4.5/5 stars, but rounded down. Good and solid rules with some outstanding entries when timed well.
Background.
The origin of the Heresy. The traitor's traitor legion. Once held in high regard by all, and venerating the Emperor as a deity, the legion was laid low by the same man at Monarchia when he demonstrated the error of the legion's ways through a rather extreme censure. This ultimately caused them to explore beyond their faith in the Emperor and to (re)discover the chaos gods. Lorgar, his close friends, and the legion more widely spread the rot from which the Heresy would flourish and wrote their names in infamy from Isstvan to Ultramar and beyond. Welcome to the Primordial Truth that existed long before the Imperial Truth.
Armoury.
Burning Lore. In exchange for their very souls, high command characters can gain psychic powers. Not bad and a small points cost!
Zealous Assault gives prime slots impact (strength). This might not seem much, but trust me: this can be a game changer.
Warpfire Weapons return via legacies. These are mild upgrades for officer weapons, special weapons and heavy weapons. They are generally interesting and give breaching and shred so are worth the cost.
Tainted Weapons are also from legacies and give your squad sergeants phage on strength for a solid points increase. This is also generally worth while, but you need to factor in your opponents.
Tactica.
Unwavering Conviction is a different take on the zealotry of the legion and gives +1 combat resolution. Importantly, this stacks with other sources of resolution. Therefore your army is already looking like melee orientated and infantry heavy in the main part.
Gambit.
Beseech the gods is solid but only applies in the first combat round. You get S+1 and A+1 if you pass a willpower check. Hopefully you will do that. Fail and you take a wound.
Additional Detachements.
Exalted Conclave brings you bonus troops and elites with prime slots on the troops. This is incredibly flexible and spot on for the legion.
Advanced Reaction.
Glorious Martyrdom is potent stuff. Once per battle a brother puts himself in the line of fire to take all incoming shots from a fire group(s). He probably won't survive. But he has sacrificed himself for his brothers and the rest of the shots go to waste. This can be game changing when played and timed well. It is really that good! Arguably one of the best advanced reactions in the game to my mind.
The Word Bearers are actually quite a potent close combat force in third edition 30k; and one where you can also sacrifice a brother to save a squad from incoming shooting which is amazing and can be game changing. I think the Word Bearers are actually really under estimated in third edition and much more powerful than many players give them credit for!

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