Monday, January 12, 2026

Horus Heresy 3e Review: Geigor Fell-Hand

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Average fare. 

Background.
It is now Third Edition. And I still have the same problem about this guy's name. I can't help keeping on calling him "Gregor"! Maybe it is the fault of Game of Thrones?

Anyhow.

Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.

Strengths. 
Officer of the Line (2) is valuable here, and he comes with the fell-hand which is a fancy power claw that has breaching at 4+ and shred at 5+. This is nice. 

The stat line is otherwise what you might expect except for Ld=10 and 9 in will power (probably from fighting the Thousand Sons). 

Weaknesses. 
He is distinctly average, but a nice Space Wolves upgrade on the usual Centurion. Is he worth the extra 25 points or so? Possibly. Just about. 

Overall.
A Space wolves upgrade for a Centurion. You will likely end up taking him in Third Edition over a regular Centurion, just because. Equally, that's all he realistically is. Get him into combat with equal footing enemies and he should do okay. 


Sunday, January 11, 2026

Praetor Challenge: Iron Hands vs Iron Warriors

Praetors assemble! This week's challenge is one of iron: Iron Hands against Iron Warriors to be specific. They are fighting over an ancient world for mineral resources to advance their way across the galaxy. There is nothing left other than mutual annihilation to be had here though. This turn will likely decide the winner of the game. The Iron Hands are to play and the Iron Warriors have 1 reaction in hand. The Iron Hands need 2 unit kills for the game. Here is how the board looks:




[And yes - those are computer fans mounted upon some styrene - a great bit of scenery in case any one wants to copy the concept!]

Left to Right:

Iron Warriors:
1 Rhino. All hull points intact.
Tactical Support Squad: 5x Plasma Guns. 
3x Siege Tyrants (1 with 1wound remaining, the others at full strength). 
1 Contemptor dreadnought with las cannon and gravis fist. 3 Wounds remaining. 

Iron Hands:
Medusan Immortals x10. 2x Flamers. 
1 Praetor embedded in the Immortals Squad (could be detached). Thunder hammer. No wounds taken. 
5x Heavy support squad (auto cannons). 

The Iron Hands have already moved and are entering the shooting phase. 
What move gives them the best option to delete 2 Iron Warriors units from the board without losing a unit themselves? (If they lose a unit, then they will need to remove 3 Iron Warriors Units for the win instead!). 

This might seem like an obvious solution, but I'm actually not so sure the more that I look at it. 


Saturday, January 10, 2026

Salamanders Test Model with Disintegrator Rifle

It has been a long while since I assembled these marines, but I finally managed to get around to painting them. This is the first Salamanders marine with a disintegration rifle. 


The Salamanders component of the model follows my usual recipe for Heresy Salamanders. This is a white undercoat followed by contrast paint to get the green basis. This is followed up by lighter green for highlights. The shoulders are black. I went for a silver trim here (but probably should have gone for gold, but equally the silver helps them be picked out against other Salamanders). Decals are from the Third Edition boxed set rather than from the specific Salamanders transfer sheet. 

For the rifle, I've opted for gold tones here with Nuln oil washed liberally applied. The recesses I've picked out in blue with some darker piping here and there to round it off. The goal was to make the weapon feel ornate and out of place compared with standard issue bolt guns which invariably tend to be lead belcher silver in my collection. And it certainly works. On the game board you can readily pick out these golden rifles with ease. 

Overall I like the miniature and the rifle. I'm not sure I will field too many of them, but this is the start of expanding the Salamanders allied detachment that I have going which is also a part of the Shattered Legions forces that I have. Its a worthy addition overall and I shall get the rest of the squad finished up soon enough. 

Friday, January 9, 2026

Horus Heresy 3e Review: Hvarl Red-Blade

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. A bit on the too expensive side. 

Background.
Many legions have members who feel like they don't quite belong. Or maybe got the wrong geneseed implant. Hvarl is one of those numbers to my mind - he's a secret World Eater. But only in my head. Really, he just likes chopping heads off. And, erm, collecting them. And then singing and boasting about it to his company mates. And encouraging his company mates to do the same. And only finding joy in the din of combat. But yeah. Still totally belonging to the Space Wolves.

Strengths. 
A praetor in tartaros terminator armour slinging a heavy bolter and his preferred axe, Hearth Splitter. The latter gives AP2 and 2 damage along with armour bane which is good enough. 

He has WS=6 and T=5 meaning he is going to be very reasonably in close combat. 

Helping this is his personal gambit: Head-taker. Oddly this just means he cannot claim outside support help for his focus step. He also has fear which is a nice touch. 

Weaknesses. 
I think Hvarl has lost ground compared to first and second editions. He is okay in a challenge and you can field him accordingly. Yet his points cost is very high indeed. I'd be tempted by a regular praetor in terminator armour with something like a paragon blade instead now. 

Overall.
A fluffy praetor for the Space Wolves, and totally not a World Eater. Sadly his points cost and special rules are not quite there for me personally. 

Thursday, January 8, 2026

Horus Heresy 3e Review: Leman Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Strong on the offence - and set up to kill before being killed. 

Background.
Bred on Fenris, and one of the three trefoil legions, his own legion serves as the nominal "executioner" for the Emperor. Presumably he carried out some of this task with the II or XI legions in the past which prepared him to undertake Horus' altered orders to destroy the Thousand Sons in the true first volley of the Heresy (although it was not recognised as such at the time). Feared as much as Angron or Konrad, the darkness never touched him, and instead of a blood soaked savage as some would portray him, he was canny and had a great sense of self-awareness of himself and possessed utter loyalty to the Throne.

Strengths. 
With WS=8 and S=7 with the same in A and I, Leman is well positioned as a close combat monster. His weapons (The Axe of Helwinter and The Sword of Balenight) give him further S bonuses with AP2 and 2 damage. They also have armour bane and reaping blows, or critical hits (respectively). These line him up to be able to tackle most opponents in the game realistically. 

His side arm, Scornspitter, is only AP3 though, but still handy.

He has a special gambit called Howl of the Wolf Death is very strong: Focus+5 ensures he will probably get to do something. You don't get any other gambit to select though until you miss causing an unsaved wound (at which point this one stops). This should keep Russ on top of things unless the opponent has excellent defences or otherwise prevents him from causing such wounds - which is unlikely. 

As Sire of the Space Wolves, you get the Prime bonus from Grey Slayer packs - unsurprisingly. Infantry also get move through cover on turn one. This is okay. 

Weaknesses. 
T=6 is distinctly average territory for a Primarch. You will therefore need to win fights before you are killed. With W=6, you should be able to hold out, and with the focus bonus from the gambit you should be doing things pretty regularly. Just watch for sneaky counter moves. 

Overall.
The points cost is good for the model, and Russ remains a strong Primarch, even though here his defences are not superlative. Just kill before you get killed is the core message. 

Wednesday, January 7, 2026

Horus Heresy 3e Review: Space Wolves Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are solid enough and in the right hands can be very powerful, but it does take a bit of thought. 

Background.
The Space Wolves arguable had the first act in the Heresy. With twisted orders from Horus, they set about not merely bringing the Thousand Sons to task about their sorcery, but were tasked with significantly more. This saw their numbers significantly reduced by the start of the Heresy, and they became harried by the traitors on a regular basis, and were unable to reach Terra in time for the grand show down. In the background, they are portrayed as a legion apart and and the call of the Emperor should the need arise whilst their Primarch was shunned in a rather similar way to Angron: more like a savage.

Armoury. 

Fenrisian Axe is a chainsword upgrade that yields reaping blow. My thoughts are about on par with chain bayonets - it could be useful, and certainly has the rule of cool, but the points cost stacks up faster that you would like. 

Frost Blades are an invention of Fenris and generally grant reaping blow on top of your standard power weapons for a large points increase. Arguably the Great Frost Blade is worth the points thanks to S+3 and AP=2 with 2 damage at the expense of I-2. 

Pack Thegn is a Prime Force Organization Slot upgrade for an Optae. He gets A+1 and WS+1 with a free frost weapon. This is generally fairly good. 

Tactica. 
The Hunters Strike gives +2 to the distance of your set up moves which is nice. Perhaps it is not quite the same as the World Eaters or the White Scars, but it serves well for a legion that wants to get into combat. 

Gambits.  
No Prey Escapes
 is a way of making sure that one or both of the combatants dies - you don't go to the glory step voluntarily. 

A Saga Woven of Glory meanwhile gives A+1 to the challengers comrades in arms if the challenge is won. This is a very nice trigger. 

Additional Detachments. 
Bloodied Claw 
gives more troops (they have to be grey slayers) and heavy assault. This is very thematic and on point.   

Advanced Reaction. 
Bestial Savagery
 gives you feel no pain at 5+ as a result of being shot at. You then move with a set up and if you get into base to base with the enemy then you are counted as having successfully charged. This is actually strong. 

Overall the Space Wolves are a mixed bag. Their core tactica isn't as strong as others, but the surrounding rules are both fluffy and potentially strong - as well as complementing the core tactica. The problem is getting your Space Wolves into range to begin with. 

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