Showing posts with label 2eHHReview. Show all posts
Showing posts with label 2eHHReview. Show all posts

Saturday, August 30, 2025

Horus Heresy 3e Review: Librarian, Legacy Unit Librarians, and Psychic Disciplines

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Librarians are solid performers, and the psychic disciplines in third edition a mixed set. 

Background.
Most of the legions maintained cadres of battle psykers to be deployed against foes needing a bit of special attention. That all changed after Nikaea wherein the legions were ordered to stop using them and push them back into the rank and file. The Heresy turned that around once more as many Primarchs saw the benefits of their librarians and re-established their use. 

In this review, we combine together the disciplines, as well as all the Legacy variations of Librarians. 

Strengths. 
The Librarian is a character that gives access to the psychic disciplines, a force weapon, and potentially a pistol upgrade (which arguably you won't need). 

What is really interesting here are the psychic disciplines which we will go over here. 

Biomancy - ⭐️⭐️⭐️⭐️⭐️ 5/5 Stars. As a strong as ever in my opinion, and a go to option if you otherwise cannot decide. It is close combat orientated and can augment your joined unit by a strong amount. Really scary in the right hands. 

Pyromancy - ⭐️⭐️⭐️ 3/5 Stars. Nothing wrong with pyromancy, and is remains solid. You get to burn things, and at range too. Regular mortals (i.e., not space marines) will suffer at their hands. 

Telekinesis - ⭐️⭐️⭐️ 3.5/5 Stars. Rounded Down. Telekinesis is utility territory and you will need to think how to optimize them (placing the telekineticist with a backline heavy support squad is, for instance, a great idea if you have the points). Also don't forget your psychic reactions for whole squad effects. 

Divination - ⭐️⭐️⭐️⭐️ 4/5 Stars. Honestly, its great. Very offensive and has to be played strongly, but absolutely great. 

Thaumaturgy - ⭐️⭐️ 2/5 Stars. A bit niche to my mind, but you'll be glad you have it if you ever face off against the Thousand Sons and Magnus himself. It is basically an anti-psyker discipline. 

Telepathy - ⭐️⭐️⭐️⭐️ 4/5 Stars. Push units away and stun them. Great stuff! But not as strong as it used to be in second edition, which is actually a good thing. 

Weaknesses. 
It is slightly surprising to see that Willpower=9 and not 10. 
Doubly so considering the Esoterist is Willpower=10!
I would also like to have a bit more customization available to the Librarians (ranged weapons like bolt guns being replaced perhaps?). The disciplines more than make up for this though. 

Builds.
Librarian with Biomancy and Divination (125 points).
My baseline build suggestion which must be played aggressively and probably with a retinue unit or similar tagging along. You will need a transport solution.

Librarian with Telekinesis and Telepathy (115 points).
Backline support. 

Librarian with Jump Pack, Biomancy and Thaumaturgy (155 points).
Aggressive, but with a suite of anti-psyker usage as well. Take with an assault squad. 

Librarian with Jet Bike and Multi-Melta, Divination (180 points).
Blow things up and melt enemy commanders or flag bearers.

Librarian in Cataphractii Armour, Biomancy (140 points). 
A team enhancer for your terminator assaults. 


Warpstone Flux Star Rating Explained

Since Second Edition, Warpstone Flux has been using a star rating system to describe units within the Horus Heresy (Warhammer 30k). Today, I wanted to say a few words about the rating system.

Firstly, and most importantly: all ratings are subjective.
Secondly, all ratings are subjective.
Thirdly, the first point was so good it needed repeating (see point two). Now go back to point number 1. 

Okay, joking aside, what I want to emphasize is that my long term readers REGULARLY disagree with my ratings, and I am certain that any new reader will also do likewise. This doesn't mean that the ratings are useless, but what it does mean is that there is a balance to be struck and I am ALWAYS OPEN TO FEEDBACK (seriously, I want the blog to be useful to the community). How do I go about achieving that balance then? Well, I try to at least be consistent, and here are my rough parameters:

5/5 Stars (⭐️⭐️⭐️⭐️⭐️). This means that the unit is excellent! I do not give 5/5 stars lightly, nor do I give them all the time. I only give them to truly outstanding units. In this context, outstanding and excellent mean at least several of the following are true. Well above par stat line. Excellent special rules. Alignment with fluff / background is exceptional. Rule of cool applies (this is where the subjectivity comes in a lot, of course). Potential for game domination, or turning the tide of a game is very high. In some cases, the unit might be "broken" in some manner, shape, or form (or put another way: you don't make friends by fielding this in some circumstances). Arguably, you NEED this unit in your army (cf., Praetors). 

4/5 Stars (⭐️⭐️⭐️⭐️). With 4 stars, the points cost of the unit is well worth while. The stat line is above what you might expect for the points. The special rules make them stand out, or perhaps the combination of special rule. There might be strong build flexibility allowing the unit multiple battlefield roles, or without builds they can take on multiple roles easily.  Whilst they are not 5/5 stars, they come very highly recommended and they represent some of the best in the game. You are also likely to come across them in both friendly and tournament play. You need to think that you will be encountering them, or that they are popular. They function well! They might also be very fluffy (which I like, and which will boost their star rating from me since 30k cares more about this than 40k). 

3/5 Stars (⭐️⭐️⭐️). These are average or typical units. If the humble tactical squad is 100 points, then this unit is also worth about the same (i.e., you pay for what you get - but note that I rate the humble tactical squad much higher than this for different reasons). They might not have many, or any special rules. They probably don't even have an invulnerable save most of the time. Their stat line is average, or typical for space marines (etc.). Nothing particularly stands out to me, or quite often: the weaknesses of the unit are offset by their strengths. They're okay. Not brilliant. Not poor. Solid performers. 

2/5 Stars (⭐️⭐️). In some way, these units are sub-par. They are not quite worth their points cost, or they are rare to field on the tabletop because there is some flaw - intentional or not. They might be over-designed or too bespoke. They could be ineffective, or perhaps even cannon fodder (which to be clear: is still useful for quite a number of builds). They probably die quickly and easily, or can be exploited. Or perhaps you only field them because they are fluffy and appropriate. You are still likely to encounter them on the tabletop in friendly games, and fluffy tournament lists. But not all the time. 

1/5 Stars (⭐️). There's something very wrong or bad with this unit. It might not be designed well. The points cost might be horribly high in comparison to its effectiveness. The stat line is terrible. The special rules exhibit major drawbacks for you in the game by making the unit less effective than anything of its ilk should be. No one plays this unit realistically outside of very friendly games, or games where you are just testing out ideas and concepts. They might not even be fluffy (if they were fluffy and just bad, I might give them 1.5 stars or 2 stars). 

0/5 Stars. I honestly don't give this rating much, if at all. If I did, this would signify unplayability. Like a combat monster who can never charge (I'm looking at Night Lords dreadnoughts in second edition shattered legions for this level of silliness and star rating). Make no mistake: if I refuse a star rating, something is terribly wrong to the point of not being able to be played rather than just being bad. 

I often use half stars. I will round up or down to get a whole integer for these to display on the blog, and half stars are therein only mild descriptions (I might as well write 3.5 stars as a 4 star minus, or similar to be honest). 

Caveat Emptor applies. I remain your humble servant, and but a fallible human being. 

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. 


Friday, March 28, 2025

Horus Heresy 2e Review: Camba Diaz

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A cheap praetor with some special rules. 

Background.
A very reliable and steadfast commander who perhaps lacked the legend of Sigismund. He earned his reputation through meticulous siege actions - both on the offensive and on the defensive. Little wonder he was held in good stead by his Primarch. 

Strengths.
In short, this is a Praetor character with a few upgrades. His warlord trait is The Line Unbroken which allows him to declare its activation when on an objective. This gives counter attack and fearless until the end of the battle so long as he stays put. This is strong, and probably best used as a forward attacking force. But you know, if you need to, having that objective on the back line is reasonable if facing off against other Primarchs I suppose. 

He will also gain feel no pain when he has one wound remaining which is fluffy for Camba, and comes with an AP3 power sword - forged by the Iron Hands in some kind of lost bet - that also rends. This is okay without being amazing. 

Weaknesses.
No real weaknesses, but arguably, not a first choice master of the legion. His role is then in smaller points games where his warlord trait might make a big difference. 

Overall.
A fine choice, but just not as good as other choices that the Imperial Fists can make. 

Tuesday, March 25, 2025

Horus Heresy 2e Review: Kaedes Nex

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Raven Guard answer to when something just needs to not be there. 

Background.
Kaedes is not a nice person, to put it ever so politely. He was, very rightly, incarcerated on the same world that Corax came to rest on when he was scattered there. Already an accomplished evil killer, somehow, Corax saw fit to offer him a second chance within the legion. He said yes, and now serves at Corax's command. But he's not liked to the point of being shunned. That doesn't make him bad at his job though. Lucky that he's a loyalist really, otherwise I could readily imagine him falling to the dark powers of chaos. 

