A Princely Review of the III Legion
The Prince returns to his favoured Legion, but whats changed for 2.0?
Its about time I actually reviewed a Legion. And there really was no contender for the first to the plate than the 3rd Legion. I’ve been with them since the very first Black Book… so lets see where they’re at now. For the purposes of the review I’m going to cover both the units in the Liber Hereticus book, and those covered in the Extended Army List, and Exemplary Battle PDFs - so we can have a full coverage of everything the Legion offers a player.
Its worth noting that whilst many things, I am not a great competitive player. So please don’t take this as gospel on what is good and what isn’t, but instead a personal take from someone who has played the legion since its founding days, and has a few thoughts on it all.
Legion Trait
So the Legion core Trait is pretty straightforward.
This is a flat out improvement over the +1 on the charge. EC players who wanted to take advantage of the rule had to decide between hard hitting AP2, or trying to kill more quicker with lower AP attacks, often blocking you out of taking things like Power Axes or Fists on your more glass cannon squads. Now we can choose between weapons freely, and still get the benefits of an Initiative 5 tactical squad on the charge, or Initiative 6+ Officers. This absolutely changes things up and is a definite buff to the Legion.
Vehicles also get +1 to BS when shooting defensive weapons in a reaction. BS5 Heavy Bolters and Volkites in reactions? Sure thing! Not overpowered, but not terrible really.
Its a bit hard losing the other elements; the narrative ‘must challenge’, the +1 Initiative in challenges as standard (we’ll be seeing that soon in the equipment list though), and crusader. But I get that they wanted to streamline each Legion a bit, in favour of equipment and unit buffs, so I can live with it.
Won’t stop me almost always issuing a challenge anyway…
Advanced Reaction
The Legion reaction is a great example of synergy in rules. When charged you roll a 2d6 charge distance roll. If you don’t beat the enemy’s score, you make a full shooting attack. If you do beat it you charge them instead! And that charge naturally sets off the Legion trait, meaning not only did you just deny the charge bonus, you’ve also given yourself the better chance of winning the combat!
This may be particularly tasty on Heavy Weapons and Support Squads too, where you don’t necessarily want to score high.
Further to all of that, this reaction now acts as a nice defensive buff, leaving your opponent unsure if they really want to opt to charge with that half dead squad. It may look like it ought to be a road block, but one bad charge later and the EC unit has not only slaughtered your men, but is now consolidating further into your lines ready for their next turn!
Warlord Traits
Like all Legions, we have 3 warlord traits to work with. 1 Fully Traitor, 1 Fully Loyalist, 1 that swings both ways.
The Broken Mirror is essentially turning your Warlord into a commisar. Any unit in 12" that fails a morale check must suffer a wound without saves, and then auto-passes instead. Not too phenomenal really, although could be really crucial in key moments, especially if you’ve got multiple units in melee. It also give an additional shooting reaction, which is very handy.
Martyrs of Istvaan is pretty simple. The warlord and unit gets +1 to hit any Traitors. Its straightforward, and absolutely pairs nicely with the Legions more combat focussed position. Its also give an assault phase reaction - which is big when the legion trait is an assault reaction.
Paragon of Excellence is a bit fiddly. When a unit within 12" passes a morale check they gain +1 WS until the end EC players next turn. This will be a bit awkward to get off regularly, however when it does it could be very handy indeed. Combined this, with a good Perfect Counter, the Legion Trait, and Sonic Shriekers (we’ll get there) and you’ve got a WS6 Palatine Blade Squad that’s -1 to be hit (so even enemy elite units are now hitting on 5s), and is going first in the opponents charge. The trait also is an extra reaction in the movement phase, eh.
Phoenix Warden
Like so many legions the III have gained their own special Consul, the Phoenix Warden. These are representatives of Fulgrim himself on the field, commanders of his Phoenix Guard. Its a relatively 30 point upgrade that grants a free Iron Halo, Phoenix Weapon, and turns your centurion into a Phoenix Guard with their special rules. Note the Phoenix consul does not stack his +1 combat res with the Phoenix Guard. He also has to be in tartaros terminator armour.
This is a weird one I’m not going to lie. Partly because there are a such mix of retrictions and benefits.
