Tuesday, May 30, 2023

Horus Heressy 2e Review: Deathwing Companion Detachment

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and very unique within the entire game which makes them a great choice for what they are able to do. 

Background.
Devoted to their legion and sworn to protect their leaders even unto taking the death blow for their praetors. The companions are the longest serving veterans of the Deathwing and come with a variety of unique upgrades. 

Strengths.
The Death Sworn Companions rule is mighty indeed and allows the player to ignore precise shots and strikes, along with the sniper rule, as well as letter the controlling player allocate wounds. This rule alone makes the unit worth taking. 

The Deathwing retinue rule means they only are allowed in play alongside a master of the legion and cannot be taken on their own. This is fine.

It is worth talking about their unique upgrade here as well: the Cytheron Pattern Aegis -- at the expense of dropping a bolt gun. The basic way to use them is as a 4+ invulnerable against shooting, or a 5+ against close combat. But when "deployed" at the end of a movement phase by 2 or more members of the squad, then entire squad gets this benefit along with imposing I-1 at the price of not being able to themselves attack. This is mainly worth it, but also worth thinking about how to optimize for this choice. 

Weaknesses.
A truly unique unit of veterans in the entire game. The WS=5 and W=2 combined with artificer armour is just the icing on the cake, let alone the refractor field for the Oathbearer. They can even take jump packs!

Builds.
5 Companions, all with Terranic Great Swords, 2 Cytheron Pattern Aegis (195 points).
There are lots of ways of configuring this unit. I like the great swords for their sheer audacity. The two aegis are for the initiative drop when required - it won't always be needed and you can keep these guys alive for a while due to being able to allocate wounds. Getting expensive for 5 models though, but worth it still. Take a legion vexilla to taste. 


Sunday, May 28, 2023

Horus Heresy 2e Review: Dreadwing Interemptor Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but you are competing for an elites slot for these guys. 

Background.
When you want a job done, and that job is no less than the complete and utter annihilation of the problem, these are your men. They leave no trace of anything behind, and won't probably even remember themselves. The Lion's ultimate sanction all told. 

Strengths.
Do you like plasma? What about plasma burners? How about an upgrade to a plasma incinerator which is just like the above but with a torrent? If so, this is the squad you are going to adore. 

Beyond this they also get stubborn, counter attack, and bitter duty which helps them on some occasions. 

Weaknesses.
The elites slot is already full. You may struggle to get this squad in there, but could do if you focus. You also don't need a full squad, but 5 bodies still only has 5 wounds and thus they are not durable when combined with their regular 3+ power armour save. You will really want a transport to get into position and then unleash. Good luck though, this squad will be a priority target if your opponent knows what they are facing off against. 

Builds.
5 Interemptors, 1 plasma incinerator, Praefectus with artificer armour and 1 phosphex bomb (150 points).
There are multiple ways to configure the unit, but I feel a low body count is best. Even a "naked" squad will serve well, but I suspect the optimal use is an alpha strike / plasma-cide tactic which argues for keeping the points cost low. 



Wednesday, May 24, 2023

Horus Heresy 2e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but there's probably only a couple of orders that you are going to take. 

Background.
There are wheels within wheels, and there are orders within the Dark Angels. The Inner Circle Knights Cenobium are those orders militant within and dedicated to unique martial skills. 

Strengths.
The plasma casters that they carry as standard are effectively flamers with breaching, but what is really cool are the standard terranic greatswords. These terminators come as standard with 2 wounds and WS=5, but the preceptor has an amazing WS=6 which blows away much of the competition. 

Not only can they take the hexagrammaton upgrades, but they get their pick of Orders as well. 

Augurs of Weakness: Get a bonus against AV=11 or higher. You will want Iron Wing and some hammers here. But note there are better tools in the box for tank hunting than these guys - this is a bit of a waste.

Icons of Resolve: Ld+1 when charged is not worth taking. Skip this.

Slayers of Kings: Re-rolling of 1's to hit against WS=5 or higher or in a challenge is hilarious. Take with death wing. Don't forget Terranic Greatsword bonus. Take this almost every time!

Hunters of Beasts: I'm a bit neutral on the worth of re-rolling to wound rolls of 1's against T=5 or higher. I mean, if you know you're facing lots of beasts, then yes sure. But otherwise probably not quite worth it.

Reapers of Hosts: A+1 against they have base to base contact with more than one enemy is cool. Take it if you're not wanting Slayers of Kings. Great against horde armies, of course.

Breakers of Witches: re-rolls against deamons, psykers, and corrupted is highly situational. Of course, if you know you're against daemons of the ruinstorm, it is a no-brainer. Thousand Sons will hate you for it too. As will plenty of Word Bearer armies, and certain Sons of Horus builds. 


Weaknesses.
Lots of points cost here, and they can not sweep!

Builds.
5 Inner Circle Knights Cenobium, 1 Legion Vexilla, Preceptor with Grenade Harness (290 points).
There's honestly not many other builds to consider. Add extra bodies to taste. Swap out a greatsword for a thunder hammer (perhaps 1 only) if desired otherwise retain those greatswords all round.


Sunday, May 21, 2023

What Colour Should Iron Warriors Plasma Be?

Chat - help me out with a hobby question! I'm painting up a support squad armed with plasma guns for my Iron Warriors force. Question arising: what colour should the plasma be for Iron Warriors?


The miniature is a work in progress and categorically not complete, as can be seen from the image - no judgments on that please. But I've reached an impasse as I can't quite decided between the more obvious blues, greens, or even reds for the plasma coils. What do you think? I'd also like to have an internal "glow" where there are whites within the recesses and the colour burns out on the raised areas. A bit of a painting challenge, but I'm game. Just need to address the question of the colour first though. Recommendations welcome (as well as any tutorials that you think might help - or help other readers)!

Saturday, May 20, 2023

Horus Heresy 2e Review: Lion El'Jonson

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are very good!

Background.
The Lion was ever the ruthless pragmatist. Brought up on the death world of Caliban, he hunted fearsome monsters to their graves and learned that once he committed he had to follow through or perish himself. This attitude bled into his Dark Angels legion and made them a relentless force that destroyed the enemies of mankind without remorse. 

Strengths. 
The Lion does a little bit of everything. He applies some force wide buffs, while also being a significant personal danger. As Sire of the Dark Angels, he grants crusader (nice!) as well as a leadership buff to anyone who sees him - what a guy. The shooting reaction bonus is solid. He also gets to pick which hexagrammaton type he is every turn which is sublime. Keep him alive in turn 1 with dreadwing, and then move him to deathwing to get that +1 to hit when you need it most. You probably don't need the others?

His state line is beautiful and the envy of some other primarchs - WS=8 is triumphant for instance. He has a choice of weapons - the Lion Sword (which is a threat to everything) and the Wolf Blade (great for chewing up power armour blobs, but really its not as good a general choice as the Lion Sword - so take that instead). The armour allows a re-roll of the first failed invulnerable save per player turn which is cool. His side arm - the Fusil Actinaeus - grants blind with rending at 3+ making it one of the better weapons carried by the brothers. 

The point of the blade allows him to always charge 8 inches regardless, which will get him into combat plenty of the time. Hi choler also results in increased numbers of attacks when his wounds are reduced (up to A+2 at W=2). The stasis grenades meanwhile are cute and impose I-1 some of the time (but only usable once per battle). 

Finally, he also has adamantium will at a 3+ level which is remarkable.

Weaknesses.
He is not the best of his brothers in combat. Horus, Ferrus, and others are strictly better than him. I would place him in the upper half, maybe even in the top third (NB: math hammer still to be fully worked through). He is not a massive army buffing primarch either - but that crusader buff sure can be potent. He does a bit of both and well enough to get away with a lot of things. He is worth the points cost - although they are a bit steep at first glance, do pay them gladly! - and will serve you well. 

Overall.
Take him.

Difference to First Edition.
As with first edition, The Lion is something of an all-rounder who is able to be a bit of everything ranging from buffing his army through to being a close combat monster. In this regard, little has changed, and perhaps this is not surprising given that The Lion was published in First Edition comparatively recently (he was the final primarch to be released with a miniature and rules, after all). Sure, some things have changed here, but overall he feels about the same to me in the context of second edition. 


Wednesday, May 17, 2023

Horus Heresy 2e Review: Paladin of the Hekatonystika

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. To my mind, this is arguably the best legion specific consul upgrade in the game which is why I'm giving the maximum number of stars. 

Background.
The keepers of secrets of the Dark Angels legion and those who acquired battlefield knowledge. They are steeped in symbols and are initiates of the orders of this labyrinthine legion that even the Alpha legion would be proud of!

Strengths.
Gain an Order like the Inner Circle Knights, along with WS=6 and maximum leadership, stubborn and adamantium will. They also get a very valuable Terranic Greatsword for free. 

Yet again, this is a swiss army knife character for the swiss army knife legion. You really won't go wrong for what you're getting.

Weaknesses.
None really for the points cost you pay. This is very much strictly better than a legion champion. You just have to choose the battlefield role you want for them and select the Order accordingly. May I recommend perhaps Reaper of Hosts as the default to grant A+1 when already in combat - this is a great bonus all round. All the choices can work though. 

Builds.
Paladin in Tartaros armour with Terranic Greatsword, Grenade harness (110 points).
Fairly generic and yet also gets the job done. Could easily be a Cataphractii armoured terminator as well if you wished. 

Paladin with Jump Pack, Terranic Greatsword (110 points).
A very nice and deadly consul to place with your assault squads. Similar can be said of bike mounted versions. 

Monday, May 15, 2023

Horus Heresy 2e Review: Dark Angels Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down to 3/5 stars. Three excellent upgrades, and two forgettable upgrades!

Unique among the legions, the Dark Angels were armed with the remains of the Unification of Terra rather than the Martian pact that would follow and become standard for the other legions. This gives them access to certain horrors of the long night as routine. 

Calibanite Warblade. Get S+1 on your power swords for 5 points. A no-nonsense upgrade which is good!

Plasma Repeater. I'm on the fence about this one. Assualt 3 is awesome. Short range is poor. Lower strength is an issue. Twin linked somewhat makes up for it. And breaching (4) is fine. What really swings it negatively for me is just the cost. You would have to play them very offensively and it can work, but take the plasma burners instead.

Plasma Burners. In short: it is a plasma flamer. And they are exceptionally deadly at S=6 and breaching (4). Sure, they are expensive, but they will destroy entire units in one turn. Just ask your friendly support squad sergeant. They're game defining. 

Terranic Greatsword. Just take them. Ignore the AP3, you will more than make up for that. Rending and murderous strike are excellent. Even better, they go at your initiative and can pose a threat to lighter tanks. Really in the no brainer territory here.

Stasis Missiles. It sucks that its only an upgrade to missile launchers. Honestly your heavy support squads will want to be doing other things than getting within 24 inches to cause WS-1 via concussive. If these missiles could be applied to other things, I'd be more positive, but I just don't quite think they're worth the investment overall. Too ineffective for the price. 

Overall.
Take the Calibanite Warblade, the Terranic Greatsword, and the Plasma Burners. Leave the rest in the armoury.

Saturday, May 13, 2023

Horus Heresy 2e Review: Dark Angels Rites of War

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded up. The average and poor rites are outweighed by the better ones! And such choices to make to boot!

Rites of War.
Most other legions get 2 rites of war peculiar to themselves. Some of the more fortunate ones get 3. The Dark Angels legion get no fewer than SIX. You might well ask why. The reason are the 6 wings of the legion. A fair argument could be made by other legions to have more though - of that I'm completely certain. But it is what it is, and no amount of jealousy on my part is going to change that! 

The Steel Fist. [Ironwing] This is great and one for the tank enthusiasts among you. Predators as troops, kratos as elites, land raider transports for your iron wing infantry. Just amazing. You have to be embarked though, and not use deep strike or similar, but hey, that's not a problem. Troops have to be iron wing too, as does the warlord, or take the Lion instead. I see this as such a good rite - and it can also function as an allied detachment which will make any other foot slogging legion sing its praises. So well worth it all round.

The Eskaton Imperative. [Dreadwing] A very entertaining rite of war and probably almost unique in the legions except perhaps for the Death Guard. But of course, the Dark Angels are doing it better because that's what they do. Troops now include destroyers and interemptors, but the key difference is making all of the board except deployment zones difficult (and difficult become dangerous). Two big pie plates are also put down for extra dangerous terrain. You get a bonus +1 to wound against anything in dangerous terrain which is simply amazing. Of course, you have to have dreadwing characters and troops here, but you offer 1d3 victory points for anything of the enemy in your deployment zone (the inverse also counts). For me, I would advocate putting your troops in rhinos and other transports and simply out maneuver your opponent across the battlefield. Zip a few into their deployment zone in the final turns to gain +1d3 points and you're probably laughing. This rite requires planning, but you're essentially taking control of the battlefield here. Other legions without fliers and similar might struggle, but watch out for White Scars if you're using this rite as they might laugh at you.

The Storm of War. [Stormwing] Get a centurion who doesn't count against your force chart in tactical squads, assault squads, and despoiler squads. It isn't a consul though - just a centurion. You get stubborn for free and can fill out other parts of your chart with even more of these squads, just because. You have to have storm wing of course, and max out your troop sizes and cannot deep strike. This rite isn't as strong as others, but if you're wanting an infantry heavy force with a centurion boost, its amazing and can work a treat. Especially assault squads. Fill those spartans as well with despoilers. 

The Unbroken Vow. [Deathwing] Arguably the worst of the set is Death Wing's rite. Veterans and terminators can count as troops, but don't get line, instead gaining Heart of the Legion. A+1 within 12 inches of an objective is very nice and all, but you have to put an extra objective into all games which yields more victory points to the opponent for controlling that you get. Strictly, Pride of the Legion is better than this. You won't want to take this rite of war. Sorry folks.

The Seeker's Arrow. [Ravenwing] Yet another rite that fails to grant Line to your legion's key elements. Sure, you get sky hunters and outriders as troops, while cavalry get rampage 2. The down sides are an irritation more than anything (1 heavy support; fast, fliers, skimmers for vehicles). It is just not great. Sorry once again. Take a different rite.

The Serpent's Bane. [Firewing] Suppose you don't care much for the Geneva Convention and want things dead within the game? This is the rite of war you're going to want to take. Seekers as troops is where it begins, but this is not the key reason to take the rite. Instead, the ability to infiltrate 3 troops selections is the key reason. Seekers already have that, so you will want either a maximum squad of tactical squads or better yet: support squads. Melta and plasma to the face is going to hurt most things in the game - no two ways about that. And on top of this, you are selecting 3 enemy units that you have to take down (HQs or elites in the main part). You get +1 to hit against these priority targets, but lose out on 3 victory points for failing to take them down. So you'd better be ready to max out those melta and plasma support squads for this alongside the seeker squads. Worth taking, but you have to be focused in your game play and plan. 


Overall.
Two poor rites (Death Wing and Raven Wing), One okay one (Storm Wing) and the rest are good to excellent when played correctly. Mix this in with your Warlord Traits and your Hexagrammaton rules, and you have such a swiss army knife of a legion that you almost will be spoiled for choice as to how to build it. 
 

Friday, May 12, 2023

Horus Heresy 2e Review: Dark Angels Warlord Traits

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and in the right hand can be excellent.

Warlord Traits.
As with the Space Wolves, I'm choosing to review the traits distinctly to the Rites of War for the Dark Angels due to the inherent complexities. 

Marshal of the Crown. A paragon of martial and moral virtue for which others would willingly enter the fire. I like this trait for its simplicity and depiction of how the Dark Angels think and feel - let alone the strength of the trait. Anyone with line of sight to the warlord gets Ld+1 for their unit, but only if they share the same Hexagrammaton sub-type as the warlord (as well as a bonus reaction dependent on sub-type). Can't help but feel this can be so powerful in the right situations, and triply so with a highly themed army (looking at you, raven wing in particular). Of course, even a non-themed army can benefit, but its less likely to be a primary choice I suppose.

Seneschal of the Keys. Select a faction and then declare a turn the be "Decisive". The Warlord's unit gains WS+1 and BS+1 for the turn against that faction, as well as a bonus assault reaction. This trait will be the default one for a mixed-wing legion force I suspect, unless you really, REALLY, want that extra pip of leadership in part of your army that is presumably advancing with the warlord as above. 

Overall.
I genuinely like both of these traits. There's something for everyone, and lots of "toys" to play around with for the commander!
 

Wednesday, May 10, 2023

Horus Heresy 2e Review: Dark Angels Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are really rather good, and some of the best in the game in my (biased) opinion. Your mileage (and builds) may vary. 

Background.
The Dark Angels are the First Legion and hold a lot of the organization of the initial formations over compared to other legions. Horus saw to it that they were well out of the way when the Heresy began. They soon rejoined and were drawn into the Thramas conflicts with the Night Lords. Unleashing their forbidden weaponry, they would eventually crush them, but were unable to head back to Terra and instead found themselves at the side of Sanguinius and Guilliman in Ultramar. They set about countering the traitors and this would lead them to destroy many strong holds including Barbarus of the Death Guard and Chemos of the Emperor's Children. Purging galore in fact. Then they realized they could also get back to Terra. But were a touch late, because reasons. 

Legion Rules Review.
I think the key thing to acknowledge about the Dark Angels legion is that they are pretty much a Swiss Army Knife. This is also why I'm reviewing this legion last - it can be as mutable as the Alpha Legion and just as interesting. 

They can do lots of different things, sometimes at the same time, and no two constructions of this legion that you face will ever quite be the same. Okay, you could say that about any legion, but with the Dark Angels it is much more magnified and exaggerated. It can play in lots of delicious ways! 

This is in turn reflected by the core rule: The Hexagrammaton. All units have to choose one of 6 special rules!

(a) Stormwing. +1 to hit with bolters (including combi's and pistols, and even in a reaction). This is the obvious default choice for your tactical squads. Its fairly outrageous the output that this can cause! Other legions will weep.

(b) Deathwing. +1 to hit with most varieties of swords. This is awesome for your close combat sword wielding squads in any type of armour! Or +1S if you are a ramming vehicle (you won't really take this most of the time I guess). 

(c) Dreadwing. S-1 from incoming flames, plasma, volkite, and phosphex. Also reduction in effectiveness (to wound) of poison and force weapons. Great for those objective sitters, and units that you want to hang around a touch longer (perhaps backline ones like heavy support). 

(d) Ironwing. Re-roll 1's to hit against vehicles. Snap shot at BS=2 if you are a vehicle. Default choice for tank hunters, and all of your tanks. Don't underestimate BS=2 on your vehicles - it can be awesome.

(e) Firewing. Get +1 to wound against independent characters. This rule is for your warlord hunters and for those precise snipers. 

(f) Ravenwing. +1 to running distances will make the White Scars blush. Cavalry get re-rolls to shrouded. But vehicles get +2 movement at cruising speed. Put it on your bikes. And then think if you're facing White Scars and if so put it on your vehicles too - it will really upset them. 

Arsenal of the First Legion gives access to the armoury, Scions of the Hekatonystika yields the Paladin consul upgrade, and The First Legion rule gives the warlord traits. 


Advanced Reaction.
The Angels of Death reaction gives fearless and fear when charged if a Ld test is passed at a level of 2. Otherwise its fear at level 1 and stubborn if failed. This is a cool reaction and can be used in a protective sense, but also in a durability sense to tar pit enemies further when required (in fact, this style of play is one I wholly recommend to you all). 

Difference to First Edition.
All change! Goodness me, its hard to draw a parallel. I will say that I think they're tremendously improved though!

Sunday, May 7, 2023

Hobby: Iron Warriors Terminator Squad

A complete cataphractii terminator squad for the Iron Warriors!


Squad composition:
1x reaper autocannon, chain fist
2x thunder hammer
2x chain fists

Total points cost = 265 points.

Yes, it is a bit expensive, but the idea here is to be able to tackle some of the tougher nuts to crack in the game such as dreadnoughts as they charge out from a land raider of one type or another. Also very content to teleport onto the field of battle when and where permitted and needed. I might touch up some of the paint work yet, and I will also add some sparse greenery to the bases to better tie them in to the other miniatures I've completed for this force. Happy with the outcome here though! 

Saturday, May 6, 2023

Hobby: Iron Warriors Legion Thunder Hammer Terminator Number 2

Matching and complementing the previous thunder hammer terminator, this particular marine has dispensed with his helm in order to survey the field with his own eye(s). 


Painting follows my now standard approach to the Iron Warriors which can be seen in the previous post but in general is lead belcher and lighter silvers with the trusty old Nuln oil. The blue of the thunder hammer could do with a bit more work admittedly, but it stands out nicely compared to the rest of the colour scheme and the Armageddon dunes basing that I have gone for - a good contrast. 

The squad is almost ready - more on this later in the weekend I feel!

Tuesday, May 2, 2023

Horus Heresy 2e Review: Legion Mastodon

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. I love the concept, but the likelihood of it exploding and killing all inside is just too high a risk. And its just too slow. 

Background.
The Mastodon is supposed to be the last word in troops transport and used sparingly by the legions. It aims to carry its payload into heavily sieged areas and use its melta array to blast through and disgorge its contents into the heart of the enemy while keeping them safe along the journey to the destination. 

Strengths.
The two void shields are great, of course, but the defensive capabilities really could do with some flare shields as well. Armour of 14 all round is terrific. And then there is the transport capacity of a whopping 42 which little other in the game short of the Sokar Storm Bird can even begin to hope to match. Being a lord of war, it can also carry multiple units. So have a good think what 4 units you might like inside (for instance!). 

On top of this the melta array is certainly powerful, but do note the small range. 

Weaknesses.
This thing is slow. You are arguably better off foot slogging.

Against focused enemy fire power even those 12 hull points can and will be whittled down with celerity. Doubly so since your enemy is fielding lords of war as well presumably. 

The 12 inch range of the melta array is an issue. 

Overall, you are better off taking the same number of points of marines with heavier weapons I would imagine. Hence as stated at the top, I love the concept, but its just too unwieldy to see use in this edition. Sorry folks. Maybe deploy in a tight city fight terrain board at best?

Builds.
Mastodon with Command Vox Relay (725 points)
Take hunter killer missiles to taste. There's not much choice in terms of upgrades here to be honest, and this near non-upgraded version assumes that you have a character inside that is going to be taking advantage of the Vox. 
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries