Saturday, November 29, 2025

Horus Heresy 3e Review: Grave Warden Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
The second special terminator unit from the Death Guard, these marines were originally synonymous with Typhon and the Terminus Est, but became more of a talisman for the entire legion over time. They specialize in lethal and Geneva Convention defying arms to provide a truly grotesque end to their enemies in the Great Crusade and the civil war of the Heresy. . 

Strengths. 
T=5 here, but that's really the only stat line entry of note. 

They come with vanguard at an impressive (3) level, along with the Death Cloud (whiffs of toxins that linger on their suits and makes you question how they get in and out of their armour safely - maybe they don't). 

The key thing here is the assault grenade launcher which can fire both krak and toxin variants. The Toxin variant is significant for having 3+ poisoned and can therefore ruin many opponent's days given the fire rate of 3. Equally two shots at S=6 from the krak grenades is very strong as well considering each does 2 damage. 

There are a few upgrades here. The heavy alchem flamer is very nice for 2+ poisoned. Chain fists are reasonable and cheap enough to consider, whilst the grenade harness is all but essential. The combi weapon for the master is reasonable enough should you want it, but I'd honestly stick to the grenade launcher. 

Weaknesses. 
WS=4 is notably weaker than other specialist terminators from different legions. 

Builds.
5 Grave Wardens, grenade harness, 2 chain fists (240 points).
Baseline in my opinion. Take with a sneaky Librarian if Mortarion is not around, just because.  

10 Grave Wardens, 2 Alchem Heavy Flamers, 4 Chain Fists, Master with grenade harness (460 points).
Take with a land raider. 

Friday, November 28, 2025

Horus Heresy 3e Review: Deathshroud Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A solid retinue unit. 

Background.
The best of the legion, and often selected as survivors of squads where all else failed. They effectively give up their identities and remain all but silent as the personal bodyguards of Mortarion himself. A couple of them are never more than 49 paces away from the Death Guard Primarch at any one time. 

To add a bit of old school spice to the above statement, 7 is the "sacred number" of Nurgle. And 49 is 7 times 7. QED.

Strengths. 
Stat line first, they have WS=5 and T=5. But unlike second edition, here they only have 2 wounds each (it was 3 in the previous edition). Eternal warrior here is also very respectable and fluffy. 

The come with power scythes as standard which will enable them to quickly weed out lesser squads. The Alchem caster is a template with poisoned at 2+ which will certainly hit hard against most squads. 

Weaknesses. 
The cost is steep - 50 points each for the first couple, and then 45 points therein. They don't have too many configurations either - you can add melta bombs and grenade harnesses, the latter is recommended. 

Builds.
2 Deathshroud Terminators, 2 Melta Bombs, 2 Grenade Harnesses (120 points).
To accompany your lesser commanders?

7 Deathshroud Terminators, 1 Grenade Harness (330 points).
Seven because, you know. And cheaper than second edition - I think because of one less wound. Great ablative wounds regardless. You just need to get them into combat!

Thursday, November 27, 2025

Horus Heresy 3e Review: Calas Typhon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. A great character to have, but you get the most out of him if Mortarion is not around so he doesn't have to repress his psychic self. 

Background.
First Captain of the Death Guard and the one who would become Typhus the Traveller in later life aboard his flagship the Terminus Est. A Librarian who subsequently repressed his gifts, he was also among the first to fall to Chaos and spread his taint through the legion thanks to the seven pillared lodge.

Strengths. 
Regarding the stat line first, WS=6 is good, and 5's in many other places are great - most especially T=5. 

His ranged weapon is a template with a magnificent poisoned at 2+ and panic. Called Slaker, it is an alchem projector which has so much potential. 

Lakrimae meanwhile is his scythe which he coats in his own poisonous concoction. AP=2 is vital here, but he also has reaping blow (3) and poisoned at 3+ to add to this. 

As a former Librarian, he is still somewhat attuned, despite repressing himself. The Witch Blood special rule grants him biomancy so long as Mortarion is not on the same team. It also gives a gambit for S+2 and A+2 on a psychic check, but the perils of failing that check are typical (only invulnerable saves at 4+). 

Although it can be overlooked, like Mortarion, he comes with Death Cloud which gives you a free poisoned hit against anyone you are locked with. 

Weaknesses. 
A great, and flavourful leader for the Death Guard! Please do use his biomancy when Mortarion isn't around! In fact, his points cost isn't quite worth it when his Primarch is around to be candid. 

Overall.
Over costed if Mortarion is around. Otherwise a really very good high command character that can go toe to toe with many other primary non-primarch characters in the game through sheer poisonous attrition. 

Wednesday, November 26, 2025

Horus Heresy 3e Review: Mortarion

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. A super tough Primarch as you would expect!

Background.
Of all of the Emperor's sons, Mortarion had arguably the toughest upbringing of the lot. Cast on Barbarus, he lurched from being adopted by a necromantic giant, through to escaping and forging an army to take on the darkness out of the brave souls that were preyed upon by the dark overlords of that world. He failed. The Emperor had to save him and slay his would be adoptive parent. The darkness never really left him, and Horus persuaded him that the Emperor was really just another tyrant to bring to justice. Mortarion and his own sons paid an exceptionally high price for their heresy.

Strengths. 
T=7 (as well as S, W, and WS) is excellent on the stat line here and immediately puts him on par with Vulkan. 

