Showing posts with label retinues. Show all posts
Showing posts with label retinues. Show all posts

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. 

Sunday, April 5, 2026

Horus Heresy 3e Review: Blood Angels Sanguinary Guard

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

Background.
These are the Ikisat who are also known as the Burning Ones. Their role is straight forward enough: guardians of Snaguinius - or on occasion of commanders who were held in favour by the Primarch or his heralds. In effect then, when a commander is accompanied by these men, he has the full backing of the Primarch as these Seraph will sacrifice themselves for the commander or Primarch to live. 

Strengths. 
More jump pack marines, but this time with 2 wounds, WS=5, and all armed with perdition weapons. 

There are a variety of upgrades available, and I think the full squad melta bombs on a full squad are an absolute steal. Paragon blades and inferno pistols all have their place as well. The best upgrade is, however, the banner. You should be taking the legion standard.

Weaknesses. 
I am a bit torn on the utility of combat shields for these marines to be honest. 

Builds.
5 Seraph, Legion Standard, Paragon Blade (235points). 
I feel there's no point to the unit unless you are taking the legion standard, and then a paragon blade comes a close second. 

10 Seraph, Melta Bombs, Legion Standard, 2 Paragon Blades, 2 Inferno Pistols (495 points).
In the realm of very costly in terms of points, but the cost is understandable. This is the ultimate escort unit minus the combat shields (20 points upgrade for that all round, so something to think over) and you should be able to pull things off by speed and positioning. 

Saturday, March 7, 2026

Horus Heresy 3e Review: Sons of Horus Chieftain Squad

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

Background.
Chieftain was a term taken on by the gangs of Cthonia to designate and grant honour to an individual who showed loyalty. Now within the Sons of Horus, the same title has carried over and marks individuals such as squad leaders out as worthy. They are sometimes assembled into squads themselves to safeguard a leader. 

Strengths. 
WS=5 and 2+/5++ is a strong combination with 2 wounds each. 

They come with bane strike bolters, boarding shields, bolt pistols and the ubiquitous chain swords. They are marked out by the special rule "Honour above all else". This grants +1 to wound for the entirety of the squad when one of them is engaged in a challenge. This is excellent! And it really calls for this unit to get into combat as swiftly as possible. 

The upgrades are all worth thinking about: chain axes are solid enough, power weapons handy, and power fists great. The ability to take the legion standard is an almost auto-upgrade. 

Weaknesses. 
Not too many weaknesses realistically for what you are getting, but the points do escalate quickly. 

Builds.
5 Chieftains, 2 Power Fists, 2 Power Weapons, Legion Standard (225 points).
Something of a baseline build to provide access to whatever tools are required in a situation. 

10 Chieftains, 2 Power Fists, 8 Power Weapons, Legion Standard (410 points).
A fully upgraded squad. Nice and deadly and not merely there to serve as ablative wounds for a character. 

Friday, January 30, 2026

Horus Heresy 3e Review: Cataphractii Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. More terminator goodness as far as I'm concerned. 

Background.
Cataphractii are the last word in personal protection and becoming a tank without being interred within a dreadnought. Excellent for close range fights aboard starships as they are for open battlefield siege attacks. 

Strengths. 
All of the points made for the Tartaros version are still valid here. A solid stat line with 2 wounds, WS=5 and T=5 and a native 4+ invulnerable save. 
Durable and with a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. No excuses! 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. Especially for charging out of a tank with. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. In addition to the notes about tartaros here, recall that the movement rate is slower for cataphractii and that you have slow and purposeful. Maybe take a land raider to help with this?

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Charge out of a land raider. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
Good for attacking mechanicum. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
Thunder hammers are excellent really. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Thursday, January 29, 2026

Horus Heresy 3e Review: Tartaros Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. I do like terminators and they are a very good unit. 

Background.
Tartaros terminators are favoured where the commander wants a bit more speed and agility. Like power armour, but with terminator levels of protection. And in a command squad, they can take their pick of upgrades. 

Strengths. 
A solid stat line with 2 wounds, WS=5 and T=5. This is a squad for getting stuck into the enemy with. There are also a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. 

