Showing posts with label ultramarines. Show all posts
Showing posts with label ultramarines. Show all posts

Sunday, November 23, 2025

Horus Heresy 3e Review: Locutarus Storm Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Rounded down. The rules are worth their points cost. 

Background.
These are the Ultramarines' vanguard: the best of the assault squads selected to form their own squads of elite jump-pack equipped fighters who excel in the timing and application of pistols and swords. I feel they could have made very good Emperor's Children personally (apologies to Ultramarines players).

Strengths. 
As well as being jump marines, these men gain a bonus A+1 when they are locked in combat with any unit that is currently suffering from any tactical status. This is actually really strong, but of course you will need to inflict that tactical status before getting into close combat. 

They also come with Argean power swords that provide breaching, and have a native precision on a 6+, with an otherwise un-remarkable stat line except for the 2+ saving throw. Essentially then, they are power sword jump marines that can hit harder under certain circumstances. 

Weaknesses. 
Your options for inflicting tactical statuses prior to getting in combat with an opponent from this squad alone are zero (remember that hand flamers don't cause panic here). So you will have to fire at them with a different unit to make the best of the Blade of Wisdom advantage here.  

Builds.
5 Locutarus, 1 hand flamer, melta bombs (215 points). 
Notice immediately that the points cost is rather expensive here. You really are paying for that 2+ saving throw and the combination of special rules and power sword enhancements. 

10 Locutarus, 2 hand flamers, leader with hand flamer and melta bombs (415 points). 
A full squad. Again, rather expensive and there are other squads that might do things better which explains my average star rating here. 

Saturday, November 22, 2025

Horus Heresy 3e Review: Fulmentarus Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are very good indeed.

Background.
One day, Guilliman looked around and deigned to notice his brother, Perturabo and his Iron Warriors. He saw his Tyrant Siege Terminator Squads and decided that it looked good. And in a very none-40k move decided to adopt it. And make it better. Because that's the kind of thing that went down in 30k. Innovation. Sharing of ideas. And so forth.

Strengths. 
These are cataphractii terminators fitted with missile launchers on their top. These missiles take two forms: a high rate of fire splinter missile at S=4 that suppresses opponents, and a lower rate plasma missile at S=7 for breaching at 5+. Both of these types of missiles are good for what they are doing. 

The come with the peritarch targeter. This enables them to remain stationary and have BS+1 which is awesome. That, and shrouded can also be ignored. Also awesome!

They are, of course, slow and purposeful, but also have firing solutions which enables them to shoot their combi-bolters as well as their missiles. 

Weaknesses. 
These terminators are not Tyrant Siege terminators. They aren't really equipped for heavy anti-tank or anti-building demolition work. Sure, a light tank like a rhino is a viable target, but they are more fundamentally anti-infantry in nature due to the missiles that they are taking.

There's also a subtle issue here between wanting to remain a static long range squad, and more melee squad with the option to take power weapons at the expense of the (unique) peritarch targeter. This is a fundamental issue and rate of exchange to deal with. With movement = 6, you will probably want to favour a static line up. 

They are also a support squad. 

Builds.
5 Fulmentarus (290 points). 
Naked is probably the right way to go here. 

5 Fulmentarus, 4 Chain Fists, Sergeant with Thunder Hammer (340 points)
Sacrifice the peritarch targeter entirely in favour of close combat tools. Here I have selected chain fists to provide an anti-vehicle threat (which remains anti-infantry too) as well as the ever useful thunder hammer. This squad doesn't want to stay still - there's no point. Advance quickly as possible and accept you are BS=4 with no anti-shrouded capability. The cost is steep. 

10 Fulmentarus (565 points). 
Remember that extra bodies are cheaper than a brand new squad and you can see the reason for expanding (this generally applies throughout the Horus Heresy game and has been in place since first edition). Yes, this is a very expensive squad now, but 40 suppressive missiles at BS=5 will take care of many things. And 20 breaching S=7 missiles at the same BS is frightening for many units to face. 

Friday, November 21, 2025

Horus Heresy 3e Review: Praetorian Breacher Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average.

