Wednesday, November 11, 2026

New Primary Detachments and Mission Packs

I think this is what everyone wanted from day zero: a return of the drop pod assault army, and various other styles of play that used to be encoded directly in first and second edition through Master of the Legion. Warhammer Community released today two developments for third edition: a new set of missions, and a new set of primary detachments.

The Primary Detachments consist of:
 - Pride of the Legion (lots of terminators and veterans who gain line by replacing veteran);
 - Fury of the Ancients (lots of dreadnoughts);
 - Sky-Hunter Phalanx (with direct inclusions for specific White Scars fast jets);
 - Armoured Spearhead (for tank heads);
 - Orbital Drop Assault (which is what a lot of people have missed).

For the Orbital Drop Assault, it is important to note that it is not recommended for regular play. I can just about see why, but there's a good argument for "why not" as well. There's a new drop chart come in to play which offsets the worst of the tactics, and for the main part it will work out just fine I think. The designers do note that a future supplement may provide missions in which these drop pod assaults are dealt with better. For the time being though, this is great.

The new missions pack is similar solid and provides a range of missions, boards, and objectives for players to compete for. There's nothing tremendously original (don't go in expecting the original Black Book series or anything), but they are good enough. 

Overall then, a great pair of additions to third edition!


Tuesday, November 10, 2026

Horus Heresy 3e Review: Vultarax Stratos Squadron

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. The rules are mildly sub-par for the points and there are superior choices potentially. The models are cool though in my biased opinion.

Background. 
Created on the Forge World of Anetarbraxus, the design was given to Mars as a tribute. It owes very little to the natural world and instead is a terrible amalgamation of parts that don't look like they should gel together individually, but actually do the part whilst looking almost alright. [Or if you're a 40k player: look even better when Nurgle corrupts them into Blight Drones?].

Strengths.
On the stat line, T=6, 6 wounds, and a 3+/5++ save is strong enough to stick around. The movement rate of 12 is fine, but actually represents a significant nerf from second edition.

The armaments are an arc blaster which is great for 6 lots of S=6 shots and suppressive. 

The Vultarax Missile Launcher is no longer a havoc launcher and confusingly is not under missile weapons in the back of the book, but rad weapons. The shaped charge is double shot S=10 with toughness phage, panic, and shock. Clearly this is incredible to use against vehicles which will be the temptation. But therein, I reckon players need more than just one model. The air burst mode provides a large pie plate with phage and panic, but at S=6 instead. This is still very respectable. 

The dendrite talons are okay with breaching, double damage, and S=5 attacks. 

Weaknesses. 
Both WS and BS are at 3 each. This is quite detrimental to the model. But also understandable. If they were a pip higher (espcially in BS), then I'd probably move from 2 stars to 4 stars to be very honest! And they'd be over powered. But at BS=3, their anti tank role requires plenty of models -- and only one can be taken per force organisation slot (argh!). Their anti-infantry role remains excellent. However, I cannot help but think that the army has better options for anti-tank, and anti-infantry than the Vultarax. 

I do like the model though! Just a pity that it feels like a bit of a nerf from second edition, despite the phage on toughness. 

Builds.
There are no build to discuss and only 1 model can be taken per slot unfortunately. 

Monday, November 9, 2026

Iron Hands Breacher Squad Painting

A painting update for today: the entire Iron Hands breacher squad is complete. 


The overall goal here was to represent one of the clans, but also allow some individuality leak into the squad through slightly different placement of decals and mild battle damage. There are several lines of damage across the shields which represent charring of the paints and metal. These will hopefully blend in nicely with the Saturnine dreadnought damage that I painted in Dreadtober. A bit of scattered blood here and there finishes the squad nicely. 

Look closer and some of the squad also sport the Eye of Horus. Are they loyalists who wear it as shame? Or perhaps traitors declaring their allegiance? I always thought that the Iron Hands probably should have been traitors - they certainly are very grim and dark even by 30k standards and were pretty close to Horus - as well as their cousins in the Emperor's Children. But they stayed loyal in the main part of course. 

This squad is armed with a pair of las cutters. I was originally going to go down the graviton path since it suits this legion very well indeed, but figured something a bit more up close and personal would suit them. And the white accents on the shields is something that I was also nervous about, but I think this has paid off nicely. Hope you like them!

Wednesday, November 4, 2026

Horus Heresy 3e Review: Vorax Attack Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are fine. 

Background. 
Got too much famine going on in the Forge World? Send in the Vorax for a little bit of population culling - that'll cure it. Grim and Dark. Got mutant vermin issues? Same. Got rogue machine problems? Vorax will search and destroy for you. Got a war going down? Well, same thing once again really. 

Strengths.
Starting with the stat line, we have S=5 and T=5 coupled with 4 wounds and a 3+/6++ saving throw which means these predators are going to be tough to dislodge.

Helping them get into position is a more than reasonable movement rate of 10. They're also Fast, have firing protocols, firestorm, and phased reactor shields. 

In the ranged weapon department, they have a twin rotor cannon which is great for the suppressive rule at 24 inch range and S=5. The singular lightning gun is slightly shorter range, but comes with shred and suppressive. These should cause some damage for the points cost. The upgrade to the irad-cleanser should certainly be considered for a model or two - especially for a unit closing for close combat. These provide a very handy phage on toughness, in addition to the usual poisoned and panic. 

Meanwhile the pair of power blades providfes AP=3 with breaching and shred at native strength which is plentiful for melee duties against many foes. 

Weaknesses. 
The WS and BS have had a touch of a nerf since last edition and are down to 3 in Third Edition. 

Don't forget they are also automata. 

Builds.
3 Vorax, 1 Irad Cleanser (155 points).
Considering that they want to be in combat, I like the irad cleanser. The poinst cost is also cheaper than third edition, at the cost of WS and BS as noted above. Very viable still, however. 

Tuesday, November 3, 2026

Horus Heresy 3e Review: Triaros Armoured Conveyor

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are more than sufficient. 

Background. 
This is the dedicated transport for the Taghmata Omnissiah Mechanicum. As might be expected for a Mechanicum transport, it is not a simple thing. Based on ancient technologies never shared with the other half of the Imperium, this transport has a killer front end that is literally capable of smashing things to oblivion, as well as having a large capacity. . 

Strengths.
The front of the vehicle is well armoured with AV=14 and 12 otherwise. The 7 hull points is good and the flare shield will help here too. 

On the centreline are two mounted Volkite Calivers which are notable for the long range. The bolt cannon mauler is also good. 

It has a solid evens-chance of auto repair and can also use itself as a shock ram to yield a +3 increase in damage. 

What is notable here though is the sheer carrying capacity. A whopping 22. Very impressive!

Weaknesses. 
This is not a rhino. It costs not like a rhino too. 

Builds.
There are no particular builds to discuss here apart from the Hunter Killer missile upgrade. I regard this upgrade as being to taste if your army needs them. 


Monday, November 2, 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, 2 Moirax Conversion Beamers (215 points). 
Very much a longer ranged option. Sit back and fire. 


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