Sunday, February 27, 2022

Horus Heresy Review: Dominion Zephon

Background.
With his career in the Blood Angels cut short thanks to a Xenos blade, Zephon was sent to Terra as one of the Crusader Host. His new bionic limbs didn't integrate with his remaining flesh initially. Until Land himself too an interest in Zephon. Land fixed up his bionics just in time for the siege of Terra where he rejoined his legion whole heartedly.

Strengths.
Zephon is a Master of the Legion with everything that that brings with it. His warlord trait means that he chooses a destroyer squad as his own personal retinue and they all gain the chosen warrior rule. This is not very powerful, but fitting given the background of the character. 

Zephon's main strengths are in close combat. His AP2 S5 hits will cull many enemy squads, whilst his jump pack will mean his is more than a simple distraction -- he has the potential to insert himself (and his squad) just where needed and cause a lot of havoc. He comes with rad and melta bombs as standard, along with artificer armour and an iron halo.

Weaknesses.
Ranged weapons are not Zephon's strength here, although the 10inch range S5 gunslinger will do reasonably well before charging. Blind and Deflagrate are just the icing on the cake.

Overall. 
Zephon is a commander with a very specific style: close combat and destroyer squads. Take a good quality destroyer squad with jump packs and he is ready to cause mayhem wherever the controlling player wills it. He is a strong choice for the Blood Angel loyalists and will perform well for the points cost. There is no much not to like here, and candidly, I would dread playing against him since the rad grenades make things tricky. I'd probably be thinking of large vindicator pie plates or massed arms against him and his squad. But then again, he'd stand a chance of surviving and massacring whatever shot at him. Seriously: Zephon is a good choice for a particular Blood Angels style of play. 

Wednesday, February 23, 2022

Horus Heresy Review: Inner Circle Knights Cenobium - Order of the Broken Claws

Background.
Released alongside the Mortus Squad in the rules updates of legendary battles that the Warhammer Community is releasing, this Order are some of the remnants in the Dark Angels from the fights against the Rangdan. They are charged with guarding the victories of those fights and the relics that remain. Much like other Cenobites, they are a hidden order within the Dark Angels. 

Strengths.
Much like their brethren, this is a really good unit choice for 30k. I regard this unit as one of the best in the game - not from an efficiency point of view (but there is certainly a case there), but from a finely balanced point of view - they do what they do, and they are very good at it. 

Fundamentally these are terminators in cataphractii armour, with Terranic greatswords, and backed up with plasma-casters (that can overwatch too). Plonk them in a land raider, and go hammer opponents (literally). Coupled with Stubborn (at Ld=10), adamantium will, they can be arguably among the better terminators that any legion has to offer. This squad's specialism is big game hunting and anti-deamon crusading. And they are good at it. +1 to wound rolls are very welcome, and the +1 to vehicle damage is pretty amazing. 

Weaknesses.
The plasma-caster has a range of "only" 12 inches. The terminators therefore need transport to have maximum effect. They also only have 1 wound each, but the terminator armour makes up for this. 

Builds.
I only have 1 build for this unit, but I rather like it. 

5 Knights, 2 with thunder hammers, 2 with Advex-Mors Greatswords, Preceptor with grenade harness and Paragon Blade (307 points).
A nasty squad that is more than capable of downing monstrous enemies in close combat, as well as whittling them down using the plasma casters before charging. They also pose a threat to lighter vehicles. Take a land raider phobos or spartan to taste.




Monday, January 31, 2022

Horus Heresy Review: Mortus Poisoner Squad

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably sentenced to a slow demise thanks to their munitions.

Strengths. 
The access to the flamers with the chemical components is the real attractive feature here. Indeed, multiple hits from either flamers or heavy flamers will spell the death of many units pitched against them. Add in some Phosphex bombs, and this squad is going to be rather deadly in combination with other parts of the Death Guard army. The counter attack rule is just the icing on the cake really. 

Weaknesses.
These marines are still marines. Worse, without upgrades, they are regular bolt gun wielding marines in hardened armour and a rad grenade. Sure, they will still cause carnage, but they just beg to be upgraded further. And this is what is totally recommended here. 

Builds. 
5 Poisoners, 5 flamers with chem munitions. (125 points).  
Something of a distraction squad, but also very effective mobile infantry and an effective entry level squad. Purchase a rhino and go hunting for opponents within cover. 

5 Poisoners, 4 Flamers and 1 Heavy Flamer with chem munitions, Master with power scythe and 1 Phosphex bomb (170 points).
Building on the squad above, this squad adds in a heavy flamer and extra capability from the Master to increase its deadliness value. Very good hunting material here. Take melta bombs to taste, although they are not cost effective here arguably.

10 Poisoners, 4 Flamers and 2 Heavy Flamers with chem munitions, Master with power scythe, artificer armour, and 2 Phosphex bombs (300 points).
A squad for a larger army overall. Take a rhino or other insertion method and get to work. You should probably consider melta bombs here to add to the fun. 

15 Poisoners, 3 Heavy Flamers and 12 Flamers with chem munitions, Master with power scythe, artificers armour, and 3 Phosphex bombs (420 points).
Find a way to insert (read: deep strike) and sit on an objective. Shoot at anything that comes to close, or be a distraction Carnifex to taste. Very good value melta bombs if desired. Might want to cut back on the flamers to exchange them for some bolt guns instead if you need to have a bit more range whilst objective camping?

Thursday, January 27, 2022

Back to Bases: Be'Lakor

As bases go, Be'Lakor takes some beating. This then, is the start of one of my projects for the next few weeks and probably months. 


Of course, I have the old miniature of Be'Lakor still in my collection. He is now heavily converted with some pincer arms to give off a bit more of a Slaaneshi vibe. I have regularly used him over many years in a variety of daemon and chaos space marine armies in a variety of guises. Not only as himself, but also as a daemon prince, a generic greater daemon, and more recently as a 30k daemon

The new miniature - and it is not so miniature - is nothing short of a beauty. It is not without good reason that it was identified as one of the miniatures of the year when it was released. It is also one that I have wanted to have in my collection since I saw it, but only really had the opportunity when I nicely asked Santa if he would deliver it. I think I must have been a good boy after all. 

With the base now assembled, I'm looking forward to getting the rest of this legend assembled. More later on this project!

Sunday, January 2, 2022

Retrospective and the Year Ahead

The past year was not a good one for the Hobby for me personally. The reasons for this range from months of home schooling through to contracting the virus myself. With time being short, it was also hardly one for playing any games.

I have a number of miniature projects on the boil at the moment though. These include but are not limited to Corax painting, The Changeling, and Be'Lakor. My shattered legions forces are almost completed as well and ready for a battle or two. 

In the coming year, Games Workshop has already teased a number of previews. I'm excited for the coming Avatar of Khaine, along with other Eldar releases. Looks like Dark Eldar Wytches as well, and a Wardog. I'm tempted to say Tyranid Gargoyles too, but maybe a Lictor. Perhaps, just perhaps, Maugan Ra as well? 

The continued drip feed of rules for Horus Heresy is still nice to have and I will be reviewing them as and when they come along. Posts might be intermittent still due to the pandemic and real life taking priority. Thanks for the understanding :)

Wednesday, December 29, 2021

Horus Heresy Review: Red Hand Destroyer Assault Squad

Background.
Bit late with this one (and updating the blog more generally) due to real life. But here it is: the Red Hand Destroyer Squad. The so-called "Red Hand" is the Butcher's Mark - awarded to those who displayed excessive violence by the Master of the World Eaters, or to those who simply slay much higher ranked officers in the same legion. Rather than these squads being made up of brothers who share fraternity with each other, they are stand out rivals; competing with each other in the World Eater's vanguard to be worth of the symbol. 

Strengths. 
These units are destroyer squads with some nice extra upgrades and rules. The Bearers of the Blood Hand rule is a kind of negative harkening back to the old days of Khorne Berserkers in 4th Edition 40k -- they have to charge an enemy within 12 inches if possible. The Ravaging Assault rule gives them +1 to combat resolution and sweeping advances. Together, and with upgrades, this makes this squad a frightful opponent in close combat. Counter attack and the usual World Eaters rules is just the icing on the cake. 

Weaknesses.
This is an "ordinary" squad of marines with 1 wound and a 3+ save each. Treat them as such!

The biggest problem is that they take up a very cramped Elites spot in my opinion. 

Builds.
10 Ravagers, 2 with Thunder Hammers, and the Blood Bonded with a 3rd thunder hammer and artificer armour. (260 points). 
Take a rhino. Hammer time.

5 Ravagers, all with jump packs, 1 missile launcher with suspensor, Blood Bonded with power fist. All with jump packs. (175 points).
A bit of a base line unit, but also a distraction carnifex. 

15 Ravagers, all with jump packs, 3 missile launchers, Blood Bonded with power fist. (415 points).
Getting to a larger size here, and a significant threat when used well.

The above builds don't explicitly use twin falax blades and the like, but feel free to experiment in that department. Phosphex bombs would also be useful in certain situations and could well be added to the second squad listed for additional threat. 

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries