Showing posts with label iron warriors. Show all posts
Showing posts with label iron warriors. Show all posts

Tuesday, June 2, 2026

Wargames Gallery: Iron Warriors (Bitter) End Game!

It isn't looking good for the Iron Warriors. 


This is near the end of the game. The Iron Warriors have an un-wounded dreadnought comtemptor with las cannon and a fist, along with 4 tyrant siege terminators left. 

The Alpha Legion meanwhile has a crashed (out of action) eagle, from which the remains of a tactical squad (4 members) and centurion have emerged. They are supported by a tartaros terminator squad closing in (axes and one thunder hammer, one plasma the rest with combi-bolters), and a squad of recon marines with counts-as nemesis bolt guns on a gantry up above the rest. 

What is the target priority for the Iron Warriors? Where is their fire to be directed, and where do they charge in?


Saturday, May 9, 2026

Warhammer World: Isstvan 5 Drop Site

I was recently able to visit Warhammer World again for the first time in years. It has changed a lot since I last went, and there are lots of new exhibits. 

One of the newer ones is the Isstvan 5 drop site diorama featuring the Salamanders retreating back to what they thought would be friendly legions only to be betrayed. The Iron Warriors have opened fire on them having already sided with Horus in his civil war. 


The sheer scale of the diorama is impressive from the wide angle shot above. Given the crowds, this was the best angle I could get on the total diorama. To the right are the entrenched positions of the Iron Warriors. To the left are the retreating and dying forces of the Salamanders. Some have made it very close to the traitor lines and are engaging thoroughly. Other Salamanders are trying to rally survivors as best as possible. 


The view above gives the Salamanders view looking upward to the hills where the Iron Warriors have dropped in their walls from orbit. 


And here is the opposite view from the Iron Warriors line looking downward into the depression. 


The detail is insane. 


And the layers of dust and wreckage tell their own stories. 

I spent ages at the diorama looking at all the little details and the smaller stories that they are telling where there are brave survivors looking for a way out, and those determined to still take the fight forward. 

Incredible!

Saturday, May 2, 2026

Wargames Gallery: Iron Warriors Attack

Sprinting out of the land raider spartan, the Iron Warriors terminators prepare to attack the decimated forces of the World Eaters! But who should they target first?



More internecine battles between these two forces in future weeks! 

Saturday, April 25, 2026

Praetor Challenge: World Eaters Jungle

Welcome Praetors! 

It is the start of the World Eaters turn on a jungle planet replete with Eldar ruins and hostile native flora, and dead megafauna. Once thought to be worthy of joining the Imperium, it is now fought over for scarce resources. 

The loyalist World Eaters need to optimize this turn. What should they do?




World Eaters Force:
Despoiler Squad: 8 strong, sergeant with power sword, vexilla.
Praetor (unwounded): Power fist, archeotech pistol.
Veteran Assault Squad x8, sergeant with falax blades, 1 power maul.

Iron Warriors Force:
(right of frame) Tactical Squad x10 (sergeant with power fist and plasma pistol), bayonets, vexilla.
(left of frame, north of rhino) Tactical Squad x10 (sergeant with power fist), chain bayonets, vexilla.
Rhino (full hull points) with havoc launcher.
Heavy support squad in terrain, 5x las cannons, augury scanner. 

Where are the World Eaters moving to, shooting at, and charging into? Are they worried about reactions? Are they going to deploy (advanced) reactions of their own? Over to you, Praetor. 

Saturday, February 28, 2026

Praetor Challenge: Iron Warriors vs World Eaters

Today's Praetor's Challenge is brought to you by the Iron Warriors and the World Eaters legions. It is the Worlds Eaters to play and the question is as usual: what is the optimal (or most characterful) choice/s possible?



Iron Warriors:
10x Tactical Squad (sat on an objective). Sergeant with power fist.
3x Cataphractii Terminators (2x twin lightning claws, 1 with reaper autocannon and chain fist).
1x Cataphractii Terminator Praetor (1 wound remains, twin lightning claws).
1x Contemptor Dreadnought with las cannon and power fist (2 wounds remain). 

World Eaters:
5x Tartaros Terminators (all with twin lightning claws); two of them have 1 wound remaining. 
1x Tartaros Terminator Praetor (paragon blade); two wounds remaining. 
5x Tartaros Terminators (3 with chain fists, 2 with power mauls); two of them have 1 wound remaining. 

