Showing posts with label solar auxillia. Show all posts
Showing posts with label solar auxillia. Show all posts

Sunday, August 2, 2026

Horus Heresy 3e Review: Auxilia Combat Technician Section

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are valuable for the Combat Decryptor in a Zone Mortalis game, but will be wasted on other battlefields.

Background. 
These mortals are combat technicians who don't usually see contact with the front lines as their specialisms are likely too valuable to be risked. But when they are called forth, they provide non-Mechanicum-sanctioned means to interrogate vox transmissions and ensure their cohorts advance without technological interference.

Strengths. 
The reason to take this unit is the Combat Decryptor. In short, this device gives the unit battlesmith and Intelligence=9 for the purposes of making the Bypass Cogitator Zone Mortalis Advanced Reaction. This in turn opens and seals doorways and is a superlatively valuable part of Zone Mortalis play. Hence this unit is probably going to be vital to the Solar Auxilia in such scenarios, but wasted in most other battle spheres. 

Weaknesses. 
They are very mortal here with T=3, 1 wound each, a 4+ save, and very poor leadership of 6 (or 7 for the Prime). 

That said, they are cheap enough. My recommendation is multiple small units and to use them early, and perhaps as a screening unit later on. 

Builds.
5 Technicians, all with las rifles and blast chargers (35 points). 
Cheap and cheerful. Take multiple squads of these depending on the points value of your game. 

Saturday, August 1, 2026

Horus Heresy 3e Review: Veletaris Raider Section

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are quite good.

Background. 
These are Veletaris who have access to unusual close combat weapons that ordinarily are not contained within the Principia Bellicosa. Perhaps they grabbed them from the elites of the rogue traders or similar. 

Strengths. 
The customisation here is interesting. Indeed, there is even a designers note suggestion conversions using regular Veletaris storm sections with added Necromunda weapon bits swapping. 

The standard breaching shot gun is solid at S=5 with stun, but it is a short range weapon fundamentally. This can be swapped for a boarding shield and storm maul instead. This might be a good thing to help keep them alive a little bit more (even against bolt gun fire) whilst the shock maul gives a valuable breaching at S+2 (i.e., S=5). Shield wall advanced reaction might be a good thing to have in Zone Mortalis too. 

The vox interlock is almost a given, and the vexilla may be wise to also take. 

Weaknesses. 
With T=3, one wound, distinctly average leadership, and a 4+ saving throw, the unit is not going to last long if you don't play wisely. The points cost is reasonable though, but can add up with the shields. 

Despite the name, the breaching shot gun does not providing breaching!!

Builds.
10 Raiders, Vox Interlock, Vexilla (95 points).
The breaching shotgun build. 

10 Raiders, Vox Interlock, Vexilla, All with power mauls and boarding shields (135 points).
Probably what most players will ultimately go for. I actually like the look and feel of this unit, even if they aren't going to last long compared to space marines. 

Sunday, May 4, 2025

Fiddlesome Solar Auxilia

I have now built 5 solar auxilia las rifle sections. I can't lie - I am finding it hard going!


I am finding the small parts to be highly fiddlesome to say the least. But that's not the worst bit. It seems - and I might be wrong - but it seems like the numbers on the sprues don't line up with the numbers of the parts in the instructions. Hence I have been guessing which left arm goes with which right arm. Eventually I just glued three rifle arms on to the torsos and dry-fitted the supporting arms to evaluate which worked best with what rifle arm. This was less than great.

The fiddly bits that caused me headaches though were the shoulder pads and the hip accessories. The grenades and the pouches were okay in the end once I'd figured out how to attached them onto the belt part. The spare rifle power packs remain something that I don't feel I've glued well into position on the front of the legs. And the shoulder pads were exceptionally fiddly to trim and shave the excess plastic off from. Some of these parts could readily come pre-attached with the plastic sprue to be candid. Hence although I will finish assembling the other 15, I genuinely need a break from these models and I'll focus on other bits of painting and assembling for the moment!

Monday, April 28, 2025

Solar Auxilia: First Model

Here's my first Solar Auxilia model assembled!


As with all models that are less chunky than a space marine, I always think that the parts feel a bit light weight and fragile. This particular model is nowhere near as bad as (say) dark eldar or Warhammer skeletones for that kind of feeling, but its always in the back of my mind. 

I like the fact that the torsos attach at the waist and I wished all space marine models still did that to provide maximum variety and the possibility of mix and matching as much as possible. The weapon feels a little flimsy compared to a bolt gun, but it is okay. I did not, however, attach a bayonet to the model which feels like it is in the exceptionally likely to be damaged by transportation and playing category. 

Overall I like the sculpt and the assembly was simple enough. I just have to churn out a full squad of these now which seems like a mammoth task ahead of me. Or maybe I'm just procrastinating. 


Monday, February 17, 2025

Horus Heresy 2e Review: The Solar Auxilia Legiones Auxilia

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great idea! Albeit with variable legion related rules outcomes. 

Background.
Some solar auxilia were assigned to the legions themselves during the Heresy. They might represent indentured service, home planet forces come to aid their upgraded and uplifted brothers, held under oath, or otherwise. Each has been shaped by the legions and comes with their own rules. 

Rules Evaluation. 
You can play these types of solar auxilia so long as you have a space marine commanding your main detachment and a solar allied detachment. You mortal men gain the Legiones Auxilia (X) special rule. They become fellow warriors (unless already better) and can therefore score (hello Line!). 

On the downside, they get pinned if they see a legion unit in a large area fail a morale check. Just don't let it happen I guess.

What follows are some knee jerk thoughts on the individual legions solar auxilia. Overall, remember that the Solar Auxilia are primarily a shooting force unless you have configured a specialist melee unit. 

Individual Legion Notes.
I grade all legions as "Good", "Average", or "Poor" herein. 

Dark Angels: Good. Your space marines gain the same move or shoot reaction as your mortals if in very close proximity. This is very nice and effective. 

Emperor's Children: Average to Poor. Gain hammer of wrath for a turn if you remove models. Although this seems good, remember you're mortals. Close combat isn't your thing in general.

Iron Warriors: Good. Ignoring modifiers to pinning checks is solid. 

White Scars: Good. Feel no pain in your deployment zone or on top of an objective is solid. 

Space Wolves: Average. Your shooting disallows cover and shrouded saves. This is excellent. But I suspect your enemies armour is better than your shots? Right?

Imperial Fists: Average to Poor. Improve your own cover save by one pip in terrain. Nice enough if you are positioned well. 

Night Lords: Poor. Not being affected by fear is actually solid, but rage is just not what you want your shooting squads to get. 

Blood Angels: Poor. A+1 when close to marines doesn't matter when you are mortals fighting against marines I think. Remember once again your strength is in shooting not melee most of the time. 

Iron Hands: Good to Average. Demonstrating that once again the Iron Hands really should have been a traitor force, they slam augmentations into their brains to destroy their fear. As a result, they remove 1d3 models per failed morale check for falling back. 

World Eaters: Good. Possibly the best of the lot. Having +1 to hit with shooting fulfils their role as being the mopping up detachment when an enemy is either falling back or already has suffered casualties. Very fluffy too. I genuinely like it a whole lot. Perhaps enough to make a squad of these? 

Ultramarines: Average to Poor. You're not really going to use it that much. You only suffer snap shots when charging against a unit you shot and and made casualties in. 

Death Guard: Poor. Minus one to wound against you versus fleshbane and poison is okay, but very situational. Re-rolling dangerous terrain checks sounds good, but you shouldn't be there in the first place. But hey, you are tied to the Death Guard, so perhaps you are intentionally there in the first place?

Thousand Sons: Average to Poor. Adamantium Will is okay if situational. Being able to allocate your failed warp tests to the allied mortals is poor form, but accepted practice I guess. 

Sons of Horus: Good. Really up there with the World Eaters. Adding 2 to charging distances for your marines if the mortals have removed models from that unit by shooting is actually very useful. 

Word Bearers: Average to Poor. Fleet and Crusader have their uses and you will usually activate this since I suppose you will be close to your marine brothers. But yet again remember you want to be shooting unless you have a dedicated close combat squad in your Auxilia. 

Salamanders: Good to Average. Gain a cover save of 4+ when you have an intervening unit of Salamanders. Nice and fluffy if you ask me. But also: try not to shoot through your own allies!

Raven Guard: Good. Ld+1 when they can draw a long line of sight to Raven Guard marines is a great boon for mortal units. 

Alpha Legion: Good. Ablative wounds to an uncaring parent legion. If you target the marines, take a Ld test to NOT shoot at the mortals instead if they are under 12 inches away. Nice. Fluffy. Slightly awkward silence afterwards. They were the diversion after all and knew what they signed up for. Or did they? Just whose side are they on? 

Friday, December 27, 2024

Horus Heresy 2e Review: Solar Auxilia Lifeward Section

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. Over-priced compared to space marines. 

Background.
The only job of a lifeward section is to preserve the life of the Marshal. They seemingly do this by prevent mutinies, and by throwing themselves in the way of adversaries (by accepting challenges). They are otherwise the finest mortal fighters and well armed within the Solar auxilia. 

Strengths. 
I like the 3+ save here along with the refractor field. The WS=4 and BS=4 is similarly attractive. 

They are chosen warriors and a legatine retinue which basically means your Marshall can take them. 

Unfortunately, that is where the positives cease.

Weaknesses. 
Got to be honest, the upgrades are all tilted toward close combat, but they are ultimately not going to last long with T=3 and S=3 against space marines. They are also rather expensive when you look at the points costs for the upgrades. I think a non-upgraded lifeward section is useful for bodies in the way of the Marshal, but that's about it. There's no "good" ranged option which I would like to have here, and the close combat builds won't last long - you are throwing away points that are better spent elsewhere to be candid. Sorry folks!

Builds.
10 Protectors, Command Vox, Cohorts Vexilla (235 points).
Basically, these are extra bodies to put in the way of harm for the Marshal with the fundamental upgrades of a banner and a Vox. QED.

10 Protectors, all with Plasma Pistols, Command Vox, Cohorts Vexilla (285 points).
Best I could do with a ranged option. Too expensive though. 

10 Protectors, Command Vox, Cohorts Vexilla, 2 Thunder Hammers, 3 Power Weapons, Melta Bombs (300 points).
Too expensive to invest in. Sorry. 

Monday, December 23, 2024

Horus Heresy 2e Review: Solar Auxilia Aethon Heavy Sentinel Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars, rounded down due to being in the over-subscribed heavy support slot. 

Background.
Grizzled veterans piloting something that is half way to a dreadnought. These Aethons are the new kids on the block for Horus Heresy and their battle field role seems to be analogous to an Auxilia dreadnought in many respects. It is essentially a weapons platform that is also able to take some serious incoming fire. 

Strengths. 
Let's just mention the profile first - that 2+ armour save is excellent for the solar auxilia. W=5 and T=6 is similarly great. 

The multi laser and the missile battery combination as the base entry is very reasonable - and entirely worth the cost. Indeed, all of the upgrades are also at the point of points cost worthy too. There are not many of them that I actually don't like to be honest. Except for the hunter killer missiles - I think you might blow up a transport, but that's about it, and you're sacrificing firing every turn for one shots for these, so probably not worth it unless you think you're going to perish on turn one.

I think the ability to act as a mobile wall to soak up enemy fire and reactions is actually an under-spoken slot in the game these days. This walker fills in that gap very elegantly as it won't be hurt too much by reactionary fire. 

Weaknesses. 
It is not really made for close combat, but might hold its own for a little while against regular space marine squads if you are feeling lucky. Melta bombs are going to hurt it if I'm reading the rules right though. 

Builds.
3x Aethon with auto cannons (230 points).
I like auto cannons for their ability to take on different target types with ease. 

3x Aethon with multi-lasers (200 points).
Baseline entry, and valid anti-infantry role. 

3x Aethon with las cannons (260 points).
Back line squad to be used for pinging away at heavier tanks. 

3x Aethon with melta lances (275 points).
An up close squad for tank hunting. Possibly take one model with hunter killer missiles to taste? 

Thursday, December 19, 2024

Horus Heresy 2e Review: Solar Auxilia Hermes Veletaris Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. A slow moving volkite wall with reasonable ballistic skill.

Background.
This is a Hermes with extra armour that means it is slower than its brothers. In the background, they are used to flank enemies and destroy their key encampments before the main force gets there. 

Strengths. 
The 4+ armour save is certainly better than the regular Hermes sentinel, as is both the WS and BS which are upgraded to 4 here. 

The volkite calivers are sound in principle, although as with all volkite weapons, you should take as many of them as possible. 

The heavy flamer upgrade is interesting. If you have a way of getting into position quickly, these could cause immense damage. But getting there is an issue with a movement of 8.

Weaknesses. 
The movement of 8 is comparatively slow for what you are getting here. The WS=4 puts them on par with regular space marines, but the enhanced T and S means that they should do okay in melee. Hence the heavy flamer upgrade might actually work. But I prefer the volkite. 

Builds.
Hermes with Volkite Caliver x6 (156 points). 
As with all volkites: take as many as you can. For the points cost, this is very reasonable.

Hermes with Heavy Flamer x6 (156 points).
Slow movement is the issue here. Ideally, you would have a way of getting them to where they need to be that doesn't rely so much on movement (i.e., infiltration, etc., if possible - and its not too possible either, so use terrain). 

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. 

Thursday, August 15, 2024

Horus Heresy 2e Review: Solar Auxilia Malcador Infernus Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. A flame tank that should be better than it seems on paper.

Background.
When you absolutely need to clear out an enemy from dug in positions in city scape ruins, forests, or perhaps even the traditional trenches. The Infernus spreads out a lot of deadly flames thanks to the inferno cannon. But they are kept in reserve for when the demand is really required and evidenced.

Strengths.
The inferno cannon is certainly deadly, there's no two ways about it. It will destroy things consistently. The sponsons are also heavy flamers by default as well, which just adds to the heat. You can even take a pintle heavy flamer as well if you need just a touch more flame! The other sponsons and pintles are all quite valid as well. 

Weaknesses.
AV=13 on the front and sides are not attractive. The AV=11 on the rear is a problem. The overall points cost is just about acceptable for what it is doing, but as a Lords of War, there are better choices. 

Builds.
Infernus, with added pintle heavy flamer, flare shield, dozer blade  (335 points).
I'm taking the heavy flamer addition here for fun. I think the dozer blade is going to be required more here than on other vehicles as well. 

Monday, August 12, 2024

Horus Heresy 2e Review: Solar Auxilia Cyclops Demolition Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. I want to like these a whole lot! I'm just a little torn and not sure quite where I sit with the star rating though!

Background.
A remote controlled explosive made for destroying buildings. Except its now in a war zone. And targeting enemy tanks, apex xenoform, and titans alike. Brought into position by a transport and then controlled by the Operator, these are literally deadly when played right.

Strengths.
I totally adore the concept here. I almost gave 5/5 stars just for the remote controlled aspect. There needs to be more of this in the game. It reminds me of Rogue Trader days to be very honest.

I digress. The S=10 hit with AP=1 and brutal means you are going to be causing a serious headache. This alone means it is worth taking.

Weaknesses.
The obvious counter point to what I just wrote is that the Cyclops unit explodes. Thus making it a literal one hit wonder. In turn, this makes the price tag questionable. But what the heck. Take them anyway. Rule of cool applies!

Builds.
3 Cyclops and 1 Operator  (105 points).
Go all out here. Take a flying transport to get them where they need to be and use that remote control when you are ready. This is a unit that has so much potential! Of course, they're going to be targeted before they get into charge range, but you can hopefully take care of that with a bit of tactical acumen?

Friday, August 9, 2024

Horus Heresy 2e Review: Solar Auxilia Valdor Tank Destroyer Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Others may disagree, and might be right to, but I like this one!

Background.
The neutron laser is a relic from the dark age of technology of the Imperium. Each Valdor tank is therefore something of a unique treasure and expensive to produce. Named for the golden boy, this tank was rolled out to the Auxilia primarily and is still a comparative rarity. 

Strengths.
It is a mobile neutron laser beam! You get ordnance 2 at S=10. It will be killing things. And that my dear reader is the entire point of this tank and I'm not sure I need to write much more in the strengths other than I like the aesthetic of the tank as well!

Weaknesses.
Its a Malcador chassis. Would prefer AV=14 on the front like a Leman Russ, but we can't have everything. 

Builds.
Valdor, Sponson Lascannon, Flare Shield (290 points).
A mobile neutron laser beam, with a las cannon for luck, and a flare shield to take the incoming shots. I'm not taken with the pintle weapons overall, but the dozer blade and hunter killer missile can be taken to taste. 

Wednesday, August 7, 2024

Horus Heresy 2e Review: Solar Auxilia Armoured Battery

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. rounded down. More tanks! But they're not quite worth the points cost.

Background.
Medusas? Basiliks? Sure, that's the name you give to tanks when you have ran out of famous primarchs. Clearly the Angron and the Sanguinius tanks never made it beyond mechanicum testing zones.

Strengths.
The main weapons on these tanks are the earth shaker cannon and the medusa mortar. Both are okay, with the medusa probably being slightly better out of the two. 

Pintles are available along with extra tanks here to make up a full squadron of three.

Weaknesses.
There's really not much to write home about here overall. The points cost is just not really justified to my mind when there are other tanks to invest in. That said, they are nice artillery tanks and look good on the battlefield when massed in number and I do like that aesthetic. 

Builds.
Medusa with hunter killer mission (210 points).
Nothing wrong with the medusa mechanically, but the points cost isn't right. 

Basilisk with pintle multi-laser (210 points).
Not worth the points cost here in my opinion. 


Monday, August 5, 2024

Horus Heresy 2e Review: Solar Auxilia Malcador Heavy Tank Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Tanks!

Background.
What did Malcador ever do for the Imperium of Man?He had a tank named after him, of course! These heavy tanks are an ancient design and were pressed into hard service during the Heresy by all sides. 

Strengths.
Alongside plenty of customization (did you say lasers all around?), there is a fine choice of main weaponry as well. The battle cannon comes as standard and is generally okay. The two las cannons are great at tank killing. But I think the winner is the Vanquisher battle cannon on the front. 

The heavy bolt gun replacements are equally fun, with a large array of possibilities that are all tempting - probably except for the heavy flamer. 

The side mounted heavy bolt guns are similarly tempting to replace. Again, the heavy flamer is not so much attractive to me personally, but the others are interesting enough. Just take a pintle heavy flamer if you must. You will probably want a flare shield to round it all off, and a dozer blade to taste. 

Weaknesses.
There's certainly a debate to be had here of the Malcador versus the Leman Russ. The points cost here is not quite as efficient, with the front armour differential being a case in point. Note also that the vanquisher is much better situated on the Leman Russ, so you might just want the lasers after all. 

Builds.
Malcador with battle cannon, hull mounted autocannon, and side mounted autocannons, flare shield (250 points).
Probably the baseline entry.

Malcador with two front mounted gravis lascannons, hull mounted las cannon, side mounted las cannons, flare shield (295 points).
When you like lasers and hate enemy tanks sufficiently to want them destroyed on your turn. 

Malcador with Vanquisher battle cannon, hull mounted las cannon, side mounted auto cannons, flare shield (270 points).
Strictly the Leman Russ is better here, but I still like it. I'm biased. 

Monday, July 29, 2024

Horus Heresy 2e Review: Solar Auxilia Rapier Battery

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Who doesn't love the quad launchers!

Background.
This is a portable heavy weapon. The rapiers are essentially and all-terrain rugged weapons mount, and they come with the requisite gunners needed to operate the tech. There's nothing fancy here. These are simply the guns that won't tire and advance and reposition happily. 

Strengths.
There are four weapons to choose between here.

The multi-laser is baseline and adequate at S=6. 

The Gravis heavy bolter battery is sweet at a longer range and heavy 8, albeit at the price of S=5. However, the twin linked should not be overlooked here either.

The laser destroyer is plain bonkers. Its ordnance 2, and will kill stuff. If it hits. 

The quad launcher is great and can be upgraded with incendiary shells, shatter shells, or splinter shells in addition to the frag shells baseline. There's lots of different effects here, but I'm a fan of the splinter shells thanks to their rending. 

Weaknesses.
Not many weaknesses realistically. The BS=4 competes with the best, and of course this can be increased within your tercio. 

Builds.
3 Rapiers with Laser Destroyers (180 points).
The tank destroyers.

3 Rapiers with Quad Launchers, Splinter Shells (195 points).
Upgrade to shatter shells for +30 points.

3 Rapiers with Gravis Heavy Bolters (105 points).
So much firepower here. And the points cost is very reasonable indeed. There's a wealth of firepower coming out of this that is going to land wounds nicely. 

Friday, July 26, 2024

Horus Heresy 2e Review: Solar Auxilia Tarantula Sentry Battery

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Criminally under-rated by most - or perhaps very over rated by me. Same thing really. I could almost give them 5 stars. That is, if I ever saw an entire army based on maximum Tarantulas. I'm still waiting. 

Background.
Do you remember the movie "Aliens"? The special edition? They deployed some of these beasts and they stopped so many aliens it was embarrassing. Then they ran out of ammo. And things got more interesting. There's no real difference here except that they don't run out of ammo! 

Strengths.
They are cheap heavy bolt guns, or las cannons, or hyperios missiles. Take your pick. I genuinely love them all. And I'm really not sorry about my love for tarantulas. 

I regard them alongside Vindicators as being the most criminally under-used in 30k by everyone able to take them. 

Critically they have both Fearless, and Firing Protocols in the FAQ - remember these rules! 

Weaknesses.
BS=2 is not great. But this is where your BS+1 gift from other parts of the Tercio come in to play. The fact that you have to target the nearest thing is also a little sad, but they are automated. You just have to get used to positioning them appropriately. But more than this - hear me out - they can actively control lanes on the battlefield. This (as an Alpha Legion player) never gets old for me. They are a denial unit that doesn't really strike that much fear, but what it gives you is board control when you need it. Don't overlook this. I've won games because of tactical positioning of these things. I've forced heavy tanks to take other routes rather than be exposed to las cannons that they don't want to waste fire power on. I've then taken care of those tanks by other means whilst holding where I needed to elsewhere. They're insanely good once you start thinking of them as board denial units, rather than stupid non-moving low-BS lascannons. 

Builds.
5 Tarantulas, Lascannons, Searchlights (205 points).
I know you're going to look at the price tag and think otherwise. But 10 las cannon shots per turn for this amount of points is solid enough to consider. The search lights will help and all you need to do is figure out which "lanes" on the board you want to control with them. Or maybe just put them on top of buildings. They're really good. 

5 Hyperios Tarantulas, Searchlights (130 points).
Insanely cheap. They have heavy 3 each, and skyfire. You control the skies with these. Make no mistake. This is a force to be reckoned with. Expand to 9 Sentry guns if you're playing a larger game and this will be such a serious counter to other armies that you will end up laughing even if you have no friends left.

9 Tarantulas, Searchlights, Augury Scanners (205 points).
Maximum heavy bolter action. This unit really discourages troops in a board controlling way. Each is shooting out 8 shots at S=5 every turn. That makes 72 shots per turn. Simply disgusting. Do you see why I like tarantulas yet? They are really under the radar for almost every player, but could actually be an entire tactic in and of themselves. Please don't overlook tarantulas any longer!



Thursday, July 25, 2024

Horus Heresy 2e Review: Solar Auxilia Artillery Command Section

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars but rounded down here. Worth taking and reasonable rules for the cost.

Background.
Who are you going to call when you need a firing solution for your big guns? Probably the Artillery command section. Happily, they can also defend should things get a bit ... dicey?

Strengths.
For me, the real benefit of this unit is the option to take a cognis signum. Take it. 

The command vox and the vexilla are probably going to be standard as well.

Everything else is subject to taste. I can see a defensive role for this unit, but really, that +1 BS is going to serve you much better than anything else. 

Weaknesses.
T=3. All the same problems that other mortal units have and some commonalities with the other human troops. 

Builds.
5 Troops, Command Vox, Auxilia Vexilla,Cognis Signum (95 points). 
This is the standard build to my mind. Hide them safely behind some screens and grant +1 BS where it matters. 

10 Troops, Command Vox, Auxilia Vexillia, Cognis Signum, Augury Scanner, Refractor Field, Power Weapon (155 points).
A more expanded unit meant to get stuck into some surprise defensive work. The main surprise is when they survive against infiltrating Astartes.


Tuesday, July 23, 2024

Horus Heresy 2e Review: Solar Auxilia Leman Russ Assault Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up but only just. Expensive.

Background.
Slower moving. Heavier weapons. Shorter ranged. Executioners. Incinerators. They mount weapons typically seen in the space marine legions rather than the regular army. 

Strengths.
The demolisher cannon is great. To be honest, so is the plasma cannon and the macro-saker. Can't really go too wrong depending on the battle field role that you have in mind. 

I like the cheap extra Leman Russ tanks that you can add here, and those are worth the cost. 

Weaknesses.
AV=10 to the rear is a significant issue here.

The points cost for the initial tank is also not worth it, so you should make up for this fact through buying MORE tanks. 

Builds.
3 x Leman Russ, Plasma Cannon, auto cannon on hull, dozer blade (585 points).
Same price for different primary weapons here of course. I like the dozer blade due to the shorter range on the weapons and the probably real need to move into position. I can see a case for a front mounted las cannon, perhaps a pintle multi laser, and hunter killer missile. But honestly the points cost doesn't quite justify it against the strike squadron which is where I'd be more tempted to place the missile. 

Monday, July 22, 2024

Horus Heresy 2e Review: Solar Auxilia Leman Russ Strike Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Beware of the rear armour value, otherwise fantastic. 

Background.
These are the vanquishers, executioners, and exterminators variants of the noble Leman Russ Battle Tanks. Named after the primarch thanks to his fury, I can't help but think there should have been some Angron Tanks somewhere. Or at least Horus Tanks. Or Sanguinius Tanks. Or Ferrus Manus Tanks. Let alone Perturabo Tanks. Seriously people. Does no one like those other primarch? Even charismatic Horus?

Strengths.
The Leman Russ is solid. The price point here is worth it. There are multiple upgrade options. Fundamentally, the "naked" version works, but for no additional points, the quadruple las cannon is excellent. I'd really be tempted by the Vanquisher battle cannon though. Can't beat the co-axial autocannon to my mind. And it is a cheap upgrade. AV=14 on the front is icing on the cake.

Weaknesses.
Beware of your facing and orientation with the Leman Russ. The rear AV=10 is a serious concern that can lead to being very exposed by the more cunning legions and foes. 

Builds.
Leman Russ, Two Turret Mounted Gravis Lasannons, front multi-laser, hunter-killer missile (160 points). 
An excellent laser tank!

Leman Russ, Vanquisher battle cannon and co-axial autocannon, front autocannon (155 points). 
Very little not to like here!

Sunday, July 21, 2024

Horus Heresy 2e Review: Solar Auxilia Armoured Command Section

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. Rounded down. Solid, but not worth the points cost. 

Background.
Tank commanders! They regard themselves as being the creme-de-la-creme, but the regular line troops are not so secretly laughing at them. 

Strengths.
Fundamentally, the Leman Russ tank is a good choice. The battle cannon comes as a fixed standard, but the heavy bolt gun can be upgraded to different things (but honestly, you don't need to do that - even if multi lasers seem tasty - which they are), and you can also get a handy pintle mounted gun if you want one - this is largely personal choice territory. 

The key things that this tank can take that the regular tanks cannot are the flare shield (plausibly a solid option) and the cognis-signum (almost an automatic include depending on your set up for the tercio). 

Weaknesses.
There is no real reason for having a 50 points increase in the Leman Russ price tag for next to nothing. Sure, you get BS=4, but that's about all there is to write home about. BS=4 is not worth 50 points. Not sorry. And you're stuck with the battle cannon. 

Builds.
Command Section, Cognis-Signum (220 points). 
Not worth the points overall in my humble opinion. This is just the build that I would go with - no more, no less - if you wanted to take one. Its a fluffy choice. 


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