Note that the FAQ also gives you access to the other melee weapons. So you might like to consider chain fists if you are facing off against armour or power fists and thunder hammers for harder armoured foes. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. 

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Savage melee monsters. But that points cost makes my eyes water. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
I generally don't like the chargers too much, but they can work against lesser foes in volume. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
I like thunder hammers all round. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Wednesday, January 28, 2026

Horus Heresy 3e Review: Centurion Command Squad

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

Background.
Lower ranked officers were often accompanied by their favoured veteran squad, or otherwise those men that they trusted fully. These are the unsung heroes of the legion accompanying their commander to glory. 

Strengths. 
Nearly identical in many ways to the Praetorian command squad, they have 2 wounds and WS=5, but very critically only have a 3+ save (whereas the Praetorian command squad has a 2+ save). 

The upgrades are many and you can build this squad in a multitude of ways. Let's go through the options - most of which will be a copy / paste from the Praetorian options. 

I don't like the volkite charger here much - you probably want a different squad for those kind of shenanigans. The disintegration rifles are okay, but note your 3+ save is an issue. The shot gun is fine for Stun on a couple of models, but otherwise leave at home. Thunder hammers, power fists, and power weapons all have their place here but I'd leave most of the rest at home unless swapping out the bolt gun for a chain axe. 

Combat shields actively carry the rule of cool and present excellent painting options. They are okay on the tabletop, but the cost does add up faster than you would like. 

In terms of pistols, going large on plasma pistols can be fun. The odd hand flamer is a reasonable option too. 

Unique here is the option to take a heavy or special weapon per 5 members. Its almost like modern tactical squads! I quite like the plasma gun or melta gun here because I am a traditionalist like that. Heavy flamer and multi-melta are nice as well. 

Pairs of lightning claws are much more situational, and possibly even legion dependent. 

Bayonets are not worth the points, but have the rule of cool. Chain bayonets are only fractionally better. 

Just take the company standard. Sure, it isn't as good as the legion standard, but it is still a solid pick. Augury scanners and nuncio-vox to taste. 

Weaknesses. 
Too many choices feel over whelming. And the points cost adds up very quickly indeed. But there are many good builds to have and I'm hard pressed to say too many bad words against them other than the 3+ save which is reflected in the 4/5 star rating. I actually favour a 40k chaos space marine style build here. 

Builds.
5 Veterans, Power Weapons and Combat Shields, Company Standard (165 points).
Very much has the rule of cool and will be effective. Nuncio vox to taste. 

Veterans, Thunder Hammers, Company Standard, Nuncio Vox (190 points).
Terminators remain a better choice here. 

Veterans, Chain Axes, 4 Plasma Pistols, 1 Heavy Flamer, Company Standard (135 points). 
Mixed threats. Swap out some bolt guns for shot guns for the Stun effect. 

10 Veterans, 2 melta guns, Nuncio Vox, Company Standard, Champion with Thunder Hammer (235 points).
A fleeting vision of 40k chaos space marines of old. Points cost efficient too.

Tuesday, January 27, 2026

Horus Heresy 3e Review: Praetorian Command Squad (and Jump Pack Squad)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very good indeed, but I rounded down narrowly.  

Background.
Regardless of the type or mark of armour worn, legion command squads are the personal body guard of a praetor or consul and highly trained and disciplined warriors. 

More than this, they carry the banner of the legion itself into battle which in turn serves as a rallying point for the men of the detachment. They are the elite fighters of the legion and trusted with plentiful access to all the best toys and gadgets that can be mustered. 

Authors Note: I am combining the standard Praetorian Command Squad with the Jump Pack equipped one in this review due to their incredible similarities except for the obvious one. 

Strengths. 
With 2 wounds, WS=5 and a native 2+ save these marines are very flexible and simultaneously great for the points cost. 

The upgrades are many and you can build this squad in a multitude of ways. Let's go through the options. 

I don't like the volkite charger here much - you probably want a different squad for those kind of shenanigans. The disintegration rifles are actually a reasonable choice here given the 2+ armour save. The shot gun is fine for Stun on a couple of models, but otherwise leave at home. Thunder hammers, power fists, and power weapons all have their place here but I'd leave most of the rest at home unless swapping out the bolt gun for a chain axe. 

