Showing posts with label troops. Show all posts
Showing posts with label troops. Show all posts

Thursday, July 16, 2026

Horus Heresy 3e Review: Secutarii Cohort

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The only troops choice possible for a Titan Ordinal detachment. 

Background. 
Developed in parallel to the Skitarii legions, the Secutarii share many of the ancient and near unknowable ways of old Mars. Their purpose is, simply put, to defend the titan legions. This might seem absurd at some level. But there are many threats to titans. The Secutarii are there to take care of would be ambushers and human sized targets that would simply not regularly be targeted by the building-shaking and tank-busting weaponry of the titans. Further, they are there to mop up the human sized remnants of anything the titans blow up. Like the people who are being transported in tanks or the ones taking cover in a bunker that the titan targets. They are also regularly deployed to defend a titan landing zone or just generally help with the titan legions, as required.

Strengths.
The stat line is strong for mortals (even those enhanced by the Mechanicum) with WS=BS=4. 

They come standard with arc lances and mag-inverter shields. The mag-inverter shield gives the shield trait but is also interesting for reducing the charge distance of an enemy by 1. This can sometimes make a difference. The arc lance meanwhile is I+1, S+1 with precision and shock (suppressed) which is tactically excellent, an the AP=3 is excellent here. 

This pair can be swapped out for galvanic casters. Shred and rending at bolter like range with 3 shots is very attractive and can cause damage even though the AP is a measly 6 and the S=3. I'd advise going big here. 

Rad grenades will help with all of the above, but the price tag adds up fast. 

Weaknesses. 
T=3 is a key weakness. The save of 4+ with a 6+ invulnerable is not going to keep them alive too long either. Remember to use shield (mag inverter) or smokescreen (galvanic caster) where needed too.

Builds.
Secutarii Cohort, 20 members, Galvanic Caster (315 points).
The ranged version. 

Secutarii Cohort, 10 members, Arc Lances and Mag-Inverter Shields, Rad Grenades (185 points).
The close combat version. 

Monday, January 19, 2026

Horus Heresy 3e Review: Grey Slayer Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves started to do away with the older Terran way of warfare once the Fenrisians started to be recruited in numbers. The usual disciplined and focused cogs in the wheel that the tactical squad were became replaced with Grey Slayer Packs. More akin to autonomous commands at the squad level, these packs are warbands in and of themselves and expected to take on challenges on their own terms. 

Strengths. 
Standard space marine stat line combined with some upgrade possibilities makes this squad the Space Wolves version of the Tactical Squad or Breacher Squad perhaps (combat shields and not boarding shields - to be clear). 

They have Line (2) and come standard with Fenrisian Axes and Combat Shields which makes them adept for taking on many targets. 

Weaknesses. 
Tactical squads, sure. But you are paying a points cost increase for those axes and shields - even higher than a breacher squad. And that leadership value doesn't exactly inspire. 

Builds.
10 Grey Slayers, 2 plasma pistols, legion vexilla, Huscarl with, thunder hammer, melta bombs (190 points). 
Very much kitted out for close combat duty here with a sting in the shooting from the plasma before charging. Put another plasma pistol on the Huscarl to taste. 

10 Grey Slayers, 2 Power Fists, Huscarl with power fist (200 points).
Triple power fist threat. Tempting to equip the rest with bolt guns and chain bayonets. 

10 Grey Slayers, 2 Hand Flamers, Huscarl with Hand Flamer and Power Fist (175 points)
Lots of fire! Expand to 20 members and get 2 more hand flamers perhaps?


Friday, December 19, 2025

Horus Heresy 3e Review: Terror Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. This is a standard marine unit that can be very powerful, but you have to line them up appropriately.  

Background.
Regardless of whether it is a criminal worthy of punishment, a planetary governor, or some other victim, the Night Lords were well able to make a gruesome example of all that stood in their way. Indeed, it is notable that these true monsters (many of whom were marked for death by their Primarch) probably caused less bloodshed through their mere threat than when they were unleashed. But when unleashed, they brought ruination and dark deeds to the battlefield. 

Strengths. 
Fundamentally, the terror squad is a basic marine with bolt pistol, chain sword, and the valuable Vanguard (2) and Fear (1). 

