A tactica blog written by a lazy student on the 30k Horus Heresy game system by Games Workshop and Forge World.
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Tuesday, 15 December 2015
Death Guard Legion Specific Troops
Monday, 30 November 2015
Death Guard HQ characters and consul synergy.
Master of signals +1 BS: Heavy support troops
Orbital strike
Nuncio-vox
Support officer (use Death Shroud)
No rite (you'll need another MotL HQ for rite in order to get HS troops)
Vigilator: grants scout to unit (gets grave wardens in range)
If taking rite you don't benefit from move through cover (as the rite give it to everyone natively) but it does grant infiltrate to the centurion and his squad, which is really nasty with heavy squads. (Gets you onto objectives and firing your weapons quicker)
Sabotage attack: D6 str 5 ap6 on a 2+ (deployment phase) take out Rhinos (always hits weakest facing)
First blood in deployment
Can be compulsory
Forge Lord:
Cataphractii + Cyber familiar = 3++
Cortex Controllers: single Castellax
Rad Grenades (you can get them anyway)
EH
Primus Medicae: Feel No Pain
Recover VP's from destroyed units
Cataphractii armour (join with your Terminators)
Can be good, attach them where Apothecarys can't go i.e. Terminators
Very expensive
Support officer
Siege Breaker: Tank Hunter and Wreaker for attached units (heavy support squads who are troops?)
Phosphex shells on Medusas
Praevian: for when you want to play mechanicum AND space marines
Can't be Bulky
Castellax or Vorax
If he hits the Automata get PE
Combo with Enhanced Targeting for 2+ rerollable
Can pick: Furious Charge, Tank Hunter or Scout.
Death Guard upgrade doesn't give much so pick one of the options.
Moritat: eh. Doesn't really fit in.
Now we're onto the good stuff, Death Guard special characters and man are these guys awesome.
Crysos Morturg
This guy is essentially a ubber centurion. He is a psyker (super rare in 30k) with the Biomancy power Endurance, this allows you to make your heavy support marines relentless and giving them an amazing 4+ FNP which makes them awesomely durable. Meaning you can fire heavy weapons on the move AND survive almost anything, TRUE DEATH GUARD STYLE. Endurance also applies Eternal Warrior on the target unit so your 2 wound Death Shroud ignore str8 + guns in particular Medusa Siege guns and against str7- you get an amazing 4+ FNP on top of your 2 wounds and 2+ armour.
As warlord he automatically gets to allow himself and 3 non vehicle units to Infiltrate, which is awesome. Infiltrate Grave Wardens and get in range turn 1, infiltrated Death Shroud so you can apply pressure turn 1.
However he doesn't have Master of the Legion so you can't take a Rite Of War so weigh up what you want to do -guaranteed Inflitrate 3 units or gain the benifits of a rite- and build your list around your decision.
This guy isn't a combat character but with Eternal Warrior he might survive longer than expected. Keep him out of combat end of story. Seriously with only power armour and a power sword he will go down vs any combat character. Use this guy as force multiplier, he does specific things for your army so build around his abilities and buffs.
If you work your list around him, Morturg can and will be an amazing force multiplier.
Durak Rask
This guy is pretty awesome. He is a Master of Ordnance AND Master of the Legion. In other words you get all of the MoO benefits on troop choice Heavy Support Marines.
This means you can get Tank Hunter & Wreaker troop choice Heavy Support Marines who have move through cover.
He's no slouch in combat either with 1 more wound than normal and Artificer armour and a Thunder Hammer, meaning he can ID enemy characters without having to roll sixes. (with Rad Grenades he can even take on the normally ID immune Bike & Jetbike Praetors of assault armies).
He has the awesome trait of making fiendlies within 12" reroll 1's when targeting enemies who are within 3" of an objectives. This makes your heavy weapon squads EVEN MORE AWESOME.
As Master of Ordnance he also allows Medusas to take Phosphorex shells, which again is awesome.
Overall this guy is totally awesome and embodies what Death Guard do best.
Calas Typhon
Calas Typhon is a Praetor equivalent wearing Cataphractii Terminator Armour with a grenade harness, a Master Crafted Power Scythe, a Hand Flamer with Chem Munitions, Rad grenades and a Nuncio-Vox.
As a Master of the Legion, Typhon gives you access to Rites of War. However Typhon doesnt give you any special army bonuses like the other two characters. Typhon is effectively just a special combat Praetor.
However he does have 2 extra unique abilities:
A) he has a once per game Ordnance 3 large blast poison (4+) orbital strike with Ignores Cover. However it has a major drawback: it's only ap4, meaning it doesn't do jack against marines compared to normal MoS orbital strikes.
But what this does mean is Typhon is amazing against Auxilia. Auxilia infantry normally huddle behind aegis line fortifications and have 4+ armour save and what does this strike have... ap4 and IGNORES COVER.
B) Typhon is a masterly level 1 psyker who rolls on Telepathy. Coming with the Primarus power (Psychic Shriek) he can and will rip the heart out of TEQ and elite infantry. The rest of the powers are pretty snazzy too.
He can't be a psyker when Mortarion is around before the Isstvan campaign. (In other words he's a psyker in normal/tournament games)
His warlord trait is situational, no enemy unit may claim an objective if the unit is within 3" of Typhon. Which is nice but there are so many better traits. Where this comes into its own (yet again) is against Solar Auxilia. Auxilia infantry squads are large and spread out to minimize template casualties and to score as many objectives as possible. Because Typhon's rule effects the whole unit you are having a more significant effect. The trait allows you to gain contested objectives but overall isn't that amazing.
If you know you'll be up against Solar Auxilia Typhon might be a good buy, but otherwise the other Special Characters or a upgraded chatacter will be better.
With both Typhon and Morturg as psykers the Death Guard are actually one of the most innately psychic legions (as of writing Thousand Sons haven't been released). While their psychic range is alittle bit more limited in scope compared Word Bearers (who can also make non specific HQs psykers) you have access, you have access to some of the best powers in the game.
That's all from me this time, more Death Guard are coming soon. Thanks for reading and happy war gaming.
Argel Tal
Monday, 9 November 2015
Death Guard Legion Overview
Ok so kicking off with our next legion: the infamous Death Guard.
These guys bring a new meaning to "Superior Firepower".
Getting right into the meat of it:
These guys have immunity to fear (Night Lords hate these guys) and pinning, meaning they're better able to bring their heavy weapons to bear.
With the Death Guard Rite, Heavy Support Squads become troops. I personally like taking missile launchers on these guys. They come pretty cheap compared to the other weapons and are very versatile, they can take on light-medium armour, hordes and they can straight up ignore 3+ armour which is golden.
Also, these guys re-roll difficult terrain tests for areas of all difficult terrain (finally, we don't have to play on swamp boards anymore!). Extra bonus: successful fleshbane and poison wounds must be rerolled (Suck it dark Eldar!).
All death guard suffer from -1 for sweeping advance rolls but if you're in combat with something that isn't a terminator as death guard what are you doing? This shouldn't be a problem as this army plays a solid static gun line and its heavy assault/assault prevention units are terminators (
Without the specific Rite you're not really gaining a huge advantage over other Legions and there aren't that many combos that stand out (let me know if there's anything you use that works).
Any flamers/heavy flamers/flame weapons in general, may take a 0 point upgrade which gives them SHRED at the expense of Gets hot. This is redundant in Zone Mortalis so if you're playing that don't buy this. Also, twin linked flamers/heavy flamers already have shred so don't get this on them either.
One fun tactic is to buy the way under pointed Promethium Relay Pipes fortification, which gives nearby flame weapons TORRENT (HELL YES BABY), adds some SCORING TROOPS HEAVY SUPPORT SQUADS with Heavy Flamers with Chem Munitions. Then drink your opponent's tears. Bonus points if they were playing a Solar Auxilla or Militia/Cults army.
Again you're really not gaining anything from not taking the specific Rite Of War. Heavy Support troops are where it's at for Death Guard.
With the Rite, you also get a flat Move Through Cover for everyone (feel like Ophra) which is always nice. The only issue is a large portion of your army is going to be static as they will have Heavy Weapons, so try to deploy on your objectives and if you can place the objectives in/as close to the deployment zone as you can. Because of this, you will want heavy assault units such as terminators in transports moving forwards to capture forward objectives. (Do this while you rain cover fire missiles at your opponent).
Deathshroud Terminators, awesome horde/elite infantry cleaners who really live up to their image.
Deathshroud in assault land raiders makes great forward objective grabbers.
They are kinda expensive at 2 power fists each, but boy do they get the job done (and they keep their Ap2, unlike certain legion terminators). And the best part? Not only are Terminator-armoured, THEY HAVE 2 WOUNDS EACH!!! One of the best units in my opinion.
They're easy to understand, perform extremely well, are super hard to kill and they synergise perfectly. The only issue is you can't have them as troops if you use the Reaping RoW. *sadface* that would just be broken. Also, they are expensive so don't expect to see them in many -2000 point games unless you are going elite. (Taking Pride of the Legion in a Onslaught Force Organisation for 4 Heavy Support slots for Heavy Support marines isn't actually a bad idea and can work well ((also give you 2 LoWs for extra fun super heavy tanks), only draw back is you must go second unless you seize, which can work for you as they have to burn a game turn or walk into range of your HS squads #indepthmetagaming.) I'm secretly tempted to play Death Guard now haha.
The Death Guard relic is pretty lame, -1T for enemy units within 6", but with Rad Grenades and Power Scythes (see below) your still wounding on 2s, the only benefit is you will instant death them so if you're up against other 2 wound Termies it could be good. Bear in mind it's only 6"s so it's only one unit per turn.
Okay so Death Guard have some nice unique war gear, I've already kinda covered the Power Scythe, but I'll run it down again with better detail; it's a power fist priced power axe, that gain one extra attack if there is more than one enemy model in base contact. (updated)
If you take the specific Rite of War characters can take Rad Grenades which is Awesome (shredding lightning claw terminators that wound on 3s!?)
Grave Warden terminators are good, but honestly with the lower range (24") and ap4 they aren't fantastic. They can be used to hold objectives but I personally think a heavy support squad does it better (I say HS squad because they guys are a heavy support slot choice and therefore don't become troops in a PotL Rite list). However against Solar Auxilla, these guys would be good, with ap4 blasts versus ap5 frag missiles. Effectively these guys are specifically for anti-Auxilla fighting.
Your HQ is nothing jaw dropping like Erebus, Iron Hands Autek Mor or mister Imperial Fist Sigismund.
Crysos Morturg is nice, he's nothing amazing stats wise but the reason you would take him is that he automatically has the Master Of Ambush warlord trait (lets his unit & 3 other unit infiltrate). This means you can throw your Terminators up field really early. Really you want him to infiltrate your nasty squads. One tactic you could use to be really jammy would be to infiltrate 3 CONTEMPTOR DREADNOUGHT TALONS OF 3 DREADNOUGHTS EACH (because they are deployed a squad but can act separately afterwards). This may not buy you many friends but it will ruin anyone's day. The final thing to note for him is he doesn't have Master of the Legion, so no Rites with him. (Also he's a filthy Loyalist XD) Also, he's a Psyker with Endurance (relentless Heavy Support marines with missile launchers anyone?) and Smite for ap2 brain Dakka.
Next, we have Durak Rask (who got killed by our little friend Crysos Morturg). This guy is pretty awesome as he is both a Master Of Ordnance (and all associated buffs) AND a Master or the Legion (rites of war). He confers tank hunter and wrecker to any squad he joins (Troop choice heavy support squad most likely). Also, he makes all friends within 12" re-roll to hit rolls of 1 when you target enemies within 3" of an objective. (Pretty snazzy) Also, note that by making your HS squads troops he lets you tank more choices, like MEDUSA SEIGE GUNS (and as he is a Master Of Ordnance they can take PHOSPHEX SHELLS MUWHAHAHA).
If you were going to be taking The Reaping (pretty much why you play Death Guard in the first place) and you don't want to have to take a Melee character/you wanted a Master Of Ordnance too then this guy is amazing. (Has a thunder hammer for smashing heads too)
Next and finally we have the fat Zombie Lord himself...wait this is 30k... Calas Typhon. Typhon gives you a Praetor in Cataphractii pattern Terminator armour with a master-crafted Power Scythe, a Hand flamer with Chem Munitions, a grenade harness for charging in terrain, Rad grenades for -1T enemies! and a nuncio Vox. Also, he is a Level 1 Psyker (if non-traitor Mortariton is on the same battlefield he pretends he's not a Psyker and you can't use his powers) who can draw from Telepathy powers (which overall are pretty nice).
Keeping with the Anti Auxilla theme once per game Typhon can drop an Orbital Strike that has 3 LARGE BLAST TEMPLATES, Poison 4+ (getting an anti-Tyranid feel again...) Ap4 (more anti ) with NO COVER SAVES! (COME ON THAT JUST SCREAMS "DIE SPACE BUG DIE!!!"). It will always scatter 2D6 (says nothing about scattering in the direction of the small arrow on the hit symbol so assumedly it can be a direct hit). But with 3 LARGE BLASTS WHO CARES! PS, he can't move before he does this.
His warlord trait is iffy: No enemy units within 3" can claim objectives. Means no one can contest your Implacable Advance Deathshroud Terminators (yay). But there's better traits on the table (sacrifices must be made). (It's measured by the unit not by the objective so you can deny objectives which are actually more than 3"s away, but it's still pretty rubbish)
He's quite expensive, but for what he does for your army he's worth it, especially against Auxilla armies. DRINK PETTY HUMAN TEARS.
With Rad grenades and Power Scythes, any attached Deathshroud will wound on 2s and have ap2. Bye bye terminators.
As an overview, Death Guard is a Heavy Weapon based army that tends to work as a gun line (but can work really well with synergised forward elements, I will post on this in more detail later). Your Rite of War limits your manoeuvrability -you can't run, but you shouldn't be running you should be FIRING DEATH APON YOUR ENEMIES, and you only get 1 fast attack slot, but you can take loads of heavy support so EH- but offers you a metric tonne of heavy fire support. Your legion rules help your morale and keep you shooting.
Overall Death Guard is a static heavy army that works at nearly any point level and should achieve a solid win rate.
Hope you enjoyed reading, more Death Guard is coming.
Also, I've just ordered my Betrayal At Calth box set so I might upload my thoughts on the game. I'd be keen to try out playing Death Guard myself for some fun. Also, I'll then have 3500-3750 points of Word Bearers.
Finally, I'd just like to say a massive thank you to all of you guys and girls that read this blog, it's really awesome to see the numbers from all over the world and to find out that I'm not just totally crazy. XD. Thank you all so much it's really amazing, and I look forward to future blogs.
Have a great week, happy wargaming and see you guys all next time.
Argel_Tal
'Rest? We were not made to rest; we go on, unflinching, unstoppable, unending in our strength. The Emperor did not make us for such mortal concerns as hearth and home, vanity or contemplation; we are his engines of war, his hammers, beating out the fabric of existence into a vessel fit for Mankind to inhabit.'
— Ferrus Manus, as quoted in Shadow of the Gorgon by the Remembrancer Czel Atternus (from Horus Heresy Book 2: Massacre, page 234)
Monday, 19 October 2015
Forge World Open day round up
Horus Heresy wise we're getting Natheniel Garro, a new Leviathan Dreadnought (super contemptor), Mechanicum Ordinators, also we're getting Black Sheilds, Blood Angels, Dark Angels and White Scars.
Also there are some awesome Golden Demon entries.
Enjoy: http://forum.spikeybits.com/showthread.php?26374-Warhammer-40k-Open-Day-Coverage
Thanks for reading
Argel-Tal
Thursday, 8 October 2015
Emperor's Children Special Units (Re-Written as of Feb 2016FAQ,recommended Re-Read)
I'd buy these guys a rhino to be honest, gives them some turn one survivability. Turn one drive into cover, turn two, get out with relentless and open fire.
Also as a note, these guys are more deadly in shooting than an equivalently priced tactical squad (10 kakophini vs 15 tacticals with extra swords and sonics)
This unit also has a special rule which confers +1 initiative in the first round of combat (this stacks with the updated legion rule for I6 on the charge (I7 on the Champion) which is awesome as it allows you to take full advantage of the Ap2 round of combat with their Pheonix Spears in killing the enemy before they get to strike back and to make sweeping advances easier (I7+D6+D3)
The reason you would take this unit over Pheonix Terminators is that they have shooting potential, can be transported in cheaper vehicles in larger numbers and can be given Jump Packs. Always get rid of charnable sabres, unless you need a meatshield body. I would jet packs or an assault vehicle transport (LR, Storm Eagle etc) on this unit. I'd give the sergeant Artificer Armour and Melta Bombs just to tank wounds and provide flexibility to the unit.
Monday, 14 September 2015
Eilodon Focus Post
Wednesday, 2 September 2015
Emperor's Children Legion Tactical Overview
Monday, 17 August 2015
iron hands special units And characters
Medusan immortals: these guys embody "hold the line" 3+ 5++/6++ and no enemy charge bonus due to shields -1str t4. These guys are a massive pain to get rid of. Can be give Volkilite charges as an upgrade which effects their next rule: they can only snap shoot instead of making sweeping attacks.
Gorgan terminators: t4 2+ 5++ -1str 4+ blind, lighting claws (upgrade) i3. Expensive but effective. These guys are terminators that hold front lines. With them causing blind getting up close and charging is great because any shots that you pass with your 2+ save for over watch will blind the opponent, letting your other wise derpy I3 go first.
Castrmen orth: 80pts 30k cronos but better. Can go in any tank you purchase. Has tank hunter and gives your army +1 vehicle damage when ramming. Also he can get out but only has 3+ 4++ so not suggested. Can be in a spartan, super heavy etc, anyone else thinking fell blade.
Autek Mor: iron father praetor with cataphractii terminator, which means slow and purposeful, no over watch. He does get +1 str & toughness (he does have -1 intitive and -1 attack) servo arm (which gives him +1 attack lol) paragon blade cause they're fun (+2 Str so he's Str 7 with most of his attacks and ap2). Also has a Volkite charger. Fearless which is nice, preferred enemy infantry so rerolling the ones that he would fail to wound on. Servo arm is Str8 i1 and on the charge he has 4 str7 ap2 (6s= ID) And because of Involite armour he can't be ID from shooting 2x toughness.
Total beast.
And that's actually all of the special characters and units for the robot space marines.
'I have seen my Lord Ferrus handle molten iron without flinching, bending it to his will with barely a concern that such a deed is beyond mortal men. Have no doubt that by those same hands will revenge be exacted upon the traitors, have no doubt that the stain on our honour will be drowned in blood, just as the ruby-hot blade is quenched by the fire.'
— Ironwrought Orzhar, Avernii Clan-Company, on the eve of the Dropsite Massacre (Horus Heresy Book 2: Massacre, page 231)
Again thanks to Warhammer 40k quotes Facebook page.
Argel_Tal
Friday, 14 August 2015
Iron Hands Troops Choices
Assault squads, your iron hands don't kid your self, you can't use what they're good at. You can't sweep well (LD check to sweep) with them, they are part of the restricted units as of Rigid Tactics (bikes are a much better choice with t5 and -1str from shooting against them), nuff said.
Support squads: great option but they don't count towards compulsory troops so you will need to take Tacs to field these guys (can still score). With the Iron Hands rite of war support squads can swap their flamers for gravitation guns. In drop pods these guys will shred Spartans even with flare shields as Haywire isn't effected by Flare Shields as it has no Str, forget suicide melta squads. Plasma is very effective as an terminator deletion squad, but it is very expensive. The Volkite long range heavy weapon is brilliant with a range legion.
Recon squads: with sniper rifles and 3+ armour these guys are really awesome for a shooting legion. Precision shot is execellent for erasing Vexillas, Nucio voxes (for iron warriors and other ordnance armies) which are often better choices than sergeants. With rending artificer armour is rendered redundant of sergents. Also use these guys to remove special weapons in veteran squads. Like support squads these guys can't be compulsory troops. With camelon cloaks and the -1str for shooting against them and a 3+ save you can make these guys very competitive when supporting a good list.
Drop pods are dangerous for IHs because they can't sweeping assault very well, and they will be in combat where the -1 Str shooting won't help you. Iron hands don't want to be up close.
Rhinos and other vehicles can purchase a 6+ roll, that works in the same way as IWND, but as its seperate from IWND you can get two of these rolls by including Ferrus Manus in your army. This is great but as vehicles don't benifit from Involite Armour you can't leverage this rule, use mech when you need to. You don't want to be close, making the speed of a vehicle redundant, and you can't shoot the squad out of it, also making the vehicle redundant.
That's my take on Iron Hands Troops. I recomend 3+ armour recons with sniper rifles and camelon cloaks, tactical squads with combo meltas, artifer armour and Vexillas and Tactical support squads with either suicide grav or plasma (anti vehicle/ terminator respectively) or long range Volkite.
Argel-Tal
'Rest? We were not made to rest; we go on, unflinching, unstoppable, unending in our strength. The Emperor did not make us for such mortal concerns as hearth and home, vanity or contemplation; we are his engines of war, his hammers, beating out the fabric of existence into a vessel fit for Mankind to inhabit.'
— Ferrus Manus, as quoted in Shadow of the Gorgon by the Remembrancer Czel Atternus (from Horus Heresy Book 2: Massacre, page 234)
Quote thanks to Warhammer 40k Quotes Facebook page
Tuesday, 11 August 2015
Primarchs!
Argel Tal
Iron Hands Tactical Overview
These guys are hard to shift. Legion Astartes Iron Hands have a rule called Involite Armour, this reduces the strenght if all shooting against them by 1, making bolters Str 3 against them. This is AWESOME. They have some pretty major draw backs; must pass a leadership check to RUN or SWEEPING ADVANCE, which SUCKS IN 30K, where you need to SWEEPING ADAVANCE. Theses guys want to stay out of charge distances and out shot the opponent.
You will want to leverage Involite Armour with with t5: Out rider Bikes, Attack bikes, Jetbikes. Unfortunately you may not take more bikes jetbikes and jump infantry that infantry squads. This SUCKS. but how ever... Put your Praetor in a bike squad and he will never instantly die to Shooting, and will be a nightmare to wound. Str 3 bolters vs Toughness 5 with 2+ 4++.
These units are the fast options your army otherwise lacks as you are building an infantry centered list. As such this army will often be footslogging if you want to be the most efficient with your legion choice and points spent.
Also your units may never voluntarily go to ground on that ap3 will kill you
Characters can pretty cheaply take cyber familiars for +1 invol to max of 3++ (Or a 6++) and it DOESNT TAKE UP A HAND AWESOME.
Your relic is awesome against tanks, especially Spartans as Flare Sheilds don't work against Grav. Assault 3 is awesome with grav, it is template so you will be up close and personal where the iron hands DONT LIKE TO BE, STAY BACK AND OUT SHOOT THEM (drop site massacre lolz). Don't let the ap3 make you think this is anti marine. This GRAVITATION NOT GRAV so it makes you take a toughness or strength test? So it's wounding marines on a 5.
It's very nice at what it does: kill vehicles.
The Rite of war is very strong, all vehicles get a 6+ IWND for FREE, any model with a Flamer may take a GRAVITATION gun for 10 points (has haywire). Tanks in reserve get outflank (nice I guess)
But the major issue is only one fast attack slot.
Take your praetor on a bike, give him a halo, and the relic (extra flavour to your choice), then take outriders, give them twin link flamers, then upgrade those to twinlink gravitation guns. 12" move T5 -1 shooting against them (can't be instant deathed by shooting strenght) and 3+ save 4+ jink with Haywire guns. CHEESE.
Also only one consul allowed other than Forge Lord consuls so no taking multiple chaplains, also if your taking this with a delegus, no more consuls unless they're Forge Lords.
Special units: Gorgon Terminators; These guys are nasty, 2+ save 5++ invol, -1 Str for shooting against them and a 5+ FNP. Also on a successful save (that includes the 2+ armour) on a D6 of a 4+ all units within 6 must test for blind. FOR EACH SAVE, NOT JUST ONCE. Friendly units can reroll the blind test.
Because it's not Cataphracti armour they can over watch. They can also take gravitation guns as special weapons in addition to the normal special weapons. Everyone has power axes but can take lightning claws so eat blinded enemies (they are I3 normally though). They still have to take a Leadership to run, just shoot with these guys and do point denial. They won't want to charge you, they won't really want to shoot you, (Move these guys ahead of your main army so they don't blind your own units (facepalm)). Also that FNP is here to stay agaist shooting, your opponent will need a las cannon or better to get rid of it because if Involite Armour (the -1 Str for shooting against them).
It is important to remember that that rule only effects legion astartes, therefore not your tanks and other vehicles.
Thursday, 6 August 2015
Which legion do you guys want to see next?
Let me know in the comments below which legion you want to see me cover next.
Cheers Argel Tal
Ps: if there is anything you would like me to cover tactics, combo or unit wise in the future based on what's been uploaded in these posts let me know in the comments below as well.
Pps: if you have any epic quotes from Horus Heresy books about your favourite legion or quotes you like feel free to email them to me and I will try to add them to the blog when I feature the appropriate legion.
Erebus focus post
Tuesday, 4 August 2015
Hol Beloth focus post.
Going straight into it: At weapon skill 6 he is on par with enemy praetors, (he also shares most of their stats (won't write them out for legal)) with 5 attacks, (two specialist weapons and 6 attacks on the charge) he is a total beat stick. With a mastercrafted power fist he will be instant deathing enemy praetors (he has tainted weapon but we aren't going to speak of that). Also in addition he also ignores the first wound he takes including instant death; this means that charging at an enemy praetor he could take any instant death hits from the paragon blade on his 4++ and then ignore one if it goes through. Embeding him inside a veteren squad would be an effective deathstar, as in a challenge the praetor would be removed (powerfist KO), leaving your intitive 5 -furious charge my choice of veteran tactics; you choose a special rules you give to the vets*- power swords marines to erase the retinue.
Because he doesn't count as a chaplin or a diabolist you wild need to take an additional character. My preference would be Erebus as he would give out dark channeling as well as counting as a chaplin. This would how ever stop you from taking any relics. So no nayante blaster shennagins or lovey void sheilds. Over all give him a veteran* squad and an assault vehicle (maybe take an apothecary).
He also confers weapon skill 5 to all friendly Word Bearer units once per game, nice bonus when combined with dark channeling and our better sweeping assaults. This is unlikely to effect more than 3 units in 2000 pt or lower games but that could be enough to swing the game back in your favour.
Previous statement retracted, Hol Beloth is a powerful HQ choice, who doesn't count as any of the Word Bearer consul types. As such you will need to take an additional character who fills those slots. I say take Erebus as he gives dark channeling which could give you Str 6 power swords or rerolls in the first turn of combat on your veteran squad (5++ and fearless is good but Erebus gives that out anyway)
Inside a land raider Phobos with armoured ceramite (ignores the extra D6 from Melta) and frag grenade launchers (just in case) this unit is brutal. Erebus could potentially roll endurance from Biomancy (pretty much always roll on Bio with this unit combo) for FNP relentless and Eternal Warrior (or you could get -1 toughness which is ridiculous and could counter out not getting +1 Str on dark channeling). This unit would erase marines, HQ and retinues and seriously threaten Monsters (not including Wraith Knights because they are just Arghhhh Wraith Knight 'nuff said, why GW? why?)
Hol Beloth would be a serious contender for my favourite HQ available (at the least for the Word Bearers).
If you would be keen for more character focuses let me know in the comments.
Some thing divine, fallen into sin: an angel as envisaged by dæmons.
Quote from: Betrayer by Aaron Dembski-Bowden pg 149
Word Bearers Characters over view
Word Bearers must take a second compulsory HQ choice who must either be an un-upgraded captain (no consul choice) or a consul Chaplin. This can make Word Bearers hard to run at lower point games: with 10man squads as minimum you cannot add characters to rhino units, as such you will need to buy them special units or forgo rhino transports.
Any WB character (including sergeants) can take tainted blade. Never take these. Full stop, just don't. Instant death on 6s ap- Str: user for 10 POINTS ARE YOU CRAZY, NEVER TAKE THESE. Just buy power swords, deny challenges and cut through normal marines.
WB also gain access to a special type of Consul: Diabolists. These guys have the demon rule (5++ so no need for refractor field). These guys give you access to the Dark Channeling table which is nice but is expensive. Also they can't take bikes or jetbikes.
Our characters are neat because they count as Diabolists and Masters of the legion so we don't need 3 HQ to take our formation. Erebus is also a Chaplin and the two above so is super (but you still need one more HQ). They most give you access to Demon allies without taking the rite of war/formation (which is nice but you should be investing in your marines until you get over 2000 pts). Most unique characters are also psykers. Erebus has ML1 Biomancy and telepathy, as does Kor Phaeron. Zardu Laylak is Mastery Level 2 and can take powers from Pyro or maelefic (which he can use without fear of perils because of Demon).
Zardu give nearby Word Bearers (12") +1 to combat resolution, and once per game may reroll to cast a power. He is possibly the best choice as of now (will be the compulsory HQ, followed by the extra HQ) as he is cheaper than Erebus and gives out a nice buff bubble. Finally he gives you +1 on your roll on Dark Channeling which means you are more likely to get Demon (not super but nice, hatred or +1 Str is better).
Kor Phaeron is not so good but fluffy. Don't take him unless you want to do a campaign or something.
EDIT: I will be doing a focus blog post on Hol Beloth.
Word Bearer HQ are for supporting your army not for going face to face with other chapters beat stick HQ CQC monsters.
Next post will be synergy, units to take/not to take and combos.
Monday, 3 August 2015
Word Bearers Tactica & Insights part 1) infantry and legion rules
Their unique units are Flamer wielding jet pack marines, a nice anti horde but not the best against marines as they still only have 3+ armour. Also we have 2 wound mega possessed, who are very powerful in combat but they can never score and need an assault transport to be effective. We also get a possessed contemptor dreadnought who works really well against psykers and demons (both of which we use and have so be careful).
Extra close combat weapons/chain swords are all ways excellent and will pay for them selves in one round of CQC. With our better morale legion Vexila aren't that useful. Nucio voxes are good if your deep striking with pods (legion ones are special will cover this later) but as WB aren't going to be investing in barrages weapons (you're not an iron warrior) they often won't be effective for you.
Sergeants should be taking artificer armour to reduce combat loses and power swords to maximise enemy casualties, don't challenge with them as they won't be able to make use of their power swords against* artificer armour sergeants. Melta bombs are always a yes, combi-weapons not so much: individually they aren't effective.
With special characters and diabolists we gain access to a random d3 table granting: hatred and zealot/+1str or finally the demon rule which grants a 5++. Arguably the best is +1 Str, 5++ is nice, and hatred is better than demon. Demon also counts as destroyed at the end of the game and can no longer score. Demon confers fear but with legion morale being 9 normally this is not something to count on but is very nice when it goes off*