Showing posts with label raven guard. Show all posts
Showing posts with label raven guard. Show all posts

Thursday, January 1, 2026

Praetor Challenge: Iron Warriors vs Shattered Legions

Happy New Year!

A new feature for Warpstone Flux this year is the Praetor Challenge! This will largely supersede the Wargames Gallery (but I will keep the tag going all the same). The core idea of the Praetor Challenges is to suggest what you would do in a given tactical situation on (a segment of) the game board. Sounds simple enough right? But you would not believe the disagreements that arise. Not merely from pure mathematics or statistics, but also from fluff (what would Angron do, after all?), duty, honour, or anything else combined. There's no right answer to Praetor Challenges, but there might be optimal plays, and most fluffy plays, and those are the kinds of comments we'd like to see and talk about!

So here is the first of 2026's Praetor Challenges: Iron Warriors facing off against the Shattered Legions!




Iron Warriors:
Tactical squad x7 (Sergeant with Power fist and plasma pistol, bayonets all round, 1 vexilla)
Iron Havocs x3 (all with Lascannons);
Cataphractii Terminators x4 (2 with chain fists and combi bolters, 1 with heavy flamer and power fist, 1 with thunder hammer and combi bolter);
Praetor in Cataphractii Armour (Thunder hammer and combi bolter - unwounded). 

Shattered Legions:
Mor Deythan x3 (2 melta guns, 1 combi melta - spent already);
Salamanders Praetor in Cataphractii Armour (2 wounds remaining; thunder hammer and combi melta - spent);
Salamanders contemptor (twin meltas - 3 wounds remaining);
Salamanders tactical squad x4 (sergeant with power fist; standard marines otherwise);
Iron Hands Heavy Support Squad x3 (Auto cannons x3). 

The Iron Warriors have finished their movement phase. What should they do next for shooting and charging / close combat? The Shattered Legions have 2 reactions in hand. Critically, the tactical squad is already sat on an objective (the necron scenery). What is the right play? The optimal play? The fluffy play? Or just a mad play?

Over to you in the comments, Praetors!

Friday, September 19, 2025

Horus Heresy 3e Review: Raven Guard Deliverers Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars, rounded down. They do, indeed, deliver. But for the points, you would be better off with a Warmonger character combined with regular terminators. I really want to like them more than I do.

Background.
The Deliverers are the remains of the Terrans within the legion and trained with the Luna Wolves under Horus himself prior to Corax being found. Finding reward with the Justaerin they were subsequently shunned by Corax since terminators did not truly fit in with the Raven Guard's new modus operandi. Not honoured like they used to be, some declared for Horus in the wars that followed whereas others stayed with Corax, if only to die a worthy death and prove their worth to the Raven Lord.

Strengths. 
Fundamentally, these men are two wound WS=T=5 terminators with 2+/4++ saves. They have a high degree of customization available to them as well.

What really stands out here though is the in-built deep strike special rule. This is very rare and cannot be overlooked. Place them right, at the right time, and they can deliver (sic) the game to you potentially. Vanguard (3) is also amazing. 

Weaknesses. 
Don't deploy them with Corax. End of. You get -1 to reserve rolls when he is also in reserves, and Corax can't join them anyway. 

I honestly see two primary routes to builds for them: ranged later game teleportation, and transported on land raiders / Spartans into position. 

I want to be clear about the former case though: a Warmonger character with regular terminators is much more points cost efficient. 

Builds.
15 Deliverers, 3 Reaper Autocannons, 4 Chain Fists (700 points).
Later game teleportation squad for your shooting pleasure. No need to take 15, even 10 or 5 will suffice quite nicely to be very honest and will be much cheaper in terms of the points cost (the points cost here is exceptionally steep!). 

5 Deliverers, 1 Reaper Autocannon, 2 Chain Fists (250 points).
A watered down version of the above. 

5 Deliverers, 1 Multi-Melta, 4 Combi-Meltas (270 points).
Almost unique in the game: teleport in and wreck some armour. Take chain fists for extra damage to taste. This is the build that is likely most viable for you. 

