Sunday, June 14, 2026

Creeping Vines Use and Basing

Creeping Vines are sold by Warhammer in a boxed set to help with scenery and basing. What is immediately striking about them is the sheer flexibility that they offer. The plastic which is used is very flexible and can be bent into twisting shapes to adhere better to existing scenery. 


The base above shows a flying stand with rubble (cork and actual stones and grit) plus old bits of the plastic imperial sector painted up. Surrounding this, I've twisted the creeping vies to create some foliage and suggest the these ruins have been around for a while and nature is starting to take back over. In hindsight, I probably should have opted for a more brown colour on the trunk of the vines, but the green is good enough here!

The second image shows that vines on the sprue. I painted them like this because it was easier to spray paint them with the undercoat before applying liberal amounts of contrast in red and green to create the final detail. The frame doesn't do justice to the flexibility of the plastic used here. I did accidentally break one of them due to forcing it too hard - so fair warning, don't be like me and just gently bend them! Glue helps them stick in place once the positioning is right. Overall a great product and one that I will certainly be thinking of returning to in the future. 


Saturday, June 13, 2026

Liber Astartes and Hereticus Reviews Complete

It has been a long road to get here, but the main entires from both Liber Astartes and Liber Hereticus for 3rd Edition Horus Heresy are now completely reviewed!

The summary page has been updated!

So, the obvious question to readers is this: which volume should get reviewed next...? Please feel free to make suggestions in the comments below. I will cover everything eventually, but I'm currently pondering which book to focus on next. Also, if I've missed your favourite Legacies unit, please also do shout out as I've included a number of them, but not all of them since many models are simply no longer available. 

Thursday, June 11, 2026

Horus Heresy 3e Review: Mastodon Super-Heavy Assault Transport

Warpstone Flux Rating: 
⭐️⭐️
2.5/5 stars. Rounded down. Slow, but has its place.

Background.
Employed only sparingly during the Great Crusade to breach enemy positions, the Mastodon saw increased use in the days of the Heresy as a fully armed and armoured transport capable of protecting its transported marines even against titans to a reasonable degree.

Strengths. 
AV=14 all round with 20 hull points and a whopping transport capacity of 42 makes the Mastodon impressive. Only the Sokar Stormbird can compare. 

You can carry 4 models that lack infantry or paragon, but can't have greater than bulky of 6 (so yes, you can carry some contemptor dreadnoughts which is pretty unique). 

Two void shields help keep it all alive nicely. The siege melta array is nice enough with a large blob at S=10 but obviously short range, and the turret skyreaper is fine with S=7 and skyfire. 

Weaknesses. 
The movement rate of 10 is a problem for a transport, unless you don't mind moving slowly, which admittedly many people might. 

This is the sort of unit that you need to build around. Not only your army list, but also your battleplan. 

Builds.
Mastodon, las cannon sponsons, heavy flamer sponsons (620points).
We have to take two lots of sponsons, so the selection here corresponds to what is sold (I acknowledge you get all variants) but its always pictured with this combination and I don't see any reason to disfavour it. 

Wednesday, June 10, 2026

Horus Heresy 3e Review: Sokar Stormbird

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are fine overall.

Background.
An ancient design that pre-dates even Great Crusade and harks back to the Unification of Terra, the Stormbird is ungainly in flight, unsightly in appearance, but gets the job done. Where the job is defined as forcing a landing zone or forward position.

Strengths. 
This is fundamentally a transport vehicle. And a big one at that. 

It can carry 52 standard occupants and this includes larger models (up to 2 that lack infantry or paragon), with the restriction of nothing at Bulky (6) or above. It can also carry a rhino (which is at 12 on the bulky scales). 

AV is 14 all round with a solid movement of 16 and a juicy 22 hull points. Topping this off are two void shields as well. 

For weaponry, it has las cannons on the hull, twin heavy bolt guns (two on the turret and one on the rear) as well as six hell strike missiles. These are nice to be clear, but not quite at the same level as you'd get out of the turbo-laser on the thunderhawk.

Weaknesses. 
Exactly the same as second edition in terms of my critique. This is a great craft, but the points cost is a significant deterrent here. It certainly is one for the collectors and is ALWAYS well regarded on the table top for the sheer audacity of fielding it and the rarity with which it is seen. I actually like it a whole lot, but wow - the real world financial cost combined with points cost in game makes this a rare one to see in person. And given I tend to play at lower points levels games, I guess I just don't see it much!!

Builds.
Sokar Stormbird (850 points).
Take the gravis heavy bolters if you want them - they will provide much closer fire power for you. 

Tuesday, June 9, 2026

Horus Heresy 3e Review: Thunderhawk Gunship

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. The rules are sound.

Background.
Combining void warfare alongside regular atmospheric attack vectors, the thunderhawk is a nice all rounder for a Lords of War choice. It effectively fills in the gap between the larger stuff that the Imperium uses, and things like the Storm Eagle. It was a late Crusade development and saw use by both sides in the Heresy.

Strengths. 
AV=13 with 18 hull points is reasonable but not impervious for a Lords of War choice. Where it shines is the transport capacity of 32 though. This is for larger models as well as infantry. But only 2 models that are not infantry or paragon (and no vehicles). Too bad also if you are Bulky 7 or more. 

The centre line turbo laser destructor is excellent, of course. In short: S=12, AP2, D=6 with a small pie plate and armour bane. The other weapons are several heavy bolt guns, a las cannon, and hellstrike missiles. 

Weaknesses. 
The thunderhawk has had a glow up from the previous edition! Much needed. It is no longer AV=12 but AV=13 with more hull points. It regained superheavy. Its points cost has come down too. I still don't like the new flyer rules that much in this edition, but they are functional and the thunderhawk will serve well enough!

Builds.
Thunderhawk (685 points).
There are no upgrades to discuss. 

Monday, June 8, 2026

Horus Heresy 3e Review: Falchion Super-Heavy Tank Destroyer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great! 

Background.
Sharing the same chassis as the shadowsword and others, the Flachion was developed during the great crusade to take down the largest of foes and assorted monsters. Of course, its role as a titan destroyer only came later with the outbreak of the Heresy, but it proved no less effective.  

Strengths. 
The Falchion mounts a Neutron Wave Cannon. This beast has a 120 inch range and two shots at S=12. the AP=2 and damage=4. Armourbane marks it out as a anti-vehicle, anti-titan tank, and there is also ordnance on damage which is mind blowing. It causes stunned as well in case you need that. In essence then, this is a weapon that can potentially inflict 16 damage per turn. 

You get las cannon arrays on the sponsons which can also contribute and you can upgrade for free to laser destroyers or gravis heavy bolters. But you might as well stick with the original armaments. 

Weaknesses. 
The stat line has AV=12 at the rear which is an issue like others of its kind. Again, here my advice is to park it near to a board edge and let the range take care of your enemy knight or titan. The HP=18 will help keep you alive for a little while at least. The points cost is high, but the worth is solid. 

Builds.
Falchion (650 points).
No upgrades, and no worries. 

Sunday, June 7, 2026

Horus Heresy 3e Review: Fellblade Super-Heavy Battle Tank

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great! 

Background.
A variant of the Baneblade that features an advanced accelerator cannon. This in turn was only possible due to the Great Crusade that conquered new planets for the Emperor and returned such technologies back to the hands of Terra and humanity more widely. 

Strengths. 
The central accelerator cannon is impressive. It has a range of 100 inches. I'm just going to write that again: 100 inches. One shot, but with large blast (or slightly smaller depending on the shell). The HE shell is at S=8, AP=3, and 2 damage with the large pie plate, and the AE shell goes at S=12 with AP=2 and D=3. These are incredible numbers. Stun comes with the HE, and ordnance on D for the AE shells. Impressive. 

But there is more! You get a heavy bolter, a demonlisher cannon, and two sponson mounted las cannon arrays (which can be upgraded for free for the laser destroyers or gravis heavy bolter arrays, but all are viable). 


Weaknesses. 
The stat line has AV=12 at the rear which is an issue. But if you park it on a board edge, then presumably you don't care. The HP=18 will keep you alive long enough to do damage. The cost is high here though, but probably on balance worth it. 

Builds.
Fellblade (650 points).
The non-upgraded version is just fine!

Saturday, June 6, 2026

Emperors Champion Conversion for Word Bearers

This is a conversion concept that has been bubbling away in the back of my mind for quite some time - which is to say years. I originally wanted to do it with the older sculpt of the Emperor's Champion, but the newer Primaris version really pushed me over the edge. 


One of the core problems with this conversion is to think how it might plausibly slot into Horus Heresy without looking like it is out of kilter with all the other miniatures. The pose actually helps with this. Standing on the rock should make the miniature look taller or more imposing and therefore this helps disguise the Primaris issue at source.

I have shaved off the guards at the top of the knees to make the miniature look more in keeping with Heresy era space marines. Gone also are the shoulder pads and replaced with a set of mark 4 shoulder pads. The helmet has been similarly replaced as although the sculpt was really good, I didn't like the cross on the side of the cheek and couldn't be bothered to green stuff it over. Moreover, the sculpt wasn't strictly Heresy either even if I could get away with it.

The backpack was an item that I really wanted to retain though. Those ribbons of oaths were something I rather liked. But ultimately the backpack itself screams Primaris. Here I have replaced it with an older Chaos Space Marines sergeant back pack which is much more suited. 

In the left hand I have positioned some works of Lorgar! This is from the older Chaos Space Marine Terminators range that I had lying around. The Imperial Eagle has also been shaved off the rosary beads in the left hand to leave the hand free to hold open the book at the desired page. 

The final miniature is one that I am quite happy with even though he still has a mild height issue compared to his Heresy brothers. I'm certain it will fit in though once painted up. I will use him as either a legion centurion or praetor. Clearly, he is traitor aligned. 

Friday, June 5, 2026

Horus Heresy 3e Review: Glaive Super-Heavy Special Weapons Tank

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

Background.
The Glaive (a.k.a. Fellglaive) mounts a primary volkite carronade which costs a lot in terms of resources according to the background, but is totally justified against certain xenos that the Great Crusade needed to vanquish. It found use in all legions, but perhaps never in great numbers. 

Strengths. 
The central weapon here is the Volkite Cannonade. You get a whopping 12 shots, S=8, AP=3, and 2 damage. Deflagrate as well, of course! This is powerful, but might not be good enough to take down a heavy terminator squad through sheer weight of shots. 

The fellblade chassis is nice, but does have AV=13 on the sides which is a mild issue. Making up for this is the impressive 18 hull points. 

The sponsons gets you las cannon arrays, laser destroyers, or gravis heavy bolters. Any of these are very reasonable. And the pintle weapons might also be attractive here as well, especially the havoc launcher. 

I also want to state very clearly that I think this tank has the rule of cool about it. I want to like it much more than I actually do. 

Weaknesses. 
The points cost is a major detractor in comparison to other Lords of War options. And the AP=3 isn't good enough for taking down Fire Drake terminators. It will, however, absolutely tear apart mechanicum, and imperial army troops opponents to be very clear. 

Builds.
Glaive, with Havoc Launcher (655 points).
Not worth over thinking this one. Any sponsons are viable, but I am a fan of the havoc launcher for the complementary range.

Thursday, June 4, 2026

Horus Heresy 3e Review: Typhon Heavy Siege Tank

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The big sister of the vindicator!

Background.
The Typhon really is very much like an up-scaled vindicator. Invented with the collaboration of Perturabo of the Iron Warriors, this is a rapid deployment solution to siege breaking. And a powerful one to boot.

Strengths. 
The dreadhammer siege cannon is the star of the show here. A 5 inch blast is reasonable and it comes at S=12, AP=3, and S=3. Breaching helps, as does stun to certain enemies. Ordnance for extra damage is the icing on the cake. It will literally destroy enemy fortifications, and much in between. 

AV=14 (13 on the rear) will keep it in play along with the 12 hull points. In some ways, it is like the up close and personal version of the Cerberus but designed for a large blast rather than pin point lasering. 

Weaknesses. 
Spectacularly risky short range of 24 inches on the dreadhammer is always fun despite the first half of my sentence here. 

Builds.
Typhon (400 points).
I'd actually go with the non-upgraded version here. Maybe a pintle based havoc launcher to taste for extra anti-infantry duty.

Wednesday, June 3, 2026

Horus Heresy 3e Review: Cerberus Heavy Tank Destroyer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A mobile neutron laser battery to be feared!

Background.
When the legions needed a mobile neutron laser battery, they mounted it on a land raider and applied lots of radiation shielding to prevent people dying from the exotic radiation. Even so, the crews of these vehicles rarely last more than a decade before some "re-building" is required. Despite the horrific toll that it incurs, the legions' calculus makes this tank destroyer more than worth fielding. 

Strengths. 
The neutron laser battery is one of the most potent available. It has 3 shots at S=10 that each cause 3 damage at AP=2. To add to its tank destroyer role, there's also armourbane. Ordnance on D is helpful as is shock.

Beyond this, it is AV=14 (with 13 on the rear) and a solid 12 hull points. 

I'd probably take las cannon sponsons here as well. 

Weaknesses. 
Overload is built in and it moves at 10 inches. 

Naturally, it also explodes.

Builds.
Cerberus with las cannon sponsons (420 points).
Although hunter killer missiles are available, they probably won't quite be worth it here. 

Tuesday, June 2, 2026

Wargames Gallery: Iron Warriors (Bitter) End Game!

It isn't looking good for the Iron Warriors. 


This is near the end of the game. The Iron Warriors have an un-wounded dreadnought comtemptor with las cannon and a fist, along with 4 tyrant siege terminators left. 

The Alpha Legion meanwhile has a crashed (out of action) eagle, from which the remains of a tactical squad (4 members) and centurion have emerged. They are supported by a tartaros terminator squad closing in (axes and one thunder hammer, one plasma the rest with combi-bolters), and a squad of recon marines with counts-as nemesis bolt guns on a gantry up above the rest. 

What is the target priority for the Iron Warriors? Where is their fire to be directed, and where do they charge in?


Monday, June 1, 2026

Horus Heresy 3e Review: Dark Angels Excindio Battle-Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up for rule of cool and conversion possibilities!

Background.
The dread silica anima are not dead. Known only to the Emperor and the Dark Angels, these artificial intelligences are not Mars-born, but left over from ancient Terra and born of malice with similar intent. They have been somewhat neutered by the Ironwing, but still lack restraint and could potentially turn on the Dark Angels as much as they wilfully eliminate their enemies. These are the Excindio: Dark Age AI nightmares.

Strengths. 
Death from the dark age of technology and banned artificial intelligence. They can be equipped with all kinds of weapons. 

The combi bolters can be swapped out for graviton guns (strong), plasma guns (reasonable), and irad cleansers (strong). 

They can also be equipped with several different main weapons. The Athanax phosphex canister launcher is great with pinning, poisoned and phage on toughness - its almost an auto-pick. The Tyrhenius nerve induction shredder has an incredible number of shots for poisoned at 2+ causing panic - also great. Magaron atomantic pulse cannon is almost like a las cannon, but one less strength and armourbane. Good at picking off rhinos and similar. The Cytheron graviton flux projector gives you a template with shock, pinning, breaching at S=7 - well worth considering for close combat. Or another irad cleanser (strong as well!).

The claws are great in and of themselves with breaching, AP=3 and 2 damage, and reaping blow. Ouch.

Weaknesses. 
The are artificia. You will probably need a kill switch as well. 

The main problem here is that they can turn on your own forces. When wounds reach 4 or less, they just choose the nearest thing. They don't care, and actually like causing mayhem. 

Builds.
Excindio, Cytheron and irad Cleansers (220 points).
Closer combat. 

Excindio, Magaron Pule Cannon, Plasma Guns (230 points).
Longer range, and more anti-tank. Take hunter-killer missiles to taste. Deadly in combat still though!

Excindio, Athanax phosphex canister launcher (195 points).
Shorter range and cheaper. Take the nerve induction shredder as a replacement for the canister launcher to taste for the same points cost. 

Sunday, May 31, 2026

Hours Heresy 3e Review: Firewing Enigmatus Cabal

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

Background.
Small and elite units that feel to me like a pre-cursor of some Alpha Legion harrow, the Firewing are depicted as a force that merely exist to destroy the enemies key assets, morale, plans, and most other things related to their ability and will to resist. 

Strengths. 
Veteran space marines with jump packs! They are fundamentally a close combat unit with needle pistols. The needle pistols cause pinning and are poisoned at 3+ which is solid. 

The have the option of also taking a short range assault missile launcher that can fire stasis shells. This is useful and gives them a much needed longer threat range. I'd advise taking it. 

The Calibinite charge blade is okay. Going at higher initiative when uncharged can be a good thing. Having the S+1 and breaching at the cost of initiative might be better - but there's a gamble here obviously. 

Outflank and deep strike are a result of the jump packs, but Vanguard is very welcome here. In addition, they also have "marked for death" which gives you an additional victory point for taking advantage of Vanguard. This is great, but you do need to focus fire to best effect.  

Weaknesses. 
There really needs to be an option to take more members of the unit. Rules as written in Legacies means that if you play this unit, chances are you are going to take multiple small units of them to make the most of them. You might like to consider having the same target for Marked as Death as well, even if you miss out on two additional victory points - securing one additional victory point more firmly is a good idea. 

Builds.
3 Enigmatii, Missile Launcher (105 points).
Not many options here, but I do like the missile launcher. Perhaps one of this squad, and another naked squad is the way to go?

 

Saturday, May 30, 2026

Horus Heresy 3e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great.

Background.
Fighting at the forefront of their legion and bringing their specialist skills to bear, the Cenobites represent the hidden orders within the Dark Angels Legion that specialize in one certain type of warfare. They are the wheels within wheels: the hidden orders militant within the Dark Angels that make the Alpha Legion blush at the audacity. 

Strengths. 
They come with terranic greatswords as baseline (S+2 breaching 5+, AP3, but at I-1) with the ability to upgrade to thunder hammers thanks to Legacies. Along with this, they also have plasma casters. These are essentially flamers with breaching which can be improved by overloading. The squad is fundamentally close range and melee orientated (note also the grenade harness on the Preceptor). 

What makes then flexible is the choice of Orders of the Hekatonystika. 

Augurs of Weakness (⭐️⭐️⭐️) gives you armourbane. So take some thunder hammers. But equally you probably have better tank hunting tools in your armoury. 

Icons of Resolve (⭐️⭐️) gives you Ld=10 when you are charged. Not really worth it. 

Slayers of Kings (⭐️⭐️) gives critical hits on 6+ in exchange for A=1 when against WS=6 or better. Very risky. 

Hunters of Beasts (⭐️⭐️⭐️⭐️⭐️) increases damage by 1 against T>=6. Really nice. 

Reapers of Hosts (⭐️⭐️⭐️⭐️⭐️) receives A+1 when outnumbered. This is great. 

Breakers of Witches (⭐️⭐️⭐️⭐️) is situational depending if you are facing psykers or malefic units. If you are, have a +1 to hit and to wound. Nice! 

Legacies: Order of Broken Claws (⭐️⭐️⭐️⭐️) gives T+1 and no modifiers to advanced characteristics when against walkers (dreadnoughts), automata, and also (curiously) malefic. 

Weaknesses. 
No real build decisions except numbers, thunder hammers, and which order to select. 
Also the points value is really getting high. And you need a transport solution. 

Builds.
5 Knights (275 points).
Works with most Orders. 

5 Knights, 2 Thunder Hammers (295 points).
Balanced for most threats, and appropriate for all orders. 

5 Knights, 5 Thunder Hammers (325 points).
Augurs of Weakness certainly, and the other highly rated Orders too. 

10 Knights, 5 Thunder Hammers (575 points).
Expensive. Not much use for Reapers of Hosts arguably. Good for most others. 
 

Friday, May 29, 2026

Horus Heresy 3e Review: Dreadwing Interemptors

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

Background.
When you want a job done, and that job is no less than the complete and utter annihilation of the problem, these are your men. They leave no trace of anything behind, and won't probably even remember themselves. The Lion's ultimate sanction all told. And if the radiation burns get to them, then a dreadnought awaits. 

Strengths. 
For the fans of plasma burners! And plasma incinerators! And Missile Launchers with rad and stasis missiles on offer! And lobbing rad grenades!

It is easy to see how these men succumb to radiation poisoning over a long time period or otherwise are rendered non-combat-effective. However, they are good at what they do, but need to be up close and personal. Tightly packed enemies are their favourite food group too. Rounding this out is Bitter Duty and being a Support Unit. 

Weaknesses. 
The lack of torrent compared to second edition is an issue and makes the squad much shorter range than it could otherwise be. The lethality of these weapons is slightly increased to make up for that though. 

Builds.
5 Dreadwing Interemptors, 1 Plasma Incincerator (140 points).
I feel that a low body count is valid for this unit. For a slightly longer range threat swap out the incinerator for a missile launcher (which is the same points value). The former is closer range, the latter provides the range and the option of the stasis missile which is rather nice (but you'll always be tempted by the rad missile regardless). 

Thursday, May 28, 2026

Horus Heresy 3e Review: Deathwing Companion Detachment (inc. Terminators)

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

Background.
Devoted to their legion and sworn to protect their leaders even unto taking the death blow for their praetors. The companions are the longest serving veterans of the Deathwing and come with a variety of upgrades, including terminator armour [via Legacies]. 

Strengths. 
WS=5, 2 wounds, and 3 attacks as base (with T=5 for the terminators) makes this a close combat unit. 

All members of the unit have Eternal Warrior which improves their survival rates even more - and is appropriately fluffy here. The also have the Companion special rule. This means that the hero that they are accompanying cannot be the target of precision wounds in any shooting attack. This is reasonable, fluffy, and will keep their escort alive a long time against certain legions and opponents who like decapitation strikes. 

For the power armour options, the Cytheron Pattern Aegis gives an invulnerable save and the Shieldwall advanced reaction. Certainly worth considering. The calibanite warblade is good, and the option for a terranic greatsword tempting. Powerfists are similarly workable. Melta bombs might not be so recommended, as other units can do it better. Plasma pistols are likely not worth the points sink. 

For the terminators, you will want the grenade harness. Again the greatswords are good as are the power fists. I do recommend some thunder hammers here though. Combi-weapons maybe not since this is a close combat unit, but lightning claws may be attractive. 

Weaknesses. 
Take a land raider for transport and you are probably sorted. I'd also recommend maximum size squads where possible, but this may not always be possible depending on your movement solution. 

Builds.
Deathwing Companion Detachment, 10 members, 3 Greatswords, 2 Powerfists, 3 Cytherons (380 points).  
The power armour variant has a mix of threats and the Shieldwall possibility. Melta bombs are possible here too, but I suspect you want other units for that purpose.

Deathwing Cataphractii Terminators, 5 members, 5 Thunder Hammers, grenade harness (295 points).
Smaller squad for escort duty and killing stuff.

Deathwing Tartaros Terminators, 5 members, 3 Greatswords, 2 Lightning Claw Pairs, grenade harness (285 points).
Take more members to taste. 

Wednesday, May 27, 2026

Warhammer World: Legions Imperialis Dioramas (Battle for Ceres City; Doom of Magma City)

Although I don't collect Legions Imperialis, I really rather admired the dioramas set up for the game at Warhammer World. The first is the Battle for Ceres City. This is the Delta-Garmon battle and features the Blood Angles descend upon the city to take it back to Loyalist control.


Full board, above.



And a close up.


The second set of images is the Doom of Magma City. This one is a battle on Mars for one of the final Loyalist hold out cities. Rather than surrender, the city was flooded with magma to prevent the traitors from holding it. 


Wide angle above (with a bit of reflection). 


And a bit of a close up. I like the mechanicum at the wall in particular. The spider like shapes are especially creepy and apt. 

Hope you enjoyed this glance at the exhibits as much as I did!




Tuesday, May 26, 2026

Horus Heresy 3e Review: Marduk Sedras

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. Mildly over-costed.

Background.
A very old space marine by any standard. He's seen it all - every battlefield and configuration imaginable. He has even fought alongside the Emperor himself, and many of the other legions to boot, and also during the Unification. Upon offered promotion to join the council of masters, he asked to remain a regular master rather than join the central core of the legion as Eskaton of the Dreadwing. 

Strengths. 
Sedras has a praetor like stat line with T=5, W=5 but a movement rate of 6. 

In terms of equipment, he has a plasma burner (nice), phosphex bombs (also nice), and The Death of Worlds (which exchanges initiative for S+5 at AP=2 and 3 damage which is incredible - for S=9 attacks!). But with WS=6, he may lose out of other opponents. 

He is slow and purposeful, and also has Ancient of War which gives hatred to traitors to his unit which is a quality additio. 

Weaknesses. 
To be clear, those S=9 attacks in close combat are truly amazing. But you have to get him there. And his movement hampers this. He will slaughter things in challenges short of Corswain (who costs less) and Primarchs. And therein is the issue: he is over costed. Unless you are putting him up against monstrous opponents in which case you have found his niche! I wish he had Officer of the Line or similar or just one more perk to make the points cost super attractive. But that T=5 is excellent, admittedly. 

Overall.
If he costed the same as Corswain or slightly less he'd be very attractive. As it is, he is a true monster hunter and will do well if you don't have another named character. He is also very fluffy if you bring along the rest of dread wing!

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. 
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