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. 
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