What are the world eaters going to chase: a praetor kill? the objective under the tactical squad? finish the dreadnought? And why?

Internet kudos points (worth nothing but bragging rights!) await!


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. 


Thursday, January 1, 2026

Praetor Challenge: Iron Warriors vs Shattered Legions

Happy New Year!

A new feature for Warpstone Flux this year is the Praetor Challenge! This will largely supersede the Wargames Gallery (but I will keep the tag going all the same). The core idea of the Praetor Challenges is to suggest what you would do in a given tactical situation on (a segment of) the game board. Sounds simple enough right? But you would not believe the disagreements that arise. Not merely from pure mathematics or statistics, but also from fluff (what would Angron do, after all?), duty, honour, or anything else combined. There's no right answer to Praetor Challenges, but there might be optimal plays, and most fluffy plays, and those are the kinds of comments we'd like to see and talk about!

So here is the first of 2026's Praetor Challenges: Iron Warriors facing off against the Shattered Legions!




Iron Warriors:
Tactical squad x7 (Sergeant with Power fist and plasma pistol, bayonets all round, 1 vexilla)
Iron Havocs x3 (all with Lascannons);
Cataphractii Terminators x4 (2 with chain fists and combi bolters, 1 with heavy flamer and power fist, 1 with thunder hammer and combi bolter);
Praetor in Cataphractii Armour (Thunder hammer and combi bolter - unwounded). 

Shattered Legions:
Mor Deythan x3 (2 melta guns, 1 combi melta - spent already);
Salamanders Praetor in Cataphractii Armour (2 wounds remaining; thunder hammer and combi melta - spent);
Salamanders contemptor (twin meltas - 3 wounds remaining);
Salamanders tactical squad x4 (sergeant with power fist; standard marines otherwise);
Iron Hands Heavy Support Squad x3 (Auto cannons x3). 

The Iron Warriors have finished their movement phase. What should they do next for shooting and charging / close combat? The Shattered Legions have 2 reactions in hand. Critically, the tactical squad is already sat on an objective (the necron scenery). What is the right play? The optimal play? The fluffy play? Or just a mad play?

Over to you in the comments, Praetors!

Thursday, October 30, 2025

Dreadtober 2025: Completed Iron Warriors Contemptor

Dreadtober 2025 is now over and I have completed my pledge of one Iron Warriors contemptor dreadnought. Armed with a las cannon, this dreadnought has a long range battlefield role, but backs that up with the fist so that he can remain a close range threat. 






The final details for the work have included really focussing hard on building the base up into a quality and believable configuration that is in keeping with the rest of my Iron Warriors range. I think this has worked nicely with less being more in this instance. 

Weathering of the model has also been extensively looked at with damage added to the hazard stripes to not only look cool, but disguise the potentially less than perfect diagonals. You are very welcome to steal this idea too - it works for me as a long term painter to say the least. 

Overall then, very happy, and glad to have got another dreadnought painted up thanks to Dreadtober! See you again next year I hope Dreadtober fans!!!

Tuesday, August 19, 2025

Horus Heresy 3e Review: Iron Circle Maniple

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Superb body guards for Perturabo after he found his sons wanting. 

Background.
Perturabo found that his Iron Warriors bodyguard was, shall we say, lacking after the Battle of Phall. Released from his oath to the Emperor, he designed and released his own automata to replace those body guards. A product of his genuine genius applied to war, these machines became known as the Iron Circle and would see use as body guards and front line troops accompanying the Primarch and other Praetors of the legion into battle. 

Strengths. 
The stat line is interesting with a base of T=7 and W=4. Although their save is 2+/5++, they will suffer at the hands of lots of high strength ranged attacks coming their way eventually. So make the most of them whilst they last.

They are armed with twin shrapnel cannons which are great (don't forget the pinning aspect here - it works so well), graviton crushers (very strong and shock and armour bane are just icing on the cake), and the Karceri battle shield which halves the damage of incoming unsaved wounds. Then there is the Shield of the Iron Tyrant special rule which prevents their charge from suffering precision hits at range. This is very nice indeed. 