Combat shields actively carry the rule of cool and present excellent painting options. They are okay on the tabletop, but the cost does add up faster than you would like. 

In terms of pistols, going large on plasma pistols can be fun. The odd hand flamer is a reasonable option too. 

Pairs of lightning claws are much more situational, and possibly even legion dependent. Could be good with jump packs for instance, but otherwise are not my first choice. 

Bayonets are not worth the points, but have the rule of cool. Chain bayonets are only fractionally better. 

Just take the legion standard whatever you do. 

Weaknesses. 
Too many choices feel over whelming. And the points cost adds up very quickly indeed. But there are many good builds to have and I'm hard pressed to say too many bad words against them.

Builds.
For all the builds below, please regard them as being viable with jump packs as well for a small points increase.

5 Chosen with Disintegration Rifles, Legion Standard (175 points). 
They can survive using their own weapons. Victory!

5 Chosen, Power Weapons and Combat Shields, Legion Standard (210 points).
Very much has the rule of cool. Expensive. 

5 Chosen, Thunder Hammers, Legion Standard (225 points).
Can be deadly in the right hands and situation, but expensive and terminators might do it better. 

5 Chosen, Chain Axes, 4 Plasma Pistols, 1 Flamer, Legion Standard (175 points). 
Mixed threats. Nice with jump packs. Swap out some bolt guns for shot guns for the Stun effect. 

Wednesday, January 21, 2026

Horus Heresy 3e Review: Spaces Wolves Fenrisian Wolf Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are not great, but I'm giving an extra star for the rule of cool!

Background.
There are no wolves on Fenris. 

But then again, you do stand a chance of taming some and bringing them with you on some adventures. 

This is, of course, looked down with pleasure and amazement by your peers. Because that is exactly what your Primarch managed to do, and by doing so yourself you are becoming more like him. 

Strengths. 
S=5 attacks in close combat. 

But in all honesty, their major strengths are:
(a) ablative wounds for a character;
(b) looking cool and very appropriate on the table top.

Due to these two factors, you can't go wrong. 

Weaknesses. 
Although I did say you can't go wrong, with a 6+ save and advanced characteristics of 5 at best (and 2 in intelligence!), they won't be hanging around long. Best to take a big pack and think of them as extra wounds realistically. 

Builds.
5 Fenrisian Wolves (46 points). 
A full 5 bonus wounds for 46 points. A possible bargain!

1 Fenrisian Wolf (10 points). 
Oddly appealing, and has potential to appear on the same base as the character (but wouldn't be tournament legal that way, but certainly looks excellent). 

Wednesday, January 14, 2026

Horus Heresy 3e Review: Wolf-Kin of Russ

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

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Body guards - certainly. Pets? Perhaps. Huge giant creatures that are also intelligent and capable of snapping mortal men in half with their teeth - absolutely. 

Strengths. 
Only Leman Russ can join this unit, and they come with an array of special rules and a nice stat line. 

Geri is that stand out with WS=7, but Freki is also good with WS=5. The latter also has one more attack. 

Their teeth and claws come with breaching and 2 damage to cause some serious carnage. They also have fear, heedless, feel no pain and are fast. 

Weaknesses. 
Loyalist only of course. They are fast at movement = 10, but their advanced characteristics leave them open to statuses. 

Overall.
Think of them as extra wounds for Russ and you are probably doing well. The points cost is reasonable as well, although clearly the saving throws are not superlative. 

Friday, November 28, 2025

Horus Heresy 3e Review: Deathshroud Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A solid retinue unit. 

Background.
The best of the legion, and often selected as survivors of squads where all else failed. They effectively give up their identities and remain all but silent as the personal bodyguards of Mortarion himself. A couple of them are never more than 49 paces away from the Death Guard Primarch at any one time. 

To add a bit of old school spice to the above statement, 7 is the "sacred number" of Nurgle. And 49 is 7 times 7. QED.

Strengths. 
Stat line first, they have WS=5 and T=5. But unlike second edition, here they only have 2 wounds each (it was 3 in the previous edition). Eternal warrior here is also very respectable and fluffy. 

