Monday, August 29, 2022

Horus Heresy 2e Review: White Scars Legion Rules

Warpstone Flux Rating: ⭐️
1.5/5 stars. Rounded down. They have lost a lot of their power compared to first edition and I am sad to see this. Hope that my 1 star rating doesn't prove hyper controversial?!

Background.
The White Scars were ever the outriders of the Great Crusade of humanity. They were nowhere near the centre of the action when it all started to kick off. As a result, their loyalties were initially unknown by both sides of the conflict. But once contacted, there were many elements within the legion who pushed to join Horus and the rebellion. He remained fierce in his loyalty and ultimately stood defending Terra itself at the end of all things. 

Legion Rules Review.
Swift of Action means the Scars gain +1 movement to everything. This is nice, but hardly game defining. In addition, they gain an extra die for going first and seizing the initiative. This is stronger, but given the existence of reactions in second edition is not as strong as it might have once been. I regard this legion rule as one of the worst ones out of the 18 legions. Sorry folks. 

The Lords of the Storm prevent the White Scars from having Librarian Consul upgrades, but instead provide their own psykers in the shape of a Stormseer consul which we will review distinctly.

The Chogorian Panoply gives the armoury options while the Sons of Chogoris gives the warlord traits.

Advanced Reaction.
Chasing the Wind is a great reaction for the White Scars and is triggered when an enemy gets within 12 inches. When activated, all White Scars within the same bubble can make an immediate move. I think this is a very strong reaction and will leave a lot of enemies scratching their heads as to how to deal with it - especially if the Scars keep on running away! 

Difference to First Edition.
Worse. The White Scars have lost their re-rolls that they were accustomed to making and instead have a flat +1 to movement and a great chance to go first. My thoughts on this are to play the White Scars in the same manner as the Saim Hain - swoop on objectives at the last turn to win an objectives game, or to give the enemy the run around and force them to play your game with the advanced reaction which will help the Scars keep out of rapid fire range for a while. You were intending to play with bike any way right? Thing is though, if you built the same or similar army with (say) Sons of Horus, they would perform better. The White Scars have been truly nerfed in this edition I am sorry to say. 

2 comments:

  1. While I do agree it's worse than in 1.0, it's easy to forget that +1" movement gets most of your infantry to an 8" move - giving them a +1" charge bonus too.

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  2. As a counter argument, consider the World Eaters legion. With a rite of war, they get just as good as the White Scars, AND gain the strong A+1 for close combat. They’re simply doing the same job a lot better.

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