Showing posts with label word bearers. Show all posts
Showing posts with label word bearers. Show all posts

Sunday, June 28, 2026

Word Bearers Flamer Squad Painted

Built as a tactical support squad with standard flamers, this is a Word Bearers unit that means business. Well suited to close up work in the tight confines of capital ships, I see this unit as a zone mortalis asset overall. I'm looking forward to getting a copy of the new zone mortalis book when it comes out as the 1500 points limit is very appealing to a player like me who actively enjoys the list building trade offs that have to happen at these points levels - they're much more interesting than the take a primarch or not choice in higher points value games to be very honest!

The painting follows my standard approach for Word Bearers, but also has a bit of a bits bash in here. The sergeant has an old school chaos space marines range helmet for instance that I have chosen to pick out in silver. Because why not. 

The bases also work to pick out the industrial close combat nature of this squad. Decals round out a very uniform approach for the models and overall I am quite pleased with how this unit has turned out overall. 

Saturday, June 6, 2026

Emperors Champion Conversion for Word Bearers

This is a conversion concept that has been bubbling away in the back of my mind for quite some time - which is to say years. I originally wanted to do it with the older sculpt of the Emperor's Champion, but the newer Primaris version really pushed me over the edge. 


One of the core problems with this conversion is to think how it might plausibly slot into Horus Heresy without looking like it is out of kilter with all the other miniatures. The pose actually helps with this. Standing on the rock should make the miniature look taller or more imposing and therefore this helps disguise the Primaris issue at source.

I have shaved off the guards at the top of the knees to make the miniature look more in keeping with Heresy era space marines. Gone also are the shoulder pads and replaced with a set of mark 4 shoulder pads. The helmet has been similarly replaced as although the sculpt was really good, I didn't like the cross on the side of the cheek and couldn't be bothered to green stuff it over. Moreover, the sculpt wasn't strictly Heresy either even if I could get away with it.

The backpack was an item that I really wanted to retain though. Those ribbons of oaths were something I rather liked. But ultimately the backpack itself screams Primaris. Here I have replaced it with an older Chaos Space Marines sergeant back pack which is much more suited. 

In the left hand I have positioned some works of Lorgar! This is from the older Chaos Space Marine Terminators range that I had lying around. The Imperial Eagle has also been shaved off the rosary beads in the left hand to leave the hand free to hold open the book at the desired page. 

The final miniature is one that I am quite happy with even though he still has a mild height issue compared to his Heresy brothers. I'm certain it will fit in though once painted up. I will use him as either a legion centurion or praetor. Clearly, he is traitor aligned. 

Saturday, April 11, 2026

Word Bearers Painting

A test model today: painting a Word Bearers flamer marine. 



The recipe was an under coat of black followed by a base coat of Mephiston Red. I then applied a wash of Nuln Oil mixed with Blood Angels red contrast paint (ratio of 2 parts contrast paint to 1 part Nuln Oil). This layer gives the marine a much more broody and deeper red colour whilst granting the recesses a genuinely darker shade. Highlights were then picked out using Evil Sunz Scarlet. 

For the silver parts, the base coat was lead belcher, followed by Nuln Oil, and then highlighted in brighter silver (I tested using necron dry brush which seems to work well for this, particularly for azimuthal angles). 

Shoulder pads were pure Abaddon black followed by edging in Eshin grey. Eye lenses were simply picked out in white and followed up with green contrast paint. Then came the fun part of applying the decals. I like the Word Bearers for the sheer diversity of decals available and the extensive scroll work and iconography that they come with. I've applied the legion symbol to the shoulder pad along with an Eye of Horus to denote allegiance - as if it were in doubt given the new heretical legion icon. There is scroll work on one leg and the Twisting Rune Chapter icon on the other. 

Overall this closely adheres to the colour scheme that I have always had in the back of my mind for the Word Bearers, without going metallic red, or over the top with daemonic mutations or spikes that would come afterward. 

