Showing posts with label mechanicum. Show all posts
Showing posts with label mechanicum. Show all posts

Friday, July 31, 2026

Horus Heresy 3e Review: Castellax Infernus Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are hot!

Background. 
Built especially for the close quarters of Zone Mortalis, the Infernus configuration of the Castellax replaces the usual melta weaponry with purging incinerators and flamers that are well suited to vaporize entire tight corridors of enemies. 

Strengths. 
The purge incinerator is a template weapon with S=6, breaching and panic. Strictly better than a heavy flamer, but still not with the valuable AP=3 for dealing with space marines. It does, however, have AP=4 which makes it very effective against mortal squads. 

The power blades are good as is the phased refractor shields which augment the already good T=6 and W=4 with a space marine like saving throw. Vanguard and firing protocols round this out. 

Weaknesses. 
No real long range threat. This is a pure flame build with excellent close combat potential. Although I like the incinerator, I did wonder if the multi-melta might still have been preferable? I'm on the fence. 

Builds.
There are no options here to discuss other than the number of Castellax to use in the unit. These extra bodies don't come with a discount, so I'd suggest taking whatever your points cost or build aesthetic wants or needs. 

Saturday, May 17, 2025

Horus Heresy 2e Review: Krios Squadron

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down. The rules are reasonably good overall.

Background.
This is probably the final Second Edition review!!! Wow. I'm really surprised that second edition has only lived for three years. Let's see what Third Edition might bring. 

The Krios is a re-print of the Mechanicum entry, but with a new gun option which is the Irradiation Blaster. 

A battle tank that is swift and deceptively skeletal in appearance. Its armour is essentially provided by overlapping power fields and its true origin is unknown. What is known is that it falls outside of the STC constructs and therefore doesn't appear outside of mechanicum forces. 

Strengths.
The main strength of the tank comes from its primary weapon. There are THREE variants now. The first is the lightning cannon which I see as being well able to handle marines and other lighter tanks. The second is the pulsar fusil which is more of a terminator killer overall. The Irradiator Blaster if it gets a penetrating hit on a vehicle will also get a flame hit on the transported content. This is very interesting and unique. But the strength isn't great here. 

Other worthy notes here are the movement rate of 16 which makes it incredibly fast and easy to position.

Weaknesses.
Watch out for the rear armour of 10!

Builds. 
3x Krios, Lightning Cannons (375 points).
In all honesty, the "naked" version is great. I actually don't think the pulsar fusil is quite worth it. Add some hunter killer missiles to taste. The triple tank version is very nice and can take out many targets that you set your sights on short of those all round armour=14 tanks. 

Sunday, May 11, 2025

Hours Heresy 2e Review: Decimator

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Good for close combat, but not for ranged.

Background.
Designed as the antidote to the leviathan, the Heresy would see them infused with malevolent warp powers and used for the traitor side. They are much like a dreadnought otherwise!

Strengths.
The stat line reads like a dreadnought and it comes with a suite of special rules such as hammer of wrath (2) and furious charge (2) which help with its core mission. It re-rolls saves against low strength firepower thanks to Malevolent Artifce which means that bolt guns probably will not be taking it down. 

Where it really shines are the decimator claws that it comes with. These are AP=2 with Brutal (3) hitting at S=8 which is impressive and very intimidating.  

Weaknesses.
I do not hold a high regard for the ranged weapons to be very honest. The butcher cannon doesn't pump out enough shots for my tastes but it is sufficient for low value AP tanks arguably, whereas the soul burner is actually okay for softening up a target. Keep to the claws and get in combat as quickly as you can!

Builds.
Decimator, 2 Claws (265 points).
This is the non-upgraded version that is purely focused on close combat and it really shines for this battlefield role. You just have to get there with movement rate=7. 

Friday, May 2, 2025

Horus Heresy 2e Review: Blood Slaughterer

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Reasonable, but not outstanding.

Background.
Line breakers. Carnage. Who else but the World Eaters would have thought to supplement their dreadnoughts with a mechanicum forged bunch of blades that runs quickly to get up close and personal. They are ultimately beasts as judged by their howls as they get close to their targets. Or friends. Its hard to tell.

Strengths.
With a movement rate of 9 inches, the blood slaughterers are relatively quick on the board. The rest of their stat line is good enough and very similar to a boxy dreadnought overall. 

They have some blades, but can replace these with a harpoon. The harpoon is worthwhile just to make your opponent I=1 to be honest. The re-roll on the charge is icing on the cake. The blades on the other hand are passable. 

Special rules like hit and run and furious charge help the model do what it does best. 

Weaknesses.
There's a problem with 2+ armour saves that this model can't do much about beyond rely on its rending rules with the blades. This is unfortunate. And it doesn't have the weight of attacks or brutal to be a massive priority target for your enemy. 

Overall.
A reasonable unit, but not an outstanding unit for what it does. There are probably better choices, but it is fluffy!


Wednesday, April 23, 2025

Horus Heresy 2e Review: Greater Brass Scorpion

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. A very dangerous Lord of War for the traitor mechanicum.   

Background.
Who decided that a mechanized scorpion armed with lots of ranged weapons was a great design? Probably the fevered dreams of traitor Mechanicus is who. Despite the strength of its ranged weapons, those close combat claws are very much favoured and its blood lust is just as legendary.  

Strengths.
Treated as a knight, the scorpion comes with a dangerous array of ranged weapons. These include the scorpion cannon - a shredding, pinning, 9 shot heavy bolter. A pair of hell maw cannons which are flamers with torrent at S=7. Plus a demolisher cannon that also rends. 

If that's not enough those two mechanized claws are amazing. Brutal (2) on its own is great. But the scorpion also has some special rules that make this even worse like rampage and hammer of wrath (four!!). 

The whole thing isn't slow either with a movement rate of 10 which is great for this kind of creature. 

Weaknesses.
Rear armour = 12. That's all I've got under weaknesses. 

Overall.
Your opponents will not like you. Especially those that run dreadnought lists. Or Knight lists. Or frankly most things short of a titan.


Tuesday, April 15, 2025

Horus Heresy 2e Review: Kytan Daemon Engine

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. An excellent Lords of War for those who want an alternative to Khorne dedicated knights.  

Background.
Somewhere between a Ceratus Knight chassis combined with a blood thirster, the Kytan is everything that the demented Taghmata of Sarum could have ever have dreamed of - or had nightmares about. A big choppy axe for chopping things and a quality dakka gun would make even the most jaded Ork weep. 

Strengths.
The gatling cannon is very reasonable here and is similar to the standard castigator armament for comparison. Heavy 18 at S=6 is nothing to be ashamed of even at BS=3. 

The stat line is very reasonable overall, but the stand out is that the weapon skill equals six. This reinforces the primary role of the Kytan: to lunge into combat as quickly as possible. Heedless slaughter will help with this, but the Brutal = 3 axe is where the real shine happens. Combine with special rules like hammer of wrath and rampage, and this is a chaos knight equivalent who is capable of tearing up other armies that don't have an answer to either running out of the way, or an equal counter threat. 

Weaknesses.
You could say BS=3, or the side and rear armour being 12 are a weakness. You may be correct. But you'd also expect the controlling player to get into melee as soon as possible to mitigate all of these facts on the ground! 

Overall.
Really excellent, and capable of near unmatched board control in melee. It is one to watch out for if you are playing against it since it will really (really) hurt. This is also the reason why I'm giving it a rare 5/5 star rating. 

Saturday, April 12, 2025

Horus Heresy 2e Review: Aetheric Dominion

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. I wish that this rule was much more extensive. 

Aetheric Dominion.
The special rule "Aetheric Dominion" is given to dark mechanicum forces and represents the influence of one of the Warp's powers that be. 

Clearly within a single unit, there can only be one such dominion selected. And that unit cannot join another that has a different one. This is all well and good. 

What bothers me here is that in The Martian Civil War, there are only two - yes TWO - dominions to select between. This is more than disappointing. At least give us the core four chaos powers please? But no. 

Heedless Slaughter. 
Registering as the Khorne influence, the Heedless Slaughter dominion is to do as the title suggests. This rule forces you to charge within 8 inches of an enemy, but you can game play over ride this by shooting at a further away target and thus making the charge invalid. In addition, you get +1 charge distance, combat resolution, and sweeps which are all very appropriate. Its just the shooting that perhaps should be controlled a bit more arguably?