Background.
Before admission to the Invictarus Suzerain squads, Ultramarines typically rise through the ranks of the Praetorian Breacher squads to hone their skills a bit. The dispense with the usual bolt guns and go all in for power weapons. They are therefore deadly for space craft defensive operations, as well as boarding missions where the space is tight. 

Strengths. 
Fundamentally, these are breacher squads with power swords. The come with 2 wounds each and have a 5+ invulnerable save with regular 3+ armour. 

In terms of upgrades, there are Legatine axes for every 5 members which is probably worth it (see Legacies), and some limited Primus upgrades. 

Weaknesses. 
Taking Legatine Axes makes them expensive, but they're still probably worth it. The buried power fist is similar, and again worth while. Curiously, they fall under heavy assault classification as well. I can just about see why, but I think there's arguments for them elsewhere as well. 

It is important to consider their role really. We are looking at a fundamental close combat squad with shields, but you've given away Line in favour of another wound. Yes, they're worth their points, but there's a good case to be made for just using Breachers instead, or at least as I see it. Take them for the rule of cool and the extra wound and be happy I think!

Builds.
5 Praetorians, Vexilla, Nuncio Vox, Primus with Power Fist (150 points). 
The basic set up.

10 Praetorians, Vexilla, Nuncio Vox, 2 Legatine Axes, Primus with Legatine Axe (240 points)
A fully upgraded squad (minus the Primus having a plasma pistol which could be taken to taste; I've used a third axe on the Primus rather than a power fist here - you could go either way). The points cost is high now for that extra wound in comparison to basic breacher squads. 

Thursday, November 20, 2025

Horus Heresy 3e Review: Invictarus Suzerain Squad

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

Background.
These are the Lords of Ultramar and destined for higher things. They are the elite and marked for command in the future. For the moment though, they are learning everything they can about warfare from multiple angles, but mostly chopping with axes, shielding, and otherwise glittering in starlight as their armour inspires all around. 

Strengths. 
WS=5 and A=3 makes for a very reasonable stat line overall, and they come native with Legatine Axes and Argyrum pattern boarding shields which makes them something of an elite boarding squad. The 2+/5+ save is excellent. 

The also create a large bubble with which other squads nearby can use their advanced characteristics for tests to remove tactical statuses (so long as the Suzerains are not under the effects of tactical statuses). 

Weaknesses. 
A high, but justified points cost here. You will want to use them offensively as much as possible which means getting them to where they need to be; and maybe also as ablative wounds for significant characters. 

Builds.
5 Suzerains, 2 Thunder Hammers (195 points). 
A basic squad with a mix of axes and hammers. I am not sold on plasma pistols here (they won't get that much use if you play the squad well), but I guess take them depending on your tastes. 

10 Suzerains, all with Thunder Hammers (425 points).
Again, plasma pistols (two of them) to taste here. This is the maximum squad. It is cheaper than second edition.

Wednesday, November 19, 2025

Horus Heresy 3e Review: Remus Ventanus

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A very useful Officer of the Line for the Ultramarines.

Background.
Remus Ventanus of the Ultramarines made a name for himself on Calth. Gathering the remnants of the 4th to him, he allowed the surviving tech-priest to finish regaining control of the orbital defence grid and then went straight on the rally the Ultramarines in an impressive fight back against the Word Bearers. In the later underground war, he became known as the Saviour of Calth and his name rings through the background history of 30k because of it.

Strengths. 
Officer of the Line (2) already cuts Ventanus out as noteworthy. Although his stat line is nothing special, he comes with a host of special weapons and upgrades. 

The Icon of Calth provides S+1 to the unit he is with which is very impressive. 

The Vox Interlink is a +1 for reserve tests which is nice. 

His weapon, Phaeton, is okay with A+1 and breaching combined with duellist's edge. 

Weaknesses. 
The points cost is too high for me to award 5/5 stars, and to be honest I almost gave 3.5 stars here due to that reason alone. 

Overall.
A very reasonable choice for the Ultramarines and to obtain Officer of the Line. His stat line is nothing impressive, but he does have almost a Swiss army knife worth of tools to bring to the table along with melta bombs and other items. He needs a transport in all probability, but he is very versatile overall. And that is also his weakness: a lack of focus. But since this is Ultramarines we are talking about, there isn't really a true emphasis beyond tactical flexibility. And Remus Ventanus is an exemplar of that. 

Tuesday, November 18, 2025

Horus Heresy 3e Review: Roboute Guilliman

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down due to points cost. A later game threat in close combat. 

Background.
Roboute's accomplishments before, during, and after the Heresy are a tough pack to pick between. Not only did he rule 500 worlds before the Emperor arrived, he forged his legion into a highly meritocratic army capable of adjusting to almost anything. He is the leader of Ultramar, a statesman, a warrior, a leader, a wise man and intellectual, and master strategist capable of ingesting vast arrays of data at a glance. 

Strengths. 
With 6's across the stat line except a 7 in WS, the Primarch of the Ultramarines is not exceptional for close combat. His side arm gives you a couple of S=6 bolts at AP=3 which is nice.

The Gladius Incandor is a power sword with 2 damage and breaching and a touch of duellist's edge. Not bad, but hardly outstanding. 

The Hand of Dominion is his power fist, and this is much more deadly with S getting up to 10 and AP=2 with 3 damage. The armour bane here is excellent, but it all comes at an initiative penalty. 

He has a special ability to gain focus roll modifiers according to the battle turn, up to +4. This is where Roboute really shines when he combines this with his power fist. Late game, he becomes more of a threat effectively. 

He gives out primes if we have 4 or more troops selected as tactical squads or assault squads. But the real army wide benefit comes from the ability to claim and contest objectives in turn 1 regardless of any status already earned. Potentially, this gives the army a turn 1 boost in some missions. But I suspect it won't see much actual use set against a benchmark of not having this rule unless you really hard optimize the army build. 

Weaknesses. 
Roboute doesn't really come across as very good offensively until later in the game (no doubt once he has watched the enemy carefully for several turns thanks to Calculating Swordsman and learned how to exploit their flaws). 

Overall.
The points cost is what drags me down to 3/5 stars here really. He costs like Alpharius, but doesn't hit as hard until later on. Sure, as a primarch he is still deadly, but not quite at the power level of many of his brothers initially. Timed well though, he can be deadly in the extreme. 

Monday, November 17, 2025

Horus Heresy 3e Review: Ultramarines Legion Rules

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

Background.
The largest of the legions (assuming you miscount the Alpha Legion) were drawn in by Horus' plan and betrayed by the Word Bearers at Calth. There followed the underworld war, the Ruinstorm, and the Shadow Crusade. Alongside this they also built Imperium Secundus along with the Blood Angels, Dark Angels, and elements of the shattered legions. When all was said and done, they crusaded to destroy Davin, push the traitors to their limits, and rebuilt the Imperium proper. Although arguably not at the forefront of the Civil War thanks to Horus' manipulations and the Word Bearer's Betrayal at Calth, their wider forces contributed significantly and mopped up after the event in a way other forces simply were not able to do. Moreover, they were the spear that forced Horus' celerity at Terra: he knew they were coming and had to act before their full forces arrived along with others.

Armoury. 

Legatine Axe is a an excellent power axe upgrade for a small points value which yields S+1 and breaching at an incredible 4+. This is worth the upgrade for a number of your characters. 

Argyrum Pattern Boarding Shields gives a 5++ generally which increases to 4++ in melee. This is solid, but the points cost is steep; particularly when you factor in that most characters probably have 5++ natively anyway. 

Logisticae is a prime advantage for Ultramarine only armies to represent their superior organisational abilities and requisitioning. This gives you a free transport or heavy transport with +2 capacity. This is actually really quietly appealing and powerful. 

Tactica. 
Tactical Flexibility sounds like the Alpha Legion should own it, but the Ultramarines gain a reduced reaction cost per turn (down to zero). In essence then, the army gets a free reaction every turn. This is very plausibly their strongest aspect, and I almost gave 5/5 star rating for this alone.  

Gambit.  
Aegis of Wisdom
 grants access to the collective wisdom of the legion which provides focus+1 for every command model at the expense of outside support. This is strong because presumably you have plenty of Consuls in your army. 

Additional Detachments. 
Primus Demi-Company 
gives a mixture of slots, but the command slot must be an Optae. Can't have everything, but this is close with a lot of customization possible. 

Advanced Reaction. 
Retribution Strike
 allows you to fire back using a unit that was not targeted by whoever dared fire at you. Its very nice really and can help with concentrated fire against any unit that is shooting at you. 

Overall then the Ultramarines feel a bit generic - but that comes with the territory here. Yet they also show how that can be a strong advantage when played right. 

Sunday, November 27, 2022

Horus Heresy 2e Review: Remus Ventanus

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounded up. The rules are fractionally below average.

Background.
The hero of Calth and its saviour, Remus was the commander of the 4th company of the 1st chapter of the Ultramarines. He not only rallied the remains of the legion on Calth but also evacuated as many as possible, including civilians whom ultimately entered the underground arcologies. 

Strengths. 
As a praetor level character, Remus Ventanus has a stat line that is slightly lower than a standard praetor. He comes with a warlord trait that allows automatic passing of morale and Ld checks required when in the presence of an objective. This is fine, but not every game is objective based. He sports a rending power sword as well as a variety of special rules such as Adamantium Will along with equipment such as a legion standard (very handy!) and a nuncio vox. 

Weaknesses.
The lower WS than the standard praetor will hurt in the long term. This is a mildly sub-standard HQ selection that tries to make up for it with some nice equipment and special rules. I do like the adamantium will rule here. But he still falls short for me personally.

Difference to First Edition.
Nerfed. I cannot understand why. 

Overall.
Take a regular praetor instead unless you are intent on modelling a force for the Battle for Calth. 

Saturday, November 26, 2022

Horus Heresy 2e Review: Praetorian Breacher Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are slightly above average, but they compete against other more valuable uses of the elites slot.

Background.
Before admission to the Invictarus Suzerain squads, Ultramarines typically rise through the ranks of the Praetorian Breacher squads to hone their skills a bit. 

Strengths.
Very much like regular breacher squads with the exceptions of increased WS, 2 wounds, and power swords instead of ranged weapons. They are also chosen warriors and carry a handy hammer of wrath. 

Weaknesses.
Given that this squad is also an elites choice, it competes directly against the Invictarus Suzerains for a slot in the force organisation chart. The Invictarus Suzerains will win this comfortably. As I suspect other terminators (etc) would. If they were troops, I think we'd be seeing a lot more of them to be candid. To give them legatine axes makes their points cost more than the Invictarus Suzerains in fact. Nice for hammer of wrath potentially I guess. 

Builds.
5 Praetorians, Primus with Power Fist (150 points).
The baseline. Nice for boarding actions / Zone Mortalis. Need a transport otherwise.

10 Praetorians, 5 with legatine axes, nuncio vox, legion vexilla, primus with power fist and artificer armour (340points).
A flexible squad who uses the baseline marines as ablative wounds where necessary. Again, good for Zone Mortalis, but I would honestly be looking to take Invictarus Suzerains instead. 

Friday, November 25, 2022

Horus Heresy 2e Review: Invictarus Suzerain Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very good! Almost overpowered if anything. 

Background.
These are the Lords of Ultramar and destined for higher things. They are the elite and marked for command in the future. For the moment though, they are learning everything they can about warfare from multiple angles, but mostly chopping with axes, shielding, and otherwise glittering in starlight as their armour inspires all around. 

Strengths.
In some ways, it is simple to think about these marines as being pseudo-terminators. Its all there: bonus WS, 2 wounds each, as well as a 2+ save and a boarding shield to give an invulnerable save. The 3 attacks baseline is amazing though. 

Beyond this, they give out a bubble of increased Ld to other friendly units (NB: not just Ultramarines!!) and can be a retinue squad with access to a legion standard. And they also have Line! They're an amazing squad really. 

Weaknesses.
They are not quite Fire Drake Terminators, but they are very impressive and come recommended. Think about taking a transport option though as movement is always going to be required. I doubt you will see many Ultramarine builds without this squad in some form or other. 

Builds.
5 Suzerains (175 points).
Take the "naked" squad. It is well worth it! I'm a bit mixed on whether to take the plasma pistols. The thunder hammers are great though. 

