Showing posts with label fast attack. Show all posts
Showing posts with label fast attack. Show all posts

Friday, September 4, 2026

Horus Heresy 3e Review: Pallas Grav-Tank

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

Background. 
The hunter killer grav craft employed by the Custodes. They're skimmers and they're rather fast and dashing. As you might expect, they are used for hit and run exercises which they are well able to perform.

Strengths. 
It is a grav tank with a movement rate of 16, 4 hull points and 11's on the side and back with 12 on the front. 

It comes with a twin Iliastus accelerator fusil as standard. Four shots at S=7 is solid without being outrageous and breaching helps. 

This can be upgraded to a Arachnus blaze cannon. This is more of a serious anti-armour option and does well. 

Weaknesses. 
For me, the points cost is probably about right to just a touch too high. This is fundamentally a weapons platform, but I can't help but think that Space Marines do this a lot better. 

Builds.
Pallas with Iliastus Accelerator Fusil (105 points).
Solid enough. Can be quite a distraction if not dealt with.

Pallas with Arachnus Blaze Cannon (130 points).
Anti-armour and effective. 


Thursday, September 3, 2026

Horus Heresy 3e Review: Gyrfalcon Jetbike Sodality

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Custodes on jetbikes doing exactly what you think. 

Background. 
These are custom jetbikes designed specifically for the Custodes. Not only to take their mass, but also to provide some unique functionality for them as well. They are a screening unit as well as a fast response - and the models are really nice in my opinion as well. 

Strengths.
Custodes on jetbikes are cool - and I won't be taking any questions about this at the current time. 

Movement rate of 16 ensures that they get to where they need to be rapidly and with an extra wound compared to the foot slogging variety as might be expected. 

They are armed with a lastrum bolt cannon which is very nice for the rate of fire, and a solarite power lance as standard. The lance on the charging strike is significant with S+5 (for S=10) with impact on attacks, critical hitting, and armourbane. In defensive strike mode, they are much less to write home about. Hence strike fast and early to cause damage and get out of there if you think you will need back up. 

The cannon can be swapped out for the adrathic devastator (which is okay, but not amazing) or a twin corvae las pulser which is great for the armour bane action. 

Weaknesses. 
Why has the name changed from Agamatus since the other two editions? I am unclear.

This is fundamentally an expensive unit that does exactly what you would expect. You will want to clear your target in one strike though, so my advice is to field a few more than the base unit provides. Take las pulers to taste. 

Builds.
5 Jetbikes, 2 las pulsers (370 points). 
Shoot to explode a transport (like a rhino), then charge in to finish them all off. Take more pulsers for land raider purposes. 


Tuesday, April 14, 2026

Horus Heresy 3e Review: Land Speeder Squadron

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

Background.
The classic Land Speeder comes armed with an over abundance of upgrade options. This unit won't suit some legions or play styles, but it is undeniably going to shape others.

Strengths. 
The movement rate of 16 is one of the best in the entire game and whole units of these beasts will create headaches for opponents. T=5 and W=3 will keep them alive long enough to cause serious damage as well. 

Another multi-marine antigrav tank, Land speeders have solid rules like deep strike, firing protocols, and a native augury scanner (up-gradable to a second weapon). But where the real strength lies is in their upgrade flexibility. 

Weaknesses. 
Ld=8 is problematic.

Builds.
Land Speeder with 2x Multi Meltas (90 points). 
Tank hunting. You might need 2 or 3 of these depending on your opponent. Take hunter-killer missiles to taste. 

Land Speeder with 2x Plasma Cannons (70 points).
This is amazing for the points cost. 

Land Speeder with 2x Volkite Culverins (60 points).
Take a blob of 5 of these to deal with enemy infantry. Remember for volkite weapons: you want to go big!

Land Speeder with 2x Graviton Guns (70 points).
Very nice for the points. Only a couple of these needed per squad.

Land Speeder with 2x Havoc Launchers (55 points).
Sit back and take some shots at things? Take as many or as few as you desire here.

Land Speeder with Heavy Bolter and Heavy Flamer (50 points).
A meat shield for others in the squad, but also deters charges on occasion.


Monday, April 13, 2026

Horus Heresy 3e Review: Javelin Squadron

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

Background.
A more heavy weapon orientated grav craft than the jetbike and similarly able to have good speed and maneuverability. These are comparatively rare constructs and valued by many legions. 