5 Deliverers, All with Raven Talons (265 points).
For filling up your land raider. Or teleporting very close to the enemy held objective. Again here, the points cost doesn't add up since regular terminators do it more efficiently, and if you're using a transport you have wasted your teleport. 


Thursday, September 18, 2025

Horus Heresy 3e Review: Dark Fury Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Excellent melee unit. 

Background.
A decapitation strike unit to mirror the darker Raptors fielded by the Night Lords, except they are much more disciplined and largely on the loyalist side of the conflict per se.

Strengths. 
Two wounds, movement of 14, and the Corvid pattern jump packs makes for a swift and deadly unit that can be set up and then rapidly deployed into position for at minimum a turn 2 charge I would anticipate.

The Corvid raven talons help to slice and dice very effectively, and they also get precision on a 6+ to boot. Deep strike and them being anti-grav is just the icing on the cake really. 

Weaknesses. 
They don't really have many customization options. At first glance the points cost might seem a bit steep, but when you get into combat they can and do shine. 

Builds.
10 Dark Furies, including 2 Choosers of the Slain, both with Melta Bombs (350 points). 
The maximum squad is my recommendation here. The ability to take 2 characters in a squad is actually subtle, but really strong. Giving them melta bombs each provides options against tank(ier) units. 

Wednesday, September 17, 2025

Horus Heresy 3e Review: Mor Deythan Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The shining light of the Raven Guard rules - they are good!

Background.
These are the shadow masters of the Raven Guard. They have inherited something of their Lord's ability to slip unnoticed even in plain sight. They are also the ancient remnants of the Lycaean uprising, and rarely admit new members into their ranks, thus at the outset of the heresy they are rare sight.

Strengths. 
With 2 wounds, these are grizzled veterans of the legion. Their native BS is 5, but this can be increased once per game via the Fatal Strike special rule to give them BS+2 so long as they have not moved in the previous movement phase. 

Combine this with Infiltrate of 8, and you have a recipe for making quite the mess of your enemy. 

They come with nemesis bolt guns as standard, but as per the update in the Legacies release, they have the full range of options available to them, including melta guns for an alpha strike where needed. The cameleoline will certain help them stay alive as well. 

Weaknesses. 
The 3+ save isn't amazing for such a unit. Hence my view on them remains as it has been: use Fatal Strike early and get the most use of it you possibly can. 

Builds.
6 Mor Deythan, 4 Combi-Melta, 2 Melta guns (235 points).
My favourite set up! I steal them as well with the Alpha Legion on occasion. 

10 Mor Deythan, all with nemesis bolt guns (325 points).
Take melta bombs on the Shade as a deterrent if you feel the need. A back line and long range shooting option. 

9 Mor Deythan, 3 Volkite Chargers, 6 Combi-Volkite (355 points).
Volkite: go big or go home. You won't have many enemies left at BS=7 thanks to Fatal Strike. And probably not many friends either - just to be clear. This is deadly.  

Tuesday, September 16, 2025

Horus Heresy 3e Review: Kaedes Nex

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars - rounded up. Expensive, but effective. 

Background.
If there was ever a space marine that should have been part of the Night Lords instead of the Raven Guard, it is Nex. He was a condemned criminal on Kiavahr but found his pardon with Corax who offered him a new life so long as he only targeted prey that Corax selected. And so it began. Nex is obsessed with the hunt and the kill. He is a murderer and a very skilled one at that. Despite being a Moritat, he is shunned actively by everyone in the Raven Guard as an ill omen. Good job he likes it like that.

Strengths. 
Nex's BS is 6. And nothing can change that. Snap shots? Nope. His BS=6. He is the Blood Crow and doesn't do changes to his BS. In addition, any shrouded test is at a maximum of 6+. This combines to make him a potentially deadly shot.

So let's look at his weapons: a pair of Kiavahr looted fulcrum hand cannons. They are S=6 with an impressive firing rate, but only at 12 inches (good job he has infiltrate=8). He can and will cause damage with these thanks to breaching, but also don't overlook the Stun ability of these weapons - excellent! In close combat, he also gets to wield these at an impressive AP=2 with Shred as well. 

He has other equipment like Cameleoline and melta bombs, but really, his talent is to set up close and explode with those fulcrum hand cannons. 

Weaknesses. 
With a 3+ save and 3 wounds, he might go down fast. But. In this edition, he can at least join other squads which I recommend if you are infiltrating.

He is also a specialist, rather than a true command figure. Hence zero challenges for him. But this is actually a distinct advantage. Let others take on challenges whilst his AP=2 close combat skills whittle down the enemy. This is rather good!

Overall.
Although the points cost is rather high for Nex, his utility is strong. Take with another infiltrating squad and set up to open fire. Then charge in as soon as possible. Let another character take on any challenges, whilst Nex destroys the rest of the squad. A good deal, but still a bit overpriced and vulnerable to sniping. Yet, he also has precision shots, so perhaps not such a worry. 

Monday, September 15, 2025

Horus Heresy 3e Review: Corvus Corax

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. A weak primarch when contextualized against his brothers. But still a primarch. 

Background.
Brought up on Lycaeus, a decaying natural satellite of Kiavahr, he instilled a revolution in the slave-like mine workers of this Forge world. It worked. And from there he became synonymous with granting freedom to the oppressed. And more than this, he carried with him the warp-born ability to slip unnoticed even in plain sight. He also has very pale skin and deep black eyes which give his a striking ghostly appearance. 

Strengths. 
Although his WS=7, the rest of the stat line is filled with 6's which makes him one of the weakest primarchs in the game physically. At least his pinions make up for this with a movement rate of 16 which could enable very early close combat for him, and at a position of his choosing which should be considered a major asset. His cameleoline gives him shrouded which will help with not taking ranged damage in the short time you try to get into combat. 

His side arms (wrath and justice) are arcane and gives an impressive fire rate of 6 coupled with breaching and S=5. Don't forget to use them. The whip he carries is only S=3, but goes at I=10 which is impressive. But you don't really want to be using it even if the damage is 2 and it has breaching. Instead you will be relying on the Corvidine Talons lightning claws which provide 2 more attacks at I=7 and AP=2. These are only 1 damage though, but they do have critical hits at 6+. So on balance, they will likely slice and dice their way through lesser opponents, but will still struggle against other primarchs who have better access to damage=2 sources. 

Of course, he does come with eternal warrior like his brothers, as well as deep strike, but his special rule of The Shadowed Lord enables him to exit combats he is otherwise losing. The downside is that you are forced to use that bullwhip to do so and got some hits in. 

As sire of the Raven Guard, he grants primes if 4 troops slots are filled with tactical squads or assault squads. In addition, in turn 1, all Raven Guard gets move through cover which is nice, but can be situational based on the terrain in play and where you want to get to. 

Weaknesses. 
He is a weak primarch when stacking him up against his brothers. This doesn't mean you shouldn't engage, but Alpharius should kill you statistically. Good job you have an escape route.  

Overall.
The points cost is very reasonable. And despite what I've written above, remember that Corax is still a primarch, and still crazy deadly. He just needs to look out for fights against his brothers that he risks everything in. 

Sunday, September 14, 2025

Horus Heresy 3e Review: Raven Guard Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. Solid and average. Also very situational and rock/paper/scissors like play: you will get smashed by some armies and easily assail others depending on builds. 

Background.
Smashed and betrayed on the sands of Istvaan 5, the Raven Guard fought a battle for their very survival before they were picked up by their brothers over 90 days later. Their latter actions in the heresy became muted, but not for lack of trying. Corax even gained knowledge from the Emperor about gene crafting, but only created monster for his legion instead of the fresh troops that he desperately needed. Splintered segments of the legion became part of the shattered legions, and they inflicted serious losses against the traitors as best as they could, including the Perfect Fortress, as well as saving the Space Wolves at Yarant. 

Armoury. 
Third edition brings back the bulk of their armoury. 

Ravens Talons is a free replacement for lightning claws that bags the Impact special rule for I+1 which makes it a no-brainer upgrade. 

Corvid Pattern Jump Pack gives not only M=14, but also a free pass for dangerous terrain and a maximum Bulky rule of 3. Might as well take them. 

Wraiths is the special rule for prime advantage which shows how their gene father passed along his gift for moving unseen. This one is tricky to wrap your head around. If they rush, they can then make a willpower check which if successful means that enemy charges against them are disordered. But if failed, then the unit becomes stunned. This is wildly risky and from a rules point of view just not justified. Only do it with a WP=10 commander present, and then even then you'll probably think twice. It is too situational really. I doubt it will see much play sadly. Swing and a miss from the rules creators. 

Tactica. 
Shadow Walkers means that your units are only suffering snap shots at them from >18 inch range. This is a massive change to previous editions. Yes, it is super powerful. But. On the other hand. If you are facing off against the World Eaters who want to close the gap immediately (or similar), it is really no advantage at all. Bizarrely for the Raven Guard, it is now probably better to have massive gun lines and bulky dreadnoughts than up close sneaky infantry conducting an alpha strike (but again: your fluffy World Eaters opponents don't care about your special rule, so it won't be an advantage at all). Strange days. 

Gambit.  
Decapitation Strike
 causes you to have 1 attack which if successful is followed up by the rest of your attacked without bothering about focus rolls. Combined with a big nasty close combat weapon, this is actually a really powerful gambit and one that you should be using at the outset. Very strong and reliable, unlike most of the above. 

Additional Detachments. 
Decapitation Cadre 
gives 4 slots that have to be filled with recon marines (2), or veteran assault squads and dark fury squads (2). It's passable, but not excellent.  

Advanced Reaction. 
Shadow Veil
 lets you move a distance equal to your initiative when being shot at and grants shrouded at 5+. This is good and potentially makes an opponent waste their shots (in extremis), but likely gives you that 5+ shrouded save (more reliably). 

The Raven Guard are a figurative shadow of themselves in Third Edition. Against some opponents (gun lines), they will actually be really powerful. Against others (close assault), much less so. Fundamentally, this is why they get 3/5 stars from me. Solid enough against mid-tier armies but nothing stands out beyond the gambit. 

Saturday, September 13, 2025

Wargames Gallery: Primarch Duel

Corax and Alpharius (maybe Omegon) face off against each other on a bridge that somehow holds both of their weight.



For those wanting spoilers: Alpharius wins. 


Wednesday, July 23, 2025

End of 2nd Wargames Gallery: Strike and Fade

Tacking the traitor elements of the Alpha Legion, the Raven Guard fall back on their tried and tested assault methodology and capabilities: Strike and Fade. 


Although the Alpha Legion went hard with their drop pods and terminator assaults, the Raven Guard were rapidly in position to counter them with their Mor Deythan and a tactical squad led by a consul. The Alpha Legion sorcerer meanwhile readied his next "spell" to use. 


The terminators were ultimately very formidable even if the Raven Guard made them pay heavily. 

There's one more pic from this battle that you can just make out in the top left of the second image here - I'll post a zoom in of that later in the week I think! Then we will be well and truly ready for Third Edition. 

Saturday, June 14, 2025

End of 2nd Wargames Gallery: Corax Smashes World Eaters

Corax smashes into the World Eaters ranks to deliver a severe blow to those who would think the Raven Guard a spent and dead force. 


[I kept the scenic base on Corax here at it fitted so beautifully well!]

The second image shows a slightly wider angle, including the scene from last week, here


Victory in this battle went to the Raven Guard who were able to overpower both the long range firepower from the World Eaters dreadnought and dealt with the close combat threat via their Primarch moving very swiftly across the field of play. 

Sunday, June 8, 2025

Wargames Gallery: Targets Acquired

The World Eaters leviathan made a bit of a mess of a previous squad that tried to crack open its shell. These Raven Guard are all armed with melta weapons though and are in a suitably short range to hope to do something about the target that they've acquired. 


[Part of "Goodbye to Second Edition" -- a recurring Wargames Gallery over the next few weeks!]

Friday, May 9, 2025

Primarch Corvus Corax Painted

Corvus Corax - Primarch of the XIXth Legion - Fully painted!








