Saturday, January 17, 2026

Horus Heresy 3e Review: Deathsworn Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths. 
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide a lower charge roll for anyone going against them - presumably they slow down. 

The ability to add rad and melta bombs in the legacies update make them very strong. 

The Dreams of the Death Wolf special rule allows them to make a final attack before being removed as casualties. This is at S=5 and AP=3 which will create a back blow, and the breaching will only help that. 

Weaknesses. 
I think you should really choose for rad or melta here and get into combat as quickly as possible. Any other use is not going to be a good use of points really. Play them as a destroyer squad, of course.

Beyond this, Leadership of 8 remains an issue here. 

Builds.
10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385points). 
A standard configuration that will do reasonably well. I like the rad grenades, but if you are going for melta and close up tank hunting, I'd recommend just switching them out rather than taking both (same points cost). 

Friday, January 16, 2026

Horus Heresy 3e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are sound overall, but the points cost tally up fast. 

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths. 
Cataphractii style terminators with fear and vanguard (4) that also entertainingly come under Elites for the Space Wolves. The frost axes will also slice through enemies with contempt. 

They come with the Lordsbane special rule which means that if the Thegn survives a challenge, then you get bonuses for the combat resolution per surviving Varagyr. This means that you should always be aiming for large style squads where possible. 

Weaknesses. 
The points cost adds up fast here thanks to the frost axes and suite of special rules. I'm torn about this facet since other terminator squads can do the job better, but by the same token, you are nearly always going to win combat resolution if the Thegn survives his challenger. The sheer lack of customization upon release is very surprising -- now cleared up in legacies. 

Builds.
10 Varagyr (475 points). 
A scary proposition, and a lot of points. Limit it to 5 members if you are playing a smaller points value game.

5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (275 points).
A more versatile squad. 

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (315 points).
Anti-vehicle. 

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Vexilla, Thegn with Frost Sword and grenade harness (335 points).
Multi-purpose squad. 


Thursday, January 15, 2026

Salamanders Disintegrator Squad

One completed Salamanders squad armed with disintegrators!

Sure, the colour scheme for the rifles is certainly non-standard, but I think this is a strength. They are easy to pick out on the table top set against bolt gun toting space marines from the same legion. There's also a certain element of "popping" with the complementary colours. 

The contrast paint has also held up well to highlighting and more recess work with Nuln oil too which I am pleased with. Overall, a very nice addition to my Salamanders and shattered legions forces. I'll try to see how they play soon as well. Which is to say, will they blow themselves up before accounting for another unit or not?! 


Wednesday, January 14, 2026

Horus Heresy 3e Review: Wolf-Kin of Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average. 

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Body guards - certainly. Pets? Perhaps. Huge giant creatures that are also intelligent and capable of snapping mortal men in half with their teeth - absolutely. 

Strengths. 
Only Leman Russ can join this unit, and they come with an array of special rules and a nice stat line. 

Geri is that stand out with WS=7, but Freki is also good with WS=5. The latter also has one more attack. 

Their teeth and claws come with breaching and 2 damage to cause some serious carnage. They also have fear, heedless, feel no pain and are fast. 

Weaknesses. 
Loyalist only of course. They are fast at movement = 10, but their advanced characteristics leave them open to statuses. 

Overall.
Think of them as extra wounds for Russ and you are probably doing well. The points cost is reasonable as well, although clearly the saving throws are not superlative. 

Tuesday, January 13, 2026

Horus Heresy 3e Review: Caster of Runes

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great psychic powers peculiar to the Space Wolves. 

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

In other news, Sanguinius was a mutant, but we all agree to look the other way, don't we? I'm sure this will all hold until it doesn't.  

Strengths. 
The caster of runes gets immediate access to the unique Rune Casting discipline. This grants Wrath of the Death Wolf, and Stormwrought. The former is a template weapon that inflicts stun (it's basically cone of cold for anyone dungeons and dragons familiar). This is actually really strong due to the condition, and S=6. The latter is a psychic reaction that reduces incoming shots to snap shots - this is similarly powerful.

The character is, otherwise, a psyker, and can also have access to Biomancy, Divination, and / or Telekinesis. My recommendation is to take Rune Casting, and possibly one of the others depending on the points cost you have available. 

A force staff and frost axe come as standard. 

Weaknesses. 
I actually really like this character!

Overall.
The points cost is a little more than a standard librarian, but you do get a useful Will Power of 10 for the price as well as the frost axe upgrade and the ability to choose access to the rune casting discipline - and why wouldn't you choose that? The discipline is quite powerful really and very flavourful to the Space Wolves. 


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. 


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