Strengths. 
Good movement rates, T=6 and W=4 make for a much more solid version of the jetbike. 

These multi-marine Land speeders have nice rules like deep strike and firing protocols to make best use of what they are. 

In terms of weapons, the combination of the cyclone missile launcher and heavy bolter is actually not bad at al. Upgrade to two lascannons for long range aggression.

Weaknesses. 
Leave the volkite culverins at home - you can't go "big" with this squad. The heavy flamers have limited utility compared to other squads. Two more heavy bolters is interesting for sheer fire power. And what ever happened to multi meltas compared to second edition?

Builds.
3 Javelins (225 points). 
Exploit the missile launcher and heavy bolter combination. Replace the missiles with 2 more heavy bolters for sheer fire power. 

Javelin with 2 las cannons (80 points).
Long range fire platform for anti-monster or anti-tank duty. 

 

Sunday, April 12, 2026

Horus Heresy 3e Review: Scimitar Jetbike Squadron

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

Background.
They are jet bikes. With space marines mounted on them. They hover over the ground thanks to ancient anti-grav technology. Not only do they have the cool factor, but they make for a great strike unit in the game as well.

Strengths. 
Excellent movement rate of 16 combines with 2 wounds to make a swift glass cannon strike force. 

The jetbikes carry a heavy bolter as standard which can be upgraded to Volkite Culverins (which I'm not personally fond of unless you go to a maximum squad size of 10); Multi-Meltas (to kill tanks); and Plasma Cannons (to kill infantry with pie plates). 

Upgrading the sergeant's weapon is worth it for close combat duty, but the augury scanner and bolt pistol upgrades are subject to choice. 

Weaknesses. 
The 3+ armour save isn't great, but hopefully with that movement rate, you can position yourself appropriately. 

Builds.
3 Jetbikes, 3 Multi-Meltas, Sergeant with Thunder Hammer (155 points). 
Kill tanks, and perhaps take care of some of what was being transported. Melta-cide otherwise. 

6 Jetbikes, 6 Plasma Cannons (245 points).
Plasma death!

10 Jetbikes, 10 Volkite Culverins (355 points).
Volkite means going big or going home. Take a power fist and augury scanner to taste?
 

Friday, April 10, 2026

Horus Heresy 3e Review: Fire Raptor

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

Background.
A storm eagle, but sacrificing carrying capacity for more guns! The background fluff here notes that they were great against the Ork hordes that plagued a variety of worlds, and the same would be true in 30k if the Orks had a codex or army book equivalent here.

Strengths. 
AP=12, 6 hull points, and a movement rate of 18 combine to make a great flyer (which also has the stable rule). Take your Strafing Run and go hunt some enemies!

The twin avenger bolt cannon causes suppressed as well as has a massive 10 shots at S=6 and AP=3 which makes it excellent for anti-regular-marine duties. The tempest rockets are equally fine. 

The heavy bolter batteries are good and can be upgraded to autocannon batteries which I like a lot. The tempest missiles can similarly be upgraded for hellstrike - to taste. 

Weaknesses. 
New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Fire Raptor, Autocannon Sponsons (235 points). 
Most combinations are good here, but I do like the autocannon sponsons over the heavy bolters. The damage=2 characteristic here really helps with heavier targets. 

Wednesday, April 8, 2026

Horus Heresy 3e Review: Storm Eagle

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good rules!

Background.
Made in vast numbers on Terra and Forge Worlds like Anvilus and Galatea, the Storm Eagle is a mainstay of the legions. An orbital assault craft, it carries large numbers of Astartes into battle whilst protecting them with strong armour and prosecutes warfare with excellent weaponry at the same time.

Strengths. 
Flyers in third edition function a bit different in the sense of the combat assignments that you have to assign them. Presumably you will want a drop mission for the storm eagle given its (reduced) capacity of 16. And then remember with the FAQ/Errata that you can enter the board from any board edge ultimately from turn 2 onward. This gives you strong flexibility to drop your deadly cargo right in the middle of enemy deployment zones. 

The tempest rockers, vengeance launcher and even the heavy bolt guns are all viable. With the stable rule on the flyer, you don't even have to fire snap shots. This is great fire power all round. 

AP=12 and 6 hull points are very reasonable and the movement rate of 18 very respectable. 

