Showing posts with label imperial fists. Show all posts
Showing posts with label imperial fists. Show all posts

Friday, May 22, 2026

Warhammer World: The Fall of Outpost Sigma-12

One of the newer displays (to me at least) at Warhammer World was the fall of Sigma-12. This is Cthonia. And it is also one of the last battles of the Heresy since immediately afterward the Siege of Terra began. Traitor forces of the Sons of Horus undermine (literally) the defensive positions of the Imperial Fists as their subterranean forces emerge. The loyalists fight on to extract as high a toll as possible and make the traitors victory Pyrrhic. 


The whole scene (above) is a rather incredibly put together diorama. I liked the assault being conducted by the Sons of Horus - it looks exactly like the tip of an armoured spear as I might envisage it. 


The Imperial Fists won't like the holes in those walls!


Nor will they like the termites that are coming!


But the loyalists are clearly making the traitors pay across the board and backline!


Monday, October 20, 2025

Horus Heresy 3e Review: Huscarl Terminator Retinue

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. I really like them! Not sorry. 

Background.
The Huscarls provided close and personal protection to the most elite members of the Imperial Fists. Praetors, and Rogal Dorn alike benefited from their presence on the battlefield and around them. Their job is simple enough: protect their charges with their very lives (and hardy terminator armour to boot). 

Strengths. 
The Vigil Pattern Storm Shield is excellent and possible the only other unit in the game that matches these men are the Salamanders' Fire Drakes. 

The native deep strike is very impressive here and well worth using. Eternal warrior rounds out the special rules nicely enough (although the usual negatives for cataphractii terminators applies here too). 

WS=5 and T=5 are fabulous along with a pair of wounds and leadership of 9 for the sergeant. 

Weaknesses. 
A mild lack of customization possibilities doesn't detract from a wonderful squad. For the Alpha Legion player, this squad might also be tempting above and beyond the Fire Drakes from the Salamanders just for the native deep strike? And lets be honest: they also have the rule of cool. 

The main negative here is the sheer points cost you are paying for native deep strike. Other units do this better, but tend to be more glass cannons. This unit is ablative and defensive for Primarch or Praetor support realistically. 

Builds.
5 Huscarls, Master with Grenade Launcher (280 points).  
Expensive, yes, but remember that native deep strike. 

10 Huscarls, all with Solarite Power Fists, Master with Grenade Launcher (630 points). 
The fully upgraded squad. Ouch. Yes: it costs a lot of points, but it is very viable all the same at high points value games assuming it is your critical hammer unit.

Sunday, October 19, 2025

Horus Heresy 3e Review: Phalanx Warder Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid choice. 

Background.
Reinforced breacher squads whose sacred duty is to protect the flagship - Phalanx. They have no markings of victory or similar: simply carrying on in their role is reward enough. When called upon, they make excellent space ship storming squads when needed to board hostile territories. 

Strengths. 
Power axes and boarding shields as the basic squad, and ten men make for a reasonable baseline. Their special rule: Phalanx Formation allows them to make a shield wall advanced reaction without expending reaction points. But only if they accept getting pinned after the reaction is resolved. I'd suggest expending the reaction points anyway most of the time, but it could be effective. 

There is a degree of customization available here as well - note that the Legacies pdf allows a greater range than the Liber. 

Weaknesses. 
One wound each with a basic 3+ armour save. 
The lack of Stone Gauntlet in this edition means that this squad is not as potentially as good as it once was. 

Builds.
10 Phalanx Warders, Sergeant with Solarite Power Gauntlet, Vexilla (220 points).  
A baseline build. 

20 Phalanx Warders, 4 Thunder Hammers, Sergeant with Thunder Hammer, Squad Melta Bombs (455 points).
Cheaper than second edition and entertaining.  

10 Phalanx Warders, 2 Flamers, Vexilla, Sergeant with Thunder Hammer, Squad Melta Bombs (245 points).
I actually like the combination of flamers and breacher squads. They are always under-rated! 

Saturday, October 18, 2025

Horus Heresy 3e Review: Templar Brethren

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great unit! 

Background.
These brothers guard the temple of Oaths which is located on board the ancient Phalanx starship. They have access to some of the best war gear available and are generally zealous in the extreme and hone their skills accordingly. In short: they are the elites of the Imperial Fists. 

Strengths. 
With 2 wounds each and a 2+ save, these are veterans with WS=5 and plenty of attacks when massed up. 

They gain the ability to have an extra 2 inches of set up when they make a charge out of an assault vehicle. 

More than this, they have a lot of customization available which is more than very nice. To be fair, even the baseline power swords with bolt pistols are extremely attractive and viable.  

Weaknesses. 
Not many to be honest! You just need to have an assault vehicle to make the best of them. 

Builds.
5 Templars, Champion with Solarite Power Gauntlet, Vexilla (185 points).
I regard this as the baseline build, the vexilla is there for the combat resolution bonus on the occasion that you need it. 

5 Templars, 5 Combat Shields, Champion with Thunder Hammer, Vexilla (195 points). 
The Zone Mortalis version of the above squad. Take Melta Bombs to taste. 

5 Templars, 5 Plasma Pistols, Champion with Solarite Power Gauntlet, Vexilla (225 points).
It is a pity that bolt pistols are exchanged for both plasma pistols and shields - I'd like both. But this build focuses on the plasma side of things before charging in. 

10 Templars, Champion with Solarite Power Gauntlet, Vexilla, Melta Bombs for the Squad (335 points).
A very nice points cost for a large squad of power swords coming your way. 

Friday, October 17, 2025

Horus Heresy 3e Review: Alexis Polux

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Very good overall - I almost gave 5/5. 

Background.
Polux is described as Inwit-born and was a "giant made of stone" before even being elevated to the Space Marine Legions. As a marine, he towered above his battle brothers still. Through chance he came to command of Dorn's retribution fleet and proved his worth at the Battle of Phall and in many other battles beyond that. He is known to have been strong in close combat and a master of void based combat between spacecraft. And, of course, after the Heresy, he became the first master of the Crimson Fists Chapter.

Strengths. 
The stat line is standard fare for command characters with WS=6 and reasonable otherwise. 

He comes with a gambit to have a single S=10, AP=2 D=3 attack with his power fist that also has critical hitting which is very reasonable when he finds himself up against a bigger named character. Otherwise the power fist is a standard Solarite variant. He also comes with a Vigil pattern storm shield and a combi-melta. 

With his Void Commander special rule he can join a unit of Breachers and deep strike them on to the table and gain feel no pain. 

Officer of the Line (2) rounds out a solid close combat orientated character and will mean he will see use at most points levels - he's a well rounded character that has solid plays! 

Weaknesses. 
I like Polux in Third Edition and he retains a lot of what he was in other editions. He is melee orientated and can take on some other named characters with that single power fist attack where needed (if you want to risk it), but the clear play is teleportation of him and his breachers into battle. 

Overall.
Well worth taking even for Officer of the Line alone. But you get so, so much more for the points cost. I genuinely almost gave 5/5 stars here. He is shining. 

Wednesday, October 15, 2025

Horus Heresy 3e Review: Camba Diaz

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A low points value game master of the legion that also retains some applicability at higher points values too. 

Background.
A very reliable and steadfast commander who arguably lacked the legend of Sigismund and others around him. He more than earned a healthy 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. 
Officer of the Line (2) is worthy of mention from the outset here. This makes him worthy of consideration at lower points value games, but also alongside other commanders at higher points values too. 

With WS=6 and BS=5, he is a very reasonable commander level character. His weapon, Durenda, provides breaching combined with S+1 which makes him reasonably in close combat against standard sergeants and the like. 

He also gets The Line Unbroken gambit which he can use if he doesn't have combat advantage for which he gets a handy A+2. He won't have anyone cross a line he has drawn in the proverbial sand. 

Weaknesses. 
Not quite the character he was in Second Edition sadly, but he still has very strong merit here in third edition as a commander for low points value games, but retains a different applicability through Officer of the Line for higher points value games as well. This can be a powerful choice when you are at 3000 points and want to squeeze in that extra dreadnought (or similar). 

Overall.
A fun character with a strong background in the novels. The rules do him justice here, even if he is a bit different to second edition's implementation. 

Tuesday, October 14, 2025

Horus Heresy 3e Review: Evander Garrius

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid short range, and melee character. 

Background.
A unification veteran who remembers well fighting alongside the nascent Luna Wolves. He was, however, largely unliked by Dorn due to his brutality. As a result of this, he was seconded to garrison duty. And later, given the opportunity to prove himself (with relish) at the Siege of Cthonia. Which he sets about doing as effectively as any Imperial Fist Lord might!

Strengths. 
His stat line is good with WS=6 and T=5 alongside praetor level other stats. His power fist melee weapon, subjugator, brings his effective strength up to 8 at the cost of lowering his initiative (but D=2 as well!). This is not much of a concern given his defensive abilities. 

The defences come in two forms here. The natural catapharctii saving throws, but also access to Feel No Pain when engaged in a challenge. This is excellent and the main reason he has 4/5 stars from me. 

His side arm, Incineratus, is solid with a S=5 four shot volkite ray gun at short to modest ranges. 

Weaknesses. 
Honestly, he doesn't have that many weaknesses in third edition. I think you just have to remember that he is a melee exponent and then arrange a transport solution for him. 

Overall.
Garrius is an excellent praetor level choice for a up close and personal challenge monster. Sure, he is not Sigismund or Dorn, but he is fluffy enough to play without an opponent crying about it. Very appropriate, but he must be backed up with a retinue, and preferably some modest range firepower to work well. 

Monday, October 13, 2025

Horus Heresy 3e Review: Fafnir Rann

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded Down. An average close combat master of the legion. 

Background.
He's in the wrong legion. He should have been a Space Wolf if the fates had have allowed it. But he was an Inwit Cluster native, and therefore an Imperial Fist. 

Aggressive, and with a liking for twin axes and shields (hence good on the offensive and defensive), he is noted to be a very ruthless commander within the Imperial Fists. He commanded at the siege of Terra and took a very high tally of the enemy. 

Strengths. 
WS=6 and a reasonable set of other stats make him a reasonable close combat proposition. Combined with his axes, he is hitting at S=6 with Breaching on a 4+. This is reasonable.

He also gets to use his shield without any focus penalty having long since mastering the use of shields and weapon swapping an axe for his shield. [don't forger the shield trait either here].

His Gambit of the Executioner's Tax allows you to exchange focus for critical hits. It is a bit average, but might be useful. I'd suggest keeping your initiative. 

Weaknesses. 
He is good. But he also has a T=4 stat, and needs a transport solution. All he does is close combat - his bolt pistol isn't helping at range. 

Overall.
In short, Fafnir is a close combat master of the legion. He is very reasonable in melee, but not at the same level as Sigismund, or comparable champions in other legions. Fluffy, and a very reasonable choice overall. 

Sunday, October 12, 2025

Horus Heresy 3e Review: Sigismund

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Narrowly rounded up due to fluff reasons and him being the only mortal to be able to go toe to toe with the weaker Primarchs. 

Background.
Of all the Imperial Fists, and even the space marines more widely, there are few who are not primarchs that have their names recognised. Sigismund is not just one of a number like Abaddon, Corswain, Kharn, and company - he is unique in the background. Alone, he is preternaturally skilled and sits only a whisker beneath the primarchs themselves. He is death incarnate and undefeated.

Strengths. 
WS=7 is the most obvious stand out here amongst the stat line. This is seriously high, and can line him up as being matched with some of the Primarchs themselves! Precision 4+ is a neat addition here. 

The Black Sword means he will hit at S=6 which is something that the weaker primarchs will need to worry about, and Duellist's Edge gives a valuable focus bonus. 

As Slayer of Kings, he will always issue challenges and can choose which opponent will accept them. And the Death's Champion gambit gives critical hits on a 5+ which is a solid go-to choice. 

Weaknesses. 
Damage = 1 means that he won't cause as much damage as you might like, but the critical hits here will certainly help alleviate. 

Eternal Warrior is excellent for keeping him alive, but that T=4 is the major draw back in an otherwise reasonable stat line. 

Overall.
A very high points cost here to be honest. The only way you get your points back is by getting in combat as swiftly as you can and taking out entire enemy blobs, or preferably their commanders. Heck, just issue an ultimatum to Lorgar to take up his challenge and see how you go? Find your transport solution and get stuck in - he's one of the best mortals in town. 

Saturday, October 11, 2025

Horus Heresy 3e Review: Rogal Dorn

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Very reasonable overall without being outstanding. 

Background.
Summoned back to Terra and installed as Warmaster in all but name, Dorn prosecuted a variety of aspects of the war for the loyalist faction whilst his father was doing goodness knows what deep in the bowels of Terra. He is portrayed as having a body of stone and being the essence of the uncompromising and determined aspect of the Emperor's soul. And one whose loyalty and duty were as breathing to other lesser mortals.

Strengths. 
WS=7 at native level is good here, but most of the other characteristics are 6's which against some of his brothers is an issue.

The Storm's teeth gives AP=2 and 2 damage, but it only gives out damage at Dorn's native strength of 6 which makes him a bit lacklustre in the damage output department. Shred here helps, and frankly it is needed, as is reaping blow. 

Where he really shines is defensively. His Gambit of Bulwark of the Imperium means wound tests of 1 to 4 are not going to bother him. This is crazy good overall! Of course, he also has eternal warrior, and his side arm, The Voice of Terra, is impressive with 3 S=5 shots with breaching - this is not to be overlooked with the Imperial Fists special rules as well. 

As Sire of the Imperial Fists he gives extra Primes if 4 or more are filled with breachers or tactical squads, which undoubtedly will be the case. With Prepared Defences, he also grants a 5+ cover save in turn one in your own deployment zone which is nice.  

Weaknesses. 
Good defences. Sub-optimal offences arguable (certainly in comparison to Second Edition). Try to make sure you go first to at least get a few shred wounds in I suppose? 

Overall.
The points cost reflect his slightly weaker abilities compared to some of his brothers. His passive Prepared Defences is a really nice army wide boost, and fluffy to boot. He will do well, but others of his brothers are simply much, much better than him. 

Friday, October 10, 2025

Horus Heresy 3e Review: Imperial Fists Legion Rules

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

Background.
Recalled back to Terra to fortify the sector, the Imperial Fists found themselves at the epicenter of events in many ways. And as for their Primarch, Dorn, he became the new Warmaster in everything but name. They launched the retribution fleet and took part in numerous key battles, but would become instrumental in the final defence of Terra. It is doubtful that the loyalists would have succeeded if it were not the Dorn and the bulk of his legion being near Terra at the outset. 

Armoury. 
Third edition brings back the bulk of their armoury. 

Solarite Power Gauntlet is a power fist upgrade that gains you critical hits. This is reasonable most of the time. 

Vigil Pattern Storm Shields gives a 4+ invulnerable save along with the shield trait for a small sum. This is generally very much worth it if you have a big stick in the other hand and are not already in cataphractii armour. 

Iliastus Assault Cannons are added as a heavy weapon option heavy support squads, as well as pintles and sponsons (see legacies). Generally this is going to be a good choice!

Castellans are a Prime Upgrade for centurions which yield an augury scanner and a bolt gun replacement of your choice of heavy bolter (might be okay), autocannon (great) and Iliastus assault cannon (also great). 

Tactica. 
Fire Discipline gets you the old +1 to hit with bolt and auto shell weapons. This remains excellent. However, it is also toned here to be only applicable for fire groups that have 5 or more die in it. This is actually a good exchange overall and a good balance compared to second edition. But many bolt and auto shells are medium range so this might not benefit you against a longer ranged shooting enemy, but will be effective against those that like to charge you up front. 

Gambit.  
A Wall Unyielding
 grants Eternal Warrior (1) at the expense of not adding initiative to the focus roll. This is a rational transaction to keep your champions alive, but not very offensive. Combine with a shield to maximal effect I would suggest. 

Additional Detachments. 
Siege Gauntlet 
gives 4 slots within which the troops have to be breachers. Appropriate if unremarkable. 

Advanced Reaction. 
Bastion of Fire
 allows you to fire back any anything that gets too close (10 inches) once per battle. Solid enough and effective, but only against enemies that like getting up close and personal. 

Finally, there is the Decurion Sagittar who is an upgrade for a vehicle that gives you a turret mounted Iliastus assault cannon. Nice.

Overall then, the Imperial Fists are toned compared to second edition, but remain very strong mid range opponents who don't mind surviving in combat thanks to shields and gambits and have excellent mid range shooting. A great choice for any player: veterans and newbies alike. 


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, January 23, 2024

Horus Heresy 2e Review: Imperial Fists Decurion Sagittar

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. A truly excellent upgrade for the Imperial Fists. 

Background.
This battle brother likes his autocannon. On top of a vehicle. Shooting lots and all around. A little too much. 

Strengths.
For a modest points cost, gain not only an augury scanner, but also an Illiastus assault cannon on a pintle for your Saggitar to use. 

He can shoot one defensive weapon or his pintle weapon and choose to gain skyfire or precision shots against a different target to the rest of the tank. This is extremely nice and provides strong options. And of course, he is an Imperial Fist and really likes the assault cannon.

Weaknesses.
Not many realistically.

Overall.
Well worth the points cost for the equipment price alone. The special rules make this truly impressive.

Friday, December 22, 2023

Horus Heresy 2e Review: Lord-Castellan Evander Garrius

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Although some of the rules are downright odd, Garrius is fundamentally a character to be reckoned with.

Background.
Unification veteran. Unliked by Dorn due to his brutality. Seconded to garrison duty. And then given the opportunity to prove himself (with relish) at the Siege of Cthonia. Which he sets about doing as effectively as any Imperial Fist Lord might!

Strengths.
Garrius has a praetor like stat line but with T=5. More than this though, what stands out is his equipment. The power fist is basically an AP1 S=8 with brutal 2 and reaping blow. This alone is impressive. It gets better with his volkite weapon which gives assault 5, deflagrate along with rad phage! The rad in particular is going to be amazing here. Meanwhile his armour gives him feel no pain in combat and still lets him sweep despite its bulk. He also has several nice special rules including admantium will at 3+ and relentless. 

Weaknesses.
The Unfavoured Son special rule is downright odd. He cannot be part of a detachment containing Dorn. This won't come about unless an allied player is playing Dorn! But if this happens, then he can potentially gain Fearless and IWND - but the likelihood of this ever triggering is zero (but let me know in the comments if you've had it happen?). 

The Butcher of Larissan warlord trait is not necessarily a weakness, but also comes under the category of odd here. When trailing in victory points, he gains rage. This is, of course, nice. There's also some shenanigans where he can cause victory points earned by the enemy to reduce to zero under certain circumstances and die rolls. This cannot be depended upon though. At least the assault reaction bonus is nice. Taken together, the warlord trait can be beneficial to claw your way back to victory in a game, but its just not reliable.

Naturally, he is also a pure loyalist.  

Overall.
A strong character, yet one that is also optimised for the book in which he appears. He is useful, no doubt about it, but the odd rules don't sit well for me. He's probably still worth the points when played aggressively. 

Wednesday, December 20, 2023

Horus Heresy 2e Review: Imperial Fists Additional Rules (Siege of Cthonia)

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounded up to 3/5 stars thanks to the new Ferromag shotgun. Leave the new warlord traits at home. 

Ferromag Shotgun.
A free upgrade for a regular shot gun. The reason to take this is the Breaching 6+ shot that you will get from it which gives you a chance at hurting terminators. Obviously this also works in conjunction with the +1 that the Fists already have to hit. Worth taking most of the time.

Warlord Trait: Unforgiven.
A loyalist only trait for those commanders who had somehow offended the Primarch and wanted to return to his good graces. It grants an immunity - of sorts - to instant death and replaces this with d3 wounds. To be candid, this is not as fantastic as it might appear since you will basically be taking a lot of those wounds regardless in a straight up fight with something a touch more challenging. In combat, you also gain fearless, but have to charge where possible. The rub here is there's no bonus reaction. Not really worth it outside of fluffy situations.

Warlord Trait: Bound by Glory.
Choose a legion and gain fearless in combat against that legion. But you cannot sweeping advance them. So maybe take cataphractii armour to seal this. The additional assault reaction is okay. Its not really that good overall.  

Thursday, August 11, 2022

Horus Heresy 2e Review: Castellan

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

Background.
The unique consul of the Imperial Fists is the Castellan. In the background these are the commanders that left behind compliant worlds following the Fists' successful campaigns. On these planets they constructed fortresses from which they could command whole systems and act as a defensive construction in times of need.

Strengths.
The ability to gain an additional shooting attack with a heavy weapon is fabulous. But they are limited in choices to a heavy bolter, an autocannon, or the Iliastus assault cannon. 

Weaknesses.
There are a large number of restrictions here in addition to gaining the heavy unit type. As I read it this also includes not being in terminator armour. 

Still, this is a reasonable HQ selection for small points games or skirmishes such as a kill team style army. Indeed, I think it would do very well in these circumstances when paired with any of the three heavy weapon options. 

Builds.
Castellan with Auto cannon (85 points).
My baseline.

Castellan with Iliastus assault cannon, melta bombs, power axe (115 points).
Slightly on the expensive side for small points games, but possesses deterrents for incoming assaults and is a bit of a swiss army knife. 

Wednesday, August 10, 2022

Horus Heresy 2e Review: Fafnir Rann

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. I rounded down. The rules are good, but not especially outstanding.

Background.
There are a number of characters in the Horus Heresy who at first glance don't feel like they belong in their allocated legion and probably should have been recruited to a different one. I have a bit of a soft spot for these kind of flavorful characters who otherwise break the generic mold: Fafnir is one of them and in this case it is the Space Wolves rather than the Imperial Fists that he should probably have been allocated to. 

Fafnir earned the moniker of Dorn's executioner and was a superlative commander for the loyalist forces during the Siege. His tally was high and he was as effective on the offensive as the defensive, and known for his sheer mastery of using twinned axes and being able to swap to axe and shield when the situations called for it.

Strengths.
Fafnir is a great close combat character. He has different attack profiles for using his twinned axes versus one axe and a shield (replacing the rampage rule with the shield master rule which give -1S to opponents as well as acting as a regular boarding shield - a really nice combination). The AP2 means Fafnir is going to be deadly to many opponents.

The executioner's tax deserves a mention here as well for its uniqueness. Any unit charging against him suffers multiple S5 hits for doing so at I=10. Few in the game is able to replicate this kind of action realistically. 

The warlord trait of +1WS is just the icing on the cake for accompanying Breacher and Phalanx Warder squads, let along taking one as troops. As if that wasn't enough, he even gets hammer of wrath combined with a good stat line. Oh, and let's not forget the additional reaction in assault. Nice.

Weaknesses. 
I guess he hasn't got more than S=4 or T=4? 

Other than that, it is important to consider how you want to use him. He really is a close combat monster that you want to get in the thick of the action as soon as possible and accompanied by breachers or phalanx warder squads. 

Difference to First Edition.
Very little. It wasn't so long ago that I reviewed Rann for First Edition, and things have not changed too much to be honest. Just missing the teleport transponder here I think? Indeed, so similar is first and second edition that I've kept the text mainly unchanged for this article.

Overall.
Well worth the points: he can wreck squads with the right timing. But beware of massed incoming fire. 

Tuesday, August 9, 2022

Horus Heresy 2e Review: Alexis Polux

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong and somewhat unique. I think Polux is ideal for lower points games. 

Background.
The master of the Imperial Fists retribution fleet and he who would become the founder of the Crimson Fists, Polux's name was already a known before the Heresy thanks to his giant frame and strength even for a space marine. More than this, he was also a tactical genius and well suited to void warfare.

Strengths.
The ability to redeploy one unit as a warlord trait is fine without being game dominating, and his bonus reaction during the assault phase is strong. 

As a void commander, he gives deep strike to any unit he joins in reserves and also can choose to pass or fail pinning tests. This is unique in the game and powerful. Combined with his hammer blow (S=10) strike, Polux is a powerful leader to choose without being game breaking. 

Weaknesses.
A sound choice for a HQ where the points don't allow someone like Sigismund or Rogal Dorn. No particular weaknesses here and a unique HQ choice.

Overall.
Tailor your army according to his abilities. Take a large unit into reserves with him and deep strike into position without worrying about being pinned. Arm that unit with either close combat, or a combination of short ranged firepower and close combat to make the most of things. An ideal choice for a lower points game in my opinion. 


Monday, August 8, 2022

Horus Heresy 2e Review: Sigismund

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very strong. I only just rounded down to be honest.

Background.
Of all the Imperial Fists, and even the space marines more widely, there are few who are not primarchs that have their names recognised. Sigismund is not just one of a number like Abaddon, Corswain, Kharn, and company - he is unique in the background. Alone, he is preternaturally skilled and sits only a whisker beneath the primarchs themselves. He is death incarnate and undefeated.

Strengths.
Although his stat line might appear at first glance to be nothing special, the WS=7 is a massive advantage. He comes with a small slew of special rules that make him more deadly.

The warlord trait allows bonus victory points for slaying the warlord by his hand. The additional reaction is splendid, and the bonus to combat resolution for the entire army is bonkers. 

Bonuses to charge distance and sweeping advances seem like icing on the cake, but there's even more here such as unlocking templar brethren as troops and the re-rolling of invulnerable saves against him is amazing for character killing. His sword really is just splendid for S=6 instant death and he also has precision strikes on top of this. 

Weaknesses.
Few. T=4 being the most obvious, and only available to Loyalists being the other. That said, having to get into combat with the enemy warlord for the bonus victory point will be tactically challenging, so take a transport option. Also note that he costs like a tank in and of himself. I regard the cost as worth while though.

Difference to First Edition.
Neutral. The rules are remarkably comparable. 

Overall.
There are few characters below primarchs that Sigismund cannot take on and win against. Take care against the primarchs themselves though. He is a close combat monster and has to be played in that manner. 

Sunday, August 7, 2022

Horus Heresy 2e Review: Phalanx Warder Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong. Would give it 4.5/5 stars when run with the Stone Gauntlet rite of war. 

Background.
Protecting the flag ship of the Imperial Fists, the Warders are a stark bunch selected from breacher squads and known for no showing off when victory calls. For them, living until next time is victory enough. Grim. Regardless, they are essentially breacher squads with more bits and bobs added to them and a formidable alternative to the troops that the Imperial Fists player might otherwise select.

Strengths. 
Look closely and it will become obvious why this squad is a step up from breachers. In combination with the Stone Gauntlet rite of war, they can be devastating when played well. 

The lock step special rule grants a bonus pip to WS when charged and when there's at least 3 warders left. Happily this pip can also spread to others joining the unit without this special rule. Hence the conclusion here is that characters are good to hide within the squad. Even an apothecary would be good here for bonus durability, thinking build-wise.

The Shield Wall special rule grants a bonus to invulnerable saves as well whilst they are in base contact with others. Again, this rule spreads to characters joining them. This is beautiful. 

Weaknesses.
Despite all the upgrades over breacher squads, these battle brothers remain 1 wound, 3+ armour save marines. Remember this well. Regard also the Shield Wall rule and beware of large blasts that are incoming from the likes of vindicators. For goodness sake, use the Stone Gauntlet rite of war to maximally benefit this squad (and in numbers). The re-roll to invulnerable saves is tremendous. 

Difference to First Edition.
Improved.

Some will suggest that the lack of T=5 possible in first edition represents a loss. To small arms massed fire-power, I would agree. But I would counter this by suggesting that the invulnerable antics have made up for this aspect and made them much better. They're cheaper too -- and fundamentally much more viable than when released in first edition. Hence overall I'm thinking this unit has seen an improvement. Add in a leader like Fafnir and its suddenly an amazingly strong squad on both offense and defence. 

Builds.
Readers might like to contrast these unit builds to first edition here.

10 Phalanx Warders, legion vexilla, sergeant with power fist and artificer armour (260 points).
My baseline squad. I like flamers added in here for objective sitting duties. 

20 Phalanx Warders, legion vexilla, 4 thunder hammers, sergeant with solarite power gauntlet, artificer armour, whole squad with melta bombs (560 points).
Expensive, to be clear. Remove the melta bombs to make it more points cost attractive and give it to the sergeant only (515 points). Go hunt, but watch out for those big pie plates.

10 Phalanx Warders, legion vexilla, 2 plasma guns, sergeant with artificer armour, plasma pistol, melta bombs (285 points).
So much cheaper than first edition and amazingly good for raining down some plasma death. 

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