The come with power scythes as standard which will enable them to quickly weed out lesser squads. The Alchem caster is a template with poisoned at 2+ which will certainly hit hard against most squads. 

Weaknesses. 
The cost is steep - 50 points each for the first couple, and then 45 points therein. They don't have too many configurations either - you can add melta bombs and grenade harnesses, the latter is recommended. 

Builds.
2 Deathshroud Terminators, 2 Melta Bombs, 2 Grenade Harnesses (120 points).
To accompany your lesser commanders?

7 Deathshroud Terminators, 1 Grenade Harness (330 points).
Seven because, you know. And cheaper than second edition - I think because of one less wound. Great ablative wounds regardless. You just need to get them into combat!

Thursday, November 6, 2025

Horus Heresy 3e Review: Phoenix Terminator Squad

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

Background.
As the honour guard to Fulgrim himself, the Phoenix Terminators were an elite cadre within the Emperor's Children. As might be expected, they have pushed martial excellence to a higher level than most and were about to pull off feats that others might only dream to aspire to.

Strengths. 
Double wound terminators (and the vital WS=5 and T=5) armed with the standard phoenix power spear.

The Skill Unmatched rule here allows them to flip flop between choosing the perfect strike (gain a pip of WS to strike) and the perfect guard (gain a pip of WS when being struck by others). This really allows some customization of what you want them to do (slice and dice, or generally protect whoever they are escorting). 

The ability to take sonic shriekers, sonic lances, and grenade harnesses is similarly excellent. 

Weaknesses. 
They come as retinues, but I don't see this as a major negative to be very honest. 

They also lack in the ranged department. But again: this isn't a true negative if you are playing them like they should be played: aggressively and with intent. 

Builds.
5 Phoenix Terminators, Grenade Harness (205 points).
There are not many options here. In fact, there's only really the option to add more members to the retinue which is generally worth it. 
If you are playing a traitor force, you get the added option of sonic shriekers (take them!) and sonic lances (more to taste). I really favor the former for denying any reaction counter measures to you charging in - very much worth the points cost. I'm on the fence about the sonic lances.

Monday, October 20, 2025

Horus Heresy 3e Review: Huscarl Terminator Retinue

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. I really like them! Not sorry. 

Background.
The Huscarls provided close and personal protection to the most elite members of the Imperial Fists. Praetors, and Rogal Dorn alike benefited from their presence on the battlefield and around them. Their job is simple enough: protect their charges with their very lives (and hardy terminator armour to boot). 

Strengths. 
The Vigil Pattern Storm Shield is excellent and possible the only other unit in the game that matches these men are the Salamanders' Fire Drakes. 

The native deep strike is very impressive here and well worth using. Eternal warrior rounds out the special rules nicely enough (although the usual negatives for cataphractii terminators applies here too). 

WS=5 and T=5 are fabulous along with a pair of wounds and leadership of 9 for the sergeant. 

Weaknesses. 
A mild lack of customization possibilities doesn't detract from a wonderful squad. For the Alpha Legion player, this squad might also be tempting above and beyond the Fire Drakes from the Salamanders just for the native deep strike? And lets be honest: they also have the rule of cool. 

The main negative here is the sheer points cost you are paying for native deep strike. Other units do this better, but tend to be more glass cannons. This unit is ablative and defensive for Primarch or Praetor support realistically. 

Builds.
5 Huscarls, Master with Grenade Launcher (280 points).  
Expensive, yes, but remember that native deep strike. 

10 Huscarls, all with Solarite Power Fists, Master with Grenade Launcher (630 points). 
The fully upgraded squad. Ouch. Yes: it costs a lot of points, but it is very viable all the same at high points value games assuming it is your critical hammer unit.

Wednesday, August 20, 2025

Horus Heresy 3e Review: Morlock Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Special Request review for the Iron Hands from the Legacies.  

Background.
Even Ferrus Manus had his personal guards. These were terminator armoured men from the Avernii Clan and had responsibility to guard him in his Anvilarium and on the battlefield. They failed. However, those that were stationed elsewhere or miraculously survived Isstvan went a little bit mad on the vengeance - even more so than the rest of the Iron Hands. 

