Tuesday, February 10, 2026

Horus Heresy 3e Review: Vheren Ashurhaddon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The Either continues our leader heavy exploration of the Sons of Horus. 

Background.
Vheren really didn't like it when the Sons of Horus were falling to the ruinous powers. He just wanted his legion back to being simple humble reavers and traitors - and to hell with warp spawn. So he chose to invade Cthonia and take it back for the greater glory! Aside from that, he perfected the reaving warfare technique that many would later aspire to and generally held the terrans of his legion in disdain.

Strengths. 
A praetor level character with WS=7 here. 

He comes with a pair of bolt pistols that can be fired as the Bane Strike Fusillade. This gives you four shots at S=5 and with breaching. This is great, but the range is obviously short. The Axe Serpentis is reasonable and gives you critical hitting with AP=2 built in. The gain in initiative is also good to have.

He also has a vexilla to round out his character which is fitting given how he rounded up his men to his own (no chaos traitor) banner I suppose. 

Weaknesses. 
In truth, Ashurhaddon doesn't really have anything special about him beyond the stat line WS enhancement and the unique equipment. No special rules to be seen here sadly. A bit of a missed opportunity to make him more characterful in my opinion. 

Overall.
You are paying a good increase in points value for the extra pip in WS combined with that vexilla and special equipment. I suspect you probably would have the vexilla elsewhere in a retinue squad if you had the option. Other than that, Ashurhaddon is a very reasonable character and extremely fluffy for the attempt to re-take Cthonia for the Sons of Horus. 

Monday, February 9, 2026

Horus Heresy 3e Review: Tybalt Marr

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The Either continues our leader heavy exploration of the Sons of Horus. 

Background.
Tasked with hunting down the rogue elements of the shattered legions, Marr got embroiled in a three year campaign against non other than Shadrak Meduson of the Iron Hands. He succeeded in the end, but it cost a lot of men and time to do so. 

Strengths. 
A praetor level stat line, but with a sword that helps him stand out. The Culling Blade grants an entertaining combination of breaching, critical hits, and poisoned to allow him to fell many of his erstwhile loyalist cousins with ease. The bane strike bolt gun is merely the icing on the cake here. 

Hatred against the Shattered Legions is an interesting special rule to have, and clearly situational yet also very appropriate. 

Weaknesses. 
A fairly solid character overall with no general weaknesses, but obviously might not be everyone's proverbial cup of tea, but I like him. 

Overall.
Fluffy to be very clear. His hunting down of the Shattered Legions is well depicted here and his Culling Blade entirely appropriate. The points value for Marr is also spot on for what he does. There's little not to like, except for the fact that the Sons of Horus are over-run with character choices. Hence I suspect Marr will be seen only in fluffier elements of the Sons of Horus who have been tasked with anti-shattered legion duties, which for me is a bit sad. 

Saturday, February 7, 2026

Iron Hands Tartaros Siege Squad Completed

Adding to the Iron Hands forces, a freshly completed squad of Tartaros terminators in a siege squad configuration!


Each terminator is armed with a reaper auto cannon and a chain fist (with the squad sergeant having the reaper from the chaos range with the others holding standard Tartaros reapers). This makes the squad pretty expensive in terms of sheer points value (I probably should have just used power axes to be honest), but it looks very good overall regardless. And it means that the squad can potentially have multiple roles whilst also looking like a real siege squad in my head cannon (why take power axes when you can have chain fists for a siege?). 

As with the first test model, I have replicated the red colouring on the left hand chain fist to make the models "pop" a little more on the battlefield. All legions have peculiar markings, so why should the Iron Hands be any different? Decals / transfers have been applied on to the chain fists, shoulder pads, and lower leg armour to give them a uniformity of appearance. Although the basing is simple, it does offset the matt black colour of the Iron Hands enough to make them readable at a distance without too much effort. 

Squad complete!

Friday, February 6, 2026

Horus Heresy 3e Review: Garviel Loken

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid and fluffy for the Loyalist Sons of Horus or Luna Wolves amongst you.  

Background.
The loyalist's loyalist and survivor without peer. Loken was betrayed at the events in the Isstvan system by Horus but subsequently rose to exact revenge. And rose again. Almost the star of the early books in the black library series, Loken was a Captain in the Sons, but renounced them to reclaim the ideals of the Luna Wolves of old.

Strengths. 
A praetor level stat line and a loyalist to boot. 

Loken comes with a Paragon Blade which will certainly assist with close combat. His special rule is of some note though. Born Survivor means that when he dies for the first time in a game, he has a 50/50 chance of immediately coming back on with 1 wound remaining. You just can't keep the guy down until he's through with all the traitors! 

Weaknesses. 
Loyalist only of course. Not necessarily a weakness of course. He is also a sort of mirror image of Little Horus Aximand in the game. Certainly a fluffy choice. Hatred against Traitors is worth noting here as well for the bonus to wound. 

Overall.
From a points value point of view, Loken costs only fractionally more than Aximand for which you get the Born survivor rule. But his paragon blade is strictly worse than Mourn-It-All, and therefore Aximand has the edge statistically, but that's before you factor in Hatred - its a delicate balance but I think that the damage = 2 on Aximand still takes the day overall? (Let me know if you've ran the stats? I'm going on gut instinct here!). Loken isn't looking too crash hot against Abaddon either due to the WS difference. But so what. If you are playing Luna Wolves or loyalist Sons of Horus, he is as ideal as they come!

