Showing posts with label dark angels. Show all posts
Showing posts with label dark angels. Show all posts

Monday, June 1, 2026

Horus Heresy 3e Review: Dark Angels Excindio Battle-Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up for rule of cool and conversion possibilities!

Background.
The dread silica anima are not dead. Known only to the Emperor and the Dark Angels, these artificial intelligences are not Mars-born, but left over from ancient Terra and born of malice with similar intent. They have been somewhat neutered by the Ironwing, but still lack restraint and could potentially turn on the Dark Angels as much as they wilfully eliminate their enemies. These are the Excindio: Dark Age AI nightmares.

Strengths. 
Death from the dark age of technology and banned artificial intelligence. They can be equipped with all kinds of weapons. 

The combi bolters can be swapped out for graviton guns (strong), plasma guns (reasonable), and irad cleansers (strong). 

They can also be equipped with several different main weapons. The Athanax phosphex canister launcher is great with pinning, poisoned and phage on toughness - its almost an auto-pick. The Tyrhenius nerve induction shredder has an incredible number of shots for poisoned at 2+ causing panic - also great. Magaron atomantic pulse cannon is almost like a las cannon, but one less strength and armourbane. Good at picking off rhinos and similar. The Cytheron graviton flux projector gives you a template with shock, pinning, breaching at S=7 - well worth considering for close combat. Or another irad cleanser (strong as well!).

The claws are great in and of themselves with breaching, AP=3 and 2 damage, and reaping blow. Ouch.

Weaknesses. 
The are artificia. You will probably need a kill switch as well. 

The main problem here is that they can turn on your own forces. When wounds reach 4 or less, they just choose the nearest thing. They don't care, and actually like causing mayhem. 

Builds.
Excindio, Cytheron and irad Cleansers (220 points).
Closer combat. 

Excindio, Magaron Pule Cannon, Plasma Guns (230 points).
Longer range, and more anti-tank. Take hunter-killer missiles to taste. Deadly in combat still though!

Excindio, Athanax phosphex canister launcher (195 points).
Shorter range and cheaper. Take the nerve induction shredder as a replacement for the canister launcher to taste for the same points cost. 

Sunday, May 31, 2026

Hours Heresy 3e Review: Firewing Enigmatus Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
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?

 

Saturday, May 30, 2026

Horus Heresy 3e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great.

Background.
Fighting at the forefront of their legion and bringing their specialist skills to bear, the Cenobites represent the hidden orders within the Dark Angels Legion that specialize in one certain type of warfare. They are the wheels within wheels: the hidden orders militant within the Dark Angels that make the Alpha Legion blush at the audacity. 

Strengths. 
They come with terranic greatswords as baseline (S+2 breaching 5+, AP3, but at I-1) with the ability to upgrade to thunder hammers thanks to Legacies. Along with this, they also have plasma casters. These are essentially flamers with breaching which can be improved by overloading. The squad is fundamentally close range and melee orientated (note also the grenade harness on the Preceptor). 

What makes then flexible is the choice of Orders of the Hekatonystika. 

Augurs of Weakness (⭐️⭐️⭐️) gives you armourbane. So take some thunder hammers. But equally you probably have better tank hunting tools in your armoury. 

Icons of Resolve (⭐️⭐️) gives you Ld=10 when you are charged. Not really worth it. 

Slayers of Kings (⭐️⭐️) gives critical hits on 6+ in exchange for A=1 when against WS=6 or better. Very risky. 

Hunters of Beasts (⭐️⭐️⭐️⭐️⭐️) increases damage by 1 against T>=6. Really nice. 

Reapers of Hosts (⭐️⭐️⭐️⭐️⭐️) receives A+1 when outnumbered. This is great. 

Breakers of Witches (⭐️⭐️⭐️⭐️) is situational depending if you are facing psykers or malefic units. If you are, have a +1 to hit and to wound. Nice! 

Legacies: Order of Broken Claws (⭐️⭐️⭐️⭐️) gives T+1 and no modifiers to advanced characteristics when against walkers (dreadnoughts), automata, and also (curiously) malefic. 

Weaknesses. 
No real build decisions except numbers, thunder hammers, and which order to select. 
Also the points value is really getting high. And you need a transport solution. 

Builds.
5 Knights (275 points).
Works with most Orders. 