As with other sources of fear, you need to apply some conditions and it is worth considering how to do that. 

In the upgrades, we have Flamers that cause panic, and rotor cannons for suppressive. Both are viable in third edition to help with that WS+1 bonus in close combat. 

Weaknesses. 
They are marines with a 3+ save and they die like them too. You are really paying a lot of points for fear, vanguard, and the ability to have lots of toys. See if you can infiltrate them somehow, or just take a transport. 

Builds.
5 Executioners, 3 Rotor Cannons, 3 Chain Glaives (145 points).
The baseline build to force suppressed on enemy units and follow up with close combat mayhem. Take a vexilla to taste. 

5 Executioners, 2 Rotor Cannons, 2 Flamers, 5 Chain Glaives (160 points).
Getting expensive here for 5 regular marines, but the idea is to apply different statues and follow up directly in combat. You just need positioning. Take a Vexilla to taste. 

10 Executioners, 2 Rotor Cannons, 2 Flamers, 5 Chain Glaives (250 points).
Like the above, but with more members that are really ablative wounds. Take a power fist or similar on the Headsman to taste. 

15 Executioners, 15 Rotor Cannons (370 points).
Massed rotor cannon action! Take a power weapon on the Headsman if you feel the need, and a vexilla to taste. 

Saturday, October 25, 2025

Horus Heresy 3e Review: Breacher Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. They need to see more use in my opinion, and I hope the forthcoming plastic set will achieve that. 

Background.
Breach! For those marines charged with some of the most dangerous actions, there are the breacher formations. Whether this is void craft boarding, or fortress storming, all of the legions stock breacher squads to do the dirty work. 

Strengths. 
As the basis, the squad is kitted out with a bolt gun, bolt pistol, and boarding shield. The latter gives a 5+ invulnerable save, and access to the Shield trait (which I encourage players to remember to use!). 

Beyond this, there is mild customization available in the form of graviton guns and las cutters, both of which have their place. 

Weaknesses. 
The 3+ save is somewhat mitigated by the 5+ invulnerable save. But regardless, the squad is cheap enough to be totally viable. 

What is lacking here in my opinion is the customization afforded in previous editions (e.g., flamers and the like have now been removed). They're also not fast, but maybe you don't need them to be quite honestly. You could, in theory, just objective sit with them as they have Line (1) as standard which, whilst not as good as the despoilers or tacticals, it remains viable for objective based game setups. 

Builds.
10 Marines, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer (175 points). 
A baseline build. A hand flamer on the sergeant might provide a counter if objective sitting, but otherwise leave it out. 

20 Marines, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer, 4 Las Cutters (335 points).
Fully upgraded and you can take melta bombs to taste. The unit retains very short range shooting and enhanced close combat thanks to the las cutters. This is a squad that demands to be dealt with as it is a close combat threat. 

10 Marines, Vexilla, Nuncio Vox, 2 Graviton Guns, Sergeant with Thunder Hammer (195 points).
Ranged variant. The graviton guns cover a similar range to bolt guns (slightly shorter range only) and therefore are well paired for a more shooting orientated build. Take melta bombs to taste and build up to 20 marines (as per the previous example) if needed. A plasma pistol on the sergeant is viable for ranged squads like this to pack extra punch. 

Friday, October 24, 2025

Horus Heresy 3e Review: Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. Mostly like despoiler squads, but with jet packs!

Background.
Rapid attack squads with jump packs to get them where they need to be very quickly indeed. Which by definition is usually in the thick of it all. The jump packs also enable them to jump over terrain, friends, foes, and also deep strike from orbit where required to boot. 

Strengths. 
Instead of Line (2) like despoiler squads possess, assault squads have Vanguard (2). This means that they want to be targeting enemy held positions and eliminating those enemies preferably. They need to be armed accordingly. 

The customization is as good as despoiler squads overall with the added bonus of combat shields (they look cool, and are more or less worth the points) and chain axes (to taste). There's also a heavy chain axe to ponder over which for the strength increase is probably worthwhile. 

Finally, remember that the unit can actually deep strike. You don't have to run them across the board. Sometimes this is good to have. 

