Sunday, September 24, 2023

Questoris versus Mechanicum Knights

What is the difference between Questoris Knights and Mechnicum Knights in the Horus Heresy?

I've been asked this question a small number of times, but thought I would save it up until I reviewed the Knights out of Liber Mechanicum to make a quick summary.

In terms of the lore, the difference is remarkably straight forward. The Questoris Knights have sworn loyalty to the Imperium of Man - or rather are the more adventure seeking, plunder happy, wanna be Mechanicum escapees made of loyal noble households and able to wage their own wars should they feel the need and are generally loyal to the original ideals of Unity (but not necessarily, because, you know, Heresy). The Mechanicum Knights serve the Mechanicum directly by contrast.  

Unit Rules.
The stat lines of the common knights are identical as you might expect (i.e., the Questoris Knight Magaera and the Mechanicum Knight Magaera are identical). For this reason, I don't think I will be reviewing each unit distinctly! However, there are a few special rules different between the two. 

Mechanicum gets IWND at 6+ and an added Flare Shield. These are not bad upgrades overall, but the Mechanicum variants do cost slightly more than the Questoris versions. 

Faction Rules.
The biggest and most obvious difference comes from the faction rules. The Questoris Knights get everything to do with the Household ranks, but at the cost of having to field 2 Troops for every Lord of War -- which is to say you have to have Armigers. Not ever Moirax. It has to be Armigers. This isn't all bad since Armigers can serve good roles as anti-marine shooters at long range (in a pinch this can also hurt vehicles with lucky rolling), and melta killers at shorter range. 

Wednesday, September 20, 2023

Horus Heresy 2e Review: Knight Moirax Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. Great rules!

An unseemly tool that wasn't seen much until the Heresy. This is scout class knight able to mount otherwise restricted weaponry. Their pilots were accordingly lesser and expendable in the grand scheme of things - tainted slowly by the otherwise radioactive poison of these machines. 

Excellent customisability is standard here. If you want something to cut through space marines, then I strongly recommend the lightning locks. Or maybe sit back with the conversion beam cannon? Or what about a double siege claw for close combat? 

With 6 wounds at T=7, these knights are relatively fast and can be a pain to almost every enemy who will have to choose them or a bigger target. Take several in a talon to improve your odds.

Arguably WS=BS=4 is not so fantastic here, but it will certainly serve its purpose well enough. Ld=8 is a problem. The Greuso Protocol is an interesting advanced reaction that you will also see players take advantage of from time to time, so its not really bad at all and I'm just pulling out a few things that stand out to me.

4x Moirax, all with 2 Lightning Locks (820 points).
Pretty rude, but will absolutely deal with large blobs of power armour opponents.

2x Moirax with Conversion Beam Cannon (420 points).
Two hits from the conversion beam cannon at maximum range is deadly. Even mid-range is going to have the same effect as a las cannon in terms of raw strength. Hang in the back field and take down those enemy tanks swiftly. Take another 2 just to make sure the job gets done either here or in a distinct unit?

Monday, September 18, 2023

I Take a Short Break and Fulgrim Ascends?!

I don't know folks. I take a short break, and look away for a mere few moment, and what do you all let happen? You let Fulgrim ascend. I hope you're happy with yourselves. 

But wow. What an ascension!
I think I'm minded to forgive you all for allowing this to happen whilst I was away! I'm absolutely loving the look of this miniature and can't wait to see the rules for him in the new release when it comes out. The model is a serious contender for one of the best ever made. Top marks from me! Well done Forge World team - you've outdone yourselves!

Saturday, August 26, 2023

Taking a Short Break

Dear Reader, we are taking a short summer break here at Warpstone Flux. Normal service will resume in a couple of weeks! All the best!

Wednesday, August 23, 2023

Horus Heresy 2e Review: Krios Squadron

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

A battle tank that is swift and deceptively skeletal in appearance. Its armour is essentially provided by overlapping power fields and its true origin is unknown. What is known is that it falls outside of the STC constructs and therefore doesn't appear outside of mechanicum forces. 

The main strength of the tank comes from its primary weapon. There are two variants. The first is the lightning cannon which I see as being well able to handle marines and other lighter tanks. The second is the pulsar fusil which is more of a terminator killer overall. 

Other worthy notes here are the movement rate of 16 which makes it incredibly fast and easy to position.

Watch out for the rear armour of 10!

3x Krios, Lightning Cannons (375 points).
In all honesty, the "naked" version is great. I actually don't think the pulsar fusil is quite worth it. Add some hunter killer missiles to taste. The triple tank version is very nice and can take out many targets that you set your sights on short of those all round armour=14 tanks. 

Monday, August 21, 2023

Horus Heresy 2e Review: Karacnos Assault Tank

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

Designed to scour the area ahead of organic life, the Karacnos is basically a Geneva Convention violating assault tank. Once the path is cleared, the Mechanicum will eventually come back to sweep up the remains. 

The main weapon here is just insanity made real and well able to chew through almost any infantry in the game. With no less than a 7 inch pie plate, it is also radiological, shell shocks, crawls, and barrages. Among the other no less impressive rules and a whopping 60inch range. 

Armour of 14 on the front is similarly impressive combined with 5 hull points. 

Rear and side armour of 12 are not that impressive, but with barrage and the 60inch range, you can just relax and shoot that pie plate most of the game long. If bothered, the lightning locks and shock ram help in a tight spot. 

There is only one upgrade option: hunter killer missiles. These are probably not the best option for the tank, but you might like them depending on what else is in your army. Overall then, this unit is worth the points cost so long as you treat it well and try not to make it a bigger target than it already is through tactical positioning. 
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