Saturday, March 7, 2015

Size Comparison for Truescale Terminators

This is an image that was requested by multiple people following on from my conversion of a Tartaros terminator in to a truescale terminator. The conversion can be read about here, but in brief, if involves extending the miniature upward by providing a bit of extra filling (in the form of green stuff) between the torso and the legs. 

The image below shows the squad sergeant next to a standard (unconverted) chaos space marine terminator. 

The first thing to note about the image is that I didn't quite have the two miniatures level: the chaos space marine is slightly in front due to this positioning (and the position of the camera). This means that the chaos space marine terminator appears taller than he should do.


But the critical thing to note here is how much taller the Tartaros truescale terminator is looking. In all, he is at least one head taller than his chaos terminator brethren. And this has all been brought about simply by the torso extension. Critically, he doesn't look out of proportion either -- he's simply taller and perhaps leaner than his cousin.

Friday, March 6, 2015

Horus Heresy Review: Myrmidon Destructors


Power fists, preferred enemy (EVERYTHING!), and a choice of weapons makes the small drawback of not being able to make run moves or sweeping advances pale into insignificance. They're reasonably durable with 2W each and T5 and have a refractor field to help out. They're balanced overall in terms of the points cost, but some care will be needed on where to place them for best effect on the battle field.

For the main part, I think they will be wanting to sit back and pummel anything appropriate in range. That said, with the volkite weapons, they can afford to get a bit closer and deflagrate their enemies.

Here's a few sample builds to mull over.

5 Destructors, all armed with volkite culverins (315 points)
As with all volkite armed squad, one wants to go big or go home. Here, I've opted for a bit less than the full 10 squad size as it really starts to get pricey at that level and might not truly be needed. The idea is simple enough: go forth, deflagrate and then charge enemy troops with those power fists.

3 Destructors, all armed with Conversion Beamers (225 points)
Very esoteric, and very nasty at uber long range. This squad has huge potential to take out most things in the game short of titans if they can keep their range (and not move, of course). An interesting and entertaining option.

4 Destructors, all armed with photon thruster cannons (295 points)
This is your terminator killer squad. Just don't kill yourself through Gets Hot! and it'll be all good. I hope. Replace with irradiation engines to taste.

Thursday, March 5, 2015

Horus Heresy Review: Tech-Thrall Adsecularis


These guys are the expendables. They're meat shields. And the mechanicum create them from prisoners and don't really care about them too much - they're just slave labour when some heavy lifting needs to be done, or when bullets need to be soaked up. And their price tag reflects this.

There are a number of uses we could imagine for them, ranging from just being there to soak up fire, right through to even attempting a charge and tar pitting opponents for a while during the game.

Here's a few simplistic builds:

10 tech thralls (35 points).
Yep - this is the naked version. They're just there to go in front of other, more valuable units. That's it! No more, no less. Don't expect anything of them beyond a movable cover save.

10 tech thralls with heavy chain blades, frag grenades and the rite of pure thought (75 points)
This is the one where you might consider charging them in. They won't last long, but they might tar pit an opponent for a valuable extra turn due to being fearless (thanks to the rite of pure thought). But that's it really. I think I might prefer two of the naked squads over this one, just for more cover saves that are cheap. But hey, its 30k and there are probably spare points for this version, so might as well give it a whirl.

Wednesday, March 4, 2015

Horus Heresy Review: Legio Cybernetica Castellax Class Battle-Automata


Since "Legio Cybernetica Castellax Class Battle-Automata" is a bit of a mouthful, we might as well refer to them as robots. Of course, they're not 100% robots, as that would be illegal under the Omnissiah. But they're close to that. They have programmed behaviour if there is not a miniature with a cortex controller nearby (and that means they shoot the nearest enemy within 12", etc.), but they also get fearless and a number of special rules, at the expense of being a bit more vulnerable to haywire grenades than the typical Iron Hands space marine is.

Their standard configuration is to have a mauler bolt cannon, along with two bolt guns. Additionally they have shock chargers (which have the concussion rule) and atomantic shielding (like contemptors). In this configuration, the Castellax can effectively rip through a standard squad of space marines with relative ease (AP3 on the mauler bolt cannon, and pinning). There are multiple options with these robots and they can be configured for more ranged dakka, or even for close combat duty. Considering they're monstrous creatures with 4 W each and T7, they're really really tough as well.

A sample of builds that covers these options are below.

5 Castellax all with advanced targeting arrays (500 points)
Very expense, but almost guaranteed to be wiping out a 20 strong legion troops squad every turn. They're going to be rather dominant, and a big target, but at the cost of a huge points sink (more expensive that primarchs!).

1 Castellax with dark fire cannon, targeting array and search light (106 points)
A bit of a lone wolf robot here. The idea is to sit back and blast away from the back field. Effective at S7 and AP2, with lance, and rather unsubtle. It'll be hammering light tanks and other monsters to death reasonably expediently. And its relative cost is very attractive in comparison to other heavy weapon platforms. Add in an infra visor, siege wrecker, or eve power blades for fun.

3 Castellax with two power blades each, frag grenades, 2 flamers each, and multi-melta (330 points)
This is the close combat variant that I liked most. The multi melta is for getting troops out of tanks, the flamers are for models in cover and to deter others charging them, and the power blades are going to hurt with AP2 and rending. Add more models for more attacks on the charge perhaps, but otherwise there's little not to like here. Just remember that cortex controller for goodness sake!

Monday, March 2, 2015

Horus Heresy Review: Myrmidon Secutors


Priests of the mechanicum cult and a breed apart from the other magos, they are essentially a grouping of war-like mechanicum who pursue the art of destruction as a way in which to reveal mysteries of the Omnissiah. Quite rightly, they get access to some of the more destructive weapons available to the mechanicum and they are able to fire two ranged weapons in the same turn. To be clear: they are weapons platforms for the main part, but having a power axe certainly means they're also able to take on most armoured infantry in the game as well. Indeed, many of the ranged weapons really require a close range to function, and the Myrmidons are certainly able to bring them close as well. But given they cannot run or sweeping advance, we probably want them to focus on shooting and only think of the power axe as a back up.

Stat-wise, they have BS of 5 and a T of 5 meaning that they're going to be great at shooting and tough to bring down. Coupled with 2 W each and 3+ save (plus invulnerable) means they are also going to be hard to dislodge as well. Let's look at a couple of builds.

6 Myrmidons, all with two phased plasma fusils (465 points)
Okay - these mechanicum are very pricey. But given the plasma and given the sheer number of shots coupled with their ability to stick around, they're going to be taking out at least one squad per turn of marines - almost guaranteed. If anything, reduce the points by cutting back on the number of members.

3 Myrmidons, all with two graviton guns (210 points)
For all your graviton shenanigans!

5 Myrmidons, each with one volkite charger and one irad-cleanser (340 points)
I like this combination of weapons, but you might not. Perhaps irad-cleansers with plasma fusils might float your boat more?

Sunday, March 1, 2015

Horus Heresy Review: Enginseer Auxilla


In the elites slot for the Legio Cybernetica, the Enginseer's role   is one of support. The interesting facet of them for me is that if accompanied by servo-automata, then they provide a bonus to their battlesmith rolls so long as they have servo as well. This can create an excellent rolling support mode for these units to provide other units with great boosts as required.

Here are a couple of builds that I'd think about using.

Enginseer, four servo-automata each with servo-arms (85 points)
This is the base line unit for excellent battlesmith rolls. Add in a further four automata and enginseer for fun?

Enginseer x 2, each with cortex controller and graviton guns (145 points)
A unit to provide extra cortex controllers as required, plus a bt of graviton action where its needed.

Enginseer with melta bombs, four servo-automata each armed with a multi melta (130 points)
A bit of a suicide squad to be honest. Don't expect too much here, its basically a threat that will be taken out very early - and hence preserve other elements of your force.

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