His weapon, Silence, is a massive scythe that gives reaping blows at an impressive 3 and a critical hit. But with AP=2 and 2 damage at S+1, he is already hitting tremendously hard and can readily take down entire squads of regular marines solo if he put his mind to it. His side arm, The Lantern, is no slouch either with armour bane at S=8, AP=2 and 3 damage - very impressive for a side arm really! You could take out a terminator with this. 

With Shadow of the Reaper, you can pretend his movement is 10 for setting up rushes or charges. This is great. But even better is Preternatural Resilience which limits critical hits against him to 6+. 

As sire of the Death Guard, you get primes for troops when filled with regular tactical squads, and in the first turn your troops gain pinning if they have a fire group of 11 or more. This is actually superbly strong and I almost gave 5/5 stars here. But he's not Vulkan or Horus, or others, so tough. 

Don't forget he also comes with Phosphex Bombs (easy to overlook). And Death Cloud: a free poisoned hit at 3+ is very nice even if your enemy is likely to make their saving throw most of the time. 

Weaknesses. 
Not many realistically. He is slower than his brothers in terms of pure initiative and the modifier that the Silence gives him, but you won't care too much as you tank many wounds against you. 

Overall.
For the points cost, Mortarion is a real gem. I would contend his is actually under costed (at least in my opinion). Can't go too wrong quite frankly as he will certainly do justice (sic) for your forces. 

Tuesday, November 25, 2025

Horus Heresy 3e Review: Death Guard Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Rounded down. The rules are mixed. 

Background.
Seen by Horus as one of the few on his side of the conflict as being ever-reliable. Not hard when you have the savagery of the World Eaters or the preening of the Emperor's Children to pick between to start out with I guess? The Death Guard was once a byword for resilience and courage, but toward the very end of the conflict got stuck in the warp and had to take the proverbial knee to Nurgle to survive. They assaulted the throne world in a very different form to when they began this course of action, and probably not to Mortarion's liking either.

Armoury. 

Power Scythe. The power scythe gives reaping blow (2) and breaching in exchange for slower initiate but at S+1. This is generally worth taking and from a rule of cool point of view might be almost a given.

Alchem Flamers (and combi-, etc, variants therein) give you a template with poisoned at 2+. This is almost always worth considering (see Legacies). 

Unnatural Resilience grants W+1 and Eternal Warrior (2) for Prime slots which, again, should almost be a given for characters to make them really have better staying power and make that power scythe worth considering. 

Tactica. 
Remorseless Advance gives you heavy (X) even if you moved a little bit (4 inches). This is okay, but not a stand out compared to other legions. The Death Guard always had a focus on heavy weapons, but in third edition, it is just about okay. They can also ignore negatives caused by difficult terrain. This is also okay.  

Gambit.  
Steadfast Resilience gives you a toughness equal to your opponent's WS. This is incredibly strong actually when used correctly. 

Additional Detachements. 
Reaping Host adds some troops (but not assault squads) and heavy assault plus support. This is very useful overall. 

Advanced Reaction. 
Barbaran Endurance allows you to remove all tactical statuses and gain feel no pain which is great. You then have the added bonus of passing any cool or leadership tests on top of that. 

Overall, the rules for the Death Guard are not a stand out in comparison to other legions, but they are quite sufficient and characterful. 

Sunday, November 23, 2025

Horus Heresy 3e Review: Locutarus Storm Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Rounded down. The rules are worth their points cost. 

Background.
These are the Ultramarines' vanguard: the best of the assault squads selected to form their own squads of elite jump-pack equipped fighters who excel in the timing and application of pistols and swords. I feel they could have made very good Emperor's Children personally (apologies to Ultramarines players).

Strengths. 
As well as being jump marines, these men gain a bonus A+1 when they are locked in combat with any unit that is currently suffering from any tactical status. This is actually really strong, but of course you will need to inflict that tactical status before getting into close combat. 

They also come with Argean power swords that provide breaching, and have a native precision on a 6+, with an otherwise un-remarkable stat line except for the 2+ saving throw. Essentially then, they are power sword jump marines that can hit harder under certain circumstances. 

Weaknesses. 
Your options for inflicting tactical statuses prior to getting in combat with an opponent from this squad alone are zero (remember that hand flamers don't cause panic here). So you will have to fire at them with a different unit to make the best of the Blade of Wisdom advantage here.  

Builds.
5 Locutarus, 1 hand flamer, melta bombs (215 points). 
Notice immediately that the points cost is rather expensive here. You really are paying for that 2+ saving throw and the combination of special rules and power sword enhancements. 

10 Locutarus, 2 hand flamers, leader with hand flamer and melta bombs (415 points). 
A full squad. Again, rather expensive and there are other squads that might do things better which explains my average star rating here. 

Saturday, November 22, 2025

Horus Heresy 3e Review: Fulmentarus Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are very good indeed.

Background.
One day, Guilliman looked around and deigned to notice his brother, Perturabo and his Iron Warriors. He saw his Tyrant Siege Terminator Squads and decided that it looked good. And in a very none-40k move decided to adopt it. And make it better. Because that's the kind of thing that went down in 30k. Innovation. Sharing of ideas. And so forth.

Strengths. 
These are cataphractii terminators fitted with missile launchers on their top. These missiles take two forms: a high rate of fire splinter missile at S=4 that suppresses opponents, and a lower rate plasma missile at S=7 for breaching at 5+. Both of these types of missiles are good for what they are doing. 

