Thursday, February 19, 2026

Horus Heresy 3e Review: Veteran Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Once again, command squads are strictly better here, but these squads are still reasonable. 

Background.
The veteran assault squad members have to be exceptional to have such a good survival rate. In return, they get their picks from the legion armoury to take into battle with them which provides a good amount of customization possibilities. 

Strengths. 
Any member can take one of the sergeant melee weapons. Hence this is going to be a strong way to bring lots of power weapons, fists, thunder hammers, and the rest to the party. Note that chain axes are a free upgrade here. Twin lightning claws also have a case to be thought about. Heavy chain axes and chain swords to taste (or for fluff reasons). 

Combat shields might make a difference here given the base saving throw remains 3+. 

Melta bombs and pistols for the sergeant are to taste really. But given you have WS=5, you want to get into melee and remain there. Further pistols are to taste, and there is a case for multiple flame weapons or plasma. 

Weaknesses. 
Don't bother with the volkite here - there's not enough access to bother with. As with the veteran tactical squads, the stat line is only at a base level (3+ save, low advanced characteristics) despite the WS=5 and two wounds each. 

Builds.
10 Veterans, Chain Axes, 2 Heavy Chain Axes, Sergeant with Thunder Hammer (255 points).
Choppy.

10 Veterans, 10 Twin Lightning Claws (330 points)
Steep points cost. You get all power weapons for the same cost as well - NB. 

10 Veterans, Combat Shields, 10 Thunder Hammers (400 points).
Ridiculous (which is to say pretty much prohibitive) points cost, but looks very cool admittedly. 

Wednesday, February 18, 2026

Horus Heresy 3e Review: Veteran Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Some customization is possible, but command squads do it better. 

Background.
Beginning our look at the Elites section, the veteran tactical squad represents those marines who have been doing the job, and doing it well, for a long time. They are afforded more deadly weaponry where appropriate and set the example by which others are measured.

Strengths. 
There is some customization available here. Disintegration weapons are a reasonable option, but you only have a 3+ save. Shotgund are great from a tactical status point of view. Volkite chargers are merely okay so long as you have them in numbers.

The double wound is nice and the BS=5 argues for medium ranged shooting attacks. Line (1) is also handy. 

Weaknesses. 
The armour save of 3+ is a problem for disintegration weapons - you would be better with a command squad for the 2+ armour save. But equally, the points cost is understandably lower here. So you get what you pay for. 

The advanced characteristics are not high either. 

Builds.
5 Veterans, 4 Disintegration Rifles, 1 Heavy Disintegrator, Augury Scanner, Nuncio Vox (140 points).
Disintegration squad. Possibly disintegrating yourself as well. 
Take combi-weapons instead for melta-cide duty if required. 

5 Veterans, 5 Shotguns, Sergeant with Thunder Hammer, Nuncio Vox, Vexilla (130 points)
Apply some tactical conditions and generally be annoying! Several of these are very annoying, rest assured. 

10 Veterans, 10 Volkite Chargers, Sergeant with Power Fist, Nuncio Vox, Vexilla (215 points).
Volkite means going big. Range means you will probably get into close combat, hence the vexilla. 



Tuesday, February 17, 2026

Summary page updated

Today's post isn't a very exciting post. It is simply this: I've spent some time updating the Horus Heresy third edition summary page

We have now reviewed 7 loyalist legions (Dark Angels and Blood Angels yet to do), and 7 traitor legions (Thousand Sons and Word Bearers yet to do). Let me know if you have a preference for the next legion in the comments below (otherwise I will choose!).

And I'm still missing some core units as well. Elites, Support, Heavy Transport, Fast Attack, and Armour are all still yet to do. Yikes! I will turn to the Lords of War last to be honest. Again, let me know if you have preferences in the comments below. 

I will get through every single unit eventually - we swear it as the oath of the moment!

And then onward to the other books!

Monday, February 16, 2026

Horus Heresy 3e Review: Reaver Attack Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. They are okay overall and their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin. They are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins. 

Strengths. 
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each. 

The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot. 

The "Aggressor" variant from the Legacies update allows them to take jump packs for a modest points increase which comes recommended. Indeed, all the builds below are quite viable in this configuration as well. 

Weaknesses. 
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units. 

Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.

10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (310 points).
Take the nuncio vox and vexilla to taste. Take as an aggressor unit?


Sunday, February 15, 2026

Horus Heresy 3e Review: Justaerin Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The classic Sons of Horus terminator squad. 

Background.
The Justaerin are the elite of the elite within the Sons of Horus. They are the literal embodiment of the tip of the spear that Horus was so fond of adopting and their purpose is simply that: the destroy the enemy heart and leave nothing standing in their wake..

Strengths. 
WS=5 and T=5 cataphractii terminators with 4 attacks to boast about and bane strike ammunition as standard. These are the elite soldiers kitted out with the best toys possible. 

There is some flexibility with builds available here, and they can have multiple battle field roles as a result. They are probably best used as the proverbial tip of the spear though. 

Vanguard (4) is really handy. It can literally swing games when played correctly. 

Weaknesses. 
The Justaerin don't really have too many weaknesses other than their sheer points cost. Even a basic unit costs like a land raider. And you will probably want the same to transport them I'd imagine. Short of figuring out a good deep strike method. It is interesting to note that they do NOT have Carsoran power axes as standard here. Equally, there's a good argument for not spending points value on these axes in third edition. 

Builds.
5 Justaerin, 1 with heavy flamer, 1 with thunder hammer (295 points).
A baseline entry squad with little to talk about. Grab a vehicle and go hunting. 

10 Justaerin, 2 Multi-Meltas, 4 Combi-Meltas, 2 Chain Fists (575 points). 
The free combi bolters are an entertaining option in third edition and can make a unit specialised without trying too hard. 

10 Justaerin, 2 Reaper Autocannons, 4 Power Fists (595 points). 
One for hunting down the enemy terminators perhaps. The combination of bane strike and the firepower of reapers should hit reasonable well, but the power fists are needed for that low AP. Take thunder hammers to taste. Lightning claws are a nice alternative for sheer volume of close combat attacks, but giving up bane strike (especially with the re-worked legion trait) is tough to do for these terminators.

Saturday, February 14, 2026

Horus Heresy 3e Review: Dark Emissary

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars. Rounded up. The rules are acceptable. 

Background.
Eyes, ears, examples of the skills that Horus demanded of his traitorous allies, and executioners for those who fell short. The dark emissaries were sent by Horus to keep tabs on his allies and guide them along the required path.

Strengths. 
A relatively cheap command character for the Sons of Horus. The stat line has 4's and 5's in the places you might expect, with Leadership of 10 and Cool of 10 as well. 

He comes armed with a mere bolt pistol, a staff of dark authority, and a special rule called Eyes of the Warmaster. 

The Staff is essentially a power weapon with +1 for strength and critical hitting. It is okay overall without being overpowered. 

The Eyes of the Warmaster allows the character to join other factions (like other legion allies) and the leadership and cool are not lost here. This is fluffy and appropriate I think. 

In legacies, he can also be placed into terminator armour which is a solid enhancement and worth considering. 

Weaknesses. 
I want to like the Dark Emissary more than I do. He is very fluffy, but ends up being just a bit niche. Even the humble bolt pistol lacks bane strike here sadly (and the only way to get it is to exchange a bolt gun which he doesn't have - take the terminator option with the combi bolt gun and you have a deal though!). You could upgrade to a plasma pistol I suppose. 

Overall.
A cheap character. A fluffy character. He should be doing more than he is. I want a single instance of him within other traitor forces, but there's no point in doing so unless you really want to be as fluffy as humanly possible. Other characters are strictly better and do more. He's honestly a bit of a drag on resources for the third edition force organization chart. Can't see him being played as even the fluffy players will struggle to slot him in without a lot of soul searching. 

[Author's note - This is the final entry for characters from the Sons of Horus! This legion has far too many playable characters in comparison to other legions now - command and high command are bloated.]

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