Thursday, July 2, 2026

Horus Heresy 3e Review: Questoris Knight Styrix

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are good and a glow up from previous editions!

Background. 
The Styrix apparently did some really nasty and bad stuff during the Age of Strife. Accordingly, their machine spirits are perfectly capable of reducing even the iron will of the typical noble householder to madness that forces them to conduct massacres. They are therefore held in low regard and a bit of a stain of dishonour.

Strengths.
As with the Magaera, this is like a regular questoris knight in the rules department ... except better auto-repair and a flare shield instead of an ion shield.

The graviton gun and the irad scourer are very handy for short range work. But the real attraction is the Hekaton Siege Claw. Doubling strength (which means S=16 - wow!), armour breaking and breaching at even odds each, and pinning via shock is amazing! The AP=3 is good as is the 3 damage. 

Rounding this off is the Volkite Chieorovile. This gives 5 lots of S=7 shots at a great range along with shred and deflagrate of course. Ordnance is on FP which is okay. The 2 damage per hit is strong. Arguably one of the best Volkite weapons on the market, and it satisfies the "go big" rule for Volkite without needs more of the same. 

I actually like this knight a lot more in third edition than any of the previous editions, and that's saying something. It has had a glow up, certainly. 

Weaknesses. 
Explodes!

And the points made about the Questoris Knight apply here as well. 

Builds.
There are no build here to speak of or analyse. 

Wednesday, July 1, 2026

Horus Heresy 3e Review: Questoris Knight Magaera

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

Background. 
A rare knight chassis combined with weapons of ancient provenance make for the Magaera to be a top shock knight in the Questoris Knights army list.

Strengths.
Much like a regular questoris knight in the rules department ... except better auto-repair and a flare shield instead of an ion shield.

The weapons consist of a lightning cannon which is nice for anti space marine duty, a phase plasma fusil which is also nice for breaching, and an irad scourer for your toughness phage antics. 

Weaknesses. 
Explodes!

And the points made about the Questoris Knight apply here as well. 

Builds.
There are no build here to speak of or analyse. 

Tuesday, June 30, 2026

Horus Heresy 3e Review: Knight Questoris

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. A unit with a lot of customization and good rules. 

Background. 
The Questoris Knight is the most common form of knight in the Imperium. It saw vast use during the Heresy and comes in a variety of different configurations.

Strengths.
With 10 hull points and 13 armour value on the front this is a great basis to build a specific and dedicated knight out of. 

They can be configured in every manner you would want (paladin, errant and everything else) which gives them excellent battlefield possibilities. 

The base movement of 12 is also good here and an improvement over second edition. I like that they also have Vanguard (2) here as well. 

Weaknesses. 
Rear armour value of 11 is a mild issue and represents a mild debuff compared to second edition - but you also have to factor in the increase in hull points overall. Massed firepower against such knights can represent an issue. Explodes is also a mild risk. 

Builds.
There are many builds available here. I'll go through some of the more common ones. 

Knight Paladin, Reaper Chainsword, Battle Cannon, Stormspear Rocket Pod (415 points).
A classic set up which is mid range and a bit of a swiss army knife able to take on many roles. I added the storm spear because why not. 

Knight Errant, Reaper Chainsword, Thermal Cannon (420 points).
Up close and personal. Tanks and heavy infantry are your targets here. Take the front mounted melta gun for added fun.

Knight Crusader, Battle Cannon, Gatling Cannon, Twin-Linked Icarus Autocannon (415 points).
Long range fire support, and anti-air to boot. 

Knight Gallant, Reaper Chainsword, Thunderstrike Gauntlet, Ironstorm Missile Pod (425 points). 
Melee knight.

Knight Warden, Thunderstrike Gauntlet, Gatling Cannon, Ironstorm Missile Pod (435 points).
A mixed bag. Good against lighter vehicles and infantry. 


Sunday, June 28, 2026

Word Bearers Flamer Squad Painted

Built as a tactical support squad with standard flamers, this is a Word Bearers unit that means business. Well suited to close up work in the tight confines of capital ships, I see this unit as a zone mortalis asset overall. I'm looking forward to getting a copy of the new zone mortalis book when it comes out as the 1500 points limit is very appealing to a player like me who actively enjoys the list building trade offs that have to happen at these points levels - they're much more interesting than the take a primarch or not choice in higher points value games to be very honest!

The painting follows my standard approach for Word Bearers, but also has a bit of a bits bash in here. The sergeant has an old school chaos space marines range helmet for instance that I have chosen to pick out in silver. Because why not. 

The bases also work to pick out the industrial close combat nature of this squad. Decals round out a very uniform approach for the models and overall I am quite pleased with how this unit has turned out overall. 

Saturday, June 27, 2026

Warhammer World: 1995 Golden Demon

In 1995, this diorama won the Golden Demon open competition. 


The plaque reads:

Imperial Thunderbolt by Dave Andrews - 1995.

Dave's workshop diorama, with his scratch built Thunderbolt, won the Open Competition in the 1995 Golden Demon. 

And honestly, I love it!

Friday, June 26, 2026

Horus Heresy 3e Review: Armiger Moirax

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4.5/5 stars. Rounded Down. The rules are excellent. 

Background. 
An unseemly tool that wasn't seen much until the Heresy. This is scout class knight able to mount otherwise restricted weaponry. Their pilots were accordingly lesser and expendable in the grand scheme of things - tainted slowly by the otherwise radioactive poison of these machines. 

Strengths.
A modified stat line from regular armigers here with a bonus pip to the invulnerable save, better leadership (or 12) and lower initiative, but 1 more attack. They are powered by a Rad Furnace. This means they cause T-1 for opponents in close combat thanks to radiation leakage. Nasty. 

There is also some great customization available here. The Gyges claw singular or paired is nasty for S+5 (or 6) armour breaker and breaching. These are excellent and come recommended. They have a built in irad cleanser as well which is a nice template weapon overall.

I wouldn't recommend the Volkite Veuglaire particularly. Despite the high S, volkite needs big numbers to make the most of it. The lightning lock is a much better prospect with a blast, breaching, shred and suppressive on top of AP=3 and 2 damage coupled with the exact same strength as the volkite. Take the lightning lock. The graviton pulsar is similarly not fully recommended. The final option of the conversion beamer is certainly interesting. Hang back and cause devastation is the way to operate these and they can be good if you pull it off. 

If in doubt though, take the lightning lock. 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Builds.
Armiger Moirax, Gyges Siege Claw and Lightning Lock (170 points).
The standard build!

Armiger Moirax, Paired Gyges Siege Claws (175 points).
Close combat only, but viable thanks to the rad furnace inside.

Armiger Moirax, Moirax Conversion Beamer, Lightning Lock (190 points). 
Very much a longer ranged option.  


Thursday, June 25, 2026

Horus Heresy 3e Review: Armiger Warglaive

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

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. Some targets are rightly beneath the notice of other Knights. The Warglaives' job is to take care of these threats such as infantry trying to clamp on some melta bombs and the like.

Strengths.
The stat line is identical to the Helverin. With 7's on the stat line for Wounds, S and T, the Warglaive also reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Armaments are a heavy stubber (which is okay I guess), the thermal lance (which is S=9, 4 damage at AP=2 and comes with melta which is impressive; and also heavy on the strength which can be a massive boon). It also has a reaper chain blade (reaping blade is nice, but shred at 5+ is better. S+1 hits at AP=2 and 2 damage is actually really nice and presents a clear and present threat to most terminators in the game). 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Overall.
I would advocate that swapping out the heavy stubber for the melta gun is the upgrade you want to go for here if you are thinking about some light tank busting action. I like the Warglaive - and perhaps even a tiny bit better than the Helverin thanks to the chain blade which can cause some serious problems for opponents. Well worth the points. 

Wednesday, June 24, 2026

Horus Heresy 3e Review: Armiger Helverin

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

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. These are long range armigers and can happily sit at the back taking shots at others all game.

Strengths.
With 7's on the stat line for Wounds, S and T, the Helverin reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Their armaments are two lots of Phaeton Autocannons. With a 30 inch range they are powerful and you get 3x2 shots with them as S=7 with Ordnance on range. Breaching is the icing on the cake at 5+. They will take out regular marines with ease and challenge terminators to remain upright. Against their own kind though is where they will shine quite a lot. The heavy stubber is just the icing on the cake really. 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Overall.
There are no builds to discuss here other than replacing the heavy stubber with a melta gun. Since you are long ranged this is not advised. This is a long range pesky construct that fires annoying shots all game long if they are not targeted and focused against. I actually like them!

Tuesday, June 23, 2026

Horus Heresy 3e Review: Knight Household Ranks, Vows, and Advanced Reactions

Continuing the overview of the Liber Questoris Knights section, today we look at the Household Ranks that Knights can have, their Vows that they can take, and their advanced reactions. 

Ranks. 
All ranks are a function of Prime Advantage slots. As such, the basic knight army roster gives you 4 knights all with prime advantages. 

Seneschal (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). One per army, penetrating hits against you get -1 damage and counts as the Warlord for Slay the Warlord purpose. You are probably going to take it regardless. It probably pushes you toward Acastus due to AV=14 on the front perhaps, but any knight is viable. 

Lord Scion (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). Also one per army, you get two repair tests for them in each status phase rather than one. Very handy. 

Scion Arbalester (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). Move no more than half of your usual distance and benefit from any Heavy or Ordnance rule still. Really handy, but one per army and probably wants to be on one with a weapon that takes advantage of Ordnance (on damage) such as neutron wave batteries against tanks or castigator bolt cannon against elite infantry. 

Scion Aspirant (Warpstone Flux rating: ⭐️ 1/5 stars) gives you expendable (1) as well as a negative modifier for the auto repair rule. Meh. A fluff choice. BUT it unlocks the armiger detachment. 

Scion Aucteller (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is one per army and gives precision at 5+. This is ideal for close combat knights and undoubtedly will suit a Lancer. 

Scion Dolorous (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is similarly one per army and gives Fear. Don't underestimate this one - it can be awesome. 

Scion Implacable (Warpstone Flux rating: ⭐️⭐️⭐️ 3/5 stars) gives the fire storm special rule. Handy but not outrageous, and one per army. 

Scion Martial (Warpstone Flux rating: ⭐️⭐️ 2/5 stars) offers nothing. Presumably take it if you have no other options remaining that are not better than Aspirants. BUT it unlocks the Support banner detachment (more knights!). 

Preceptor (Warpstone Flux rating: ⭐️⭐️⭐️ 3/5 stars) gives you battlesmith at 2 (and Int=8). Its okay actually and once per army.  

Scion Uhlan (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is also once per army and gives fast (2) and impact on attacks. Great for close combat closing out. 

Vows. 
Taken during the core mission sequence, vows can give bonuses when conditions are met.

Vow of Execution gives +2 for Slay the Warlord so long as it is also a High Command slot. This is excellent!
Vow of Slaying gives Giant Killer +2 points against Lords of War. Situational. 
Vow of Resolve gives +2 for Last Man Standing. A nice one to take for more backline units, certainly.
Vow of Alacrity is +2 for First Strike so long as you do it in turn one. This is about focus fire and can pay dividends if you have set up nicely.

Advanced Reactions.
Stomp does what you might think if an enemy gets too close during movement. Small blast marker, and S=hull points, at AP=3 and 2 damage. Can be very good against regular marines and non-marine armies.

Rotate Ion Shields gives +1 to your invulnerable save at the front when shot at, but you get -1 to the same save for the rest of the turn. Its a gamble, but can be good if you know you're not going to take more hits. 

Joust! charges in when you are charged at. No special bonuses apply any longer for successful charges. Of course, you have to be charged by another knight. Very fluffy!

Monday, June 22, 2026

Horus Heresy 3e Review: Knight Armies and Familia

Our next book we will review in the Horus Heresy series is Liber Questoris.

This Liber covers both Knights and Titans, alongside some ground troops and others which we will come to in due course. 

We will start with the Knights themselves and in the article have a look at both army construction and Familia that we can give to the Knights.

Knight households are an entirely different kind of army to regular space marines or the Imperial army. The first choice that a player faces is what Questoris Familia to declare themselves for. There are three choices: Imperialis, Machanicum, or Mendicant (which is to say: freeblades). These give different Tactica, Vows, and Advanced Reactions. 

Imperial House (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars) gives you a Baronial Court which provides a free Mesnie Detachment, and removes the 0-1 restriction for Lord Scions. Their vow (more on this another day) is Dominion which gets you more victory points the first time you score with Vanguard (this is good!). The advanced reaction is Rallying Call which allows army wide repair rolls (this is excellent). 

Mechanicum Vassals (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) gives a free automat talon, removes the 0-1 Preceptor limit, and gets +2 victory points the first time you score thanks to the vow. Their advanced reaction is rad purge which is strong thanks to poisoned 2+ and phage on toughness. Nice for clearing out a zone around you. 

The Freeblade Company (Warpstone Flux rating: ⭐️⭐️⭐️ 3/5 stars) gives free Armiger talon and you get free household rank prime advantages as if everyone had a prime slot. If you win combat first, then you also get +2 victory points as part of your vow of belligerence which encourages strong close combat play. The advanced reaction is Valorous End which is a bit of a Pyrrhic victory moment. Explode yourself and roll 6's as part of that explosion. Might be useful. 

Army construction is also modified here as you might imagine. Sure, you can still take a Knight as a Lords of War choice, but you can also field dedicated detachments which is easier to show in the image below (reproduced here under fair use). 


We have 4 knights as the core Knight household detachment, and other additional detachment which are dependent on you prime advantage selections. We shall look at household ranks in the next article. 

Sunday, June 21, 2026

Skyhunters - Emperor's Children

The fully painted squad of Emperor's Children skyhunters ready for deployment!


The paint scheme here is mainly the Emperor's Children purple that I've been using consistently on all the other models that I have for this legion, edged with gold trim and a large expanse of brutalist black and silver metal down the middle. White accents and appropriately applied decals finish it off. The stands use the creeping vines extensively below the speeders to give the suggestion of varied and overgrown terrain. 

Other little details include the sergeant's power sword in green (taken from the newer Slaanesh chaos space marine range), a variety of heads (including an older chaos space marines plume) and of course the melta guns at the front for tank exploding purposes. Happy with the outcome here - its a squad with purpose and will look good undertaking missions!

Saturday, June 20, 2026

Painted Emperor's Children Praetor Tartaros Terminator

Regal purple mixes with exquisite threat in the pose for this Emperor's Children praetor in tartaros terminator armour!


The miniature itself was very easy to put together, and the painting almost did it itself. The purple follows my standard recipe. However, it is almost drowned out by the gold that adorns the praetor himself. Obviously this is a guy who wants to not only own the battlefield, but looks like a mythological figure while doing so. There's also some gemstones and robes around the character which to me feels like Ancient Greece vibes in some ways. And the Laer style sword hints at the early signs of falling to chaos here without actually having sworn feality (potentially). I've picked this out in the same green tones that I've used for the gemstone (which I'm interpreting here as something a bid Eldar in nature). 

Although gaudy and regal, it somehow still works and comes together to still present a threat and a perfection of martial skill ready to take on the enemies of the Imperium. Or of Fulgrim at least. 

Thursday, June 18, 2026

Horus Heresy 3e Review: Tylos Rubio

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

Background.
Rubio was the first to be recruited to the Knights-Errant by Garro in his quest to assemble his team of misfit, yet unquestionably loyalist cousins from across all of the legions. It was during the Betrayal at Calth that he finally agreed to join up, having been forced to use his psychic powers to save his brother Ultramarines against the edict of Nikaea. Ironically enough, Guilliman had just concluded that breaking the edict was necessary to fight the warp space aliens at the same time. But too late for Rubio. He was shunned. And left with little option but to join Garro.  

Strengths. 
The codicier comes with telepathy and divination which is a solid combination. 

Polaris, his blade, is a force weapon with breaching, AP=3 and S+1 which makes him a reasonable combat challenger. The paragon bolt gun is also rather good at range. Enhanced by his powers, these are better still. 

Weaknesses. 
I would prefer an inherent WS=6 instead of WS=5, but WP=10 is welcome. 

Overall.
Rubio is cheap enough for what you get which is why I am giving him 4/5 stars here. He is a "typical" psyker for his level (codicier) and is a solid performer. Great for the Knights-Errant, just a pity he doesn't get classed as Ultramarines like my tag here otherwise suggests!

Wednesday, June 17, 2026

Horus Heresy 3e Review: Nathaniel Garro

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

Background.
Much has already been spoken of Garro. The former Battle-Captain of the Death Guard. The Captain of the Eisenstein. The person who brought word of Isstvan III to the Imperium. The one who bent his knee of Malcador and became the first of the Knights-Errant. The one who would gather the other unique Knights to his banner.  

Strengths. 
A strong stat line (including WS=6 and 5 attacks) combines with his weapons to make Garro a direct close combat challenge threat. 

Libertas has Duellists edge at 2, and critical hitting supplementing S+1 (for S=5 hits) at AP=2 which is vital for challenges. Eternal warrior also helps him stay in the fight.

At range, his bolt gun is called a paragon bolt gun and fires at S=5 with shred. This is impressive and you need to fire it often. 

Weaknesses. 
The only very mild negative is that Libertas is limited to 1 damage per unsaved wound. 

Overall.
Garro in third edition (Legacies) comes with the Knights-Errant and Loyalist keywords (the former having as much power and impact as the latter - to be clear). He isn't a Death Guard (despite my tag here) and sadly cannot be taken in a pre-Heresy or loyalist Death Guard contingent which makes me sad. He is a solid challenge contender otherwise and a decent high command choice with a more than reasonable points value associated with him. 

Tuesday, June 16, 2026

Horus Heresy 3e Review: Ultramarines Nemesis Destroyer Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good rules and potential for board control in  multiple small units.

Background.
The Ultramarines possessed many chapters within their structure. Some were dedicated to a very specific type of warfare. The Nemesis Chapter was one such configuration. They feature primarily bolt guns but were otherwise a destroyer sub-division replete with rad grenades. Their bolt guns, however, were manufactured to use experimental ammunition that had a strong influence on the Calth war. 

Strengths. 
Looking like regular bolt guns, the Mortifier Bolter has a shorter range in exchange for causing panic. These are very useful and can impact a good amount of board control when played right.

There are multiple upgrades available, but the rad missile launcher is nice for being assault, poisoned, phage on toughness, and has AP=3 making it break regular marine formations. 

Phosphex and / or melta for the sergeant is icing on the cake really. The only real decision to make here is whether to tool up further for close combat or not. My instinct is not - keep them as a mid range panic and toughness phage inflicting threat and accompany other units to finish them off if needed. 

Weaknesses. 
They're nothing special realistically: 3+ armour save marines with 1 wound each that cost a bit more than regular marines due to the equipment. 

Builds.
10 Nemesis Destroyers, 2 Destroyer Missile Launchers (195 points).
Take nuncio vox and similar to taste. Upgrade to more members and kit the sergeant out for close combat if you wish (thunder hammer by preference), but my take would be to run multiple of these squads and leave the melee to a more dedicated unit (but equally the bolt pistol and chainswords are good enough against phage inflicted regular marines, so just go for it anyway!). Take phosphex bombs to taste - melta bombs are better elsewhere probably unless you're really taking 2 melta guns? 

Monday, June 15, 2026

Rubble Basing from Unused Bits

If you are anything like me, then your bits box is probably overflowing with cast off bits and parts that you have kept "just in case" and has inevitably accumulated over time. I often have half a mind just to sell a random bag of bits on eBay, but then I don't do it for whatever reason my brain says. 

But this week I broke my habit of endless accumulation of bits in a very specific way. Basing! Okay, this is not a novel idea by any means. I will freely admit that. I like how it has turned out though.


The vibe that I am aiming for here is war strewn rubble. Perhaps even Isstvan inspired at some level. The bits seen here consist of cork (to at least provide one level location for a foot to be attached to on two of the bases), drop pod remnants, chain swords, rhino door, random eagles and eyes of Horus, broken Custodes weapons and shields, Imperial sector cast offs, there's even a marine that I've slice in half, one or two age of Sigmar bits that plausibly look like building works, servo skulls, bits from vehicle accessories frames, unused heavy weapons, bolt guns, and close combat items, and random small accessories bits. And those are just the ones that I remember and see easily. There's lots more besides all cluttered together on these bases upon close inspection, and layered as well. I fear positioning feet on some of these will be a challenge, but that's a problem for the future!

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).