Weaknesses. 
Sure, the standard 3+ save isn't great, but you do have access to combat shields. And the low advanced characteristics also aren't brilliant, but you can take the nuncio vox and expand your squad to higher numbers quite readily. 

The points cost is also appealing. For 14 points (12 per addition), you get the same as the despoiler squad, but get to where you need to be faster or by deep strike as well as having vanguard. You need to play aggressively here for the best outcomes, and large squads are favoured. 

Builds.
10 Marines, Sergeant with Power Fist (115 points). 
The baseline build. 

20 Marines, 4 Power Weapons, 8 Heavy Chain Axes, 4 Plasma Pistols, Sergeant with Power Fist and Plasma Pistol (380points).
The full kit. Expensive, to be clear. 

10 Marines, Sergeant with distinegrator pistol and power fist and melta bombs (170 points).
A buried disintegrator pistol is always interesting. However, I would also be tempted to add more melee weapons. 

10 Marines, 2 Heavy Chain Axes, 2 Power Mauls, 2 Hand Flamers, Sergeant with Twin Lightning Claws (190 points).
Attack! Take chain axes instead of chain swords to taste. 

10 Marines, All with Combat Shields and Chain Axes, 2 Power Axes, Sergeant with Thunder Hammer (195 points).
A combat shield option for illustrative purposes. Tempting to take slower weapons here as well (i.e., initiative negative modifiers) and try to rely on the invulnerable save to stay alive. You also get a focus roll benefit with the combat shield - NB. 

Wednesday, October 22, 2025

Horus Heresy 3e Review: Despoiler Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A good option for more melee orientated army lists. 

Background.
In many ways the despoiler squad is the close combat version of the tactical squad. The bolt gun is replaced with a bolt pistol and a chain sword and therefore they are armed and ready to get up close and personal. Their core job is to engage the enemy head on and clear a path. 

Strengths. 
As with tactical squads, despoiler squads get Line (2) for free. This is excellent and hopefully will encourage players to be aggressive with these squads. 

Beyond that, these are space marines with a standard set of 4's across the board and an extra pip of leadership for the squad sergeant. 

There is some customization available here. These are in the category of "for every 5 models" and you can lean with pistols or melee weapons alike (or both!). 

What is not possible to ignore here is the need for both a vexilla (to help combat resolution) and the nuncio vox (to remove conditions). These are both in the essential upgrade category for me now. 

Weaknesses. 
There is no longer any "Spite of the Legion" or equivalent rule in third edition for despoiler squads. But they do have Line (2) which is good enough for their purpose. 

As with the tactical squad, the 3+ save is a concern, as are the (very) average advanced characteristics. You will also need a transport solution for 10 man squads in all probability. 

Again thought, for the point value (10 points per marine) you cannot particularly go too wrong here. Also remember that Prime slots exist (and if you have a Primarch, despoiler squads often contribute to unlocking more Primes when you have 4 or more of these or other core troop units in place for the Primarch). Take a rhino or some kind of transport and you are sorted. 

Builds.
10 Marines, Sergeant with Thunder Hammer, Vexilla, Nuncio Vox (135 points). 
The basic build. Take a power fist if you want instead of the thunder hammer. Twin lightning claws are also recommended for the swifter (initiative) armies out there. 

20 Marines, 4 Power Weapons, 4 Plasma Pistols, Sergeant with Power Fist and Plasma Pistol, Vexilla, Nuncio Vox (300 points).
The fully kitted out despoiler squad raining down plasma death (5 pistols worth) and having 4 buried power weapons and a power fist. This is a strong build for a good points cost, even accepting a saving throw of 3+. I can also recommend the volkite option here (5 volkite serpentas can be good!). 

10 Marines, Vexilla, Nuncio Vox, Sergeant with distinegrator pistol and power fist and melta bombs (150 points).
Something a bit different here with the disintegrator and melta bombs, but this build is heavily reliant on the sergeant getting into the thick of it and considering the rest of the squad ablative. 

10 Marines, Vexilla, Nuncio Vox, 2 Heavy Chainswords, 2 Hand Flamers, Sergeant with Twin Lightning Claws (150 points).
An objective camper. The flamers are a deterrant. The chainswords do better strength attacks here and allow the sergeant to go with lightning claws, knowing something hard hitting is reaching their opponents. Take a rhino for transportation. 


Tuesday, October 21, 2025

Horus Heresy 3e Review: Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. So help me, I rounded up. The tactical squad is a mainstay.  

Background.
Who re-conquered the galaxy? Space marine tactical squads is who. (The Imperial Guardsman might have had a larger hand, just to be clear). Yet it remains the case that the space marine tactical squad will be the core of any given legion and provides a flexible formation for the taking and capturing of objectives whilst retaining some amount of threat. 

Strengths. 
Line (2) cannot be over-stated too much in third edition. It is this rule that can and will games for you if you play correctly. Sure, many players will bring more kill-orientated squads to try to win that way, but you will have already accumulated a lot of victory points in the meantime, or that at least should be your plan at the outset. 

Beyond that, these are space marines with a standard set of 4's across the board and an extra pip of leadership for the squad sergeant. 

Fury of the legion grants Heavy (FP) special rule which means an extra shot if you have stood still. Three shots per bolt gun is very reasonable. 

Weaknesses. 
I fully accept that having line means you need objectives in your mission to make the best use of these types of squad. It doesn't always happen, of course. 

The 3+ save is a concern, as are the (very) average advanced characteristics. 

Regardless, for the point value (10 points per marine) you cannot particularly go too wrong here. Also remember that Prime slots exist (and if you have a Primarch, tactical squads often contribute to unlocking more Primes when you have 4 or more of these or other core troop units in place for the Primarch). Take a rhino or some kind of transport and you are sorted. 

Builds.
10 Marines, Sergeant with Power Fist, Vexilla, Nuncio Vox (135 points). 
I regard the nuncio vox as essential for basic squads now - you will need it to help remove conditions. The Vexilla is optional and focuses on squads who you think will get into combat. The power fist is a deterrent, but remains effective. This is your basic build for third edition in my opinion. Take a rhino or similar and good luck!

20 Marines, Chain Bayonets, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer (255 points).
Chain bayonets are cool and I won't hear any argument to the contrary. [Okay, chain bayonets are not worth the points cost to get shred at 6+, but I am arguing that they LOOK cool! Bayonets without the chain rule are even worse as they lack the shred rule - but they also LOOK cool and I don't care.]

20 Marines, Vexilla, Nuncio Vox, Augury Scanner, Sergeant with Combi-Melta and Melta Bombs and Power Fist (250 points).
An expensive way to deliver some melta action?!

Beyond these builds, a hand flamer is sometimes nice for objective sitting, plasma pistol on the sergeant can give a bit of an extra punch. I'd always favour the power fist or thunder hammer where possible, and a combi-weapon is reasonable if you are going to make use of it. Vexillas and nuncio voxes are a must, and the augury scanner is to taste. Both types of bayonets are useless points sinks, but they look very cool and you should invest in them with only that thought in mind because the AP=5 won't help, and the shred at 6+ is just about okay, but also not worth the points cost increase. Take them for the rule of cool only. 

Fundamentally: 10 points per marine is still very worthwhile in third edition and you can't go too wrong at that level. Think of it this way: 80 marines for 800 points is really nice and a strong gambit in and of itself for any objective based game. 

Thursday, August 7, 2025

Horus Heresy 3e Review: Medusan Immortals Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. They are now troops and much less pressed for space compared to second edition. 

Background.
Failures. Whether in the eyes of the Primarch, or due to the fickle whims of battlefield fate, and perhaps grievous wounds too great such that they need massive cybernetic rebuilds, these marines were cast into the Immortals Squad to earn some token of redemption. Pretty bleak stuff and just underscores the dark fury contained within this legion. And people wonder why I think the Iron Hands should have been traitors. They just suffer so much abuse. 

Strengths. 
Feel no pain due to cybernetic rebuilds as standard is solid here, and this is added to Expendable (2) in third edition to make them all the better. 

There is some customization available now that the Legacies have been released as well.

Of extra note is Cool=10 which is, of course, fluffy and fully justified. 

Weaknesses. 
They are fundamentally an upgraded breacher squad. You might not need these upgrades, but so what. The models have the rule of cool (quite literally!). Excellent for Zone Mortalis style missions, and excellent objective holders to say the least. 

