Saturday, March 7, 2026

Horus Heresy 3e Review: Sons of Horus Chieftain Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
Chieftain was a term taken on by the gangs of Cthonia to designate and grant honour to an individual who showed loyalty. Now within the Sons of Horus, the same title has carried over and marks individuals such as squad leaders out as worthy. They are sometimes assembled into squads themselves to safeguard a leader. 

Strengths. 
WS=5 and 2+/5++ is a strong combination with 2 wounds each. 

They come with bane strike bolters, boarding shields, bolt pistols and the ubiquitous chain swords. They are marked out by the special rule "Honour above all else". This grants +1 to wound for the entirety of the squad when one of them is engaged in a challenge. This is excellent! And it really calls for this unit to get into combat as swiftly as possible. 

The upgrades are all worth thinking about: chain axes are solid enough, power weapons handy, and power fists great. The ability to take the legion standard is an almost auto-upgrade. 

Weaknesses. 
Not too many weaknesses realistically for what you are getting, but the points do escalate quickly. 

Builds.
5 Chieftains, 2 Power Fists, 2 Power Weapons, Legion Standard (225 points).
Something of a baseline build to provide access to whatever tools are required in a situation. 

10 Chieftains, 2 Power Fists, 8 Power Weapons, Legion Standard (410 points).
A fully upgraded squad. Nice and deadly and not merely there to serve as ablative wounds for a character. 

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. 
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