder squads, let along taking one as troops. As if that wasn't enough, he even gets hammer of wrath combined with a good stat line. Oh, and let's not forget the additional reaction in assault. Nice.

Weaknesses. 
I guess he hasn't got more than S=4 or T=4? 

Other than that, it is important to consider how you want to use him. He really is a close combat monster that you want to get in the thick of the action as soon as possible and accompanied by breachers or phalanx warder squads. 

Difference to First Edition.
Very little. It wasn't so long ago that I reviewed Rann for First Edition, and things have not changed too much to be honest. Just missing the teleport transponder here I think? Indeed, so similar is first and second edition that I've kept the text mainly unchanged for this article.

Overall.
Well worth the points: he can wreck squads with the right timing. But beware of massed incoming fire. 

Tuesday, August 9, 2022

Horus Heresy 2e Review: Alexis Polux

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and somewhat unique. I think Polux is ideal for lower points games. 

Background.
The master of the Imperial Fists retribution fleet and he who would become the founder of the Crimson Fists, Polux's name was already a known before the Heresy thanks to his giant frame and strength even for a space marine. More than this, he was also a tactical genius and well suited to void warfare.

Strengths.
The ability to redeploy one unit as a warlord trait is fine without being game dominating, and his bonus reaction during the assault phase is strong. 

As a void commander, he gives deep strike to any unit he joins in reserves and also can choose to pass or fail pinning tests. This is unique in the game and powerful. Combined with his hammer blow (S=10) strike, Polux is a powerful leader to choose without being game breaking. 

Weaknesses.
A sound choice for a HQ where the points don't allow someone like Sigismund or Rogal Dorn. No particular weaknesses here and a unique HQ choice.

Overall.
Tailor your army according to his abilities. Take a large unit into reserves with him and deep strike into position without worrying about being pinned. Arm that unit with either close combat, or a combination of short ranged firepower and close combat to make the most of things. An ideal choice for a lower points game in my opinion. 


Monday, August 8, 2022

Horus Heresy 2e Review: Sigismund

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very strong. I only just rounded down to be honest.

Background.
Of all the Imperial Fists, and even the space marines more widely, there are few who are not primarchs that have their names recognised. Sigismund is not just one of a number like Abaddon, Corswain, Kharn, and company - he is unique in the background. Alone, he is preternaturally skilled and sits only a whisker beneath the primarchs themselves. He is death incarnate and undefeated.

Strengths.
Although his stat line might appear at first glance to be nothing special, the WS=7 is a massive advantage. He comes with a small slew of special rules that make him more deadly.

The warlord trait allows bonus victory points for slaying the warlord by his hand. The additional reaction is splendid, and the bonus to combat resolution for the entire army is bonkers. 

Bonuses to charge distance and sweeping advances seem like icing on the cake, but there's even more here such as unlocking templar brethren as troops and the re-rolling of invulnerable saves against him is amazing for character killing. His sword really is just splendid for S=6 instant death and he also has precision strikes on top of this. 

Weaknesses.
Few. T=4 being the most obvious, and only available to Loyalists being the other. That said, having to get into combat with the enemy warlord for the bonus victory point will be tactically challenging, so take a transport option. Also note that he costs like a tank in and of himself. I regard the cost as worth while though.

Difference to First Edition.
Neutral. The rules are remarkably comparable. 

Overall.
There are few characters below primarchs that Sigismund cannot take on and win against. Take care against the primarchs themselves though. He is a close combat monster and has to be played in that manner. 
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