Weaknesses. 
Only Paragons or Command sub types can be accompanied by these robots, but you didn't expect anything less. They are really strong in conjunction with Perturabo and you need to simply choose your targets and move up to tackle them. The only problem really is with challenges since they won't be taking part. Unless you make Perturabo a coward which given his strong close combat finesse is not something you really want to do. They can handle themselves in a fair fight though. 

Builds.
The only real build option here is how many Iron Circle automata you want to include in a unit. You can have up to 6 of them in a single maniple. One is probably going to be very nice on its own, if only for ablative wounds and also ideal for small points value games to provide a decent challenge to an opponent. Two or sometimes three is about right for most other situations and you do get a points cost discount for additional ones over the first which makes my argument for 2 or 3 being the correct value stronger - at least in my opinion. 

More than that is overkill, or you are playing a large points value game (and if you are in a large points value game, just take 6 to accompany Perturabo and be done with it - if money is no object to your hobby!). 

Monday, August 18, 2025

Horus Heresy 3e Review: Iron Havocs

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. An excellent choice from the Legacies list but slightly too points expensive to my mind.

Background.
The Iron Warriors raised the concept of heavy support squads to an art form. The Iron Havocs rain down heavy weapon support from range to saturate the battlefield with plentiful and deadly shots. 

Strengths. 
The major advantage of the Iron Havocs lies in them denying cover saves to their targets via the in-built Ferrum Occularis. Otherwise, they are literally identical to the main army list Heavy Support Squad option. 

They also (and almost uniquely) have access to shrapnel cannons as base which can cause pinning and also has shred. This can be powerful. 

Weaknesses. 
Firstly they are slightly more points expensive than otherwise I would have predicted. 

Secondly, I would have liked to have seen BS+1 at least for them being described as marksmen, but alas, their base BS=4 still. They don't have the equivalent of Tank Hunters from first edition either. Yet, they are still effective. 

Players therefore have to ask themselves how much they like denying cover saves to their opponents, and how much the plausibly might like Shrapnel Cannons which as a very interesting and powerful option at intermediate ranges. 

Builds.
10 Iron Havocs, all with Shrapnel Cannons, Sergeant with Augury Scanner (270 points). 
Maximum Shrapnel fire power, and the augury scanner helps with shrouded which is worth it the instant you come across shrouded in the game (trust me). Take a nuncio-vox to taste. This is possibly the only squad also worth taking a close combat weapon upgrade on the sergeant if you are thinking of a rolling wall of cannon fire? But you honestly don't want them in close combat - the weapon would just be a deterrent and probably ineffective. 

5 Iron Havocs, all with Las Cannons (210 points).
A full 35 points more expensive than a similar Heavy Support Squad. Yet for targeting dreadnoughts in cover it remains a lot more effective. 

5 Iron Havocs, all with Missile Launchers, Augury Scanner, Nunci-Vox (180 points). 
A strong squad that can tackle multiple potential targets and counters. 

5 Iron Havocs, all with auto cannons, Augury Scanner, Nuncio-Vox (205 points). 
Auto cannons remain an effective choice for the Iron Havocs as well. Tempting to increase this squad to full size to be honest - but only if you have the points available. 

Sunday, August 17, 2025

Horus Heresy 3e Review: Tyrant Siege Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, narrowly rounded down. An almost auto-include in an Iron Warriors force. 

Background.
The Iron Warriors may well have been a grim lot, but the Tyrant Siege Terminators knew this more than most. Hardened warriors of war, these men know the calculus and mathematics of warfare better than all and acknowledge that their fates may well end in death. Their duty is to push forth regardless of incoming fire and devastate the opponent. They break open fortresses, and generally lay waste to the battlefield thanks to the missiles that they carry with them. 

Strengths. 
As cataphractii terminators, they are slow and purposeful, but also come with firing protocols which enables them to fire their combi-bolters as well as their missile launchers. 

The tyrant rocket launchers have had an upgrade on second edition at the expense of pinning. The swarmer missile is 3 shots at S=5 with breaching. Whereas the breaker missile is 1 shot at S=9 and armour bane. Both are great.

In addition to this the sergeant (a.k.a. Siege Master) can be fitted with an omni-scope. This device renders cover saves ineffective. This is amazing for out-shooting a stubborn group of backfield ranged enemies when you really need it. 

Weaknesses. 
Honestly, there are not many draw backs beyond the points cost. They do have T=5 and W=2 to make up for this and come very highly recommended. So much so that they are pretty much auto-includes for almost any Iron Warriors all-comers force lists. 

Builds.
5 Tyrants, Siege Master with Omni-Scope and Grenade Harness (315 points). 
The baseline build and very effective.
Given that upgrades to chain fists are free, you can toy around with a few in a squad just to take on anything particularly heavy in close combat if you feel the need. 
Consider also the occasional combi weapon (graviton, distinegrator, and flamer are all nice for different reasons, and the overlap between them can be powerful. I'll illustrate this in the final build below). 

5 Tyrants, 5 Pairs of Lightning Claws, Siege Master with Omni-Scope and Grenade Harness (365 points).
Getting very expensive here. You will need a transport solution to make the most of this build.

10 Tyrants, 3 Combi-Distintegrators, 3 Combi-Graviton, Siege Master with Omni-Scope and Grenade Harness (650 points).
An almost fully upgraded squad. The overlap of disintegration and graviton is amazing here not least due to the special conditions that they can inflict. Choose your targets wisely. I actually really like the disintegration option here in third edition. 

Saturday, August 16, 2025

Horus Heresy 3e Review: Warsmith

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A perfectly good high command choice. 

Background.
The Iron Warriors had a lot of men that were very capable in the siege department. The Warsmiths were at the front of this skill set. Equally adept with robots or war machines, their skills rivalled the mechanicum. Perturabo himself bestowed the rank of warsmith on the most skilled practitioners. 

Strengths. 
The stat line itself is attractive with WS=6 and 5's in many other places short of Strength. Naturally, Intelligence here is also high. This helps tremendously with the Battlesmith rule to repair the kit on the move.

The equipment is attractive with a cognis signum (also intelligence based) to help with barrages. The cortex controller allows reactions where they might not otherwise be (hello robots). The servo arm is nice as it provides an extra hull point or wound back again. And the graviton crusher is very cool and appropriate for close up work. 

Weaknesses. 
There are hardly any options here in comparison to the regular praetor. Hence this is why I'm not giving 5/5 stars to the warsmith. It would also be nice to have a dedicated way to take robots alongside the warsmith (i.e., Lord of Automata) which almost makes the Iron Hands Iron Father a superior choice despite the strong similarities otherwise. 

This said, I am also reviewing the Warsmith in Power Armour option here as well which DOES have more build options [Legacies unit] at the price of a slightly worse stat line.

Builds.
Warsmith (165 points). 
The naked terminator option is strong. I'd place him with some barrage weapons if possible. But otherwise some Tyrants Siege terminators is also an option. 

Warsmith in Power Armour, Paragon Blade, Shrapnel Bolter (158 points). 
A nice build, and the shrapnel bolt rounds are very attractive. 

Friday, August 15, 2025

Horus Heresy 3e Review: Perturabo

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Perturabo returns with an excellent stat line and weapons to back it up.  

Background.
The Lord of Iron is almost as tragic as Kurze or Angron. Such a keen intellect, but no use for it on Olympia which was already an advanced civilization. Such a drive to build and make things, turned to destroying and pulling down fortifications. And a rebel home planet that he went back to and sorted out but felt that his father would never forgive him and therefore fell to the traitor cause. He is one that probably should not have fallen if he had better relations with those around him, better council, less brutal twisting of his fine mind, and just a touch of TLC; but that's the price that was paid. All I'm saying is that the Emperor could have just given him a hug and a pat on the head once in a while and he'd have been perfectly loyal. But no. That was too much. 

Strengths. 
As an upgrade, Pertruabo can take Forge Breaker - a desecrated version of Ferrus Manus' weapon of choice. This is worth it. The only real difference is D=2 here instead of D=3. But since you will be facing other primarchs who have Eternal Warrior (2) like Perturabo, this doesn't matter in all probability. Take. This. Upgrade. [It is also modeled on the resin miniature after all].

The stat line is powerful. T=7 with A=6 is very impressive. Add to that the Logos providing him with 2+/4++ and he's good to go. His ranged weapons are provided by the Logos Array and features 6 ranged shots with shrapel technology from Olympia at an impressive 30 inch range. They also shred and cause suppression. Now, if you do that math-hammer on these ranged shots, you are likely going to be taking out 4 standard (3+ armour save) space marines per turn. This is simply great. But if you haven't taken Forge Breaker, they also double up as point blank shots in melee. You don't want them though. You want Forge Breaker. Trust me. The AP=2 and D=2 from Forge Breaker is the deal clincher for me over the point blank Logos Array. 

His individual gambit in challenges calls on his men to simply gun down anyone foolish enough to challenge him. He won't waste his time like that. These are only snap shot though. This is good if you have some nearby plasma or melta shots that you want to expend on an enemy sergeant who is the fool for challenging Perturabo, but not another Primarch since you are giving up your own attacks to use it. Only use it for the foolish opponent really. 

Sire of the Iron Warriors grants prime slots to breachers and tactical squads if they fill up the primary detachment. Which they might well do in a fluffy manner. His influence is far reaching with his other ability which makes the army entirely expendable on Turn 1! Fluffy, and funny at the same time! Perhaps not as strong as other force multipliers out there, but its fine. 

Weaknesses. 
Perturabo is a strong primarch with no real weaknesses. As you would expect. 

Overall.
The points cost is right, but you will be wanting Forge Breaker as your upgrade. No excuses. Pay that extra points cost. Then figure out a transport solution. 

Perturabo is great at medium to close range with his Logos Array shots, and excellent in close combat. He really excels with the Forge Breaker in hand and can handle his brothers if you need him to in the main part (but many of the tougher primarchs will be a close call). 


Thursday, August 14, 2025

Horus Heresy 3e Review: Iron Warriors Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The bad guy poster boys for third edition, and they return with vengeance. 

Background.
Grim. Decimated. Arguably unloved by their gene sire. But also sturdy. Unrelenting. Pragmatic. Masters of machine and siege. Bitter through being used as little more than chattel and garrison troops. They brought their fury to both sides of the war and eventually conducted the most epic siege of the war: that of Terra itself. 

Armoury. 
Plenty of carry over from second edition here!

Graviton Crushers. Exchanged from a thunder hammer for free, there's probably little reason not to take this upgrade on commanders or champions to be honest. The addition of shock is nice and armour bane comes as standard.

Graviton Mace [Legacies]. Officer and Sergeant wargear for a very reasonable amount of points means this is also an almost automatic upgrade in many circumstances.  

The Unfavoured. The ability to make a unit Expendable is actually stronger than it sounds for a prime advantage for a unit. It is also very fitting for the Iron Warriors and surprisingly effective when combined with objective sitting or front line assault. Take your pick!

Shrapnel Weapons [Legacies]. Yes it should be been in the Liber. No, that's all I'm going to say. Any unit in the Iron Warriors can exchange their bolt pistols and bolt guns for shrapnel versions for a small points cost increase. The benefit of this is to cause pinning which cannot be overlooked. A few units upgraded like this are fine to take, but it remains true that sometimes you will want the pure fire rate of the regular versions. The cannon adds shred to this and appears under the Heavy Weapons Options (added on) for the legion, as well as sponsons and pintles where appropriate. Certainly worth considering for a heavy bolter heavy support squad. 

Tactica. 
The Bitter End is fluffy and appropriate and enables the Iron Hands warriors to ignore negative modifiers to Panic, Pinning, Stun, and Suppressive special rules (i.e., Leadership and Cool tests). In third edition this is nearly unrivaled. 

Gambit.  
Spiteful Demise
arises since Perturabo instructed his men that death was not an excuse for incompetence. If you lose your last wound, you get to hit back with one S=6 D=2 attack that also has breaching. This is a great way to take your opponent out simultaneously or at least inflict an added bit of damage. Play when you are about to perish yourself. It requires a bit of finesse and timing, but when pulled off can be very impactful!

Additional Detachments. 
The Ironfire Cohort
 is a reasonable way to add in armour and support slots, at the expense of the armour slots having to be Arquitor Bombard units. I think this probably won't see too much play unless you are a fan of the Bombards?
The Hammer of Olympia is almost a "must" for Iron Warriors running Perturabo (sometimes) or a Warsmith (you will often want to). The added heavy assault and troops are great, but the added Prime slots can swing even harder in your favour here - especially Tyrant Siege Terminators.

Advanced Reaction. 
Bitter Fury
 can be activated when one of your units is shot at. It gives you an increased rate of fire (+1) at the expense of Overload (+1), and even the models that were killed by the incoming fire still get to shoot back. Powerful and impactful when played at the right time on the right squad. 