The come with the peritarch targeter. This enables them to remain stationary and have BS+1 which is awesome. That, and shrouded can also be ignored. Also awesome!

They are, of course, slow and purposeful, but also have firing solutions which enables them to shoot their combi-bolters as well as their missiles. 

Weaknesses. 
These terminators are not Tyrant Siege terminators. They aren't really equipped for heavy anti-tank or anti-building demolition work. Sure, a light tank like a rhino is a viable target, but they are more fundamentally anti-infantry in nature due to the missiles that they are taking.

There's also a subtle issue here between wanting to remain a static long range squad, and more melee squad with the option to take power weapons at the expense of the (unique) peritarch targeter. This is a fundamental issue and rate of exchange to deal with. With movement = 6, you will probably want to favour a static line up. 

They are also a support squad. 

Builds.
5 Fulmentarus (290 points). 
Naked is probably the right way to go here. 

5 Fulmentarus, 4 Chain Fists, Sergeant with Thunder Hammer (340 points)
Sacrifice the peritarch targeter entirely in favour of close combat tools. Here I have selected chain fists to provide an anti-vehicle threat (which remains anti-infantry too) as well as the ever useful thunder hammer. This squad doesn't want to stay still - there's no point. Advance quickly as possible and accept you are BS=4 with no anti-shrouded capability. The cost is steep. 

10 Fulmentarus (565 points). 
Remember that extra bodies are cheaper than a brand new squad and you can see the reason for expanding (this generally applies throughout the Horus Heresy game and has been in place since first edition). Yes, this is a very expensive squad now, but 40 suppressive missiles at BS=5 will take care of many things. And 20 breaching S=7 missiles at the same BS is frightening for many units to face. 

Friday, November 21, 2025

Horus Heresy 3e Review: Praetorian Breacher Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average.

Background.
Before admission to the Invictarus Suzerain squads, Ultramarines typically rise through the ranks of the Praetorian Breacher squads to hone their skills a bit. The dispense with the usual bolt guns and go all in for power weapons. They are therefore deadly for space craft defensive operations, as well as boarding missions where the space is tight. 

Strengths. 
Fundamentally, these are breacher squads with power swords. The come with 2 wounds each and have a 5+ invulnerable save with regular 3+ armour. 

In terms of upgrades, there are Legatine axes for every 5 members which is probably worth it (see Legacies), and some limited Primus upgrades. 

Weaknesses. 
Taking Legatine Axes makes them expensive, but they're still probably worth it. The buried power fist is similar, and again worth while. Curiously, they fall under heavy assault classification as well. I can just about see why, but I think there's arguments for them elsewhere as well. 

It is important to consider their role really. We are looking at a fundamental close combat squad with shields, but you've given away Line in favour of another wound. Yes, they're worth their points, but there's a good case to be made for just using Breachers instead, or at least as I see it. Take them for the rule of cool and the extra wound and be happy I think!

Builds.
5 Praetorians, Vexilla, Nuncio Vox, Primus with Power Fist (150 points). 
The basic set up.

10 Praetorians, Vexilla, Nuncio Vox, 2 Legatine Axes, Primus with Legatine Axe (240 points)
A fully upgraded squad (minus the Primus having a plasma pistol which could be taken to taste; I've used a third axe on the Primus rather than a power fist here - you could go either way). The points cost is high now for that extra wound in comparison to basic breacher squads. 

Thursday, November 20, 2025

Horus Heresy 3e Review: Invictarus Suzerain Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are great. 

Background.
These are the Lords of Ultramar and destined for higher things. They are the elite and marked for command in the future. For the moment though, they are learning everything they can about warfare from multiple angles, but mostly chopping with axes, shielding, and otherwise glittering in starlight as their armour inspires all around. 

Strengths. 
WS=5 and A=3 makes for a very reasonable stat line overall, and they come native with Legatine Axes and Argyrum pattern boarding shields which makes them something of an elite boarding squad. The 2+/5+ save is excellent. 

The also create a large bubble with which other squads nearby can use their advanced characteristics for tests to remove tactical statuses (so long as the Suzerains are not under the effects of tactical statuses). 

Weaknesses. 
A high, but justified points cost here. You will want to use them offensively as much as possible which means getting them to where they need to be; and maybe also as ablative wounds for significant characters. 

Builds.
5 Suzerains, 2 Thunder Hammers (195 points). 
A basic squad with a mix of axes and hammers. I am not sold on plasma pistols here (they won't get that much use if you play the squad well), but I guess take them depending on your tastes. 

10 Suzerains, all with Thunder Hammers (425 points).
Again, plasma pistols (two of them) to taste here. This is the maximum squad. It is cheaper than second edition.

Wednesday, November 19, 2025

Horus Heresy 3e Review: Remus Ventanus

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A very useful Officer of the Line for the Ultramarines.

Background.
Remus Ventanus of the Ultramarines made a name for himself on Calth. Gathering the remnants of the 4th to him, he allowed the surviving tech-priest to finish regaining control of the orbital defence grid and then went straight on the rally the Ultramarines in an impressive fight back against the Word Bearers. In the later underground war, he became known as the Saviour of Calth and his name rings through the background history of 30k because of it.

Strengths. 
Officer of the Line (2) already cuts Ventanus out as noteworthy. Although his stat line is nothing special, he comes with a host of special weapons and upgrades. 

The Icon of Calth provides S+1 to the unit he is with which is very impressive. 

The Vox Interlink is a +1 for reserve tests which is nice. 

His weapon, Phaeton, is okay with A+1 and breaching combined with duellist's edge. 

Weaknesses. 
The points cost is too high for me to award 5/5 stars, and to be honest I almost gave 3.5 stars here due to that reason alone. 

Overall.
A very reasonable choice for the Ultramarines and to obtain Officer of the Line. His stat line is nothing impressive, but he does have almost a Swiss army knife worth of tools to bring to the table along with melta bombs and other items. He needs a transport in all probability, but he is very versatile overall. And that is also his weakness: a lack of focus. But since this is Ultramarines we are talking about, there isn't really a true emphasis beyond tactical flexibility. And Remus Ventanus is an exemplar of that. 

Tuesday, November 18, 2025

Horus Heresy 3e Review: Roboute Guilliman

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down due to points cost. A later game threat in close combat. 

Background.
Roboute's accomplishments before, during, and after the Heresy are a tough pack to pick between. Not only did he rule 500 worlds before the Emperor arrived, he forged his legion into a highly meritocratic army capable of adjusting to almost anything. He is the leader of Ultramar, a statesman, a warrior, a leader, a wise man and intellectual, and master strategist capable of ingesting vast arrays of data at a glance. 

Strengths. 
With 6's across the stat line except a 7 in WS, the Primarch of the Ultramarines is not exceptional for close combat. His side arm gives you a couple of S=6 bolts at AP=3 which is nice.

The Gladius Incandor is a power sword with 2 damage and breaching and a touch of duellist's edge. Not bad, but hardly outstanding. 

The Hand of Dominion is his power fist, and this is much more deadly with S getting up to 10 and AP=2 with 3 damage. The armour bane here is excellent, but it all comes at an initiative penalty. 

He has a special ability to gain focus roll modifiers according to the battle turn, up to +4. This is where Roboute really shines when he combines this with his power fist. Late game, he becomes more of a threat effectively. 

He gives out primes if we have 4 or more troops selected as tactical squads or assault squads. But the real army wide benefit comes from the ability to claim and contest objectives in turn 1 regardless of any status already earned. Potentially, this gives the army a turn 1 boost in some missions. But I suspect it won't see much actual use set against a benchmark of not having this rule unless you really hard optimize the army build. 

Weaknesses. 
Roboute doesn't really come across as very good offensively until later in the game (no doubt once he has watched the enemy carefully for several turns thanks to Calculating Swordsman and learned how to exploit their flaws). 

Overall.
The points cost is what drags me down to 3/5 stars here really. He costs like Alpharius, but doesn't hit as hard until later on. Sure, as a primarch he is still deadly, but not quite at the power level of many of his brothers initially. Timed well though, he can be deadly in the extreme. 

Monday, November 17, 2025

Horus Heresy 3e Review: Ultramarines Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good.  

Background.
The largest of the legions (assuming you miscount the Alpha Legion) were drawn in by Horus' plan and betrayed by the Word Bearers at Calth. There followed the underworld war, the Ruinstorm, and the Shadow Crusade. Alongside this they also built Imperium Secundus along with the Blood Angels, Dark Angels, and elements of the shattered legions. When all was said and done, they crusaded to destroy Davin, push the traitors to their limits, and rebuilt the Imperium proper. Although arguably not at the forefront of the Civil War thanks to Horus' manipulations and the Word Bearer's Betrayal at Calth, their wider forces contributed significantly and mopped up after the event in a way other forces simply were not able to do. Moreover, they were the spear that forced Horus' celerity at Terra: he knew they were coming and had to act before their full forces arrived along with others.

Armoury. 

Legatine Axe is a an excellent power axe upgrade for a small points value which yields S+1 and breaching at an incredible 4+. This is worth the upgrade for a number of your characters. 

Argyrum Pattern Boarding Shields gives a 5++ generally which increases to 4++ in melee. This is solid, but the points cost is steep; particularly when you factor in that most characters probably have 5++ natively anyway. 

Logisticae is a prime advantage for Ultramarine only armies to represent their superior organisational abilities and requisitioning. This gives you a free transport or heavy transport with +2 capacity. This is actually really quietly appealing and powerful. 

Tactica. 
Tactical Flexibility sounds like the Alpha Legion should own it, but the Ultramarines gain a reduced reaction cost per turn (down to zero). In essence then, the army gets a free reaction every turn. This is very plausibly their strongest aspect, and I almost gave 5/5 star rating for this alone.  

Gambit.  
Aegis of Wisdom
 grants access to the collective wisdom of the legion which provides focus+1 for every command model at the expense of outside support. This is strong because presumably you have plenty of Consuls in your army. 

Additional Detachments. 
Primus Demi-Company 
gives a mixture of slots, but the command slot must be an Optae. Can't have everything, but this is close with a lot of customization possible. 

Advanced Reaction. 
Retribution Strike
 allows you to fire back using a unit that was not targeted by whoever dared fire at you. Its very nice really and can help with concentrated fire against any unit that is shooting at you. 

Overall then the Ultramarines feel a bit generic - but that comes with the territory here. Yet they also show how that can be a strong advantage when played right. 

Sunday, November 16, 2025

That's a large chain axe!

A bit of modelling this weekend saw another jump pack assault squad marine assembled with a large chain axe in hand!

What I found a little bit tricky about this model was aligning the arms and hands so that everything connected well. Even though I dry fitted it several times over, the truth is that I didn't get the alignment perfect. It is not that noticeable, but if you look closely at the left hand (his left hand) wrist, it is not quite correct. The paint job will cover this up very adequately since this will ultimately be a World Eaters model, but all the same, the assembly was certainly frustrating exercise in three dimensional Tetris with glued together finger tips! 

Friday, November 14, 2025

Horus Heresy 3e Review: Saturnine Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The new dreadnought on the block costs a lot of points, but packs a good punch!

Background.
Refined by Vulkan from the design of the Saturnine terminators, this dreadnought towers over everything. The Saturnine has massive generators which are needed to power the incredible weaponry and keep alive the interred marine within.

Strengths. 
An amazing stat line with T=8, S=8, and 8 wounds plus a 4+ invulnerable save makes this dreadnought a threat in itself. 

There are 4 options for the main weapons. 

The Heavy Plasma Bombard gives you a big pie plate at S=7 and AP=2, with the possibility to overload to enhance the strength. Barrage is great here and the range is very nice. 

The Disintegrator Cannon gives a couple of S=9 shots at AP=2 and 3 damage each. The overload here is risky indeed. But with 8 wounds, you won't die on a turn one misfire from overload at least. Very powerful and useful for deleting enemy lesser dreadnoughts. 

The Inversion Beamer is a nice pie plate that is more effective under 15 inches in terms of strength, damage and AP and with a big pie plate. I actually don't like this one as much as the other options as the range just doesn't gel as well. 

The Graviton Pulverizer is similarly short range with a smaller blast but yields pinning, shock and breaching. Again, not my favourite, but the range gels okay with the inversion beamer. I like it with the disintegrator best I think. 

For the other weapons, the photonic incinerators are nice flamers for panic, concussive resonators as also a template but give you stun with two shots at the risk of overload, and particle shredders are similar with breaching. I like the flamers best myself as a defensive measure due to panic and no overload (you already have that risk if you run disintegrators). 

Weaknesses. 
Intelligence is 5 once again, and we have the liability to explode in common with other dreadnoughts. 

Builds.
Saturnine with Disintegrator Cannon and Heavy Plasma Bombard (340 points). 
Straight out of the box, and actually my favourite build. Effective against many targets.

Saturnine with two Disintegrator Cannons (350 points). 
In the realm of risking deleting yourself, but at least not on turn one, this is actually viable but don't expect it to last too long. 

Saturnine with two Heavy Plasma Bombards (340 points). 
Sit back and barrage! Its a reasonable option. 

Saturnine with Inversion Beamer and Graviton Pulverizer (350 points). 
Fundamentally shorter range. I am tempted by the concussive resonators and particle shredders here actually. 


Thursday, November 13, 2025

Horus Heresy 3e Review: Leviathan Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Spherically excellent! Also has the rule of cool for collecting, assembling, and painting. 

Background.
When you have the resources to create an Imperial Knight, but want to keep a dying space marine alive instead and combine him with astonishing firepower or close combat potential, the Leviathan is the outcome. Their incumbents paid the price for this tough, glowing brightly but burning out fast. All the while, the Mechanicum looked on uneasy at their creation as the Leviathan was a purely Terran creation.

Strengths. 
An excellent stat line with T=8, S=8, and 7 wounds. 

The customization is excellent as well. 

Choose the Siege Claw for close combat nastiness - the AP=2 is excellent and damage=3 amazing, particularly at S=10. Paired just gives you an extra attack, so you might want to have a ranged weapon as the second armament potentially. 

Choose the Siege Drill for armour bane. You take an initiative penalty, but gain damage=3 and S=12 this way. The paired siege drills enhances the damage, but if you are going all-in on melee, I would advocate one drill and one claw overall to face off against almost anything.

The Grav Flux Bombard gives you different conditions (pinning, shock) with a big pie plate, but intermediate range. I probably wouldn't run two of them paired though. 

The Storm Cannon gives you four shots at bolt gun range which is nice over all for the strength. Paired is great. 

The Cyclonic Melta Lance is fairly short range but really powerful. Possible candidate for being paired, but I'd prefer a drill for going after other targets to be candid. 

Volkites probably are not worth the upgrade cost, but the phosphex is a good idea for those legions that don't really subscribe to the Geneva Convention. 

Weaknesses. 
Leviathans drop to 5 in Intelligence, but presumably you don't care.

It also explodes like other dreadnoughts. 

Builds.
Leviathan with Siege Claw and Siege Drill (225 points). 
Classic close combat set up. Take phosphex to taste. You will need to think about a drop pod due to the slow movement though. 

Leviathan with 2 Storm Cannons (250 points).
The classic dakka option with a reasonable range. 

Leviathan with Siege Drill and Cyclonic Melta Lance (245 points).
The anti-tank option. Don't forget the melta gun buried in the drill. 

Leviathan with Grav Flux Bombard and Siege Claw (230 points).
Mid-range. And long range weapon works with the claw realistically. 

Leviathan with Storm Cannon and Grav Flux Bombard (245 points).
Mixed ranged threats. 

Wednesday, November 12, 2025

Horus Heresy 3e Review: Deredeo Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A weapons platform that performs well enough, but looks a bit goofy to my eyes. 

Background.
The Deredeo is a heavy weapons platform that has its history in the Contemptor class and the earlier styles of Terran and Martian designs. It remained in high demand by both sides of the conflict in the Heresy, although there were few forges that could produce them.

Strengths. 
The customization here provides the player with some strong threats. 

The Anvilus autocannons have rapid tracking and sky fire (nice). They provide a good level of threat whilst keeping the points cost down. 

They can be replaced by the hellfire plasma cannonade which is attractive for the breaching and large blasts on overload, but otherwise I think the autocannons might have and edge for sky fire purposes. 

The las cannon battery is worth it for the improved strength and sky fire (but reduced rate of fire compared to the autocannons. I haven't run the numbers, but I think both are viable, but the las cannons are simply deadlier for the higher S). 

Volkite Falconet has a high S and pinning which makes it very interesting anti-infantry and worth a look if you are headed in that direction. 

The Aiolos missile launcher is the baseline entry which is nice for barrage and ranged threat. 

The missiles can be upgraded to four lots of Boreas air defence missiles instead which have sky fire and rapid tracking, but obviously they are limited use. 

Replacing the heavy bolt guns with flamers is a player taste choice. The former gives slightly enhanced ranged fire power, the latter is more defensive to my mind. 

Weaknesses. 
Not as good a stat line as the contemptor, with losses in S and A. But so what. It is a weapons platform not a close combat array. 

It also explodes. 

Builds.
Deredeo with Autocannons, Missile Launcher (190 points). 
Effective and baseline. I like it. Occasionally I'd be tempted by the plasma or volkite, but not often. 

Deredeo with Las Cannons, Boreas Air Defence Missiles (215 points).
Pure air defence. I'd pair it with the heavy flamers. 

Tuesday, November 11, 2025

Horus Heresy 3e Review: Contemptor Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Iconic and totemic for the Horus Heresy game. 

Background.
A relatively recent design by the beginning of the Heresy, the contemptor features a massively efficient power plant that enabled increased power flow and hence the ability to be very agile and carry massive weapons. They do, however, have a tendency to go boom when they die due to all that power build up. They remain, however, a complete talisman and icon of the game. 

Strengths. 
S=7, T=7, 6 wounds and only really lacking in the Intelligence department curiously (I guess that is what happens due to being inside one for a long time?). 

There is a strong array of set ups available here. The only real question is what battlefield role the player wants out of the dreadnought? 

Close combat (and probably via a drop pod) = take double fists or chain fists.

Ranged only = take the same weapon twice if you wish, but at least take 2 weapons with similar ranges. 

Mixed = one fist and one ranged weapon and sally forth happily.  

Weaknesses. 
The explosions can hurt if you are too close, but they remain 5/5 stars from me and the points cost is good for what you are getting. [Aside: I remain surprised that 3rd edition kept the stat line rather than revert to first edition armour values, but I guess we cannot have everything].

Builds.
Contemptor with dual power fists, 2 heavy flamers (170 points).
Close combat variant baseline. Take a havoc launcher if you absolutely have to retain some minor ranged threat. 

Contemptor with 1 power fist, 1 chain fist with melta gun (175 points).
Close combat with anti-tank built in. Graviton guns work here as well.

Contemptor with 2 Kheres Assault Cannons (180 points). 
Lots of dakka. The auto cannons aren't too bad an option either. The volkites are more anti-infantry in pairs though (and yes: I like them in pairs because the rule for volkite is always to go big). 

Contemptor with 2 Melta Cannons (180 points).
The anti-tank solution. 

Contemptor with power fist, Twin Las Cannon (170 points). 
Long range threat combined with close combat potential. The plasma cannon option is also appealing here. Take a bolt cannon if you are sporting and short on points. 

Contemptor with power fist, Conversion Beam Cannon, Havoc Launcher (180 points).
Overlapping threats from all sorts of weapons.  


Monday, November 10, 2025

Horus Heresy 3e Review: Rylanor the Unyielding

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. The rules are below par. 

Background.
Rylanor fought alongside the Emperor himself and bore the legion standard besides Fulgrim during the Great Crusade. Critically injured by the Eldar, Rylanor was interred in a contemptor suit with the battle honours of Thule and Roma still etched on its casing. Therein he served loyally as the Ancient of Rites and oversaw new recruits enter service. His loyalty was rewarded by betrayal at Isstvan III where he became a living icon for loyal Emperor's Children - and also a priority target for the traitors. News of his death was frequently over-rated. 

Strengths. 
Rylanor has the same stat line as a regular contemptor, except that he has a maximal value for Cool. He comes standard with a Kheres assault cannon and power fist with heavy flamer. 

Beyond this, his only other distinction is that he can make and receive challenges in combat so long as his opponent is Fulgrim (daemon prince version or mortal version). 

Weaknesses. 
For the loyalists only. Obviously.

If we add up his points value cost versus a standard contemptor with the same load out, it clocks in at 10 points more expensive. In other words you pay 10 extra points for the ability to challenge and the Cool boost. I honestly don't see this as worth while. 

Overall.
My overall star rating reflects the issue with the points value. I felt he was similarly over-costed in First Edition as well to be candid. There's just not enough special rules or variances in there. Hence he's only going to see play in fluffy loyalist lists, or Isstvan III related narrative battles. 


Sunday, November 9, 2025

Horus Heresy 3e Review: Kakophoni Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are good enough, but only for traitors!

Background.
As they slipped toward damnation, new formations arose within the Emperor's Children. Besides the surgical augmentations that some opted for, the Kakophoni were not only an embodiment of the rapidly degenerating legion, but also the precursors to the noise marines later on. They wielded psycho-sonic weapons fused of xenos technology, imperial know how, and daemonic taint. Their total damnation to Slaanesh would follow.

Strengths. 
With sonic shriekers as standard and the Cacophony, these are the proto-noise marines. The cacophony is quite good really, with a long range and S=6, they also stun and cause critical hits. The AP and damage isn't so good against marines though. So treat them as a plasma cannon alternative. 

Weaknesses. 
Traitors only. 

Builds.
5 Kakophoni, Orchestrator with Power Fist (165 points).
The power fist is not necessary unless you want a buried fist to provide a threat. The only other "upgrade" is more members in the squad. This is good to take overall and I think a max squad of 10 can be very good to run. Treat them as heavy support and you will be doing well. 


Saturday, November 8, 2025

Horus Heresy 3e Review: Palatine Blade Squad and Aquilae Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and the traitors arguably slightly better. 

Background.
These men were the elite swordsmen of the Emperor's Children. More strictly, they were a fraternity belonging to an elite duelling club within the Emperor's Children. With the direction and discretion of the lord commanders, they were fielded in their own units to serve as an example of what everyone else should live up and look up to become. 

Strengths. 
Vanguard (3) as standard is powerful and not to be overlooked which is why I am stating it up front. 

Legacies gives the option of swapping the standard Palatine Blade for a Phoenix Rapier, in addition to the options of a phoenix power spear. This is largely a matter of taste (and also modelling aesthetic). There's nothing wrong with the palatine blade (breaching at 5+ and duellist's edge at AP=3 is great). Depends a little bit if you want the damage impact from the other options which is nice - I can genuinely see arguments both ways. 

The stat line is solid with 2 wounds and 3 attacks at WS=5 each. They also have a native 2+ armour save. 

The Aquilae squad is the same, but with wing, and the potential to take power weapons (stick with the palatine blades I'd suggest). 

Finally, traitors have the options of sonic weaponry. The shriekers are valuable for preventing reactions, but I don't think the lances are a top priority pick. 

Weaknesses. 
They're a little bit lacking in the advanced characteristics department, so I would certainly recommend pairing them up with a command or high command character to ensure that they don't get crushed immediately. 

Builds.
10 Palatine Blades (305 points / 360 points).
The slash for the points cost is for the basic squad versus the jump pack Aquilae squad. 

10 Palatine Blades, Traitors with Sonic Shriekers (355 points / 410 points).
Same as above, but with sonic shriekers for the traitors among you. The shriekers are great at preventing reactions and have genuine potential to swing the combat and possibly a game. A very strong reason to play traitor Emperor's Children overall!

Friday, November 7, 2025

Horus Heresy 3e Review: Sun Killer Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
The elite of the heavy support units within the Emperors Children were known as the Sun Killers. Trained in energy weapons their role was to seek out monstrous enemies and heavy tanks and eliminate them. On occasion, they also provided cover fire to ensure a tactical withdrawal for their brothers when ordered. Any record of their failure was rumoured to be expunged on the orders of Fulgrim himself, and thus there was a lot of inter-unit competition between these men for glory. 

Strengths. 
A Legacies unit that really should be in the core rule book to my mind. Firstly, these marines have the designated quarry special rule which yields BS+1 for one turn against your chosen enemy that has the vehicle type. This is good overall. 

They can be customized with a choice of 4 different weapons. Las cannons come recommended as your baseline entry. Multi meltas are reasonable, but suffer from shorter range and that is an issue. Plasma cannons are solid, especially for light transports. Volkites are appealing for anti-infantry action. But you have to pick all the same weapon. 

Take the augury scanner to see through shrouded as standard. 

Weaknesses. 
Heedless means that they won't be taking any objectives any time soon. Sorry. 

They are also slightly worse in third edition as they cannot bring their own defence wall (sadly) and don't have a native BS=5. But I'll live with it given the massively reduced points cost! 

Curiously, this squad comes under Elites in third edition. 

Builds.
5 Sun Killers, all with Las Cannons, Augury Scanner (200 points).
The baseline option. Take more members if desired. Swap out for Plasma Cannons where desired. 

10 Sun Killers, all with Multi Meltas, Augury Scanner (375 points).
Take a transport and go hunting. 

20 Sun Killers, all with Volkite Culverins, Augury Scanner and Nuncio Vox (535 points).
The rule of thumb for volkite is to go big. This remains true in third edition. And here we have an exemplar of this in action that will be very likely to cause damage when positioned well. I might be tempted to take the vexilla here along with a melee weapon for the sergeant as well. 

Thursday, November 6, 2025

Horus Heresy 3e Review: Phoenix Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good. 

Background.
As the honour guard to Fulgrim himself, the Phoenix Terminators were an elite cadre within the Emperor's Children. As might be expected, they have pushed martial excellence to a higher level than most and were about to pull off feats that others might only dream to aspire to.

Strengths. 
Double wound terminators (and the vital WS=5 and T=5) armed with the standard phoenix power spear.

The Skill Unmatched rule here allows them to flip flop between choosing the perfect strike (gain a pip of WS to strike) and the perfect guard (gain a pip of WS when being struck by others). This really allows some customization of what you want them to do (slice and dice, or generally protect whoever they are escorting). 

The ability to take sonic shriekers, sonic lances, and grenade harnesses is similarly excellent. 

Weaknesses. 
They come as retinues, but I don't see this as a major negative to be very honest. 

They also lack in the ranged department. But again: this isn't a true negative if you are playing them like they should be played: aggressively and with intent. 

Builds.
5 Phoenix Terminators, Grenade Harness (205 points).
There are not many options here. In fact, there's only really the option to add more members to the retinue which is generally worth it. 
If you are playing a traitor force, you get the added option of sonic shriekers (take them!) and sonic lances (more to taste). I really favor the former for denying any reaction counter measures to you charging in - very much worth the points cost. I'm on the fence about the sonic lances.

Wednesday, November 5, 2025

Horus Heresy 3e Review: Saul Tarvitz

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
The original loyalist and a mirror of what Eidolon is to the traitors. A line officer who, very peculiarly, lacked the drive to ascend the ranks within the Emperor's Children like his peers. Content to be that line officer, he was sent by Fulgrim to perish. Discovering the plot, he raised the alarm and conducted a mighty fight-back on Isstvan 3. 

Strengths. 
Officer of the Line (2) is very impressive when combined with the other things he has to offer. He has a typical command profile in the stat line as well as Hatred of Traitors which is very handy. 

He comes with a nemesis bolt gun as standard (which again is unusual in third edition) as well as a Charnabal broadsword which gives breaching and duellist's edge. The S+2 is very attractive here as well which sets him up nicely as yet another character killer potentially.

The gambit he has is very super specific and only operates against the World Eaters, Sons of Horus, Emperor's Children and Death Guard (i.e., those traitors who betrayed them on Isstvan 3). It gives WS, S, and T +1 in the first face off where chosen. This is actually quite powerful, even though it is very situational. 

Weaknesses. 
Loyalist only - if you count that as a weakness?

Curiously, his points cost is identical to Eidolon and Lucius as well. Not sure why it was engineering this way. 

Overall.
His character is well suited to an Isstvan 3 game where you would be assured of having opponents for his close combat gambit. Otherwise this is going to go to waste most of the time which is probably why we also have hatred built in to compensate. A very reasonable character and strong during the betrayal. You will also probably want a transport solution. Don't forget Officer of the Line here either - this really tilts Saul over into the regime of being a really good choice, and an almost default choice for a command slot in the loyalists of the legion. 


Tuesday, November 4, 2025

Horus Heresy 3e Review: Captain Lucius

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
Superlative swordsman. Vainglorious. Arrogant. Jealous. Bitter. Feuding. Opportunist. Before he was Eternal, Lucius was a promising Captain of the Emperor's Children and was fairly un-matched with his blade skills. During the heresy, he found himself on the loyalist side thanks to working with Saul Tarvitz. He later betrayed Saul and re-took he place among the IIIrd Legion as it descended into madness.  

Strengths. 
Lucius is a duelist, plain and simple. 

He carries with him masterful swords, including the original Laer blade. These generally provide AP=2 and Damage=2 with a duelist's edge. Combined with the stat line that has WS=7, he is a killer. 

He gains +4 to the focus roll when using Paragon of Excellence instead of the usual +2 to make him even more deadly that anyone would otherwise anticipate. 

Weaknesses. 
Costing as much as Eidolon in points value, Lucius is slower and will need a transport to get where he is going, and has less wounds. That said, when he gets into combat he will be deadly. 

Overall.
Yet another character killer for the Emperor's Children, but perhaps played differently to Eidolon - Lucius will be wanting to charge out of a transport for maximum impact. You just need to get him into combat. 

Monday, November 3, 2025

Horus Heresy 3e Review: Lord Commander Eidolon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are rather good. 

Background.
Once held up as the ideal to which all Emperor's Children should aspire to. Eidolon had a bit of a fatal flaw in his own over-confidence. This mutated in time to become arrogance which he would later suffer for. Yet at the time of the Heresy outbreak, he had already had sonic weaponry surgically put into place thanks to Fabius and crossed over the proverbial line, and wielded a warhammer gifted to him by Fulgrim himself. 

Strengths. 
The warhammer, Glory Aeterna, provides Eidolon with the mainstay of his offensive capability with S=6 hits at AP2 although at a small initiative penalty that you will hardly worry about. With the sonic shriekers, no one will be reacting to his charge though, and the death scream he can emit is nice for both breaching and pinning which will cause problems. 

He also comes as standard with a jump pack which means he can get to where he needs to be very quickly indeed. He is almost a perfect leader for a speartip assault in many ways. 

Weaknesses. 
Not many for a praetor of his calibre except for the points cost - you will be fielding him in larger games, or concentrating a lot of points into high command at lower points. 

Overall.
A character killer overall, and good at it outside of the Primarchs. Sure, there are other characters in other legions who he will struggle against, but he really is up there with the best of them when you factor in the Emperor's Children special rules. 

Saturday, November 1, 2025

Wargames Gallery: Lorgar Summons

Acting on instinct as much as tactics, Lorgar summons forth daemons bound to his adamantium will to do his bidding as loyalist elements of the Alpha Legion bear down on him. It doesn't go well for the Alpha Legion here -- Lorgar by himself is more than a match for these space marines. 



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