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===Horus Heresy=== ====1E==== {| class=wikitable ! || Pts || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Angron:''' || 400 || 9 || 5 || 7 || 6 || 5 || 7 || 6 || 10 || 3+/4++ |} [[File:Angaron.jpg|300px|right|thumb|WHY IS HE BEATING UP HIS OWN LEGION said everyone on Istvaan III. Proof that Angron was actually a Loyalist Primarch. Don't believe the Chaos lies!]] Obviously one of the strongest Primarchs in the game when it comes to close combat, aside from his stats Angron has a 3+ armor (weak for a demigod), 4+ invulnerable, FNP (the full rule since the 02/11/2019 errata) the Primarch rule and Hatred, so he gets to re-roll to-hit rolls on the first turn of any combat, while also having Armourbane and dealing Instant Death on to wound roll of 6, in case S8-9 doesn't instagib anything right away. Thanks to the Butcher's Nails he will gain 1 bonus attack (up to 10) for every Independent Character or Infantry unit he kills/destroys in close combat (But he must be the one to give the fatal blow/remove the last model to pick up this bonus) and he can also challenge as many times as there are Independent Characters and units in combat with him thanks to the Red Sands rule, assuring he will at least pick up some extra attacks during the course of the game. The obvious downsides are that, aside from butchering things in melee, Angron cannot do anything: he doesn't buff his army in any way aside 12" aura of Fearless, while other Primarchs bestow significant buffs to their armies, and of course he is one of the (if not THE) most fragile of the Primarchs, having only 5 wounds and 3+/4++. Having FNP 5+ doesn't fully compensate against mass fire but makes him actually more resilient than most of his brothers against AP2 attacks. So all in all he's much like Kharn on steroids: you reach melee - you're king, you get your transport blown up and then get kited across the table - you're fucked. The other problem he shares with Kharn is that he tends to annihilate anything he charges in one phase either through sweeping advance or just by killing everyone outright, which leaves him vulnerable to enemy fire afterwards. Honestly, he's not worth it. Between his fragility, low mobility, and lack of army bonuses, he's a tricky Primarch to use. Unfortunate considering his badass fluff. ====2E==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Angron:''' || 450 || 8 || 8 || 5 || 6 || 6 || 6 || 6 || 6 || 10 || 2+/4++ |} While he's taken a few hits statwise, Angron remains just as indescribably angry in the new HH, especially now that he has a proper 2+/4++ save like the other primarchs. on top of everything the Primarch rule provides, he also gets Hatred (Everything), Rampage (2) and Furious Charge (2) so his charges can be even more devastating. With both Gorefather and Gorechild being AP2 with Shred, Armorbane and Murderous Strike (3+), he can reduce plenty into paste. The Butcher's Nails rule got changed to now provide extra attacks on EVERY turn now, meaning that every turn he's on the field he becomes even more dangerous, especially when he's into all these challenges thanks to the Red Sands rule. But as before, killing is all he can do. His Warlord Trait gives everyone Feel No Pain (6+), which is only okay, and Adamantium Mind (3+), which will only see limited use considering how few psykers are on the field. The most helpful part of this is the free reaction you can take at any phase each turn. He also has rather limited defense, as despite his 2+/4++ save, he will always be hit in melee as if he has a WS of 3, which is particularly devastating when against a praetor with a power axe.
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