4/5 stars. The rules are good!
Background.
Driven onward by the whispers within the Laer blade and the fault line within his own expectations of perfection, Fulgrim began to embrace his darker side. Possessed after killing his closest brother, Ferrus Manus, he became a shadow, but learned how to best the possessing entity and emerged on the other side in the full embrace of Slaanesh. He ascended to daemonhood on an eldar crone world after stuffing himself full of soul stones and with a bit of a helping hand from Perturabo. Wings and horns grew and his lower half became serpentine.
Strengths.
I'm just going to leave this here as a strength: the resin model is awesome. Hate me all you like, but it is a very strong reason to play Fulgrim Ascended in and of itself (in which case, 5/5 stars: ⭐️⭐️⭐️⭐️⭐️).
The stat line here is boosted to S=7, T=7, W=7 alongside rapid movement thanks to those wings (antigrav, deepstrike).
The Blades of the Phoenician represent the myriad of weapons he carried in those later Heresy days and can do critical hits and have duellist edge at AP=2 and 2 damage. This is very reasonable. The sundering blows replace the attacks with 3 lots of S=12 hits at 4 damage each and an initiative penalty. These are very reasonable for flipping over rhinos and similar! But recall that his brothers still have eternal warrior so you might be better off with the usual slashes unless you really want better to-wound rolls.
You also have to challenge (no surprises) and can undertake heroic interventions without any cost if you feel the need.
Weaknesses.
You cannot take Fulgrim in the same army. Obviously.
Overall.
Fundamentally, Fulgrim ascended is just like Angron ascended. They both are beat sticks and very little else. Fulgrim doesn't do a thing for his army in this form. But so be it: he causes Fear (2) and flies in to duel his targets, smiles about it, and flies off again. I'm not sure you would expect much else!

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