Sunday, November 23, 2025

Horus Heresy 3e Review: Locutarus Storm Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Rounded down. The rules are worth their points cost. 

Background.
These are the Ultramarines' vanguard: the best of the assault squads selected to form their own squads of elite jump-pack equipped fighters who excel in the timing and application of pistols and swords. I feel they could have made very good Emperor's Children personally (apologies to Ultramarines players).

Strengths. 
As well as being jump marines, these men gain a bonus A+1 when they are locked in combat with any unit that is currently suffering from any tactical status. This is actually really strong, but of course you will need to inflict that tactical status before getting into close combat. 

They also come with Argean power swords that provide breaching, and have a native precision on a 6+, with an otherwise un-remarkable stat line except for the 2+ saving throw. Essentially then, they are power sword jump marines that can hit harder under certain circumstances. 

Weaknesses. 
Your options for inflicting tactical statuses prior to getting in combat with an opponent from this squad alone are zero (remember that hand flamers don't cause panic here). So you will have to fire at them with a different unit to make the best of the Blade of Wisdom advantage here.  

Builds.
5 Locutarus, 1 hand flamer, melta bombs (215 points). 
Notice immediately that the points cost is rather expensive here. You really are paying for that 2+ saving throw and the combination of special rules and power sword enhancements. 

10 Locutarus, 2 hand flamers, leader with hand flamer and melta bombs (415 points). 
A full squad. Again, rather expensive and there are other squads that might do things better which explains my average star rating here. 

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