Sunday, August 7, 2022

Of Course I Drill Bolt Guns

What sort of barbarian do people think I am?

(various answers received including "duplicitous Alpha Legion type"; "Nurgle worshipper"; and others too uncouth to mention here).

I'm the type that drills bolt guns, of course.


Pictured is the hobby progress on the boxed set for the second edition of Horus Heresy. Naturally, the bolt guns are all drilled. The squad here features a nuncio vox, vexilla, and sergeant with power fist and plasma pistol. All bolt guns feature bayonets as I'm experimenting with the new rules for the tactical squads. I like the chain attachment as well - to be clear. 

Although possessing only five poses is somewhat limiting for a boxed set of this size, I think the diversity of builds possible with the set can readily hide the worst excesses of this problem. Here I have disguised the problem a little bit with alternate heads, heads posed looking in different directions, and various placements of side arms and grenades. Happy with this progress thus far.


Saturday, August 6, 2022

Horus Heresy 2e Review: Templar Brethren

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong. I think this unit is solid all round and we will see much more of it on tabletops soon. 

Background.
These brothers guard the temple of Oaths which is located on board the ancient Phalanx starship. They have access to some of the best war gear available and are generally zealous in the extreme and hone their skills accordingly.

Strengths.
I like that these brothers have a good stat line, and that they can be nicely customized. Given the new rite of war, I would contend that Templars are going to be seen more frequently on the battlefields of 30k.

Furious charge and crusader imply by default that this unit should be build for close combat. The power swords as the basic weapon is great and something to build upon. Artificer armour is the icing on the proverbial cake here.

Weaknesses.
Watch for AP2 and instant death. Otherwise, this is a very strong unit for 30k and as above, I anticipate seeing many more of the Templars in second edition compared to first.

Difference to First Edition.
Improved. The extra wound is excellent to have and cannot be overlooked. 

Builds.
5 Templars, Champion with Solarite Power Gauntlet (160 points).
A baseline entry, and something of a distraction carnifex (i.e., has to be dealt with by an enemy or it will chop them steadily enough). Take a transport. 

10 Templars, Nuncio-Vox, Vexilla, Melta Bombs, Champion with Solarite Power Gauntlet (330 points).
Note the nice points cost here for a frightening mob of 10 marines ready to deploy against many other units in the game. The lack of invulnerable saves is the only problem, but that may not matter too much.

5 Templars, 4 Combat Shields, 2 plasma pistols, Champion with Master Crafted Thunder Hammer (198 points).
More for a Zone Mortalis game, but still viable elsewhere to say the least. Take a vexilla to taste.

Friday, August 5, 2022

Horus Heresy 2e Review: Rogal Dorn

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

Background.
Summoned back to Terra and installed as Warmaster in all but name, Dorn prosecuted a variety of aspects of the war for the loyalist faction whilst his father was doing goodness knows what deep in the bowels of Terra. He is portrayed as having a body of stone and being the essence of the uncompromising and determined aspect of the Emperor's soul. And one whose loyalty and duty were as breathing to other lesser mortals. 

Strengths.
The Sire of the Imperial Fists warlord trait ensures his entire army uses his leadership, and they also gain +1 to combat resolution. This is strong and will suit close combat builds nicely. Additionally the ability to choose which phase to gain a reaction within is great.

The Auric armour provides an excellent defence and grants Dorn the means to only be wounded on a 4+ regardless of anything. The fact that any charge made against him is always disordered is a nice addition here.

Weapon wise, Dorn is also doing well with his chainsword, and a S=5 assault 3 bolter. 

Weaknesses.
About the only thing that can be said here is the comparatively low(!) S=8 hits he is giving in close combat which resolve at AP=2 (other Primarchs tend to have access to either AP=1 or higher S, or both). But regardless, he is a primarch and will still slaughter enemy squads.

Overall. 
Strong without being outstanding like Horus. Dorn is also a great boon for the Imperial Fists and will certainly bring an emphatic resonance and close combat boon to the army.

Difference to First Edition.
Neutral. He's lost the ability to unlock templars as troops, but gained a different nifty defensive ability that more than makes up for it. Honestly, about the same overall. 

Wednesday, August 3, 2022

Horus Heresy 2e Review: Imperial Fists Armoury

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

Imperial Fists Armoury. 
There are a number of unique and semi-unique entries in the Imperial Fists armoury. 

Vigil Storm Shield. 
This is the 3++ invulnerable saving throw that is otherwise largely absent from Horus Heresy / 30k. The points cost with purchasing it is very reasonable, but will add up quickly if the goal is a full squad of thunder hammer and vigil storm shield terminators. Worth it for a true death star unit, and similarly for an important character. 

Teleport Strike.
The access to deep striking is a very strong rule and competes superbly well. The points cost again adds up fast here so take this only for a dedicated unit. Take a different rite of war to give everyone relevant deep strike if that's the build you're after though.

Solarite Power Gauntlet.
A power fist or thunder hammer upgrade that appeared in the first edition. Here it is a nice upgrade and worth it for characters. 

Iliastus Assault Cannon.
Exchanging heavy flamers or predator mounts for this assault 4 weapon is very tempting. When combined with some of the Imperial Fists other rules, this can be very powerful in second edition.

We will review the Castellan unit distinctly.

Difference to First Edition.
Very Neutral. There are some changes, but overall the rules are broadly comparable.


Tuesday, August 2, 2022

Horus Heresy 2e Review: Imperial Fists Traits and Rites

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

Warlord Traits.
Solar Marshal. A loyalist only trait, this one allows the player to improve WS against traitors and gains one additional reaction in any phase for the unit that the Warlord joins. I see this as quite powerful, but the army would likely have to be built around a death star style unit. Very viable for the Fists. 

Warden of Inwit. The ability to automatically pass morale and pinning checks in their own deployment zone (or when by an objective) is a powerful one and when combined with the additional reaction to assault is a powerful backline trait, or front line objective carrier. I can see this working well with front line shield bearing units in particular.

Architect of Devastation. Re-rolling to hit rolls of a 1 is powerful. But don't play this along with a bolt gun based unit. Use it with a different weapon. Even combi-weapons on terminators. The extra trait in the shooting phase helps with this, and perhaps argues from a strong front line shooting unit or even a support squad to take maximum benefit from it. Heck, give it to a unit that just has a high rate of shots. 

Rites of War.
The Imperial Fists are notable for having 3 basic rites.

The Stone Gauntlet. Although slightly changed, this rite should be familiar to players of first edition. It centres around Phalanx Warder squads and gives them Line, along with shield bearing units gaining solid bonuses. Although they cannot deep strike, this is a solid rite to take.

Hammerfall Strike Force. Another rite of war that will be instantly familiar to first edition players. Again Phalanx warder squads are troops here and infantry can gain deep strike and as a result shrouded as well. Works very well, and will be a staple on battlefields galore.

Templar Assault. This one is new. It centres around Templar Brethren. They gain Line and a nice buff when they disembark, but this one is for loyalists only. Interestingly, this encourages building an army around the Templars. Take with a close combat warlord!

Difference to First Edition.
Slightly improved. Some things have changed and wordings have been updated. But there are solid if not mind-blowing additions here that will diversify army builds for the Imperial Fists. 

Monday, August 1, 2022

Horus Heresy 2e Review: Imperial Fists Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. I rounded up for once. (The rules are strong). 

Background.
The Imperial Fists were withdrawn to Terra close to the end of the Great Crusade. This became instrumental in several future facets: they launched the retribution fleet at the commencement of the Heresy, they battled enemies and their primarchs in places like Tallarn, and ultimately took part in the successful defence of Terra. Indeed, without their withdrawal at the end of the Crusade, it is doubtful that the Imperium would stand. 

This is a legion drilled in the use of bolt guns and other shooting weapons. Their rules reflect this and their character more broadly.

Legion Rules Review.
Discipline and Resolve. Gaining a +1 to hit with bolt weapons and auto weapons is a great advantage. Of course, the Iliastrus assault cannon is an auto weapon which makes this even more attractive. 

Vaults of the Phalanx gives access to the wargear options, Lords of the Imperium meanwhile allows a new type of consul upgrade, while Sentinels of Terra gives access to their warlord traits. 

Advanced Reaction.
The Best Defence is the Imperial Fists bespoke advanced reaction. It allows them to charge at a unit that gets close to them during the movement phase as if it were the charge phase in their own turn. I see this as a strong boon. 

Difference to First Edition.
Neutral. The +1 to hit was originally a gain in BS, here it is a pure +1 to hit. The extension of this to auto weapons does make this impressive, but other units have lost out a bit such as the loss of tank hunters from the heavy support option. I regard the Imperial Fists as a great mid range shooting legion with builds and units that can help it focus on longer range shooting, as well as close combat when it matters and a good range of HQ choices. The phrase "all comers" legion springs to mind here.
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