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Legiones Astartes Tactica


Moonstalker

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+++There was a thread on here a few months back where we talked about making a tactica thread. I said I'd get started on it but that I probably couldn't do it all by myself, and I was right. This tactica is very incomplete. I most definitely don't feel comfortable writing tactics for each individual legion, and I haven't gotten around to summarizing all the wargear/units or writing their best employment. A lot of this stuff was written when I was much less familiar with the HH rules and with many units. I may drop in to write a new portion or rewrite something I have up here, but I'm mostly putting this up now because I want feedback and help from the community. If you want to write a section, rewrite a section, correct me, change wording, etc, just say so.++

 

 

Horus Heresy Tactica

 

ToC

 

1. Introduction

2. FAQ

3. Age of Darkness Force Org, Special Rules, and Armory

4. Headquarters

5. Elites

6. Troops

7. Fast Attack

8. Heavy Support

9. Lords of War

 

 

 

Introduction

 

Welcome to the Horus Heresy Tactica.

 

In the brillaint glory of the distant past, there was only war. Before the dark days of the Horus Heresy and the Emperor's ascent to the Golden Throne, the Legions of the Adeptus Astartes walked among the stars, bringing the light of the Imperial Truth to the distant corners of the galaxy as they reunited Humanity under the Emperor's Banner. The Horus Heresy books by Forgeworld are intended to represent both this brief period of humanity's triumph, but also the treacherous fall that followed. Whether you're a freshly-promoted Legion Centurion looking to muster his forces, a veteran of the Long War reminiscing over the height of your power, a successor looking back into the shrouded past, or a Xenos intelligence prying into the secrets of the Imperium, this Tactica will attempt to enlighten you to the options available in the Space Marine Legion list.

 

Though intended to be used within the narrative campaign focusing on the events of the Heresy, the Legion list is also suitable for fighting other 40k armies using the standard sixth edition rules. If you're interested in starting a Legion army, looking for help with the one you're building, or worried about what arcane technologies you may have to face in one, this Tactica will aim to explain the options available, along with their strengths and weaknesses. Though expensive, I would encourage you to pick up the Horus Heresy books themselves, as they are rich with lore and worth reading even if you do not intend to play. If you do intend to play, then you will need them - no exact point values will be listed in this tactica, though rules and stats will be discussed in depth. To help you find any rules and available units, their page number and the relevant book may be quoted. HH1 refers to Horus Heresy Book One: Betrayal, HH2 refers to Horus Heresy Book Two: Massacre. HH1 203 would, for example, refer to page 203 of Betrayal.

 

This is a community project. If you have any questions, suggestions, critique, sections you'd like to submit, etc, please don't hesitate to comment.

 

 

 

FAQs

 

The official FAQs for the Horus Heresy books can be found below.

 

Book 1

 

Book 2 (none yet released)

 

In addition, if you encounter a rules question, you can contact Forgeworld directly at forgeworld@gwplc.com

 

Feel free to post any of these rules questions (and any answers you receive) in this thread. Good ones will be added to this section.

 

Q. Are the sergeants in Terminator, Tactical, etc squads characters?

A. "Hi, they are indeed characters. At the time Betrayal was written the layout for the unit entries for veteran sergeants etc. had not been finalised. Character types on page 63 of the Warhammer 40,000 rulebook mentions that 'characters' belong to squads and have a separate profile, but not a separate entry. This applies to all the unit sergeants in Betrayal."

 

Q. Does a Centurion without a Consul upgrade count as a 'Consul' with regards to [Terror Assault] limitations? Or does it mean a centurion with a upgrade (e.g. Vigilator)?

A. "Using the Terror Assault ROW means that you are limited to only one Centurion with a Consul upgrade per detachment but you may have more that one un-upgraded Centurion representing non specialist line officers."

 

Q. For the Chaplain Consul, his Crozius is listed as a generic Power Weapon on page 191 of Betrayal. Does this mean that he is free to take it as a power sword, axe, or maul (whichever is modeled on the mini), or should a Chaplain Consul's Crozius always be a power maul, as it is in C:SM?

A. "Yes, the Crozius Arcanum available to Chaplain Consuls is a generic power weapon and can be modelled as per the Warhammer 40,000 rulebook."

 

Q. The Primaris-Lightning Strike Fighter is listed with the Agile Special Rule on page 198 of Massacre, but I cannot find this rule in the book. What gives?

A. "Agile appears on page 5 of Imperial Armour Aeronautica. Basically it increases the cover save granted by the Jink Special rule by +1"

 

 

 

Armory & Special Rules

 

Age of Darkness Force Org, Lords of War

The Age of Darkness Force Org has an extra optional HQ and Elites choice, and is intended for use in games of 1501-2999 points. At 3000 and above, the rulebook recommends using the Apocalypse rules, and at 1500 and below, it recommends using the standard Force Org. At 2000 points, a special slot opens up called the Lord of War slot.

 

The Lord of War Slot in the Horus Heresy is different from that presented in the Escalation expansion. Introduced in Book 1, it was overhauled on pages 162-163 of Book 2. Armies are now permitted to choose a Lord of War choice once they hit 2000 points, paid for out of their army's normal points allotment and taking up no more than 25% of their total points. Legal Lord of War choices are the Primarch for the army's primary detachment, a single super-heavy vehicle of HP 9 or greater, 1-2 Superheavies of HP 8 or less, 1-3 Flyers with 3 HP or less, a Gargantuan creature with 9 wounds or more, or up to two gargantuan creatures of 8 wounds or less. A special rule was introduced called The Price of Failure, which makes the destruction of a Lord of War worth up to 2 victory points.