Friday, March 13, 2026

Horus Heresy 3e Review: Word Bearers Procurators

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. I'm a bit torn on this unit overall.

Background.
The Procurators are a little bit like apothecaries in other legions. Except that they also harvest organs and parts from the nearly dead in order to advance the dark rituals of the legion. And that they have a squad of wannabies around them. In other words: desecration of the fallen to summon chaos daemons of the warp.

Strengths. 
For every 5 models, you can upgrade one of the wannabies to a Procurator which gets you the Narthecium and Medic rule. This is a must. 

In turn, this also gives you the flesh harvester rule. With this, you get one harvest point for every consolidation move you make (or 2 for a paragon). Should you survive the battle, these get converted into victory points at the end. This makes for a great strategem which I've seen pulled off once. Basically, you pick a weak looking opponent and eliminate them, then go hide hoping that the extra point will see you gain victory! Or try to repeat this on a series of weaker targets where you are assured of victory. 

I'd take the power weapon on the procurator every time, and I'd also consider the upgrades for the 1 in 5 in the rest of the squad. Probably power fists. Possibly a warp fire pistol even. 

Weaknesses. 
The procurators will categorically be a high value target for your opponent. The chances of you harvesting and then surviving the rest of the battle are very slim. Rest assured if I were the opponent, I would be targeting this unit. But therein is also a strength, it allows you to move the rest of your army into position. So you can almost thing of this unit in two different ways: a unit that is capable of winning the tide of a battle with extra victory points, and one that is a complete distraction to your opponent once it harvests for the first time. The 3+ save is also a weakness for a squad costing this much. 

Builds.
8 Procurants with 2 Procurators; 2 Power Fists and 2 Power swords on the Procurators. 
(265 points on foot / 320 points with jump packs).
This is the basic layout. Sure, pistols like the warp fire pistol are viable instead of power fists here, but I still like this build. 

Friday, March 6, 2026

Horus Heresy 3e Review: Diabolist

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

Background.
Near the beginning of the Heresy, the Word Bearers were already dabbling in things that maybe they should have left well alone. The diabolists were a symptom of the dabbling; creating powers never seen before and tearing at the frayed edges of real space.

Strengths. 
The diabolism discipline comes with 2 powers and fear. The first power is hellfire which is a nice short range shooting attack with deflagrate and breaching (but a bit random since you get 1d3 shots). The second is dark channeling which boosts your friends by giving them aflame (reducing your enemies leadership by a pip) and feel no pain. This is useful and calls for a close combat style play - which no doubt you were already using. 

They also come with damned which translates as malefic if you want it to which is an odd choice mechanically. 

This is all rounded off by a force weapon and a pistol upgrade if you wanted one. 

Weaknesses. 
Overall, they feel like a limited librarian without any word bearer summonings like you'd otherwise want to have. I honestly feel the ability to summon daemons would be a better option if you are headed down this route and the diabolist will often be overlooked for better psychic command characters. I'd really only play one if I had the room on the roster and wanted that Leadership modifier against the enemy from aflame along with feel no pain. Potentially great for jump pack equipped space marines I suspect. Even so, I'm yet to see a diabolist played on the table top. Maybe you have?  

Builds.
Diabolist with jump pack (135 points).
The jump pack is to help get stuck into combat quicker and to run with similarly equipped men. 

Diabolist in Cataphractii Armour (135 points). 
Take a combi-weapon of your choice to taste. 

Diabolist on Scimitar Jet Bike with Multi-Melta (175 points).
A touch expensive here to be honest, but it is still functional. 

Thursday, March 5, 2026

Horus Heresy 3e Review: Ashen Circle Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down, just. Average rules. 

Background.
An echo of what the Word Bearers once were: iconoclasts who tore down not merely worlds, but also their culture and replaced them with the Imperial Truth. Later, that replacement would be something more sinister, but they remain arguably the most representative of what the legion once was. They traditionally work alongside destroyer squads and specifically hollow out enemies who hold cultural positions such as standard bearers and eminent leaders.

Strengths. 
Movement of 12 is nice to have here of course, and combined with the weaponry, they are a great close range squad.

The hand flamers give you panic which should be taken advantage of. Whether to upgrade this to an inferno pistol for the Iconoclast is a bit of a personal decision, but I have the feeling other squads do melta better, so I'd err leaving it at home (even so, I'm still torn since AP=2 and S=8 is excellent). Phosphex bombs are a personal taste choice overall, and plasma pistols are probably out-shined by the inferno pistol here. 

The axe-rakes give S+1 which makes the squad quite deadly against enemy space marines alongside critical hitting. Phage on movement is a strange design choice, but certainly fluffy I guess?

Harbingers of Truth causes a modification of the firepower to +1 during volleys. This is quite sweet really! And Vanguard of 3 is the icing on the cake. 

Weaknesses. 
With only a 3+ armour save, they will die fast with one wound each, but they do get to deep strike which is good. 

Bitter duty means that they're probably not going to be joined by their local Praetor sadly. 

The points cost increases quickly here in comparison to other squads to be very honest.

Builds.
5 Ashen Circle (125 points).
You really don't need any upgrades for this. 

10 Ashen Circle, Iconoclast with Inferno Pistol and Phosphex Bombs (250 points).
The fully upgraded squad.

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. 

Tuesday, March 3, 2026

Horus Heresy 3e Review: Gal Vorbak

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down, but only just. The rules are very good and worth the points cost.

Background.
The Shattered Sun chapter of the Word Bearers stared too hard and too long into the darkness on the ancient world of Cadia. The darkness stared right back at them. Those who survived found themselves infiltrated by the powers from beyond and not so much possessed as those who would come after them, but rather hosts who entered into coexistence with them. Their forms are able to bloat and swell, grow hideous claws, and form weapons to help them as they bound and leap across the battlefield.

Strengths. 
Three wounds with 5's elsewhere make the Gal Vorbak a force to be reckoned with. 

They come with tainted talons as native which give AP=3, breaching, shred, and phage on strength which is excellent. Sure, AP=2 would be nicer, but that wasn't there in previous editions either. 

They come with bolt guns which gives them tactical flexibility, along with Vanguard (3), and Fear which is great. 

Weaknesses. 
The 3+ armour save is a slight issue, but you do have feel no pain to help with that. 

They are also Malefic. This might or might not bother you depending on the type of Word Bearers army you are playing. Of course, they are traitors only. 

Builds.
5 Gal Vorbak, 1 Power Fist (260 points).
A typical baseline build. 

10 Gal Vorbak, 2 melta guns, 2 power fists (550 points).
A maximal squad.

Monday, March 2, 2026

Horus Heresy 3e Review: Zardu Layak

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are good and Zardu has a near unique power to control others.

Background.
One of the first of the Word Bearers to fully embrace the new religion after the Censure of Monarchia. Zardu is described as fiery and fervent in his beliefs, and has handily shackled a pair of unfortunate battle brothers to his own will over time -- the so called blade slaves. 

Strengths. 
A reasonable stat line much like a centurion combines with a force weapon with S+2 and enhanced D on force. The panoply of flame helps with combat resolution but the real strength here to my mind is the Binder of Souls psychic power (he also gets breach the veil). Select an enemy model with Willpower of 7 or less and they're yours in the close combat that Zardu is also part of. Handy, and almost unique in the game. 

Meanwhile the blade slaves (Anakatis Kul) come with plasma pistols and the famous blades which give AP=3 and breaching with Phage on Strength. The stat line is also attractive with T=5 and S=5. Solid meat shields for Zardu and I like the fact that they also explode!

