Flight of the Eisenstein

the_flight_of_the_eisensteinFlight of the Eisenstein by Swallow is the fourth book in the Horus Heresy series. It focuses on Captain Nathaniel Garro of the Death Guard at the moment the Heresy begins in earnest.

Synopsis

The story opens with the Death Guard assaulting and obliterating some random alien colony ships, identified as belonging to the Jorgall. For a refreshing change of pace these aliens are fairly different, with insectoid physique and many mechanical augmentations. Interestingly, in many respects the aliens and their tactics resemble Vespid Stingwings of the Tau Empire, between their vaguely buglike structure and jump pack oriented tactics. Besides being an interesting battle sequence, during the battle Garro is given a prophecy by the very alien that seems to be the main concern of a group of Sisters of Battle sent to join the assault, providing some structure and foreshadowing to the remainder of the story.

Afterward, the story moves to Isstvan III where a planetary rebellion is to be crushed by a large contingent of Space Marines. This, of course, is where Horus launches the Heresy overtly, massacring the Marines on the surface. Flight of the Eisenstein covers this pivotal moment from orbit, with Garro and his loyal men barely escaping a group of traitor Marines sent to assassinate them. They then daringly break through the traitor fleet and escape into the Warp.

In the Warp the ship is plagued by its damage, exposing it to the full horrors of the Warp. Walls bleed and distort, strange shadow creatures emerge, and the dead traitor Marines are resurrected as the first Chaos Plague Marines. Eventually the ship is forced to drop out of the Warp, stranded and vulnerable.

Lost, near death, unable to get home, Garro and crew sends a clever but risky signal, leading Rogal Dorn and the Imperial Fists to their location. Though skeptical, Dorn is eventually convinced of Garro’s claims and takes his men home to Terra, where they alert the Empire to the uprising. The fate of Garro and his remaining men is left somewhat open, but it is strongly implied that they are being inducted to become some of the early forces of the newly forming Inquisition.

Thoughts

This is an excellent book, through and through. Having not read any of the previous Horus Heresy books, I was worried that I would be lost with only my general knowledge of the revolt. Fortunately, Flight pretty much stands on its own. General background is good to have, but you don’t need details from the previous books.

This is one of the best 40k books I have read. It really focuses a lot on character development and the universe, punctuated by solid action sequences. Garro is a fairly stereotypical but good, literary Marine—noble, introspective, badass. He’s interesting and portrayed well, particularly his doubts and religious growth. These are really the focus of the novel, with the accelerating development of the cult of the Emperor occupying much of the story. Garro’s anxiety about his role in the universe, his doubts about himself, and his uneasy, hesitant acceptance of the Emperor’s apparent godhood are excellently conveyed and a great read. He is probably the most two dimensional Space Marine I have encountered in 40k fiction, a good thing.

Many of the interactions and other characters are also great, providing a good look at different aspects of the 40k universe and actually including a lot of humanity and emotion. Notably, several Primarchs make an appearance, most notably Rogal Dorn of the Imperial Fists and Mortarion of the Death Guard. Primarchs are frequently not handled well in fiction and background story, but here they convey just the right amount of power and menace. The slowly growing church is also a good peak into the early age of the new era.

On top of all these, the portrayal of the Death Guard on ship in the early parts of the book are fascinating. The usual Marine cliches are downplayed, in favor of intrigue and undercurrents, and a few fascinating rituals. Most notable are Mortarion’s ritual cups of poison, and the simple dressing and undressing of Garro in his armor. The relationships and incidents between Garro, his vassal, and the to-be traitors and loyalists are great, really carried by the tension between Terrans and other worlders, humans and Marines, and the growing divides among the ranks.

Notably, this is the most human portrayal of the Space Marines I have seen. I am not sure if that is because of the specific chapters and characters involved—which makes sense, given many of their members are on the steps of revolt—or that things changed greatly after the Heresy, became more buttoned down. It could also be simply that I just haven’t read enough books about the Marines; most of the 40k novels I’ve read are about the Imperial Guard.

Conclusion

All in all, Flight of the Eisenstein is a great read. I’m not sure how well it could stand without some knowledge of 40k—it’d probably be a little tough to follow and less dramatic—but within that context it’s excellent, and pretty solid outside it as well. Definitely recommended.

Devastator Squads

Most of the original core of my first, current 40k army was started with models given or lent to me by my friends Matt, Lovell, and Daryl. When I started expanding that list, Devastators were the first models I bought. I chose them for two simple reasons: They looked cool, and I figured I could use some heavy weapons. Emphasis was on the former. In their first couple games, plasma cannoneer Jericho and his squad picked up some splashy kills and were fast tracked onto my painting schedule. They came out pretty well, cementing their position in my roster.

heavy_bolter1Like several of my units, such as my Captain Angholan, I continue to play my Devastators in every normal sized game simply because they look awesome and have built up a great narrative across my games, factors that overwhelm some possible tactical shortcomings. I always roll my Devastators as two Plasma Cannons and two Heavy Bolters, with at least two or three additional marines as ablative wounds. That’s an expensive setup at some 218+ points, and unpopular in Internet theory hammer, but fortunately I generally find my Devastators to be an effective unit. The following are some thoughts on them.

Size. Ablative wounds are critical. A basic five man squad is marginally cheaper, but starts losing significant functionality with just one wound. Even losing the Sergeant and his BS 5 targeting ability is a notable loss. With seven men in the squad and parked in cover, it will take a lot of sustained fire to severely cripple the unit, the Plasma Cannons usually making it to the endgame. Large portions of an eight man group safely tucked into cover will usually make it through an entire game. Two or three Tactical Marines to provide a wound buffer for the Devastators are well worth the cost to protect the initial outlay on the unit and their weapons.

Weapons. Two Plasma Cannons are the core of my unit in part because they look cool, and because I face a lot of power armor in my local gaming circle, particularly pesky Chaos Marines and Necrons. Heavy Bolters provide a somewhat more reliable source of hits and strike a reasonable balance between number of shots, reliability, effectiveness, and cost.

I feel Multi-Meltas have too limited range to be really useful in the backfield deployment zones my Devastators usually inhabit. This is even more true for Heavy Flamers.

Lascannons would be more useful against mechanized armies, but I felt they didn’t put out enough wounds for the horde armies that are also common in my group. I’m also not super compelled by the look of the Lascannons, but that’s just me.

Missile Launchers are very tempting, and strike a great balance between fighting mechanized, power armor, and horde armies. The longer range on the Launchers would also be useful. One downside is that they’re less psychologically effective against power armor. People fear plasma, and fear is always a useful thing. There are also enough Missile Launchers floating around in my Tac Squads that I feel there are enough of them floating around in my army. That said, a group of Missile Launchers would be a cheaper and probably nearly as effective stand-in for the Plasma Cannons. One note on that is that against anything but very light troops, they should probably stick to Krak Missiles. Granted they’ll put out fewer hits, but they’re more likely to wound against power armor, and most such units aren’t large enough to ignore a kill or two here or there.

Deployment. My Devastators always deploy in cover when they can, and move as little as possible. Hidden in good 3+ ruins, or even just nominal 4+ cover, they will be fairly difficult to unlodge through shooting. If there is a Techmarine in the army—I sometimes include a Thunderfire Cannon—and the Devastators can be placed in ruins, then they’re a great candidate to have their cover Bolstered by the Techmarine.

Giving the Devastators good sightlines from the start and moving them as little as possible is important. Given the number of points spent on the unit, they should ideally be shooting on every possible turn, requiring that they be stationary. One difficulty with this is Dawn of War deployment, in which the Devastators must run or drive onto the board, losing at least one turn of shooting. Notably, many tournaments cycle rounds through each deployment type, guaranteeing that this must be considered in employing Devastators.

For this reason it could be worth giving the Devastators a transport, but I don’t generally do this. With a few ablative wounds, the unit would require a Rhino, which would largely go unused the remainder of the game in my army except as movable terrain. A Razorback and its Twin-Linked Heavy Bolter would be a good support for the unit, but just can’t fit it. Given that the Devastators can move and then run nearly as far as a transport could get them in one turn, and almost certainly as far onto the board as I would want them to go, I usually don’t bother with a transport.

