Sunday, August 31, 2025

Horus Heresy 3e Review: Esoterist, Legacy Unit Esoterists, and the Anathemata Discipline

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Esoterists serve the purpose of summoning or denying enemy daemon / malefic units. As such, they can be niche, but are otherwise solid. 

Background.
The Esoterist is basically a librarian that realized that they could either summon or banish daemons. They are therefore late-Heresy era eventualities and a product of the Warrior Lodges, or perhaps secret Librarian conclaves looking to thwart daemons by examining ancient lore. 

In this review, we combine together the all Legacy variations of the Esoterist unit, as well as looking at the Anathemata discipline. 

Strengths. 
Surprisingly, the Esoterist has a higher Willpower score than the regular Librarian. Perhaps that's what happens when you have to bind daemons to your will or force them out of existence? 

Anathemata Discipline - ⭐️⭐️⭐️ 3/5 Stars. Situational. If you are a traitor player, you get a way in which to summon your daemon units to the table very reliably. However, they cannot charge directly out of summoning in third edition which is a change to second edition. Therefore this is not quite as strong, but still reasonable. If you have a shooting daemon unit, it could be good. But if you have a melee unit, you could always summon them behind yourself and use your own unit as a screen?
For the loyalists, they get a reaction to seal the veil. This slows enemy malefic units by making them discard the highest die for charges, and making them have a maximum set up move of one inch. Its a bit meh and not very useful at all if your opponent is not playing malefic units. 

On top of this, you get the Void Darts psychic power. This is okay. It probably won't slay too many space marines, but then again, neither does a bolt gun on its own. Hence my thought is to think of it as a heavy bolt gun analogue with a random amount of shots. Shred and Force are nice here. 

Don't forget the Fear (1) rule here though. This is good on its own merits. And I'm certain the Night Lords will especially appreciate it. 

Weaknesses. 
Esoterists are niche. 
For the traitors, you get to summon daemons without reserve rolls which is great! But you need to invest in daemons. 
For the loyalists, you don't get much, especially if your opponents do not play malefic units. Fear and Void Darts are just about acceptable, but you'd want something more for your points really. That, and you are probably not going to be in the right position to make the most of the Seal the Veil reaction. 

Builds.
Esoterist (95 points).
The naked build is acceptable for traitors, but you need a transport solution in all probability. Moderately useless for Loyalists. 

Esoterist with Jump Pack (125 points).
Bring your jump pack friends, and summon daemons!

Esoterist with Jet Bike and Plasma Cannon (160 points).
About the only version worthy for Loyalists due to the quick movement (although admittedly, the jump pack and the outrider are quicker than foot soldiers as well). Great for the traitor player too it has to be said. 

Esoterist in Cataphractii Armour (125 points). 
Presumably you have a land raider or teleport solution to get them into place before summoning. You can then use your daemons as a screen, or use yourself as a screen for those daemons. 

No comments:

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries