Monday, November 23, 2015

Horus Heresy Review: Roboute Guilliman

Background.
Thanks to the Black Library books, we now know that the Primarch of the Ultramarines should have his name pronounced as Roe-BOO-Tay Gill-Uh-Man. Beyond that, Tempest gives the 30k overview of the primarch that much has already been written about. Surprisingly to me, he got a little bit more grim-dark than how he has been portrayed in 40k. Specifically, he is noted to have run a kind of secret police to ensure the 500 worlds were loyal. Sure, he was intelligent, and conquered many worlds (second only to the Sons of Horus) and left them easy targets for the iterators to install the Imperial Truth in.

Strengths.
On the tabletop, Guilliman is both a force multiplier, and a character that can handle himself in one-on-one combat situations.

For the former, he increases all of his sons Ld values by one notch whilst providing any unit he joins with some valuable bonuses. This alone argues that Guilliman should have a command squad (or equivalent) around him.

He is able to mess around with the opposition in a comparable (but not as complete) way as Alpharius is capable of. This includes the forcing of seize the initiative rolls to be re-rolled. He can grant a a single unit entry in his detachment one of implacable advance, interceptor or tank hunters. Clearly this can be a great boon for his army and I would strongly council having options for each of these choices that does not already possess it (e.g., lascannon equipped heavy support squads for either tank hunting or interceptor (similarly for all predator units); dreadnoughts other than mortis ones for interceptor, and so forth). I think this is a great boon that needs careful planning about what units will come on to the board with this primarch.

Should he need it, he actively learns during combat and increases his WS by one every round after the first up to WS=10 after the fourth round. This will re-set though if someone else challenges him. On top of this, he never suffers negative Ld modifiers due to deny the witch. Hence he's capable of standing up to even Lorgar. But perhaps not Lorgar plus blessings.

For his one-on-one combat he has 2+/4+ armour to rival both Vulkan and Perturabo. This allows him to re-roll the first failed invulnerable save in each phase (not turn: phase!). For weapons, he has two specialist ones: a paragon blade that shreds up enemies and has murderous strike, coupled with a concussive "hand of dominion" for S10 AP1.

Unlike some of his brother, he also has a ranged weapon in the form of "The arbiter". Although only 18 inch range, it does have a valuable AP3. Pity it is not AP2 to be fair though. Hence I can see him loaning his BS to an attached unit thanks to his Cognis Signum.

Weaknesses.
Although he can handle himself in a fight, he is vulnerable to swarms due to his low number of attacks. Hence the only way to play him is as part of a bigger unit. He needs his sons around him and this is arguably going to be something like an Invictarus squad (which along with terminators, he makes count as troops).

Overall.
His is certainly worth his points cost. In many ways he is an analogue of Alpharius (which may explain why they didn't get along). Alpharius does the army buffing much better, but Guilliman does the individual combat much better.

Take him as part of a large squad and deploy him accordingly. Use the Cognis Signum to help with shooting. Aim to take out any and everything short of Horus embedded in a unit of Justaerin Terminators.

Sunday, November 22, 2015

Horus Heresy Review: Damocles Command Rhino

Background.
Demonstrating that the Ultramarines are capable of innovation, the Damocles is effectively a special communications tank capable of many nifty features, but is ultimately still a rhino chassis.

Strengths. 
Not scattering within a large radius when deep striking in to play; allowing the controlling player to tweak their own reserves rolls by +/-1; causing more serious deep strike mishaps to enemies; and a bombardment to top it all off!

The last of these is critical: a S8 AP3 large blast is terrific, even if its only once per game. A few of these kind of blasts from other sources can be a game changer for obvious reasons.

In an army that is dependant on deep striking (and perhaps messing around with enemy reserves -- see Remus Ventanus, or Alpha Legion Rite of War) it can be a great asset.

Note: Ultramarines can carry two of these in an army list as a unique bonus, the second coming from a dedicated transport choice for a Master of Signal.

Weaknesses.
This tank is still a rhino. It still has AV=11 and suffers accordingly.

Builds.
Damocles (no upgrades).
This tank is worth the costs so long as you manage to get off the focused bombardment in early turns.

Damocles, extra armour, hunter-killer missile (120 points).
A bit more upgraded, with a fun missile and a bit more durability. Add in a dozer blade to taste depending on your own preferences and play style. 

Saturday, November 21, 2015

Horus Heresy Review: Captain Remus Ventanus

Background.
Remus Ventanus of the Ultramarines made a name for himself on Calth. Gathering the remnants of the 4th to him, he allowed the surviving tech-priest to finish regaining control of the orbital defence grid and then went straight on the rally the Ultramarines in an impressive fight back against the Word Bearers. In the later underground war, he became known as the Saviour of Calth and his name rings through the background history of 30k because of it.

Strengths.
Ventanus puts enemy players at a disadvantage by toying with their reserve rolls by one pip negatively, at the expense of the enemy player being able to re-roll.

His warlord trait allows Ultramarines to gain the stubborn rule when they're basically on top of an objective. This is a great boon for the team and can be a late-game game winner for the Ultramarines.

Along with a legion standard, nuncio vox, he is a force to be reckoned with.

Weaknesses.
Fundamentally, he still has only a 3+ armour save. In effect, he is a legion centurion with the bog-standard power sword and bolt pistol combination. Its nothing to write home about to be honest. Controlling players should therefore regard him as a cheap-ish HQ - or a legion centurion with master of the legion rule.

Overall.
Ventarus allows two things to happen. The first is that he can cause the Ultramarines to have two legion standards on the board at once (when combined with a command squad or Invictarus squad). Secondly, he can mess around with the enemies reserves. This is superbly effective in concert with a land raider proteus upgraded with exploratory augury web. Add in a Damocles command rhino and it starts to look bad for enemies that are relying on deep strikes!

