Thursday, March 19, 2026

Horus Heresy 3e Review: Deathstorm Drop Pod

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. I genuinely used to love death storm drop pods in previous editions, but they're not as good in third edition.

Background.
Its a drop pod. 

Instead of transport capacity, it has a missile launcher system integrated inside it and had its prototype in place by the Raven Guard legion before the rediscovered of Corax..

Strengths. 
Deep strike from orbit and then immediately make 5 shooting attacks using the death storm system. Each shot is d3 shots at S=6 and causes pinning. Pinning is great! But the range of the death storm isn't so good. 

The pod is therefore excellent for a one turn pinning effort against tightly crowded enemies. But then it falls silent. Therein, the major (and overlooked strength) is to provide line blocking and funnel your opponent down attack lanes of your choosing. This tactical advantage shouldn't be overlooked. 

Weaknesses. 
I would like further shooting in subsequent turns (perhaps using the out of ammo rule from second edition), better BS, and simply more utility to bring the number of stars up. Otherwise its not going to be great in third edition beyond a one turn shock and awe tactic for anyone who hasn't seen it. But honestly: it is still great against big infantry blobs that are marching close to each other like the World Eaters. 

Builds.
There are no builds to discuss here. 

Wednesday, March 18, 2026

Horus Heresy 3e Review: Techmarine

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars. Rounded up. Average rules for a utility choice.

Background.
Trained in the arcana of the Martian mysteries, the techmarines are responsible for the supply and repair of the armouries of the legions. On the battlefield, they can conduct emergency repairs to tanks which for some legions will be very useful, but for others you are probably never going to take this unit.

Strengths. 
The Techmarine brings Battlesmith (2) to the field. This is for repairing vehicles and similar and results in them gaining 2 wounds or hull points, or alternatively restoring them to their original condition by removing up to 2 statuses. 

Their stat line is average with 2 wounds and an 8 in intelligence. You can also boost your intelligence tests with a cyber familiar which is almost an auto-upgrade given the Techmarine's function. The servo arm gives you an extra wound restoration which feels really redundant, whilst the power axe is nice. 

Weaknesses. 
I think I would sooner play a threat or a distraction than such a utility overall. Often taking more offensive as opposed to the ability to repair is a superior option, but that might just be a reflection of my own play style and you might like to play more defensively and out last your opponents. 

Builds.
Techmarine with Cyber Familiar (60 points).
About the best build in my opinion. 

Tuesday, March 17, 2026

Horus Heresy 3e Review: Apothecary

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Useful. But not as much as previous editions.  

Background.
Apothecaries in 30k stride the battlefield as one with their brothers. Capable of fighting and shooting just as well as any other, they also have the sacred duty of recovering gene seed from the dead, as well as keeping their brothers in the battle as much as possible.

Strengths. 
The apothecary has 2 wounds and is otherwise fairly standard except he brings the Medic rule to any unit that he joins.

Explicitly, this functions like an advanced reaction. Upon activation, you get a recovery save of 4+ for any unsaved wounds from shooting. This is, of course, very useful!

Weaknesses. 
This is certainly not the feel no pain of previous editions, but in my view it is a little fairer across the board. It is a way of not only getting rid of particularly stubborn opponents in one fell swoop by the designers, but also retains the spirit and fluff of the apothecary. He literally has to patch people up on the fly, and as such, an advanced reaction seems appropriate.

I should also mention the 3+ armour save and the general lack of upgrades - I would single out the jump pack here which is now only available to Primus Medicae (as well as bikes, jet bikes and so on). This is bad. The Narthecium is also re-purposed here: it allows recovery tests in the morale sub-phase. If successful, they get -2 to the characteristic check. This is mega-clunky and not really very good in my opinion. 

Builds.
Apothecary (30 points).
I honestly don't feel the need to take upgrades, but the odd power weapon here might be useful. 

Monday, March 16, 2026

Horus Heresy 3e Review: Rapier Battery

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

Background.
Carrying weapons that even the super human Astartes would find too challenging to haul around, rapier batteries are a solution to battlefield long range support weapons that don't need to be mounted on vehicles (largely due to the vehicle's size and or weight). 

Strengths. 
Cheap, cheerful, and regularly useful. I genuinely don't know why we don't see more of them on the battlefield (or at least I don't see too many of them - I'm biased though). 

The Gravis Heavy Bolter Battery has an impressive 8 shots with suppressive which is can often be overlooked. This is your basic anti-horde infantry device. 

The Laser Destroyer is your standard anti-tank option with S=10, extra damage if you stay still, and armour bane. This is probably the best pick of the lot comes with an individually higher star rating of 4/5 from me. 

The Graviton Cannon comes with a slew of special rules alongside Graviton: blast, breaching, shock, and pinning. Very versatile overall, but not as specialist as other options. 

The Quad Launcher gives you barrage and large pie plates on frag, armour bane and more damage for not moving on shatter, and phosphex for an upgrade cost with armies that have siege breakers which is deadly with 3+ on poisoned as well as panic and breaching. Versatile as well. 

Weaknesses. 
You target the T=6 carrier at range only (which is a weakness for the opponent); but in close combat, you get the crew targeted. If the crew dies, then the carrier is also removed. Hence they are vulnerable to being charged and wiped out. 

Builds.
4 Rapier Crew, 4 Gravis Heavy Bolter Battery (160 points).
They might not sound or look like much, but I assure you that 32 S=5 bolts for this amount of points is significant - as is the suppression caused. World Eaters will hate you. But they already do probably. 

2 Rapier Crew, 2 Laser Destroyers (180 points).
More is probably overkill unless you are facing super heavies or similar? But hey, who am I to argue, best to be sure I suppose so take 4 if you want. 

2 Rapier Crew, 2 Graviton Cannon (120 points). 
Cheap enough to consider. Take more to taste if you are playing at higher points levels. 

4 Rapier Crew, 4 Quad Launchers (240 points).
Lots of pie plates everywhere for closely packed enemies. Upgrade to Phospex if you can and feel the need.  

Sunday, March 15, 2026

Horus Heresy 3e Review: Heavy Support Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded Up. Pretty much a mainstay of infantry based firepower.  

Background.
Big guns never tire, and neither do these Astartes! Bringing portable heavy weapons to the battle can be critical as they can get where armoured tanks cannot, and as such every legion maintains a strong cohort of weapons and trained marines ready to take on all kinds of threats. 

Strengths. 
Whole squads of heavy weapons are a mainstay of many legionary forces. Here's some notes on the heavy weapons themselves. 

Heavy Bolters give you three shots on the move, or four shots stationary at S=5 to lay down a strong (generic) layer of fire power. Often overlooked in favour of other weapons, but still viable.

Heavy Flamers are almost always overlooked. But I actually really like them. Not only do you got a lot of hits, but you have panic here as well. The only price to pay is the short template range. You'll probably want to tool up for close combat duty here as well I think. 

Autocannons are great. Seriously. S=7 with breaching and Heavy on FP provides a deadly combination and at a great range.

Missile Launchers are flexible with frag, krak, and flak (i.e., sky fire). Don't forget that frag has heavy on S here as well whilst the other two have heavy on Damage instead. Very attractive overall. 

Multi-Meltas are short range anti-armour options with heavy on RS. You need to be within 8 to get the bonus you are after. These are dreadnought hunters and lighter tank killers. Equip for close combat in all probability as well.

Plasma Cannons sit in a good spot with blasts, breaching, and overload possible. 

Volkite Culverin should be taken in good number to maximise the deflagrate effect. The range is very impressive and heavy on FP can be deadly here. 

Las Cannons are the workhorse of tank killing with armour bane and heavy on Damage. With S=9 and a mighty range, they can happily sit still and ping things every turn. 

Weaknesses. 
Once again, these are just regular marines. You get what you pay for overall (although the points cost for some weapons is slightly high), and the 5 star rating is no accident here. They are that good for what you are getting.

Builds.
10 Heavy Support Marines, 10 Heavy Bolters (200 points).
A very workable squad. 

5 Heavy Support Marines, 5 Heavy Flamers, Sergeant with Power Fist (115 points).
For close up work, and very deadly in zone mortalis. Surprisingly effective and honestly not to be overlooked (I often don't get why people hate on flamers). Take a rhino and go hunting. Take vexilla and nuncio vox to taste. You probably don't need 10 marines here. 

5 Heavy Support Marines, 5 Autocannons (150 points).
Cheap enough to take and sit somewhere dishing out lots of fire power. Upgrade to 10 members if you are playing at higher points values or just want to make sure your target is finished off, but occasionally I've found this is overkill. 

5 Heavy Support Marines, 5 Missile Launchers, Augury Scanner (135 points).
Expand to 10 members to taste (often depends on the points value of the game).

5 Heavy Support Marines, 5 Multi Meltas, Nuncio Vox, Vexilla, Sergeant with Thunder Hammer (210 points).
Kitted out for tank busting and then thinking about destroying the infantry that might be carried on board transports. I don't recommend 10 marines here. 

5 Heavy Support Marines, 5 Plasma Cannons (150 points).
Similar to the autocannons in many respects, but with small pie plates and the possibility to overload. Sit still and fire away. Expansion to 10 marines is subject to taste and points limit of the game. 

10 Heavy Support Marines, 10 Volkite Culverins (250 points).
Volkite has to go big or go home, hence a 10 man squad is recommended. 

5 Heavy Support Marines, 5 Las Cannons, Augury Scanner (185 points).
Anti-Armour. The scanner is there to prevent shrouded issues of course. If you are expecting lots of armour, expand to 10 marines, or consider multiple small units. 

Saturday, March 14, 2026

Horus Heresy 3e Review: Tactical Support Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. An excellent choice all round for maximal flexibility, hence why I've rounded up. 

Background.
In the Heresy Days before the year 40,000, and before tactical squads routinely took special weapons, there were the legion tactical support squads. They bring to the battlefield bolt gun replacements, with options from flame units to plasma guns, and melta guns to more besides. 

Strengths. 
I will freely confess that I love the support squad and have done across all editions of Horus Heresy. The ability to take a squad of melta guns, or plasma guns, and so on and so forth is insanely good. 

When 30k was first released, I mentally compared this squad to the likes of Eldar aspect warriors (e.g., fire dragons). Indeed, this is probably the best analogy I still have. These squads are specialized, but will find use on almost any battlefield depending on what your target is exactly. They bring solutions to your perceived problems. 

Flamers are great for short range fights against enemies in cover, and causing panic is great of course.

Plasma Guns have high strength and double tap with breaching which you can overload for better breaching and strength if you wish (which no doubt you will). They lack the low AP of previous editions, so you are causing wounds with breaching here instead. 

Melta Guns are your standard anti-armour weapon. Get within 6 inches to gain armour bane and double your damage for penetrating hits. 

Volkite Chargers are assault weapons and you should take them in bulk to get the best of the volkite rule. 

Volkite Calivers have better strength and longer ranges than the chargers, but again take them in numbers. 

Rotor Cannons have poorer strength than you would like, but they look very cool and inflict suppressed which is psychologically enough for your opponent to think twice if you react with them. 

Weaknesses. 
They're just regular marines. You get what you pay for, but the points cost is more than entirely reasonable, hence the star rating at the top of this article. 

Builds.
10 Tactical Support Marines, 10 Flamers, Sergeant with Power Fist (145 points).
Never underestimate a large blob of flamers. Take a rhino and demonstrate to your opponent how powerful they actually are. Or use them in Zone Mortalis where even a 5 man squad will be deadly. Death Guard love them. Salamanders too (and they also don't panic). Take a vexilla and nuncio vox to taste. 

5 Tactical Support Marines, 5 Plasma Guns (90 points).
Cheap and cheerful plasma death. Take a transport to taste and nuncio vox and augury scanner.

5 Tactical Support Marines, 5 Melta Guns, Sergeant with Thunder Hammer, Nuncio Vox, Vexilla (150 points).
An anti-armour build with close combat capability for what may be an inevitable counter charge if you go exploding transports. 

10 Tactical Support Marines, 10 Volkite Chargers, Sergeant with Power Weapon, Nuncio Vox, Vexilla (160 points).
Get close, shoot, and probably follow up with a melee. Take a transport or figure out how to give them infiltrate for maximal effect. 

10 Tactical Support Marines, 10 Volkite Calivers, Augury Scanner, Nuncio Vox (200 points).
Longer range so you can sit back and ping your enemy. 

5 Tactical Support Marines, 5 Rotor Cannons, Augury Scanner, Nuncio Vox (110 points).
Great to support a command character, and can be expanded to 10 members if you feel the need. Imperial Fists love these. 
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