Wednesday, February 4, 2026

Horus Heresy 3e Review: Ezekyle Abaddon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars but rounded up. Master of the Justaerin and First Captain of the Sons of Horus. He followed his gene sire into damnation and went on to have a legacy like no other.  

Background.
The legendary First Captain of the Sons of Horus is rumoured to be a gene-clone of the great man himself. Yet is isn't just in appearance that he resembled Horus. His fighting style, and ultimately loyalty to Horus saw him tread the pathway toward infamy in lockstep with his Legion's sire. 

Strengths. 
With WS=7, 5 wounds and cataphractii terminator armour, the basic gear and set up of Abaddon is impressive and intimidating. 

He comes as standard with a Cthonian Power Claw which gives S+4 with shred and AP2 which is just plain nasty even with the initiative modifier. Add on to this the grenade harness and banestrike bolt rounds and he is a beast on the table. 

On top of this, he has native deep strike that he can share with his Justaerin, as well as the ability to share feel no pain for the turn when they've all come on to the table via deep strike. This is absolutely excellent. 

Beyond this, eternal warrior is nice. 

Weaknesses. 
Not many realistically. He is a force to be reckoned with. The points cost is steep, but he fundamentally is a fantastic character. 

Overall.
Pricey? Undoubtedly. 
Fluffy and usable? Totally. 
There's little not to like other than the sheer points value, but if you invest in the deep strike strategy I feel good about it paying off hence the large number of stars from me!

Tuesday, February 3, 2026

Horus Heresy 3e Review: Horus Ascended

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Swollen on Warp Power, this version of Horus is exceptionally deadly and likely the most powerful (close combat) character in the game now. 

Background.
Drunk on the power of the warp, Horus became a swollen and towering version of his former self second only to the Emperor himself. It was not only his physique that changed though. His very personality altered. Gone was the consummate commander and honourable comrade who could get others to spin on a pin head through his words alone. Instead, he started punishing even minor infractions with serious consequences. His mental aspects became a dark reflection of the power that surged through him. 

Strengths. 
Let's start with the stat line. Horus gains bonuses almost everywhere. WS=9 is crazy, but when combined with 8s in many other places and 7s in A and I, he is truly exceptional. Even Vulkan would be put to shame now. His leadership (not so counter intuitively for the rebels) grows to 14 too. 

For the special rules, he retains deep strike, and gains feel not pain, fear, improves his eternal warrior stat, and retains his reaction bonus (+1 per turn). In addition to this, he gains The Spreading Corruption which means he is malefic and can join similar squads if he wishes. 

The Warmaster's Talon provides remains the same as before with 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but once again, I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. Those S=12 hits are going to wreck everything in the game pretty much. 

Weaknesses. 
He loses access to Sire of the Sons of Horus here as you might expect. So no bonus prime slots or similar I'm sorry to say. And no first turn movement bonuses any longer. 

Overall.
For the points cost, he is pretty much worth what you are paying. The native deep strike is expensive, yes, so you might want to think how to make the most of that, or give Horus a transport solution and run him with some malefic allies for maximum effect. And with the Ascended upgrade, Vulkan is no longer a match for him. I haven't ran his stats against Angron or Fulgrim as Daemon Primarchs, so not yet formed a view on the ascended rankings, but he seems to my initial reaction he is top of the pile there as well. Hence I'm giving Horus Ascended top ranking in all of the Horus Heresy! 5/5 stars from me. 

Monday, February 2, 2026

Horus Heresy 3e Review: Horus Lupercal

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great, but no longer the top placed deadly primarch in my new controversial opinion!

Background.
There is little to say about the big guy himself that cannot be found elsewhere. He is the Primarch responsible for the entire series, the Heresy, the Civil War, and more. The most favoured son, the Warmaster, and the Breaker of Tyrants. Call it how you will: Horus is the crux of the entire setting more so than any other character. 

Strengths. 
To the stat line first. WS=8 is excellent indeed, and W=7 is strong with the advanced characteristics peaking in leadership and cool. 

He comes natively with deep strike, which explains the points cost. What really matters in terms of special rules though is the Master of War rule. This grants an almighty +1 reaction in each turn. This is not only fluffy and appropriate, but very strong when played well. 

The Warmaster's Talon provides 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. 

As Sire of the Sons of Horus, you gain extra prime slots for 4 or more tacticals or despoilers which is easy to fulfil. And you also get movement+1 in the first turn thanks to your men really wanting to prove themselves in front of you. This is very helpful and calls even more strongly for a melee orientated force. 

Weaknesses. 
In all honesty, Horus is no longer quite as powerful as he was in other editions wherein I would give him a 5/5 star rating without hesitation. Some of his brothers are strictly better and will beat him up in a challenge. Most obviously Vulkan (equally, Vulkan always was noted to be the physically strongest primarch, so perhaps that's no surprise any longer). 

