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!

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