Tuesday, January 27, 2026

Horus Heresy 3e Review: Praetorian Command Squad (and Jump Pack Squad)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. The rules are very good indeed, but I rounded down narrowly.  

Background.
Regardless of the type or mark of armour worn, legion command squads are the personal body guard of a praetor or consul and highly trained and disciplined warriors. 

More than this, they carry the banner of the legion itself into battle which in turn serves as a rallying point for the men of the detachment. They are the elite fighters of the legion and trusted with plentiful access to all the best toys and gadgets that can be mustered. 

Authors Note: I am combining the standard Praetorian Command Squad with the Jump Pack equipped one in this review due to their incredible similarities except for the obvious one. 

Strengths. 
With 2 wounds, WS=5 and a native 2+ save these marines are very flexible and simultaneously great for the points cost. 

The upgrades are many and you can build this squad in a multitude of ways. Let's go through the options. 

I don't like the volkite charger here much - you probably want a different squad for those kind of shenanigans. The disintegration rifles are actually a reasonable choice here given the 2+ armour save. The shot gun is fine for Stun on a couple of models, but otherwise leave at home. Thunder hammers, power fists, and power weapons all have their place here but I'd leave most of the rest at home unless swapping out the bolt gun for a chain axe. 

Combat shields actively carry the rule of cool and present excellent painting options. They are okay on the tabletop, but the cost does add up faster than you would like. 

In terms of pistols, going large on plasma pistols can be fun. The odd hand flamer is a reasonable option too. 

Pairs of lightning claws are much more situational, and possibly even legion dependent. Could be good with jump packs for instance, but otherwise are not my first choice. 

Bayonets are not worth the points, but have the rule of cool. Chain bayonets are only fractionally better. 

Just take the legion standard whatever you do. 

Weaknesses. 
Too many choices feel over whelming. And the points cost adds up very quickly indeed. But there are many good builds to have and I'm hard pressed to say too many bad words against them.

Builds.
For all the builds below, please regard them as being viable with jump packs as well for a small points increase.

5 Chosen with Disintegration Rifles, Legion Standard (175 points). 
They can survive using their own weapons. Victory!

5 Chosen, Power Weapons and Combat Shields, Legion Standard (210 points).
Very much has the rule of cool. Expensive. 

5 Chosen, Thunder Hammers, Legion Standard (225 points).
Can be deadly in the right hands and situation, but expensive and terminators might do it better. 

5 Chosen, Chain Axes, 4 Plasma Pistols, 1 Flamer, Legion Standard (175 points). 
Mixed threats. Nice with jump packs. Swap out some bolt guns for shot guns for the Stun effect. 

Sunday, January 25, 2026

Praetor Challenge: Alpha Legion vs Emperor's Children

Today's Praetor Challenge / Wargames Gallery! 
Here is the situation top down, and bit more side on. 



It is the Emperor's Children's turn and you are viewing the situation just after the movement phase. 

The units involved are (Left to Right).

Emperor's Children:
Sunkillers x4 with las cannons (positioned on the scenery at the top left). 
Assault Squad x11. Sargent with twin lightning claws. Combat shields all round 
Apothecary x1 embedded in the assault squad. 
Praetor with phoenix spear embedded in the assault squad. Unwounded. 

Alpha Legion:
Veteran Assault squad x5, all with power swords. 
Heavy support squad x5. Missile launchers. 
Termite - undamaged.

You are not playing for objectives. This is a straight forward wipe-them-out style game with the winner decided by sheer number of units left standard. 

The Alpha Legion has 1 reaction in hand. 

What do the Emperor's Children do for shooting, charging, and so on?


Saturday, January 24, 2026

Emperor's Children Indomitus Terminator Squad

The full, painted Indomitus Terminator Squad for the Emperor's Children!


Thoughts very welcome, but overall I am actually really pleased with how these terminators came out. They are clearly pre-heresy, but perhaps there are subtle signs creeping in. Or maybe they are lingering loyalist elements of the Emperor's Children who still keep the ways of excellence in martial terms. I really like the golden helmets for this squad, they have certainly worked superbly well for these models and I would paint more in the same manner given the choice. 

The bases were a bit of a pain with the flaking, but PVA glue watered down and some stain solved this (with dry brushing as the final step). Tempting to add some flock, but I actually don't think it is needed. Less is potentially more here!


Friday, January 23, 2026

Emperor's Children Indomitus Terminator Test Model

This is the first painted Indomitus Terminator for a new Emperor's Children squad of thunder hammers and storm shields!


I very much like the colour scheme here. The purple of the Emperor's Children combine well with the gold helmet and the whites of the shoulder pads. I have applied decals from the Emperor's Children set to the model to round it out and really like the way it looks. 

The base here was a bit of an experiment in crackle technical paints. Due to the flaky nature of the technical paint, I went over it with slightly watered down PVA glue combined with some drops of paint to ensure that it stuck down to the base. This mostly worked, but it did disturb some of the flakes upon application.

All was not lost though. 

I think the flakes that were disturbed actually make the base look even better. They give a sense of either very uneven ground, or perhaps the weight of the terminator stomping through the terrain. Either way, very happy, and the flakes no longer are at risk of coming off at all. Some dry brushing rounded out the base. 


Thursday, January 22, 2026

Thunder Hammer Indomitus Terminator

I wanted to get my hands on the new plastic terminators for 40k from when I first saw them. They looked brilliant. But my plans for them are categorically not for 40k - they are for 30k and the Horus Heresy. The Indomitus Terminator mark should only really be taken for the thunder hammer and storm shield combination or the proteus assault cannon (as I discuss in the 30k review article). So here's the first terminator of the squad. 


Just a head swap here wherein I have replaced the standard head with a traitorous chaos space marine terminator head. 

The main question is really: what legion will this become?!


Wednesday, January 21, 2026

Horus Heresy 3e Review: Spaces Wolves Fenrisian Wolf Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are not great, but I'm giving an extra star for the rule of cool!

Background.
There are no wolves on Fenris. 

But then again, you do stand a chance of taming some and bringing them with you on some adventures. 

This is, of course, looked down with pleasure and amazement by your peers. Because that is exactly what your Primarch managed to do, and by doing so yourself you are becoming more like him. 

Strengths. 
S=5 attacks in close combat. 

But in all honesty, their major strengths are:
(a) ablative wounds for a character;
(b) looking cool and very appropriate on the table top.

Due to these two factors, you can't go wrong. 

Weaknesses. 
Although I did say you can't go wrong, with a 6+ save and advanced characteristics of 5 at best (and 2 in intelligence!), they won't be hanging around long. Best to take a big pack and think of them as extra wounds realistically. 

Builds.
5 Fenrisian Wolves (46 points). 
A full 5 bonus wounds for 46 points. A possible bargain!

1 Fenrisian Wolf (10 points). 
Oddly appealing, and has potential to appear on the same base as the character (but wouldn't be tournament legal that way, but certainly looks excellent). 

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