 

Though it was touched on in the first book, the second book makes it clearer that you can choose from the wide array of Imperial superheavies presented in FW and GW's ranges, and you can purchase a Space Marine Crew (BS4) for any that don't already have it.

 

 

Legiones Astartes

Replaces the familiar And They Shall Know No Fear special rule that Marines receive in 40k, and without any Legion modifiers is significantly inferior. At its core, it allows any unit with this special rule to always attempt to regroup regardless of casualties. The corollary of this rule simply states that each legion may have specific additional rules that apply to models with this rule. These per-legion variations of the Legiones Astartes special rule can be incredibly powerful, providing effects such as reducing the strength of incoming shooting attacks by 1, or giving a +1 bonus on to-wound rolls in melee. Each variant of this rule will be discussed in the section of this Tactica dedicated to the relevant Legion.

 

 

 

 

Armory:

 

Unless otherwise noted, weapons (such as bolters, lascannons, plasmaguns, etc) are the same as those in the main rule book.

 

Ranged Weapons

Achaeotech Pistol

Only available to Legion Praetors, the Archaeotech Pistol is a S6 AP3 Mastercrafted Pistol with 12" range.

 

Combi-bolters

Combi-bolters in 30k are simply twin-linked bolters. Storm Bolters had not been invented during the Great Crusade and Horus Heresy era, and as such you can assume that in any situation where a Storm Bolter is normally used (like on Rhinos or wielded by Terminators) a combi-bolter was used instead.

 

Conversion/Heavy Conversion Beamers

A niche weapon that gets stronger the further it is from its target. At ranges up to 18 inches, both are S6 AP-, 18 to 42 inches yields S8 AP4, and at 42 to 72 inches it will hit at S10 AP1. Both versions of this weapon are Heavy 1, with the normal having a small blast and the heavy having a large blast. Despite being Heavy 1, the Heavy version of the Conversion Beamer has a special rule that prevents it from being fired if the carrying model moved that turn, regardless of Relentless, Slow & Purposeful, being a vehicle, or any other special rule.

 

Havoc Launcher

 

Graviton Weapons

Entirely different from those seen in the Sixth Edition Space Marine Codex. Lacking a pistol version, there are only rifle and cannon versions of the HH graviton weapons. Both are Heavy 1, Concussion, Haywire weapons, with the rifle being 18 inch range and small blast, and the cannon being 36 inch range and large blast. Both are AP4, but have a special rule called Graviton Pulse. Instead of rolling to wound normally, any model touched by the template must pass a strength check or suffer a wound. The blast marker is then left in place for the next turn, counting as difficult and dangerous terrain.

 

Kheres Pattern Assault Cannon

 

Laser Destroyer

 

Magna-melta

 

Needle Pistol

Only available on the Primus Medicae, the Needle Pistol is a S2 AP5 Pistol with 12" range and the Poisoned and Rending USRs.

 

Phosphex

 

 

Plasma Weaponry

There are three additional plasma weapons available to Crusade-era armies. The Executioner cannon as seen on the Leman Russ Executioner is available, except that the Crusade version lacks the Gets Hot! rule. The Phase-Plasma Fusil is similar to Tau plasma weaponry, in that it accepts S6 AP3 instead of the normal S7 AP2 in exchange for no longer overheating. It otherwise fires as a Salvo 2/3 weapon with 24 inch range. The Plasma Blaster is similar to a Plasma Rifle, except firing at Assault 2 with an 18 inch maximum range.

 

Rad Missiles

 

 

Reaper Autocannon

A modified autocannon used by Terminators, differing from the standard pattern by having only a 36" range, but receiving twin-link in exchange.

 

Rotor Cannon

A rotary cannon like the Kheres Pattern Assault Cannon, just nowhere near as good. It has a respectable 30 inch range, but S3 AP6 and Salvo 3/4 limit this weapon's usefulness.

 

Special Issue Bolter Munitions

 

 

Volkite Weapons

 

 

 

Grenades

Breacher Charge

 

Grenade Harness

Usable by Terminator Sergeants and HQ's in Terminator Armor, the Grenade Harness is a S3 AP- Assault 2 weapon, with an 8" range and 3" blast. It can only be used once per game. While the shooting attack it offers is very anemic, its main benefit is that it allows the firing terminator and their squad to count as having frag grenades in the following Assault phase.

 

Rad Grenades

 

Shroud Bombs

 

 

 

Melee Weapons

Charnabal Sabre

Grants the user Rending in melee, and +1 initiative if they are fighting in a challenge. No AP value or strength bonus. Better off spending slightly more and getting a power weapon. Lack of any AP value and limiting of the initiative bonus to challenges really kills this weapon.

 

Digital Lasers

Grant the user an additional attack in melee. Only available to the Praetor, better choice than Master Crafting for the points (can benefit from rerolls from Prescience, Chaplain, etc).

 

Power Weapons

While Axes, Mauls, and Swords are all available as power weapons, it does not appear that Lances are available, if the

 

Lascutter

Hits with the strength of a Lascannon in melee, but is always used at WS1 regardless of any other factors. Unwieldy. Fluff appropriate in Breacher Siege Squads, but otherwise useless.

 

Paragon Blade

The only AP2 melee weapon available to the Legion that doesn't come with the Unwieldy USR. Grants the user +1 strength, and inflicts Instant Death on To Wound rolls of 6. The go-to weapon choice for any Praetor (the only model this weapon is available to). Expensive, but worth it if you intend to get into any melee.

 

Servo Arm

Grants the user a single power fist attack in melee in addition to their other normal attacks, as well as adding +1 to Battlesmith rolls. Very useful on Forge Lord Consuls when combined with a power sword/lightning claw to give them the ability to both strike at initiative and with high strength/AP2 at I1. Also standard on Techmarines, but they specifically come with a power axe. Otherwise unavailable.

 

 

Armor

Artificer Armor

Finely crafted power armor, similar to power armor in all ways except it provides a 2+ save and looks snazzy. As a reflection of the kind of equipment available during the Crusade, most sergeants can upgrade to artificer armor for a fairly reasonable price. This, combined with a power axe or fist, will let them easily handle many power sword wielding opponents in challenges.

 

Boarding Shield

6++ invul, increases to 5++ in melee. Also counts as defensive grenades. Wielding model may never claim an extra attack for being armed with an additional CCW. Largely useless on any IC that can take a Refractor Field (they're generally the same cost) unless you have a specific plan that requires that IC to bring defensive grenades.

 

Combat Shield

6++ invul, increases to 5++ in melee. Potentially useful on ICs if you can't scrape together the handful of point difference between this and a Refractor Field. Available quite cheaply to a select few squad sergeants.

 

Iron Halo

4++ Invul, only available to the Praetor. However, 4++ saves are available quite easily to other units so long as they're willing to put up with the drawbacks of Cataphractii armor.

 

Power Armor

If you're here and you don't know what power armor is, I think you're a little lost. However, in the Crusade-era, it still provides the same 3+ armor save that it does in the 41st millenium. Of important note, however, is that during the Crusade most marines (and squads, even) had full suits of matched plate. Mark II "Crusade" Armor was the earliest mass-produced armor (predated by Mark I "Thunder" armor, which was used by the Emperor's Thunder Warriors in the Unification Wars on Earth). Mark III "Iron" Armor was really a variant of Crusade Armor, mostly consisting of extra plates added to the front for extra protection. Mark IV "Maximus" Armor was seen as the pinnacle of power armor technology, but was difficult and time consuming to make. These marks were common during the Crusade and Heresy, and often did not feature the later ornamentation seen on the Mk VI Corvus and Mk VII Aquila armors (which could still be suitable for a Heresy force, though they were developed very, very late in the Heresy). Mark V armor was not an actual mark, so much as a designation for any suit cobbled together from damaged suits during the Heresy, when supplies and production were limited. It was also sometimes applied to some legion-specific, nonstandard designs. If you need power-armored bodies and don't want to shell out for FW, you can pick and choose through GW plastic to assemble a few full suits of Mk VI and MK VII, or do a little modelling (rivets!) to create some suits representing Mk V. Mk VIII is a much later development and would not normally be appropriate, but could represent some artificer-modified Mk VII if you so chose. Purists may still frown on seeing Mk VII armor in a HH force (it would only be appropriate for an army portraying a force present during the Siege of Terra).

 

Refractor Field

5++ Invul, almost a must-have on your HQs for how cheap it is, provides a basic level of protection.

 

Terminator Armor

Like Power Armor, there are some different variants of Terminator Armor available during the Crusade. However, unlike Power Armor, there are actually rules for these variants. Tartaros Pattern has the same rules as the normal Indomitus Pattern from 40k, except that it lacks the innate ability to deep strike. Cataphractii armor trades Tartaros/Indomitus' 5++ and Relentless for a 4++ save and Slow and Purposeful, but is otherwise identical. Note that Indomitus is suitable for 30k, and so you can use plastic Terminator models if you wish - assuming the weapons are modeled appropriately.

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HQ

Praetor (HH1 188-189)
Overview: Captain (from the new C:SM dex) stats, with an additional attack and artificer armor, bolt pistol, CCW, frag, and krak standard. Is the only unit that can take the powerful Paragon Blade as well as an Iron Halo.  Digital Weapons and Mastercrafting can improve the Praetor's melee ability, but the lack of EW ultimately limits the Praetor's beatstick potential.  Can use the Archeotech pistol, but ranged potential is quite low overall.  The only leadership 10 option in the entire list.  Provides you access to Rites of War, which are variant army lists that provide a different theme to the Legion list.

Angel's Wrath:

Armoured Spearhead:

Orbital Assault:

Pride of the Legion:


Centurion (HH1 190-191)
Overview: The low cost HQ unit, representing the front-line leaders of the Great Crusade.  Veteran Marine stats with 2 wounds and WS/BS5, has the ability to take many of the same options as the Praetor, excluding Paragon Blades, Iron Halos, digital lasers, and master crafting.  Can be upgraded to a Consul.  Arguably best used as a force multiplier for your army, will not beat dedicated melee HQs if so fitted.

Chaplain: Zealot USR and a Crozius Arcanum.  No Rosarius like we are used to, and his Crozius can be any of the usual types of power weapon (not just a maul like the 40k Crozius).  Zealot is a huge benefit to any dedicated close combat unit, as the risk of breaking and getting caught in a sweeping advance is a very real one for the Fear-Knowing Legiones Astartes.  The rerolls it provides will also act as a great force multiplier.  Chaplain Consul + Terminator Armor + Terminator Squad in a Spartan will give you a strong and reliable melee unit.

Forge Lord: Pretty good value for points, comes with servo-arm and artificer armor, along with the Battlesmith special rule.  A great choice if you take a Spartan or Storm Eagle, as he can easily tag along inside and provide Battlesmith rolls for restoring hull points and fixing weapons.  Makes a good melee HQ considering that he gets AA in his points, a servo-arm for an extra powerfist attack (in addition to whatever normal attacks he has with whatever CCW you buy him), and has a little utility for keeping his ride into battle moving long enough for him and his friends to get there.  Access to a cyber-familiar and refractor field also means he is the only Consul with access to a 4++ save without resorting to Cataphractii armor, and the only one with a 3++ save when wearing Cataphractii armor.