10 Suzerains, all with thunder hammers and plasma pistols (525 points).
The maximum squad! The thunder hammers can prove amazing for this squad. The plasma pistols can soften up targets and light tanks readily. In fact, I'd go as far as saying there's not much in the game that such a squad couldn't handle on a good day and with a charge. Add in the Ultramarines rite of war and you will have a good time I suspect; albeit at the price of not making many friends. 


Thursday, November 24, 2022

Horus Heresy 2e Review: Roboute Guilliman

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. The rules are very good.

Background.
His accomplishments before, during, and after the Heresy are a tough pack to pick between. Here Guilliman is presented as the leader of Ultramar, a statesman, a warrior, a leader, a wise man and intellectual, and master strategist. He is all of these things on the battlefield too.

Strengths. 
His stat line comes with the handy WS=7 for sibling battles. Re-rolling to hit rolls of 1's thanks to Calculating Swordsman on the second round of combat onward gives him yet another edge here. Sure, he is not Horus. He isn't even Russ or Ferrus. But he is certainly highly capable among his siblings. 

The armour is good enough, and the re-roll of the first invulnerable save is powerful. His weapons in melee are great - choosing between S+1 or S=10 with different special rules to help amazing, and the brutal x2 for the Hand of Dominion is going to be powerful in all situations coupled with AP=1. The arbiter is very handy as a side arm, but with AP=3, its in the territory of being okay without being amazing.

His warlord trait grants an army wide boost to Ld, as well as selection of a phase in which to play an additional reaction. Both are powerful boosts to the army. His preternatural strategy takes what Alpharius and his sons should have and makes it Ultramarines territory (yes, I'm bitter). Fleet, counter attack, furious charge, and stubborn are all there to choose between, just not on consecutive turns.

Weaknesses.
Tanks and tar pits like Vulkan might prove an issue. Horus (and Ferrus, and Russ) still whips him into submission quickly enough. But he is powerful among his brothers, and brings amazing boosts to the army. There's little not to like here. 

Overall.
Categorically one of the more powerful primarchs. His army boost in combination with the rite of war makes for some game defining moments. 

Difference to First Edition.
His weapons from first edition are here, but the calculating swordsman aspect is not what it was. He's different, for sure, but here in second edition, I regard him as excellent overall. 

Wednesday, November 23, 2022

Horus Heresy 2e Review: Ultramarines Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average.  

The Ultramarines are looking a bit thin on the ground in the armoury department, but what they have is reasonable enough.

Legatine Axe. For a small points cost, get rid of Unwieldy on power axes owned by independent characters. Categorically worth taking every single time! Do it. 

Argyrum Pattern Boarding Shield. 5+ and 4+ against ranged and melee is good. Pretty good, but not outstanding. Availability to any independent character is good enough. 

The Mantles of Ultramar. Artificer armour that is both battle hardened and immune to blinding is nice. The points cost is frankly a bit steep though. 

Overall.
No special consul for the Ultramarines, and not a very wide range of selections here either. I like the axe very much. The first two entries are standard for the Suzerain squads as well which illustrates their power. I've not much to say here other than its all a bit average except for the axes which are amazing for what you're getting with the price tag. 


Tuesday, November 22, 2022

Horus Heresy 2e Review: Ultramarines Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are very reasonable and some are above average to be clear. 

Warlord Traits.
Ultramarines return to second edition with 3 warlord traits - one of each loyalty.

The Burden of Kings. For the Loyalists, the warlord gains fearless and It Will Not Die when a wound is allocated until the end of the next turn. This is solid, but not outrageous -- the opponent can and should focus fire until the warlord is downed in a single turn preferably. The single extra reaction by the warlord is similarly good.

The Aegis of Wisdom. Friendly Ultras with line of sight can use the Warlord's Ld for regrouping and ignore the usual restrictions for post regrouping. This is excellent for the all rounder trait and I can see good use being made of this. The additional shooting reaction is fine.

Pride's Dark Power. Finally something for the traitor Ultramarines! [And please do note: in 40k, most traitor chapters are likely to be successors of the Ultramarines, so even if its not that present in the fluff, I totally support them having a traitor trait!] In short: swap the warlord's Ld for T in any phase. I would anticipate this will result in T=10 against some important shooting or close combat phase. This one can be game defining if used right. The bonus assault reaction is great. In some ways this could be the most powerful trait of all three of them. Time to show what the Ultramarines can really do?

Rites of War.
The Logos Lectora. The solo rite of war for the Ultramarines - but very apt and appropriate with the feeling of Ancient Rome. At the cost of more HQs, more Troops, and zero infiltration or deep strike, the player can gain a different boon per turn (no two on consecutive turns though). Full March gives bonus movement, but lower BS and WS. Hold Fast gives better Ld and re rolling of shooting to hit rolls, but no run and move. Retribution Strike gives bonus WS and charge range at the expense of BS. And Regroup gives Ld and reserves re-rolls. This is a tremendous rite of war that puts other legions to shame (poor Alpha Legion). Worth taking in almost any battle to be honest, but I guess the solid blocks of infantry will pose a transportation problem in the early turns and the army could be vulnerable to certain counter styles of play. 

Difference to First Edition.
Yes, there are differences here to first edition. But overall, it has the feel of first edition and will readily slot well into old veterans hands and new players alike. There's little not to like, but some warlord traits are stronger than others, and the singular rite of war is nice enough, but the restrictions can be harsh. 
 

Monday, November 21, 2022

Horus Heresy 2e Review: Ultramarines Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars -- rounded up to 4/5 stars. The rules are certainly above average.

Background.
The largest of the legions (assuming you miscount the Alpha Legion) were drawn in by Horus' plan and betrayed by the Word Bearers at Calth. There followed the underworld war, the Ruinstorm, and the Shadow Crusade. Alongside this they also built Imperium Secundus along with the Blood Angels, Dark Angels, and elements of the shattered legions. When all was said and done, they crusaded to destroy Davin, push the traitors to their limits, and rebuilt the Imperium proper. Although arguably not at the forefront of the Civil War, their wider forces contributed significantly and mopped up after the event in a way other forces simply were not able to do.

Legion Rules Review.
The Strength of Wisdom grants a bonus pip to hit against a unit if they have already been targeted by another unit in the shooting phase. They have to be within a small bubble of the first unit, but this rule is very strong. To use to maximum effect, I would consider employing "tracer" units to open first first. Arguably the humble rhino has an excellent role to play here, as do regular drop pods. Don't underestimate such cheap tracer units - when adjacent to a heavy support squad this is a truly significant boon to the legion

Arsenals of Ultramar grants access to the unique wargear options from the armoury whilst Lords of the 500 Worlds provides the warlord traits. There are no unique consul choices to be found here though.

Advanced Reaction.
The Unity of Purpose is an excellent advanced reaction. In essence, when shot at, the reacting player can shoot back with not just one unit but two units at the enemy. Timing this one well has the potential to destroy enemy units. 

Difference to First Edition.
There's been a lot of clean up here. The older Rigid Chain of Command rules have had their negative points entirely removed while preserving much of what came before. Sure, the re-rolls of wounding dice are gone, as is armour penetration rolls, but the bonus to hit (which I originally had as a typo in 2015 for Interlocking Tactics) is still very strong. The advanced reaction is powerful when played well. They're doing so much better than the White Scars or Alpha Legion!

Wednesday, March 30, 2022

Horus Heresy Review: Ultramarines Nemesis Destroyer Squad

Editorial Interlude. With the announcement of the new rules for the Horus Heresy, I was a little undecided as to whether to review the final few units published on Warhammer Community for the current rules set. I decided I'd do it for the sake of completeness as it would otherwise hang over me as being utterly incomplete otherwise and that would not sit easy with me. Rest assured that once the new rules come out, I will commence a new set of reviews under the new rules set - this will be a future grand endeavor though. 

Background.
As with other "chapters", there exists within the Ultramarines entirely dedicated squads who train for one purpose. The Nemesis chapter is once such sub-division and features primarily bolt guns rather than regular armaments for destroyer squads. Happily, these bolt guns come with experimental ammunition.

Strengths.
The "standard" ammo here is a Nemesis round. although S=4, they come with the Harrower rule which means that they inflict a leadership test as if they suffered 25% casualties. Moreover, wound rolls of 6 are resolved at AP=2. With assault 2, it is therefore likely that massed firepower could win the day here against many opponents. Rad grenades are the icing on the proverbial cake here and make a good unit into one of rather high quality to say the least.

Weaknesses. 
Very little other than being regular marines with a 3+ save and 1 wound!

Builds.
20 Nemesis Destroyers, 4 Rad Missile Launchers. Sergeant with Thunder Hammer. (460 points).
There's just something about massed firepower that I can't move past here!

10 Nemesis Destroyer, 2 Melta Guns, Melta Bombs, Sergeant with Power Fist and Artificer Armour. (270 points)
Take phosphex bombs to taste, and a rhino to get places. 

Monday, October 16, 2017

Ruinstorm

Its not a big secret that I am an avid reader. This obviously includes the Horus Heresy series that has been released by the Black Library for more years than the Heresy lasted for. The latest release in the series is Ruinstorm.

The book centres around the closure of the whole Imperium Secundus story arc. That's the one where Guilliman thought that Terra was probably extinguished already and where he got together with two of his brothers, Sanguinius and the Lion, to build a new Imperium in the core of Ultramar. 

I do not wish to write about any spoilers here. So I will keep my comments generalist in nature. Firstly, I think that the Black Library made the right choice in the author of the book, David Annandale. I like the way that he has approached the whole arc and how the various different threads have been woven together in to a successful and cohesive whole. 

Ranging from the guilt felt by the Primarchs about the founding of the Imperium Secundus, through to how they act within their own fleets and tackle the obstacles presented in front of them. Ruinstorm presents a good yarn for the long time readers of the series.

The positives for me include the perspectives on the Rainstorm and what it means for Chaos to encroach on the material Universe in general. The literal chaos that results in deep space is well described and provides an evocative ensemble of blasphemous material to draw upon for game terrain creation for example. Remarkably, as well as being a book to bring the Secundus plotline full circle, the book also links in to the Damnation of Pythos. I was not expecting that really. 

Each of the three Primarchs is "tested" in some way or other. Sanguinius wrestles with his fates (turn left and its bad, turn right and its worse). Guilliman and the Lion also wrestle with their own demons (or daemons, not sure which way that should be spelt any longer, sorry!). 

The culmination of the book deals with the "Why" and "How" of the Blood Angels making it back to Terra in time for the final battle. In that way, it provides nice closure to this known fact alongside the "Why" of the Dark Angels and Ultramarines not making it back in time. Similar to how the White Scars made it back, I was pleased with the way that the story developed around this narrative. It might not be to everyone's tastes though -- but I liked it.

The major negative is the huge amount of back-material needed to properly enjoy this book. Jumping right in to the series here is probably not a big recommendation by me. Its possible, but readers will probably scratch their heads about a few items along the way. To be honest, not even I've read the full series (I tend to skip the anthologies for instance unless there's a chapter that I really, really want). So overall, a good tale, but a specialised one in relation to the Secundus arc, yet at the same time accessible for addressing the "Hows" and "Whys" behind the Blood Angel's presence on Terra when Horus came.


Monday, December 19, 2016

The Battle for Angelus Prime -- Video

I made a brief video at Warhammer World whilst there was nobody in The Battle for Angelus Prime exhibition. Replete with music and sound effects recorded in the exhibit.

This is especially for those of you who have never had the chance to ever visit. Whilst there is no substitute for actually visiting, I hope this will somewhat make up for it. Please enjoy!


Saturday, December 19, 2015

Warhammer World: Betrayal at Calth

In the special exhibit room of Warhammer World is currently dedicated to the Horus Heresy. One of the main exhibits and diorama's is that of Calth. This diorama in particular featured heavily in the art work for the 5th Horus Heresy rulebook: Tempest. It contains iconic images of the broken railway train, as well as dockland cranes being the backdrop as a deadly confrontation plays out between the Ultramarines and the Word Bearers Legions.


This diorama was smashing to see in real life, and my photographs probably don't quite do it enough justice. Equally, I think a generous smattering of dry ice and post-photography touch up was applied for the photos that appear in Tempest, so they're never going to be totally identical! Hope you like them!






Monday, November 23, 2015

Horus Heresy Review: Roboute Guilliman

Background.
Thanks to the Black Library books, we now know that the Primarch of the Ultramarines should have his name pronounced as Roe-BOO-Tay Gill-Uh-Man. Beyond that, Tempest gives the 30k overview of the primarch that much has already been written about. Surprisingly to me, he got a little bit more grim-dark than how he has been portrayed in 40k. Specifically, he is noted to have run a kind of secret police to ensure the 500 worlds were loyal. Sure, he was intelligent, and conquered many worlds (second only to the Sons of Horus) and left them easy targets for the iterators to install the Imperial Truth in.

Strengths.
On the tabletop, Guilliman is both a force multiplier, and a character that can handle himself in one-on-one combat situations.

For the former, he increases all of his sons Ld values by one notch whilst providing any unit he joins with some valuable bonuses. This alone argues that Guilliman should have a command squad (or equivalent) around him.

He is able to mess around with the opposition in a comparable (but not as complete) way as Alpharius is capable of. This includes the forcing of seize the initiative rolls to be re-rolled. He can grant a a single unit entry in his detachment one of implacable advance, interceptor or tank hunters. Clearly this can be a great boon for his army and I would strongly council having options for each of these choices that does not already possess it (e.g., lascannon equipped heavy support squads for either tank hunting or interceptor (similarly for all predator units); dreadnoughts other than mortis ones for interceptor, and so forth). I think this is a great boon that needs careful planning about what units will come on to the board with this primarch.

Should he need it, he actively learns during combat and increases his WS by one every round after the first up to WS=10 after the fourth round. This will re-set though if someone else challenges him. On top of this, he never suffers negative Ld modifiers due to deny the witch. Hence he's capable of standing up to even Lorgar. But perhaps not Lorgar plus blessings.

For his one-on-one combat he has 2+/4+ armour to rival both Vulkan and Perturabo. This allows him to re-roll the first failed invulnerable save in each phase (not turn: phase!). For weapons, he has two specialist ones: a paragon blade that shreds up enemies and has murderous strike, coupled with a concussive "hand of dominion" for S10 AP1.

Unlike some of his brother, he also has a ranged weapon in the form of "The arbiter". Although only 18 inch range, it does have a valuable AP3. Pity it is not AP2 to be fair though. Hence I can see him loaning his BS to an attached unit thanks to his Cognis Signum.

Weaknesses.
Although he can handle himself in a fight, he is vulnerable to swarms due to his low number of attacks. Hence the only way to play him is as part of a bigger unit. He needs his sons around him and this is arguably going to be something like an Invictarus squad (which along with terminators, he makes count as troops).

Overall.
His is certainly worth his points cost. In many ways he is an analogue of Alpharius (which may explain why they didn't get along). Alpharius does the army buffing much better, but Guilliman does the individual combat much better.

Take him as part of a large squad and deploy him accordingly. Use the Cognis Signum to help with shooting. Aim to take out any and everything short of Horus embedded in a unit of Justaerin Terminators.

Sunday, November 22, 2015

Horus Heresy Review: Damocles Command Rhino

Background.
Demonstrating that the Ultramarines are capable of innovation, the Damocles is effectively a special communications tank capable of many nifty features, but is ultimately still a rhino chassis.

Strengths. 
Not scattering within a large radius when deep striking in to play; allowing the controlling player to tweak their own reserves rolls by +/-1; causing more serious deep strike mishaps to enemies; and a bombardment to top it all off!

The last of these is critical: a S8 AP3 large blast is terrific, even if its only once per game. A few of these kind of blasts from other sources can be a game changer for obvious reasons.

In an army that is dependant on deep striking (and perhaps messing around with enemy reserves -- see Remus Ventanus, or Alpha Legion Rite of War) it can be a great asset.

Note: Ultramarines can carry two of these in an army list as a unique bonus, the second coming from a dedicated transport choice for a Master of Signal.

Weaknesses.
This tank is still a rhino. It still has AV=11 and suffers accordingly.

Builds.
Damocles (no upgrades).
This tank is worth the costs so long as you manage to get off the focused bombardment in early turns.

Damocles, extra armour, hunter-killer missile (120 points).
A bit more upgraded, with a fun missile and a bit more durability. Add in a dozer blade to taste depending on your own preferences and play style. 
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries