Monday, February 17, 2025

Horus Heresy 2e Review: The Solar Auxilia Legiones Auxilia

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great idea! Albeit with variable legion related rules outcomes. 

Background.
Some solar auxilia were assigned to the legions themselves during the Heresy. They might represent indentured service, home planet forces come to aid their upgraded and uplifted brothers, held under oath, or otherwise. Each has been shaped by the legions and comes with their own rules. 

Rules Evaluation. 
You can play these types of solar auxilia so long as you have a space marine commanding your main detachment and a solar allied detachment. You mortal men gain the Legiones Auxilia (X) special rule. They become fellow warriors (unless already better) and can therefore score (hello Line!). 

On the downside, they get pinned if they see a legion unit in a large area fail a morale check. Just don't let it happen I guess.

What follows are some knee jerk thoughts on the individual legions solar auxilia. Overall, remember that the Solar Auxilia are primarily a shooting force unless you have configured a specialist melee unit. 

Individual Legion Notes.
I grade all legions as "Good", "Average", or "Poor" herein. 

Dark Angels: Good. Your space marines gain the same move or shoot reaction as your mortals if in very close proximity. This is very nice and effective. 

Emperor's Children: Average to Poor. Gain hammer of wrath for a turn if you remove models. Although this seems good, remember you're mortals. Close combat isn't your thing in general.

Iron Warriors: Good. Ignoring modifiers to pinning checks is solid. 

White Scars: Good. Feel no pain in your deployment zone or on top of an objective is solid. 

Space Wolves: Average. Your shooting disallows cover and shrouded saves. This is excellent. But I suspect your enemies armour is better than your shots? Right?

Imperial Fists: Average to Poor. Improve your own cover save by one pip in terrain. Nice enough if you are positioned well. 

Night Lords: Poor. Not being affected by fear is actually solid, but rage is just not what you want your shooting squads to get. 

Blood Angels: Poor. A+1 when close to marines doesn't matter when you are mortals fighting against marines I think. Remember once again your strength is in shooting not melee most of the time. 

Iron Hands: Good to Average. Demonstrating that once again the Iron Hands really should have been a traitor force, they slam augmentations into their brains to destroy their fear. As a result, they remove 1d3 models per failed morale check for falling back. 

World Eaters: Good. Possibly the best of the lot. Having +1 to hit with shooting fulfils their role as being the mopping up detachment when an enemy is either falling back or already has suffered casualties. Very fluffy too. I genuinely like it a whole lot. Perhaps enough to make a squad of these? 

Ultramarines: Average to Poor. You're not really going to use it that much. You only suffer snap shots when charging against a unit you shot and and made casualties in. 

Death Guard: Poor. Minus one to wound against you versus fleshbane and poison is okay, but very situational. Re-rolling dangerous terrain checks sounds good, but you shouldn't be there in the first place. But hey, you are tied to the Death Guard, so perhaps you are intentionally there in the first place?

Thousand Sons: Average to Poor. Adamantium Will is okay if situational. Being able to allocate your failed warp tests to the allied mortals is poor form, but accepted practice I guess. 

Sons of Horus: Good. Really up there with the World Eaters. Adding 2 to charging distances for your marines if the mortals have removed models from that unit by shooting is actually very useful. 

Word Bearers: Average to Poor. Fleet and Crusader have their uses and you will usually activate this since I suppose you will be close to your marine brothers. But yet again remember you want to be shooting unless you have a dedicated close combat squad in your Auxilia. 

Salamanders: Good to Average. Gain a cover save of 4+ when you have an intervening unit of Salamanders. Nice and fluffy if you ask me. But also: try not to shoot through your own allies!

Raven Guard: Good. Ld+1 when they can draw a long line of sight to Raven Guard marines is a great boon for mortal units. 

Alpha Legion: Good. Ablative wounds to an uncaring parent legion. If you target the marines, take a Ld test to NOT shoot at the mortals instead if they are under 12 inches away. Nice. Fluffy. Slightly awkward silence afterwards. They were the diversion after all and knew what they signed up for. Or did they? Just whose side are they on? 

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