Weaknesses. 
I never quite know what to make of Zardu and his blade slaves. They are cute little compact unit and there is some attraction in having the psychic power to control others. But if I am being truly brutally honest, there's just better HQ selections for the Word Bearers. 

Overall.
I think Zardu has his placed as the HQ of a corrupted army, and as the forefront character for a melee charge. Beyond that, I actually don't like him too much. The one time I saw him on the battlefield, I dealt with him through a combination of precision shots and pie plates. His blade slaves routed shortly after. Its a bit of a shrug from me - he is fine overall, but just not the first choice I think. Cheap enough to consider for a kill team to be clear. 

Friday, February 27, 2026

Horus Heresy 3e Review: Argel Tal

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. With a slightly better stat line I'd go even higher. 

Background.
Belonging to the doomed Serrated Sun chapter of the Word Bearers, Tal gazed into the abyss and it gazed back to turn him into the lord of the Gal Vorbak. Not possessed like his brethren in 40k are, but a symbiote, his form is dominated by a large pair of wings sprouting from his back when in combat. He was also one of the first to paint his armour red -- the colour of the Word Bearers' betrayal. He was also best buddies with Kharn of the World Eaters and had lots of fun fighting alongside him. 

Strengths. 
Those wings are fantastic and grant Tal an impressive movement rate of 14. With 5's in most other places and WS=6, he is a close combat monster all told. His daemonic talons slice at AP=2 and 2 damage each, although there's no S bonuses or anything else to speak of here (the talons are noted to be psychic though!). But he still has Krak and Frag grenades which is nice. 

The special rules are reasonable, especially feel no pain at 5+ and fear. Naturally, he can also deep strike. 

Weaknesses. 
Classed as Malefic, he's not going to be joining the regular rank and file of the legion of course. 

Overall.
You want to play him aggressively. Perhaps with malefic assault marines for company. Or other of his Gal Vorbak. He is Master of the Legion, so could also be taken as your overall daemon friendly commander if you went down that route. You would have to think carefully how you are going to handle heavy tanks in such an army though. 

Thursday, February 26, 2026

Horus Heresy 3e Review: Erebus

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. With a slightly better stat line I'd go even higher. 

Background.
If there is a singular figure that blame for the Heresy can be attributed to, then Erebus would take it. It was he who counselled Lorgar that if the Emperor didn't want adoration and worship then there were other beings - true gods - who did. When Lorgar trod the path to damnation it was he that again counselled caution and planning rather than diving head first in to rebellion, declaring for the darker powers immediately and spreading the word of the Primordial Annihilator to the Galaxy. And it would be Erebus who became the architect of Horus' downfall as well. But on top of this, he is also a servant and a puppet of the Dark Powers. Little more than a pawn to be used by them as their plans came to fruition (albeit through him).

Strengths. 
He is a native psyker with anathemata (so take some daemons in your roster!). Uniquely, he can actually take the daemonic manifestation auxiliary detachments - plural - natively. I strongly feel Lorgar should also have this to be very honest. And why can't Magnus either for that matter? Oh well. Erebus is it. For this reason alone he is worth taking. Naturally, he can also join Malefic units which is great for him! 

The Crux Malifica is a psychic weapon with phage on strength (which a lot of the legion has access to) and comes with S+3 at AP=2 and 2 damage. This is fantastic. The plasma pistol at this point is almost decorative. 

The stat line is reasonable with 5's in WS, BS and I and solid advanced characteristics. 

Weaknesses. 
Sure, he isn't quite Abaddon or similar. He's more like a psychically enhanced command unit than a native high command one (Praetor's WS is strictly better!). But summoning lots of deamons whilst attached to Gal Vorbak or similar is an attractive prospect to be very honest. 

No master of the legion is also an issue here. 

Overall.
Fluffy, deadly, and a very valid choice for the Word Bearers. What is not to like? Oh yeah. He is Erebus. 

Wednesday, February 25, 2026

Horus Heresy 3e Review: Kor Phaeron

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars, rounded up. The rules are okay but he's not a full Astartes. 

Background.
Kor Phaeron is the Father figure of Lorgar himself. He was too old to be fully elevated to an Astartes, but this didn't stop Lorgar and co from gene crafting him into an almost Astartes and gifting him some specialist equipment so that he could take his place by Lorgar's side.. 

Strengths. 
The Patriarch's Claws grant shred and AP=2 which is great. But not so much due to his innate S being only 3. The digi flamer is excellent though and a real surprise to most. 

He comes with the special rule of Dark Oratory. In shouting range he can grant a unit hatred of loyalists (handy) or give them Cool+2 and Leadership+2 which is similarly solid enough. 

With Jealous Command you gain W+1 and leadership goes up to an impactful level of 11. 

Weaknesses. 
With only 3's in S and T, Phaeron is vulnerable in a way that almost no other high command figure in the heresy is. 

Overall.
Fluffy, certainly. Useful, certainly for assured hatred of loyalists. Worth the points? I'm on the fence. He S and T are real issues, so only the most ardent player is going to play him as the high command option, otherwise he would be circumstantially useful against loyalists. 

Tuesday, February 24, 2026

Horus Heresy 3e Review: Lorgar

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. As with previous editions, Lorgar is not one of the most powerful Primarchs, but he certainly can still pack a punch if you underestimate him. 

Background.
Lorgar Aurelian and his Word Bearers had cause to turn traitor, but no one could have particularly seen just how far he would fall, how fast, and how many he would also be taking with him along the way. Once creating compliant worlds out of faith to the Emperor, our orator of the word was rebuked and spat out with devastating results for him, his legion, and half the other legions to boot. His is the original guilt for the entire civil war. 

Strengths. 
With 6's across the board, Lorgar's stat line is nothing to write home about. His cool of 11 is reasonable though. 

Devotion (his side arm) is impressive with S=8 combined with shock and pinning thanks to being a graviton weapon. Don't forget to fire this one. Meanwhile Illuminarum is impressive by granting S+2 and 3 damage along with phage on strength (which frankly Lorgar needs to be competitive), critical hitting and reaping blows. He can and will cause damage in close combat, but his brothers will generally be a match for him. Even Alpharius. 

He comes with Hatred or Loyalists as standard which will help him against loyalist primarchs at least. He also has access to the Anathema Discipline which means you should be thinking about what daemons to take in an army list along with Lorgar so he can summon them at a convenient time. You will need how to think to include daemons in your force chart though.

Through the Power of the Word, he is able to join Malefic units, and as Sire of the Word Bearers, bonus prime slots arrive through tactical squads and despoilers which is fitting. Everyone also passes leadership tests on the first turn in the Word Bearers that accompany him. This is nice. 

Weaknesses. 
As a primarch, he is undoubtedly one of the weakest. He will likely lose challenges against most if not all of his brothers, even with Phage and Hatred running. The WS=6 holds him back, and I=6 won't cut it all of the time. Illuminarum is powerful, to be clear, but landing those blows in the first place (due to WS=6) is an issue against many of his brothers. 

Overall.
I like the possibility of Lorgar being able to summon daemons mid battle. This is very fitting and shouldn't be overlooked as a possibility to help him directly in combats. Just don't expect to win against his brothers too often, and his points cost is actually not too bad overall. He is still a primarch, and able to waste entire lesser units on his own, after all. Choose your battles well. 

Monday, February 23, 2026

Horus Heresy 3e Review: Word Bearers Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, but rounded down. Good and solid rules with some outstanding entries when timed well. 

Background.
The origin of the Heresy. The traitor's traitor legion. Once held in high regard by all, and venerating the Emperor as a deity, the legion was laid low by the same man at Monarchia when he demonstrated the error of the legion's ways through a rather extreme censure. This ultimately caused them to explore beyond their faith in the Emperor and to (re)discover the chaos gods. Lorgar, his close friends, and the legion more widely spread the rot from which the Heresy would flourish and wrote their names in infamy from Isstvan to Ultramar and beyond. Welcome to the Primordial Truth that existed long before the Imperial Truth. 

Armoury. 

Burning Lore. In exchange for their very souls, high command characters can gain psychic powers. Not bad and a small points cost!

Zealous Assault gives prime slots impact (strength). This might not seem much, but trust me: this can be a game changer. 

Warpfire Weapons return via legacies. These are mild upgrades for officer weapons, special weapons and heavy weapons. They are generally interesting and give breaching and shred so are worth the cost. 

Tainted Weapons are also from legacies and give your squad sergeants phage on strength for a solid points increase. This is also generally worth while, but you need to factor in your opponents. 

Tactica. 
Unwavering Conviction is a different take on the zealotry of the legion and gives +1 combat resolution. Importantly, this stacks with other sources of resolution. Therefore your army is already looking like melee orientated and infantry heavy in the main part.

Gambit.  
Beseech the gods is solid but only applies in the first combat round. You get S+1 and A+1 if you pass a willpower check. Hopefully you will do that. Fail and you take a wound. 

Additional Detachements. 
Exalted Conclave brings you bonus troops and elites with prime slots on the troops. This is incredibly flexible and spot on for the legion. 

Advanced Reaction. 
Glorious Martyrdom is potent stuff. Once per battle a brother puts himself in the line of fire to take all incoming shots from a fire group(s). He probably won't survive. But he has sacrificed himself for his brothers and the rest of the shots go to waste. This can be game changing when played and timed well. It is really that good! Arguably one of the best advanced reactions in the game to my mind. 

The Word Bearers are actually quite a potent close combat force in third edition 30k; and one where you can also sacrifice a brother to save a squad from incoming shooting which is amazing and can be game changing. I think the Word Bearers are actually really under estimated in third edition and much more powerful than many players give them credit for! 

Thursday, February 12, 2026

Praetor Challenge: Word Bearers vs World Eaters

On a near airless moon, Lorgar leads his mutated followers against Angron and his crazed World Eaters! But what should they do?


It is the Word Bearers to play. The set up is as see at the start of the Word Bearers movement phase. 

Word Bearers:
1x Angron. [He has a summoning reading for a unit of 5x daemons - NB]. Unwounded. 
5x Gal Vorbak. 1 of them is down to 1 wound remaining. 

World Eaters:
1x Leviathan Dreadnought with grav flux bombard and storm cannon. 2 wounds remaining. 
1x Angron. 4 wounds remaining. 
6x Tartaros terminators. 5x Lightning Claws [1 has 1 wound remaining], and 1x Praetor with Paragon Blade (counts as) with 2 wounds remaining.  

The dreadnought LITERALLY is sat on top of an objective. Not that many of the participants seem to care!

What is the best play for the Word Bearers?
Internet kudos points await! (Only redeemable with your own friends when you boast to them about Warpstone Flux's Praetor Challenge ;).


Saturday, December 13, 2025

Wargames Gallery: Loyalist Emperor's Children vs Traitors Word Bearers melee

A loyalist element of the Emperor's Children charges against the traitorous Word Bearers from the Gal Vorbak! 



The praetor and the Gal Vorbak leader have been set to one side for their own challenge. This leaves 10 assault squad members with chain swords and combat shields, the assault squad sergeant with twin lightning claws, and an apothecary to fight against 5 Gal Vorbak. 

Which side do the dice favour?!

Saturday, November 1, 2025

Wargames Gallery: Lorgar Summons

Acting on instinct as much as tactics, Lorgar summons forth daemons bound to his adamantium will to do his bidding as loyalist elements of the Alpha Legion bear down on him. It doesn't go well for the Alpha Legion here -- Lorgar by himself is more than a match for these space marines. 



Saturday, September 20, 2025

Painted Lorgar Conversion

The full conversion of Lorgar, now painted!


The full conversion has the spirit hosts scattered around the base of Lorgar and seemingly being summoned from the pure willpower. These ghostly apparitions have been painted in a gradient from hex wraith green through to more blue and green contrast paints down to a blue and black mixture. This gives them a very striking and peculiar appearance which hints at a daemonic origin, rather than merely something from the graveyard. 

The greens are reflected in the candle light as well as the runes engraved on the stonework for Lorgar. This has been achieved by inking white into the grooves followed by the hex wraith green to give it the appearance of glowing out of the stonework as the spirits orbit around Lorgar.

As for the Primarch himself, I have chosen to go with a slightly alternate paint scheme. The usual paint scheme is in the grey slate colours. But here I have gone for red contrast paint suggestive of way later in the Heresy. It is accented by the original slate grey as well as selected gold-yellow panels on the knees and elsewhere to provide a visual contrast.

Naturally, his head is painted in gold! This has been followed up by careful application of Colchisian runes onto his shaved skull as is fitting for his lore. On the rear of his cape, I have applied some more runes that I had spare from a decal sheet. 

Very pleased with this! I think my long term goal is to now try to collect most of the Primarchs and get them painted. But this will be a very long term goal indeed due to costs (unless any of you want to Buy Me A Coffee -- see link to the right / below!).
 

  Buy Me A Coffee


Saturday, September 13, 2025

Primarch Conversions - Lorgar

When Morathi was released for Age of Sigmar, there was a notable up-tick in the community of hobbyists using the lower half of the snake and combining it with the resin Fulgrim to make the ascended Primarch. I've seen a small number of other conversions over the years such as Corax wielding a heavy bolt gun and lacking his pinions (cf., First Edition and the sands of Istvaan). But I've not seen too many people have a kit bash of Lorgar. 

So here's my interpretation.


Lorgar's left hand can be rotated and re-positioned in a reasonably lossless manner to have him look like he is either gesturing, or holding something. This is exactly what I've done with the resin here and I have positioned the palm face up (frankly the cape is much more hassle than going this if I'm honest - I had to pin the cape). 

In his open left hand, I have added some Age of Sigmar night haunt spirit hosts. There's some green stuff added to give the spirit a smooth tail end, but otherwise the conversion is actually rather straight forward. 

The idea here is that Lorgar is not merely his early crusade self, but more mid to late Heresy era. Perhaps even a more ascended form where he has let rip with his psychic powers (cf., First Edition, and his ascended form). Here we see him either summoning some daemonic forms, or being surrounded by a daemonic tutelary. He has long been in alignment and allied with the darker powers and is regularly summoning and binding them to his will.

In Third Edition, he gets to directly summon Daemons which is a nice touch (more Word Bearer reviews eventually - promise). Hence I think this sort of interpretation still works very nicely! This represents my first Primarch conversion and I actually quite like it. 



Monday, June 23, 2025

End of 2nd Wargames Gallery: Gal Vorbak charge the Loyal World Eaters

With the mantle of loyalty resting firmly on their shoulders, the World Eaters brace the charging and twisted forms of the Gal Vorbak Word Bearers. 



In the image above, the Gal Vorbak have successfully charged the World Eaters assault squad. The ensuing battle is filled with warp laden gore and mutated bodies striking human berserker who regret having the nails hammered into them. Most of the squad are wiped out in the charge, but several remain and whittle the Word Bearers down to two remaining models. 


Meanwhile, the other Gal Vorbak squad fails to make the charge distance and triggers a shooting reaction from the Leviathan. The Leviathan kills several with contemptuous ease and finishes off the rest in its own shooting phase next turn. 

Overall, this eventually results in a victory for the Loyalists over the Word Bearers. And with plenty of thanks to a lot of lucky dice rolling, it has to be said. 


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