This is a project that I started years ago, but have not finished until recently. I had a bit of a "painter's mental block" on this project until a few weeks ago. I'm not sure if that is a real thing or not, but if writer's block is real, then I'm just going to assert that painter's block is also real. I'm not quite sure what it was. 

The pinions were certainly part of it which I did want to airbrush initially, but veered away from in the end. I'm not sure if I've done them justice or not using traditional painting, but it'll do. The blend from grays to blacks all over was challenging, but the sheer detail in the sculpt helped along the way no end. 

I also didn't know what type of legionary Corax's opponent was until I started the World Eaters project of mine - this decided it in the end as ultimately this was going to be very Isstvan in origin if I could help it. I've applied some decals to the World Eater to give it a bit more impact.

The broken tiles were also a challenge until I decided upon the alternating pattern that I've painted up some of the older scenery in my collection with. Deciding which tile was going to be blue, and which was going to be vanilla was surprisingly difficult to envision across the broken nature of the diorama. Some were just guesses, but others were trying to visualize what the tiles would have looked like before Corax smashed into them. I think I've got this bit almost right overall. 

The debris is picked out in two tones as well. I was going to just go for rock grey initially, but the base of the miniature cried out in more earthy colours. This was also a point of indecision, which ultimately also went for two-tones in the end. The larger slabs are picked out in the grey colour, whereas the smaller debris is the earthy brown colour overall. They provide a surprisingly nice contrast to each other without either seeming out of place or dominating. This is rounded off by some splashes of metallic paint and night haunt gloom technical blue paint streaked here and there. 

Speaking of technical paint. The blood for the blood god paint is just brilliant once again with the World Eater. Although the core of the chest has this painted on, I've added more sploshes to the chain blade as well as the pistol hand as it lets go of the side arm in the moment. Contrast red paint has also been flicked over the surface to round it all off. This is a legionary who chanced his luck against the enemy lord and fell very short indeed.

Corax himself was also a bit challenging in his own right due to the sheer detail in the sculpt. I could have gone further by having the pouches painted in a leathery colour, but held back on that and opted for the matte off-black shade instead. I'm not sure the dry brushing on these has paid off, but I am satisfied regardless. 

And his face. Oh my. That took a lot of effort to get even vaguely right. I mis-painted one of the pupils in the eyes as well first time and had to correct this. That was a pain and very embarrassing. The face, if anything, was intended to be a bit more pale, but given that he's probably been fighting on the sands of Isstvan for weeks without so much as having a wash, I suspect the deeper colour is no bad thing. I should probably have added some stubble, but hey, maybe he doesn't grow facial hair, or that's his one grooming habit on Isstvan using one of his lightning claws to have a really close shave. I think I've got the look of matted hair done well though, even with the dynamism in the model. The face is a really beautiful sculpt overall - I'm very excited by it. 

Hope you like it! It has been far too long to finish off due to the painter's block! 
Comments very welcome.

Tuesday, March 25, 2025

Horus Heresy 2e Review: Kaedes Nex

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Raven Guard answer to when something just needs to not be there. 

Background.
Kaedes is not a nice person, to put it ever so politely. He was, very rightly, incarcerated on the same world that Corax came to rest on when he was scattered there. Already an accomplished evil killer, somehow, Corax saw fit to offer him a second chance within the legion. He said yes, and now serves at Corax's command. But he's not liked to the point of being shunned. That doesn't make him bad at his job though. Lucky that he's a loyalist really, otherwise I could readily imagine him falling to the dark powers of chaos. 

Strengths.
A 3 wound moritat with two hand cannons that have to shooting profiles. The first provides pinpoint strikes and comes with brutal (2) concussive and pinning with sniper, the second provides a way to empty the ammo stores and comes with a whopping six shots with concussive and pinning. 

His shooting ignores most modifiers like night fighting and so on. And he always - always - attacks at full ballistic skill. This is actually a little bit insane, but there you go. He also has an uber-infiltrate rule to help him deploy where he needs to be, and a slew of other more standard special rules that include things like rampage and shrouded. Unlike many good shooting character, he is also good in close combat with rending and more brutal (2)'s helping a lot. 