- +1 Res is definitely useful, and it does stack with Fulgrim so that’s good.
- Being in Tartaros is annoying, but you can still attach him to normal squads and he can sweep etc.
- He can, unlike Phoenix Guard, actually take a shooting weapon and other equipment at least which is good.
- Skill unmatched is on paper eh, and in reality also eh.
Ironically his loadout would suggest running him with Phoenix Guard, but as you’d get almost no benefit for doing so, my personal recommendation would be to run with normal terminators, terminator command squad, or Palatine Blades. Definitely need more practice with him, but uncertain how/if he’s better than a tooled up Legion Champion really.
Equipment
EC, again like every legion, have got some special equipment. In several cases it looks like these are being used to replace old special rules. For example Reach/Duellist’s Edge being quite prevalent. Notably the III do not get a piece of ranged equipment, instead settling for two melee, and Surgical Enhancements.
Phoenix Weapons
Ah Phoenix Spears. I still remember being so hyped when Massacre came out, with this brand new bit of awesome kit for my characters. A weapon that really rewarded getting your troops to the right place at the right time, but punished you for messing up. Very III legion.
Now in 2.0 they’ve had a bit of a… change. The Spear are +2 Strength, AP3 standard, and still two handed. They don’t get any bonuses for charging, however are a flat Breaching 6+ and Murderous Strike 6+, which means you are absolutely fishing for 6s in combat now. They also are +1 Initiative. So rather than a lance, treat these more like halberds. They hit harder (S6 means 2+ to wound vs most marines), but are less reliable AP2 at initiative, and you’re still at the lower number of attacks due to two handed. So Phoenix Guard with Sonic Shriekers on the charge are now S6, effective WS6, I6 with 3 attacks each at AP3, 6’s will instant death AP2.
There’s also the Phoenix Rapier, which at user strength with murderous strike and rending 6+ (Yes theoretically you can use it to kill vehicles… just use a grenade). So you sacrifice the strength bonus for an extra attack at 1 less initiative. Great for squad where weight of attacks is preferred - like Palatines or Tacticals.
Neither are innately broken, but both now rely a bit more on luck than on placement and tactics, whilst punishing you less for failing a charge. With the fishing for 6s aspect though, don’t commit unless you are sure you can force the win somehow, because otherwise you will quickly lose out to tougher terminators with Power Fists.
Fabius’ pack of tricks The Surgical enhancements are a new element to the III legion wargear list. An expansion of the old sonic shrieker upgrade (which itself has gone through a few variants), you can now upgrade relevant squads and characters with one of the following.
- Sonic Shriekers - they do as they did in 1.0, no change.
- Sub Sonic Pulser - Give your men sonar, they can ignore most of night fighting.
- Sonic Lance - Makes angry Bat Noises Become 1.0 Eidolon and shriek your enemies to death!
These are really fun and flavourful. No single one grants an immediate game winning boon, but for the cost of a jump pack, or two weapons, you’ve given that Praetor or Centurion an edge over their opponent. Shriekers as ever are dead handy on a challenge/combat orientated character, whilst the Pulser is definitely a good call for a more shooty orientated character such as a Master of Signal, or Vigilator. Don’t forget these can be given to Phoenix Guard and Palatines too, although its a little more, you give one to the whole squad.
Will definitely be experimenting with these for certain, as they could add a nice touch of flavour or edge to a unit. Only downside is that if you’re playing loyalist you’re straight up locked out of them. No claiming its a special bit of equipment I’m afraid!
Rites
Maru Skara
The Maru Skara, I will admit, was 100% my favourite rite of war in 1.0. That ability to boost your on field jump packs, and bring in outflanking units on a fixed turn was amazing. 2.0 definitely brings a lot of that still, but turns it up to an 11.
Key things to remember about this new and improved version:
- You allocated 4 units from elites, troops, or fast attack to gain Outflank.
- All your reserves in outflank or subterranean assault come in one a fixed turn of your choosing. That includes ones other than the 4 you allocated at the beginning.
- Until any of your reserves show up, all you models on the field gain +1 movement.
- However you can’t have more than half your army in reserve, and you’re still rolling for deep strikers.
- Also no Slow, Bombard, or immobile units in the detachment!
- Still have to take a Champion or a Phoenix Consul
This is a flat out upgrade from last edition in every way. There’s no new restrictions (indeed you can now take it completely with allies), and in return the main gist of the rite - deploying a fixed turn pincer manoeuvre, has been expanded to fit a lot more units. AND those changes to outflank mean they all come on the same place, and can assault from outflank! This is excellent, it feels excellent to play, and the sheer weight of numbers you can bring can really mess with an opponent’s interceptor reactions. Get some lucky rolls on your flyers/deep strike units too and it could easily become a multi-pronged assault. Linebreaker here we come!
(Also I still argue that the Champion ’tax’ is not one really. Who doesn’t want a champion in their III legion force? It just fits.)
A Night at the Maraviglia
The 3rd Company Elite, home of the Noise Marine. A smaller rite than Maru Skara, it nevertheless captures the feel of the 3rd Company entirely, and boy is it a special feeling.
You take Kakophani as troops (not line though), and every one of them for 30pts can take a surgical augment. Also any infantry unit in your detachment can also take a surgical augment for 30pts if it couldn’t already. Downsides are you must be traitor (shock), and everyone who can buy an augment, must.
So your non scoring troops are now 280pts for 5 non scoring, fearless, 1 wound, power armoured infantry with 36" range gun and surgical augment… This could have some brilliant uses, for example fitting a gunline of tacticals with pulser upgrades suddenly makes them beneficial in those dark opening stages of a game. Or a whole assault force with Shriekers… or well placed sonic lances. There definitely are upsides to this rite, but the points tax is very heavy for what you’re getting.
It will wait to be seen how this fairs on the table. In a narrative confine I see no issue, and to play would be quite fun indeed. But whether this will extend to a more competitive environment I’m uncertain.
Units
Lucky in comparison to some Legions, the III have survived the edition change with their unit roster relatively intact. The big three units are all still there, although some upgrades definitely are missing…
Palatine Blades
Right. The general EC changes and changes to the game have definitely helped Palatines. In 2+ armour as standard, and with 2 wounds, they are no longer quite the glass cannon of 1.0. They all still start with a Charnabal Weapon, which with the new options are well worth considering. They do all still have counter-attack, chosen warriors and have gained the Skill Unmatched ability (more on that in a moment). They can take Phoenix Spear, Rapiers, or a normal power weapon for 5pts a piece, and surgical enhancements for 25pts; so at a base 165pts for 5, it can add up a little.
But in all honesty, these guys are in a far better place than 1.0, jump pack or no. They are a little tankier, a little overall cheaper, and definitely at WS5 base will hit hard in a combat no matter the equipment. For 380pts you get 10 with Spears and a Surgical Enhancement, and at that level they’ll make a good mess of anything they choose!
Biggest downside is transport. They have no access to any assault vehicles as a dedicated transport, which sucks as if you’re running Maru Skara you really would prefer them coming in from reserve and assaulting if possible in the same turn So if you’re outflanking them and want transport, its either a Storm Eagle or Rhino, and in both cases you’ll have to wait til T3 minimum to charge.
Palatine Blades Aquilae (WITH JUMP PACKS)
I mean. Thankyou GW? You have blessed us with jump pack options!
And at a reasonable +2pts per model for the benefit of the jump packs. Which cannot be sniffed at compared to their Reaver equivilents who pay an additional +8 per model.
Not too much extra to say for these guys admittedly - their biggest benefit is the jump packs granting that extra boost on the outflank, allowing them to really get into an opponent’s space and assault immediately. Honest opinion is unless you have a specific transport in mind - the jump packs give a much needed flexibility for a similar cost as a rhino.
Phoenix Guard
Much Better. I’ve covered a lot of why already (changes to spears/Legion rules), but with Stubborn and +1 combat res these guys have become a viable option to take again. Plus unlike their palatine equivalents they can take an assault vehicle as dedicated transport, meaning they can and should be being brought in from outflank in the Maru Skara.
Still can’t shoot mind you, and Tartaros armour means you’re still on 5++. Do not expect these guys to be very tanky. Do expect them to be fast, and to strike faster and more reliably than many opponents.
They also get the ‘Skill Unmatched’ rule. Which I’ll finally talk about.
Skill Unmatched.
So this rule grants you the option to take one of 3 fighting styles in the unit during a combat phase. Each one grants a plus and a minus.
- Perfect Guard: +1 to your weapon skill when being attacked, -1 attack. Honestly probably the best if you’re trying to tarpit, or survive a charge from forces such as World Eaters or Sons of Horus, where the first turn is not so easy to win.
- Perfect Strike: +1 WS on attacking the enemy, -1 attack. So you’re slightly more likely to hit, but less chances to do so. Kind of a 6 of one, half a dozen of the other, although has its uses if facing low armour, high WS opponents such as Solar Companions or Reavers.
- Perfect Fury: -1 WS all round, +1 attack. This could be dead useful if you’re already at WS silly compared to your opponent and just want them dead now. Thinking of scenarios such as Palatines with Shriekers vs tacticals for example, where you can stomach hitting on 3s to go up to 5 attacks each on the charge (or 4 with spears).
In all honesty, these are middle tier. Especially Perfect strike, where the extra +1 but lose an attack may really not matter, especially if you’re running spears and are only on 3 attacks anyway. I’ll try them all out in time, but certainly not as hot on these as I feel like they want me to be. What I will say is they do again add character and flavour, which is nice. Of the three though, perfect guard is arguably the strongest, particularly in stopping powerhouse units like Custodes from hitting you as easily.
Kakophanii
150pts for 5 Kakophani, who are in 3+ armnour and 1 wound. As a heavy support choice, they’re up against a lot of opposition, but whilst they are costly, their bark and bite are pretty harsh.
The guns have taken a huge hit too. Strength is still high, but down to AP5. They’re still ‘gets hot’, and pinning. But now rather than the bio-shock rule they just have deflagrate. They also have shell shock, a rule I haven’t seen since Thudd Guns in 5th edition 40k. It reduces an enemy leadership when taking a pinning test vs the gun. That brings a tactical squad down to Ld7 with a sergeant, or ld6 without. Without the AP3 it’ll be harder to wound than before, but in all honesty when you do its a 50% chance of pinning on most squads in the game. And that’s before you consider buffing them. They can’t take an augury scanner, but could have a Master of Signal to boost them to BS5, and allowing them to ignore night fighting. Suddenly that 5 man squad is pumping 15 shots, hitting on 2s, wounding on 2s, and very possibly/easily pinning your basic infantry before you can even see them. Downside is for the same cost you can have 5 plasma cannons with a Master of Signal too… and they kill on 2s.
Don’t underestimate the fearless element too.
In all honesty, the guns took a hit. But the elements of the new edition may very easily play to the strengths of the Kakophani.
Sun Killers
185pts for 5 lascannons that ignore armour, and cover so long as they didn’t move? Oh AND if there’s superheavies they can get further bonuses?
Yes. Lots of Yes.
For big games, spend 700+points and you’ve now got a unit of 20 that just flat out deletes whatever it chooses to look at.
Oh yeah, they’re +40 points per extra model. And they’re still 1 wound and in power armour. Literal glass cannons here. (Also GW, why can I put these in a Land Raider as dedicated, but not my assault Palatines? The Fuck?)
Characters
Just like with units, the III has come through with almost all its characters in the same book. And one filthy tag along…
Fulgrim
The big lad. The pretty boi. The arrogant and tragic sod who brought us all into the mess kicking and shrieking. Who beheaded his brother on the black sands of Istvaan V right back at the start of this… And still has an ugly model.
Our Primarch is something truly beautiful this edition. He’s taken a few knocks, but gained a bit of oomph in return.
His warlord trait is pretty decent. All EC who can physically see him use his Leadership of 10 for Morale and Pinning, which by itself is pretty damn handy. Furthermore all combat with EC units in gains +1 combat res (which can stack with Phoenix Guard for a +2). Furthermore the first time Fulgrim and his unit reacts in a game turn, its free! This is a really decent warlord trait that combines his old army wide buff with some new benefits. He feels like he ought to be - someone who the Legion look to with utter adoration. +1 to combat is not to be taken lightly too, as that + a vexilla + Phoenix Guard could mean a standard squad already winning a combat by +3 before its even begun!