Overall.
Worth the points cost thanks to the army wide boons and the reaction bonuses. But he is no longer the number 1 primarch on the block - sorry folks! Vulkan takes the prize (ignoring chaos ascended daemon prince versions of primarch). 

Sunday, February 1, 2026

Horus Heresy 3e Review: Sons of Horus Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are relatively good. 

Background.
The Sons of Horus have a reputation for alpha-strikes: cutting out the heart or weak point of an enemy in a decapitation assault from which they will never recover. Such is the Cthonia legacy. Within the Heresy, their name is synonymous with the treachery itself. There were instrumental in the rebellion and the alliance with Chaos, right from the Betrayal of their own legion through to the Siege of Terra. They were at the forefront of everything. Whether Horus was deluded, seduced by chaos, or whispered to a little bit too much by certain Word Bearers is another matter entirely. 

Armoury. 

Banestrike. A gift from the Alpha Legion as evidence of their loyalty, the Sons of Horus are able to make good use of Banestrike ammunition. Breaching is good and generally worth it for a sub-set of squads. 

Carsoran Power Axes are a modest points cost upgrades to regular power axes. They are generally worth considering, but so are Thunder Hammers.

Martial Supremacy grants a prime advantage slot for both Duelist's Edge and Champion special rules. This is okay overall without being overpowered. 

Decurion Lanius. This is weaponeer upgrade for various tanks that gives you a banestrike bolt cannon on a pintle which is a nice weapon to have thanks to the relative strength and breaching. Thanks to Brutal Enforcement, you can also target your own men to stop them routing. Nasty. And also: Ouch. 

Tactica. 
Death Dealers is the third incarnation of a special rule for the entire legion in as many editions. The writers just can't seem to decide where the balance lies it seems. In Third Edition, it means making volley attacks at full ballistic skill. This is very useful for your close combat orientated squads - perhaps even tactical squads, and certainly banestrike squads. Of course, it comes with the provision that you need to be making volley attacks which in turn means getting up close and personal - as you have come to expect with Sons of Horus. 

Gambit.  
Merciless Strike is actually excellent. Phage on Toughness can swing an entire challenge and it is well worth using. Honestly, this is the stand out rule in the Sons of Horus for me!

Additional Detachements. 
Supremacy Cadre brings you extra heavy assault and troops to quell any foe. Quite nice, and very appropriate to the background. 

Advanced Reaction. 
Warrior Pride is unusual and lets you avoid a challenge if you have a WS that is greater than the challenger, and all other members of the reacting unit also have a better WS. Your enemy simply does not deserve death by your haughty superior hand apparently. Used judiciously, it can win entire combats. 

The Sons of Horus mutate again in Third Edition which sees yet another new core rule. And it isn't called tip of the spear either. It plays a little different as well, but those full BS volley shots are valuable, even if they only activate once in a while (you will want to activate them as much as possible, particularly on powerful weapons, or banestrike). 

Saturday, January 31, 2026

Iron Hands Terminator with Autocannon Conversion

In building up my Iron Hands from something of a Shattered Legions element to something a bit more viable on its own, I decided to go down the terminator route and incorporate some heavy shooting and hitting Tartaros armoured men. This is the first of a siege squad. 


The auto cannon here is borrowed from chaos space marines as can be seen by the spiked chain that is under hanging the main barrels. Some conversion work was required to get this to fit, but the connection is all but invisible underneath the relevant shoulder pad. 

For painting, this follows my standard Iron Hands formulation of a matte black colour achieved with Eshin Grey. For accents, I have opted to go for a contrasting red on the chain fist and leather between the legs. Although almost any colour could likely work for Iron Hands in this regard, the red draws the eye nicely without over-whelming the miniature. Silver accents and highlights coupled with select decal transfers rounds off the miniature and gives the final vibe of a squad leader who is ready to cause some havoc. 

Friday, January 30, 2026

Horus Heresy 3e Review: Cataphractii Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. More terminator goodness as far as I'm concerned. 

Background.
Cataphractii are the last word in personal protection and becoming a tank without being interred within a dreadnought. Excellent for close range fights aboard starships as they are for open battlefield siege attacks. 

Strengths. 
All of the points made for the Tartaros version are still valid here. A solid stat line with 2 wounds, WS=5 and T=5 and a native 4+ invulnerable save. 
Durable and with a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. No excuses! 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. Especially for charging out of a tank with. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. In addition to the notes about tartaros here, recall that the movement rate is slower for cataphractii and that you have slow and purposeful. Maybe take a land raider to help with this?

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Charge out of a land raider. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
Good for attacking mechanicum. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
Thunder hammers are excellent really. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

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