Weaknesses.
No jump pack is a serious negative here coupled with the 12 inch range on the hand cannons. Yes, there are rules to help, but it remains the reason I can't give 5/5 stars. 

He's also a non-compulsory HQ and cannot be part of another unit. Hence he can and will get targeted regularly. Happily, he can also be part of a Blackshields force which makes for an interesting option. He also only get the Falcons rules if a Raven Guard. A bit pricey in terms of points cost as well, but that's okay for what you are getting. 

Overall.
I can see a lot of Raven Guard and Blackshields players wanting to take Nex. He gets some early turn kills in before perishing (assuming he doesn't get over watched back or reacted back) which is always a danger. But hey, why not just snap shot at your full BS back yourself as well?

Sunday, August 4, 2024

Wargames Gallery: Guerrilla Warfare

The remains of the Raven Guard take on a squad of Emperor's Children who have been dispatched to put an end to the Shattered Legions guerrilla warfare activities. 


I like this image as it really shows off the Emperor's Children iconography that I worked hard on for this squad for both the shields and the shoulder pads. The scratching and weathering is similarly clear and contrasts nicely with the dusty and worn look of the Raven Guard. 


Monday, April 1, 2024

Wargames Gallery Showcase: Shattered Legions

The image below showcases my (very modest) Shattered Legions forces to date. 


I find myself in a bit of a quandary about what to do next in the absence of the new rulebook! Hopefully that should arrive sooner rather than later though. I have a bunch of Iron Hands that I have assembled, but I don't know if to configure them as a Veteran Squad, or a regular heart of the legion tactical squad just yet. 

Regardless, the image shows a complete Raven Guard and Salamanders tactical squad, a double melta gun contemptor for the Salamanders along with a terminator character; a More Deythan squad, and vigilator for the Raven Guard, and a freshly painted Iron Hands praetor. 

The gaming mat and terrain accessories are from Game Mat EU for the curious. 


Monday, March 11, 2024

Wargames Gallery: Infiltrators

What happens when the two sneakiest legions meet?


In this case, the Alpha Legion has just declared a charge against Raven Guard Mor Deythan armed with melta and bolt gun. The combi-meltas have already been fired though, and the Alpha Legion tactical squad can be seen in a whittled down moment. After the charge, the Alpha Legion do well and exchange blows with the Raven Guard. The key difference though is the power fist on the Alpha Legion squad leader that really rips apart the Mor Deythan. Victory here goes to the Alpha Legion. What is left of the Mor Deythan routs, and the Alpha Legion sweep them off the battlefield for good - albeit at a heavy cost to the remains of the squad wherein only half the squad remain! But they've accounted for the enemy at a 2:1 ratio, so its a more than reasonable melee for the Hydra. 
 
 

Wednesday, December 28, 2022

Horus Heresy 2e Review: Dark Fury Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are above average and cheap enough for the damage that they can cause.

Background.
A decapitation strike unit to mirror the darker Raptors fielded by the Night Lords, except they are much more disciplined and largely on the loyalist side of the conflict per se. 

Strengths.
Two wounds combined together with the Raven Guard's Raven Talons makes for an excellent melee unit overall whose movement is helped by the jump packs and backed up by being classed as a Falcon by the special rules of the legion. You will want to pull off the charge here and get them into close combat as rapidly as possible. Just beware of obvious reactions against them. 

Weaknesses.
They are not very customizable. 

Difference to First Edition.
Two wounds is great, combined together with precision striking and sudden striking and this make for a formidable assault squad. Just watch the positioning. 

Builds.
9 Dark Furies, 3 Choosers of the Slain (295 points).
Worth the extra cost for the bonus attacks and WS for the Choosers. Not much else to add here other than the melta bombs might be good depending on the situation. 

Tuesday, December 27, 2022

Horus Heresy 2e Review: Mor Deythan Squad

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

Background.
These are the shadow masters of the Raven Guard. They have inherited something of their Lord's ability to slip unnoticed even in plain sight. They are also the ancient remnants of the Lycaean uprising, and rarely admit new members into their ranks, thus at the outset of the heresy they are rare sight. 