Fulgrim still has his 2+ armour and 3++ in combat. He’s now finally up to 4++ against ranged attacks too! Unfortunately he has lost the ability to just blind enemies in close combat, which is sad, but not the biggest loss in the world. In return he now forces anyone trying to react against him to take a ld test first or fail, unless they’re a Primarch. So kind of blinding? I’ll take it.
In combat he’s a Primarch, so a beast. At the typical S6 T6 and WS8 he’ll be pretty solid. He still gains attacks equal to the difference between his initiative and a challenger, so you absolutely should be getting into challenges with him. He’s also got Sudden Strike and Crusader, so +1 Initiative on the Charge and 2d6 pick to highest to sweep. There’s no way you’re going before him in combat, and if he wins then you won’t escape.
His weapons are both good now. Blade of the Laer is a Master Crafted Specialist weapon with Fleshbane, Duellist’s Edge and a flat AP2. So raising him to I9 in challenges (I10 on the charge), and always 2+ to wound. That’s a big upgrade since 1.0 and much needed. Fireblade continues to be a Paragon Blade with Murderous Strike 5+, so the two actually feel a little in competition finally! This is honestly a really nice change, and makes you want to play around with both to see how they feel and behave in combat. Firebrand (his volkite pistol) also got a little buff, now S6 with 2 shots and shred its a neat little pot-shot prior to Fulgrim’s charge.
All in all the Sublime Swordman is in a nice place. He’ll feel characterful to play and run, and will hit anyone who accepts a challenge pretty hard. Just don’t let him get spammed with AP2 gunfire (duh).
Eidolon
Lord Commander Eidolon is a character I kept trying to use in 1.0, and kept having the daft bastard dying the moment he got into combat and whiffed his Thunder Hammer attacks. So I went into this edition hoping he’s looking more solid.
He’s got a good Praetor statline, and base Artificer Armour and Iron Halo. And his jump pack as standard… But now no option to remove it? It comes in the box for christ sake GW!.
His Warlord trait is suitable for the arrogant sod. He picks a rival HQ or Primarch and gets +1 to hit against that rival and their unit. And if the rival and their unit kills one unit from Eidolon’s detachment then he also gets +1 to wound. HOWEVER Eidolon and his unit cannot react to any unit that isn’t his rival unit. But when he does react, the first one is free each turn! Honestly its a much better trait that his old +1 to move and charge, whilst still feeling like Eidolon is not a useful addition to an army’s synergy. He’s not a commander, he’s an arrogant nob with a Thunder Hammer and an ego the size of a Spartan. His shriek hasn’t changed either - S2, Rending 6+ and pinning, so rather nifty to throw at an enemy pre-charge.
Also, his Thunder Hammer is still at initiative on the charge. Hell yeah.
He’s not tanky, he’s not an army buff-er, he’s a hammer. And that’s all you want really.
Saul
Saul is not dead… Right? (I’m certain every time anyone says that, Laurie Goulding twitches violently somewhere).
Everyone’s favourite loyalist has got a nifty upgrade. First and foremost in his equipment! He’s now got a Nemesis bolter - a pinning sniper rifle, and his Master Crafted Charnabal Broadsword gives him +2 Initiative in a challenge, +2 Strength, and Rending on a 4+. Which is a straight up improvement over his previous equipment by themselves.
Saul’s special rules are also very nice indeed. His warlord trait gives himself and his unit Fearless if ever he is losing the game/a combat/is close to an objective. Which is situationally incredibly useful to have.
Add to that the ‘Brother Betrayed’ rule that grants him +1 Strength and Toughness when in combat an EC independent character or the unit that character has joined. If he or his unit then kills that EC character he gains +1 VP. If its Lucius then he gains +2VP.
If that wasn’t enough, he also has ‘Preferred Enemy Emperor’s Children’. Meaning he is absolutely going to smash some Traitor III Legion faces.
Loyalist EC players have got a really solid character here, but only if fighting another EC player. If you’re not facing EC, then you’ve got a mid tier Praetor statline at 155pts. He will still hit first and hit well in combat, but be aware you are locked out of several key buffs.
…Lucius
The runt of the litter, Lucius the duelling snob has joined the army list. And as much as I hate his guts, my word his stats are nice. He definitely is a duellist, no-one can argue with that.
For 215pts you get a WS7, I6, Praetor statline, with Artificer Armour and an Iron Halo. He can take Sonic Shriekers for +10pts. For special rules you get:
- Stubborn
- Precision Strike 3+
- Preferred Enemy (Independent Characters)
- Supreme Duellist (+1 Attack if he’s got a higher initiative in a challenge).
- The Blade Alone (As a warlord no other model may use his leadership value. But if he’s in a challenge the rest of the EC in the same combat gain fearless).
So immediately you can begin to see the build idea. He’s striking faster, and more likely to his than another regular Praetor. And at Precision strike 3+, even if he’s not challenging, you are picking where those wounds go most of the time.
Now add in the weapon: Nineteen A sword with no base AP, but does have Rending 3+, Murderous Strike 6+, Master Crafted AND grants him +1 WS in a challenge. In other words in a challenge Lucius becomes WS8, I7 A5 base. Not including other buffs or sonic shriekers. He is hitting the challenger on 2s, and is AP2 on 3s, Instant Death on 6s. He’s an ugly brute of a duellist, who will easily tear up lesser officers.
AND he has the Blade of the Laer. Yes, that one. So 2+ to wound and AP2 base… Unless you take Fulgrim with the Laer Blade, in which case Lucius loses the Blade, and becomes 175pts base instead.
Honestly as much as I hate the preening wretch, I can’t fault his ability to win combats. And those rules really do match the tone of his character. He is not an asset to the Legion, in all honesty he’s a detriment in comparison to another officer. But he’s damned good at what he does.
Best Boi
Rylanor. The Ancient of Rites. The best lad of the 3rd Legion. Gone but not forgotten… Well. Not gone. He’s in the extended army list at least! Running at a solid 250 points he brings to the table his signature Gravis fist with flamer, and Kheres Autocannon. In the special rules he has ‘Crusader’ - granting him the ability to roll two dice and pick the highest when sweeping (a relic of 1.0 EC now in rules as well as lore). He also has 7 wounds as opposed to the normal contemptor’s 6.
So for the same cost as last edition, he’s tougher, but has lost his +1 combat res/reroll morale buff, his ‘venerable’ trait, and his WS6.
Don’t get me wrong, he’s a very fluffy and characterful individual, and I utterly adore him in the stories. But I will struggle to justify paying 50pts more than an equivalent contemptor who gets a heavy flamer as opposed to Rylanor’s normal flamer, and one less wound.
Which makes me a little sad really. (He says, making a Rylanor anyway).
Final Thoughts
Oh my. I’ve written a lot really.
So what are my final thoughts on the legion? Honestly positive.
I miss a few things, like the multiple Legion special rules, assault transports for Palatines etc. But these are minor losses compared to the major gains. Gains that see the III Legion’s forces really rewarding careful usage, good timing, and a well written list. Their characters, even the good ones, aren’t exactly helpful individuals for the most part, but are all very good combatants who are more than capable of fighting equivalent tier heroes. Their duelling capabilities remain supreme, as does their egos.
There’s a few really good interactions throughout the rules;
- Effective I5 dreadnoughts on the charge.
- Effective I2 Powerfists and Thunder Hammers.
- Vehicles such as Predators and Sicarans really benefitting from reactions and defensive fire.
- Combat Tacticals, Assaults, and Despoilers being able to still get the jump on their enemies.
- Deep Strike assault squad, with Eidolon, being able to assault the turn they arrive and absolutely shatter a rear line unit.
BUT Poor positioning, a lack of firepower to balance your combat units, being unable to break the enemy T1 - all of these will severely punish a III Legion player. You’ve got to pick your fights and battles, and use that advanced reaction to really catch an opponent off guard, else you’ll find yourself in a battle of attrition where you certainly will lose.
Furthermore, a loyalist EC player will find themselves both locked out of key upgrades, and seeing their biggest asset (Saul) only at his best when fighting his own Legion. Its a little hampering, but you’re playing a loyalist aspect of a traitor legion - you’re used to it being hard!
All in all a very positive change for the III, a lot of fresh life breathed into them, and a lot of new opportunities for fun playstyles and characterful lists.
Now fix assault transports GW