Monday, October 5, 2020

Horus Heresy Review: Firewing Enigmatus Cabal

Background.
Small and elite units that feel to me like a pre-cursor of some Alpha Legion harrow, the Firewing are depicted as a force that merely exist to destroy the enemies key assets, morale, plans, and most other things related to their ability and will to resist. 

Strengths. 
Their jump packs give them a standard cover save, no matter what, and cannot be overwatched if charging whilst using them. This is very good to say the least and encourages a head-on style of play for the unit. Shroud bombs complement the feel of this unit.

The needle pistols are a fine and reliable addition, if a bit niche. The charge blades are similarly nice, with an extra pip in strength on top of a standard power sword. 

Weaknesses.
Fundamentally, I find it odd that we cannot add more bodies to this unit. But with 2 wounds each, that's not so much of a problem unless staring down some instant death weapons. They're meant to be played as anti-AP3 armour and shouldn't aim to get entangles with terminators at all. 

Builds.
There are not many options here. The only choice is whether to take a grenade launcher. I would suggest not bothering. Simply pay the points for the base unit, and fly them in to other marines (or equivalent) to bash them up. Their rules should keep them in the fight and enable them to win. Take 2 units, just to be sure? Head for a character embedded in a larger unit and then use the special rending rules to take them out. They are very points cost efficient for the job and come recommended from me!

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