Weaknesses. 
Points cost builds fast. New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Storm Eagle, Twin Lascannons (230 points). 
The las cannons are almost compulsory given the resin you buy from Forge World! 
Most other weapons are viable: the multi meltas and cyclone make sense to replace the heavy bolters depending on your targets, and the hunter killer missiles will help kill vehicles as well. 


Tuesday, April 7, 2026

Horus Heresy 3e Review: Xiphon Interceptor

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A speedy interceptor that has the rule of cool! Seriously, I love the model. 

Background.
A dual atmospheric and void craft, the Xiphon is an ancient craft design. Brought into the Imperium thanks to the compliance of outlying worlds, by the end of the crusade it was only the Ultramarines and Dark Angels who were still really using them. The Heresy changed this as every legion pressed them back into battle. 

Strengths. 
This is an air-to-air interceptor primarily. It does do its job magnificently though.

It comes armed with two twin mounted las cannons on its centreline which makes it ideal for aerial dog fights and the interceptor role (remember that in third edition fliers start in aerial reserves and must be assigned a combat role when they get on the board - interceptor is one of these. Other viable ones including the traditional strafing run!).

The Rotary missile launcher is okay as well, but your main damage is probably coming from your las cannons. 

And the craft is magnificently fast with movement of 20!

Weaknesses. 
Armour of 11 all round make this an easy target - especially on a strafing run. With 5 hull points, it will likely go down quickly, so decide your role and go for it. Equally, the points cost is attractive enough to offset these concerns. 

Builds.
Xiphon (120 points). 
The only build available!

Thursday, March 5, 2026

Horus Heresy 3e Review: Ashen Circle Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down, just. Average rules. 

Background.
An echo of what the Word Bearers once were: iconoclasts who tore down not merely worlds, but also their culture and replaced them with the Imperial Truth. Later, that replacement would be something more sinister, but they remain arguably the most representative of what the legion once was. They traditionally work alongside destroyer squads and specifically hollow out enemies who hold cultural positions such as standard bearers and eminent leaders.

Strengths. 
Movement of 12 is nice to have here of course, and combined with the weaponry, they are a great close range squad.

The hand flamers give you panic which should be taken advantage of. Whether to upgrade this to an inferno pistol for the Iconoclast is a bit of a personal decision, but I have the feeling other squads do melta better, so I'd err leaving it at home (even so, I'm still torn since AP=2 and S=8 is excellent). Phosphex bombs are a personal taste choice overall, and plasma pistols are probably out-shined by the inferno pistol here. 

The axe-rakes give S+1 which makes the squad quite deadly against enemy space marines alongside critical hitting. Phage on movement is a strange design choice, but certainly fluffy I guess?

Harbingers of Truth causes a modification of the firepower to +1 during volleys. This is quite sweet really! And Vanguard of 3 is the icing on the cake. 

Weaknesses. 
With only a 3+ armour save, they will die fast with one wound each, but they do get to deep strike which is good. 

Bitter duty means that they're probably not going to be joined by their local Praetor sadly. 

The points cost increases quickly here in comparison to other squads to be very honest.

Builds.
5 Ashen Circle (125 points).
You really don't need any upgrades for this. 

10 Ashen Circle, Iconoclast with Inferno Pistol and Phosphex Bombs (250 points).
The fully upgraded squad.

Saturday, December 20, 2025

Horus Heresy 3e Review: Night Raptor Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. This is a standard marine unit that can be very powerful, but you have to line them up appropriately.  

Background.
A breed apart, forged together by the simple fact that they all have similar ... proclivities. Soar above the battle field. Circle around. Look for prey. Then be really unsubtle about it all. 

Strengths. 
Essentially the Night Raptors are assault squads with built in Fear (1), Impact (I) alongside an impressive Vanguard (4). They get an extra pip in WS as well which makes them valuable. Two wounds rounds out a good value proposition. 

The WS=5 calls for a more combat orientated unit. However, with the legacies rules, you can also add on special weapons. And in third edition, I strongly recommend the flamer to cause panic and thereby trigger the Night Lords rules before you charge in. 

Of course, you can still have melta guns and others to make your squad more specialist, but I really see the flamer as the go to option. Twin lightning claws are also a realistic option here too as are chain glaives and chain blades. 

