Saturday, August 20, 2022

Horus Heresy 2e Review: Rampager Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are fine.

Background.
Those World Eaters who get implanted with the nails and show extra savagery are often put in to front line assault squads. Essentially, these are the rampager squads. 

Strengths.
Automatic access to Cadere weapons is a nice touch and the ability to take jump packs is great. Given that they appear in the Rites of War, I would reckon on seeing many more rampager squads in second edition compared to first edition. In many ways, this squad is the defining squad of the World Eaters. 

Stat line wise, they have a great movement combined with improved WS, 2 wounds, and a bonus attack. Furious charge and stubborn are the icing on the cake here.

Weaknesses.
I think the price tag is arguably a touch high? Not quite sure to be honest as they do perform well enough, and the price is cheaper than first edition. Additionally, it is necessary to consider how best to get them into close combat; drop pods, land raiders, and jump packs all spring to mind here.

Difference to First Edition.
They have lost feel no pain, but they can gain that back through other means. Scouts is also lost. Their stat line certainly has been improved, so overall I think this squad is fractionally better in second edition.

Builds.
5 Rampagers, 4 with Excoriator Chainaxes, Jump Packs, Champion with artificer armour and power fist (210 points).
Something of a baseline squad. I like the excoriator axes here for the AP3. The jump packs are to get them in position.

10 Rampagers: 5 with Excoriator Chain Axes others with different caedere weapons, Champion with artificer armour and twin lightning claws (265 points).
Note the points cost here in relation to other squads (e.g. terminators). Although that extra wound is nice, the armour save is still 3+. This is a squad for a land raider and potentially to escort a HQ choice or to be put with an apothecary.

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