Friday, April 30, 2021

Horus Heresy Review: Legion Sabre Strike Tank

Background.
The Sabre is portrayed as a strike tank. Rather than being a gun line tank of the early great crusade, these tanks represent a new form of warfare seen later on: strike, keep the enemy big guns suppressed, fade, and form up again elsewhere very quickly. 

This mode of operation will clearly suit some of the faster legions, and those who favour flexible deployment and rapid repositioning when required. I think they should see a reasonable amount of play (and potentially more had they been released at the same time as the Sicaran). 

Strengths.
I think we are getting what we are paying for here. A mobile big weapon on a moderate quality tank. It can have multiple battlefield roles depending on its load out, ranging from anti-tank, to anti-infantry, without competing against predators and vindicators for the same force organization slot. 

Weaknesses.
For the faster legions (e.g., White Scars), the fast attack slot is probably already spent before you get thinking about these tanks. As such, it may favour other legions whose builds might not be so pressured on this slot in the force organization chart, but still like flexibility and more tanks (e.g., Alpha Legion, Iron Hands).

Fundamentally, they are also 12 armour on the front, and 10 at the back. This isn't a tough tank, but it should do a good job for the points cost.

Builds.
Sabre with Neutron Blaster and multi-melta (110 points).
Does the anti-tank job very nicely. Add a pintle combi-melta if you're feeling lucky?

Sabre with Volkite Saker and havoc launcher (80 points).
The anti-infantry option. Take a Volkite Culverin to taste.

Sabre with Anvilus Snub Cannon and 4x Sabre Missiles (85 points).
Monster hunter tank.

All of the above can also select extra armour and armoured ceramite to taste as well. 

Wednesday, April 28, 2021

Why did the Primarchs favour a Second Founding?

Why did the Primarchs favour a second founding?

The simple and honest answer is that it would prevent a mass civil war like the Horus Heresy from ever coming to fruition again. No one should command that many troops. And no primarch could then corrupt that many again. In that regard at least, the subsequent foundings have worked out rather well with only a few chapters turning traitor over the centuries. 

But let's have a quick look at some other motives.

Obviously Guilliman set the proverbial wheels in motion on this, and so was in favour of it. 

Corax is stated to have agreed with him and consented whole heartedly, despite rebuilding his legion in earnest in a certain, more dubious, manner. Perhaps he didn't want the limelight shone on the monstrous horde that he had built up and consented to prevent this coming to light.

Vulkan reportedly didn't like the Codex, but nonetheless, the low numbers of marines he had at the time meant that the Salamanders would not get a Second Founding chapter regardless. So it didn't matter presumably. 

Sanguinius was no longer around, so what else would the Blood Angels actually do anyway? Besides, they had to cope with all that Black Rage going around, so were hardly in a position to decline the order.

Ferrus Manus was similarly gone. The Iron Hands were shattered. They had presumably already had their own "Tempering" event wherein they independently agreed no one should command all the Iron Hands ever again. Thus setting them in lock step with Guilliman. 

Dorn was outraged. He really did not want to see the legions sundered. He was also in grief about the Emperor and blamed himself. Thus he set the stage for the Iron Cage incident. The survivors of that cleansing were rendered then in to chapters, having earned their forgiveness. 

Russ sided with Dorn and hated the idea. But then again, the Space Wolves are hardly the most codex-compliant chapter in existence in the first place anyway. Probably wouldn't make any difference!

Not much is known or written about what the Khan thought of it all. But it seems he agreed regardless. 

And as for The Lion. Well. Obviously he agreed. Better that than questions about you-know-who on you-know-where and searching for Fallen. 


Wednesday, April 21, 2021

Successor Chapters of Traitor Legions

This will be a controversial post, and contain mere opinions backed up by little more than knee-jerk reactions in some parts. The topic: which space marine Chapters are plausibly successor chapters from the traitor legions?

The gem of a topic is one that I've been wanting to tackle on the blog for a little while now, and today is about as opportune a moment as I've had for a time. At the heart of the question is whether any loyalist element of traitor legions survived the Horus Heresy and still exist in more "modern" times in Warhammer 40,000. 

I will start with some non-controversial statements. There are at least 2 main elements of traitor forces that are plausibly still around. 