Strengths.
A 3 wound moritat with two hand cannons that have to shooting profiles. The first provides pinpoint strikes and comes with brutal (2) concussive and pinning with sniper, the second provides a way to empty the ammo stores and comes with a whopping six shots with concussive and pinning. 

His shooting ignores most modifiers like night fighting and so on. And he always - always - attacks at full ballistic skill. This is actually a little bit insane, but there you go. He also has an uber-infiltrate rule to help him deploy where he needs to be, and a slew of other more standard special rules that include things like rampage and shrouded. Unlike many good shooting character, he is also good in close combat with rending and more brutal (2)'s helping a lot. 

Weaknesses.
No jump pack is a serious negative here coupled with the 12 inch range on the hand cannons. Yes, there are rules to help, but it remains the reason I can't give 5/5 stars. 

He's also a non-compulsory HQ and cannot be part of another unit. Hence he can and will get targeted regularly. Happily, he can also be part of a Blackshields force which makes for an interesting option. He also only get the Falcons rules if a Raven Guard. A bit pricey in terms of points cost as well, but that's okay for what you are getting. 

Overall.
I can see a lot of Raven Guard and Blackshields players wanting to take Nex. He gets some early turn kills in before perishing (assuming he doesn't get over watched back or reacted back) which is always a danger. But hey, why not just snap shot at your full BS back yourself as well?

Sunday, March 23, 2025

Horus Heresy 2e Review: Aster Crohne

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A strong centurion, but a little bit on the expensive side. 

Background.
Aster Crohne is a survivor who defies belief. A relic of the wars that tore Saiph apart, and one who was undertaking the Great Crusade prior to the rediscovery of Sanguinius himself. He stood apart from the main legion and never really rose in rank as he should have, finding himself in charge of the 94th company and the Inductii. 

Strengths.
When he loses his last wound he will be put back into reserves with one wound on a 4+. This only happens on the first time, but it is a great fluffy rule that helps him stay in the game. 

His warlord trait is directly associated with the 94th. It gives Inductii sweeping attacks as well as A+1 when making successful charge. This is in addition to the usual Fear rule that Blood Angels Inductii have and overrules (at least from reading the rules) the lack of sweeping assaults which is good news for the Blood Angels player. The additional movement reaction is solid. Aster can also join Inductii units which is obviously a good thing.

His weapon of choice is a S+1 AP=3 axe that also rends which is great for dealing with enemy blobs of tactical marines. The two hand flamers are also good, to be clear. 

The stat line is basically a consul centurion with an extra wound which is good.

Weaknesses.
Obviously as he's not a Praetor, he does not have Master of the Legion. This isn't so good. He's well suited to leading Inductii though, so that's a plus. 

We also need to acknowledge the points cost here as well. It is on the high side, and you will also need a transport for maximum effectivess.

Overall.
A fluffy character with rules to suit. He's going to be wanted as a Judicar (Centurion) to lead Inductii, but that's it. Good for small points value games that involve Inductii, but in higher points value games I would want to just be using him for his ability to slice and dice. The Blood Angels are not short of other ways of doing this though!


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. 

Friday, March 7, 2025

Horus Heresy 2e Review: Autilon Skorr

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. The original delegatus, and shining brightly in small points games in second edition!

Background.
Appearing in the scrolls of honour for the Great Crusade no fewer than seven times, Autilon was the go-to man when a brand new world needed to be brought to compliance. This frequently happened with a bit of chaos and one well placed round to the head. After the Heresy broke out, he failed at the debacle at Epsilon Stranivar IX, and was removed from Alpharius' side, sent to the outer rim to try to regain glory. 

Strengths.
If you are playing small points value games, the Delegatus consul is really amazing. He provides a way to bring Master of the Legion to such games and as such, I stand by my original rating for the Delegatus here as well. 

Autilon Skorr has some special rules in comparison to the standard delegatus. Once per battle, he can make a Ld teast at a value to 10 to rally all his troops (falling back, or pinned) that have line of sight to him. This is unique in the game pretty much and can be a game winner if played right in smaller points games. 

The ability to make a reaction at zero cost every turn (even if limited to a nominated phase before the game begins) is very strong. The Feel No Pain rule that gets better every turn is also powerful. 

Weaknesses.
His S=5 AP=2 axe is not so amazing except against mortal and mechanicum troops perhaps. But it'll still hurt where he needs it to. I'd suggest burying him in a big mob of Alpha Legion troops or elites (or perhaps snipers at a vantage point in the middle of the table) and act accordingly. 

Overall.
I really liked Autilon Skorr in first edition and played a lot of games at lower points values with him. He did very well. In second edition, his rules have been tweaked, but he is still a force to be reckoned with and worth the points values. Master of the Legion is invaluable at these levels and he is a great exponent of what is possible with this, alongside potentially game changing rules. Certainly a must-take for sub-1000 points games for the Alpha Legion commander! 

Wednesday, March 5, 2025

Horus Heresy 2e Review: Nârik Dreygur

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The original Praevian returns under legacy units! 

Background.
Loyal to the Emperor now, but shattered on Isstvan and rebuilt with extensive augmetics. Dreygur survived but was tossed aside by Perturabo as any broken toy would be. Bereft of command he finally broke when the Alpha Legion nearly killed him later on and became a pseudo-Blackshield. He's complex. 

Strengths.
Dreyguy is a consul with a host of special rules above and beyond the typical Praevain in second edition. As well as being a master of the automaton, he gains some A and stubborn bonus when close to Cassian Reborn and can also be taken as a Blackshields marine rather than a loyalist Iron Warriors choice. 

He has a bunch of special equipment like his power fist that also contains haywire (very nice). The cortex controller and designator help a lot with mastering the robots around him whilst the refractor field and artificer armour makes him more survivable. 

Weaknesses.
This is not a long ranged character. Sure he has a master crafted pistol, but he really needs to be in close combat with some robots. Take some Vorax or Castellax to go with him, and get him to where you need him to be (which could be tricky). 

Overall.
Not bad overall, but a bit limited considering the wider builds possible with the Praevian consul overall. You need to get him in position and his robots to help him in close combat realistically to make the most of him. Otherwise, perhaps take a fortification where he can man some longer range weapon and simply use the power fits as a deterrent (a bit of a waste really). The ability to take those robots is great though and not to be wasted; whilst the ability to take him as a Blackshields should not be overlooked either!

Tuesday, March 4, 2025

Horus Heresy 2e Review: Erasmus Golg

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Very reasonable, but stuck with a fixed warlord trait. 

Background.
A survivor of the newly found Primarch's decimation, Golg really didn't mind the brutality that much. In fact he embraced it. What he really did mind a whole lot was not being recognised for his talents. He never made it to the inner circle of Perturabo. And he is rather tetchy about it all the time. At his core, he's quite the bully. And on the battlefield too. 

Strengths.
W=4 is certainly a massive boon here. He acts as a praetor in cataphractii terminator armour and has all the pros and cons that you might otherwise associated with such armour. Interestingly he carries both a nuncio vox and an augury scanner, along with his amazing AP=2 and S=10 chain blade fist thing. 

He has a bunch of special rules including hammer of wrath (2), stubborn and relentless which are very reasonable. 

Weaknesses.
The choice of warlord trait is fixed as blood-handed. This is okay, but a choice would have obviously been better. The combi melta is excellent and makes him a massive danger to tanks in general. 

As a terminator, you will also have to think about how you will get him into position. There's a certain rite of war that springs to mind about terminators though (Pride of the Legion). 

Overall.
A very reasonable warlord choice for the Iron Warriors. What stands out here though is that he can be selected for both traitors and for loyalists alike. Hence if you have a terminator squad around him, then this is a warlord you are going to like a whole lot. Fundamentally, he's an anti-tank hero that can readily double up to be a massive melee threat as well. Little not to like other than the fixed trait. 

Wednesday, February 26, 2025

Horus Heresy 2e Review: Iron Havocs

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Good rules, but perhaps not quite the same as the previous edition. The extra BS pip really helps them shine and makes them worth taking overall. 

Background.
These marines are the elites of the heavy support squads within the Iron Warriors. They lay down withering lines of fire with heavy weapons to saturate the battlefield and lay waste to everything in front of them. This is also a legacy unit and a break from our usual reviews. 

Strengths.
Choose between shrapnel cannons, las cannons, missile launchers or auto cannons. The BS=5 on these marines is excellent. 

Precision shots is really nice to have - especially for the auto cannons. 

Weaknesses.
Not so great leadership values. You will want to watch out for incoming close combat units who might not want you in situ. 

Builds.
5 Iron Havocs, sergeant with nuncio vox, marines with Shrapnel Cannons or Auto Cannons (145 points).
A baseline build that is effective.

5 Iron Havocs, Vexilla, Augury Scanner, Sergeant with Nuncio Vox, Las Cannons (240 points).
Very expensive in comparison to the plain heavy support version. The BS upgrade will certainly mean that you pretty much get rid of your target though, so yay!

10 Iron Havocs, Vexilla, Augury Scanner, Sergeant with Nuncio Vox, Artificer Armour, Power Fist, all with Missile Launchers (335 points).
For when things just have to die on the first turn. And for subsequent turns with a power fist to create some deterrence. Very expensive. Very effective long range option. 

Monday, February 17, 2025

Horus Heresy 2e Review: The Solar Auxilia Legiones Auxilia

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great idea! Albeit with variable legion related rules outcomes. 

Background.
Some solar auxilia were assigned to the legions themselves during the Heresy. They might represent indentured service, home planet forces come to aid their upgraded and uplifted brothers, held under oath, or otherwise. Each has been shaped by the legions and comes with their own rules. 

Rules Evaluation. 
You can play these types of solar auxilia so long as you have a space marine commanding your main detachment and a solar allied detachment. You mortal men gain the Legiones Auxilia (X) special rule. They become fellow warriors (unless already better) and can therefore score (hello Line!). 

On the downside, they get pinned if they see a legion unit in a large area fail a morale check. Just don't let it happen I guess.

What follows are some knee jerk thoughts on the individual legions solar auxilia. Overall, remember that the Solar Auxilia are primarily a shooting force unless you have configured a specialist melee unit. 

Individual Legion Notes.
I grade all legions as "Good", "Average", or "Poor" herein. 

Dark Angels: Good. Your space marines gain the same move or shoot reaction as your mortals if in very close proximity. This is very nice and effective. 

Emperor's Children: Average to Poor. Gain hammer of wrath for a turn if you remove models. Although this seems good, remember you're mortals. Close combat isn't your thing in general.

Iron Warriors: Good. Ignoring modifiers to pinning checks is solid. 

White Scars: Good. Feel no pain in your deployment zone or on top of an objective is solid. 

Space Wolves: Average. Your shooting disallows cover and shrouded saves. This is excellent. But I suspect your enemies armour is better than your shots? Right?

Imperial Fists: Average to Poor. Improve your own cover save by one pip in terrain. Nice enough if you are positioned well. 

Night Lords: Poor. Not being affected by fear is actually solid, but rage is just not what you want your shooting squads to get. 

Blood Angels: Poor. A+1 when close to marines doesn't matter when you are mortals fighting against marines I think. Remember once again your strength is in shooting not melee most of the time. 

Iron Hands: Good to Average. Demonstrating that once again the Iron Hands really should have been a traitor force, they slam augmentations into their brains to destroy their fear. As a result, they remove 1d3 models per failed morale check for falling back. 

World Eaters: Good. Possibly the best of the lot. Having +1 to hit with shooting fulfils their role as being the mopping up detachment when an enemy is either falling back or already has suffered casualties. Very fluffy too. I genuinely like it a whole lot. Perhaps enough to make a squad of these? 

Ultramarines: Average to Poor. You're not really going to use it that much. You only suffer snap shots when charging against a unit you shot and and made casualties in. 

Death Guard: Poor. Minus one to wound against you versus fleshbane and poison is okay, but very situational. Re-rolling dangerous terrain checks sounds good, but you shouldn't be there in the first place. But hey, you are tied to the Death Guard, so perhaps you are intentionally there in the first place?

Thousand Sons: Average to Poor. Adamantium Will is okay if situational. Being able to allocate your failed warp tests to the allied mortals is poor form, but accepted practice I guess. 

Sons of Horus: Good. Really up there with the World Eaters. Adding 2 to charging distances for your marines if the mortals have removed models from that unit by shooting is actually very useful. 

Word Bearers: Average to Poor. Fleet and Crusader have their uses and you will usually activate this since I suppose you will be close to your marine brothers. But yet again remember you want to be shooting unless you have a dedicated close combat squad in your Auxilia. 

Salamanders: Good to Average. Gain a cover save of 4+ when you have an intervening unit of Salamanders. Nice and fluffy if you ask me. But also: try not to shoot through your own allies!

Raven Guard: Good. Ld+1 when they can draw a long line of sight to Raven Guard marines is a great boon for mortal units. 

Alpha Legion: Good. Ablative wounds to an uncaring parent legion. If you target the marines, take a Ld test to NOT shoot at the mortals instead if they are under 12 inches away. Nice. Fluffy. Slightly awkward silence afterwards. They were the diversion after all and knew what they signed up for. Or did they? Just whose side are they on? 
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries