Thursday, April 18, 2019

Horus Heresy Review: Contemptor-Incaendius Class Dreadnought


Background.
Let me be polite. Some dreadnoughts have jump packs. Get over it. They're only manufactured by the Mechanicum that is stationed on Baal's first satellite, in association with Anvillus.

Strengths.
The careful reader may have already noted that this dreadnought comes with a jump pack. The more careful reader may have already got over this.

Said jump pack allows one of two things to happen. Firstly, the dreadnought can deep strike in to play. I trust this is not a problem for anyone used to dealing with dreadnought drop pods to deal with.

Secondly, and once per game if the above is not selected, the dreadnought can boost 12 inches in the movement phase, or: charge 3d6 inches. None of these three (one use) options is game breaking in itself. I refer the reader back to the statement of getting over it. Sure, it is powerful, but there's a points cost to be paid. But it is also very flavourful. And no one in the Horus Heresy gaming sphere will overlook this facet. Prepare to face three of them, frankly.

Beyond that, they come with talons of perdition. In short, they apply 2 wounds instead of 1 per unsaved strike. This is powerful, and comes teamed with in built heavy flamers.

Weaknesses. 
It is a dreadnought that likes close combat. The Alpha Legion will snipe it off the board with a conversion beamer from the back pocket. Beware. Other than that, there are no serious draw backs here. Treat it as you would an armoured close combat dreadnought, albeit a speedy one (I forgot to mention fleet above as well), and be happy!

Builds. 
There is a temptation here to swap out the talons for a close combat weapon, or the heavy flamer for a bit more dakka. The close combat weapon will get the doubling of the strength value, whereas the perdition blade is just the dreadnoughts base strength. I think because of this one of each might be preferable for maximum utility.

Dreadnought with 1 talon of perdition and 1 dreadnought close combat weapon with in-built assault cannon (210 points).
I think this is the build that most players will be taking. Balanced, with bonus dakka. There are only a few variations to be candid, and although the melta gun might be preferred in some situations, I would still think the temptation to play the assault cannon is high. It synergises well with day of revelation, but I am unconvinced that buying extra armour here is totally worth it. But if you have the points to spare, why not. 

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