Tuesday, September 29, 2026

Warhammer World: Terminator Helmet

I have been meaning to post this one for a long time, but it honestly slipped my mind. On my visit to Warhammer World earlier this year, I spied an Indomitus pattern Terminator helmet that I wanted to share!


The is an Ultramarines chapter helmet, in red. 

The construction of it really took my eye - so to speak. If you zoom in and look closely if you get to visit the Warhammer world exhibits, it is worth seeing some of the everyday items that have gone into this, but are otherwise cleverly disguised and integrated. The mesh and wires were nice to see. The rebreather seems like household items to my untrained eyes. And the bionic eye / targeter was very interesting to have on board there. 

Overall, a very impressive addition to the exhibits and worth taking a good look at. Doubly so if LARPing or cosplay are your thing. 


Monday, September 28, 2026

Mid-Heresy World Eaters Assault Squad Part 2 - Angry Marines Officers Looking Angry

Continuing to the second half of the World Eaters post-Isstvan assault squad, and today we have the officers, or the members that have some weapon upgrades toting around. 


The sergent (centre) has a meteor hammer which is a strong conversion from many other parts. I like the pose and the sheer forward momentum carried here. A closer look at him is already posted here. 

To the left are a pair of marines with heavy chain axes. The two handed pose is excellent with this kit and really gives those marines something hefty looking that says "World Eaters" and nearly "Khorne", without quite being there yet. Obviously they are secret loyalists. 

To the right are two other marines sporting power swords. Originally I was going to opt drectly for power mauls simply becuase they might look more intimidating. I then thought there was not a good reason that the World Eaters would NOT use power swords though. They are highly utilitarian, and frankly more welcoming of diversity, than most other legions. At least in my head canon!

The reds and whites follow the same formula as before, with a good amount of splatter from blood for the blood god and the red contrast flicking that I have been employing. Hope you like them!


Saturday, September 26, 2026

Horus Heresy 3e Review: Destroyer Assault Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. A Legacies unit with great rules. [The image is wrong - it is Legacies and not Journal Tactica - sorry!]

Background. 
Shunned by many. Not use by several legions (e.g., Salamanders). Regarded as an evil necessity, and potentially dishonourable. Embraced fully by others (e.g., Death Guard). The Destroyer Squads are a remnant of the old wars on Terra and use weapons that are otherwise proscribed and leave behind a scorched earth. 

Strengths. 
Rad grenades in third edition remain an excellent option. Although small range, the phage on toughness combined with 2+ on poisoned is very strong - especially just before a charge. The key thing with the Destroyer Assault squad is to get the positioning right so that you can pull off both a rad attack at range and then close in with either this unit or another unit to finish them off with lower toughness. 

Melta bombs and phosphex bombs are optional upgrades for the sergeant and remain great choices depending which way you are going to go. Phosphex should probably be the default though. Panic, poisoned, and breaching is a great combination with a base of AP=3. And, if you are going to commit war crimes, then you might as well not limit it to rad grenades. 

Speaking of which, taking the rad missile launcher is highly recommended and should be a default upgrade. It is an assault weapon so can be shot on the move very easily. Again, it is poisoned and phage, but just has a much longer range making for a greater threat zone. Conversion possibilities here are encouraged since I think that the rad missiles / grenade launcher should look different to the classic frag missile launcher myself (a personal opinion). A heavy bolt gun as the basis could work, but I'd encourage players to also look up the resin version of the rad grenade launcher that used to be sold by Forge World - converting an analogue to that is reasonably okay. 

For the other upgrades, I'm not tempted by the plasma pistol, nor the double volkite serpentas and double hand flamers. I'd keep it to the items above. However for the sergeant, and upgrade to a close combat weapon like a power fist or a thunder hammer is recommended. A power weapon upgrade is also viable. 

Weaknesses. 
One wound and a 3+ armour save makes this unit an expensive glass cannon. Positioning and timing your shots and charges is everything here. 

Builds.
5 Destroyers, 1 Rad Missile Launcher, Sergeant with Power Fist and Phosphex Bombs (140 points).
Yes, the points cost is expensive. Also yes: it is very effective if you can time your shots and charges correctly. Consider melta bombs if wanted. 

10 Destroyers, 2 Rad Missile Launchers, 2 Power Mauls, Sergeant with Thunder Hammer and Phosphex Bombs, Melta Bombs (275 points). 
The full upgrade suite. Very expensive. Very effective. Very glass cannon territory and a target priority for your opponent. Very much consider a terminator squad instead perhaps? I actually prefer a smaller unit if I'm honest. 

Friday, September 25, 2026

Horus Heresy 3e Review: Interdiction Cadres

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

Background. 
Taking up concealed positions, these cadres wait for the enemy to come to them and ambush them. Their use was probably not exactly prohibited during the Great Crusade, but used like never before during the Heresy. 

Strengths. 
Interdiction Cadres are Prime Advantages. 

Squads set up in reserve, and then activate the Concealed Positions Ambush advanced reaction in step 2 of the movement phase - which is to say when an enemy unit has finished moving around. 

A reaction point is then spent, and the unit comes in from reserves and assembles in coherency. They can then make snap shots or make a disordered charge. 

Weaknesses. 
I think I like the disordered charge more than I do the snap shots, but there are some units for whom snap shots won't be much of an issue. 

Overall.
Worth considering once in a while to spice things up. This is a strategy that can pay off well when paired with some appropriate units - but they have to sacrifice a Prime Advantage for it, and that is the pay off. There are plenty of units to choose between, but for troops, I quite like the look of some World Eaters despoilers, or Iron Hands breachers for personal reasons. 

Thursday, September 24, 2026

Horus Heresy 3e Review: Hyperios Missile Tank

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The rules are perfectly fine for what you get. 

Background. 
This tank is what you get when you cross a hyperios tarantula missile launcher with a rhino chassis. Its like a Scorpius with a different armament. They were used in garrisons and similar encampments after campaigns. 

Strengths. 
With armour of 12 on the front, the basic idea here would be to keep the tank stationary and fire at will, whilst protection (in some undefined manner) the rear armour of 10 if you are about it. 

Of course, you could move around, but with sky fire and rapid tracking, this is fundamentally and anti-air tank that doesn't need to displace itself. And that's the point of the tank: stay put and fire at things in the air. Of course, there's no need to dedicate yourself to that, but it is obviously what the tank was made for. 

Weaknesses. 
That armour of 10 on the rear is a concern. Players will almost invariably sit the tank with its read against a wall or similar. 

Builds.
Hyperios Missile Tank, with Havoc Launcher (125 points). 
I do love my havoc launchers to be very honest. They're not needed to be very clear. And the naked version of this tank is viable without any upgrades at all. Dozer blade if you expect to move a lot (you probably won't); search lights (maybe); and hunter killer missiles (also maybe). 

Wednesday, September 23, 2026

Horus Heresy 3e Review: Augur Command and Control Squad

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars. Rounded Down. Could be game changing, or might not.  

Background. 
The command and control squad are those marines who look after unit coordination. They take recon reports, battle situation reports, and make recommendations. Although usually found with Siege Breakers or Masters of Signals, they are adept enough to take their skills to where they are needed. 

Strengths. 
The stat line reads like a near-veteran marine with 2 wounds and 2 attacks each with slightly enhanced advanced characteristics. The have a bolt gun and bolt pistol each, but one model could upgrade to a legion special weapon. I would actually entertain a rotor cannon purely for suppressing purposes here. 

The main special rule is Battlefield Coordinators. This means they they can reduce the reaction point cost once per turn, but they have to be within 18 inches and pass an intelligence test which isn't always guaranteed. Hence this is a risk-reward strategy for the unit overall. To place them next to other units that need them, but also realizing that it won't always go your way. 

Weaknesses. 
The saving throw is a 3+ here hence there's a need to consider where to position them on the battlefield for maximum impact. Unfortunately with a 3+ save, that might not be the front lines unless you like World Eaters. And there's only 4 of them per unit which makes the points cost seem high. They're also retinues which merits further thought!

Builds.
Augur Command and Control Squad, 1 Rotor Cannon (90 points). 
Rotor cannon to suppress enemies, but you also need a clear plan of where to position them for maximal impact. 

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