Legion Champion: Gets 'free' mastercrafting on one weapon and WS6.  Must re-roll failed attempts at Heroic Intervention and must always issue challenges in combat if able to do so.  A sort of classic 'selfish' beatstick HQ, doesn't bring any force multiplication to the table, requires additional wargear (at least a power weapon and artificer armor) in order to really start beating people in melee - and the only people he will be able to beat in melee are sergeants and things like IG Commanders.  Praetors will tear him apart with a Paragon Blade, any other army's actual beatstick HQ will laugh off his attacks and probably instant death him in return.  Fluffy for Emperor's Children and some others, but not particularly good.

Librarian: Expensive, no psychic hood, leadership 9 psyker.  On the upside, can choose any single discipline from the main rulebook to roll his powers from, and can be up to mastery level 3.  Can bring plenty of buffs and force multiplication, but is expensive and unreliable - bad rolls on the powers table or poor psychic tests on his sub-par leadership can quickly turn him into a waste of points.

Master of Signal: Main benefits are cognis-signum (can grant +1 BS to an entire UNIT within 6 inches in lieu of shooting, along with night vision to his squad and blocks infiltrators within 18 inches) and a once-per-game bombardment with Ordnance D3 S8 AP3 Large Blast Barrage shots with unlimited range (also performed in lieu of shooting).  Cognis signum also counts as an augury scanner, granting interceptor shots at deep strikers within 18 inches.  Very cheap, force multiplier, brings pie (plates).  Don't have to feel bad about not giving him any wargear if you stick him in a heavy support squad way in the back.  Great choice for a cheap HQ that buffs your units reliably.  Also carries nuncio-vox in case you have other artillery in your list.

Moritat: Cannot be taken as a Compulsory HQ and cannot join any units besides Legion Destroyer Squads, but receives the Chain Fire special rule.  This allows him to make a special attack with both his pistols (and you can replace his two bolt pistols with volkite serpentas or plasma pistols), firing both until he misses.  Post-FAQ, this means that he will keep firing each pistol until it misses, independent of whether he has missed yet with the other pistol.  With BS5, he can easily pump out a dozen plasma shots before he eventually overheats his pistols.  Can often turn into a significant points commitment, as you end up having to get him a jump pack (he cannot take a bike, terminator armor, jetbike, etc), a squad of Destroyers to run with, jump packs for all of them, etc.  Or, possibly, a rhino for the destroyer squad (and their attached Moritat) to ride in.  Run alone, without a jump pack for mobility or a squad for ablative wounds, he'll quickly get picked off before he is ever useful.

Primus Medicae: Narthecium and needle pistol.  Needle pistol is not terribly impressive, FNP (5+) is always welcome, doesn't offer too much otherwise.  Has a special rule called Sacred Trust that allows you to earn a Victory Point on a 5+ if one of your squads within 6" of him is wiped out, but only in missions where VPs are earned for destroying units.  So, if going by the missions in the main rulebook, this special rule will help you 33% of the time in 1/6th of the missions if he is within 6 inches of the squad that just died horribly.  Pretty useless.  Only really valuable in that, for a small premium over the elites-choice Apothecarion, he can allow you to both bring an Apothecary and fulfill your mandatory HQ slot.  Is also the only way to get FNP in your terminator squads.  Doesn't bring much besides that.

Siege Breaker: Unlocks Phosphex shells for your Medusas.  Nuncio-vox to allow him to spot for your artillery.  Has the Tank Hunter and Wrecker USRs, and applies them to the heavy weapon shooting attacks of any infantry unit he joins.  Can carry phosphex bombs.  Basically good if you like napalm and shooting things.  Fluffy for Iron Warriors and similar, but I think the Master of Signal is better (I'm not a big fan of Phosphex).

Vigilator: Cameleoline, bolter, and specialist bolt shells standard.  Can take scout armor with infiltrate and move through cover for no cost or keep his power armor (or upgrade to artificer for the usual cost), but can't take non-scout-y things like terminator armor or a bike.  Receives the scout and sniper USRs, as well as a special pre-game attack that scores D6 S5 AP6 hits on a single enemy unit or fortification on a 2+.  Offers an interesting choice for a ranged HQ, but is probably overcosted and doesn't do enough to benefit the army.  Sabotage attack too weak and too RNG to be really effective.




Legion Command Squad (HH1 192)
Overview: Can only be chosen as a retinue for a Praetor, does not take up an HQ choice.  When deployed, does not have to be deployed or stay squadded with the Praetor that they're chosen for.  Squad size is two Chosen and one Standard Bearer, and can purchase two additional Chosen.  Chosen have Vet Marine statlines with WS5, Standard Bearer is the same with an additional wound.



Elites
Legion Veteran Tactical Squad (HH1 194)

Legion Destroyer Squad (HH1 195)

Legion Terminator Squad (HH1 196)
Overview: Vet Marine Stats as expected, largest divergence from 40k terminators is a cheaper base price.  This reflects their combibolters instead of storm bolters, power weapons instead of power fists, and lack of innate deep strike.  Weak Ld theme continues - only the sergeant has Ld9, the rest have 8.  Lack of stormshields weakens dedicated melee ability, but the 4++ from Cataphractii can partially make up for that.  Combiweapons to replace combibolters and the normal gamut of close combat weapons are available for fairly reasonable points costs.  Twin Lightning Claws option is overcosted.  Implacable Advance special rule makes Terminator Squads always count as scoring units in any mission where Troops are also counted as scoring.


Techmarine Covenant (HH1 197)

Apothecarion Detachment (HH1 198)
1-3 Apothecaries as a single Elites choice.  Similar to Wolf Guard, they not only can be attached to certain other squads during deployment, they must be.  As (not Independent) Characters, they must remain with the squad for the entire duration of the game.  Their wargear includes power armor, a bolt pistol, chainsword, frag and krak grenades, and most importantly a narthecium.  For the cost of one of your elites slots and a very reasonable number of points, you can provide Feel No Pain to up to 3 squads - just the thing for keeping your big blocks of footslogging tactical marines on their feet.  Their options for customization are quite limited, allowing you to only take artificer armor, exchange their chainsword for a power sword (no axes or mauls), or take an augury scanner, combi-weapon, OR volkite charger (can't have all three!).


Legion Dreadnought Talon (HH1 199)


Contemptor Dreadnought Talon (HH1 200)

Legion Rapier Weapons Battery (HH1 201)


Legion Mortis Dreadnought (HH2 194)

Contemptor-Mortis Dreadnought (HH2 195)

Troops

Legion Tactical Squad (HH1 202)
Standard marine statlines, bolter, bolt pistol, frag and krak, power armor standard.  Base squad size is 9 plus a veteran sergeant, and can be expanded to a total of 20 (including the sergeant).  The cost for the first ten is in line with what you would pay for ten tactical marines in 40k, but the additional marines are purchased at a 33% discount, making fewer, larger squads more economical than several smaller ones.  The squad is unable to take any special or heavy weapon options, but can perform a special Fury of the Legion attack while at least 5 models remain and they did not move, disembark from a transport, or arrive via deep strike that turn.  When performing this attack, models may fire bolters or bolt pistols twice (at the same target), but then may not fire overwatch in the opponent's next turn or shoot in the shooting phase of their next turn.  Fury of the Legion does not apply to attached characters.  The entire squad can take an extra CCW for an incredibly small price per model, but this can rapidly rise to an appreciable amount with large squad sizes.  They can, alternately, be fielded as a "despoiler squad," by exchanging their bolters for CCW at no cost.


Legion Assault Squad (HH1 203)
Similar to the Tactical Squad, comes with 10 base (including a veteran sergeant) and can include up to 20 models.  They don't receive any special rules like Fury of the Legion, just bolt pistol, CCW, frag and krak, power armor, and a jump pack.  Very expensive, significantly moreso than their 40k counterparts, even with the discount you get on the extra 10 you can purchase in the squad.  There are a variety of options, such as taking melta bombs or combat shields on all members of the squad, but these will only push their already inflated prices higher.  One in every 5 models has the option of exchanging their CCW for a power weapon, their bolt pistol for a hand flamer, or their bolt pistol for a plasma pistol.  These options are separate and in addition to what the sergeant may take, and the sergeant does count as one of the 5 models in the squad for the purposes of how many special weapons you can take, so you could potentially have 5 power weapons or plasma pistols in the squad.  But why would you?


Legion Breacher Siege Squad (HH1 204)
Very similar to Tactical Marines.  Their wargear is the same, except with the addition of a boarding shield.  Squad sizes are the same, except that the base price is significantly higher (though the price per additional marine is, strangely, the same as that of the additional marines for a tactical squad).  They exchange Fury of the Legion for the Hardened Armour special rule, which allows them to reroll failed saves vs template and blast weapons, but reduces charge, sweeping advance, and run distances by 1 inch.  Of particular note is that they can actually take some special weapons in the squad, including Meltaguns and Flamers.  Given the availability of special weapons and their invul save, these may be the most viable unit for foot slogging masses of infantry.


Support Squads
The below squads are troops choices for a Space Marine Legion, but cannot be taken to fill compulsory troops selections (which must come from the above three squads).  They otherwise count as troops for all other purposes.

Legion Support Squad (HH1 205)
Overview: Tactical marines, except with a squad size of 5-10, led by a veteran sergeant, and armed with flamers instead of bolters (except for the veteran sergeant, who exchanges his bolter for CCW).  They also, of course, lack Fury of the Legion.  This squad is unique in that it has 4-9 special weapons in it, starting as flamers and upgradeable to rotor cannons, volkite calivers, plasma guns, or melta guns.  The first two options are equally inexpensive, while the latter two options are equally expensive.


Legion Recon Squad (HH1 206)




Dedicated Transports

Rhino (HH 207)
Overview: Stock, exactly the same as the Rhino in the 41st millenium (aside from the twin-linked bolter in place of the storm bolter).  Has options for some heavier pintle-mounted weapons that can give it levels of firepower almost like some cheaper variants of a Razorback, and the Auxiliary Drive upgrade, differentiating it from its descendents.  


Drop Pod (HH 208)
Overview: Again, largely the same as the 40k equivalent, but drop pods are generally unavailable except when taking the Orbital Assault Rite of War with a Praetor.

Legion Dreadnought Drop Pod (HH2 204)
The same as a normal drop pod, with three key differences.  One, it may only transport one dreadnought or contemptor dreadnought.  Two, it is an assault vehicle.  And three, the drop pod benefits from the shrouded special rule on the turn it arrives, and confers this to the dreadnought it carries as long as the dreadnought remains at least partly on the drop pod's structure.

Fast Attack
Legion Seeker Squad (HH1 210)
Overview: Despite being placed in Fast Attack, the Seeker Squad does not have an option for jump packs, though they can purchase a Rhino.  Otherwise, they are slogging on foot and are kitted out like tactical marines - with the exception of their Special Issue Ammunition.  This makes them similar to Sternguard, except instead of having the usual Vet-Marine A2 and Ld9 they have BS5 and Ld9 only on the sergeant.  The continued mediocrity in leadership aside, the higher BS is very useful for applying the damage from their special issue ammo.


Legion Outrider Squad (HH1 211)
Bikes.  There just isn't a lot to say here, they're not terribly different from Space Marine Bikes (in fact, it would be entirely kosher to use GW plastic bikes, assuming you could find riders in the appropriate armor to put on them).  Squad size of 3-10, Bolt Pistol, CCW, grenades, power armor, the usual things you would expect.  Unlike C:SM bikes, they cannot take an attack bike in the squad.  However, each biker has the option to exchange his bike's twin-linked boltgun for a twin-linked flamer, meltagun, or plasmagun - any of these options are exhorbitantly expensive compared to what these weapons cost other squads, and doing it for an entire squad would be insane.  One in three bikers may exchange their CCW for a power weapon, or their bolt pistol for a hand flamer or plasma pistol, all for the kind of prices we would expect from those options.  Like the Assault squad, the sergeant's options are entirely seperate from this.  So, while he counts as a model in the squad for determining how many power weapons/hand flamers/plasma pistols you can take, he also has seperate options for purchasing those, allowing you to have up to 4 plasma pistols in a 9 model squad.


Legion Attack Bike Squad (HH1 212)
Again, the attack bike of 30k isn't much different from that of 40k.  Of particular note is the option to exchange the heavy bolter for a heavy flamer, multimelta, or an autocannon.  The option to take an autocannon creates a new role for the squad, aside from "the guys what carry the multimelta in a bike squad" or "crazy guys on attack bike that will suicide at that land raider."  With its range, strength, and the bike's Relentless special rule, you now have a very mobile and decently tough anti-transport squad - an option worth considering, in lieu of a heavy support squad with autocannons.  The lack of a sergeant and the mobility of bikes creates a weak point, though, which could see this squad breaking and running right off the board edge before you can do anything about it.  Modelling-wise, Forgeworld has yet to produce an attack bike model, leaving you with trying to either scratchbuild something from the FW bikes or just using the GW plastic kit.


Legion Jetbike Sky Hunter Squad (HH1 213)



Legion Land Speeder Squad (HH1 214)
Similar to the Land Speeder of the 41st millenium.  Legions lack access to the Typhoon variant, and have several different options for their Tornado outfitting.  


Legion Javelin Attack Speeder Squadron (HH2 200)
Essentially a Land Speeder Typhoon on steroids.  However, instead of a Typhoon Missile Launcher, it has a Cyclone Missile Launcher - no functional difference, really.  BS4, 11/11/10, 2HP, deep strike, outflank, and a heavy bolter round out the Javelin's stats.  1-3 may be taken as a squadron.  The CML can be exchanged for a twin-linked lascannon for a modest price, and the heavy bolter can be swapped out for the exact same prices and options that are available to normal Land Speeders.  Of particular note is that the Javelin can take up to two Hunter Killer missiles, and for a very minimal price.  This, combined with the CML, could give you 4 shots of S8 AP3 into the side armor of some unlucky tank on the turn this tank comes in.  Side shots which will be very easy to get when outflanking with such long range weapons.  The Javelin's largest drawback is its fragility - it's tougher than a normal land speeder, but that isn't saying much.


Legion Storm Eagle Assault Gunship (HH1 215)

Legion Fire Raptor Gunship (Experimental Rules)


Primaris Lightning Strike Fighter (HH2 198-199)

Tarantula Sentry Gun Battery (HH2 196-197)



Heavy Support
Legion Heavy Support Squad (HH1 216)
Similar to the Legion Support Squad, but with all heavy weapons - including one on the sergeant.  Starting squad size of 5, can be increased to 10, starting equipment for each is power armor, bolt pistol, heavy bolter, and frag/krak grenades.  The squad's heavy bolters can be replaced with heavy flamers, autocannons, missile launchers (with frag/krak missiles), multimelta, plasma cannon, volkite culverin, or lascannon.  The entire squad has to take the same heavy weapon - the exception is the sergeant, who can choose to exchange his heavy bolter for a nuncio-vox and CCW for free instead of taking the heavy weapons the squad has.  The weapon costs are all quite reasonable, with the heavy flamer swap being free, autocannons/missile launchers being cheapest, then multimelta/volkite culverin being more expensive, plasma cannons more expensive than that, and lascannons topping the list as most expensive (as is usually expected).  The lack of normal bolter-armed marines to use as ablative wounds and the requirement that all models in the squad be armed with the same weapon make 10 man squads armed with lascannons prohibitively expensive - 10 man squads are really only feasible for the cheaper weapons.  Flakk missiles are available for a pretty hefty price, but are purchased for the squad as a whole instead of per-model.  Given how easy it is to kill 5 (or even 10) marines, though, it's probably best to keep this squad cheap, and look for your lascannons and plasma cannons elsewhere.


Legion Predator Strike Armour Squadron (HH1 217)
While the Deimos or Mk4c Predators can both be used to represent Predators in the Heresy (just representing the production of different Forge Worlds), the Predator of the Heresy era is quite different from those you might know from 40k.  First is that they can be fielded in squadrons of 1-3.  Second is that there is no Annihilator variant, as it was not created till several millenia post-Heresy.  Third is that the autocannon-armed Predator has a sophisticated autoloader in the Crusade-era, which doubles its rate of fire to Heavy 4.  While I'm sure there are others out there who miss the Annihilator as much as I do, there are a few variants with different guns to help make up for its absence.

Executioner Plasma Destroyer

Flamestorm Cannon

Heavy Conversion Beamer

Magna-melta Cannon

Though it will not help the Heavy Conversion Beamer variant, it's worth considering a Machine Spirit upgrade for the Magna-melta and Flamestorm variants.  These two both rely on a very short ranged template weapon, which cannot be fired as a snap shot.  Taking the Machine Spirit upgrade will allow you to push these tanks to Cruising Speed and still fire their main gun, greatly increasing their effectiveness (besides just providing the ability to keep firing even when shaken/stunned).  For the Flamestorm cannon, I would argue that this is actually the only way to even try to make this tank viable.  It's just too short ranged and slow otherwise.  Outside of 9 inches, the Vindicator is actually probably a better buy for the points than the Magna-Melta Predator.


Legion Vindicator (HH1 221)
Superior to 40k Vindicators for its weapon and upgrade options.  Machine spirit and auxilliary drive all help to make sure this tank can get into range with its gun and still have the ability to fire it.  With its weaker side armor, armored ceramite is not likely to help terribly much.  The best use for the tank may actually be to replace its Demolisher Cannon with a Laser Destroyer Array for a very affordable points cost, offering a dedicated tank destroyer with good accuracy, high power, and medium range.  Doing this would sacrifice its ability to throw pie plates around, but would be an overall increase in anti-tank effectiveness and would allow you to use this as a good anti-tank choice in close support of your own infantry (no risk of hitting your own troops with scatter).  Largest drawback of this vehicle is that it cannot be taken in squadrons like the Predator or Land Raider.  While squadrons can be a double-edged sword, offering both benefits and drawbacks, the lack of even an option to be taken as a squadron where there are so many good Heavy Support choices to choose from may relegate this tank to very niche uses.


Legion Sicaran Battle Tank (HH2 203)
What every Predator wishes it could be when it grows up.  A 13/12/12 fast tank for a very reasonable points cost, carry a hull-mounted heavy bolter and a turret mounted Herakles-Pattern accelerator autocannon (twin linked, 48" S7 AP4 Heavy 6, Rending, Ignores Jink) in stock form.  Despite being strength 7, the number of shots, twin-link, and rending make the Herakles into a very respectable anti-tank gun, along with being absolute murder on skimmers.  Sometimes overlooked, the Sicaran comes with Extra Armor stock, but only has access to a few upgrades - such as auxilliary drive and armored ceramite.  Particularly lacking are Machine Spirit and Flare Shield, the latter of which would really push this tank's survivability up.  Can take heavy bolter or lascannon sponsons for a reasonable price.  The heavy bolter sponsons offer a little bit of cheap insurance for the main gun, helping to reduce the chance of losing it to a weapon destroyed result, and can give you a tank with a lot of anti-infantry firepower and mobility.  However, using the tank in this role is a bit of a waste of the main gun's potential, and for a few more points you can take the lascannon sponsons and have one of the most dangerous anti-tank choices available to a Legion.  Like the Vindicator, the Sicaran's largest drawback is that it is a single vehicle in the very competitive Heavy Support slot.

Legion Sicaran Venator (Experimental Rules)



Legion Land Raider Battle Squadron (HH1 218-219)


Legion Spartan Assault Tank (HH1 222)
Imagine a Land Raider with 5 hull points, 25 transport capacity, and twice as many lascannons and you've got the Spartan.  Armored Ceramite will grant the tank near-immunity to melta weapons, and a Flare Shield will give it an effective armor value of 15 in the front arc - 16 vs blast weapons.  Those kind of toys will come at a price, but it's worth it to protect such a large investment.  Though its hull mounted twin-linked heavy bolter is exactly the same as what you would find on a land raider, its quad lascannon sponsons are heavy 2 instead of a normal land raider's heavy 1, and it has the option to swap them out for Laser Destroyers for free.  One of only two choices for transporting large squads (of either terminators or power armored marines) around the field, this tank can form the centerpiece of any assault while absorbing an incredible amount of firepower.  If building your list around this vehicle, consider squeezing a Forge Lord consul in alongside your assault force.  He'll neatly fill up the remaining transport capacity next to 12 terminators, and with his Battle Smith special rule he'll frustrate many efforts at removing this tank from the field.


Legion Artillery Squadron (HH1 220)
Cons: All vehicles in the squadron must be the same type

Legion Whirlwind Scorpius (HH2 202)

Legion Caestus Assault Ram (HH1 223)

Deathstorm Drop Pod (HH2 201)

-> Possibly limit this section to discussion of LoW that are usable in sub-apoc games?  Leave out Reavers and Warhounds?  Need to add information for availability of SM crews for all IG Superheavies from Apoc/IA.

 

Lords of War
Legion Malcador Assault Tank (HH1 229)

Legion Fellblade Super-Heavy Tank (HH1 224)

Legion Glaive Super-Heavy Special Weapons Tank (HH2 205)

Legion Typhon Heavy Siege Tank (HH1 225)

Legion Cerberus Heavy Tank Destroyer (HH1 228)

Legion Thunderhawk Gunship (HH1 226)

Legion Thunderhawk Transporter (HH1 227)

Imperial Avenger Strike Fighter (HH1 272)
Cons: Lords of War choice

Warhound Scout Titan (HH1 273)

Reaver Battle Titan (HH1 274)

Q. Does a Centurion without a Consul upgrade count as a 'Consul' with regards to [Terror Assault] limitations? Or does it mean a centurion with a upgrade (e.g. Vigilator)?

 

A. Using the Terror Assault ROW means that you are limited to only one Centurion with a Consul upgrade per detachment but you may have more that one un-upgraded Centurion representing non specialist line officers.

 

31/10/2013

I'm pretty certain that you can't mention the profiles of the wargear included in HH1 on the forum (could be wrong though). Apart from that, looks good (had a quick read through some sections) and I heartily approve of the idea! :tu:

I posted these on FW's Facebook page but didn't hear back:
 

Q. I hear tell that the 'Betrayal' List's Tactical Support squad should be FAQ'd so that the sergeant can or should be equipped to match his squad like the Heavy Weapon sergeants (ie have a flamer and then change that like the rest of his men for better guns). 
 
 
Q. Do Dreadnought Drop Pods from 'Massacre' require the Orbital Assault Rite of War? It would be consistent and make sense if they do, but it isn't explicitely described as so.

I'm pretty certain that you can't mention the profiles of the wargear included in HH1 on the forum (could be wrong though). Apart from that, looks good (had a quick read through some sections) and I heartily approve of the idea! :tu:

I had this thought as well.

Good Call on this topic, i thought id add some tips from my own experiences:
 

Forge Lord: Getting Techmarine Options and thus Rad Grenades in a squad can be huge, especially riding along with a nasty assault squad in a spartan!
 
Librarian: Divination is huge, it basically fills my AA in my Alphas as the Primaris power is amazingly useful, I usually field lvl1s with it but a fair few of the other powers are handy too.
 
Primus Medicae: FNP in any squad is huge, especially as that includes Terminators and any Legion Specific units which tend to be bullet magnets. He can also move the fnp to another squad if needed mid game.
 
Command Squad: Fearless bubble off the Banner is huge in the Ld Weak Legion list, an entire squad in Artificer armour (With an Apothecary!) is also a great beat stick.
 
Apothecaries, Augry scanners are a solid choice, i usually keep them cheap and deep in the blob to keep them alive.
 
Legion Assault squad: A squad of 20 is a big (And Pricy) blob but a pile of power axes really makes a dent in enemy lines
 
Breachers: Their cost is extreme but they have access to Graviton Guns which is one of the few weapons that can reliably stop spartans
 
Legion Recon Squad: Sniper rifles seem grossly expensive, and outflanking vox can be handy to guide artillery.
 
Legion outriders: Also have scout => outflank which about the only way their special weapons become plausible.
 
Legion Land Speeders: Again Grav Guns are an option, and the main reason to take them tbh.
 
Tarantulas: Very cheap heavy weapons and can be a handy roadblock as they are reasonably meaty.
 
Spartan, Id consider the Ceramite and flare shield auto include tbh
 
Legion Arty: Medusas can be handy to get around flare shields as they are S10 Barrage :) AA Whirlwinds arent terrible but you get what you pay for. I dont rate Basilisks tbh (But then our meta sees a lot of 2+ Saves or Spartans!

I posted these on FW's Facebook page but didn't hear back:

Q. I hear tell that the 'Betrayal' List's Tactical Support squad should be FAQ'd so that the sergeant can or should be equipped to match his squad like the Heavy Weapon sergeants (ie have a flamer and then change that like the rest of his men for better guns).
Q. Do Dreadnought Drop Pods from 'Massacre' require the Orbital Assault Rite of War? It would be consistent and make sense if they do, but it isn't explicitely described as so.

The first isn't a question so much as a rumor or wishlisting. The second is pretty clear in the books - dreadnoughts/contemptors have no dedicated transport options listed in their entry, and only gain access to the Dreadnought Drop Pod via the Orbital Assault Rite of War (which is spelled out explicitly on page 189 of Betrayal).

I'm pretty certain that you can't mention the profiles of the wargear included in HH1 on the forum (could be wrong though). Apart from that, looks good (had a quick read through some sections) and I heartily approve of the idea! thumbsup.gif

I had this thought as well.

I thought it would be okay, so long as we weren't including any point costs. If it turns out I was wrong, it's easily removed.

Q. Does a Centurion without a Consul upgrade count as a 'Consul' with regards to [Terror Assault] limitations? Or does it mean a centurion with a upgrade (e.g. Vigilator)?

 

A. Using the Terror Assault ROW means that you are limited to only one Centurion with a Consul upgrade per detachment but you may have more that one un-upgraded Centurion representing non specialist line officers.

 

31/10/2013

 

Great question, and I've updated the FAQ section with it.  I've also fixed the LoW section.  The Age of Darkness force org thing probably needs to be expanded to include all the alternate force orgs in book 2.

Great tactica! Huge fan :)

 

Reading the tactic for land speeder javalin got me thinking what I would personally really cheerish from a tactica like this - that what the vehicle can do is actually explained. Such as 2 HKM allowing 2 extra shots, for possible of 4. (maybe depending on movement or always?)

 

Second example is the Fire Raptor Gunship. That it could fire at four targets due to side autocannon rule, machine spirit and normal shooting.

 

Like legion jetbikes. They can move extreamly quick, but what would the purpose be.. as it also limits, so tactic to move fast and get into position to move slower and meltabomb/shoot something nearby? things like that. Combining core USR rules into what the unit can do..

 

Hope it makes sense.

 

Since 5th, I haven't been able to grasp the rules and understand what a unit is actually allowed to do. Vehicle movement of different type limit shooting differently, what can i do when deep striking, etc. First turn assaults not allowed. So many rules and exceptions to the rule, that I've personally haven't got an overview. So a tactica of what each unit can do and what they can be intended to kill, would be great value in a tactica like this.

I got a reply to my questions on Facebook:

 

 

I posted these on FW's Facebook page but didn't hear back:
 

Q. I hear tell that the 'Betrayal' List's Tactical Support squad should be FAQ'd so that the sergeant can or should be equipped to match his squad like the Heavy Weapon sergeants (ie have a flamer and then change that like the rest of his men for better guns). 
 
 
Q. Do Dreadnought Drop Pods from 'Massacre' require the Orbital Assault Rite of War? It would be consistent and make sense if they do, but it isn't explicitely described as so.

 

 

Forge World wrote: We are looking at the Legion army list for possible FAQ questions and answers including your first point. Until we publish these you can assume that:
 

1...the sergeant in Tactical support squads comes equipped as the rest of the squad.

2...Dreadnought Drop Pods from Massacre do not need the Orbital Assault Rite of War to be used.

-----

 

The answer to Q1 is as anticipated follow a conversation with FW staff, but I did not expect the Drop Pods to be usable at any time. I'm gonna consider these set in stone till a full FAQ reaffirms or re-writes them.

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