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. 

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!


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. 

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