Showing posts with label war-engines. Show all posts
Showing posts with label war-engines. Show all posts

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. 


Wednesday, October 28, 2026

Horus Heresy 3e Review: Thanatar Siege Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are great. 

Background. 
More a mobile artillery platform than an actual combat unit, the Thanatar is a force to be reckoned with. Other than the plasma weapon originating on Ryza, little more is generally known about their backgrounds save rumours about where the Calix variant hailed from (within the sects of the mechanicum itself).

Strengths.
Incredibly, the toughness and strength is 8, with 10 wounds, combined with a 2+ and 5++ saving throw. Importantly, the BS is 4 here, even though the WS is only 3. Firing protocols and firestorm are nice too.

The basic armament are shock chargers and twin mauler bolt cannon. The latter pumps out 6 lots of S=6 for both pinning and shred each turn. Very respectable. 

You also have to select one of two configurations.

The Cavas configuration provides a plasma mortar. This is a nice large pie plate with ordnance on range, breaching and barrage for S=8 and 2 damage, but only at AP=4. 

The Calix configuration gives a Sollex heavy-las and graviton ram. Of course, the graviton ram is nice in close combat with armour ban, AP3 and 2 damage. Given the base S=10 for these attacks, it will be collapsing rhinos with ease. The heavy las is also S=10 for 2 ranged attacks. Ordnance on damage, shock, suppressed, and armour bane all rolled in with native AP=2. 

The choice between them is therefore whether you want significant cover fire, versus something a bit more targeted and close combat orientated. Both are viable. 

Weaknesses.
WS is three, but presumably you don't care. They also explode, so watch out. 

Builds.
Thanatar Cavas (225 points). 
Sit back and fire.

Thanatar Calix. (245 points).
More focussed hits and close combat potential. But you have to get there with a movement rate of 6. 

Monday, August 31, 2026

Horus Heresy 3e Review: Telemon Heavy Dreadnought

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. Great model with good rules, and lots of points too. 

Background. 
Hand crafted by the Emperor himself (well -- at least one part of the armour is), the Telemon is an exceptionally rare beast. Only the most remarkable Custodes gets to be interred, and the order would sooner the dreadnoughts remain unoccupied than some lesser Custode pilot it. Truly a waste of resources!

Strengths.
The stat line has S=9, T=8, W=8 which make it very durable (and also a fire magnet for the most high strength enemy fire power). The 2+/4+ save only adds to this. 

It comes with a Spiculus missile launcher which gives suppressive and breaching with 6 shots at S=5. This makes it very good for anti-infantry work. 

The options are then:
Telemon Caestus - a great S+3 fist with AP=4 and an incredible 3 damage (4 if paired). Great for anti-armour thanks to armour bane, but also has critical hitting and shock. I'd be tempted to take one if you feel you can catch a tank. It comes with a build in neutronium cascade projector which is an excelletn S=7 template with breaching, phage on Toughness, as well as the interesting annihilation cascade which gives you a chance at more penetrating hits. I suspect this isn't going to hurt much except the rear of a rhino though (or similar!).

The Arachus Storm Cannon is amazing. I'd take it. It has S=9 (going down to 6 if in a burst, but with more shots) and AP=2 and 3 damage. Two of these is deadly. 

The adrathic desolator is something that doesn't know where it sits. Great for rending, but you already have plenty of anti-infantry options and it only gives as many shots as the storm cannon but at a lower strength. Could be excellent against multi-wound enemies though. 

The Iliastus accelerator culverin is the rapid tracking option with S=9 and breaching. I like this almost as much as the storm cannon.  

Weaknesses. 
Intelligence has been reduced to a remarkable 3!
It also explodes and costs a dreadful amount of points. 

Builds.
Telemon, Caestus, Arachus Storm Cannon (385 points).
This is what I would regard as a standard build.

Telemon, Caestus, Iliastus accelerator culverin (380 points).
Another very nice option that switches out the cannon for the rapid tracking of the culverin.  

Telemon, 2 Iliastus accelerator culverins (390 points).
Rapid tracking shooting platform. I actually prefer one fist here to be very honest, but 2 culverins can still work. 

Sunday, August 30, 2026

Horus Heresy 3e Review: Contemptor-Galatus Dreadnought

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Great model with reasonable rules. 

Background. 
The best way to describe this dreadnought is as an anchor point. Armed and armoured with some of the best technology in the Imperium and a pilot who was possible a great friend of the Emperor himself, the Galatus is intended to be a power house for the slaughter of any enemy of the Imperium from within or without.

Strengths.
Superb with S=8, T=7, 6 wounds and 5s in WS and BS. 

The Gravis Praesidium Shield is excellent for not only providing a 4+ invulnerable save, but also granting the Shield trait which can be overlooked. 

The Warblade is reasonable overall. It has a template panic flamer built int, along with an AP=2 and 2 damage close combat profile that gives reaping blows as well as being aflame. This will be more than enough to take on 2 wound terminator enemies for instance. 

Weaknesses. 
The main detriment here is that compared to a space marine dreadnought with a Gravis Power Fist, the Galatus is actually weaker. It shouldn't matter all of the time - to be clear - but what it ultimately means is that the Galatus is fundamentally anti-infantry. And the rest of your core army can likely do just as good a job at that. For this reason alone, I am giving the dreadnought a middle of the range 3/5 stars. 

Builds.
There are no builds to discuss. 

Saturday, August 29, 2026

Horus Heresy 3e Review: Contemptor-Achillus Dreadnought

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. I really like both the rules and the model.

Background. 
Custodes can recover from many physical injuries. But every once in a while something (undefined, but probably brutally nasty) happens that they cannot recover from physically. Where they still have the will, they get interred in a dreadnought in much the same way that space marines are. There are few of these though due to the previously mentioned facts. But those that do exist are exquisitely made.

Strengths.
The stat line is superb with S=8, T=7, 6 wounds and 5s in WS and BS. 

The Dread Spear has the same range as other guardian spears, but fires at S=10, AP=3, and 2 damage. It also comes with armour bane and armour breaker at 4+ which is very impressive overall. 

In close combat, it is even better: S goes up to a stupendous 11, the AP is 2 and 3 damage is scored per hit. armour bane is here again with impact on AM. This is a dreadnought that could give a primarch pause to worry if they don't have the WS to beat them down (which they all should do to be very honest!). Eternal warrior is nice here as well along with lightning blows and vanguard. 

Weaknesses. 
Intelligence is reduced to 5 for reasons that I am unclear on. Let me know in the comments if the lore of being in a dreadnought affects intellect? I actually can't recall.

The dreadnought also explodes when dead. But what an explosion it is. 

Builds.
The only upgrade here is whether to change the inferus incinerators for lastrum storm bolter, or adrathic combi-destructor. To be honest, I actually like the incinerators, but can see a role for the others as well. 

Friday, June 26, 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, Moirax Conversion Beamer, Lightning Lock (190 points). 
Very much a longer ranged option.  


Thursday, June 25, 2026

Horus Heresy 3e Review: Armiger Warglaive

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are good. 

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. Some targets are rightly beneath the notice of other Knights. The Warglaives' job is to take care of these threats such as infantry trying to clamp on some melta bombs and the like.

Strengths.
The stat line is identical to the Helverin. With 7's on the stat line for Wounds, S and T, the Warglaive also reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Armaments are a heavy stubber (which is okay I guess), the thermal lance (which is S=9, 4 damage at AP=2 and comes with melta which is impressive; and also heavy on the strength which can be a massive boon). It also has a reaper chain blade (reaping blade is nice, but shred at 5+ is better. S+1 hits at AP=2 and 2 damage is actually really nice and presents a clear and present threat to most terminators in the game). 

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. 

Overall.
I would advocate that swapping out the heavy stubber for the melta gun is the upgrade you want to go for here if you are thinking about some light tank busting action. I like the Warglaive - and perhaps even a tiny bit better than the Helverin thanks to the chain blade which can cause some serious problems for opponents. Well worth the points. 

Wednesday, June 24, 2026

Horus Heresy 3e Review: Armiger Helverin

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are good. 

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. These are long range armigers and can happily sit at the back taking shots at others all game.

Strengths.
With 7's on the stat line for Wounds, S and T, the Helverin reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Their armaments are two lots of Phaeton Autocannons. With a 30 inch range they are powerful and you get 3x2 shots with them as S=7 with Ordnance on range. Breaching is the icing on the cake at 5+. They will take out regular marines with ease and challenge terminators to remain upright. Against their own kind though is where they will shine quite a lot. The heavy stubber is just the icing on the cake really. 

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. 

Overall.
There are no builds to discuss here other than replacing the heavy stubber with a melta gun. Since you are long ranged this is not advised. This is a long range pesky construct that fires annoying shots all game long if they are not targeted and focused against. I actually like them!

Monday, June 1, 2026

Horus Heresy 3e Review: Dark Angels Excindio Battle-Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up for rule of cool and conversion possibilities!

Background.
The dread silica anima are not dead. Known only to the Emperor and the Dark Angels, these artificial intelligences are not Mars-born, but left over from ancient Terra and born of malice with similar intent. They have been somewhat neutered by the Ironwing, but still lack restraint and could potentially turn on the Dark Angels as much as they wilfully eliminate their enemies. These are the Excindio: Dark Age AI nightmares.

Strengths. 
Death from the dark age of technology and banned artificial intelligence. They can be equipped with all kinds of weapons. 

The combi bolters can be swapped out for graviton guns (strong), plasma guns (reasonable), and irad cleansers (strong). 

They can also be equipped with several different main weapons. The Athanax phosphex canister launcher is great with pinning, poisoned and phage on toughness - its almost an auto-pick. The Tyrhenius nerve induction shredder has an incredible number of shots for poisoned at 2+ causing panic - also great. Magaron atomantic pulse cannon is almost like a las cannon, but one less strength and armourbane. Good at picking off rhinos and similar. The Cytheron graviton flux projector gives you a template with shock, pinning, breaching at S=7 - well worth considering for close combat. Or another irad cleanser (strong as well!).

The claws are great in and of themselves with breaching, AP=3 and 2 damage, and reaping blow. Ouch.

Weaknesses. 
The are artificia. You will probably need a kill switch as well. 

The main problem here is that they can turn on your own forces. When wounds reach 4 or less, they just choose the nearest thing. They don't care, and actually like causing mayhem. 

Builds.
Excindio, Cytheron and irad Cleansers (220 points).
Closer combat. 

Excindio, Magaron Pule Cannon, Plasma Guns (230 points).
Longer range, and more anti-tank. Take hunter-killer missiles to taste. Deadly in combat still though!

Excindio, Athanax phosphex canister launcher (195 points).
Shorter range and cheaper. Take the nerve induction shredder as a replacement for the canister launcher to taste for the same points cost. 

Friday, May 1, 2026

Horus Heresy 3e Review: Contemptor-Osiron Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The result of putting psykers in dreadnoughts!

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though?

Strengths. 
Rule of cool applies: psychic dreadnoughts for the win!

Alongside all the usual dreadnought upgrades, you also get to buy 1 psychic discipline and have a force sword that has reaping blow.

Weaknesses. 
Costs lots of points already and you're only getting WP+1 and a force sword (which to be fair is very very good) compared to the baseline dreadnought which is why it gets 3/5 stars from me. It is over-costed. But it is still very cool! 

Builds.
Osiron, Kheres Assault Cannon, Divination (235 points).
Dakka combined with preternatural foresight. 

Osiron, Melta Cannon, Melta Gun, Telekinesis (250 points).
Why not? Because of the points cost is the likely answer here to be fair. 

Osiron, Conversion Beam Cannon, Havoc Launcher, Pyromancy (235 points).
Lots of bits to play with. Not necessarily all overlapping though - NB.

Saturday, April 4, 2026

Hours Heresy 3e Review: Contemptor-Incaendius Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
Contemptor dreadnoughts with jump packs specially manufactured by the Mechanicum on Baal's first moon under the treaty of Anvillus. Being blunt: some dreadnoughts have jump packs - get over it. 

Strengths. 
Let's just revisit the core premise here. It is a dreadnought. WITH A JUMP PACK. 

In third edition, this amounts to a few things. It has a base move of 8. It can deep strike. It also has a special rule of a boost pack which enables it to gain the anti-grav type during a Rush. Hence not quite what an infantry man with a jump pack would be. But that is okay!

The paired talons of perdition weapons are solid and come with aflame 2 as well as AP=2 and are hitting at S=9. This is excellent. The melta and assault cannon upgrades are worth considering too.

Weaknesses. 
You are getting what you pay for, and it is expensive to be clear. But consider the cost of a regular dreadnought - let's say invariably 170 and above - combined with a dreadnought drop pod which would be 100 points, and you can see that the price here isn't actually bad at all!

Builds.
Contemptor-Incaendius Dreadnought, two melta guns (220 points).
I like the melta gun replacements for the heavy flamers as they provide excellent threats. 

Contemptor-Incaendius Dreadnought, two Iliastus assault cannons (230 points).
Slightly longer range threat as you close the gap for close combat. 

Wednesday, March 4, 2026

Horus Heresy 3e Review: Mhara Gal Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
What do you get if you put a smashed up Gal Vorbak inside a contemptor dreadnought? The Word Bearers have conclusively answered this with the Mhara Gal. "...that which was blessed, but now stands beyond the sight of the gods" to use the official description. The dreadnought is a cursed creation with black flames flickering around it and reality itself upset by its presence. In many ways, this is punishment with life after death for the Gal Vorbak inside.

Strengths. 
A dreadnought profile mixed with dark blessings to create something a bit more deadly. 

Explodes and Fear are nice to have, but the real question comes down to which upgrades to take. 

I like the Warp Fire Cannon. The blasts coupled with 2 damages, breaching and shred is excellent. 

The baseline burning warp fire template is nice for causing panic and probably something you should keep. The tainted claw is similarly great hitting at S=10 with AP=2 and 3 damage. I don't feel any need to upgrade to gravis bolt cannons. Melta cannon might be interesting, lascannons are okay, but you want to be close range for combat, and the same issue raises its head for the autocannon. Hence it is between the warp fire cannon and the melta cannon for me. Given that the model is sold in resin with the warp fire cannon, I really recommend that. 

Weaknesses. 
Not many. It is malefic as you might expect. Just a pity that it cannot take 2 tainted talons or 2 warp fire cannons in third edition. 

Builds.
Mhara Gal with Warp Fire Cannon and Tainted Claw (210 points). 
I genuinely think that this is the build that you should be running. 

Friday, November 14, 2025

Horus Heresy 3e Review: Saturnine Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The new dreadnought on the block costs a lot of points, but packs a good punch!

Background.
Refined by Vulkan from the design of the Saturnine terminators, this dreadnought towers over everything. The Saturnine has massive generators which are needed to power the incredible weaponry and keep alive the interred marine within.

Strengths. 
An amazing stat line with T=8, S=8, and 8 wounds plus a 4+ invulnerable save makes this dreadnought a threat in itself. 

There are 4 options for the main weapons. 

The Heavy Plasma Bombard gives you a big pie plate at S=7 and AP=2, with the possibility to overload to enhance the strength. Barrage is great here and the range is very nice. 

The Disintegrator Cannon gives a couple of S=9 shots at AP=2 and 3 damage each. The overload here is risky indeed. But with 8 wounds, you won't die on a turn one misfire from overload at least. Very powerful and useful for deleting enemy lesser dreadnoughts. 

The Inversion Beamer is a nice pie plate that is more effective under 15 inches in terms of strength, damage and AP and with a big pie plate. I actually don't like this one as much as the other options as the range just doesn't gel as well. 

The Graviton Pulverizer is similarly short range with a smaller blast but yields pinning, shock and breaching. Again, not my favourite, but the range gels okay with the inversion beamer. I like it with the disintegrator best I think. 

For the other weapons, the photonic incinerators are nice flamers for panic, concussive resonators as also a template but give you stun with two shots at the risk of overload, and particle shredders are similar with breaching. I like the flamers best myself as a defensive measure due to panic and no overload (you already have that risk if you run disintegrators). 

Weaknesses. 
Intelligence is 5 once again, and we have the liability to explode in common with other dreadnoughts. 

Builds.
Saturnine with Disintegrator Cannon and Heavy Plasma Bombard (340 points). 
Straight out of the box, and actually my favourite build. Effective against many targets.

Saturnine with two Disintegrator Cannons (350 points). 
In the realm of risking deleting yourself, but at least not on turn one, this is actually viable but don't expect it to last too long. 

Saturnine with two Heavy Plasma Bombards (340 points). 
Sit back and barrage! Its a reasonable option. 

Saturnine with Inversion Beamer and Graviton Pulverizer (350 points). 
Fundamentally shorter range. I am tempted by the concussive resonators and particle shredders here actually. 


Thursday, November 13, 2025

Horus Heresy 3e Review: Leviathan Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Spherically excellent! Also has the rule of cool for collecting, assembling, and painting. 

Background.
When you have the resources to create an Imperial Knight, but want to keep a dying space marine alive instead and combine him with astonishing firepower or close combat potential, the Leviathan is the outcome. Their incumbents paid the price for this tough, glowing brightly but burning out fast. All the while, the Mechanicum looked on uneasy at their creation as the Leviathan was a purely Terran creation.

Strengths. 
An excellent stat line with T=8, S=8, and 7 wounds. 

The customization is excellent as well. 

Choose the Siege Claw for close combat nastiness - the AP=2 is excellent and damage=3 amazing, particularly at S=10. Paired just gives you an extra attack, so you might want to have a ranged weapon as the second armament potentially. 

Choose the Siege Drill for armour bane. You take an initiative penalty, but gain damage=3 and S=12 this way. The paired siege drills enhances the damage, but if you are going all-in on melee, I would advocate one drill and one claw overall to face off against almost anything.

The Grav Flux Bombard gives you different conditions (pinning, shock) with a big pie plate, but intermediate range. I probably wouldn't run two of them paired though. 

The Storm Cannon gives you four shots at bolt gun range which is nice over all for the strength. Paired is great. 

The Cyclonic Melta Lance is fairly short range but really powerful. Possible candidate for being paired, but I'd prefer a drill for going after other targets to be candid. 

Volkites probably are not worth the upgrade cost, but the phosphex is a good idea for those legions that don't really subscribe to the Geneva Convention. 

Weaknesses. 
Leviathans drop to 5 in Intelligence, but presumably you don't care.

It also explodes like other dreadnoughts. 

Builds.
Leviathan with Siege Claw and Siege Drill (225 points). 
Classic close combat set up. Take phosphex to taste. You will need to think about a drop pod due to the slow movement though. 

Leviathan with 2 Storm Cannons (250 points).
The classic dakka option with a reasonable range. 

Leviathan with Siege Drill and Cyclonic Melta Lance (245 points).
The anti-tank option. Don't forget the melta gun buried in the drill. 

Leviathan with Grav Flux Bombard and Siege Claw (230 points).
Mid-range. And long range weapon works with the claw realistically. 

Leviathan with Storm Cannon and Grav Flux Bombard (245 points).
Mixed ranged threats. 

Wednesday, November 12, 2025

Horus Heresy 3e Review: Deredeo Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A weapons platform that performs well enough, but looks a bit goofy to my eyes. 

Background.
The Deredeo is a heavy weapons platform that has its history in the Contemptor class and the earlier styles of Terran and Martian designs. It remained in high demand by both sides of the conflict in the Heresy, although there were few forges that could produce them.

Strengths. 
The customization here provides the player with some strong threats. 

The Anvilus autocannons have rapid tracking and sky fire (nice). They provide a good level of threat whilst keeping the points cost down. 

They can be replaced by the hellfire plasma cannonade which is attractive for the breaching and large blasts on overload, but otherwise I think the autocannons might have and edge for sky fire purposes. 

The las cannon battery is worth it for the improved strength and sky fire (but reduced rate of fire compared to the autocannons. I haven't run the numbers, but I think both are viable, but the las cannons are simply deadlier for the higher S). 

Volkite Falconet has a high S and pinning which makes it very interesting anti-infantry and worth a look if you are headed in that direction. 

The Aiolos missile launcher is the baseline entry which is nice for barrage and ranged threat. 

The missiles can be upgraded to four lots of Boreas air defence missiles instead which have sky fire and rapid tracking, but obviously they are limited use. 

Replacing the heavy bolt guns with flamers is a player taste choice. The former gives slightly enhanced ranged fire power, the latter is more defensive to my mind. 

Weaknesses. 
Not as good a stat line as the contemptor, with losses in S and A. But so what. It is a weapons platform not a close combat array. 

It also explodes. 

Builds.
Deredeo with Autocannons, Missile Launcher (190 points). 
Effective and baseline. I like it. Occasionally I'd be tempted by the plasma or volkite, but not often. 

Deredeo with Las Cannons, Boreas Air Defence Missiles (215 points).
Pure air defence. I'd pair it with the heavy flamers. 

Tuesday, November 11, 2025

Horus Heresy 3e Review: Contemptor Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Iconic and totemic for the Horus Heresy game. 

Background.
A relatively recent design by the beginning of the Heresy, the contemptor features a massively efficient power plant that enabled increased power flow and hence the ability to be very agile and carry massive weapons. They do, however, have a tendency to go boom when they die due to all that power build up. They remain, however, a complete talisman and icon of the game. 

Strengths. 
S=7, T=7, 6 wounds and only really lacking in the Intelligence department curiously (I guess that is what happens due to being inside one for a long time?). 

There is a strong array of set ups available here. The only real question is what battlefield role the player wants out of the dreadnought? 

Close combat (and probably via a drop pod) = take double fists or chain fists.

Ranged only = take the same weapon twice if you wish, but at least take 2 weapons with similar ranges. 

Mixed = one fist and one ranged weapon and sally forth happily.  

Weaknesses. 
The explosions can hurt if you are too close, but they remain 5/5 stars from me and the points cost is good for what you are getting. [Aside: I remain surprised that 3rd edition kept the stat line rather than revert to first edition armour values, but I guess we cannot have everything].

Builds.
Contemptor with dual power fists, 2 heavy flamers (170 points).
Close combat variant baseline. Take a havoc launcher if you absolutely have to retain some minor ranged threat. 

Contemptor with 1 power fist, 1 chain fist with melta gun (175 points).
Close combat with anti-tank built in. Graviton guns work here as well.

Contemptor with 2 Kheres Assault Cannons (180 points). 
Lots of dakka. The auto cannons aren't too bad an option either. The volkites are more anti-infantry in pairs though (and yes: I like them in pairs because the rule for volkite is always to go big). 

Contemptor with 2 Melta Cannons (180 points).
The anti-tank solution. 

Contemptor with power fist, Twin Las Cannon (170 points). 
Long range threat combined with close combat potential. The plasma cannon option is also appealing here. Take a bolt cannon if you are sporting and short on points. 

Contemptor with power fist, Conversion Beam Cannon, Havoc Launcher (180 points).
Overlapping threats from all sorts of weapons.  


Monday, November 10, 2025

Horus Heresy 3e Review: Rylanor the Unyielding

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. The rules are below par. 

Background.
Rylanor fought alongside the Emperor himself and bore the legion standard besides Fulgrim during the Great Crusade. Critically injured by the Eldar, Rylanor was interred in a contemptor suit with the battle honours of Thule and Roma still etched on its casing. Therein he served loyally as the Ancient of Rites and oversaw new recruits enter service. His loyalty was rewarded by betrayal at Isstvan III where he became a living icon for loyal Emperor's Children - and also a priority target for the traitors. News of his death was frequently over-rated. 

Strengths. 
Rylanor has the same stat line as a regular contemptor, except that he has a maximal value for Cool. He comes standard with a Kheres assault cannon and power fist with heavy flamer. 

Beyond this, his only other distinction is that he can make and receive challenges in combat so long as his opponent is Fulgrim (daemon prince version or mortal version). 

Weaknesses. 
For the loyalists only. Obviously.

If we add up his points value cost versus a standard contemptor with the same load out, it clocks in at 10 points more expensive. In other words you pay 10 extra points for the ability to challenge and the Cool boost. I honestly don't see this as worth while. 

Overall.
My overall star rating reflects the issue with the points value. I felt he was similarly over-costed in First Edition as well to be candid. There's just not enough special rules or variances in there. Hence he's only going to see play in fluffy loyalist lists, or Isstvan III related narrative battles. 


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