Builds.
10 Immortals, 2 Flamers (180 points)
My favoured build for third edition, even though I played it in second. Panic your opponent. And highly useful for Zone Mortalis as well. Take a melee weapon on the sergeant to taste. 

10 Immortals, 2 Graviton Shredders, Thunder Hammer on sergeant (215 points).
Use with a land raider?

10 Immortals, 10 Volkite Chargers, Thunder Hammer on sergeant (205 points)
Lovely martian death rays. Handy for charging out of a vehicle with. 


Wednesday, July 3, 2024

Horus Heresy 2e Review: Solar Auxilia Rifle Section

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars. Rounded down - but only just. Shoot fast, die quickly. Great for the points value when played well. But very squishy. You will need a lot of maximum sized units for this choice!

Background.
These are the mainstay troops of the Solar Auxilia. They are recruited from all over the Imperium of Mankind and are armed with some of the (surprisingly) best weapons that the Auxilia has to offer. 

Strengths.
The rifle is the star of the show here. At 30inch range, the volley shot clocks in at heavy 2, strength 3. And at 18inch range, one shot at strength of 6. Both these modes are great. Combine this with the close orders and you have an excellent basis for a unit that moves tactically and shoots rather nicely. Keep things at that 30inch range and you have a great chance with this unit.

Weaknesses.
Did I say excellent basis for a unit? Yes. But they're only human. Their leadership is weak. Their toughness is 3. They have to pack closely together and will therefore die in droves to pie plates and template weapons. Don't even think about close combat. Just take lots of rifles - that is the only way you're going to do well.

Builds.
20 Rifles, Vox interlock, Auxilia Vexilla (120 points).
This is the only viable build realistically. Forget close combat upgrades for the sergeant. Take the Augury scanner to taste (you should have that elsewhere though to be candid). You're done. Keep firing at 30inch range and avoid anything getting close. And pie plates. Avoid pie plates for the love of the Emperor. 

Friday, June 28, 2024

Horus Heresy 2e Review: Solar Auxilia Line Command Section

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up - but only just. You're taking it because of the essential Vox. 

Background.
Lead from behind. Usher the rifle sections into position. Try to interpret the commander's orders. Get stuck in the middle somehow. Not a great life, but also not the lowest of the low.

Strengths.
You are going to need to take this unit because of the Vox. That're really all there is to it. This unit comes in the Infantry Tercio along with the Rifle Sections and you can get up to 3 of the latter and 1 of the command section per tercio. 

There's some options for upgrades here, but fundamentally this is a ranged unit that will have the vox for utility. They are strictly worth their points, and you have the option to have some blades in here as a deterrent. 

Weaknesses.
The stat line is poor for everyone who is not the Troop Master. These are basic humans with low leadership and average weapons. 

Builds.
10 Line Command, Command Vox, Auxilia Vexilla, Augury Scanner, Troop Master with Power Fist, Refractor Field, Melta Bombs (150 points).
A reasonable price tag and a reasonable command unit. 

5 Line Command, Command Vox (75 points).
The bare minimum. My view is to take the variant above as I doubt you'll be scraping for 75 extra points to save? Maybe?


Wednesday, April 24, 2024

Horus Heresy 2e Review: Vigilator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down - but only just.The rules are reasonably good, but the points cost is slightly high.

Background.
The more senior members of the mainstay of the Sisters of Silence can be found on the battlefield with big swords! They hunt down their targets systematically, up close and personal. 

Strengths.
These Sisters are kitted out for close combat thanks to the Execution Blade and the Oblivion Chamber rules help this through against daemons very nicely. There is some nice flexibility on builds here as well with hand flamers and needle pistols possible. I also really still like the compression tanks here. 

Weaknesses.
As with the other troops, they are expensive (compared to space marine troops) given the T=3 issue. But they wealth of extra rules does make up some ground here. Take a transport to help. 

Builds.
Vigilators x5, 5 hand flamers with compression tanks, Mistress with Neuro Lash (120 points).
I have a thing for the flamers with compression tanks. Can't lie. The Neuro Lash clocks in with S+3, which is the same as Sx2 in the case of the power fist - they are interchangable for S purposes, so it comes down to the AP, or deflagrate. 