Weaknesses. 
They are still 3+ save space marines with a leadership value of 8. You need to position them well and get the charge in if you are combat orientated. 

Builds.
5 Night Raptors, 1 Flamer, 5 Chain glaives  (180 points).
A baseline build. Use the flamer to cause panic. Then charge in and finish them off. Expensive points wise, but worth it if you can position them well. 

10 Night Raptors, 8 Twin Lightning Claws, 2 Flamers (365 points).
Burn, rip, shred.

10 Night Raptors, 2 Melta Guns, 2 Chain Glaives, 2 Power Weapons (335 points).
Mixed Threats and will do well.

Friday, May 2, 2025

Horus Heresy 2e Review: Blood Slaughterer

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Reasonable, but not outstanding.

Background.
Line breakers. Carnage. Who else but the World Eaters would have thought to supplement their dreadnoughts with a mechanicum forged bunch of blades that runs quickly to get up close and personal. They are ultimately beasts as judged by their howls as they get close to their targets. Or friends. Its hard to tell.

Strengths.
With a movement rate of 9 inches, the blood slaughterers are relatively quick on the board. The rest of their stat line is good enough and very similar to a boxy dreadnought overall. 

They have some blades, but can replace these with a harpoon. The harpoon is worthwhile just to make your opponent I=1 to be honest. The re-roll on the charge is icing on the cake. The blades on the other hand are passable. 

Special rules like hit and run and furious charge help the model do what it does best. 

Weaknesses.
There's a problem with 2+ armour saves that this model can't do much about beyond rely on its rending rules with the blades. This is unfortunate. And it doesn't have the weight of attacks or brutal to be a massive priority target for your enemy. 

Overall.
A reasonable unit, but not an outstanding unit for what it does. There are probably better choices, but it is fluffy!


Wednesday, December 18, 2024

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

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

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

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

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

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

For the price, this unit is entirely reasonable. 

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

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

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

Friday, July 19, 2024

Horus Heresy 2e Review: Divisio Aeronautica Thunderbolt

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. A solid flier.

Background.
Designed to fulfill a range of missions, the Thunderbolt is a heavy strike fighter that is able to take on a lot of different and varied opponents. It is rugged and well liked by the men and women of the Solar Auxilia and beyond. 

Strengths.
I like the combination of the 4 autocannons and the 2 lascannons on the front. These can be upgraded with missiles if you feel like it, but even a naked version is great. 

The armour and stat line is solid enough. AV=12 on the front is reasonable without being game breaking, but the movement rate of 22 will get you where you need to be and firing lots of weapons. 

The Divisio Aeronautica Air Superiority special rule is worthy of a distinct mention here. The flier can be put into a special type of reserves and come into play via an advanced reaction which leads to your flier coming in on a board edge and firing. This can be great when executed against an anticipated deep striking enemy (or similar). You just have to make it work for you in the same way that you will need to make those front facing centre line weapons also work for you. 

Weaknesses.
BS=3 is a slight issue here, but you have enough shots on the flier to make it work. 

Builds.
Thunderbolt, Diffraction Grid (150 points). 
Easy on the points value, and good on the battlefield. Take three of them and be happy. Upgrade with missiles to taste - they are a good addition, but you can also live without if short on points. 

Tuesday, July 16, 2024

Horus Heresy 2e Review: Divisio Aeronautica Primaris-Lightning

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up. Lots of point to make it worth playing, and then its probably too many points.

Background.
A new addition during the Great Crusade. The Primaris Lightning is an attack craft. Hard to produce and tricky to fly, the magi proclaimed that it was due to weak flesh. This, of course, resulted in it not being well used. I fear the rules encourage the same. 

Strengths.
Really fast, with a movement rate of 26! The two centre mounted las cannons are very attractive and this is a flier that you should be able to line up for some shots eventually. 

Weaknesses.
You will honestly want to upgrade to the Ramjet Diffraction Grid. But that adds quite a bit to the points cost.

While we are being honest, you will probably want some of the very tasty missiles on offer here as well. This will also add to the points cost.

Once you see the total points cost, you will be put off. That's the main weakness here. Not that this craft isn't serviceable, but that you're not going to want to fly it. Just like the background fluff. 

Builds.
Primaris-Lightning, Diffraction Grid, Kraken Missiles (215 points). 
Very expensive for an AV=11 front armour flier. Position it well and you could get some good use out of it. The Sun fury missiles are enticing too. But then the price gets too high for both types. Even so. This might be fluffy once in a while and the model does look cool at least. 

Saturday, July 13, 2024

Horus Heresy 2e Review: Arvus Transport

Warpstone Flux Rating: ⭐️
1.5/5 stars. I've rounded down, sorry. Unarmed and barely dressed, its a crash waiting to happen.

Background.
This is a shuttle. It is generally used to ferry passengers from ship to ship, or from planet to ship, and back again. It certainly is fluffy and sees plenty of use in the galaxy. I can see why the Auxilia would also use it. Just about. 

Strengths.
It flies? 

It deepstrikes. There, I have a positive. 

Then I'm struggling. 

Weaknesses.
Capacity is limited to 12. For this army that's a real issue.

It is unarmed. This is not unexpected given the civilian and other uses it has. And yes, I will freely admit its fluffy in that regard.

It got out of bed, but forget to change out of pajamas/nightdress. AV=11 at best with 2 hull points means that its going to get shot out of the skies very quickly. Sure, that movement rate of 20 is very nifty, but you're going to have to bring your top game to prevent it being a smoking wreck on the shoreline very quickly. Its taking up a fast attack slot that would be better used for other selections. And the points cost is not quite worth it either. Sorry folks, I can't justify this one much outside of fluffy reasons. Even so, I'd love to see loads of them on the battlefield one day. Anyone able to show me some pics of such an army? Genuinely would love to see it. 

Builds.
Arvus Transport (75 points). 
No options. Just the pajamas/nightdress version. I wish you lots of luck - very genuinely. 

Thursday, May 2, 2024

Horus Heresy 2e Review: Termite Assault Drill

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Its amazing that the termite comes as a standard fast attack slot in the Sisters army list. 

Background.
Tunnel through the ground and then burst upward with righteous fury! Great for assaulting any fortified positions that the enemy might have going! Great that is can also scatter enemy forces upon emergence without waiting for their cargo to deploy. 

Strengths.
Most of this review is identical to the Legion list, but of course here the Termite comes with the Chamber of Vigilance rules. 

Termites provide an underground alternative to deep striking units in to play. One of the chief advantages here is that the player can cause them to erupt near enemy units and score hits on those units at a significant strength (but AP=4). 

Unlike drop pods, the termite can continue to move after launching its deep strike (subterranean assault move) and fire its weapons and so forth. 

I genuinely like this manner of assaulting and it works well if you have just one of them, and perhaps use it in conjunction with more traditional deep strike units to create an underground and overground pincer movement. Maybe that's just me though (I've had good success with this using my Alpha Legion). 

Weaknesses.
Rear armour is 10, and do carefully read the subterranean assault rules if you have more than one of these units as you will see that the enemy can take control of your deployment on an unlucky roll.

Builds.
There are only 2 upgrades to consider - the replacement of the two sets of twin-linked bolters with either twin-linked volkite chargers, or heavy flamers. Candidly both of them work nicely against nearby enemies - and why wouldn't you have nearby enemies if you've emerged on top of, or close to them! I kind of like the flamers ever so slightly better as I think in some situations you can score more hits, but also they act as a nice defensive arrangement as well. Equally, the volkites have the superior range for after that first turn after emerging I guess. A tough choice really. Points cost effective overall in the main part for me.

Tuesday, April 30, 2024

Horus Heresy 2e Review: Subjugator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Sisters on jetbikes are all kinds of good.

Background.
Disabling targets at key weak points ... well, I was going to say something of import here. But. Let's be honest. Sisters of Silence on Jetbikes is all the background that is really needed!

Strengths.
Lightning fast - they move at 18 inches per turn. This is mind blowing and can really help the player get into the right position for the chosen battlefield role. The points cost is also very attractive even with the T=3, and W=2. 

I see two main roles for the bikes: snaring targets and keeping them pinned (this will grate on opponents eventually, so beware if you're wanting to make friends) and plausibly tank killing. 

Having shrouded on the bike is all good as well, but it might not save you. 

Weaknesses.
T=3. Other than that, this is actually a nice unit!

Builds.
Subjugator x3, Mistress with power weapon (115 points).
The annoying unit that uses snares to ping units of your choice all game long. Just beware of return fire.

Subjugator x5, all with Adrathic destructor (205 points).
Thanks to armourbane, this is your tank killing unit.

Subjugator x5, all with Needle cannons (180 points).
I like the poisoned with pinning combination quite a lot here. If it doesn't kill or rout the unit, then they will be staying put for you. You could double the number of jetbikes here if you like, the points cost is entirely reasonable to do so. 






Saturday, April 27, 2024

Horus Heresy 2e Review: Firebrand Cadre

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars, but rounded down. Needs something extra to be a solid pick, or lower points cost.

Background.
Deny the enemy and escape route. Purge the abhumans who possess the taint of chaos. And generally use flame based weapons. Lots. 

Strengths.
They come with flamers as base and can take the nice compression tanks or snare guns to taste (as well as grenade launchers).

Ideally, you're putting them in a transport and going from there.

Weaknesses.
The reason why this unit won't see much play is multifold.

(a) the points cost is a bit too high for what they're doing;
(b) they really need infiltrate or similar to work well;
(c) even scouting would work;
(d) a different Chamber to Judgement would be better.

For these reasons, combined with the off builds, I just can't see them being played that much even in fluffier lists. 

Builds.
Firebrands x5, all with flamers and compression tanks, Mistress with power weapon (130 points).
They'll need a transport. I remain a fan of snare guns and they provide an interesting play tactic (get in your transport, snare a target, and let another unit finish it off). The grenade launchers are sound enough in premise as well. 



Friday, April 26, 2024

Horus Heresy 2e Review: Pursuer Cadre

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Doesn't quite hit the mark for me.

Background.
These are the ladies that you call when you want someone sniffed out and hunted down. With beasts. And orders to kill on sight. Without remorse. 

Strengths.
If you want to play a fluffy unit, or are playing a very small points level game with a strong narrative, or similar campaign, then this is a really nice unit to have. Otherwise, I feel its too "out there" to use. 

There's nothing particularly wrong with the sisters here. They are rather standard and come with the Chamber of Oblivion. The rules as stated mean they can take one animal per pursuer and mistress, and you get the choice of mastiffs, felidae, caiman, or raptors. The feel no pain on the caiman is nice enough I suppose and along with the T=5 and S=5 with 2 wounds, it is likely the best pick of the menagerie. The mastiff is a distant second pick for me thanks to furious charge. Although rage on the felidae feels good, the 6+ save isn't. And the raptor can just stay at home to be candid. 

Weaknesses.
Truthfully not so playable in large points games which is a pity given how flavorful the unit is.

Builds.
Pursuer x6, Caiman x6, all with execution blades (215 points).
Probably the optimal unit? Take a transport. 

Pursuer x3, Mastiff x3, Augury Scanner, Nuncio Vox, Mistress with power sword (110 points).
I don't have any point to make with this unit. It is simply an illustration of an alternative build that I would simply not play in games above (say) 1000 points. 


Friday, March 8, 2024

Horus Heresy 2e Review: Custodian Venatari Squad

Warpstone Flux Rating: ⭐️⭐️
1.5/5 stars, rounded up. The rules are below par and this is not a unit you are likely to see on the battlefield as other units perform the same job better, for less points cost.

Background.
Predatory eagle minded Custodians who haunt the rafters. These Venatari are a very peculiar breed although the title is supposed to be a high honour.

Strengths.
I like the melta bombs - can't lie. With that said, this is a unit that suffers from something of a lack of focus, or if it has focus, then others do things almost as good or better for the same points. Equally, I must be one of the only people I've ever known who likes the miniatures for these Custodians!

The bucklers are interesting for some helpful protection against certain types of incoming attacks. Their own attacks in turn are reasonable but the upgrade to the lance is very attractive for the AP=2 component alone. 

Weaknesses.
For the points cost, there are other units that do things better. The grav vehicles and jetbikes are better. The ground slogging troops can move almost as fast and hit well. Perhaps the points cost is for deep striking. If so, then there are still other units who do it better. In all honesty, this is not a unit that I can recommend to the reader. 

Builds.
3 Venatari, All with Lances (260 points).
Far too expensive for what they are and what they can do. Sure, the attacks are nice, and the deep strike great. But who is going to bother except for those people like me who just like the miniatures. Most people don't even like the sculpts which suggests my tastes are poor!, but my advice still stands.  

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