5 Knights, 2 Thunder Hammers (295 points).
Balanced for most threats, and appropriate for all orders. 

5 Knights, 5 Thunder Hammers (325 points).
Augurs of Weakness certainly, and the other highly rated Orders too. 

10 Knights, 5 Thunder Hammers (575 points).
Expensive. Not much use for Reapers of Hosts arguably. Good for most others. 
 

Friday, May 29, 2026

Horus Heresy 3e Review: Dreadwing Interemptors

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are reasonably good.

Background.
When you want a job done, and that job is no less than the complete and utter annihilation of the problem, these are your men. They leave no trace of anything behind, and won't probably even remember themselves. The Lion's ultimate sanction all told. And if the radiation burns get to them, then a dreadnought awaits. 

Strengths. 
For the fans of plasma burners! And plasma incinerators! And Missile Launchers with rad and stasis missiles on offer! And lobbing rad grenades!

It is easy to see how these men succumb to radiation poisoning over a long time period or otherwise are rendered non-combat-effective. However, they are good at what they do, but need to be up close and personal. Tightly packed enemies are their favourite food group too. Rounding this out is Bitter Duty and being a Support Unit. 

Weaknesses. 
The lack of torrent compared to second edition is an issue and makes the squad much shorter range than it could otherwise be. The lethality of these weapons is slightly increased to make up for that though. 

Builds.
5 Dreadwing Interemptors, 1 Plasma Incincerator (140 points).
I feel that a low body count is valid for this unit. For a slightly longer range threat swap out the incinerator for a missile launcher (which is the same points value). The former is closer range, the latter provides the range and the option of the stasis missile which is rather nice (but you'll always be tempted by the rad missile regardless). 

Thursday, May 28, 2026

Horus Heresy 3e Review: Deathwing Companion Detachment (inc. Terminators)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
Devoted to their legion and sworn to protect their leaders even unto taking the death blow for their praetors. The companions are the longest serving veterans of the Deathwing and come with a variety of upgrades, including terminator armour [via Legacies]. 

Strengths. 
WS=5, 2 wounds, and 3 attacks as base (with T=5 for the terminators) makes this a close combat unit. 

All members of the unit have Eternal Warrior which improves their survival rates even more - and is appropriately fluffy here. The also have the Companion special rule. This means that the hero that they are accompanying cannot be the target of precision wounds in any shooting attack. This is reasonable, fluffy, and will keep their escort alive a long time against certain legions and opponents who like decapitation strikes. 

For the power armour options, the Cytheron Pattern Aegis gives an invulnerable save and the Shieldwall advanced reaction. Certainly worth considering. The calibanite warblade is good, and the option for a terranic greatsword tempting. Powerfists are similarly workable. Melta bombs might not be so recommended, as other units can do it better. Plasma pistols are likely not worth the points sink. 

For the terminators, you will want the grenade harness. Again the greatswords are good as are the power fists. I do recommend some thunder hammers here though. Combi-weapons maybe not since this is a close combat unit, but lightning claws may be attractive. 

Weaknesses. 
Take a land raider for transport and you are probably sorted. I'd also recommend maximum size squads where possible, but this may not always be possible depending on your movement solution. 

Builds.
Deathwing Companion Detachment, 10 members, 3 Greatswords, 2 Powerfists, 3 Cytherons (380 points).  
The power armour variant has a mix of threats and the Shieldwall possibility. Melta bombs are possible here too, but I suspect you want other units for that purpose.

Deathwing Cataphractii Terminators, 5 members, 5 Thunder Hammers, grenade harness (295 points).
Smaller squad for escort duty and killing stuff.

Deathwing Tartaros Terminators, 5 members, 3 Greatswords, 2 Lightning Claw Pairs, grenade harness (285 points).
Take more members to taste. 

Tuesday, May 26, 2026

Horus Heresy 3e Review: Marduk Sedras

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. Mildly over-costed.

Background.
A very old space marine by any standard. He's seen it all - every battlefield and configuration imaginable. He has even fought alongside the Emperor himself, and many of the other legions to boot, and also during the Unification. Upon offered promotion to join the council of masters, he asked to remain a regular master rather than join the central core of the legion as Eskaton of the Dreadwing. 

Strengths. 
Sedras has a praetor like stat line with T=5, W=5 but a movement rate of 6. 

In terms of equipment, he has a plasma burner (nice), phosphex bombs (also nice), and The Death of Worlds (which exchanges initiative for S+5 at AP=2 and 3 damage which is incredible - for S=9 attacks!). But with WS=6, he may lose out of other opponents. 

He is slow and purposeful, and also has Ancient of War which gives hatred to traitors to his unit which is a quality additio. 

Weaknesses. 
To be clear, those S=9 attacks in close combat are truly amazing. But you have to get him there. And his movement hampers this. He will slaughter things in challenges short of Corswain (who costs less) and Primarchs. And therein is the issue: he is over costed. Unless you are putting him up against monstrous opponents in which case you have found his niche! I wish he had Officer of the Line or similar or just one more perk to make the points cost super attractive. But that T=5 is excellent, admittedly. 

Overall.
If he costed the same as Corswain or slightly less he'd be very attractive. As it is, he is a true monster hunter and will do well if you don't have another named character. He is also very fluffy if you bring along the rest of dread wing!

Monday, May 25, 2026

Horus Heresy 3e Review: Corswain

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up. A superlative close combat beat stick. 

Background.
All of the legions have recognized "names" that their brothers and cousins will instantly know. For the Dark Angels, Corswain's name is one that echos still some ten millennia later such was his skill. Caliban born, but not an ingrained scion of The Order, he was able to bridge the gaps in his legion and was the commensurate paladin. 

Strengths. 
Starting with the stat line, WS=7 is superlative for a mere mortal! Corswain combines this with his weapon, called simply The Blade, to have an effective S=6, AP=2, and 2 damage with duellist's edge. This makes him an excellent challenge monster. 

The Armour of the Forest serves even better in a duel. The damage of incoming attacks are reduced by one (to a minimum of 1). Outside of Primarchs, this is very notable. 

Weaknesses. 
Corswain is a close combat paragon. He doesn't do much else (although he has BS=5 and Ld=10). So you need to get him into combat as soon as possible. He is also a loyalist through and through. 

Overall.
Outside of the Primarchs, he is one of the most notable close combat characters in the Heresy. And he probably has a shot at some of the weaker primarchs too, if we are being honest. He may well lose, but what I'm saying is that he has a better chance than many depending on your die rolls. He kills stuff in combat whilst his armour tends to keep him alive. A true beat stick if ever we saw one. 

Sunday, May 24, 2026

Horus Heresy 3e Review: Lion El'Jonson

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. I've rounded up. He is a great opponent. 

Background.
The Lion was ever the ruthless pragmatist. Brought up on the death world of Caliban, he hunted fearsome monsters to their graves and learned that once he committed he had to follow through or perish himself. This attitude bled into his Dark Angels legion and made them a relentless force that destroyed the enemies of mankind without remorse. 

Strengths. 
The stat line here is solid with WS=8, S=7 and similar in I and A. This marks him out as an impressive close combat opponent without anything else added.

His side arm, the Fusil Actinaeus is very respectable for S=7 and breaching at 4+. Arguably one of the best out of the Primarchs. 

You then get the choice between either The Lion Sword, or The Wolf Bane. The Lion Sword gives S+1 (to make S=9 which is super impressive!), AP=2 and 2 damage (with Sword of the Order), whilst the Wolf Bane is only AP=3 but has shred, breaching at 4+ and reaping blow (as well as Sword of the Order). The former is therefore your standard duelling weapon with the latter being for big squads. I recommend The Lion Sword accordingly. 

He comes with Stasis Grenades. This dishes out I-2 for enemies that charge you - but only the first in the game, only once, and not in challenges (oddly enough since you'd think he'd lob one at his brothers given half the chance).

The Lion's Choler is a gambit you can take when he reaches 2 wounds or less. You ignore wounds differences and gain a +2 to the focus roll. This makes for a good finish. 

As Sire of the Dark Angels you gain prime advantage if you have at least 1 of each of the core troops selections (breacher, tactical, and assault). Also, your reserve rolls for Jetbikes and Outriders get +1 which is a nice manipulation. 

Weaknesses. 
As with some of his brothers, he has T=6, and so is gambling on winning the fights before he is killed. His gambit helps offset this. 

Overall.
A great contender amongst his brothers and worth the points cost to be paid. Easy to see why he was feared by many. 

Saturday, May 23, 2026

Horus Heresy 3e Review: Dark Angels Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Very average rules overall with some shining lights. 

Background.
The Dark Angels are the First Legion and hold a lot of the organization of the initial formations over compared to other legions. Horus saw to it that they were well out of the way when the Heresy began. They soon rejoined and were drawn into the Thramas conflicts with the Night Lords. Unleashing their forbidden weaponry, they would eventually crush them, but were unable to head back to Terra and instead found themselves at the side of Sanguinius and Guilliman in Ultramar. They set about countering the traitors and this would lead them to destroy many strong holds including Barbarus of the Death Guard and Chemos of the Emperor's Children -- the passage of the Angel of Death. Purging galore in fact. Then they realized they could also get back to Terra. But were a touch late, because reasons. 

Armoury. 

Blades of the First Legion cover the calibanite warblade which is excellent and like a better power axe (take it), and the terranic greatblade which is okay and has 2 damage which is nice for anti terminator duty. 

Plasma Burner and Plasma Incinerator are typical fare with 2 profiles (the second being for overload which gets you a better breaching profile. I like the damage=2 on the incinerator in particular. In Legacies there is also the Plasma Repeater which has a shorter range and added to the Special Weapons for your support squads to take. The wealth of shots here is the real attraction that makes it good. 

Paladin of the Hekatonystika is a Prime Force Organization slot for WS+1, Terranic GreatSword, and Orders of the Hekatonystika. Icons of Resolve and Slayers of Kings seems to be nice here. Legacies extends this to terminators to get the Great Sword. 

Tactica. 
The Angels of Death streamlines the Dark Angels compared to previous editions by limiting the negative effects that can be applied to their advanced characteristics. Ld can't go below 6, and Fear (X) is always Fear (1) instead. This is okay overall, and fluffy, but distinctly average (and perhaps sub par) compared to other legions too. 

Gambits.  
Sword of the Order
 shows off the legion's talents with swords and grants the exchange of A-1 for Critical Hits (6+). This is also in the regime of okay. 


Additional Detachments. 
This is where a lot of streamlining has happened. The 6 hexagrammaton parts of the Dark Angels each have their own additional detachments, and each of them operates how you might anticipate. These six give the controlling player a lot of tactical build possibilities. I see the Deathwing Conclave as probably being the most popular, but if I'm being honest, they are all viable and they do allow a multitude of builds to be created and this is a real strength for the legion.  

Advanced Reaction. 
Vengeance of the First Legion
 is a saving grace for otherwise on par or below par rules here. Once per battle, you get to fight close combats a second time instead of going to the pile in phase. You discard combat resolution from the first round to do so though (except challenges). If you have Swords of the Order, they gain shred in this second round. This is a clincher and can turn the tide when timed well. 

In third edition then, the Dark Angels have had a bit of a nerf applied compared to previously. Its best to regard it as stream lining. It was also probably a long time coming. They remain a bit of a swiss army knife, but what is really setting them apart now is the build flexibility rather than a single special rule - and that is the puzzle that players need to optimize (along with the amazing advanced reaction). 

Friday, March 22, 2024

World Eaters Warmonger / Praetor

A new conversion today - this time for the World Eaters! Plans are afoot for a small allied detachment of this legion. This particular miniature will serve as either a Praetor (in which case the weapon is a paragon blade) or as a Warmonger - primarily for the use of the teleport device (in which case the weapon might be an excoriator?). 

The bits used are most obviously a Red Butcher body. The arms and weapon come from the Dark Angels terminator range. The shoulder pads are Forge World resin Tartaros armour. I wanted this guy to suggest violence incarnate combined with martial skill and intimidation. I think it does so in droves. 


Saturday, June 3, 2023

Horus Heresy 2e Review: Marduk Sedras

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, generously rounded up to 4/5 stars. I hold mixed views about this characters which arises from similarly mixed rules.

Background.
A very old space marine by any standard. He's seen it all and fought alongside the Emperor himself, the Emperor's Sons, and many others besides, including during the Unification. He asked to remain a master rather than join the central core of the legion is Eskaton of the Dreadwing. 

Strengths.
The warlord trait allows him to take a unit of Inner Circle Knights along with an assault reaction. This, of course, means one less elites slot being used.What really shines here is the Ancient of War rule. Since he's seen it all, he can tell his allies about his experiences. All Dark Angels within 6 inches of him at deployment gain preferred enemy against a chosen faction. This is amazing!

His kit is great: the armour can sweep despite the 4+ invulnerable and you pass dangerous terrain checks. His sword, The Death of Worlds, gives S+5 at AP2 which is amazing, but is also unwieldy. The best bit by far is the ability to cause -1 to invulnerable saves. This is truly unique. Could be good in the right circumstances of course and will instant death many. 

Weaknesses.
The warlord trait gives nothing other than the bonus unit and reaction - its not a "proper" trait in comparison to others. But it gets worse. The unit cannot sweep, while Marduk himself can! I find this such a peculiar contradiction! With this said, it is clear in the fluff it is supposed to be cataphractii armour so will no doubt count as such in the future. Hence no such contradiction. With the Ancient of War rule, also beware of stacking everything in a perfect pie plate formation for the enemy to kill you on turn one. He's also restricted to the loyalists - sorry traitors. 

Overall.
An interesting character that is worth it from the point of view of  the Ancient of War rule alone. Add on his combat potential, plasma burner, phosphex bombs, and the rest, and his is quite the tasty proposition. Just a pity about the peculiar warlord trait and going at I=1 in combat otherwise he'd be absolutely stellar. 

Thursday, June 1, 2023

Horus Heresy 2e Review: Corswain

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are great - he is a tremendous beat stick!

Background.
All of the legions have recognized "names" that their brothers and cousins will instantly know. For the Dark Angels, Corswain's name is one that echos still some ten millennia later such was his skill. 

Strengths.
Honestly, if you want something dead short of a Primarch, then Corswain is your man. And he might even have a shot at some primarchs as well. I like to think of him as a beat stick legion champion. He has the kit to boot: The Blade has both duellist's edge and murderous strike along with being master crafted. His armour is insane for keeping him in the game by providing 3+ invulnerable in close combat and 4+ otherwise (or a regular 2+ save). Mix in that he has WS=7 and precision striking at 4+ and he will get the job done.

Weaknesses.
The first weakness is that if he is your warlord, you get locked into Marshal of the Crown (Death wing). It is not bad, but there are much better alternatives.

He's loyalist only, so a non-starter for traitor lists. 

Overall.
He kills stuff in close combat while staying alive very well. That's literally all he does. He does it to a maximum standard, to be clear. But he doesn't provide army buffs or anything else. A true beat stick in the traditional sense of those words. 
 

Tuesday, May 30, 2023

Horus Heressy 2e Review: Deathwing Companion Detachment

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and very unique within the entire game which makes them a great choice for what they are able to do. 

Background.
Devoted to their legion and sworn to protect their leaders even unto taking the death blow for their praetors. The companions are the longest serving veterans of the Deathwing and come with a variety of unique upgrades. 

Strengths.
The Death Sworn Companions rule is mighty indeed and allows the player to ignore precise shots and strikes, along with the sniper rule, as well as letter the controlling player allocate wounds. This rule alone makes the unit worth taking. 

The Deathwing retinue rule means they only are allowed in play alongside a master of the legion and cannot be taken on their own. This is fine.

It is worth talking about their unique upgrade here as well: the Cytheron Pattern Aegis -- at the expense of dropping a bolt gun. The basic way to use them is as a 4+ invulnerable against shooting, or a 5+ against close combat. But when "deployed" at the end of a movement phase by 2 or more members of the squad, then entire squad gets this benefit along with imposing I-1 at the price of not being able to themselves attack. This is mainly worth it, but also worth thinking about how to optimize for this choice. 

Weaknesses.
A truly unique unit of veterans in the entire game. The WS=5 and W=2 combined with artificer armour is just the icing on the cake, let alone the refractor field for the Oathbearer. They can even take jump packs!

Builds.
5 Companions, all with Terranic Great Swords, 2 Cytheron Pattern Aegis (195 points).
There are lots of ways of configuring this unit. I like the great swords for their sheer audacity. The two aegis are for the initiative drop when required - it won't always be needed and you can keep these guys alive for a while due to being able to allocate wounds. Getting expensive for 5 models though, but worth it still. Take a legion vexilla to taste. 


Sunday, May 28, 2023

Horus Heresy 2e Review: Dreadwing Interemptor Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but you are competing for an elites slot for these guys. 

Background.
When you want a job done, and that job is no less than the complete and utter annihilation of the problem, these are your men. They leave no trace of anything behind, and won't probably even remember themselves. The Lion's ultimate sanction all told. 

Strengths.
Do you like plasma? What about plasma burners? How about an upgrade to a plasma incinerator which is just like the above but with a torrent? If so, this is the squad you are going to adore. 

Beyond this they also get stubborn, counter attack, and bitter duty which helps them on some occasions. 

Weaknesses.
The elites slot is already full. You may struggle to get this squad in there, but could do if you focus. You also don't need a full squad, but 5 bodies still only has 5 wounds and thus they are not durable when combined with their regular 3+ power armour save. You will really want a transport to get into position and then unleash. Good luck though, this squad will be a priority target if your opponent knows what they are facing off against. 

Builds.
5 Interemptors, 1 plasma incinerator, Praefectus with artificer armour and 1 phosphex bomb (150 points).
There are multiple ways to configure the unit, but I feel a low body count is best. Even a "naked" squad will serve well, but I suspect the optimal use is an alpha strike / plasma-cide tactic which argues for keeping the points cost low. 



Wednesday, May 24, 2023

Horus Heresy 2e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but there's probably only a couple of orders that you are going to take. 

Background.
There are wheels within wheels, and there are orders within the Dark Angels. The Inner Circle Knights Cenobium are those orders militant within and dedicated to unique martial skills. 

Strengths.
The plasma casters that they carry as standard are effectively flamers with breaching, but what is really cool are the standard terranic greatswords. These terminators come as standard with 2 wounds and WS=5, but the preceptor has an amazing WS=6 which blows away much of the competition. 

Not only can they take the hexagrammaton upgrades, but they get their pick of Orders as well. 

Augurs of Weakness: Get a bonus against AV=11 or higher. You will want Iron Wing and some hammers here. But note there are better tools in the box for tank hunting than these guys - this is a bit of a waste.

Icons of Resolve: Ld+1 when charged is not worth taking. Skip this.

Slayers of Kings: Re-rolling of 1's to hit against WS=5 or higher or in a challenge is hilarious. Take with death wing. Don't forget Terranic Greatsword bonus. Take this almost every time!

Hunters of Beasts: I'm a bit neutral on the worth of re-rolling to wound rolls of 1's against T=5 or higher. I mean, if you know you're facing lots of beasts, then yes sure. But otherwise probably not quite worth it.

Reapers of Hosts: A+1 against they have base to base contact with more than one enemy is cool. Take it if you're not wanting Slayers of Kings. Great against horde armies, of course.

Breakers of Witches: re-rolls against deamons, psykers, and corrupted is highly situational. Of course, if you know you're against daemons of the ruinstorm, it is a no-brainer. Thousand Sons will hate you for it too. As will plenty of Word Bearer armies, and certain Sons of Horus builds. 


Weaknesses.
Lots of points cost here, and they can not sweep!

Builds.
5 Inner Circle Knights Cenobium, 1 Legion Vexilla, Preceptor with Grenade Harness (290 points).
There's honestly not many other builds to consider. Add extra bodies to taste. Swap out a greatsword for a thunder hammer (perhaps 1 only) if desired otherwise retain those greatswords all round.


Saturday, May 20, 2023

Horus Heresy 2e Review: Lion El'Jonson

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are very good!

Background.
The Lion was ever the ruthless pragmatist. Brought up on the death world of Caliban, he hunted fearsome monsters to their graves and learned that once he committed he had to follow through or perish himself. This attitude bled into his Dark Angels legion and made them a relentless force that destroyed the enemies of mankind without remorse. 

Strengths. 
The Lion does a little bit of everything. He applies some force wide buffs, while also being a significant personal danger. As Sire of the Dark Angels, he grants crusader (nice!) as well as a leadership buff to anyone who sees him - what a guy. The shooting reaction bonus is solid. He also gets to pick which hexagrammaton type he is every turn which is sublime. Keep him alive in turn 1 with dreadwing, and then move him to deathwing to get that +1 to hit when you need it most. You probably don't need the others?

His state line is beautiful and the envy of some other primarchs - WS=8 is triumphant for instance. He has a choice of weapons - the Lion Sword (which is a threat to everything) and the Wolf Blade (great for chewing up power armour blobs, but really its not as good a general choice as the Lion Sword - so take that instead). The armour allows a re-roll of the first failed invulnerable save per player turn which is cool. His side arm - the Fusil Actinaeus - grants blind with rending at 3+ making it one of the better weapons carried by the brothers. 

The point of the blade allows him to always charge 8 inches regardless, which will get him into combat plenty of the time. Hi choler also results in increased numbers of attacks when his wounds are reduced (up to A+2 at W=2). The stasis grenades meanwhile are cute and impose I-1 some of the time (but only usable once per battle). 

Finally, he also has adamantium will at a 3+ level which is remarkable.

Weaknesses.
He is not the best of his brothers in combat. Horus, Ferrus, and others are strictly better than him. I would place him in the upper half, maybe even in the top third (NB: math hammer still to be fully worked through). He is not a massive army buffing primarch either - but that crusader buff sure can be potent. He does a bit of both and well enough to get away with a lot of things. He is worth the points cost - although they are a bit steep at first glance, do pay them gladly! - and will serve you well. 

Overall.
Take him.

Difference to First Edition.
As with first edition, The Lion is something of an all-rounder who is able to be a bit of everything ranging from buffing his army through to being a close combat monster. In this regard, little has changed, and perhaps this is not surprising given that The Lion was published in First Edition comparatively recently (he was the final primarch to be released with a miniature and rules, after all). Sure, some things have changed here, but overall he feels about the same to me in the context of second edition. 


Wednesday, May 17, 2023

Horus Heresy 2e Review: Paladin of the Hekatonystika

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. To my mind, this is arguably the best legion specific consul upgrade in the game which is why I'm giving the maximum number of stars. 

Background.
The keepers of secrets of the Dark Angels legion and those who acquired battlefield knowledge. They are steeped in symbols and are initiates of the orders of this labyrinthine legion that even the Alpha legion would be proud of!

Strengths.
Gain an Order like the Inner Circle Knights, along with WS=6 and maximum leadership, stubborn and adamantium will. They also get a very valuable Terranic Greatsword for free. 

Yet again, this is a swiss army knife character for the swiss army knife legion. You really won't go wrong for what you're getting.

Weaknesses.
None really for the points cost you pay. This is very much strictly better than a legion champion. You just have to choose the battlefield role you want for them and select the Order accordingly. May I recommend perhaps Reaper of Hosts as the default to grant A+1 when already in combat - this is a great bonus all round. All the choices can work though. 

Builds.
Paladin in Tartaros armour with Terranic Greatsword, Grenade harness (110 points).
Fairly generic and yet also gets the job done. Could easily be a Cataphractii armoured terminator as well if you wished. 

Paladin with Jump Pack, Terranic Greatsword (110 points).
A very nice and deadly consul to place with your assault squads. Similar can be said of bike mounted versions. 

Monday, May 15, 2023

Horus Heresy 2e Review: Dark Angels Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down to 3/5 stars. Three excellent upgrades, and two forgettable upgrades!

Unique among the legions, the Dark Angels were armed with the remains of the Unification of Terra rather than the Martian pact that would follow and become standard for the other legions. This gives them access to certain horrors of the long night as routine. 

Calibanite Warblade. Get S+1 on your power swords for 5 points. A no-nonsense upgrade which is good!

Plasma Repeater. I'm on the fence about this one. Assualt 3 is awesome. Short range is poor. Lower strength is an issue. Twin linked somewhat makes up for it. And breaching (4) is fine. What really swings it negatively for me is just the cost. You would have to play them very offensively and it can work, but take the plasma burners instead.

Plasma Burners. In short: it is a plasma flamer. And they are exceptionally deadly at S=6 and breaching (4). Sure, they are expensive, but they will destroy entire units in one turn. Just ask your friendly support squad sergeant. They're game defining. 

Terranic Greatsword. Just take them. Ignore the AP3, you will more than make up for that. Rending and murderous strike are excellent. Even better, they go at your initiative and can pose a threat to lighter tanks. Really in the no brainer territory here.

Stasis Missiles. It sucks that its only an upgrade to missile launchers. Honestly your heavy support squads will want to be doing other things than getting within 24 inches to cause WS-1 via concussive. If these missiles could be applied to other things, I'd be more positive, but I just don't quite think they're worth the investment overall. Too ineffective for the price. 

Overall.
Take the Calibanite Warblade, the Terranic Greatsword, and the Plasma Burners. Leave the rest in the armoury.

Saturday, May 13, 2023

Horus Heresy 2e Review: Dark Angels Rites of War

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded up. The average and poor rites are outweighed by the better ones! And such choices to make to boot!

Rites of War.
Most other legions get 2 rites of war peculiar to themselves. Some of the more fortunate ones get 3. The Dark Angels legion get no fewer than SIX. You might well ask why. The reason are the 6 wings of the legion. A fair argument could be made by other legions to have more though - of that I'm completely certain. But it is what it is, and no amount of jealousy on my part is going to change that! 

The Steel Fist. [Ironwing] This is great and one for the tank enthusiasts among you. Predators as troops, kratos as elites, land raider transports for your iron wing infantry. Just amazing. You have to be embarked though, and not use deep strike or similar, but hey, that's not a problem. Troops have to be iron wing too, as does the warlord, or take the Lion instead. I see this as such a good rite - and it can also function as an allied detachment which will make any other foot slogging legion sing its praises. So well worth it all round.

The Eskaton Imperative. [Dreadwing] A very entertaining rite of war and probably almost unique in the legions except perhaps for the Death Guard. But of course, the Dark Angels are doing it better because that's what they do. Troops now include destroyers and interemptors, but the key difference is making all of the board except deployment zones difficult (and difficult become dangerous). Two big pie plates are also put down for extra dangerous terrain. You get a bonus +1 to wound against anything in dangerous terrain which is simply amazing. Of course, you have to have dreadwing characters and troops here, but you offer 1d3 victory points for anything of the enemy in your deployment zone (the inverse also counts). For me, I would advocate putting your troops in rhinos and other transports and simply out maneuver your opponent across the battlefield. Zip a few into their deployment zone in the final turns to gain +1d3 points and you're probably laughing. This rite requires planning, but you're essentially taking control of the battlefield here. Other legions without fliers and similar might struggle, but watch out for White Scars if you're using this rite as they might laugh at you.

The Storm of War. [Stormwing] Get a centurion who doesn't count against your force chart in tactical squads, assault squads, and despoiler squads. It isn't a consul though - just a centurion. You get stubborn for free and can fill out other parts of your chart with even more of these squads, just because. You have to have storm wing of course, and max out your troop sizes and cannot deep strike. This rite isn't as strong as others, but if you're wanting an infantry heavy force with a centurion boost, its amazing and can work a treat. Especially assault squads. Fill those spartans as well with despoilers. 

The Unbroken Vow. [Deathwing] Arguably the worst of the set is Death Wing's rite. Veterans and terminators can count as troops, but don't get line, instead gaining Heart of the Legion. A+1 within 12 inches of an objective is very nice and all, but you have to put an extra objective into all games which yields more victory points to the opponent for controlling that you get. Strictly, Pride of the Legion is better than this. You won't want to take this rite of war. Sorry folks.

The Seeker's Arrow. [Ravenwing] Yet another rite that fails to grant Line to your legion's key elements. Sure, you get sky hunters and outriders as troops, while cavalry get rampage 2. The down sides are an irritation more than anything (1 heavy support; fast, fliers, skimmers for vehicles). It is just not great. Sorry once again. Take a different rite.

The Serpent's Bane. [Firewing] Suppose you don't care much for the Geneva Convention and want things dead within the game? This is the rite of war you're going to want to take. Seekers as troops is where it begins, but this is not the key reason to take the rite. Instead, the ability to infiltrate 3 troops selections is the key reason. Seekers already have that, so you will want either a maximum squad of tactical squads or better yet: support squads. Melta and plasma to the face is going to hurt most things in the game - no two ways about that. And on top of this, you are selecting 3 enemy units that you have to take down (HQs or elites in the main part). You get +1 to hit against these priority targets, but lose out on 3 victory points for failing to take them down. So you'd better be ready to max out those melta and plasma support squads for this alongside the seeker squads. Worth taking, but you have to be focused in your game play and plan. 


Overall.
Two poor rites (Death Wing and Raven Wing), One okay one (Storm Wing) and the rest are good to excellent when played correctly. Mix this in with your Warlord Traits and your Hexagrammaton rules, and you have such a swiss army knife of a legion that you almost will be spoiled for choice as to how to build it. 
 

Friday, May 12, 2023

Horus Heresy 2e Review: Dark Angels Warlord Traits

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and in the right hand can be excellent.

Warlord Traits.
As with the Space Wolves, I'm choosing to review the traits distinctly to the Rites of War for the Dark Angels due to the inherent complexities. 

Marshal of the Crown. A paragon of martial and moral virtue for which others would willingly enter the fire. I like this trait for its simplicity and depiction of how the Dark Angels think and feel - let alone the strength of the trait. Anyone with line of sight to the warlord gets Ld+1 for their unit, but only if they share the same Hexagrammaton sub-type as the warlord (as well as a bonus reaction dependent on sub-type). Can't help but feel this can be so powerful in the right situations, and triply so with a highly themed army (looking at you, raven wing in particular). Of course, even a non-themed army can benefit, but its less likely to be a primary choice I suppose.

Seneschal of the Keys. Select a faction and then declare a turn the be "Decisive". The Warlord's unit gains WS+1 and BS+1 for the turn against that faction, as well as a bonus assault reaction. This trait will be the default one for a mixed-wing legion force I suspect, unless you really, REALLY, want that extra pip of leadership in part of your army that is presumably advancing with the warlord as above. 

Overall.
I genuinely like both of these traits. There's something for everyone, and lots of "toys" to play around with for the commander!
 
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