Vigilators x10, Mistress with Power Fist (135 points).
The base line build in my opinion. Take a transport and go do your thing. 

Tuesday, April 23, 2024

Horus Heresy 2e Review: Prosecutor Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars.The rules are average on balance given the points cost. 

Background.
The mainstay of the Sisters of Silence. Foot soldiers of the black ships and used in open battle wherever and whenever required.

Strengths.
There is some nice customization that is possible here. Although they come as standard with bolt guns, there's a good case to be made for having some snare guns and other special weapons in the squad. I'd also be tempted by the dedicated transport most of the time as well. 

Weaknesses.
For the price tag, I think that this squad is a touch on the expensive side - even for T=3 troops. The price hike is due to all those special rules that they come bound up with. Of these, stubborn stands out along with fleet as being very useful. 

Builds.
Prosecutor x10, 2 Snare Guns, Mistress with Power Weapon (125 points).
I regard this as the baseline build. I really like the snare guns for what they do on the battlefield - they are fluffy and acceptable to all players. A power axe or similar is a good idea here, but given their stat line weaknesses, I'd opt for a power sword most of the time as a threat to space marine standard saves. Take an augury scanner and nuncio vox to taste. 

Prosecutor x15, all with Assault Needlers, nuncio-vox, augury scanner, Mistress with hand flamer and power sword (275 points).
Ouch at the points cost here! The needlers are hilarious with poisoned at 3+ and assault 3. You will be causing wounds here. The hand flamer has some obvious uses too and the power sword is the icing on the cake that you will hopefully not need to make too much use of. 

Tuesday, February 27, 2024

Horus Heresy 2e Review: Sentinel Guard Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. I prefer the regular Custodian Guard Squad, but that's not to say this unit isn't great: it strictly is great.

Background.
Arguably having a greater degree of coordination than other formations, this squad is fundamentally a defensive configuration. They're still crazy deadly. 

Strengths.
They retain the Custodes stat line but have exchanged their spears for the Praesidium Shields and Sentinel Warblades. This grants them a little extra durability. 

I would advise taking some of those Solarite Power Gauntlets myself. They have "line" so hanging back on an objective is also a fine play for this unit. 

Weaknesses.
The price to be paid here is slightly less attacking potential. So what? They're still Custodes and they're still powerful. It is true though, I prefer them with spears. Just saying.  I can certainly see them doing well in boarding actions and Zone Mortalis in general though.

Builds.
3 Sentinels, 1 with Power Gauntlet (180 points).
A base line build. Take at least 1 power gauntlet in each squad, just in case!

5 Sentinels, 1 Vexilla, 2 Power Gauntlets (310 points).
A mid range unit that provides a potent threat. Expand the number in the squad to taste. 


Saturday, February 24, 2024

Horus Heresy 2e Review: Custodian Guard Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. Nearly undoubtedly the best troops squad in the game.

Background.
Superhumans, and pumped up even more than regular space marines. They are potent to a fault, and loyal to the Emperor alone.

Strengths.
With 5's across the board, 2 wounds and 4 attacks each, these are troops that will make an impact in almost every role they need to play.

They can take more members (up to 10 in the squad) along with some upgrades like axes, and alternative spears. But even the base build is excellent. The T=5 coupled with 2+ save (not to mention the invulnerable) means that they can handle most other troops in the game, including enemy terminators. 

Weaknesses.
Arguably Ld=9 is a weakness? Loyalist only? Honestly folks, I'm struggling to identify many weaknesses for the points cost you are paying. For Line troops, you don't get much better. 

Builds.
3 Custodians, 1 with Guardian Axe (150 points).
The base build is excellent. I like having an axe in here for tackling higher toughness enemies.

3 Custodians, all with Pyrithite Spears (195 points).
A specialist unit here for tanks and dreadnoughts. I don't see much point in the Adrasite Spears myself.

10 Custodians, 2 with Axes, Vexilla with Warblade (485 points).
Several lots of this squad, and you have an army that can kill most things. However, it would be very rude to field such an army in case you still have friends at this point. Slightly smaller squads might be preferred to take advantage of Line everywhere. I like the vexilla with the larger squad.



Saturday, February 3, 2024

Horus Heresy 2e Review: The Legiones Inductii

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. An excellent addition to the game - although some legions are better than others. We will give individual ratings to each legion below, the rating here is an overall rating that includes the pure concept of Inductii - which I'm a big fan of!

Background.
Many legions faced a serious issue during the heresy. They were losing too many men. The solution? Accelerate their induction. There are two relatively well known examples: the World Eaters inducted many at Bodt through hypnosis to believe that they were truly veterans, and the Raven Guard made ... monsters - ahem. It turns out that all the legions had need to do this though. 

General Rules.
These squads are replacements for despoilers or tactical squads, but since the men are generally "outsiders", they cannot be joined by others, have access to artificer armour, and are support squads. Otherwise, they all have some interesting rules added on that the player can make use of. 

Dark Angels. ⭐️⭐️
Drop hexagrammaton and Fury of the Legion in exchange for a tactical squad with volkites. Great for cheap and cheerful volkite rain. But really: the range is an issue here. 

Emperor's Children. ⭐️⭐️⭐️⭐️
Gain Perfection Embodied as a replacement for Heart of the Legion and swap chainswords for Charnabals for a small cost. The new rule provides Ld=10 for pinning and morale, but you lose draws in fights by 1. Great when tooled up with the Charnabals I think as they will get to where they need to be thanks to all those blissful drugs in their system and not caring about the world around them too much.

Iron Warriors. ⭐️⭐️⭐️⭐️
Tacticals that replace Heart of the Legion with Souls of Iron. You have to shoot at the closes enemy. You get to automatically pass pinning tests. Great as an objective sitter, or to bait the enemy to use up reactions maybe. 

White Scars. ⭐️⭐️⭐️
Despoilers without power glaives and Heart of the Legion, but gain Proof of Valour. This is a damage mitigation roll at 5+ against WS>4. If it works, and the unit survives, have a free VP. You'll need a few of these units to really go for extra VPs, and it could make all the difference!

Space Wolves. ⭐️⭐️⭐️
Despoilers without a sergeant, possible shield replacement for a pistol (probably not worth it due to loss of attacks) and chainsword for chainaxes at the minimum cost (do it). Heart of the Legion becomes Headstrong which enables a bit more range for a charge at the cost of being disordered. 

Imperial Fists. ⭐️⭐️⭐️
Tacticals, options on heavy bolters and autocannons, replacing Heart of the Legion with Supporting Fire wherein heavy types gain pinning once per battle. Okay I guess.

Night Lords. ⭐️⭐️⭐️⭐️
Undisciplined thugs that they are, these despoilers drop to Ld=7. They have to replace their chainswords with blades that have breaching at 6+ which is nice. The Heart of the Legion becomes Unscrupulous Murderes which means in a challenge you bring in your mates to help out at I=10. However, on a roll of a 1, your mates stab you instead, because Night Lords. Take a maximum sized squad. 

Blood Angels. ⭐️
Despoilers that replace Heart of the Legion with The Revenant Legion. No sweeps - they're too busy eating after combat. Yuck. Gain Fear. Not a great rules set, but fluffy?

Iron Hands. ⭐️⭐️⭐️
Tacticals that have fallen back on bad habits of replacing weak flesh with better bionics. Take a phosphex if you like too. The Forbidden Augmentations gives you a 1d6 roll at the beginning of the movement phase with a 5+ resulting in 1 better WS and BS for the turn which is great! However, a 1 or 2 results in 1d3 wounds instead. Ouch. You're only going to get the best outcome for a couple of turns per game, so it is pretty random, but can make a difference. 

World Eaters. ⭐️⭐️⭐️
Heart of the Legion for Ravening Madmen in despoilers. Fluffy - certainly. But only a very mild boost to be very candid. 

Ultramarines. ⭐️⭐️⭐️⭐️⭐️
Roboute was already experimenting with what would become the codex. Tacticals that can have flamers, melta guns, and plasma guns, but drop Fury of the Legion for Inexorable. I really like this. Far too much. 

Death Guard⭐️⭐️⭐️
Tacticals with access to Alchem Flamers, and Barbaran Resilience instead of Heart of the Legion. This is a damage mitigation roll that depends on how many men you have left in the squad. Solid, but note the rule triggers according to how many men at the start of a phase, not what's left. 

Thousand Sons. ⭐️⭐️⭐️⭐️
Tacticals with no acess to Asphyx and gain Unattuned Practitioners. No minor arcana for you. But you can take a psychic check for breaching. Suffer lots of perils if you're not careful, but this is actually quite good!

Sons of Horus. ⭐️⭐️⭐️⭐️
Deaspoilers who can upgrade to chainaxes (good!) and have Creed of Brutality (because Cthonia) instead of Spite of the Legion. This provides Rampage and Furious Charge if they are within a small bubble of another Sons unit with WS>4. A nice accompaniment? 

Word Bearers. ⭐️⭐️ 
Traitors only. Heart of the Legion gets replaced with Empty Vessels as these men get ready to be possessed. Randomly (bonuses apply) gain corrupted during the game and furious charge but also suffer wounds. Not quite worth it for me to be honest.

Salamanders. ⭐️⭐️⭐️⭐️⭐️
Despoilers with WS=5 sergeant that have upgraded themselves with the relics of their fallen brothers. Access to the melta gun and dragon breath flamer is great! Spite of the Legion becomes Wargear of Heroes which gives a re-roll of 1's to hit -- another awesome win! Love these Inductii!

Raven Guard. ⭐️⭐️⭐️⭐️
I'm mad that the fluff is not reflected here! Boo! These tacticals replace Heart of the Legion with Unchained Conviction since they're not Corax's monsters, but the downtrodden striking back. Instead of being pinned, they will fall back 7 inches. This is rather strong all things considered.

Alpha Legion. ⭐️⭐️⭐️⭐️
Tactical squads that drop Heart for Treacherous Lure which represents mimicked signals of the enemy. They cannot be targeted for shooting attacks in turn number one. Excellent really. You just need to think about your positions. 


Thursday, October 26, 2023

Horus Heresy 2e Review: Armiger Helverin Talon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A great long range shooting threat.

Background.
Piloted by lesser retainers and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. These are long range armigers and can happily sit at the back taking shots at others all game. 

Strengths.
As with the Warglaive, 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. 

The main weapons here are the Phaeton Autocannons. These pump out two shots each (four shots per model) at a truly impressive 64 inch range at S=7. Sure, the AP3 is a slight issue, but there is rending to help a little bit. There are also two types of rounds, one for ignoring cover and one for sundering. Both are excellent. 

Weaknesses.
You will need either this unit, or the Warglaive 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.
2 Helverins, Phaeton Autocannons (400 points).
Using them in a unit of two gives a fantastic 8 shots per turn at S=7 which will prove a threat to many things on the board. Sure, a lone Helverin is also useful, I just like increasing the number of long range shots myself. 

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 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. 


Saturday, July 29, 2023

Horus Heresy 2e Review: Castellax Battle-Automata Maniple

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

Background.
Thought of by some as a potential internal threat should Mars ever go against its agreement with the Emperor, the Castellax were a mainstay of both siege warfare and shock troops for the Mechanicum. This worry never arose thanks to the Heresy and they were never made in sufficient numbers ever again to pose an internal threat, but their potency was never much doubted thanks to the sheer aggression of the internal machine spirit.

Strengths.
In simple terms, these robots are like dreadnoughts for the Mechanicum. They are weaker than their space marine cousins, to be clear, but still rather nasty. The stat line has W=4 and T=6 which is nice, but the WS=3 is a concern for those robots that you want in combat. The ability to configure for both ranged and melee is a really nice boon here. 

Weaknesses.
We've mentioned WS=3, but the price tag is one of you get what you pay for regardless. Hence even though they probably won't win a fight with their space marine cousin dreadnoughts, they are cheaper and they are also in the troops selection of the army list making them a very tempting choice.

Builds. 
1 Castellax, Darkfire Cannon (115 points).
I really like the Darkfire cannon thanks to the critical AP=2 component among other strengths. This build is a long range monster killer. 

1 Castellax, Siege Wrecker (110 points).
Brutal (2) is amazing here and makes up for deficiencies elsewhere. Get them into combat quickly. Take a multi melta if you must, and perhaps take a Paragon of Metal if you've not got it elsewhere?

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