Tuesday, April 26, 2022

Horus Heresy Review: Raven Guard Deliverer Squad

Editorial Note. With the announcement of the new rules for the Horus Heresy, I will regardless finish all the reviews of all units from the previous edition for completeness sake. We already know that these units were retrofitted for the new edition hence their inclusion is assured come what may.

Background.
The Deliverers are the remains of the Terrans within the legion and trained with the Luna Wolves under Horus himself prior to Corax being found. Finding reward with the Justaerin they were subsequently shunned by Corax since terminators did not truly fit in with the Raven Guard's new modus operandi. Not honoured like they used to be, some declared for Horus in the wars that followed whereas others stayed with Corax, if only to die a worthy death and prove their worth to the Raven Lord.

Strengths. 
Two wound terminators for the Raven Guard are a reason to cheer alone! The fact that they come with a teleportation transponder is nothing short of miraculous given that only the Night Lords truly compete in this particular area. 

Depending on what side of the conflict they are fielded, the Delivers either count as +1T for instant death (Loyalists), or gain hatred of Corax (Traitors). Corax in all cases will 18 inches away from them when on the same side during deployment (I guess he really didn't like them). 

They come with the usual stubborn and implacable advance special rules otherwise.

Weaknesses.
Not many. Even less if they are loyalists and worried about instant death. Arguably they don't get storm shields or equivalent, so they're not competing with the Salamanders here. What they are competing for are precious Elite slots in the army roster.

Builds.
5 Deliverers, 1 Multi Melta (300 points).
A nice scary unit to deep strike into place and be multi-purpose.

5 Deliverers, 1 Heavy Flamer, 4 Raven Talons (325 points).
Chop up enemies after landing. Camp on objectives. Plenty of choice.

10 Deliverers, 2 Reaper Autocannons, 4 Combi-Plasmas (533 points).
More expensive here, and mid-range. 

15 Deliverers, 3 Multi Meltas, Chieftain with Raven Talons, 5 Combi-Meltas (795 points).
Far too expensive! But in an Apocalypse game, entirely viable. 

Monday, April 18, 2022

Horus Heresy Review: White Scars Dark Sons of Death Squad (Karaoghlanlar)

Editorial Note. With the announcement of the new rules for the Horus Heresy, I will regardless finish all the reviews of all units from the previous edition for completeness sake. We already know that these units were retrofitted for the new edition hence their inclusion is assured regardless.

Background.
The Dark Sons focus on the "unmaking" of enemies who have fallen so far as to deserve both physical destruction and spiritual oblivion. They are regarded with unease by their battle brothers and adorned with appropriate talismans and wards. 

Strengths.
As well as being able to be a Librarian's (Stormseer's) retinue, once per game they can gain fleet and rage which is a nice touch for one of their invocations. Their more unique rule is the Ritual of Unmaking is to automatically fail sweeping advances in exchange for units with models with 6 inches to take a Ld test or suffer -1WS until the end of next turn. Honestly, I don't think this is too powerful, but it is flavourful in the sense of inducing fear in the enemy. I'd sooner be sweeping come what may. 

The jump packs are a great feature here though, along with the plentiful options.

Weaknesses.
I think I would have sooner have seen this unit with similar rules to the Thousand Sons brotherhoods, but it is what it is. Fundamentally, these are still 1 wound jump pack marines, but given that they tote rad grenades, they make for a tremendous asset for the White Scars. 

Builds.
15 Dark Sons, 3 Melta Guns, Champion with power fist, Melta Bombs (425 points).
A bit of a maximum squad, but one that would be rather powerful and a vehicle plus crew hunter.

10 Dark Sons, 2 Hand Flamers, Champion with Hand Flamer, artificer armour and power weapon (290 points).
Flamers all round, or just sit on an objective.

5 Dark Sons, all with Power Glaives, 1 Plasma Pistol, Champion with plasma pistol and artificer armour (235 points).
Plasma distraction carnifex, with power glaives. 

Saturday, April 16, 2022

Wargames Gallery: Raven Guard on the Beach

The remains of a shattered Raven Guard squad slogs across the beach to reach a forgotten ancient tecnology cache that could help them flee this world. 



Saturday, April 9, 2022

Horus Heresy Review: Emperor's Children Sun Killer Squad

Editorial Note. With the announcement of the new rules for the Horus Heresy, I am completing the reviews of all units from the previous edition for completeness sake. Enjoy!

Background.
The Sun Killers were a peerless and boastful group of heavy support warriors within the Emperor's Children. They went ahead of the main force to deliberately target the massive armour or bio-beasts of the enemy and slay them; or provide covering fire for when the legion needed a tactical retreat (ahem: repositioning). They eschew physical ammunition and prefer energy weapons as their armament.

Strengths.
Fundamentally, this is a las cannon squad with an extra pip in Ballistic Skill, able to ignore cover thanks to Precision Fire, and potentially can take a defence line instead of transport (this seems like a good idea, depending on what mission is being fought). 

They can swap out the las cannons for plasma cannons, multi-meltas, or volkite culverins which in some situations can be advantageous (I am salivating over the sheer saturation possibilities of the plasma cannons! Multi-Meltas clearly have use for tank hunting, and Volkites do well against massed troops and others). 

Weaknesses.
Apart from the 1 wound issue that permeates all such squads, the biggest thought here is that the price tag is for las cannons and swapping out to other weapons makes this fractionally squad less attractive in terms of points cost. 

Builds.
5 Sun Killers (250 points).
Honestly, I really like the "naked" option here! Take a transport to taste. 

10 Sun Killers, 1 augury scanner (455 points).
Lots of firepower here and for a reasonable cost. Take the defence line to taste. 

Saturday, April 2, 2022

Leagues of Votann: Squats Return!

Here's a post that I never thought I would be making: the Squats are returning to Warhammer!

The video produced by the Warhammer Community on April Fool's Day turned out to be entirely true and a solid double bluff. Not only are the Squats returning, but they have a new name and will be given the status of an entirely new faction within the game. 

Although I am assuming that there will be some ret-conning going on, I'm looking forward to seeing how the narrative plays out with regard to the tension between the (a) being part of humanity, but a long distant cousin in the same way Ogryns were originally thought to be; and (b) not being nom nom'ed by the Tyranids. 

The miniature posted by the Warhammer Community team is excellent. The sculpt is pretty much spot on and in line with how I personally perceived they might return in my head, albeit a bit more "miner" and less surf-board, cigar-smoking, plasma toting Forge World analogues. Gone are the obvious flak jackets, and in is a more power armour miner look. I hope that the new faction manages to make themselves distinguished from the other loyalist branches out there and I'm personally looking forward to hearing more about how they retained the armoury through the darkness compared to Terra. 

Would be wonderful to see them in 30k as well, but I guess that's just as much a dream as Eldar, Orks, and the like. 

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