The interaction argument of making the game faster and more frenetic by having distances, not in multiples of 6, is another question entirely. There have been several occasions over the last few years that I’ve had to remind newer players of movement distances – so to have it written solidly on the datasheet will be helpful. Whilst there’s some salt flowing across the sands in Australia about movement characteristics (that I do understand) being added, for bringing in new players, this can only really be a bonus. You’ll note that he now moves 8″ instead of 6″ when on the table due to the inclusion of movement characteristics into the new edition. Horus Heresy: Battles In The Age of Darkness V2.0 Rules Now costing 600 points, we can see a hike mostly across the board in his values. Horus Heresy: Battles In The Age of Darkness V1.0 Rules Though concerted (read as a significant portion of your army) AP2 fire has always been a surefire way to murder him (without ablative wounds). Having 6 wounds at toughness 6 like the majority of the Primarchs, he can take some punishment too. He’s pretty dominant when it comes to melee and has some respectable shooting. Costing 500 points, you’d damn well expect him to however. The Warmaster has always been a monster in the lore and on the tabletop, with a very good stat line. When it comes to the confidentiality, integrity, availability and non-repudiation of these rules – we must apply a pinch of salt but as a “combat indicator” they can be quite useful. Some will wonder why I’m only speaking about Horus, and the truth of it is – it’s an interesting “top end of the game” discussion point. Now there are some new units in the trailer, but I’m not going to discuss those today, instead I’m going to discuss the leaked “Playtest Rules” for Horus Heresy, pertaining to one model – The Warmaster himself. Frankly, I find it a glorious thing to watch, proof that the animation department are capable of some great animation and capturing the essence of the lore in a hard-hitting package.
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