Overall, I am really, really liking the Iron Warriors in Third Edition. They are a slogging, non nonsense, shooting army that can also cause severe damage up close and personal when needed. The combinations of Shrapnel, Graviton, Hammer of Olympia, and the Tactica and Gambit are brilliant, but the oh so fluffy Unfavoured has to be a stand out for your strategies here. Choose wisely and time your advantages well, and this army can really perform.

Wednesday, July 9, 2025

End of 2nd Wargames Gallery: Garrison Breach

On a lonely colony world, the World Eaters traitors assault an unassuming Iron Warriors garrison that they've kept held for a decade, unaware of the wider conflict like many of their garrisoned legion brethren. 

With the element of surprise, and needing to capture precious resourced, the World Eaters press their surprise attack against the Iron Warriors. The Iron Warriors hold the objective (the agate slice that looks mysteriously like a warp portal behind the tactical squad here!), but suffer a charge which wipes them out to a man.


Nearby, the lac cannons of the Iron Warriors make short work of the leviathan dreadnought which explodes in spectacular fashion as the lasers slice apart its critical components. 

Sadly, it is not enough for the Iron Warriors in the end. The World Eaters over-run their positions and destroy them all. Victory to the World Eaters by tabling their opponents. The narrative rolls ever onward!

Wednesday, June 18, 2025

End of 2nd Wargames Gallery: Emperor's Children and Iron Warriors Reckoning

Unsure of who is a traitor and who is a loyalist (sounds like an Alpha Legion plot if you ask me), the Iron Warriors might takes on the Emperor's Children elegance and arrogance.  


A group of Iron Warriors terminators is attacked by the Emperor's Children assault squad. Swinging slower than the Emperor's Children, the terminators suffer massive wounds - more than enough to see the end of their days. 


In return, the Iron Warriors Siege Tyrants rain down a fire storm on the assault squad to wipe them off the board through a very rapid rout above the remains of a dead rhino. 


But the Emperor's Children are not yet done. A las cannon heavy support squad sits at the apex of a ruined tower and fires back at the siege tyrants. It isn't enough though - the tyrants are able to take them down at range and force enough unsaved wounds to wipe them clean off the board. Victory to the Iron Warriors!



Monday, June 16, 2025

End of 2nd Wargames Gallery: Salamanders test the Iron Without

Continuing the End of 2nd Wargames Gallery, this is the turn of the Iron Warriors against the Salamanders (in an apparent prelude to third edition perhaps?!). 

The Iron Warriors pour out of the Land Raider and make ready to charge into the Salamanders Praetor and assorted Isstvan survivors. The Salamanders have a handy reaction on their side though and will shoot back at full strength before the Iron Warriors make their lines.


Whittled down by one terminator, the Iron Warriors make quick work of the squad, but the Praetor stands firm and counters with his thunder hammer and (after more than this turn) is the sole survivor of this encounter. 


A larger scale overview of the situation can be seen in this second image. There's an Iron Warriors plasma support squad pumping volleys into a dreadnought which is about to exchange fire with an ordinary tactical squad. 



The tactical squad doesn't stand a chance and is readily partially eliminated and routed. 

Toward the end of the game the Iron Warriors support squad is the only one remaining whilst (a very burned and battered) dreadnought and the (rather sliced up) Praetor remains for the Salamanders after destroying the Land Raider. The game ends up a tie overall. 

Sunday, April 13, 2025

Wargames Gallery: Termite Pest Control

The Alpha Legion emerge from a termite, but the Iron Warriors move in position to conduct some pest control. 


[Spoilers: those thunder hammers and chain fists make short work of the termite and their support squad inside it.]

Saturday, March 29, 2025

Wargames Gallery: Plasma Eaters

Having moved into place on board their rhino transport, the Iron Warriors plasma support squad takes aim at the World Eaters leviathan before some further backup arrives! 


The decals on the vehicles are doing all the hard work in this image, even if I say so myself. 

Saturday, March 22, 2025

Wargames Gallery: Destroying the Iron Without

The World Eaters like getting up close and personal. And their attack on the Iron Warriors land raider is no different, they just employ their chain fists to get the job done. Iron Without for not much longer I'm sorry to report. 



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