Strengths. 
If you know you will be fighting against the Emperor's Children without Ferrus on the table, then these men all gain Hatred of the Emperor's Children thanks to the Fate of the Gorgon special rule. This makes them really shine, but otherwise is highly situational. 

They have T=5, W=2, and WS=5 along with a leadership of 10 from the sergeant which is really nice. They are strictly better in the advanced characteristics department compared to ordinary Cataphractii terminator retinues to be honest. Eternal Warrior (1) is very nice to have overall and this is fundamentally why they cost slightly more than comparable squads. They are probably just worth the extra points in my opinion, but for smaller points value games where you are worried about squeezing every point of value then ordinary Cataphractii might have an edge. 

There are plenty of different builds available for the Morlocks as well. We will explore a sample of them below. 

Weaknesses. 
No real models available but you will want cataphractii terminators as the base and undertake kit bashing therein. That said, I've also seen some Indomitus terminators designated as Morlocks and they look very cool as well. 

They are, as you might imagine, slow and purposeful, and therefore you ideally want a transport solution for these terminators as well. They can also only ever be used for Loyalist Iron Hands. I suppose that is not a surprise to anyone!

Builds. 
5 Morlock Terminators, 4 Graviton Guns, Augmentor with Graviton Shredder, Nuncio-Voc, Legion Standard (350points).
Already expensive, but I do like the graviton load out version of the squad who can take care of their own conditions and make it into combat as well. Take some chain fists to taste or upgrade to artificer power axes for free all round if you want. 

5 Morlock Terminators, 4 Volkite Chargers, Augmentor with Volkite Culverin, Nuncio-Vox, Legion Standard (305points).
The volkite heavy version of the above squad. Cheaper as well, but potentially less deadly at range?

5 Morlock Terminators, 3 Chain Fists, 2 Artificer Power Axes, Nuncio-Vox, Legion Standard (325 points).
Focus here is more on the close combat rather than the shooting. I actually prefer the graviton squad with a couple of chain fists if you have the points cost available, but it is getting very expensive if you do that. 

Tuesday, August 19, 2025

Horus Heresy 3e Review: Iron Circle Maniple

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Superb body guards for Perturabo after he found his sons wanting. 

Background.
Perturabo found that his Iron Warriors bodyguard was, shall we say, lacking after the Battle of Phall. Released from his oath to the Emperor, he designed and released his own automata to replace those body guards. A product of his genuine genius applied to war, these machines became known as the Iron Circle and would see use as body guards and front line troops accompanying the Primarch and other Praetors of the legion into battle. 

Strengths. 
The stat line is interesting with a base of T=7 and W=4. Although their save is 2+/5++, they will suffer at the hands of lots of high strength ranged attacks coming their way eventually. So make the most of them whilst they last.

They are armed with twin shrapnel cannons which are great (don't forget the pinning aspect here - it works so well), graviton crushers (very strong and shock and armour bane are just icing on the cake), and the Karceri battle shield which halves the damage of incoming unsaved wounds. Then there is the Shield of the Iron Tyrant special rule which prevents their charge from suffering precision hits at range. This is very nice indeed. 

Weaknesses. 
Only Paragons or Command sub types can be accompanied by these robots, but you didn't expect anything less. They are really strong in conjunction with Perturabo and you need to simply choose your targets and move up to tackle them. The only problem really is with challenges since they won't be taking part. Unless you make Perturabo a coward which given his strong close combat finesse is not something you really want to do. They can handle themselves in a fair fight though. 

Builds.
The only real build option here is how many Iron Circle automata you want to include in a unit. You can have up to 6 of them in a single maniple. One is probably going to be very nice on its own, if only for ablative wounds and also ideal for small points value games to provide a decent challenge to an opponent. Two or sometimes three is about right for most other situations and you do get a points cost discount for additional ones over the first which makes my argument for 2 or 3 being the correct value stronger - at least in my opinion. 

More than that is overkill, or you are playing a large points value game (and if you are in a large points value game, just take 6 to accompany Perturabo and be done with it - if money is no object to your hobby!). 

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