Monday, May 25, 2026

Horus Heresy 3e Review: Corswain

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up. A superlative close combat beat stick. 

Background.
All of the legions have recognized "names" that their brothers and cousins will instantly know. For the Dark Angels, Corswain's name is one that echos still some ten millennia later such was his skill. Caliban born, but not an ingrained scion of The Order, he was able to bridge the gaps in his legion and was the commensurate paladin. 

Strengths. 
Starting with the stat line, WS=7 is superlative for a mere mortal! Corswain combines this with his weapon, called simply The Blade, to have an effective S=6, AP=2, and 2 damage with duellist's edge. This makes him an excellent challenge monster. 

The Armour of the Forest serves even better in a duel. The damage of incoming attacks are reduced by one (to a minimum of 1). Outside of Primarchs, this is very notable. 

Weaknesses. 
Corswain is a close combat paragon. He doesn't do much else (although he has BS=5 and Ld=10). So you need to get him into combat as soon as possible. He is also a loyalist through and through. 

Overall.
Outside of the Primarchs, he is one of the most notable close combat characters in the Heresy. And he probably has a shot at some of the weaker primarchs too, if we are being honest. He may well lose, but what I'm saying is that he has a better chance than many depending on your die rolls. He kills stuff in combat whilst his armour tends to keep him alive. A true beat stick if ever we saw one. 

Sunday, May 24, 2026

Horus Heresy 3e Review: Lion El'Jonson

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. I've rounded up. He is a great opponent. 

Background.
The Lion was ever the ruthless pragmatist. Brought up on the death world of Caliban, he hunted fearsome monsters to their graves and learned that once he committed he had to follow through or perish himself. This attitude bled into his Dark Angels legion and made them a relentless force that destroyed the enemies of mankind without remorse. 

Strengths. 
The stat line here is solid with WS=8, S=7 and similar in I and A. This marks him out as an impressive close combat opponent without anything else added.

His side arm, the Fusil Actinaeus is very respectable for S=7 and breaching at 4+. Arguably one of the best out of the Primarchs. 

You then get the choice between either The Lion Sword, or The Wolf Bane. The Lion Sword gives S+1 (to make S=9 which is super impressive!), AP=2 and 2 damage (with Sword of the Order), whilst the Wolf Bane is only AP=3 but has shred, breaching at 4+ and reaping blow (as well as Sword of the Order). The former is therefore your standard duelling weapon with the latter being for big squads. I recommend The Lion Sword accordingly. 

He comes with Stasis Grenades. This dishes out I-2 for enemies that charge you - but only the first in the game, only once, and not in challenges (oddly enough since you'd think he'd lob one at his brothers given half the chance).

The Lion's Choler is a gambit you can take when he reaches 2 wounds or less. You ignore wounds differences and gain a +2 to the focus roll. This makes for a good finish. 

As Sire of the Dark Angels you gain prime advantage if you have at least 1 of each of the core troops selections (breacher, tactical, and assault). Also, your reserve rolls for Jetbikes and Outriders get +1 which is a nice manipulation. 

Weaknesses. 
As with some of his brothers, he has T=6, and so is gambling on winning the fights before he is killed. His gambit helps offset this. 

Overall.
A great contender amongst his brothers and worth the points cost to be paid. Easy to see why he was feared by many. 

Saturday, May 23, 2026

Horus Heresy 3e Review: Dark Angels Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Very average rules overall with some shining lights. 

Background.
The Dark Angels are the First Legion and hold a lot of the organization of the initial formations over compared to other legions. Horus saw to it that they were well out of the way when the Heresy began. They soon rejoined and were drawn into the Thramas conflicts with the Night Lords. Unleashing their forbidden weaponry, they would eventually crush them, but were unable to head back to Terra and instead found themselves at the side of Sanguinius and Guilliman in Ultramar. They set about countering the traitors and this would lead them to destroy many strong holds including Barbarus of the Death Guard and Chemos of the Emperor's Children -- the passage of the Angel of Death. Purging galore in fact. Then they realized they could also get back to Terra. But were a touch late, because reasons. 

Armoury. 

Blades of the First Legion cover the calibanite warblade which is excellent and like a better power axe (take it), and the terranic greatblade which is okay and has 2 damage which is nice for anti terminator duty. 

Plasma Burner and Plasma Incinerator are typical fare with 2 profiles (the second being for overload which gets you a better breaching profile. I like the damage=2 on the incinerator in particular. In Legacies there is also the Plasma Repeater which has a shorter range and added to the Special Weapons for your support squads to take. The wealth of shots here is the real attraction that makes it good. 

Paladin of the Hekatonystika is a Prime Force Organization slot for WS+1, Terranic GreatSword, and Orders of the Hekatonystika. Icons of Resolve and Slayers of Kings seems to be nice here. Legacies extends this to terminators to get the Great Sword. 

Tactica. 
The Angels of Death streamlines the Dark Angels compared to previous editions by limiting the negative effects that can be applied to their advanced characteristics. Ld can't go below 6, and Fear (X) is always Fear (1) instead. This is okay overall, and fluffy, but distinctly average (and perhaps sub par) compared to other legions too. 

Gambits.  
Sword of the Order
 shows off the legion's talents with swords and grants the exchange of A-1 for Critical Hits (6+). This is also in the regime of okay. 


Additional Detachments. 
This is where a lot of streamlining has happened. The 6 hexagrammaton parts of the Dark Angels each have their own additional detachments, and each of them operates how you might anticipate. These six give the controlling player a lot of tactical build possibilities. I see the Deathwing Conclave as probably being the most popular, but if I'm being honest, they are all viable and they do allow a multitude of builds to be created and this is a real strength for the legion.  

Advanced Reaction. 
Vengeance of the First Legion
 is a saving grace for otherwise on par or below par rules here. Once per battle, you get to fight close combats a second time instead of going to the pile in phase. You discard combat resolution from the first round to do so though (except challenges). If you have Swords of the Order, they gain shred in this second round. This is a clincher and can turn the tide when timed well. 

In third edition then, the Dark Angels have had a bit of a nerf applied compared to previously. Its best to regard it as stream lining. It was also probably a long time coming. They remain a bit of a swiss army knife, but what is really setting them apart now is the build flexibility rather than a single special rule - and that is the puzzle that players need to optimize (along with the amazing advanced reaction). 

Friday, May 22, 2026

Warhammer World: The Fall of Outpost Sigma-12

One of the newer displays (to me at least) at Warhammer World was the fall of Sigma-12. This is Cthonia. And it is also one of the last battles of the Heresy since immediately afterward the Siege of Terra began. Traitor forces of the Sons of Horus undermine (literally) the defensive positions of the Imperial Fists as their subterranean forces emerge. The loyalists fight on to extract as high a toll as possible and make the traitors victory Pyrrhic. 


The whole scene (above) is a rather incredibly put together diorama. I liked the assault being conducted by the Sons of Horus - it looks exactly like the tip of an armoured spear as I might envisage it. 


The Imperial Fists won't like the holes in those walls!


Nor will they like the termites that are coming!


But the loyalists are clearly making the traitors pay across the board and backline!


Thursday, May 21, 2026

Horus Heresy 3e Review: Arquitor Bombard

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

Background.
An infantry support platform designed to keep up with the foot slogging members of your army and provide powerful fire power. Enough to down blobs of enemy infantry and crack hard sieges, this engine in the fluff has it all at the expense of it not being a well armoured vehicle. 

Strengths. 
The Morbus Bombard gives you HE shells with S=9 and a slew is special rules including large blasts, ordnance on D, Barrage, breaching (at 6) and pinning. The Phosphex is S=5 with blast poisoned at 3+ and breaching (5+) with panic (3). Both are solid, but the phospex is shorter range with the valuable AP=3.

The graviton charge cannon is also S=9 with AP=3 which is valuable. Double damage shock and pinning are similarly great with heavy on D. It is reasonably good, but short range.

The spicula is much more interesting with a range of 72 inches combining with S=7 and a super large blast radius with barrage and suppressive. 

Weaknesses. 
The bombard is surprisingly sturdy with AV=13 on the front and 6 hull points which makes other rhino chassis based armour cry a little bit. You need to watch your positioning though in order to protect your rear. A marked improvement from second edition too, but I still prefer the Vindicator just about. 

Builds.
Arquitor with Morbus Bombard (150 points)
I am tempted by the autocannon sponsons here to be very honest.

Arquitor with Graviton-Charge Cannon (165 points). 
Not my favourite, but could be good. 

Arquitor with Spicula Rocket System, Autocannon Sponsons (175 points).
Add search lights to taste. This is one you sit at the back field and fire all game long. Recommended more than others for sheer suppressive capability. 

Wednesday, May 20, 2026

Horus Heresy 3e Review: Scorpius Missile Tank

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

Background.
The Scorpius is a different type of Whirlwind tank that was created at the behest of the Space Wolves who apparently wanted some indirect fire support to fight against xenos. It is built on the ubiquitous rhino chassis and fires some rather lethal missiles to do exactly what the Space Wolves wanted. 

Strengths. 
The main strength here is the Scorpius missile launcher. This fires S=8 small blasts that have barrage 2, and breaching at 5+. With AP=4 they're very good at clearing out non-marine enemies and will likely take care of at least some standard marines if they are tightly packed! 

Heavy on FP means you're likely sat at the backfield and staying still most of the game and shooting at your leisure. 

The pintle bolt guns don't really add much, and there's smokecreen as well. I would not bother with a dozer blade, but search lights might be good here. Take a pintle weapon to taste, but possibly a waste of points too ... unless you take the havoc launcher to give you stun (recommended! and has superb overlapping range!). 

Weaknesses. 
The rhino chassis with AV=10 at the rear makes it vulnerable. The 5 hull points offsets this. 

The lack of inflicting statuses is a milder issue for the tank. 

Builds.
Scorpius, Searchlights (125 points)
The core build. 

Scorpius, Searchlights, Havoc Launcher (130 points). 
An extra shot that comes with stun is actually really rather good and excellent points efficiency overall. 

Tuesday, May 19, 2026

Horus Heresy 3e Review: Kratos Assault Tank

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

Background.
Despite the popular opinion that the Kratos was only introduced in second edition, the reality is that it has been mentioned in the lore for a lot longer. It is a line breaker tank of ancient Terran origin. Slow moving, but highly effective, the legions swerved away from it as they favoured faster deployments, but it never lost its edge and was rapidly pressed back into large scale service thanks to the Heresy. 

Strengths. 
With AV=14 all around and 10 hull points, this is already a tank to be reckoned with alongside the more classic land raiders. There's a choice of 3 main weapon variants. 

The Kratos battlecannon can fire HE shells to give S=8 and a large pie plate with stun, or AP shells with AP=2 and armourbane. One shot either way, but one is a mechanicum killer, the other takes out tanks. Flashburn shells is an upgrade for a small cost to give armour bane at S=9 and AP2 with 3 damage (all types of shots have D on ordnance making them quite strong). Nothing quite like 4 damage at S=9, so this is strongly rated, even with overload. 

The Volkite Cardanelle is interesting for its vast range 12 shots at S=7 and 2 damage even if the AP is poor. Deflagrate and suppressive only add to this. A real infantry stopper (including terminators). 

The Melta Blast Gun supplies 2 shots at S=9 with melta at a reasonable range of 24. AP is 2 and damage is a straight up 4 with heavy on the RS. This is a real impressive tank killer. 

Sponsons come recommended with lascannons and volkite culverins. The front mounted heavy bolt guns can also be swapped out, but the points costs stack up fast in doing so. Dozer blade if you need to move closer and hunter killer missile to taste. 

Weaknesses. 
Slow moving.

Builds.
Kratos with Battle Cannon, Flash Burn Shells, Mounted Autocannons (300 points). 
Plenty of dakka! Dozer Blade to taste. 

Kratos with Volkite Cardanelle, Volkite Culverin Sponsons, Mounted Volkite Calivers (295 points).
You should know the rule about volkite by now: go big!!
Dozer blade to taste. 

Kratos with Melta Blast Gun, Las Cannon Sponsons, Mounted Las Cannons (355 points).    
When you really, really need to kill some armour and you don't have other choices, and don't mind all your eggs in one giant proverbial basket that acts as an incoming firepower magnet. Very expensive, and possibly should have been a Lords of War (source: me). 

Monday, May 18, 2026

Horus Heresy 3e Review: Sicaran Venator

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

Background.
Lessons learned during the Great Crusade accelerated the idea of needing BIG GUNS at FAST SPEEDS against some xenos breeds. Thus was born the Venator. For your needs when predators and vindicators no longer cut it. 

Strengths. 
The Venator retains the key headline from the core Sicaran. These include 6 hull points, an impressive movement rate of 14, coupled with AP=13 on the front and 12 elsewhere. 

The neutron beam laser is the main attraction of this tank though. Two shots at S=10 with AP=2 and 2 damage, plus ordnance on D. It also has armour bane and shock which add up to a tank killer unit. 

I would be seriously tempted with the las cannon sponsons to drive home the case for a tank killing tank. The pintle isn't worth it, and I don't think the searchlights are either. The hunter killer missile might be okay, so I will decide to leave that to taste. 

Weaknesses. 
As with the base Sicaran, the Venator variant is also not quite as good as previous editions. You will need to think about positioning here. 

Builds.
Sicaran Venator with Neutron Beam Laser and Las Cannon Sponsons (190 points).
Lots of lasers to kill tanks with. The classic tank sniping tank.
 

Sunday, May 17, 2026

Warhammer World: Choose Your Colours [For Heresy]

A little addition that I spotted on my recent rounds of Warhammer World: all of the legions in one display with a variety of miniatures, specialist legion terminators, upgrade parts, and nice paint jobs. 


I rather liked this cabinet as a reference material. Sure: there were other displays focussed on every single legion which I might also post at a future point, but this one just stood out as a singular piece and a reference set. Hope you like it as much as I stared at it for a long while!

Saturday, May 16, 2026

Another Update to the Horus Heresy Summary Page

Working hard today on giving an update to the Horus Heresy 3e Review Summary Page!

This update includes the Blood Angels, Thousand Sons, Support, Fast Attack, Heavy Transports, and where we are currently up to with Armour. 

Yet to write about: the rest of the Armour section, Lords of War, and the Dark Angels legion! Hence we should be finished with the main Liber Astartes / Hereticus books in the next little while (month or two). Then onward to the other Libers in due course. 


Friday, May 15, 2026

Horus Heresy 3e Review: Sicaran

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

Background.
A collaboration between Ferrus Manus, Roboute Guilliman, and the Mechanicum, the Sicaran was deployed only just before the Heresy broke out, but swiftly became adopted by the legions. It is a high speed tank capable of laying down an impressive rate of fire and makes it dangerous against other light tanks, bikes, and fliers alike.

Strengths. 
A larger tank with AP=13 on the front and 12 elsewhere with 6 hull points. The real attraction comes from its main weapon. Here there is a choice. 

The twin accelerator autocannon is attractive with 6 S=7 shots that have rapid tracking and skyfire. Two damage is the icing on the cake. 

The Arcus Missile Launcher gives lots of options depending on your warhead preferences. The regular warheads are good due to AP=2 and 2 damage, Sky spear are great for skyfire, Pyrax for causing panic, and neutron flux for shock. I actually favour the regular warheads to be very honest.

The punisher rotary cannon has suppressive which is good and a reasonable amount of shots. I rather prefer the autocannon though.

The omega plasma array is good with breaching and on overload has blast. Pity about the AP otherwise. 

Sponsons can also be exchanged which might be worth it for las cannons for tank hunting perhaps. Pintles have a similar argument, and hunter killer missiles and search lights are to taste. 

Weaknesses. 
Not quite as good as the previous edition, sadly. 

Builds.
Sicaran (160 points).
I like the "naked" version. It gets a good job done. 

Sicaran with Arcus Missile Launcher (200 points). 
A big jump in points cost, but also in flexibility for your battlefield role. 

Sicaran with Omega Plasma Array (185 points). 
Maybe take las cannon sponsons depending on your targets.

Thursday, May 14, 2026

Horus Heresy 3e Review: Vindicator Siege Tank

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars, rounded up. The most criminally under-played tank in Horus Heresy. 

Background.
A somewhat short ranged dedicated siege tank, the Vindicator saw use in both cities and other close range fire fights by all legions. They are well capable of destroying enemy tanks to smithereens and are generally able to pose a strong threat to many things in the game.

Strengths. 
The core demolisher cannon is simply excellent. It comes with breaching, stun, AP=3 and 3 damage with S=12. Okay, you only get one shot and it is a small blast radius, but when you hit, you are going to cause mayhem. If it were AP=2, then it would be the perfect tank to be honest! Ordnance on D makes it a tank killer. 

You can replace the demolisher cannon with a Magna Laser Destroyer. The does give AP=2, at S=10 and 3 damage, along with armour bane. This is similarly excellent and has two shots. Well worth taking as a pure tank killer. Better, you don't really have to move with a range of 36, so you can frequently take the ordnance on D to really go for a kill. 

Pintle options are viable here, but mostly to taste. The hunter killer missile adds to the cost, but might be the difference for a tank kill perhaps. Search lights are not needed (probably) given your target selection, but the dozer blade is to taste. 

Weaknesses. 
Not quite as good as older editions of 40k in some ways - a smaller pie plate and worse AP for the demolisher cannon combine with rear armour of 10 to make for some slightly worse outcomes here. The Laser Destroyer is a very viable option though. I used to love taking a triple vindicator list with Death Guard. Exceptionally powerful. 

Builds.
Vindicator with Demolisher Cannon, Dozer Blade (145 points).
Can't go too wrong! Really effective in terrain dense boards. 

Vindicator with Magna Laser Destroyer (160 points). 
Slightly pricey but very worth while. 

Wednesday, May 13, 2026

Horus Heresy 3e Review: Predator

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Not to be under rated - the rules are good.

Background.
Trading the transport capacity of a rhino for added armour and firepower, the predator is a well known and well used variant of the old chassis. They can come armed in a variety of manners, and this reflects their battlefield role.

Strengths. 
You can choose your battle field role here and tailor the product to suit.

The turret provides a large range of possibilities.

The basic predator cannon is solid at S=8 with breaching and more fire power for staying still. 

The firestorm cannon not only causes panic as you might expect but has 2 damage. Probably not a great choice unless you know you can get close.

The plasma destroyer gives a large pie plate at S=8 and breaching with the possibility to overload. I actually rate this strongly.

The heavy conversion beam cannon is superlative if you can sit back and keep your range good. Highly recommended for back line firing. 

The Magna melta cannon will kill things, but this is your tank buster with only one shot. 

The Graviton cannon shocks, blasts, and breaches. Nice combination.

The Volkite macro saker relies on lots of shots and deflagrate. Treat it accordingly.

The neutron blaster gives you armour bane, shock, but also overload and a single shot. A bit more chance dependent here. 

The twin lascannon - let me say there's nothing wrong with this.

For the Sponsons, you have the choice of heavy bolters (standard), flamers (close range), las cannons (complementary longer range anti tank or anti monster), and volkite culverins (anti infantry). Pintles offer more customization, but really very optional. I like the havoc launcher in the general case. Hunter killer missiles to taste, search lights probably very optional, and a dozer blade if you need to get close (don't take if you have a back line construct). 

Weaknesses. 
For what you get, the predator is almost without notable weaknesses. You just need to consider how you are balancing it against the rest of your army and what the enemy might plausibly bring. 

Builds.
Predator, Predator Cannon, Heavy Bolters (100 points).
The naked version is viable as a mid range dakka option. Take a havoc launcher to complement.

Predator, Firestorm Cannon, Heavy Flamers, Dozer Blade (105 points).
Get close and personal. Suited and fluffy for some legions (Blood Angels, Salamanders, possibly Word Bearers), but not really recommended.

Predator, Plasma Destroyer (125 points).
A solid choice! Take heavy flamers to taste. 

Predator, Heavy Conversion Beam Cannon, Las Cannons (150 points).
Very much a back line choice and stationary. Excellent prospect.

Predator, Magna Melta Cannon, Las Cannons (140 points).
Add hunter killers to taste. 

Predator, Graviton Cannon (120 points).
Decent. 

Predator, Volkite Macro Saker, Volkite Culverins (115 points).
Go big on volkite for anti-infantry.

Predator, Neutron Blaster, Las Cannons (135 points).
Anti tank.

Predator, Twin Las Cannon, Las Cannons (130 points).
Also anti tank!

Monday, May 11, 2026

Warhammer World: Gaming Tables Selection

More images from Warhammer World today. This time a selection of their gaming tables which are available to book and play upon. And for me: also some inspiration in there for the terrain and scenery of course!


The table with the fallen titan was a highlight for me. I won't be recreating it due to budgetary considerations unless someone really wants to sponsor me for a very hefty amount! Very inspirational regardless.


The combination of Tyranid terrain, Death World Forest, and natural lotus heads (that's the one with lots of holes that sometimes triggers people). I like these combinations, and seeing the death world forest also wrap itself around the more industrial terrain is something I might try (with the caveat of having to obtain some more death world terrain one day, but it is out of production now). 


A more regular layout here, but lots of dense terrain with walkways makes for an interesting and tactical board. 


An ork looted set of terrain.


I liked the use of the Necromunda Hab blocks on ground level. But again, a bit expensive to do for my terrain. 


A much more crafted table with a road down the (long) board and installations on either side. 


Industrial settings here, with recessed green pools of (maybe) acid or something similar that doesn't warrant to much investigation potentially. 


And finally a more traditional set of terrain around the board. 

Hope you enjoyed this short tour of terrain highlights from Warhammer World!

Saturday, May 9, 2026

Warhammer World: Isstvan 5 Drop Site

I was recently able to visit Warhammer World again for the first time in years. It has changed a lot since I last went, and there are lots of new exhibits. 

One of the newer ones is the Isstvan 5 drop site diorama featuring the Salamanders retreating back to what they thought would be friendly legions only to be betrayed. The Iron Warriors have opened fire on them having already sided with Horus in his civil war. 


The sheer scale of the diorama is impressive from the wide angle shot above. Given the crowds, this was the best angle I could get on the total diorama. To the right are the entrenched positions of the Iron Warriors. To the left are the retreating and dying forces of the Salamanders. Some have made it very close to the traitor lines and are engaging thoroughly. Other Salamanders are trying to rally survivors as best as possible. 


The view above gives the Salamanders view looking upward to the hills where the Iron Warriors have dropped in their walls from orbit. 


And here is the opposite view from the Iron Warriors line looking downward into the depression. 


The detail is insane. 


And the layers of dust and wreckage tell their own stories. 

I spent ages at the diorama looking at all the little details and the smaller stories that they are telling where there are brave survivors looking for a way out, and those determined to still take the fight forward. 

Incredible!

Wednesday, May 6, 2026

Emperor's Children Phoenix Terminator

The first Phoenix Terminator fully painted!


I think it probably could do with one or two more highlights, but overall it is more than tabletop high enough quality standard. The purples follow my usual Emperors Children approach with base, layer, contract and highlights all in the citadel range. The base has the technical paint applied that results in cracking - I've applied a layer of watered down PVA glue to keep everything in place. The golds were difficult to achieve, but think I got there in the end. The decals round out the tabard nicely as I wanted them in white rather than the otherwise black colour shown in the usual schemes. 

I really like the pose of this one as well, caught in mid-swing against an opponent! Highly dynamic and evocative!


Tuesday, May 5, 2026

Horus Heresy 3e Review: Thousand Sons Ammitara Occult Intercession Cabal

Warpstone Flux Rating: 
⭐️⭐️
1.5/5 stars. Rounded up. The humble recon squad competes directly and might be a much better choice.

Background.
Ammitara are painted as part of the Order of the Blind. A secretive and shrouded sect within the legion that was responsible for assassination protocols in tandem with scouting duties ordinarily associated with reconnaissance squads. They were a force that was often doubted to exist, even within their host legion.

Strengths. 
This is a recon squad in recon armour. They have infiltrate, move through cover, and support unit as you might expect. 

They come armed with nemesis bolt guns for your sniping needs. Combined with infiltrate you can get to where you need to be and start taking shots. 

The ability to take upgrades to your weapons is solid. You can get melta guns, plasma guns, or aether-fire blasters. Given the infiltrate rule, the blaster looks very attractive. 

Weaknesses. 
The 4+ armour save is a significant problem. 

You get Corvidae by default and cannot change it. But that's actually okay. 

The lack of close combat weapon upgrades for the sergeant lowers the unit utility significantly. 

They've also lost the Mind Killer psychic power from first edition - sigh. This is really what made them stand out as a solid choice. 

Builds.
5 Ammitara, 1 Melta Gun, Nuncio Vox, Melta Bombs (180 points). 
An all comers base line unit. Very expensive. 

10 Ammitara, 2 Aether-Fire Blasters, Nuncio Vox (320 points). 
An eye watering points cost if I'm being perfectly honest. This is why the recon squad is going to be better in almost every case. 


Monday, May 4, 2026

Horus Heresy 3e Review: Thousand Sons Numerologist Cabal

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

Background.
The Order of Ruin within the Thousand Sons looked after the war machines and were basically tech marines in everything but name. They were able to predict the ebb and flow of battle in addition to the usual maintenance tasks and thus were highly valued by the legion. Valued enough that each of them had a personal group of bodyguards

Strengths. 
Battlesmith and a servo arm combine with Divination and Telepathy to give a solid character. The stat line is reasonable if unremarkable.

The life wards prevent precision shots against the Numerologist which is very nice and one of the real strengths of the unit overall. Used well this is quite a nice trait to have. But I suspect that players won't choose this unit outside of a fluffy choice most of the time. 

Weaknesses. 
You don't get the full range of psychic abilities. No arcana. And only Foresights's Blessing and Mind Burst as your powers.  

Builds.
Numerologist with Thunder Hammer, 4 Life Wards including 1 with a rotor cannon (150 points).
A flexible unit. Take a cyber familiar to taste.

Numerologist with Thunder Hammer, Cyber Familiar and Aether-Fire Blaster, 9 Life Wards including 1 Power Fist, 2 Rotor Cannons, Vexilla, Augury Scanner, Nuncio Vox (300 points).
Not quite sure it is worth the points cost, but this is the maximal squad.  

Saturday, May 2, 2026

Wargames Gallery: Iron Warriors Attack

Sprinting out of the land raider spartan, the Iron Warriors terminators prepare to attack the decimated forces of the World Eaters! But who should they target first?



More internecine battles between these two forces in future weeks! 

Friday, May 1, 2026

Horus Heresy 3e Review: Contemptor-Osiron Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The result of putting psykers in dreadnoughts!

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though?

Strengths. 
Rule of cool applies: psychic dreadnoughts for the win!

Alongside all the usual dreadnought upgrades, you also get to buy 1 psychic discipline and have a force sword that has reaping blow.

Weaknesses. 
Costs lots of points already and you're only getting WP+1 and a force sword (which to be fair is very very good) compared to the baseline dreadnought which is why it gets 3/5 stars from me. It is over-costed. But it is still very cool! 

Builds.
Osiron, Kheres Assault Cannon, Divination (235 points).
Dakka combined with preternatural foresight. 

Osiron, Melta Cannon, Melta Gun, Telekinesis (250 points).
Why not? Because of the points cost is the likely answer here to be fair. 

Osiron, Conversion Beam Cannon, Havoc Launcher, Pyromancy (235 points).
Lots of bits to play with. Not necessarily all overlapping though - NB.

Thursday, April 30, 2026

Horus Heresy 3e Review: Castellax-Achea Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Psychic robots! Can't not like them and I'm not even sorry. 

Background.
Secret research by the Thousand Sons legion resulted in automata that were expendable in full frontal assaults. As with a lot about the legion, these constructs were pretty much in the realm of heresy even before the Council of Nikaea and the Emperor's Edict. The Space Wolves would find out about them soon enough at the Fall of Prospero though. 

Strengths. 
Did I mention Psychic Robots?!
They have a rule called psychic conduit which means that they act as psychic lightning rods. If you suffer a perils of the warp and you're close to the robot, then you can have the robot take wounds instead. 

The stat line is attractive with 6's in S and T, along with 4 wounds and Leadership of 12. The WS and BS are only 3 however. 

The Achea force claws are worthy with AP=3 and 2 damage with breaching. The asphyx bolt cannon is solid with 4 shots and rending at 4+. This can be upgraded to an aether-fire cannon which gives you a blast template and breaching instead at the same range. I'd be tempted by the upgrade since the AP is the same and the S is better with the aether-fire; and that blast template is nice even at the expense of rending (although I haven't math-hammered this to be very honest). A pair of regular bolters rounds it all out.

Firestorm and Firing protocols completes the picture here. 

Weaknesses. 
It explodes! There is a danger here because presumably you have a unit near by to take advantage of the psychic conduit special rule. 

Builds.
Pick between the bolt cannon (80 points) or the aether-fire (90 points) variants. Both are viable, but I do think the aether-fire variant edges it out. 

Wednesday, April 29, 2026

Horus Heresy 3e Review: Khenetai Occult Cabal

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

Background.
One of the smaller cults within the Thousand Sons legion, the Khenetai fused their psychic powers with their blades and accomplished incredible martial feats therein. Attuned beyond even what the Emperor's Children were, these warriors enhanced their skills through specific arcana that made them deadly and in unison with their brothers. 

Strengths. 
WS=5 warriors with 2 wounds each and paired Achea force swords and a bunch of special rules makes this a formidable close combat fighting unit. 

The paired blades first of all grant an extra attach compared to normal at S+1 with breaching. This is already impressive. 

They have 2 psychic reactions. The first - Bladeweaving - is a 5+ invulnerable save versus volley attacks and in melee. This is great and very fluffy. The second - Mindsong of Blades - is gaining Precision at 5+ in close combat which is very nice. 

Weaknesses. 
The Khenetai Prosperine Arcana replaces other arcana, but this is a straight up swap, so it isn't really negative, I'm just pointing it out. 

The points cost is just about okay, but I think in some scenarios they are probably over priced and could do with something like Vanguard to make up for it. 

Builds.
There are no upgrades to discuss. Hence the only variable is how many per squad which is set between 5 and 10. I can see arguments for the minimal and maximal sizes quite readily. 265 points for the full 10 man squad is solid, and 145 points for 5 is acceptable. 

Tuesday, April 28, 2026

Horus Heresy 3e Review: Sekhmet Terminator Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average mainly and flexible for the points cost paid.

Background.
Scarab Occult Terminators to those outside the Thousand Sons legion, and standing apart from those even within the legion. These are a band of psykers who hold their minds in the highest enumerations and in battle appear to be so precise as to be automata ... perhaps foreshadowing the fate of some of their members. 

Strengths. 
WS=5 terminators with Achea pattern force swords and Vanguard (3). 

There's build options here not only in terms of equipment but also the Arcana. I like Pavoni here, I have to admit. But don't let me put you off selecting others, as many of them are going to work depending on your plan for the unit (tank killers, infantry hunting, etc). 

I'd be thinking about a grenade harness as an almost auto-upgrade, but beyond that it depends how you are dedicating them. Lightning claws (especially single ones) are not my favourite. The odd thunder hammer and chain fist could certainly be useful though. The reaper autocannon is very nice (think: Corvidae especially). 

Weaknesses. 
They don't have access to asphyx weapons. But perhaps you can claw some of this back with careful thoughts about Arcana. 

Builds.
5 Sekhmet, grenade harness (255 points).
The base build. Works nicely with Pavoni if you don't have another purpose in mind. 

5 Sekhmet, 5 combi-melta, 2 chain fists, grenade harness (325 points).
Tank hunting or a distraction carnifex. Take Raptora perhaps. Expensive realistically though.

10 Sekhmet, 2 Reaper Autocannons, grenade harness (510 points).
Corvidae. Possibly a lack of friends as well (doubly so if you have a squad of heavy support marines with autocannons) - you've been warned. 


Monday, April 27, 2026

Horus Heresy 3e Review: Prosperine Sorcerer

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A bespoke sorcerer with pre-defined powers at S+1. Effective enough!

Background.
Arguably reckless practitioners. These are the sorcerous cabals of Prospero. Effectively the men of these cabals are walking artillery in a psychic sense. They flick lightning bolts, fireballs, and blink tornadoes into existence to do some mighty damage and in the aftermath of the Space Wolves destruction of their home, they only got worse. 

Strengths. 
They come with a Prosperine Spirit Stave. This is a force weapon with AP=3 and initiative+1. However, the special rule here is very cool. You get S+1 on any ranged or close combat psychic weapon that you conjure thanks to the staff. 

The get access to Biomantic Slam (biomancy); Wildfire (pyromancy); and Immovable Force (telekinesis). That is all they get though. 

Weaknesses. 
They don't get the usual Arcana. They're stuck with a very limited set of psychic powers. 
It is also disappointing that there are not options for jump packs or bikes / jetbikes. [Or dare I say Discs of Tzeentch later on if you get super heretical]. 

Overall.
For the points cost you pay, this is a reasonable transaction. Since you can only have a pistol upgrade, I don't think its worth talking about build here. You will need a transport solution though.

Sunday, April 26, 2026

Horus Heresy 3e Review: Magistus Amon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4/5 stars. Strong psyker praetor. 

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers.

Strengths. 
Amon has a praetor level stat line and some interesting weapons which are mainly based around poison. The ranged weapon fires random number of shots at short range to cause not only poison, but also stun and breaching. He only has one shot with this though. Boo. The melee weapons is also poisoned, but at 2+ with AP=2 which is nice. 

As a psyker, he comes with Divination and Telepathy built in which is more than a reasonable combination. 

The icing on the cake though has to be infiltrate to within 9 inches. This is outstanding and makes for an excellent turn 1 ranged attack and some psychic powers at the ready as well. 

Weaknesses. 
Poisoned and one shot on the ranged weapon isn't the best, but at least it is interesting!

Overall.
Worth the points and makes for an interesting alternative to Ahriman overall. I really like the infiltrate that he has going on.

Saturday, April 25, 2026

Praetor Challenge: World Eaters Jungle

Welcome Praetors! 

It is the start of the World Eaters turn on a jungle planet replete with Eldar ruins and hostile native flora, and dead megafauna. Once thought to be worthy of joining the Imperium, it is now fought over for scarce resources. 

The loyalist World Eaters need to optimize this turn. What should they do?




World Eaters Force:
Despoiler Squad: 8 strong, sergeant with power sword, vexilla.
Praetor (unwounded): Power fist, archeotech pistol.
Veteran Assault Squad x8, sergeant with falax blades, 1 power maul.

Iron Warriors Force:
(right of frame) Tactical Squad x10 (sergeant with power fist and plasma pistol), bayonets, vexilla.
(left of frame, north of rhino) Tactical Squad x10 (sergeant with power fist), chain bayonets, vexilla.
Rhino (full hull points) with havoc launcher.
Heavy support squad in terrain, 5x las cannons, augury scanner. 

Where are the World Eaters moving to, shooting at, and charging into? Are they worried about reactions? Are they going to deploy (advanced) reactions of their own? Over to you, Praetor. 

Friday, April 24, 2026

Horus Heresy 3e Review: Ahzek Ahriman

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The quintessential psyker level praetor. 

Background.
He who would eventually curse the Thousand Sons legion to become dust and magic is both the first and the final chief librarian of the Thousand Sons legion during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths. 
A suitably praetor like stat line combines with the Corvidaean Sceptre which is a force weapon providing native AP=2 and enhanced strength and initiative to cause some critical hitting damage. Being blunt: Ahriman is no slouch in a close combat situation and this is often underestimated by opponents. 

He is, of course, a psyker as well. He comes with Divination and Thaumaturgy built in along with Corvidae Arcana which we would expect given that he is the arch-magister of the Corvidae. 

Weaknesses. 
For what you are getting, Ahriman is excellent overall in my opinion which is why I am giving 5/5 stars. The points cost is about right, and everything slots into place nicely. Sure, he could do with a better side arm than a bolt pistol, but you have psychic powers so what do you care?

Overall.
Take him with an escort and a transport if you wish, or just zip around the battlefield with some telekinetic enhanced antigravity action. Ahriman is excellent for the points. 

Thursday, April 23, 2026

Horus Heresy 3e Review: Magnus the Red

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong, but you need to remember what he can do with all those psychic powers knocking around. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths. 
On the stat line, Magnus has 11 in Willpower as you might expect, along with WS=7 and 6's elsewhere which makes him slightly average in a fair fight. But he's not going to fight fair. 

You can upgrade him to have 2 psychic disciplines from the main book (all are viable, but see my Psychic Powers review here). I suspect many players will default to Biomancy and Divination to make Magnus really offensive - he doesn't have to be though. In addition, he also has all of the Arcana from the legion rules. This gives massive flexibility of course - at the price of trying to learn and know which powers do what and when to play which of them!

Battle of Wills as the gambit is okay - you gain a bonus to focus equal to the differential between your willpowers. Magnus will always come out on top here, but the question is by how much. 

Interestingly, Prime Upgrade bonuses for Sire of the Thousand Sons are for unit with arcana which makes this much easier to fill than many other legions (generally). Until the end of turn 1, they also roll 3 die for manifestation checks and select any 2 of them. This gives your whole army a strong turn 1 boost - especially for positioning if you need it. 

The blade of Ahn-nunurta gives you access to AP=2 at S+1. He's not winning combat without psychic powers against his brothers in all honesty. The psyfire serpenta is actually a really nice AP=2 side arm that you shouldn't underestimate (or forget to shoot). 

Weaknesses. 
The points cost is high, but Magnus can do lots of things in third edition. You just have to choose what and remember all of those powers that he potentially has access to in order to optimize him each game turn. He will lose to most of his brothers in a fair fight, so you will need to psychically boost him to have a chance. You do have access to Shrouded innately at 6+ which will help him survive as well. 

Overall.
Good overall, expensive, and very flexible with the added boon of being a real army wide enhancer on the first turn. Build him how you like, and take on whatever role you want. Presumably very front footed and attacking. You will have a good time, but not necessarily win all the time. 

Wednesday, April 22, 2026

Horus Heresy 3e Review: Thousand Sons Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded Down. I feel this is a legion that has finally found its pace and place in third edition.

Background.
Before the Heresy formally took place, the Thousand Sons were attacked by the Space Wolves and their homeworld of Prospero destroyed. Later analysis would prove this to be the first likely act of Horus under the subtle influence of chaos who subtly changed the wording of the Wolves' orders from that of capture and return, to wholesale slaughter. Of course, even before this, they had been censured at Nikaea for arcane practices and stood apart from their brothers. They took part on both sides of the civil war, but were ever few in number thanks to preceding events. Magnus would take his time to throw his lot in with the traitors though, and didn't particular re-surface until the Siege of Terra itself. 

Armoury. 

Achea Pattern Force Swords. Command and champions can take a force sword for a small price upgrade on a power weapon. Generally worthwhile. 

Telekine Shift is actually really strong and a prime upgrade for a troops squad. Take a willpower check in order to gain anti-grav and move through cover and literally run where you want during a rush. Played well, this is an objective snatching game shifter!

Aether and Asphyx weapons are contained in legacies. In general these are bolt gun and extra warpfire upgrades that grant you rending. All of them are worth considering, but they do come at the price of a shorter range. But presumably you are already in position somehow? The points cost is steep though for a full unit of bolt guns, bolt pistols, or support squad of aether-fire blasters. 

Tactica. 
Cult Arcana returns to make all models psykers and WP+1 in the advanced characteristics. This is entirely appropriate. All unit can (not must) be given an upgrade from the arcana, and this is absolutely what you should be doing. Note as well that perils of the warp has been tidied up here to just 1d3 wounds for the unit which is totally acceptable. 

Raptora can have a crushing grasp weapon for tank killing which is excellent and a kine shield as a reaction to provide 4+ cover. This is a great choice overall. 

Pyrae gives inferno shield that inflicts d6 S=4 hits if anyone hits them. This is okay but not great. Burning Grasp gives some breaching at high strenght and AP=3 which is solid. 

Pavoni have a Stoneform reaction giving T+2 which is incredibly strong. The Bloodboil weapon is a 2+ poisoned attack which has AP=2 and is very likely to kill. A strong choice for the arcana. 

Corvidae provides 5+ rending with Fated Shots, so who needs the asphyx weapon upgrades. Paths of Consequence meanwhile gives -2 movement to the enemy and forces a dangerous terrain check. This is also great!

Athanean grants Clarity to remove tactical statuses and Enamation of Dread as a weapon is a good ranged weapon that inflicts panic. Useful. 

Gambit.  
Prophetic Duellist switches in your willpower (which is hopefully high) instead of your focus roll (which might be lower after bonuses) to allow you to get the focus. A great utility gambit. 

Additional Detachements. 
Proserpine Convocation is really a grab bag of troops, elites, fast attack, and heavy transport. I suppose its utility is simply its broadness! 

Advanced Reaction. 
Fortress of the Mind means a 3+ invulnerable save against shooting attacks but drops to 5+ if you fail the requisite willpower check; plus you take perils. A useful way of staying alive when needed. 

Overall then the Thousand Sons in third edition give you massive tactical flexibility whilst allowing you to also hone in on specialising your troops. Want an assault squad to crush a vehicle - take Raptora. Want a breacher squad to simply just sit there on an objective and take shots at higher toughness - take Pavoni. There's all sorts of things you can pull off beyond this of course. You just need to think hard about tailoring the arcana to the unit and what that unit's purpose is (tank killing, elite killing, backfield troop killing, objective sitter, ablative wounds for a named character, utility choice, and so on). I genuinely like them, but you have to plan ahead with your army building. 


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