Strengths.
As well as access to a lot of weaponry, their unique rule is "Fatal Strike". This gives rending to their weapons once per game. My view on this is to NOT save this: expend it as soon as you are able, even on the first turn if able. Just watch out for reactions. 

Other than that, they come with 2 wounds each in second edition which is fantastic. 

Weaknesses.
Can't score. But you shouldn't really care about this facet. 
Fatal Strike doesn't stack with templates or blasts. This sucks and means you won't be using flamers here any longer. 

Difference to First Edition.
Improved. While they have lost their twin linking ability for Fatal Strike, the 2 wounds each is such a massive improvement overall. They retain shroud bombs and come with relentless which is amazing here. 

Builds.
10 Mor Deythan with Nemesis Bolt Guns, Shade with Melta Bombs (335 points).
Points have increased compared to first edition, but that extra wound being added accounts for this. The nemesis bolters are amazing in second edition and great for pinning. 

6 Mor Deythan, 4 with combi-meltas, 2 with melta guns (245 points).
My favoured build - and one to steal for the Alpha Legion as well. 

9 Mor Deythan, 3 Volkite Chargers, Shade with Melta Bombs (265 points).
Volkite plus Fatal Strike is scary. 

6 Mor Deythan, 4 combi-plasmas, 2 missile launchers (245 points).
For when things have to die. This is an amazing mid-range build overall, but won't make you any friends. 

Saturday, December 24, 2022

Horus Heresy 2e Review: Corvus Corax

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average for a Primarch. Don't get me wrong: he's crazy deadly. He's just not in the same league as some of his erstwhile brothers. 

Background.
His legion shattered at Isstvan, he survived nearly 100 days there with the remnants of his sons before rescue came - a triumph snatched from tragedy. In no small part this is likely due to his special ability to slip unseen, even in plain sight, which he passed on to some of his sons. 

Strengths. 
The stat line is somewhat "average" at least as far as Primarchs go with I=7, WS=7, and A=7 being notable. His warlord trait serves as an army wide boost to give both crusader and scouts, while also supplying a bonus movement reaction. Deep strike and hit and run supply the special rules apart from the Shadowed Lord rule which gives shrouded re-rolls of 1's after using hit and run to his unit and rolling an extra die and discarding lowest for using hit and run. This is solid.

Armour is standard, but gives shrouded at 4+. His weapons with AP=2 at the user's strength, but he gets to add a bonus rule from murderous strike, rage, or sudden strike at his whim. This is nice and provides great tactical flexibility. His pistols are solid thanks to the rending rule, and deflagrate will help whittle down larger squads here too. His pinions meanwhile grant movement=14 with bonuses against terrain. 

Weaknesses.
He is in the lower third of the power levels for his brothers. Sure, he will beat Magnus, and Alpharius in a fair fight most of the time. But he's going to struggle against most. So use that hit and run rule to best effect. 

Overall.
I like the army boosts and the fluidity of movement that he has combined with the defensive shrouded rules. His pistols are also worthy of note too. 

Difference to First Edition.
I don't like the fact that he's lost the ability to be "downgraded" and replace the pinions with a heavy bolter to represent his time on Isstvan. Please can we FAQ this? 

Friday, December 23, 2022

Horus Heresy 2e Review: Raven Guard Armoury

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

The Raven Guard don't have too many entries in their unique armoury. 

Raven's Talons. Lightning Claws with better rending and an extra A+1 when paired is an obvious choice to take. This is a winner, and an absolute steal for the points cost.

Infravisor. Great for night fighting (and directly combats Night Lords advantages) while giving bonus BS. They suck against blind though, so beware those Iron Hands terminators.

Cameleoline. Give an extra notch of shrouded for a praetor or centurion, but is quite pricey to be honest.

Corvid Pattern Jump Pack. Move 14, hammer of wrath, and deep strike. Also helps with dangerous terrain. There's no real down side here and the points cost is fine, so take it if you want it and have the points.  

Overall.
No special consul for the Raven Guard. Plus there's not many options present. The Raven's Talons are the only no brainer here and they should be taken. Cameleoline is just over priced. Overall its average, but with the stand out of the talons!

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