Grey Knights.
The first the the Grey Knights. It is not controversial in the slightest that the original nucleus of the Grey Knights contained traitor legion elements. Take for example, Revuel Arvida, former member of the Thousand Sons, who became Janus. It is probable that the likes of Night Lord, Fel Zharost, also became part of the original core of the Grey Knights. There is no controversy here, other than they are probably no longer living in 40k. 

Black Shields.
Also of zero controversy at all is the existence of the Black Shields. These marines date from the Horus Heresy and contain elements of most legions who decided to forge different paths to their parent legions. Whether they are still around in 40k is another question entirely. 

Let's turn to the more controversial chapters then.

World Eaters.
Almost the only chapter that I could scour that bears hints of lineage from the World Eaters are the Minotaurs Chapter. It is supposed that the original Minotaurs (the red and yellow heraldry ones) were formed from World Eaters. The later lineage would be from elsewhere (Iron Warriors), or be at least described as chimeric. There are descriptions of this 21st founding cursed chapter as being basically berserkers.  I'd give this a plausible rating overall. 

Iron Warriors.
Carrying on from the above, the newer iteration of the Minotaurs chapter might plausibly contain some element of the Iron Warriors geneseed. Or be a hybrid with World Eaters. Regardless, the change in livery is suspect at best. I'd give this a plausible rating again. 

Secondly, there are historic rumours that old timers like me heard that the Silver Skulls chapter were from the Iron Warriors. This is almost entirely based on their emblem. In Universe, the Silver Skulls are no longer thought to be of Iron Warriors descent -- they are Ultramarines, but there was a time when they might have been. This therefore gets a rating of nope. 

Thousand Sons.
Who doesn't suspect that the Blood Ravens might be descended from the Thousand Sons? Knowledge is Power! This one has to get a rating of plausible simply from the sheer level of interest in the subject! Don't flame me. 

Death Guard.
The Sons of Antaeus seem to be a great fit for a Death Guard descended chapter thanks to their sheer resilience. Officially they are Ultramarines, but they are also part of the cursed 21st founding. I'd give this rumour a rating of possible. 

Night Lords.
The Carcharodons might or might not be descended from the Raven Guard. They might also have an element of Night Lords in them too. We're not sure on this one, but there are hints in the canon books that they might have at least some Night Lords descendants amongst their number, or are chimeric. This gets a plausible rating from me. 

Emperor's Children.
The Red Scorpions have a focus on purity and pride in their livery that is very similar to the Emperor's Children legion. Whilst I'm unclear where this rumour came from, I don't think it is entirely true and thus this one only gets a rating of possible from me. On a bad day, I'd just say nope. 

The Death Eagles have purposefully obscured their background and colours from Imperial records, and it might be with due reason. It might be the case that they are indeed descended from the traitors. I'd give this a rating of possible to plausible -- seems more likely than the Red Scorpions at least. 

Sons of the Phoenix. Officially they are Imperial Fist successors. But that name. And the colour scheme. Plus the iconography. I mean. Seriously. Rating of nope due to the official word on the matter. Rating of plausible due to everything else. I hope Cawl created these ones behind Guilliman's back. 

Sons of Horus / Luna Wolves, and Word Bearers.
I could not locate any loyalist successor rumour for these two traitor chapters. Let me know in the comments if you are aware of any. 

Dark Angels.
Yes, I know the Dark Angels are not traitors to most. Sorry. But wait. What about the Fallen? I couldn't find any loyalist Fallen. But there's Cypher. So I include them here for sake of completeness only. 

Alpha Legion.
Returning to my own favourites now, and again as a long timer in the hobby, there are two chapters that stand out to me. The first is the Sons of Orar. They have an Omega for their symbol and date back to the Heresy with an unclear background. Officially they are Ultramarines. So this gets a rating of nope from me sadly.

Then there are the Iron Snakes. I have no idea where this rumour started up to be honest with you (maybe similar modes of operation?), but I've heard it from multiple sources. However, the official canon is that the Iron Snakes are Ultramarine successors from the second founding. Hence this is also a nope rating. 

However. 

Aren't the Alpha Legion loyal anyway? For the Emperor!


Sunday, April 18, 2021

Convergence of Dominion, Element 3

The final component in this series is the piece that has had most of its stonework fall away from its surface, revealing the strange alien metal beneath. 

In some ways, this is the one that I feel least comfortable with. The main reason for this is the sheer extent of the hard metal surface on display here. Lots of plank and smooth surface makes for a tough painting challenge regardless of what miniature it is placed upon. I've taken a dry brush and weathering approach to the large black areas here, and tried to suggest worn metal that has been scraped over years of exposure, likely due to the stonework chipping away.

The green power nodes have been picked out with the air brush to create a glowing effect over the top of the flat areas. This provides contrast and takes the eye away from the extensive black areas. Otherwise, the remaining stonework has been picked out in the same manner as the other elements. 

This finishes the trio of necron terrain for the collection and although it has had its challenges, I'm happy with the painting approach taken overall and how it fits on to the battlefield. 


Friday, April 16, 2021

Convergence of Dominion, Element 2

The second element in the Convergence of Dominion is the half-worn away stone variation.

The painting for this piece follows the same basic approach as the first element. The stonework is contrast paint with Guilliman Flesh and the marbling effects have been achieved using a watered down black applies to the recesses and the grooves. 

Perhaps the main difference here is the increased use of the airbrush to go over the "shining" green spheres located in the centre, top, and sides of the top of the monument. More of the black and silver underneath parts are also exposed here and they have seen some weathering using metallic silver paints (e.g., lead belcher and so forth) to create a slightly worn effect, and some of the raised surface has had their bits highlighted and picked out.

I'm really liking the Convergence of Dominion -- it is a great addition to my (far too extensive) terrain collection!


Wednesday, April 14, 2021

Convergence of Dominion, Element 1

This is the first of the three elements of the Convergence of Dominion that I've finally managed to get painted up. 


After undercoating in black, the surface of the stonework was painted in a light grey colour to give it enough of a base and texture to hold some contrast paint. Here, the contrast paint that was used is Guilliman Flesh. This gives a nice overall effect, and whilst there is some pooling of the ink evident (notable at the ridge line three quarters of the way down, as well as some splodges elsewhere), from a certain distance this works very well for the miniature. 

The cracks in the stone work were inked by using watered down black and carefully painting them along the cracks, as required. This step has accentuated the worn stone effect by yielding a rather nice marbling effect to the miniature that I might carry over to other paint jobs I have in mind. 

For the recesses, I have left them mostly black and given them a drybrushing of lead belcher and a few highlights. Some of the edges of the stonework are similarly highlighted along the edges.

The final step here was to use the trusty old airbrush to give the green glow effect to the central orb and other orbs along the length of the body. These other orbs are more obvious in the other pieces in the dominion set which I will post soon enough. 

Saturday, April 10, 2021

Horus Heresy Review: Legion Jetbike Sky Seeker Squadron

Background.
Much like the Hussar Squadron, this unit is remarkable for its existence as a troops selection within the Horus Heresy game (albeit a support squad).

As might be expected, this squadron is made up of jetbikes, which are described as being of the Estoc class -- a lightweight speedy vehicle that lacks the armour of the scimitar pattern.  

Entertainingly, the Estoc class are thought of as being unreliable due to a high failure rate in harsh environments and an onerous maintenance routine that is required. Hence the legions think of them as being both a scouting asset, but simultaneously a bit of a liability in the longer term.

Strengths.
The oracle array that these jetbikes carry is an interesting upgrade. On the one hand, they all count as carrying an augury scanner. In addition, they can designate a nearby target at the start of their shooting phase. All other units get +1 to hit against that target for one turn. The price is that this counts of the unit's shooting. Hence although an asset, a legion force needs to be kitted out to take advantage of this. The White Scars might be able to do this naturally, but other legions might struggle to take advantage of this without specific builds.

Weaknesses.
There are not actually too many weaknesses here. The points cost is nice and you are getting what you pay for, pretty much. 

Builds.
Here are several builds to mull over, all with different battlefield functions.

Sky Seeker Squadron (100 points).
Yes: the "naked" choice. It has a dual role of designating targets where required, and as being a distraction unit to the enemy. 

Sky Seeker Squadron with 10 members, all with heavy rotor cannons; sergeant with power fist and melta bombs (345 points).
For those of you who like withering firepower. With salvo 3/4 on the heavy rotor cannons, this squad can get to where it needs to be and lay down a good amount of firepower that can be enough to strip the wounds off even terminator units. The powerfist and melta bombs are there to taste, and represent just my own prejudice. 

Sky Seeker Squadron with 5 members, all with grenade launchers; sergeant with powerfist and hand flamer (225 points).
I like the flexibility of being able to use krak and frag grenades on this squad, or maybe even using bolt pistols if needed. The powerfist is there for obvious reasons, whilst the hand flamer is the counter-charge deterrent. 

Monday, April 5, 2021

Horus Heresy Review: Legion Hussar Squadron

Background.
Hussar squadrons are armoured bikes for the space marine legions. They take on a variety of roles for the legions including recon, and assault for which they are valued. To my mind, they are the first response for many legions, and have the ability to not only screen other units, but also launch attacks where required whilst other units are setting up. 

Strengths.
Apart from begin expensive meat-shields, the hussars are fundamentally a troops selection, although they are classed as a support squad. The hit and run special rule is universal here and fits nicely with a strike and fade style of play that could see ready use with (e.g.) Raven Guard, Alpha Legion, Night Lords, and others beyond that even. 

Weaknesses.
Only the squad sergeant can take the majority of upgrades -- sadly, this includes melta bombs. 

Indeed, the only upgrade permitted to the entire squad is the replacement of the bike's twin-linked bolt guns with the snub rotor cannons. I'm not sure about this upgrade to be honest. On the one hand, the rate of fire (salvo 4/5) is really good. However, the S=3 and AP=6 for this weapon makes is a dubious choice, but the real killer for me is the range of 12 inches. The twin-linked rule makes up for this though. The bolt gun outshines this for tactical play, but against weaker opponents (mechanicum, etc.), the rotor cannon could really shine in combination with hit and run. It just depends on the opponent and the style of play the controlling player is aiming for.

Builds.
5 Hussars, sergeant with melta bombs, power fist (170 points).
Something of a baseline squad this one. The idea here is one of flexibility and small unit harassment: charge a transport to place a melta bomb, or take pot shots at the enemy lines.

10 Hussars, all with twin-linked snub rotor cannons, sergeant with power lance (410 points).
This build is a bit scary: salvo 40/50 being pumped out from close range with twin-linked can readily dent a hole just by the sheer number of shots. The power lance is present here as the squad will hit and run after the turn it has charged.


Friday, April 2, 2021

Horus Heresy Review: Nakrid Thole

Background.
Thole is arguably a quintessential Night Lord preator writ in flesh. He's never fought with the Emperor, and never set foot on Terra. He was obedient to the Night Haunter, but only up until the point he left the legion, and then he was happier to get stuck into the targets he wanted to rather than be subjected to Imperial rules. 

After clawing his way up the ranks, he had a good company of killers at his side and when Curze made haste for Thramas, Thole did what he wanted: killed at will.

Strengths.
Thole comes with a standard Praetor stat line and a balanced set of equipment that I regard as flavorful for the Night Lords. 

The Valour's Shadow rule means that he cannot be targeted within a large group of marines, and sometimes he won't count toward the kill tally for victory points since he's (cowardly) slinked away (with a tactical retreat to live another day). 

He comes with two interesting weapons in the form of a flay-whip, and the Devil's Due (a sort of over-powered power hatchet). I think that unless he is facing off against a large blob, the whip probably won't see that much play. The Devil's Due is superior thanks to its AP2 and S+2 boost most of the time. With that said, the combination of the pair can be powerful in the right circumstances. The whip might well reduce an enemy to I=1, and then the Devil's Due will swing in prior to an enemy striking at I=1 to finish them off nicely. It is a characterful combination, but not hideously over-powered.

Weaknesses.
Like many Night Lords, Thole wants to be in close combat, and quick. He will also need company as the Talent For Murder special rule is too good to overlook for him. Night Fighting will also appeal for Thole as well. 

Overall.
Thole is a solid Praetor for the Night Lords legion, if not categorically outstanding.  He will likely see use in the rite of war bearing his moniker: the Cross of Bone.