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Formosa
18-11-2013, 13:42
A Review of Horus Heresy Book 1 "Betrayal"
I am going to start this review of book 1 Betrayal with some information of the allies chart and lord of war option, the idea of this review is to help others understand the diferences between the warhammer 40,000 units and the comparable HH:B ones, for example Codex: Space marines contains the "tactical squad" entry as a troops choice, while the "legion Tactical squad" is roughly comparable but with some key diferences as i will show later.

The allies Matrix:
First of all dont get this mixed with the allies chart in warhammer 40,000 (40k), the 40K one is reciprical, so for example taking tau as the main force is no different on the chart than taking tau as allies they are still battle brothers to space marines, where as the HH:B ones are not reciprical, taking some legions as the main army does not always mean they will be trusted as allies and vice versa.

The main use of the allies chart is to represent how the legions worked together during the great crusade and allows you to take armies and allies at this time, but due to the betrayal that happens later on in the timeline is it not a great tool to us if you plan on playing out the betrayal.

Lords of war:
This part of the review is mainly on ettiquite than on the lords of war choices themselves, i will start by saying that lords of war is not an optional rule as some believe it is, it works exactly the same way as allies but "unlocks" at certain points sizes, this in essence mean you can take a lord of war choice but your opponent does not have to.
This is where the ettiquite comes in, taking say.. a Baneblade to a standard game is not what some would call fair, but letting your oponent know before hand that you will be useing the lord of war choice will allow them to use there own, no one wants a superheavy or primarch dropped on them out of the blue.
this is the real world and "knowledge is power, guard it well" doesnt apply here.

ok, so with the basics of ettiquite and the allies matrix out of the way we can get to the nity grity of this article, the units, I will start with the HQ options, specifically the rites of war (RoW") and the master of the legion (MTL) rules

Master of the Legion
This rule applies to primarchs, Legion praetors and some special characters, any model with this rule can take a rite of war (see below) and may roll up to 2 seperate warlord traits, note however this may only be the same warlord chart so cannot roll on 2 seperate ones, any model with this rule is also limited to 1 per 1,000pts, so factor this in if you with to take a primarch (LoW) and a legion praetor, as this would mean you need to account for the primarch being no more than 25% of your total points and 1 per 1,000pts.
When rolling for warlord traits I would suggest rolling on the command traits as alot of the others are skills that may not benefit a legion army.
Best traits to get
Dust of a thousand worlds: this trait is amazing for any mechanised force as it gives you the move through cover universal special rule (USR), it can also be good for those foot slogging forces but they do not get as much bang for there buck.
Coordinated assault: For armies that like to assault this trait is quite good, +1 to assault distance for all friendly units within 12" , combine this with units such as World eaters (WE) rampagers with jump packs and you can almost always guarentee the charge.
Rites of war
Rites of war is an optional rule that allows you to change the make up of you army, adding units and rules at times and at others removing some or limiting there use, i will list a few tactics and ideas for the HH:B rites of war
I will not be covering Book 2 "massacre" rites of war in this article, i will be doing another to cover the units and rules in that book at a later time.

Orbital Assault: This rite of war allows any unit that can take a rhino to take a legion drop pod, now this sounds great on the face of it untill you realise that almost all the legion units that can take them are 10 man minimum, it also allows terminators to deep strike, deep striking terminators are quite rare in the HH books, so it could be quite a suprise for your oponent.
one of my favourite tactics for this rite is drop podding Angron with a legion command squad, since angron is bulky he will only take up 2 slots in a transport, combine this with the 6 drop podding (WE) legion tactical squads and a smattering of other units and it can be quite a shock to have such an army in your face turn 1.

Armoured spearhead: On the face of it this RoW seems like a bit of fun, it allows you take a land raider phobos or a proteus as a dedicated transport if you were allowed to take a Rhino as a dedicated transport, it also adds a further -1 to any tank shock ld tests,
the downside is that you must take a dedicated transport to cover all the models in the army(infantry only) so if you want 10 terminators then there must be a transport capable of taking those 10 terminators (note: however as per the FAQ this can be seperate transports).
This can get really expensive really fast as the cheapest land raider is 200pts (proteus) and 250pts respectivly (phobos) before any upgrades, I would suggest this RoW only for games of 2500 or more as otherwise you will be severly hampered by the rite of war.
The way I like to use this rite is taking breacher squads and popping them in Proteus for a mobile siege force, the AV14 wall of vehicles can be daunting to face, combined with the breachers this can be a bit of a problem to try to deal with in close combat aswell.

Angels Wrath: This rite of war is very very fun to use and radically changes the way the army plays, propbably more so than the others. Any of your jump pack equiped troops gain the Hit and run USR (HaR) and you can take storm eagles as dedicated transports if you could take a rhino, this makes an extremely mobile force with firepower that can be almost anywhere, Legion assault squads cost a premium and are cheaper the more you add to them, so this RoW encoureges you take a few large units with you Praetors equiped with jump packs.
The downside is that you can ONLY take infantry that is transported by a storm eagle, jetbikes, jump infantry and skimmers are exempt from this, so it again encoureges you to build a extremaly fast army.

Pride of the legion: This is my favourite Rite of war, it allows you to take Legion terminators and legion veteran tacticals as troops choices and they must be the compulsey choices aswell, as a side note it also allows your command squads to take a Phobos or proteus as a dedicated transport.
Dowsides, if they can be called that, are that if you lose all the terminators and veterans, your oponent gains another victory point (VP) and you are not allowed any allies.
My prefured tactic for this is to take the outflank USR on my verteran tacticals (VT) and put them inside a land raider phobos, this can make for a nasty supprise for your oponent.

Well thats the Legion Rites of war covered, some legions have there own RoW and these will be covered when we get to them specifically. Now for the first unit review, the Legion Praetor

Legion Preator: (LP) Options sums up this unit choice, you can equip this character in a myriad of ways (always making sure to match it up with any RoW you have chosen), now do not get this model mixed up with the "chapter master" option in C:sm, they are very diferent, the LP choice is used to edit your army to match your paly style as opposed to a beat stick that the C:SM Chapter master is.
First of all you should not that the LP comes with articifer armour as standard, but does not however come with any kind of invunerable save, these must be purchased at a premium in the case of the Iron halo, when it comes to advice for the LP all i can really suggest is playing with the large ammount of options and seeing what works for you.
My personal build for the LP is a master crafted thunderhammer, cataphractii terminator armour, digital weapons and a volkite charger, relativly cheap and fun character, I use it to represent my Iron Warrion Praetor.

Legion Centurions (LC)

The LC has a staggering array of options and selections avaialbe to it, cheap and cheerful at 50pts each you can quickly fill out your Headquarters allowance and still have room for other things, there is a downside however, LC's only have 2 wounds, so bear this in mind when equiping them as a 200pt 2 wound character will not be a great investment.
Here is a run down of the different LC's available and keep in mind that only 1 of these choices may be made per LC model.
Legion Chaplain: for a measly 35 points you get quite a deal here, re-rolls to hit on the charge and a power weapon, this option also does not come with limits on wargear, also note that unlike there 40k cousins legion chaplains do not have an invunerable save as standard.
Unfortunately this option whilst good, gets overshadowed by the much better options later on.
Master of the signal: Have you ever wanted to use those excellent models games workshop makes for the master of the signal, but the options never existed, well you can now for a steal, for 35 points you get a cognis signum (great for disuading those deepstrikers)and a Nuncio Vox (allows this models to be the line of sight for any barrage weapons), but the master of the signal gets one more bonus that marks it out as a great choice, Bombardment, dont confuse this with the chapter masters orbital bombardment, its a different beast entirely, its niether a heavy weapon nor does it require you to be stationary for the movement phase, it fires d3 str8 ap3 barrage large blasts ordanance (i know say that 10 times faster right?) it also does not scatter the full distance, you can use your full balistic skill.
The downsides are that you cant take any of the cool equipment, no bikes of any kind, no terminator armour and no thunder hammer etc. but this model will be sitting in the backfield anyway so its not such a bad thing.
my tactic for this guy is to drop the orbital on any models manning an Aegis defence line and failing that being on the table, any models in non area terrain where cover is defined by the angle you are shooting at.

Legion champion: this is one of the worsed choices and will usually be taken by someone who wants to represent a character such a Toageddon or Horus aximand that do not have rules yet, great fighters but not true power houses like loken or Abbadon, for 35pts you get +1 weapon skill (WS) and a master crafted weapon, but for a mere 15pts more for a legion praetor you get articifer armour the same and a power weapon, and must declare challenges, avoid this choice.

Vigilator: Ah now were getting to the fun choices, everyone loves snipers unless you are on the recieving end of one, step up the Vigilator, for 45pts you get a character that has acess to the special issue ammuniton, these alone are worth the points, you can also swap your power armour for scout armour for free, this get you 2 USR's move through cover and infiltrate, so now you can place your lovely sniper after others have placed there whole army, quite an adavantage, but it gets better, you also get to sabotage your oponents army before the game starts, you pick an enemy unit (not and Independent character IC) and on a 2+ they take d6 str5 ap6 hits, great for taking out those units of land speeders or the rear of a rhino since it hits the weakest armour.
the downsides are that you cannot take any of the other armour options, nor can you take bikes and certain weapons are limited.

Legion librarian: not to be confused with the dusty fellows who take care of books, well they do that aswell but its just part of there daily job, legion librarians (LB) are very different from the more contempory versions, first of all they are more powerful, able to take up to 3 mastery levels for 20pts each, not so bad when we consider that the LB gets any of the Force weapons for free, the other main diference is that the LB are more focused that the 40k versions, they must select a single dicipline as oposed to rolling on several before the game begins, so this means your chosen dicipline must be on the army list before you have seen your oponents force.
My favourite tactic for my LC is to take the telepathy dicipline for my dark angels, i like to mess with minds and remove things such as fearless from certain units and invisisbility is always fun to use on a 20 man legion tactical squad "what do mean i cant see them!!!"

Forge lord: Sounds great doesnt it? however its not that good when you consider that a legion techmarine is also 50pts and already comes with the servoarm and extra gear, this choice is for those iron hands or iron warriors players, coming in at 35 points is a bit steep for the battlesmith rule and the same wargear options as a techmarine, there is one bonus to this however, an iron halo and a cyber familia will net you that rare of rare things in HH, a 3+ invunverable save.

Primaris medicai: Or as I like to call him "mega medic" this is also one of those fun and good choices, for only 35pts you get Narthecium that gives him and his unit feel no pain (5+), it also has a needle pistol, but the real fun comes in when an enemy kills one of your units within 6" of the PM, on the roll of a 5+ you score a victory point, that means if your oponent is killing your units you can gain from it, add to this the other options a centurion has and the PM can be very usefull for boosting those large legion units.
A favoured tactic of mine is to attach him to a 10 man Cataphractii terminator squad and have him in the same armour, this can prove very hard to deal with as they have a 2+ save, 4+ invunerable and 5+ feel no pain, alot of points as you would expect though.

Siege breaker: my favourite.. what? im an iron warriors player, what did you expect?, this upgrade is cheap for what it can bring to the table, for a mere 45pts you get acess to one of the deadliest weapons in the entire game, phosphex rounds, it also comes with a nuncio vox as you would expect any artillery spotter to have, the SB can also buy itself up to 3 phosphex grenades, these are one use only and are aboslutely devestating to infantry when they hit, str5 ap2 blast poison 3+ crawing fire and lingering death, now for the kicker, you can upgrade any of your legion medusas to have the large blast version of this for free and as if this was not enough any unit that the SB joins gains the wrecker and tank hunter USR's to any of its heavy weapons.

Now i always put the SB in a unit of Legion Rapiers, backed up by 3 legion medusa siege tanks with phosphex rounds,very very nasty anti tank unit with str9 ap1 ordanance twin liked tank hunters, even flyers fear this. As pointed out to me its actually only INFANTRY that get the bonus, I will re do this part of the review to add another option for this unit.

Moriat: i can just see it now, the forge world execs patting eachother on the backs for a job well done, a ballanced and fun book for all, then "that guy" puts his hand up and makes a suggestion, we all know that guy, he is the one who came up with the lucius drop pod and sabre platforms, well now we have the legion moriat, gunfighters, we all love them, well the LM is that pure and simple, for the crazy price of 35pts we get a model with an aditional bolt pistol, rad grenades, scout, counter attack and the chain fire special rules, chain fire means that for every shooting attack that hits, you get to make another, i will will let that sink in a second, there is no limit to the shots this model can make, so equip it with 2 plasma pistols and use a LB with prescience and watch any unit in the game evaporate under a cloud of angy stares coming at you over the table, now this does come at a slight cost, the moriat can only join legion destroyer squads and cannon be the mandortory HQ, but for so little dowsides its a steal.
More to follow

agurus1
18-11-2013, 14:41
Very excited to read the rest of this and see what you think of some of the options. However, I thought they FAQ'd the Moriat and prescience thing?

Kijamon
18-11-2013, 16:31
The moritat cannot benefit from prescience any longer. That doesn't make up for the dual plasma pistol variant ruining all the good work in the book though! One against me had 16 hits and 10 wounds on Angron. Try saving that on a 4++ with 6+ FNP

agurus1
18-11-2013, 17:19
Yeah, I mean no prescience isn't that big of a deal when te model still needs 2's to hit most things and the S7 AP2 ontop of that lol but then again. It is a very niche character that they have to run alone unless they stick it in an expensive squad of destroyers.

Formosa
18-11-2013, 20:24
Thanks guy's missed the faq of the moriat, still a steal though, I will edit this and make a change tomorrow, credit will be given of course

agurus1
20-11-2013, 04:48
Yeah, he is definitely a steal for some nasty amounts of S7 AP2 you can dish out, and can alway give him Artificer Armour to ward off the eventual Gets Hot!

SonofMagnus
20-11-2013, 06:59
Funny enough I never use a moritat; why you ask? I cant. I play word bearers, both of our HQ slots are taken, 1 is compulsory HQ, the other is Compulsory chaplain/consul.

Who plays what around here? Ill be playing thousand sons come next X-mas (Yay Inferno!!!!)

But as of now? I will preach the word of Lorgar.

The Custodian
20-11-2013, 08:35
Funny enough I never use a moritat; why you ask? I cant. I play word bearers, both of our HQ slots are taken, 1 is compulsory HQ, the other is Compulsory chaplain/consul.

Who plays what around here? Ill be playing thousand sons come next X-mas (Yay Inferno!!!!)

But as of now? I will preach the word of Lorgar.

You sure? The HH Legion FOC allows for 3 hqs i believe *will need to check*

SonofMagnus
20-11-2013, 10:00
You sure? The HH Legion FOC allows for 3 hqs i believe *will need to check*

Only for heresy-era gaming.

Against normal lists or any game below 2000 points you automatically default to the standard FOC chart.

the FOC chart from the Horus Heresy books is specifically for those campaigns and heresy-only gaming.

Formosa
20-11-2013, 15:21
That's not quite correct son of Magnus, it is "suggested" that for smaller games (less than 1750) you use the standard foc, but there is nothing forcing you too, also now we have other optional foc's you need not necessarily use the same ones, there is nothing stopping me useing the castellan foc and you useing the standard hh one, this I feel will become confusing, and I shall cover it soon.
The foc does come under the etiquette statement I made at the start of the review, agree before hand which chart you will be useing.

Next part will be coming tomorrow

agurus1
20-11-2013, 17:46
Yeah, as an Iron Warriors player "Castellan" FOC is looking very tasty but I'm hesitant to use it for one off games because it is so much more divergent from the regular FOC, or even the basic HH FOC.

As far as the moritat goes, I've never considered it. I don't play HH to be competitive, I play it to run an army that plays the way iron warriors "should". To that end basilisks vindicators, fortifications, big tac squads, rapier laser destroyers and either a master of signal or a siege breaker.

Moritat does feel like maybe the one op thing for its points in the book

SonofMagnus
20-11-2013, 19:53
That's not quite correct son of Magnus, it is "suggested" that for smaller games (less than 1750) you use the standard foc, but there is nothing forcing you too, also now we have other optional foc's you need not necessarily use the same ones, there is nothing stopping me useing the castellan foc and you useing the standard hh one, this I feel will become confusing, and I shall cover it soon.
The foc does come under the etiquette statement I made at the start of the review, agree before hand which chart you will be useing.

Next part will be coming tomorrow

Yeah of course, when playing against someone though I almost always assume its under "standard" FOC, just because of how many people are super familiar with it.

Its easier to assume that then anything else within list making so I always default to standard 2 hq, 3 elite, 3 heavy, 3 fast, 6 troops. easy peasy and lemon squeezy.

SonofMagnus
20-11-2013, 19:56
As far as the moritat goes, I've never considered it. I don't play HH to be competitive, I play it to run an army that plays the way iron warriors "should". To that end basilisks vindicators, fortifications, big tac squads, rapier laser destroyers and either a master of signal or a siege breaker.

Moritat does feel like maybe the one op thing for its points in the book

this this this, A million times this.

Thats what I love about the heresy. they bring the novels and events to life and make wonderful figures to accompany the rules. I did not spend almost a grand on my word bearers army (not including lorgar yet >_<;) to play the Chaos or Standard Marine codex's.

I also didn't spend that money and build / paint this army to be competitive WAAC douche-waffle, you do it to play the list and legion you love properly.

Navar
20-11-2013, 20:38
this this this, A million times this.

Thats what I love about the heresy. they bring the novels and events to life and make wonderful figures to accompany the rules. I did not spend almost a grand on my word bearers army (not including lorgar yet >_<;) to play the Chaos or Standard Marine codex's.

I also didn't spend that money and build / paint this army to be competitive WAAC douche-waffle, you do it to play the list and legion you love properly.

I would like to third this. For my Iron Hands I don't think I would ever run a moritat, so I don't think it will ever come up in my games.

Same with my Death Guard (If/When I ever get around to making them a good 30k force.)

Formosa
21-11-2013, 19:37
I have changed the format slightly, this is to make it easier to read and tell the difference of personal opinion and factual information on the unit itself.

Legion command squad: the first thing you may notice is that this choice seems quite cheap, well dont be fooled, 100pts for a 3 man command squad is quite pricey, even with the weapon skill 5 (WS), but then you decide to delve a little deeper, this unit comes with articifer armour as standard, quite handy, then you notice that the legion standard bearer has 2 wounds, this helps alot with those lucky precision shots, the entire squad are characters and as such can issue and accept challenges and also inflict precision shots and strikes, they also have a bolter, combat weapon and a bolt pistol, starts looking good right? but the best thing about this unit is the options, the squad has a plethora of them, ranging from the ever exellent Volkite weapons all the way to the sometimes useful power weapons, but the thing that makes this unit shine is the option to take Terminator armour at a discount compared to the terminator unit itself, so to recap, lots of options, 2 wound banner bearer, 2+ save, whats not to like.
My favourite loadout for this unit is a legion praetor (required, or a primarch) cataphractii terminator armour, 4 volkite chargers, a plasma blaster and the ever fun power mauls, relativly cheap and cheerfull and can pack a very heavy punch.

Now we move on the the elites, more than likely the best units in the legion force, Forge world shows its hand here and has done a very good job of making all the option viable, with a few exceptions to the legion specific elites choices they are all pretty solid.

Legion veteran tactical squad: All you 40k players will be quite familier with this unit, as it is pretty much the same as the Tactical squad from C:SM with a few notable exceptions, the first is the options, while similar, you can take more of them, from the awsome (for iron warriors) Nuncio vox all the way to the Missile launcher with suspention fields (can move and fire with limitations) you can make a very flexable unit, a rare thing for the HH units, now we get to why you would take this unit over terminators or rapiers, veteran skills, they consist of the following, Fearless, sniper, furious charge, outflank and tank hunters, the best by far being snipers,
The best loadout for this unit is bolters pure and simple, with the sniper skill (chosen before game begins) a they gain the precision shot, rending and the ability to hurt anything on a 4+, this can be very funny if you decide to take 2 missile launchers that are suddenly rending and wound on a 4+, note even the bolt pistols have this ability.
Legion terminator squad: The base cost of legion terminator squads is higher, this is to represent there relative rarity during the great crusade, coming in at 175pts for 5 is can seem like they are cheap, untill you see that its only 30pts per model after that, this means like with several other legion units it becomes cheaper the more models you add to the unit, legion terminators (LT) come with power weapons (any type) as standard and combi bolters, any Chaos space marine player will recognise this unit as its almost verbatum the same as there codex choice, but as per usual with a few key diferences, the first being that in any mission that troops are scoring, so are LT, the second is that the excellent reaper autocannon is cheaper and lastly there are a few more options, such as duel lightning claws, LT are another one of those units that is up to the players preference in equiping, sons of horus will for example (if not taking justarin) will want to take advantage of the merciless fighters rule, so equip them with power mauls or lightning claws, while with world eaters you will want maxium bang for you buck in the assault phase so a few power fists and axes to make sure you wipe out that squad for the bonus. also of note is that unlike there 40k equivilient, this unit cannot deep strike with out the correct rite of war.
My personal choice for world eaters is to equip this unit with 2 chainfists, 2 axes and the veteran with a grenade harness and a power maul, fairly cheap for what it can do.

Techmarine Covenant: on the face of it this choice doesnt seem as good as the other elites choices, and you would be correct in that assumption, however thats if you look at just what the 40k techmarines can do, legion techmarines come with some good options and in groups of 1-3, the best reason to take 3 of these is a close combat army, they can have rad grenades for 10pts per TC, this inflicts -1 to the enemies Toughness untill the end of the phase, pretty nice to hit that squad and wound on 3's, other than this though I would stay away from this option as its overshadowed by the other elites.
My personal preference is a techmarine in a 20 man tactical sqaud with an apothecary and equiped with chainaxes, with a bit of luch this unit should alreay have furious charge so it will be wound marines on a 2+, not too shabby.

Apothecarion detachment: I know alot of people who shun this option as useless, i disagree, its one of the more solid choices, for 45pts you can make legion tactical squads very hard to kill, terminator command squad almost indestructable and breacher squads a real pain, able to a variety of units as the mission deems it, you can have alot of flexability in this choice, i would recomend taking 3 as you never know when you will need them.
Best loadouts vary from legion to legion, for my world eaters i go with articifer armour, power weapon (maul usually) and an augary scanner (Always take these to stop those pesky infiltrators blocking your scouting land raiders)

Legion dreadnought talon: What can i say about this selection? 125pts for a WS/BS 5 dreadnought, sure why not, it wont survive 10 seconds on the battlefield, Oh! you can take 1-3? well that mixes it up a bit. That was my initial reaction to the dreadnought talon (DT) but after more than 100 games of HH:B1 i can tell you that they are a very solid choice, i never leave home without 3 now all armed with 2 Dreanought close combat weapons (DCCW) and 2 plasma blasters, bringing it to 165 each, handy at shooting and close combat, this unit is very jack of all trades, there armour is not high enough to survive sustained anti tank, but there firepower isnt high enough to warrant the attention, since as soon as you deploy the DT they each become seperate from each other, this means in essence if you choose to you can have 9 independent Dreadnoughts running around the battlefield (what do mean thats for Iron hands?)
My favourite loadout is to take orbital assault RoW, 3 drop pods with 3 flamestorm and heavy flamer equiped dreadnoughts to thin out those legion heavy support squads.

Legion Comtemptor Talon: The contemptor talon (CT) on paper seems like a good shooting platform with 2 kheres assault cannons, this is a waste of an excellent assault platform, if you need shooting take the mortis contemptor (HH:B2), with its Armour value 13 (AV) at the front it is immune to that ever annoying krak grenade from any legion unit it attacks, taking 2 DCCW doesnt neccesarily limit its firepower either, as i find 2 plasma blastguns very usefull as well as the heavy flamers, this unit also has fleet, this alone cements it as an assault unit in my mind.
My prefured build for combat is 2 DCCW and 2 heavy flamers, this is cheap and under the magical 200pts mark, as anymore expensive and the contemptors become more of a liability due to limiting your other choices.

Legion Rapier weapons battery: Wow just wow, even the basic option for this unit is amazong, the quad heavy bolter fires an amazing 6 str5 ap4 twin linked shots per gun, thats 18 shots for 120 pts on a t7 3+ save platform, thats far too cheap in my mind, then we move to the laser destroyer itself, this weapon can kill any tank in the game with relative ease, str9 ap1 ordanance (so its rolls 2 dice and picks the highest) and twinlinked, means that it will hit and more than likely penetrate that tank, add a legion centurion with tank hunters and you are almost guarenteed to kill that tank, for only 155pts, next option is the quad gun, 12 str5 small blasts isnt anything to sniff at, but the cost of the unit and the elite choice for something i can find elsewhere doesnt justify it for me, lastly is the graviton cannon.. pretend this choice doesnt exist, they are simply not worth the 35pts. These are a must in any shooting Legion force.

OK so thats the HQ and elites sections copleted, now we move onto the Troops selections, HH:B1 makes several distionctions to this section that some may be unfamilier with, there are compulsery choices and supoport choices, to put it simply you cannot fill your compulsery choices with support squads and must take standard choices before the others are unlocked, certain RoW and legion traits do change this though.

Formosa
21-11-2013, 19:38
Legion Tactical squad: This unit has nothing to do with the 40k version of the tactical squad, lacking any heavy or special weapon options this unit is just bolters, pure and simple, as a trend of the HH units it is more expensive to buy but gets cheaper the more models you add to it, the inial unit is ore expensive than the 40k equivilent and less flexible (another trend in HH), at an inial 150pts for a 10 man unit it may not seem worth the cost compared to the other troops, but there are several things that mark it out as a solid choice, the first is the option to take up to 10 additional model in the unit (20 in total) and the fury of the legion special rule, this allows the unit to fire twice in the shooting phase, but forgoes its next shooting phase or fire overwatch, add a legion apothecary to this unit and you have a very resilient objective holding unit.
the loadout i love to take is a 10 man unit in a drop pod, coming down and useing fury of the legion to take out units such as support squads or heavy weapon teams.

Legion assault squad: 250pts for a 10 man squad mean that these assault marines are a base cost of 25pts, quite pricey you say, its 15pts for any model added to the unit after that, so if you want an assault squad go big or go home, any model may take a combat shirld for 3pts each a dubious option to say the least, they can all also take melta bombs like the assault marines of yaw, but what make this unit just scrape by as useable is the ability to take power weapons for every 5 models, also on the veteran.
Im not a fan on this unit simply becuase its expensive and not suited to the troops slot, you want a unit that will hold an objective not go flying off to kill the enemy, while it can take and hold an enemy objectives i would rather spend the points on a cheaper more flexable unit. Go big or go home indeed.

Breacher siege squad: This unit is very good in my books, again iniatially expensive it more than makes up for this with its special rules and abilities, coming in at 225pts and then 10pts per model after that, this unit seems to get its bonus options for free, hardened armour (re roll blast and template weapon saves) boarding shields (6+ inv for shooting and 5+ in CC) and comes with a plethora of close quarters weaponry as befits its character, a solid troop choice that is durable alone and cheap if you add more men, add a legion apothecary to this unit and sit on the any objective and dare your oponent to charge it.
My loadout is fairly simple, 15 breachers, 3 volkite chargers, apothecary with volkite weapon, legion vexila and a power fist.

Tactical support squad: The only way to get special weapons in any meaningfull number in the troops slot, coming in at a whopping 100pts for 5 this unit is expensive right of the bat , you can upgrade to another 5 at 15pts each, this is cheaper so worth adding a few bodies, each member of the unit has a flamer as standard, they can upgrade to rota cannons (not worth the paper there printed on) volkite Calivars (excellent) plasmaguns (10 plasmas!!) or meltaguns (did someone say "dead tank") this unit gets expensive very very quickly, taking 10 plasmaguns for example clocks in at 325pts for a 10 man 3+ save unit, how hard is that to shift everyone?
My favourite option is taking a 10 man unit with an apothecary (seeing a pattern) and 10 volkite calivers, that is 20 shots str5 ap5 at 30" with the deflagrate rule, that will make a big hole in almost any unit, take note however, its a heavy weapon.

Legion reconaisance squad: This the 30k scout squad, but with power armour! this unit is expensive (as per normal support units seem to be) coming in at 125 for 5, even the added models are 15pts each, so are also expensive, swapping out power armour for scout armour (4+ save) gains you 2 USR move through cover and infiltrate for free, they can also take shotguns? combat weapons and sniper rifles, the latter makes the unit even more expensive, bearing in mind that with the correct RoW legion tactical squads are troops and can take the sniper rule for cheaper and more options. This to my mind is simply not a great choice for a troop selection, maybe Ravenguard will make it worth while, we shall wait and see.

well thats the troops done now too, a good selection and variety that any codex space marines player would love to have, well you cant, thank Guiliman for that. Next is the fast attack slots, there are some real heros here and sadly a few stinkers, unlike the troops and elites slots there are cetain units that are very expensive and dont really make up for it... other than looking cool of course.

Legion seeker squad: Anyone that plays codex space marines would be right in thinking this should be in the elites section, and they would be right, im not complaining as the very competative elites slot isnt taken up by one of the best units in the HH books, the legion seeker squad (LSS), the LSS gives us first and formost the special issue ammunition rule, these are somewhat diferent that the C:SM ones in that there are only 3 types to choose from, Scorpias rounds (str4 ap5, rending, shred) that are intended to deal with units such as breachers and terminators, also handy against riptides and wraithknights if you find yourself playing against these armies, the Kraken rounds (that all should be familier with) and finally the Tempest bolt shell, this last one is my favourite as i like to take a drop pod for this unit, they are str3 ap6 blast (3") rapid fire, this means 20 small blasts from this unit, that can shred any non spaced out unit quite handily. At 175pts for 5 this unit isnt cheap and as usual upgrading it makes it a cheaper unit in the long run, run a full squad of these in a drop pod and you will be a happy gamer.
Worth noting now as it would be a waste to do it later on, is that the Alpha legion and sons of horus have acess to the 4th round that causes ap3 hits on a 6, it is not Heavy1 like the Scorpias rounds so is will see use.

Legion outrider squad: this unit is one of the stinkers i mentioned earlier, at 30pts per model (no discount after the unit has been bought) no veteran included and very expensive options, its not worth it, the one saving grace is the scout USR that this unit comes with, 2 noteworthy options are the twin linked plasma guns and the twin linked meltaguns that replace the twin linked bolters on the bike, but these are 25pts added to the 30pt bike, thats 55pts for a twin plasma gun, this is important to note as you will see later on.
If you take this unit (as i have several times) its best to equip it with the twin meltagun option and outflank this unit, it will mitigate the low survivability of this very expensive unit.
Legion Attack bike squadron: Another great choice in the fast attack slot, 40pts per model (no discount after the first) for a heavy bolter and twin bolter, this unit is cheap and cheerful, able to take up to 5 bikes for 200pts is nothing to sniff at, then we get the weapon options, for a paltry 5pts we can have an auto cannon, 10pts gets you a multimelta, but this unit should be taking the auto cannon as 10 auto cannon shots will make short work of any tank you want to shoot, it also allows you to vastly outrange things such as Vindicators and other slow things that will kill this unit.
My favoured tactic is to sit back near the board edge and plink away with 2 units of 3 attack bike squads, taking on things such as the legion predetor squadrons to strip the odd hull point so my rapiers can finnish them. A solid choice for any legion force, very easy to convert too.

Legion Jetbike sky hunter squadron: Remeber i told you that 55pts was important to remember, well here is why, the sky hunters come in at 35pts each after the initial 135 for 3 (so a discount after the first) again no sergeant, but each has a heavy bolter, so this unit is very good at anti infantry, each comes with a bolt pistol and a CCW, so can be a dab hand in close combat if need be, the good thing about this unit is the weapon upgrades, for 10pts you get a volkite culverin (str6 heavy 4) or a plasma cannon for 15pts, 5 points cheaper than the slower outrider squad.
this unit is best used in groups of 6 with 2 plasma cannons for terminator hunting or rhino popping, the alternative is taking 6 with 2 volkite culverin and sitting at 36" to make use of the heavy bolter and the culverins range, never aproaching within shooting range of the infantry that you are killing.

Legion land speeder squadron: Any Dark angels player should recognise this unit as its somewhat similar, 1-5 speeders for the modest cost of 50pts per model, they are almost identical to the 40k versions with a few weapons that are different, they can take plasma cannons, graviton guns (avoid these) and havoc launchers in addition to the usual upgrades, they also get up to 2 hunter killer missiles per speeder. With all the high str shots flying around in the HH lists, land speeders are not what i would call great, taking units of 2 or 3 will help keep there profile low, try not to invest too much in such a vunerable platform.
I rarely use this unit, but when i do I use it to support my attack bikes with havoc launchers and heavy bolters, anything else is too rich for my blood.

Legion storm eagle gunship: Our first and only real flyer in the HH list (the others are transports and superheavies respectivly) the storm eagle is not as good as its 40k brother, and why should it be, its a different beast entirely, able to carry a respectable 20 models and still have room for alot of guns we have the storm eagle coming in at 210pts, but its not worth the fast attack slot sadly, overshadowed by the legion attack bike squadron and the seekers its best used as a dedicated transport (bear in mind you do not need to actually be embarked for this to be used), it can upgrade its tempest missiles (str6 sunder shots) to hellstrike missiles or 2 twin linked lascannons, either makes it a nice tank hunter, the nose weapon may also be upgraded, but the thing i love about this flyer is the armoured ceramite upgrade it can take, for only 20pts aswell.
My favourite loadout for this flyer is twin lascannons, a multi melta in the nose and ceramite plating, alot more reliable fire power than other units of similar cost.

Thats the fast attack options talked about, as you can see its probably the weakest slot in the book, legion specific options do not do much to sure this up but thats not really a problem when you get to the excellent heavy support choices.

Legion heavy support squad: Wow this squad is expensive.. or is it, for 135pts you get 5 heavy bolters (1 on the veteran too for those precision shots) and 20pts per man after that, if you stick with just the heavy bolters this unit can be quite cheap, as soon as you start to take any of the upgrades though it gets quite expensive very quickly, for all those Salamanders players out there you can swap the heavy bolters for heavy flamers, if you want a dedicated anti tank sqaud at say 10 men its a mighty 435pts, more than some primarchs, a hefty investment on such a fragile platform im sure you will all agree.
By far the best choice for this unit is the autocannons, for 5pts per man you can make a very versatile unit for taking out light vehicles and infantry, I usually stick to 8 man squads of autocannons as 235pts for this many autocannons seems like the right amount to me.

Legion predetor armour(ed) strike squadron: Excellent plain and simple, 1-3 predetors for 75pts each gets you av 13/11/10 and the predetor cannon (note: these are heavy 4 not 2 like the 40k versions) and for a minor cost of 25pts per predetor you also get heavy bolters, that mean for a meager 300pts you are firing 12 auto cannon shots and 18 heavy bolter shots, not bad for the cost, if you want to put your anti tank on the predetor you will notice there is no Annihilator varient, it hasnt been invented yet, the unit can take magma meltas, executioner cannons and heavy conversion beamers, also worthy of note is the flamestorm cannon for clearing out those pesky marines in a bunker. Several of the other non weapon options are viable also, such as the command tank upgrade that allows 1 weapon in the unit to be fired every turn as if it had the interceptor special rule, and the armoured ceramite rule, but as with the legion land speeder squadron its best to keep it cheap, as armoured vehicles dont have a long life expectency in the HH armies.
As I said before taking 3 predetors with heavy bolters and predetor cannons is plenty for this unit, leave the tank hunting to the rapier laser batteries, there better at it for alot less of a cost.

Legion land raider battle squadron: Single handidly the most expensive unit to invest in, even the cheapest land raider is 200pts before any upgrades, but imagine your oponents face putting down 9 av14/14/14 tanks,scary to say the least, each land raider has its pros and its cons, the proteus for example is not an assault vehicle, the land raider achilles is 300pts and does not have a thunderfire cannon, its replaced with the quad morter, a dubious exchange at best, its transport capacity is only 6 to boot, lastly the land raider phobos is the one we will all recognise, as its the same one from 40k, the only difference is the option (for 50pts no less) to scout and enhance your reserves options, again anything this unit can do is done better elsewhere for less, but not as durable, any Iron warrior or Iron hands player will be stopping here first and working an army around it. Best avoided unless playing apocalypse sized games
For 900pts I like to put angron in a land raider backed by several rampager squads, not the best way to get there, but by far the scariest, untill you see a few rapiers that is.

Legion artillery Tank squadron: Ah this as an Iron warrior player was my first stop to shop, very easy to convert from existing kits and a very very good choice too, you get 3 types to choose from, the humble whirlwind at 75pts each, the workhorse of the basilisk and the very scary Medusa siege tank. The one thing you should all take note of, none of these are open topped, thats because there crewed by space marines, secondly the BS on all the tanks is 4 and lastly the medusa is a barrage weapon now, unlike the errate'd imperial guard one, quite a boon, the unit comes in 1-3 and can be mixed as you see fit, so if you want the whirlwind can drop its template and multiple barrage in the medusa and the basilisk, the whirlwind can also upgrade to the Hyperious for free aswell, this makes for a cheap anti air unit
3 medusas, thats what i always take in any game, 3, 2 with phosphex rounds (str5 ap2, poison 3+, crawling fire, lingering death, barrage, large blast) and 1 standard str10 ap2 shot, hide them behind line of sight blocking terrain, and use the nuncio vox equiped siege breaker as line of sight so you can use your BS for the scatter, i call this my "aegis buster" unit.

Legion vindicator: what no squadrons!, ok for 120 pts you get a vindicator.. the same vindicator as 40k, now it does have some nice options, for example it can take a laser destroyer array, not that great on this platform, and all the usual upgrades that the legion vehicles can take, the best one by far is the machine spirit upgrade, for 25pts the Vindicator becomes an effective "fast vehicle" as it can fire the cannon even when moveing 12", the most notable thing however is the total lack of the siege shield.. on a siege tank, must have taken them another 10,000 years to think of that one, someone needs to tell the germans they are 29,000 years ahead of there time!

I wont gice much advice on this one, as the vindicator is functionally the same and anyone who uses it will know its a great little tanks, be wary of it!

Legion spartan assault tank: Again no squadrons? Oh i see why, ok fair enough, the spartan assault tank is one that will live in infamy for some, a very hard tank to kill and now its even harder to kill thanks to the flare shield upgrade, it makes the tank 320pts and is - 2 str to all template weapons and -1 to everything else, as this wasnt good enough you take the armoured ceramite upgrade thus making it immune to all melta etc, and cement this tank as quite likely one of the hardest things to kill in all of warhammers history, so its a good thing that this tanks doesnt have alot in the way of firepower.. oh it does, ok so its got 4 twin linked lascannon shots or 2 rapier shots, and the standard twin heavy bolter, its got a transport capacity of 25 models, nothing to sniff at to say the least and its an assault vehicle.
Drive this down your opponents throat, while singing the who and wearing sun glasses, I can think of no other way to be hated more... looks pretty though, I have 3.

Legion Caestus assault ram: This is the second flyerin the legion list, but its best not considered a flyer, because as soon as its on the table it will make a bee line towards the nastiest tank you have on the table and ram it, but its a fler.. but its a ram... what is this thing?, well its a flying ram that was desighed to smash into enemy starships haha space marines.. gota love them, it has a transport capacity of 10 models, thats 10 models of power, articifer and terminator armour, the latter losses the bulky rule while embarked, it also has a magma melta and a 5+ invunerable for any damage it takes from a ram attack, all in all worth the 305 pts if you want a force that comes at you like a screaming teenager at a justin beaber concert, and just as scary
Danger zone in the background and pulling a wheely on your segway, nothing is as cool as putting angron in one of these and firing him at the hardest unit on the table.

That finishes the Heavy support section of the article and the article itself, I will be writing another on the lords of war and the legions next.
So to summarize what we have covered with the heresy units, Legion units on the whole are less powerful than there contemporary cousins, less flexible, but also more specialised, this may lead a few to claim they are overpowered when they lose there prize hammerhead to a rapier battery or they lose a wraithguard squad to a legion tactical squads fury of the legion attack (ok that one may never happen), but on the whole these units are more ballanced than the 40k armies out there, with a few exceptions on both sides (looking at you Moriat and Riptide), if you want to play 30 vs 40k feel free and dont be ashamed of bringing a legion list, the lack of Know no fear alone is a big detrement to this force, some have said the cheaper units will give you an advantage but as explained previously the legion units cost a premium to start with and if you are playing small games, it is you who will be at a disadvantage, as always use gaming etiquite and explain what does what and the force organisation chart you will be useing, if its 30k allow them to use there own superheavies (as pr the 25% rule) and if you are playing 40k dont take any lord of war choice such as the primarchs.. unless they agree of course.

Thanks to all the people that helped me fine tune the playtesting on this and coming up with some cool ideas on how to use the units.
Special thanks to my brother for encoureging me to write about something I love, despite the fact my grammar is terrible and I cant spell.
Alex
Jonny
James
Chris
Thanks
Formosa
Any queries please send them to
Formosa on Dakkadakka
Formosa on Warseer
Formosa on Freebootas forum 40k radio.
Arkwilkinson83@hotmail.com

Industrial Propaganda
21-11-2013, 21:11
A Review of Horus Heresy Book 1 "Betrayal"
Siege breaker: my favourite.. what? im an iron warriors player, what did you expect?, this upgrade is cheap for what it can bring to the table, for a mere 45pts you get acess to one of the deadliest weapons in the entire game, phosphex rounds, it also comes with a nuncio vox as you would expect any artillery spotter to have, the SB can also buy itself up to 3 phosphex grenades, these are one use only and are aboslutely devestating to infantry when they hit, str5 ap2 blast poison 3+ crawing fire and lingering death, now for the kicker, you can upgrade any of your legion medusas to have the large blast version of this for free and as if this was not enough any unit that the SB joins gains the wrecker and tank hunter USR's to any of its heavy weapons.
Now i always put the SB in a unit of Legion Rapiers, backed up by 3 legion medusa siege tanks with phosphex rounds,very very nasty anti tank unit with str9 ap1 ordanance twin liked tank hunters, even flyers fear this.

First, thank you very much for your time to write this review. It was amazing to read it.

Just a quick note about the Siege Breaker Centurion: it is stated that he gives wrecker and tank hunter to all heavy weapons shooting attacks of any infantry units he joins. Sadly the Rapiers Weapons battery are Artillery unit type, so this buff doesn't apply?

Formosa
21-11-2013, 22:22
Thanks IP, that's something that I and my group missed, no review will ever be perfect haha, I will update it now

Wiseman
22-11-2013, 02:31
Good read mate, worth putting into the tactics forum as well in the legion thread there.