Malevolent Artifice. 
I see this as the Tzeentch one, but it seems to not quite be wholly appropriate either. The idea here is that the warp twists human invention to use it against them. If S<T from an incoming attack then you get to re-roll your armour save. I quite like this for engines with a good toughness value (at least better than a plasma shot?). Otherwise if you primarily have engines with a lower profile, then it might be a bit meh. Sure, sometimes you get lots of bolt gun fire incoming. But most of the time it'll be things like las cannons targeting your engines, so I suspect this dominion is a bit useless. 


Wednesday, April 9, 2025

Horus Heresy 2e Review: Scions of the Dark Forges

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. New warlord traits for your dark mechanicum traitor forces. Some are sound, others are very limited. 

Scion of Cyclothrathe.
This forge world has plentiful electromagnetic storms which the mechanicum regularly shielded against. This gives your corrupted engines an improved resistance against haywire attacks (there's a table with 50% of the results being no effect which is nice). Admittedly, this is very limited, but also very fluffy. 

Scion of Xana II. 
This provides an advanced reaction once per battle. This improves an invulnerable save by one pip before making any rolls for that corrupted engine. This is very good and much more powerful, as well as being fluffy for the esoteric modifications that were regularly made by this forge world. 

Scion of Retlaxi. 
I could not point to Retlaxi on a map of the Imperium, but it is a secondary world that resupplies Legio Mortis. Basically when you take the last wound or hull point, it gives out a blast of S=5+1d3 in a random radius which also causes pinning. To me this is a bit of a Pyrrhic maneuver, but its okay so long as you keep in mind it also hits friendly units. 

Scion of Sarum. 
Take blood slaughterers as troops (they handily get line) and also as fast attack. Welcome to the World Eaters resupply world basically. This is nice, but clearly needs you to assemble a dedicated army. 

Overall. 
The default choice is likely to be Xana II for most players unless you have a particular Khorne orientation in which case you're looking at Sarum. Retlaxi is dangerous to yourself, and Cyclothrathe is situational but could be good. 

Monday, April 7, 2025

Horus Heresy 2e Review: Automata Malefica Rules

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Average overall, but good in parts! The automata malefica are the corrupted engines of traitor forge worlds and were created in great numbers during the Heresy. 

Praevians.
Arguably access to corrupted engines impacts the legiones astartes more than the mechanicum, but the chief way in which to gain access to them is via a traitor praevian. This is very simple: you take 1 or more praevian, and you get a maximum of 1 (and only 1) corrupted engine choice to include. This engine has to occupy its own force organisation slot (i.e., not the HQ like the praevian). This is very reasonable.

Corrupted. 
The corrupted rule as applied to engines does several things. Firstly there is Fear at a (1) level, but this can be incremented if it already has fear. Reflectively, they are also immune to fear themselves and instead of failing morale checks just takes d3 wounds instead.

Force weapons against them gain instant death, but its not really instant death, it is just 1d3 wounds instead. They could have just said that, so I'm not sure why there's this circular argument in the rules about it being called instant death to be honest. Oh well. 

Malefic Aegis. 
This one is much more straight forward: its just the invulnerable save. Again, not sure why they can't just call it that, but probably to do with the stacking of other invulnerable saves. Only cyber familiars and the like can modify these. 

Overall. Not too bad, just a bit clunky on the rule names to be honest!

Tuesday, April 1, 2025

Horus Heresy 2e Review: Questoris Household Dark Blessings

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Dark Blessings are a replacement for the Household ranks and can only be taken by traitors. Some are really good, others a bit less so. Suggested knights are provided for each entry.  

Conqueror of Worlds. ⭐️⭐️⭐️⭐️
The dark blessing version of the Seneschal. An auto-include for the big boss whose warlord trait provides access to reactions. Suggested Knight: Lancer. 

Heedless Slaughter. ⭐️
A free upgrade (probably from Khorne) that comes at the cost of WS-1 and BS-1, but gain Rage (2) if you have an armiger unit somewhere. I am torn on this upgrade. Rage is nice. But those negatives are bad. Very bad. I probably won't take it on balance.  

Malevolent Artifice⭐️⭐️⭐️⭐️
Gain IWND +1 for each wound or hull point you inflict in close combat until the end of the battle. This is very, very nice, and worth the points cost. Suggested Knights: Lancer, Acheron, Questoris.

Encroaching Ruin⭐️⭐️⭐️⭐️
BS+1 and a bonus speed to armigers that start a turn next to it. Very nice overall. Suggested Knight: Questoris, and probably Asterius.

Putrid Corruption⭐️⭐️
Ablative organic mass that speaks of Nurgle. Loses movement speed, but gains unrelenting which lowers 1d3 wounds from a penetrating shot to just 1. This is okay overall, but not amazing. Suggested Knight: Unclear. 

Infernal Tempest⭐️⭐️⭐️⭐️
Tzeentch (we think?) gives you psychic or sorceress powers. Warding grants an invulnerable pip, tempest is nice for its AP=2 but is short range. Suggested Knight: Questoris. 

Ravenous Dissolution.⭐️⭐️⭐️⭐️
WS+1 and marked for death. This is quite strong and calls for a melee unit. Suggested Knights: Lancer, Questoris. 

Rapturous Sensation⭐️⭐️⭐️
Slaanesh (given the title of the blessing) demands your attentions. No reactions unless you take a Ld test in a large bubble. This is strong, but situational. Suggested Knight: Unclear. 

Formless Distortion⭐️⭐️⭐️⭐️
WS+1, become a character, and get an ionic lash which is at AP=2 and S=10 with exoshock. Very nice indeed. Suggested Knight: Questoris. 


Tuesday, March 18, 2025

The Martian Civil War: Overall Impressions

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. An essential read for mechanicum fans, especially those of you wanting to have access to the Dark Mechanicum side of things. Moderately skippable for other factions, but the lore expansion is impressive. 

The book itself covers the conflict to recover new mark power armour from the forges in the early stages of the Heresy. It goes into detail then about the assassination attempts, and then in the latter phases the fight against the scrap code. I would have liked a bit more on the civil war itself, but you know what, its so good that it doesn't matter. 

The new campaigns are good, but the apex missions are a bit hit and miss along the way. Not sure you'd expect otherwise. The terrain and scrap code are stand outs here for me. The relic hunt standard missions are cool enough to carry the rest. 

Whilst the chaos knights are good to have, the star of the show is certainly the daemon engines that are now available. Welcome to the dark mechanicum! On top of this we also get techno-heresies which are great. 

This is all rounded out by some new space marine characters. Overall then, its basically a dark mechanicum and chaos knights book with more lore than you can shake a stick at. Seriously: I've read and re-read the lore here and am impressed. The main negative is that the book is shorter than the other predecessors, but at least it was printed correctly (cf., Beta-Garmon). I like what I have purchased and I think it makes sense for mechanicum fans to also have a look at it, but beyond that, its certainly mainly one for the lore lovers out there. 

Saturday, December 23, 2023

And Then There Were Two

Double trouble. A pair of Warglaives have now been assembled!


The machines have opposite arms or handedness, which is something that I like about this build. The poseability is fantastic, and the only real question that I have left is what should I do with the bases. I've not made my mind up with that yet, but very excited to see these pair finally built. Hopefully they will go nicely with what is on order... 

Saturday, December 16, 2023

Warglaive

Back to some hobby this afternoon, and this time featured the assembly of an Armiger Warglaive. I've only put together one of these, there's obviously a second one to do since they come in boxes of two.



What impressed me about the miniature is the poseability. I was a touch confused at Step 5 where the arms attach to the side and then turn around, but it took just a gentle press to get the glueless pose working. All the arms are nicely actuated and can pivot as required. There's clearly been a lot of thought put into this miniature and how it can be assembled.

I've made this one hold the chain sword in the left hand as - to me - this seems more natural if the rider was right handed. The main weapon is on the right. I suppose ultimately with the mind merging that goes on, a bit of ambidexterity doesn't matter. I am not sure whether to assemble the second Warglaive in a similar left / right hand configuration or not, but I do prefer this way around! Overall pretty easy and straight forward to assemble with no real issues other than the choice of a melta gun on the top. A great model and well designed!


Tuesday, October 24, 2023

Horus Heresy 2e Review: Armiger Warglaive Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. I really like the warglaives. 

Background.
Some targets are rightly beneath the notice of other Knights. The Warglaives' job is to take care of these threats such as infantry trying to clamp on some melta bombs and the like. 

Strengths.
The combination of the reaper chain blade and rthe thermal lance makes the Warglaive a good proposition against a lot of units in the game. The high strength and low armour penetration combination is a winner. The heavy stubber can be swapped out for a melta gun for more melting fun if required. 

The stat line reads well with S=T=7, and six wounds. Perhaps the only thing lacking here is the WS=BS=4, but this is a reflection of the fact that the pilots might be veterans outside of noble lineage, but are otherwise ordinary human beings. 

They're going to be great against elite enemies like terminators and characters, but are likely to struggle in melee with true marine contemptors (best to shoot these!). 

Weaknesses.
You will need either this unit, or the Helverin alternative, in order to field Knights. This is more of a comment than a weakness overall though and represents arguably the biggest change to the army list from first edition: specifically 2 troops choices give you a Lord of War. A real weakness is not being able to take Moirax with your knights (sigh). 

Rules wise, they can be pinned, and they can be swept after an unfortunate combat. Best to think of them as mini-monsters from this point of view perhaps. With a mere 3+ armour save as well. 

Builds.
Warglaive, Reaper Chainblade, Thermal Lance, Melta Gun (215 points).
I like the multiple melta threats here even if it is slightly expensive. Go hunting some enemy armour or take down some terminators before you close to destroy the rest of the unit. Not sure of the ideal number in a unit here as it will depend on your points limit for a given game. 


Saturday, October 21, 2023

Horus Heresy 2e Review: Warlord Battle Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Pure win.

Background.
The mainstay of the titan legions. More responsibly for Unity and Heresy than the space marine legions themselves - arguably. They can lay waste to both armies and cities alike, and can do so on airless rocky moons and verdant planets alike so long as the ground beneath them can support their mass. Their only true enemy is others of their kith and kin. 

Strengths.
See the notes that I made about the Warhound Titan in the previous post to begin with. 

I last reviewed the Warlord Titan in 2016, at that point it cost 2750 points (now 3000 points which is still more than fair) and cost GBP 1240 - now costs 1185 before the weapons which would take it up to the region of GBP1537.50 (volcano cannons and missile launchers). As I stated in 2016, I would like you to have a good hard look at those numbers. Are you going to use it in a game? Are you rich enough not to care? Or merely display it in your home somehow and hope that your toddlers (if you have any) don't try to play with it as an equal (in size at least)? I don't yet own one myself, but have often toyed with the desire to purchase one, I will freely admit. 

With a game breaking AV=15 on two faces, a whopping 30 hull points, 6 void shields, 5++, and all the usual titan rules you've come to expect, I'm not even sure how to bring a Warlord down short of fielding one against it myself. Other than that, we get to choose two arm weapons and two carapace weapons. And yes: there is choice here. The weapons are all viable in various combinations. For the arms, I like the sun fury plasma annihilators and the bellicose pattern volcano cannons most myself. I don't like the close combat weapon (the shooting is better, and you've got a great stomp attack anyway and can't be locked in combat regardless -- even by another titan. Hence I think taking ranged weapons is better, but equally, it is the size of my own hand, and also works well in full sized games of Titanica). For the carapace, I like all options. However in second edition, we are missing the vortex option - why oh why???

Weaknesses.
None. Even the fact that it explodes magnificently upon engine death can be a strength. 

Builds.
To be clear: you can not truthfully go wrong here. These builds are merely suggestions.

Warlord Battle Titan, 2 Laser Blasters, 2 Belicosa Volcano Cannons.
Lots of ranged D class weapons to cause headaches. Big pie plates too. Nothing not to like.

Warlord Battle Titan, 2 Apocalypse Missile Launchers, 2 Sunfury Plasma Annihilators.
More dakka. I actually prefer the above build, but this one is still totally viable. 

Warlord Battle Titan, 2 Laser Blasters, 1 Arioch Power Claw, 1 Mori Quake Cannon.
Absolutely viable as well, the only issue here is the minimum range on the quake cannon if you're closing with another target? But you don't care and can shoot at something else. 