Friday, November 20, 2015

Horus Heresy Review: Fulmentarus Terminator Strike Squad

Background.
One day, Guilliman looked around and deigned to notice his brother, Perturabo and his Iron Warriors. He saw his Tyrant Siege Terminator Squads and decided that it looked good. And in a very none-40k move decided to adopt it. And make it better. Because that's the kind of thing that went down in 30k. Innovation. Sharing of ideas. And so forth.

Strengths.
At a base level, these marines are cataphractii terminators with power mauls, combi-bolters and something that is called a "Peritarch targeter". To be clear, the Peritarch is not the missile launcher system that the Tyrant Siege Terminators have -- its just the targeter. To get the cyclone missile launcher, you have to pay extra. Or perhaps you'd like reaper autocannons instead.?

The Peritarch has advanced solutions the depend on the entire squad making scanning sweeps of the battlefield. It therefore functions at higher levels of operation the more models there are in a squad. At or above 8, cover saves are diminished by one pip. At or above 5, tank hunters. At or above 2, night vision. It therefore means that having a full strength squad is a must here to be maximally effective. Other than that, the Peritarch is basically a cyclone missile launcher.

And I almost forgot to state that these marines have increase BS which means they're going to be hitting more than they're brothers on average. Compared to the Iron Warriors they're based on, these Ultramarines are going to be much better at taking out tanks. But not better against buildings.

Weaknesses. 
I don't rate the power mauls well. I would therefore encourage players to think about upgrading to power axes - which are free - when they build their squads for the valuable AP2 they provide. A power sword could be entertained as well, but an axe is probably what they want to be wielding.

These guys are also heavy support squads and not elites. They're not going to be holding positions.

Other than that, they don't have a great range of upgrades. No combi-plasmas -- only meltas. No chainfists - only power fists. And they get expensive very quickly. The price issue is what is they big draw back here. I feel other squads can do similar things better and more efficiently.

Builds.
There are a number of ways to build this squad, depending on what you want to do with it. Here are some ideas.

5 Fulmentarus, all with combi-meltas, power fists (275 points).
Take with a land raider proteus, or in an army capable of deep striking them in to play. The melta is there to take care of tanks on the turn they enter play (i.e. they still have tank hunters and have not lost any members). The fists back this up and help mop up any contents. They're also rather good against enemy terminators. Do not forget interlocking tactics here -- its great! This squad is worth it, but arguably a base terminator squad is more points effective.

10 Fulmentarus, all with cyclone missile launchers, power axes (700 points).
The maximum squad. But look at the cost. Realize that they can take out the equivalent of a land raider every and each turn. But then look at the cost again. Is it worth it? I'm not sure. Add in combi-meltas for each of them to take the cost up to 750 points and realise they can and will take out land raiders every turn. Ouch. Both on the effect and the price. The Iron Warriors do it better at this point to be honest. Consider taking half their number if you can do without affecting cover saves and just want one round of shooting to take out a valuable enemy tank (via tank hunters).

10 Fulmentarus, all with reaper auto cannons, power axes (600 points).
The issues above remain here, but the reaper auto cannons are slightly different in strength overall. 

Thursday, November 19, 2015

Horus Heresy Review: Locutarus Storm Squad

Background.
These are the Ultramarines' vanguard: the best of the assault squads selected to form their own squads of elite jump-pack equipped fighters who excel in the timing and application of pistols and swords. I feel they could have made very good Emperor's Children personally (apologies to Ultramarines players).

Strengths.
When these marines arrive on the board of play from deep strike, they get to use all their pistols twice in an opening salvo. This is powerful, potentially, but can be somewhat over-rated depending on how they land. Hence this is balanced by having a precision intervention that allows them to re-roll their deep strike roll should they wish to.

The other main distinguishing feature here is the presence of power swords and a 2+ armour save due to every one of them having artificer armour. This is a great boon for an assault squad and turns them from something that is simply okay and a potential to take, into something that is totally worth considering spending the points on to my mind.

Weaknesses.
Not many weaknesses really, other than the random nature of deep striking in to play.

Builds.
A few builds to consider.

10 Locutarus, strike leader with power axe (285 points)
This actually only costs a little bit more than standard assault marines and is therefore the baseline squad. The power axe provides a valuable AP2 for the leader.

10 Locutarus, 2 hand flamers, strike leader with hand flamer and power axe (315 points)
Very much a dedicated flamer squad. Aim for taking enemies out of cover with this one when you get 6 flamer shots when you come on to the board.

10 Locutarus, 2 plasma pistols, strike leader with plasma pistol and power fist (335 points)
Getting pricier now, but the plasma pistols give 6 plasma shots on deep strike and the power fist gives S8 attacks. A lightning claw can be substituted here to taste. Add in a combat shield if required on the leader. 

Wednesday, November 18, 2015

Betrayal at Calth: Miniature Bits

In the image below are the miniatures bits for a squad of ten space marines in Mark IV armour taken from the Betrayal at Calth board game. I hope this (cut sprue) image will be of use to people looking for bits of their own.

Some of the things that stand out to me are (in no particular order):
The multi-part missile launcher and heavy bolter;
Two bare-heads (one clean shaven which will look good for Alpha Legion players; the other with an ocular implant; others with studs);
Front torso for a commander;
Different legs many of which with "Heresy" era studs;
Four shoulder pads with Heresy era studs on;
A combi-weapon;
and all important specialist guns! (pity I need several more of these for a support squad really!).

Enjoy!





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