I'd just like to add though:
Gravcannons: not as worthless as you make out, placing a few of these templates down can slow down enemy units, though anti tank is where they are at their best. They have haywire, so a unit of speeders with these can start placing templates on vehicles to strip hull points from them. Also the best defence against a flare shield spartan.

Formosa
22-11-2013, 04:09
Thanks Wiseman, the reason I find them worthless is the cost to kill ratio (world war z reference) just isn't worth it, grav cannons being 35pts is just too much, I'm hoping that with gw change to grav weapons we might see hh ones change too.

I shall take your advice and post this in the tactics forum too, thanks

Wiseman
22-11-2013, 10:31
FW have said thT they will be retaining their differences for grav for better or worse

Dryaktylus
22-11-2013, 18:15
Techmarine Covenant: on the face of it this choice doesnt seem as good as the other elites choices, and you would be correct in that assumption, however thats if you look at just what the 40k techmarines can do, legion techmarines come with some good options and in groups of 1-3, the best reason to take 3 of these is a close combat army, they can have rad grenades for 10pts per TC, this inflicts -1 to the enemies Toughness untill the end of the phase, pretty nice to hit that squad and wound on 3's, other than this though I would stay away from this option as its overshadowed by the other elites.
My personal preference is a techmarine in a 20 man tactical sqaud with an apothecary and equiped with chainaxes, with a bit of luch this unit should alreay have furious charge so it will be wound marines on a 2+, not too shabby.

That would not work, as they're not independant characters.

Sqallum
22-11-2013, 19:12
Brilliant article. Great insight on the various units... :)

shaw3029
23-11-2013, 13:13
Great write up. Will you be covering the new units in massacre and the specialist legion units? How about the lords of War choices in more depth?

Sounds like you have plenty of experience playing the heresy lists and a large army (3 Spartans!) I'd love to see some pics.

I'm surprised by a couple of things.

Mostly your thinking on the Grav cannons. The haywire rule alone makes them worth it. A spartan with a flare shield is virtually impossible to take down. But you are guaranteed to take it down within two rounds of shooting with a squad of 3 graviton rapiers. The large blast cannot miss on a spartan even if you scatter the full distance you will still clip it with the template.

The grav cannon also comes with the benefit of making the area under the blast difficult terrain for the next turn. Slowing down infantry and possibly immobilising vehicles. They can be used to great effect.

The predator squadrons as you have said can get expensive very quickly. Three autocannon predators are a bargain! The squadron rules make the other more expensive plasma / melta options less tempting.

But by taking power of the machine spirit you can negate this effect by shooting one weapon from each vehicle at separate targets.

You can roll forwards with the squadron shooting all your heavy bolter sponsons at a infantry unit while you fire your 3 turret weapons at anything you choose.

Cheers!

Kijamon
23-11-2013, 14:37
Another slight mistake

Apothecaries in Elites can only take power swords, not any power weapon.

m1acca1551
23-11-2013, 15:04
Thank you for taking the time to write this up, thoroughly enjoyed the read.

agurus1
24-11-2013, 06:10
agree with shaw3029 as far as the rapier graviton guns go, with haywire they are the only guns that can reliable put the hurt on a fully upgraded spartan land raider.

also big cudos for the write up! very informative. I definitely agree with you about apothecaries and tactical squads. I run two 20 man squads in my 1750 Iron Warriors list with apothecaries and they are hard to get rid of. Of course what people need to remember is that the bigger the squad the more it hurts if they get wiped in CC so the Legion Vexilia is almost a must have with 20 man squads. I also like to equip them with a close combat weapon for 40 attacks if they are charged or 60 on the charge. Nothing to sniff at :)

Formosa
24-11-2013, 21:53
Ah mistakes mistakes, thanks for the imput guys, can't believe I missed that legion techmarines are not ic, will have to tell my group as we all play it this way haha

Ok grav guns I think are not worth 35pts for 1 haywire shot, and I know Spartans are hard to kill (understatement) but I can't justify 75 per gun for the chance that a Spartan might turn up when I can get cheaper firepower elsewhere, just a personal preference.

And yes gents I will be doing an article on the lords of war and the legions specifically, the 1st part will be suggestions on how to do the legions without traits as a filler untill they do, and part 1 of the Lord of war choices will cover just the super heavies I own, the others will be conjecture and lastly I will cover the primarchs.

If any of you want to offer suggestions they will be welcome

agurus1
25-11-2013, 16:24
suggestion on how to replicate Iron Warriors (although from your posts it sounds like you are an Iron Warrior player like me lol):

1) Fill out the heavy support slots, an artillery squadron is a must have but remember it is a 0-1 choice (my theory is that IW will have that restriction removed. Personally I favor vindicators with PotMS and Dozer Blades for the last 2 slots but thats just me

2) Troops, either a ton of Tactical Marines or Breachers and if you have points support with Special Weapon Squads. Don't worry so much about low AP or high S shooting here, thats what your artillery is for!

3) Elites, if you are taking large blobs of marines, Apothecaries are a must. Other than that, what self respecting IW player wouldn't want some Rapiers? I have 2x Laser Destroyers and they are amazing and fluffy. The rest of the elites slot is seasoned to taste.

4)I usually run with either a siege breaker, master of signal, or chaplain here. All good choices, all suited for different duties. Master of Signal is good vs hordes, siege breaker is good if you are facing a lot of tanks and have a heavy weapons squad, and the chaplain for joining a breacher squad and advancing on objectives (shows IW relentless sense of duty in pursuing battlefield goals).

5) fortifications. it doesn't have to be anything fancy (I just run with a wall of martyrs that I counts as an aegis defense line) but it goes a long way. Paint it up utilitarian with chevrons and you are good to go!

Formosa
25-11-2013, 17:49
I have converted 2 rhinos to "interlock" as per angel exterminatus, I have some made up rules for it and it was quite simple to do

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agurus1
26-11-2013, 01:11
I have converted 2 rhinos to "interlock" as per angel exterminatus, I have some made up rules for it and it was quite simple to do

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need pics now!!!!

Formosa
26-11-2013, 01:18
Ok bud, watching my redskins lose at the Mo

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