Friday, October 20, 2023

Horus Heresy 2e Review: Warbringer Nemesis Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Excellent

Background.
The Nemesis has a reputation for a restless machine spirit with ghost sensor artifacts that sometimes enable it to lock on before a threat is even sensed by the crew. It is in effect a "heavy support" choice (my words) for the Titan legions and brings heavy weapons to bear in order to bring down enemy titans. Hence the name.

Strengths.
Again, I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post. 

The Nemesis comes with improved front armour (AV=15) compared to even the Reaver a whopping 6 void shields along with gatling blasters and the carapace mounted quake cannon. The autocannon batteries are not to be sniffed at either. All told this is a very dangerous titan that has an apocalyptic mega blast with the quake cannon and can take out targets with uneasy regularity. 

All this in mind, the same caveat applies here as it does to the Reaver: you're not taking it in regular games. Its either massive games, or specific Titan games. The upgrades are all good. 

Weaknesses.
None really. Maybe AV=12 at the rear needs to be thought about in terms of positioning?

Builds.
Warbringer Nemesis Titan, Nemesis Quake Cannon, 2 Gatling Laser Blasters.
Naked, and specifically for removing power armour enemies, or enemy mechanicum?

Warbringer Nemesis Titan, Nemesis Volcano Cannon, 2 Volcano Cannons.
Lots of AP1 from volcanoes all round. The nasty anti-titan build. Replace the arms with melta cannons for a bit of a closer ranged threat?

Wednesday, October 18, 2023

Horus Heresy 2e Review: Reaver Battle Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Nothing not to like here!

Background.
A battle titan in name, and in role. The Reaver is a most ancient design of Mars, and sees use throughout all of the Titan Legions.

Strengths.
I will refer the humble reader back to the general notes that I made concerning the Warhound Titan in the previous post. 

Look, if you're taking a Reaver Titan, then you are probably playing either a super massive points value game of Horus Heresy, OR you are taking part in a specific tournament / titan walk event. Otherwise, you're probably using it for the most massive objective imaginable? There's void shields here, there's lots of armour, and there's three titan weapons to choose between. Take your pick. It is actually all good here - there are no bad choices. 

Weaknesses.
I'm not sure what to write here since the Reaver is just wonderful to my biased eyes! That said, see my notes below about permitted builds in this edition versus the previous one.

Builds.
All of the four weapon choices here are great. But why we are not permitted to have a carapace mounted laser in this edition is beyond me. Please FAQ this! And what about the carapace vortex??

Reaver Battle Titan with Apocalypse Launcher, Laser Blaster, Titan Close Combat Weapon
This is probably a base line Reaver. It contains a mix of D weapons, large blasts, and the close combat weapon to make sure you move the thing to take advantage of it. 

No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted vortex missile, 2 laser blasters
Very nasty turn 1 launch with the vortex missile to take out any close clumps of things you dislike, followed up by lots of D class shots. And lots more D class blast shots every turn thereafter. Nasty. Just nasty. Replace the vortex missile with a carapace mounted double-barrelled turbo laser destructor if you like, for sustained D shots every turn.

No longer valid in this edition WHY??? Reaver Battle Titan with carapace-mounted double-barrelled turbo laser destructor, 1 melta cannon, 1 volcano cannon.
Sit back. Blast away. Replace the volcano cannon with a laser baster to taste. But beware: this is one titan that you will forget to move around.

Sunday, October 15, 2023

Horus Heresy 2e Review: Warhound Scout titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Its a titan. You can bring it to games under 3000 points. Splendid!

Background.
The smallest of the true titans! It is classed as a scout as it moves quickly and can be deployed as such by the legions.

Strengths.

I'm broadly copying my notes from First Edition here since they still apply. So let's be honest about something. If we're taking a titan, we're probably going to be opposed with titans. Therefore, I strongly would recommend that any titan is equipped with at least one strength D weapon to try to counter any enemy titans or super heavies. Admittedly, S10 is a close second, but its not quite the same. The ability to take these weapons should not be overlooked!

Titans are treated as gargantuan creatures in assault and can therefore make stomp attacks which is easy to forget when you're playing with all that shooting power. The final "strength" to remember is that titans can move. Yep. Seriously. They have legs. They walk, jog and run. Remember to think about this: it is a mobile weapons platform after all.

Weaknesses.
It is the smallest class titan, so "only" has 2 void shields. You can live with this. The reactor meltdown should also be a weakness, but in all honesty, it is fun when they go boom and Princips shout "Engine Death" - as you should. 

Builds.
Warhound Scout Titan, 2 Vulcan Megabolters
Don't bother unless you know for certain there are no other super heavies or land raiders on the enemy side. Pumping out 30 AP3 shots every turn will rapidly decimate any space marine army otherwise. No fun for the opponent in this regard (but then, you're taking a titan!).

Warhound Scout Titan, 2 double-barrelled turbo laser destructors
 D weapons with a 5" blast every turn is serious business. This is the kind of titan that is ready for anything. Nothing in the game cannot be handled by it. Take it.

Warhound Scout Titan, 1 plasma blast gun, 1 double-barrelled turbo laser destructor
A more balanced titan (if such a thing exists! lol!), the massive blasts from the plasma gun is amazing at range and fun to play. Its also high strength and is flexible (depending on if you're facing hordes for instance). And the laser destructors are for the enemy titans to contend with.

Warhound Scout Titan, 1 plasma blast gun, 1 vulcan mega-bolter
A more "standard" configuration, but one this is frankly, not as effective as the two previous examples unless you are playing full scale Adeptus Titanicus.

I cannot say I'm a fan of the inferno cannon, but can see some of its merit in flushing out power armour opponents for a swift moving war hound.

Saturday, October 14, 2023

Horus Heresy 2e Review: Secutarii Peltast Phalanx

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars. Rounded up. Should be better than what they are, but the points cost is an issue.

Background.
If the Hoplites are the anvil, then the Peltasts should be the hammer. They are a ranged unit and are employed regularly by the titan legions and by the Forge World to which the legions might be tied. 

Strengths.
The BS=4 is key here - they shoot like marines and need to be kitted out as such. Sadly their basic weapon - the galvanic caster is a bit naff and should be swapped out. 

The arc rifle is a good option and comes recommended. The radium carbine with Assault 3 and Brutal 2 is solid at shorter ranges even if the strength is low. 

Weaknesses.
You will really want to swap out the galvanic caster. This costs points if you go for the arc rifle and this is where things get expensive. They also lack Line.

The good news, such as it is, is that the Peltasts can be modelled by Skitarii -- which this unit is in all but name. 

Builds. 
Secutarii Peltast Phalanx, 20 members, 9 with radium carbines, 10 with arc rifles, Alpha with radium pistol and rad grenades (335 points). 
Take an augury scanner to taste. Very expensive realistically. To cut down on the points cost just opt for radium carbines all round? I do like those arc rifles though - the S=6 hit is impressive enough, but its just very expensive. 


Thursday, October 12, 2023

Horus Heresy 2e Review: Secutarii Hoplite Phalanx

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Solid enough troops for the points cost.

Background.
Upgraded and with lots of defensive kit to ensure that they survive, this Phalanx marches at the feet of titans and is specifically recruited to be an anti-infantry force. 

Strengths.
Stat wise, the only attraction here is BS=4, otherwise they're rather raw human mechanicum creatures. What sets them apart are the defensive capabilities. They come with a standard 5+ invulnerable save, feel no pain, and the ability to re-roll 1's. But the Kyropatris field generator is where the action is at. They reduce the strength of incoming fire by 1 when there are 10 or more models on the field. This is strong and ultimately means they will be tougher to remove than an opponent might otherwise want to commit to. The arc lance is icing on the cake, and through the Axiarch, you have probably selected for preferred enemy as well. Nice.

Weaknesses.
You have to take them in large blobs to get the most out of them. Sadly they don't have the Line keyword either which really sucks, otherwise they'd be very good. 

Builds. 
Secutarii Hoplite Phalanx, 20 members, Alpha with radium pistol and rad grenades (265 points). 
Take an augury scanner to taste. I don't really like the idea of swapping out the arc lance for a power weapon as we lose the BS=4 ranged attack for a WS=3 melee, but it could be a nice deterrent. Whatever you decide, keep to 20 members to maximize the shield generators abilities. 


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