What I do find to be important, however, is to have them move and run onto the board in such a position that they can shoot in the consequent turn. Many times in Dawn of War games I have run my Devastators into similar covering terrain as I would normally opt to deploy them in. If they can move and then run through the terrain into a position in which they can shoot well, then this works out well. If they come up low in Difficult Terrain or Run rolls, however, they can get stranded and require a second turn of movement to get into place. Many terrain pieces are simply too large or too obstructed for the Devastators to get into position quickly enough to be effective for the remainder of the game.

Losing two turns of shooting is a significant hit on the efficiency and effectiveness of the expensive Devastators unit, and needs to be avoided, even at cost. Although the unit may take significantly more wounds, in this deployment setup, it may be worthwhile to deploy the Devastators into a relatively exposed open area such that they may get into place and begin shooting the next turn, rather than risk two turns of movement.

Close Combat. Always deployed as part of my rear Heavy Support and Defensive block, it is not uncommon for my Devastators to become entangled in close combat when outflanking or deep striking units breach the line. This is unfortunate as it wastes the shooting capabilities of the unit for which so many points were spent. The good news, however, is that the Devastators, like all Marines, can hold their own against many such units, even somewhat strong close combat specialists. They will die, but they’ll last several turns and take a number of the enemy with them. Although very costly when it happens, I have come to rely on my Devastators to be a last stop bulwark against total infiltration of my rear area.

800px-canon_plasma1Conclusions. I admit freely that any questions of the Devastators’ efficiency as a unit is surmounted for me by the aesthetic and narrative appeal of the models and squad. However, I don’t think they’re as sub-optimal as Internet wisdom holds. It is true that a pair of (Dakka) Predators is significantly cheaper, more mobile, and has as much firepower as a group of Devastators. For that reason, my core Heavy Support block for mid to large sized game is comprised of two Dakka Predators (Autocannon, Heavy Bolters) and a squad of Devastators.

However, I think the Devastators have several features that make them a worthwhile unit in their own right:

  • The Sergeant’s BS 5 targeting ability is very useful.
  • Plasma Cannons are useful against a number of armies, including Chaos Marines and other power armored or equivalent opponents. Devastators are the Marines’ only option to get plasma out on the table.
  • Missile Launcher, Heavy Bolter, Lascannon, and Plasma Cannon ranges are all high enough to cover significant portions of the board. This provides for flexibility, area control, and getting multiple shots off on advancing enemies before the squad is swept up in close combat.
  • Devastator squads are fairly survivable, and degrade nicely. While tough, vehicles are susceptible to lucky shots and unfortunately placed enemy Melta weapons, Lascannons, or similar. Especially with many armies well equipped to hunt vehicles, they’re prone to being scragged in one stroke of bad luck. Devastators, especially if some distance to the enemy can be maintained, will only slowly lose models as the unit takes hits. Meanwhile, the core can keep shooting, firepower slowly degrading as the squad racks up casualties.
  • Unlike vehicles, Devastators can tie up a unit in close combat. This is a waste of their prime abilities, but is useful as a last ditch defensive measure. Even against reasonably strong close combat units such as Genestealers, the basic Marine statline enables the Devastators to survive for a few rounds of combat. This can provide just enough time for reinforcements to arrive and swing the combat, or simply for the clock to run out and the game to end. Vehicles, in contrast, can simply be run around or easily dispatched and aren’t as able to impede an enemy rush on a home objective.

In addition to the general preceding notes on Devastators’ advantages versus vehicles, some quick thoughts on alternatives in the standard Space Marine lists include:

  • Vindicators have great firepower but limited range, and are difficult to keep ahead of an assault and quick to be destroyed once stuck in.
  • Thunderfire Cannons can put out a lot of hits but are fairly brittle, and have limited effectiveness against power armor. Its munitions simply don’t have low enough AP to fight marine equivalents.
  • It’s tempting and useful to use Tactical Combat Squads with Heavy Weapons instead of a dedicated Devastator squad. All of the weapons are significantly cheaper this way. Downsides include the fact that a full Tactical Squad generally moves too much to warrant paying for a Heavy Weapon, five man Combat Squads are easy to wipe out or break, and there’s just something to be said for a fistful of Heavy Weapons firing all at once, one at BS 5. That said, putting a Combat Squad with a Heavy Weapon into deep cover or a Razorback and camping out is a great way to hold a home objective and complement a defensive Heavy Support block at the same time.

All told, I think Devastators are a solid list selection. They’re an expensive unit, but in my playing consistently bring home their cost in enemy points and serve an important role in my defensive block.

Titanicus

titanicusTitanicus is a 40k novel by Dan Abnett that I had been planning to read for some time, prompted by my buddy Matt (who also lent me the book).

From the opening of the novel the Imperial forge world Orestus is struggling under a full-fledged, Titan supported Chaos assault. Rationale for the Chaos assault is never made terribly clear, but presumably simple, basic control of the planet and its many manufactorums is the goal. Wrapped up in a larger crusade through the system, few Imperial reinforcements are offered to bolster the planet’s defense. However, the forge world finally manages to convince the Legio Invictus to countermand their orders and attempt to save Orestus. Invictus eventually succeeds in slowing the invasion, but the planet is thrown into turmoil when revelations are made that shake Imperial faith to its core, threatening to rive the the Mechanicus between old and new factions. Worse, the Chaos action is revealed at that moment of weakness to be much, much more than was originally understood…

The plot of Titanicus is a solid action oriented flick with just enough deeper elements thrown in to be interesting. An awful lot can be learned about the Adeptus Mechanicus by reading this novel, much more than I had previously picked up. It covers skitarii warriors, Titans, supporting battalions, and the inner sanctum of the Mechanicus in great detail. A fair bit can also be picked up about the non-military aspects of the Empire. Lives of common citizens, government, and commerce in the forge world are nicely covered alongside the battles.

As usual, Abnett handles the action very well. He has a knack for covering just enough action to be exciting, without going on too long and having it wear thin. In particular, the Titan battles are just detailed enough when interesting, but simplified and made more abstract when not. This is taken just a bit too far in the ultimate, super sized battle, which is perhaps a tad too abstract, but is otherwise greatly appreciated—Titan battles frequently aren’t actually all that interesting, consisting mostly of giant, lumbering machines pouring nearly limitless rounds of ammunition into each other. They can be better, when there’s more movement and tactics, but they’re frequently not and shouldn’t be belabored; Abnett makes those calls well. In return, the internal workings of the machines, the bindings between man and machine spirit, and relations among the crew are all generally more engrossing, and this book places an appropriate amount of emphasis on that aspect. Skitarii battles are similarly done very well, conveying the sheer chaos, mayhem, speed, size, and brutality of these supercharged, swirling brawls excellently. Glimpses of the Planetary Defense Forces and the outworld inhabitants beyond the hives are also great. The early descriptions and the closing moments in the nomad waypoint shack are very memorable and personal in a way often missing in the hard, all-action 40k universe.

Where this book falls slightly short is character development. The characters are almost all reasonably compelling, sympathetic when appropriate, and very readable, but there’s not much development throughout the novel. There could have been more, but it falls just short. Notably, there’s no development on the Chaos side—in fact, there are literally no Chaos characters at all. This is unfortunate, as Chaos Marines present a wealth of potentially deep characters. The invading forces instead merely come across as an implacable, unthinking wall, without motivation or personality.

The controversial truths are managed about as well as could be expected for a franchise novel that must accord with an extensive assemblage of background canon. Relations between the Empire and the Adeptus Mechanicus are enrichened and made more complex, but nothing’s really provably thrown away in the process. As usual, truth is flexible in the 41st millenium, and the rabbit hole goes as deep as you want, in whatever direction you want to move.

All in all, Titanicus is a solid, good 40k novel, though it shouldn’t be read as a first 40k novel as it requires a fair amount of background to really get the most out of it. The novel could be a little deeper and stronger, but it is a great source of Mechanicus and general Imperial knowledge, as well as being an entertaining trip well worth the time.