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. 

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. 

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