Thursday, February 5, 2026

Horus Heresy 3e Review: "Little" Horus Aximand

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A fluffy choice for a high command entry in the Sons of Horus. 

Background.
Little Horus looked exactly like his gene sire in appearance. He chose to follow the same into Heresy and became a traitor, but was never too sure about his choices. He became wracked with guilt about it, and sought to justify his choice to himself repeatedly, ultimately fighting on Beta-Garmon.

Strengths. 
The stat line here looks and feels like a Praetor level character - which is exactly what Aximand is at a fundamental level. He comes with Mourn-It-All as his close combat weapon which is a power blade with S+1 and critical hitting which is very nice to have. The bane strike on his bolt gun is also similarly nice. He carries a shield, but I'm not too sure you would make use of it unless you are running him with a Breacher squad. 

His special rule is exceptionally circumstantial: Haunted. You gain extra victory points for taking out Loken. 

Impact on (I) is very nice overall though - and makes him worth it. 

Weaknesses. 
Activation of the special rule will be a very unusual event in any given game or tournament. This is a character that is basically wanting to be used and chosen in a fluffy style game. And I for one don't mind that!

Overall.
From a points value point of view, Aximand is worth the points cost. As noted above, the special rules are a little circumstantial to say the least and the shield trait is probably not going to get used that much. 

Wednesday, February 4, 2026

Horus Heresy 3e Review: Ezekyle Abaddon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars but rounded up. Master of the Justaerin and First Captain of the Sons of Horus. He followed his gene sire into damnation and went on to have a legacy like no other.  

Background.
The legendary First Captain of the Sons of Horus is rumoured to be a gene-clone of the great man himself. Yet is isn't just in appearance that he resembled Horus. His fighting style, and ultimately loyalty to Horus saw him tread the pathway toward infamy in lockstep with his Legion's sire. 

Strengths. 
With WS=7, 5 wounds and cataphractii terminator armour, the basic gear and set up of Abaddon is impressive and intimidating. 

He comes as standard with a Cthonian Power Claw which gives S+4 with shred and AP2 which is just plain nasty even with the initiative modifier. Add on to this the grenade harness and banestrike bolt rounds and he is a beast on the table. 

On top of this, he has native deep strike that he can share with his Justaerin, as well as the ability to share feel no pain for the turn when they've all come on to the table via deep strike. This is absolutely excellent. 

Beyond this, eternal warrior is nice. 

Weaknesses. 
Not many realistically. He is a force to be reckoned with. The points cost is steep, but he fundamentally is a fantastic character. 

Overall.
Pricey? Undoubtedly. 
Fluffy and usable? Totally. 
There's little not to like other than the sheer points value, but if you invest in the deep strike strategy I feel good about it paying off hence the large number of stars from me!

Tuesday, February 3, 2026

Horus Heresy 3e Review: Horus Ascended

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Swollen on Warp Power, this version of Horus is exceptionally deadly and likely the most powerful (close combat) character in the game now. 

Background.
Drunk on the power of the warp, Horus became a swollen and towering version of his former self second only to the Emperor himself. It was not only his physique that changed though. His very personality altered. Gone was the consummate commander and honourable comrade who could get others to spin on a pin head through his words alone. Instead, he started punishing even minor infractions with serious consequences. His mental aspects became a dark reflection of the power that surged through him. 

Strengths. 
Let's start with the stat line. Horus gains bonuses almost everywhere. WS=9 is crazy, but when combined with 8s in many other places and 7s in A and I, he is truly exceptional. Even Vulkan would be put to shame now. His leadership (not so counter intuitively for the rebels) grows to 14 too. 

For the special rules, he retains deep strike, and gains feel not pain, fear, improves his eternal warrior stat, and retains his reaction bonus (+1 per turn). In addition to this, he gains The Spreading Corruption which means he is malefic and can join similar squads if he wishes. 

The Warmaster's Talon provides remains the same as before with 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but once again, I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. Those S=12 hits are going to wreck everything in the game pretty much. 

Weaknesses. 
He loses access to Sire of the Sons of Horus here as you might expect. So no bonus prime slots or similar I'm sorry to say. And no first turn movement bonuses any longer. 

Overall.
For the points cost, he is pretty much worth what you are paying. The native deep strike is expensive, yes, so you might want to think how to make the most of that, or give Horus a transport solution and run him with some malefic allies for maximum effect. And with the Ascended upgrade, Vulkan is no longer a match for him. I haven't ran his stats against Angron or Fulgrim as Daemon Primarchs, so not yet formed a view on the ascended rankings, but he seems to my initial reaction he is top of the pile there as well. Hence I'm giving Horus Ascended top ranking in all of the Horus Heresy! 5/5 stars from me. 

Monday, February 2, 2026

Horus Heresy 3e Review: Horus Lupercal

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great, but no longer the top placed deadly primarch in my new controversial opinion!

Background.
There is little to say about the big guy himself that cannot be found elsewhere. He is the Primarch responsible for the entire series, the Heresy, the Civil War, and more. The most favoured son, the Warmaster, and the Breaker of Tyrants. Call it how you will: Horus is the crux of the entire setting more so than any other character. 

Strengths. 
To the stat line first. WS=8 is excellent indeed, and W=7 is strong with the advanced characteristics peaking in leadership and cool. 

He comes natively with deep strike, which explains the points cost. What really matters in terms of special rules though is the Master of War rule. This grants an almighty +1 reaction in each turn. This is not only fluffy and appropriate, but very strong when played well. 

The Warmaster's Talon provides 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. 

As Sire of the Sons of Horus, you gain extra prime slots for 4 or more tacticals or despoilers which is easy to fulfil. And you also get movement+1 in the first turn thanks to your men really wanting to prove themselves in front of you. This is very helpful and calls even more strongly for a melee orientated force. 

Weaknesses. 
In all honesty, Horus is no longer quite as powerful as he was in other editions wherein I would give him a 5/5 star rating without hesitation. Some of his brothers are strictly better and will beat him up in a challenge. Most obviously Vulkan (equally, Vulkan always was noted to be the physically strongest primarch, so perhaps that's no surprise any longer). 

Overall.
Worth the points cost thanks to the army wide boons and the reaction bonuses. But he is no longer the number 1 primarch on the block - sorry folks! Vulkan takes the prize (ignoring chaos ascended daemon prince versions of primarch). 

Sunday, February 1, 2026

Horus Heresy 3e Review: Sons of Horus Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are relatively good. 

Background.
The Sons of Horus have a reputation for alpha-strikes: cutting out the heart or weak point of an enemy in a decapitation assault from which they will never recover. Such is the Cthonia legacy. Within the Heresy, their name is synonymous with the treachery itself. There were instrumental in the rebellion and the alliance with Chaos, right from the Betrayal of their own legion through to the Siege of Terra. They were at the forefront of everything. Whether Horus was deluded, seduced by chaos, or whispered to a little bit too much by certain Word Bearers is another matter entirely. 

Armoury. 

Banestrike. A gift from the Alpha Legion as evidence of their loyalty, the Sons of Horus are able to make good use of Banestrike ammunition. Breaching is good and generally worth it for a sub-set of squads. 

Carsoran Power Axes are a modest points cost upgrades to regular power axes. They are generally worth considering, but so are Thunder Hammers.

Martial Supremacy grants a prime advantage slot for both Duelist's Edge and Champion special rules. This is okay overall without being overpowered. 

Decurion Lanius. This is weaponeer upgrade for various tanks that gives you a banestrike bolt cannon on a pintle which is a nice weapon to have thanks to the relative strength and breaching. Thanks to Brutal Enforcement, you can also target your own men to stop them routing. Nasty. And also: Ouch. 

Tactica. 
Death Dealers is the third incarnation of a special rule for the entire legion in as many editions. The writers just can't seem to decide where the balance lies it seems. In Third Edition, it means making volley attacks at full ballistic skill. This is very useful for your close combat orientated squads - perhaps even tactical squads, and certainly banestrike squads. Of course, it comes with the provision that you need to be making volley attacks which in turn means getting up close and personal - as you have come to expect with Sons of Horus. 

Gambit.  
Merciless Strike is actually excellent. Phage on Toughness can swing an entire challenge and it is well worth using. Honestly, this is the stand out rule in the Sons of Horus for me!

Additional Detachements. 
Supremacy Cadre brings you extra heavy assault and troops to quell any foe. Quite nice, and very appropriate to the background. 

Advanced Reaction. 
Warrior Pride is unusual and lets you avoid a challenge if you have a WS that is greater than the challenger, and all other members of the reacting unit also have a better WS. Your enemy simply does not deserve death by your haughty superior hand apparently. Used judiciously, it can win entire combats. 

The Sons of Horus mutate again in Third Edition which sees yet another new core rule. And it isn't called tip of the spear either. It plays a little different as well, but those full BS volley shots are valuable, even if they only activate once in a while (you will want to activate them as much as possible, particularly on powerful weapons, or banestrike). 

Saturday, January 31, 2026

Iron Hands Terminator with Autocannon Conversion

In building up my Iron Hands from something of a Shattered Legions element to something a bit more viable on its own, I decided to go down the terminator route and incorporate some heavy shooting and hitting Tartaros armoured men. This is the first of a siege squad. 


The auto cannon here is borrowed from chaos space marines as can be seen by the spiked chain that is under hanging the main barrels. Some conversion work was required to get this to fit, but the connection is all but invisible underneath the relevant shoulder pad. 

For painting, this follows my standard Iron Hands formulation of a matte black colour achieved with Eshin Grey. For accents, I have opted to go for a contrasting red on the chain fist and leather between the legs. Although almost any colour could likely work for Iron Hands in this regard, the red draws the eye nicely without over-whelming the miniature. Silver accents and highlights coupled with select decal transfers rounds off the miniature and gives the final vibe of a squad leader who is ready to cause some havoc. 

Friday, January 30, 2026

Horus Heresy 3e Review: Cataphractii Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. More terminator goodness as far as I'm concerned. 

Background.
Cataphractii are the last word in personal protection and becoming a tank without being interred within a dreadnought. Excellent for close range fights aboard starships as they are for open battlefield siege attacks. 

Strengths. 
All of the points made for the Tartaros version are still valid here. A solid stat line with 2 wounds, WS=5 and T=5 and a native 4+ invulnerable save. 
Durable and with a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. No excuses! 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. Especially for charging out of a tank with. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. In addition to the notes about tartaros here, recall that the movement rate is slower for cataphractii and that you have slow and purposeful. Maybe take a land raider to help with this?

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Charge out of a land raider. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
Good for attacking mechanicum. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
Thunder hammers are excellent really. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Thursday, January 29, 2026

Horus Heresy 3e Review: Tartaros Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. I do like terminators and they are a very good unit. 

Background.
Tartaros terminators are favoured where the commander wants a bit more speed and agility. Like power armour, but with terminator levels of protection. And in a command squad, they can take their pick of upgrades. 

Strengths. 
A solid stat line with 2 wounds, WS=5 and T=5. This is a squad for getting stuck into the enemy with. There are also a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. 

Note that the FAQ also gives you access to the other melee weapons. So you might like to consider chain fists if you are facing off against armour or power fists and thunder hammers for harder armoured foes. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. 

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Savage melee monsters. But that points cost makes my eyes water. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
I generally don't like the chargers too much, but they can work against lesser foes in volume. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
I like thunder hammers all round. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Wednesday, January 28, 2026

Horus Heresy 3e Review: Centurion Command Squad

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

Background.
Lower ranked officers were often accompanied by their favoured veteran squad, or otherwise those men that they trusted fully. These are the unsung heroes of the legion accompanying their commander to glory. 

Strengths. 
Nearly identical in many ways to the Praetorian command squad, they have 2 wounds and WS=5, but very critically only have a 3+ save (whereas the Praetorian command squad has a 2+ save). 

The upgrades are many and you can build this squad in a multitude of ways. Let's go through the options - most of which will be a copy / paste from the Praetorian options. 

I don't like the volkite charger here much - you probably want a different squad for those kind of shenanigans. The disintegration rifles are okay, but note your 3+ save is an issue. The shot gun is fine for Stun on a couple of models, but otherwise leave at home. Thunder hammers, power fists, and power weapons all have their place here but I'd leave most of the rest at home unless swapping out the bolt gun for a chain axe. 

Combat shields actively carry the rule of cool and present excellent painting options. They are okay on the tabletop, but the cost does add up faster than you would like. 

In terms of pistols, going large on plasma pistols can be fun. The odd hand flamer is a reasonable option too. 

Unique here is the option to take a heavy or special weapon per 5 members. Its almost like modern tactical squads! I quite like the plasma gun or melta gun here because I am a traditionalist like that. Heavy flamer and multi-melta are nice as well. 

Pairs of lightning claws are much more situational, and possibly even legion dependent. 

Bayonets are not worth the points, but have the rule of cool. Chain bayonets are only fractionally better. 

Just take the company standard. Sure, it isn't as good as the legion standard, but it is still a solid pick. Augury scanners and nuncio-vox to taste. 

Weaknesses. 
Too many choices feel over whelming. And the points cost adds up very quickly indeed. But there are many good builds to have and I'm hard pressed to say too many bad words against them other than the 3+ save which is reflected in the 4/5 star rating. I actually favour a 40k chaos space marine style build here. 

Builds.
5 Veterans, Power Weapons and Combat Shields, Company Standard (165 points).
Very much has the rule of cool and will be effective. Nuncio vox to taste. 

Veterans, Thunder Hammers, Company Standard, Nuncio Vox (190 points).
Terminators remain a better choice here. 

Veterans, Chain Axes, 4 Plasma Pistols, 1 Heavy Flamer, Company Standard (135 points). 
Mixed threats. Swap out some bolt guns for shot guns for the Stun effect. 

10 Veterans, 2 melta guns, Nuncio Vox, Company Standard, Champion with Thunder Hammer (235 points).
A fleeting vision of 40k chaos space marines of old. Points cost efficient too.

Tuesday, January 27, 2026

Horus Heresy 3e Review: Praetorian Command Squad (and Jump Pack Squad)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very good indeed, but I rounded down narrowly.  

Background.
Regardless of the type or mark of armour worn, legion command squads are the personal body guard of a praetor or consul and highly trained and disciplined warriors. 

More than this, they carry the banner of the legion itself into battle which in turn serves as a rallying point for the men of the detachment. They are the elite fighters of the legion and trusted with plentiful access to all the best toys and gadgets that can be mustered. 

Authors Note: I am combining the standard Praetorian Command Squad with the Jump Pack equipped one in this review due to their incredible similarities except for the obvious one. 

Strengths. 
With 2 wounds, WS=5 and a native 2+ save these marines are very flexible and simultaneously great for the points cost. 

The upgrades are many and you can build this squad in a multitude of ways. Let's go through the options. 

I don't like the volkite charger here much - you probably want a different squad for those kind of shenanigans. The disintegration rifles are actually a reasonable choice here given the 2+ armour save. The shot gun is fine for Stun on a couple of models, but otherwise leave at home. Thunder hammers, power fists, and power weapons all have their place here but I'd leave most of the rest at home unless swapping out the bolt gun for a chain axe. 

Combat shields actively carry the rule of cool and present excellent painting options. They are okay on the tabletop, but the cost does add up faster than you would like. 

In terms of pistols, going large on plasma pistols can be fun. The odd hand flamer is a reasonable option too. 

Pairs of lightning claws are much more situational, and possibly even legion dependent. Could be good with jump packs for instance, but otherwise are not my first choice. 

Bayonets are not worth the points, but have the rule of cool. Chain bayonets are only fractionally better. 

Just take the legion standard whatever you do. 

Weaknesses. 
Too many choices feel over whelming. And the points cost adds up very quickly indeed. But there are many good builds to have and I'm hard pressed to say too many bad words against them.

Builds.
For all the builds below, please regard them as being viable with jump packs as well for a small points increase.

5 Chosen with Disintegration Rifles, Legion Standard (175 points). 
They can survive using their own weapons. Victory!

5 Chosen, Power Weapons and Combat Shields, Legion Standard (210 points).
Very much has the rule of cool. Expensive. 

5 Chosen, Thunder Hammers, Legion Standard (225 points).
Can be deadly in the right hands and situation, but expensive and terminators might do it better. 

5 Chosen, Chain Axes, 4 Plasma Pistols, 1 Flamer, Legion Standard (175 points). 
Mixed threats. Nice with jump packs. Swap out some bolt guns for shot guns for the Stun effect. 

Sunday, January 25, 2026

Praetor Challenge: Alpha Legion vs Emperor's Children

Today's Praetor Challenge / Wargames Gallery! 
Here is the situation top down, and bit more side on. 



It is the Emperor's Children's turn and you are viewing the situation just after the movement phase. 

The units involved are (Left to Right).

Emperor's Children:
Sunkillers x4 with las cannons (positioned on the scenery at the top left). 
Assault Squad x11. Sargent with twin lightning claws. Combat shields all round 
Apothecary x1 embedded in the assault squad. 
Praetor with phoenix spear embedded in the assault squad. Unwounded. 

Alpha Legion:
Veteran Assault squad x5, all with power swords. 
Heavy support squad x5. Missile launchers. 
Termite - undamaged.

You are not playing for objectives. This is a straight forward wipe-them-out style game with the winner decided by sheer number of units left standard. 

The Alpha Legion has 1 reaction in hand. 

What do the Emperor's Children do for shooting, charging, and so on?


Saturday, January 24, 2026

Emperor's Children Indomitus Terminator Squad

The full, painted Indomitus Terminator Squad for the Emperor's Children!


Thoughts very welcome, but overall I am actually really pleased with how these terminators came out. They are clearly pre-heresy, but perhaps there are subtle signs creeping in. Or maybe they are lingering loyalist elements of the Emperor's Children who still keep the ways of excellence in martial terms. I really like the golden helmets for this squad, they have certainly worked superbly well for these models and I would paint more in the same manner given the choice. 

The bases were a bit of a pain with the flaking, but PVA glue watered down and some stain solved this (with dry brushing as the final step). Tempting to add some flock, but I actually don't think it is needed. Less is potentially more here!


Friday, January 23, 2026

Emperor's Children Indomitus Terminator Test Model

This is the first painted Indomitus Terminator for a new Emperor's Children squad of thunder hammers and storm shields!


I very much like the colour scheme here. The purple of the Emperor's Children combine well with the gold helmet and the whites of the shoulder pads. I have applied decals from the Emperor's Children set to the model to round it out and really like the way it looks. 

The base here was a bit of an experiment in crackle technical paints. Due to the flaky nature of the technical paint, I went over it with slightly watered down PVA glue combined with some drops of paint to ensure that it stuck down to the base. This mostly worked, but it did disturb some of the flakes upon application.

All was not lost though. 

I think the flakes that were disturbed actually make the base look even better. They give a sense of either very uneven ground, or perhaps the weight of the terminator stomping through the terrain. Either way, very happy, and the flakes no longer are at risk of coming off at all. Some dry brushing rounded out the base. 


Thursday, January 22, 2026

Thunder Hammer Indomitus Terminator

I wanted to get my hands on the new plastic terminators for 40k from when I first saw them. They looked brilliant. But my plans for them are categorically not for 40k - they are for 30k and the Horus Heresy. The Indomitus Terminator mark should only really be taken for the thunder hammer and storm shield combination or the proteus assault cannon (as I discuss in the 30k review article). So here's the first terminator of the squad. 


Just a head swap here wherein I have replaced the standard head with a traitorous chaos space marine terminator head. 

The main question is really: what legion will this become?!


Wednesday, January 21, 2026

Horus Heresy 3e Review: Spaces Wolves Fenrisian Wolf Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are not great, but I'm giving an extra star for the rule of cool!

Background.
There are no wolves on Fenris. 

But then again, you do stand a chance of taming some and bringing them with you on some adventures. 

This is, of course, looked down with pleasure and amazement by your peers. Because that is exactly what your Primarch managed to do, and by doing so yourself you are becoming more like him. 

Strengths. 
S=5 attacks in close combat. 

But in all honesty, their major strengths are:
(a) ablative wounds for a character;
(b) looking cool and very appropriate on the table top.

Due to these two factors, you can't go wrong. 

Weaknesses. 
Although I did say you can't go wrong, with a 6+ save and advanced characteristics of 5 at best (and 2 in intelligence!), they won't be hanging around long. Best to take a big pack and think of them as extra wounds realistically. 

Builds.
5 Fenrisian Wolves (46 points). 
A full 5 bonus wounds for 46 points. A possible bargain!

1 Fenrisian Wolf (10 points). 
Oddly appealing, and has potential to appear on the same base as the character (but wouldn't be tournament legal that way, but certainly looks excellent). 

Tuesday, January 20, 2026

Horus Heresy 3e Review: Speaker of the Dead

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Chaplain and Apothecary combined makes a unique command choice for the Space Wolves.

Background.
Blood soaked priests of the Cult of Morkai which represent the Fenris death-wolf, it really is a wonder that the Emperor permitted such near heresy given what the Word Bearers already believed in and he sought to wipe out. Regardless, the speaker of the dead combines the role of the Chaplain to prosecute wars with inspiring rites, and also the role of the Apothecary thus serving as a field medic. 

Strengths. 
As befits this dual role, the character comes with both a narthecium and a crozius arcanum. The also have the Medic rule on a 5+ which is fairly standard. They shine in the advanced characteristics department with a cool of 10 and leadership of 9 which befits their station. The rest of the stats are quite good overall. 

Weaknesses. 
There is very little customization beyond what armour they might wear or what bike they might be mounted upon. Otherwise, they are certainly worth their points cost to my mind and want to be played very aggressively. 

Builds.
Speaker of the Dead with Jump Pack and melta bombs (125 points).
I went straight to the jump pack option here, but a foot slogging version is also fine if you have a transport solution.  

Speaker of the Dead in Terminator Armour of your choice, Combi-Flamer (130 points). 
Terminator variation.

Speaker of the Dead on Jetbike with Multi-Melta (150 points).
Getting more expensive here, but the fast movement remains very attractive and the character would presumably be well embedded in a similar squad.  

Monday, January 19, 2026

Horus Heresy 3e Review: Grey Slayer Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves started to do away with the older Terran way of warfare once the Fenrisians started to be recruited in numbers. The usual disciplined and focused cogs in the wheel that the tactical squad were became replaced with Grey Slayer Packs. More akin to autonomous commands at the squad level, these packs are warbands in and of themselves and expected to take on challenges on their own terms. 

Strengths. 
Standard space marine stat line combined with some upgrade possibilities makes this squad the Space Wolves version of the Tactical Squad or Breacher Squad perhaps (combat shields and not boarding shields - to be clear). 

They have Line (2) and come standard with Fenrisian Axes and Combat Shields which makes them adept for taking on many targets. 

Weaknesses. 
Tactical squads, sure. But you are paying a points cost increase for those axes and shields - even higher than a breacher squad. And that leadership value doesn't exactly inspire. 

Builds.
10 Grey Slayers, 2 plasma pistols, legion vexilla, Huscarl with, thunder hammer, melta bombs (190 points). 
Very much kitted out for close combat duty here with a sting in the shooting from the plasma before charging. Put another plasma pistol on the Huscarl to taste. 

10 Grey Slayers, 2 Power Fists, Huscarl with power fist (200 points).
Triple power fist threat. Tempting to equip the rest with bolt guns and chain bayonets. 

10 Grey Slayers, 2 Hand Flamers, Huscarl with Hand Flamer and Power Fist (175 points)
Lots of fire! Expand to 20 members and get 2 more hand flamers perhaps?


Saturday, January 17, 2026

Horus Heresy 3e Review: Deathsworn Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths. 
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide a lower charge roll for anyone going against them - presumably they slow down. 

The ability to add rad and melta bombs in the legacies update make them very strong. 

The Dreams of the Death Wolf special rule allows them to make a final attack before being removed as casualties. This is at S=5 and AP=3 which will create a back blow, and the breaching will only help that. 

Weaknesses. 
I think you should really choose for rad or melta here and get into combat as quickly as possible. Any other use is not going to be a good use of points really. Play them as a destroyer squad, of course.

Beyond this, Leadership of 8 remains an issue here. 

Builds.
10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385points). 
A standard configuration that will do reasonably well. I like the rad grenades, but if you are going for melta and close up tank hunting, I'd recommend just switching them out rather than taking both (same points cost). 

Friday, January 16, 2026

Horus Heresy 3e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are sound overall, but the points cost tally up fast. 

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths. 
Cataphractii style terminators with fear and vanguard (4) that also entertainingly come under Elites for the Space Wolves. The frost axes will also slice through enemies with contempt. 

They come with the Lordsbane special rule which means that if the Thegn survives a challenge, then you get bonuses for the combat resolution per surviving Varagyr. This means that you should always be aiming for large style squads where possible. 

Weaknesses. 
The points cost adds up fast here thanks to the frost axes and suite of special rules. I'm torn about this facet since other terminator squads can do the job better, but by the same token, you are nearly always going to win combat resolution if the Thegn survives his challenger. The sheer lack of customization upon release is very surprising -- now cleared up in legacies. 

Builds.
10 Varagyr (475 points). 
A scary proposition, and a lot of points. Limit it to 5 members if you are playing a smaller points value game.

5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (275 points).
A more versatile squad. 

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (315 points).
Anti-vehicle. 

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Vexilla, Thegn with Frost Sword and grenade harness (335 points).
Multi-purpose squad. 


Thursday, January 15, 2026

Salamanders Disintegrator Squad

One completed Salamanders squad armed with disintegrators!

Sure, the colour scheme for the rifles is certainly non-standard, but I think this is a strength. They are easy to pick out on the table top set against bolt gun toting space marines from the same legion. There's also a certain element of "popping" with the complementary colours. 

The contrast paint has also held up well to highlighting and more recess work with Nuln oil too which I am pleased with. Overall, a very nice addition to my Salamanders and shattered legions forces. I'll try to see how they play soon as well. Which is to say, will they blow themselves up before accounting for another unit or not?! 


Wednesday, January 14, 2026

Horus Heresy 3e Review: Wolf-Kin of Russ

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

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Body guards - certainly. Pets? Perhaps. Huge giant creatures that are also intelligent and capable of snapping mortal men in half with their teeth - absolutely. 

Strengths. 
Only Leman Russ can join this unit, and they come with an array of special rules and a nice stat line. 

Geri is that stand out with WS=7, but Freki is also good with WS=5. The latter also has one more attack. 

Their teeth and claws come with breaching and 2 damage to cause some serious carnage. They also have fear, heedless, feel no pain and are fast. 

Weaknesses. 
Loyalist only of course. They are fast at movement = 10, but their advanced characteristics leave them open to statuses. 

Overall.
Think of them as extra wounds for Russ and you are probably doing well. The points cost is reasonable as well, although clearly the saving throws are not superlative. 

Tuesday, January 13, 2026

Horus Heresy 3e Review: Caster of Runes

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great psychic powers peculiar to the Space Wolves. 

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

In other news, Sanguinius was a mutant, but we all agree to look the other way, don't we? I'm sure this will all hold until it doesn't.  

Strengths. 
The caster of runes gets immediate access to the unique Rune Casting discipline. This grants Wrath of the Death Wolf, and Stormwrought. The former is a template weapon that inflicts stun (it's basically cone of cold for anyone dungeons and dragons familiar). This is actually really strong due to the condition, and S=6. The latter is a psychic reaction that reduces incoming shots to snap shots - this is similarly powerful.

The character is, otherwise, a psyker, and can also have access to Biomancy, Divination, and / or Telekinesis. My recommendation is to take Rune Casting, and possibly one of the others depending on the points cost you have available. 

A force staff and frost axe come as standard. 

Weaknesses. 
I actually really like this character!

Overall.
The points cost is a little more than a standard librarian, but you do get a useful Will Power of 10 for the price as well as the frost axe upgrade and the ability to choose access to the rune casting discipline - and why wouldn't you choose that? The discipline is quite powerful really and very flavourful to the Space Wolves. 


Monday, January 12, 2026

Horus Heresy 3e Review: Geigor Fell-Hand

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Average fare. 

Background.
It is now Third Edition. And I still have the same problem about this guy's name. I can't help keeping on calling him "Gregor"! Maybe it is the fault of Game of Thrones?

Anyhow.

Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.

Strengths. 
Officer of the Line (2) is valuable here, and he comes with the fell-hand which is a fancy power claw that has breaching at 4+ and shred at 5+. This is nice. 

The stat line is otherwise what you might expect except for Ld=10 and 9 in will power (probably from fighting the Thousand Sons). 

Weaknesses. 
He is distinctly average, but a nice Space Wolves upgrade on the usual Centurion. Is he worth the extra 25 points or so? Possibly. Just about. 

Overall.
A Space wolves upgrade for a Centurion. You will likely end up taking him in Third Edition over a regular Centurion, just because. Equally, that's all he realistically is. Get him into combat with equal footing enemies and he should do okay. 


Sunday, January 11, 2026

Praetor Challenge: Iron Hands vs Iron Warriors

Praetors assemble! This week's challenge is one of iron: Iron Hands against Iron Warriors to be specific. They are fighting over an ancient world for mineral resources to advance their way across the galaxy. There is nothing left other than mutual annihilation to be had here though. This turn will likely decide the winner of the game. The Iron Hands are to play and the Iron Warriors have 1 reaction in hand. The Iron Hands need 2 unit kills for the game. Here is how the board looks:




[And yes - those are computer fans mounted upon some styrene - a great bit of scenery in case any one wants to copy the concept!]

Left to Right:

Iron Warriors:
1 Rhino. All hull points intact.
Tactical Support Squad: 5x Plasma Guns. 
3x Siege Tyrants (1 with 1wound remaining, the others at full strength). 
1 Contemptor dreadnought with las cannon and gravis fist. 3 Wounds remaining. 

Iron Hands:
Medusan Immortals x10. 2x Flamers. 
1 Praetor embedded in the Immortals Squad (could be detached). Thunder hammer. No wounds taken. 
5x Heavy support squad (auto cannons). 

The Iron Hands have already moved and are entering the shooting phase. 
What move gives them the best option to delete 2 Iron Warriors units from the board without losing a unit themselves? (If they lose a unit, then they will need to remove 3 Iron Warriors Units for the win instead!). 

This might seem like an obvious solution, but I'm actually not so sure the more that I look at it. 


Saturday, January 10, 2026

Salamanders Test Model with Disintegrator Rifle

It has been a long while since I assembled these marines, but I finally managed to get around to painting them. This is the first Salamanders marine with a disintegration rifle. 


The Salamanders component of the model follows my usual recipe for Heresy Salamanders. This is a white undercoat followed by contrast paint to get the green basis. This is followed up by lighter green for highlights. The shoulders are black. I went for a silver trim here (but probably should have gone for gold, but equally the silver helps them be picked out against other Salamanders). Decals are from the Third Edition boxed set rather than from the specific Salamanders transfer sheet. 

For the rifle, I've opted for gold tones here with Nuln oil washed liberally applied. The recesses I've picked out in blue with some darker piping here and there to round it off. The goal was to make the weapon feel ornate and out of place compared with standard issue bolt guns which invariably tend to be lead belcher silver in my collection. And it certainly works. On the game board you can readily pick out these golden rifles with ease. 

Overall I like the miniature and the rifle. I'm not sure I will field too many of them, but this is the start of expanding the Salamanders allied detachment that I have going which is also a part of the Shattered Legions forces that I have. Its a worthy addition overall and I shall get the rest of the squad finished up soon enough. 

Friday, January 9, 2026

Horus Heresy 3e Review: Hvarl Red-Blade

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. A bit on the too expensive side. 

Background.
Many legions have members who feel like they don't quite belong. Or maybe got the wrong geneseed implant. Hvarl is one of those numbers to my mind - he's a secret World Eater. But only in my head. Really, he just likes chopping heads off. And, erm, collecting them. And then singing and boasting about it to his company mates. And encouraging his company mates to do the same. And only finding joy in the din of combat. But yeah. Still totally belonging to the Space Wolves.

Strengths. 
A praetor in tartaros terminator armour slinging a heavy bolter and his preferred axe, Hearth Splitter. The latter gives AP2 and 2 damage along with armour bane which is good enough. 

He has WS=6 and T=5 meaning he is going to be very reasonably in close combat. 

Helping this is his personal gambit: Head-taker. Oddly this just means he cannot claim outside support help for his focus step. He also has fear which is a nice touch. 

Weaknesses. 
I think Hvarl has lost ground compared to first and second editions. He is okay in a challenge and you can field him accordingly. Yet his points cost is very high indeed. I'd be tempted by a regular praetor in terminator armour with something like a paragon blade instead now. 

Overall.
A fluffy praetor for the Space Wolves, and totally not a World Eater. Sadly his points cost and special rules are not quite there for me personally. 

Thursday, January 8, 2026

Horus Heresy 3e Review: Leman Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Strong on the offence - and set up to kill before being killed. 

Background.
Bred on Fenris, and one of the three trefoil legions, his own legion serves as the nominal "executioner" for the Emperor. Presumably he carried out some of this task with the II or XI legions in the past which prepared him to undertake Horus' altered orders to destroy the Thousand Sons in the true first volley of the Heresy (although it was not recognised as such at the time). Feared as much as Angron or Konrad, the darkness never touched him, and instead of a blood soaked savage as some would portray him, he was canny and had a great sense of self-awareness of himself and possessed utter loyalty to the Throne.

Strengths. 
With WS=8 and S=7 with the same in A and I, Leman is well positioned as a close combat monster. His weapons (The Axe of Helwinter and The Sword of Balenight) give him further S bonuses with AP2 and 2 damage. They also have armour bane and reaping blows, or critical hits (respectively). These line him up to be able to tackle most opponents in the game realistically. 

His side arm, Scornspitter, is only AP3 though, but still handy.

He has a special gambit called Howl of the Wolf Death is very strong: Focus+5 ensures he will probably get to do something. You don't get any other gambit to select though until you miss causing an unsaved wound (at which point this one stops). This should keep Russ on top of things unless the opponent has excellent defences or otherwise prevents him from causing such wounds - which is unlikely. 

As Sire of the Space Wolves, you get the Prime bonus from Grey Slayer packs - unsurprisingly. Infantry also get move through cover on turn one. This is okay. 

Weaknesses. 
T=6 is distinctly average territory for a Primarch. You will therefore need to win fights before you are killed. With W=6, you should be able to hold out, and with the focus bonus from the gambit you should be doing things pretty regularly. Just watch for sneaky counter moves. 

Overall.
The points cost is good for the model, and Russ remains a strong Primarch, even though here his defences are not superlative. Just kill before you get killed is the core message. 

Wednesday, January 7, 2026

Horus Heresy 3e Review: Space Wolves Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are solid enough and in the right hands can be very powerful, but it does take a bit of thought. 

Background.
The Space Wolves arguable had the first act in the Heresy. With twisted orders from Horus, they set about not merely bringing the Thousand Sons to task about their sorcery, but were tasked with significantly more. This saw their numbers significantly reduced by the start of the Heresy, and they became harried by the traitors on a regular basis, and were unable to reach Terra in time for the grand show down. In the background, they are portrayed as a legion apart and and the call of the Emperor should the need arise whilst their Primarch was shunned in a rather similar way to Angron: more like a savage.

Armoury. 

Fenrisian Axe is a chainsword upgrade that yields reaping blow. My thoughts are about on par with chain bayonets - it could be useful, and certainly has the rule of cool, but the points cost stacks up faster that you would like. 

Frost Blades are an invention of Fenris and generally grant reaping blow on top of your standard power weapons for a large points increase. Arguably the Great Frost Blade is worth the points thanks to S+3 and AP=2 with 2 damage at the expense of I-2. 

Pack Thegn is a Prime Force Organization Slot upgrade for an Optae. He gets A+1 and WS+1 with a free frost weapon. This is generally fairly good. 

Tactica. 
The Hunters Strike gives +2 to the distance of your set up moves which is nice. Perhaps it is not quite the same as the World Eaters or the White Scars, but it serves well for a legion that wants to get into combat. 

Gambits.  
No Prey Escapes
 is a way of making sure that one or both of the combatants dies - you don't go to the glory step voluntarily. 

A Saga Woven of Glory meanwhile gives A+1 to the challengers comrades in arms if the challenge is won. This is a very nice trigger. 

Additional Detachments. 
Bloodied Claw 
gives more troops (they have to be grey slayers) and heavy assault. This is very thematic and on point.   

Advanced Reaction. 
Bestial Savagery
 gives you feel no pain at 5+ as a result of being shot at. You then move with a set up and if you get into base to base with the enemy then you are counted as having successfully charged. This is actually strong. 

Overall the Space Wolves are a mixed bag. Their core tactica isn't as strong as others, but the surrounding rules are both fluffy and potentially strong - as well as complementing the core tactica. The problem is getting your Space Wolves into range to begin with. 

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