For those wondering about the Immortals;
Legion squads are intended to be taken in larger sizes because a) Legions were larger, b) gameplay is inherently brutal (in a game where everyone is intended to wear power armour or terminator armour, AP2 is king), and so Price Per Model is massively reduced, but a premium is paid for purchasing the unit; i.e Immortals are 250pts unit, but 12pts/model; a unit of 20 is actually cheaper to get that two units of 10; 370 to 500.
They are different from SM because they don't have ATSKNF (because Guilliman said that, and he's not said it yet, so they don't get it), but get similar benefits; IIRC it's regrouping at their normal Ld despite any casualties taken.
Boarding Shields stop you from moving quickly (no Run, IIRC), in exchange for rerolling failed Armour Saves versus Shooting. Combined with FNP6+ and Hardened Armour (extra benefits in Zone Mortalis, IIRC; otherwise less useful) they are reasonably capable of hunkering down.
Any can swap a Bolter for Volkite Chargers, which have the lovely ability to "if you hit on a nat 6, you can roll another hit", but quickly gets expensive (5ppm). For every 5 models, you can take an alternative heavy weapon, however; Flamer, Melta, Graviton Gun (IIRC, leaves Dangerous Terrain for the next turn, brilliant fun), or a Lascutter (Chainfist for infantry, one attack only, IIRC). Standard Veteran Sergeant equipment, one of the few with rare access to Thunder Hammers. Breaching charge as well (thrown Battlecannon shell, I think?).
They also have a Special Rule, "Gun Them Down"; take a Leadership test when eligible to sweeping advance, and instead make snap shots on an enemy unit. If test is failed, no Sweeping advance and no snap shots. As they have to take a Leadership test to Sweeping Advance anyway, it's no real loss as they have the added benefit of AP5 or Chaining Volkite hits on the enemy (or even the odd Melta shot).
If you think they're tough though; they have one of the most powerful army wide rules in the game; "Inviolate Armour"; reducing strength of enemy shooting by -1.
So; I'll put this to you;
Standard Terminators; 66% to hit, 50% to wound, 17% to beat save; 5.5% chance to kill.
Immortals; 66% chance to hit, 33% chance to wound (-1 Str), 33% chance to beat Save, 33% chance to beat reroll, 83% chance to beat FNP = 2.1% chance to kill.
Of course, when facing bigguns, Terminators come in better due to the Armour Save, but when facing hordes of Bolters, (and you will), this comes out better. The one problem with the squad is that they take up an Elites slot (you have 4), so instead, just take Apothecaries and place them in normal Breacher Squads. You are paying for the ability to take Snap Shots in place of Sweeping ADvance, or the right to purchase Spartans as dedicated Transports.
In regards to Typhon; awesome. However, I can't wait to see the Grave Wardens; seeing their rules made me want to collect Death Guard for the first and only time; Assault 2 Grenade Launchers; either Krak or Toxin. (18", S6, AP4, Assault 2 or 18" AP4 Assault 2 Blast, with a toughness save or suffer a wound; mechanically, similar effect to Frag against marines, but against stuff like Guard, brilliant fun as you suddenly place down 20 3" Blast Templates causing around 60-80 hits. Throw in a Flamer with that rule (no overwatch, sadly, Cataphractii pattern), but the fact that any unit charging them makes Disordered charge (so no attack bonus) AND does so across dangerous terrain increases their threat. 4+ Invulnerable Saves is the icing on the cake.
Note - some info may be incorrect, this was from memory, I've spent ages doing a Horus Heresy tactica.
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