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. 

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. 

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. 
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