3.5/5 stars. Rounded down. The rules are solid.
Background.
Small and elite units that feel to me like a pre-cursor of some Alpha Legion harrow, the Firewing are depicted as a force that merely exist to destroy the enemies key assets, morale, plans, and most other things related to their ability and will to resist.
Strengths.
Veteran space marines with jump packs! They are fundamentally a close combat unit with needle pistols. The needle pistols cause pinning and are poisoned at 3+ which is solid.
The have the option of also taking a short range assault missile launcher that can fire stasis shells. This is useful and gives them a much needed longer threat range. I'd advise taking it.
The Calibinite charge blade is okay. Going at higher initiative when uncharged can be a good thing. Having the S+1 and breaching at the cost of initiative might be better - but there's a gamble here obviously.
Outflank and deep strike are a result of the jump packs, but Vanguard is very welcome here. In addition, they also have "marked for death" which gives you an additional victory point for taking advantage of Vanguard. This is great, but you do need to focus fire to best effect.
Weaknesses.
There really needs to be an option to take more members of the unit. Rules as written in Legacies means that if you play this unit, chances are you are going to take multiple small units of them to make the most of them. You might like to consider having the same target for Marked as Death as well, even if you miss out on two additional victory points - securing one additional victory point more firmly is a good idea.
Builds.
3 Enigmatii, Missile Launcher (105 points).
Not many options here, but I do like the missile launcher. Perhaps one of this squad, and another naked squad is the way to go?





