Sunday, June 28, 2026

Word Bearers Flamer Squad Painted

Built as a tactical support squad with standard flamers, this is a Word Bearers unit that means business. Well suited to close up work in the tight confines of capital ships, I see this unit as a zone mortalis asset overall. I'm looking forward to getting a copy of the new zone mortalis book when it comes out as the 1500 points limit is very appealing to a player like me who actively enjoys the list building trade offs that have to happen at these points levels - they're much more interesting than the take a primarch or not choice in higher points value games to be very honest!

The painting follows my standard approach for Word Bearers, but also has a bit of a bits bash in here. The sergeant has an old school chaos space marines range helmet for instance that I have chosen to pick out in silver. Because why not. 

The bases also work to pick out the industrial close combat nature of this squad. Decals round out a very uniform approach for the models and overall I am quite pleased with how this unit has turned out overall. 

Saturday, June 27, 2026

Warhammer World: 1995 Golden Demon

In 1995, this diorama won the Golden Demon open competition. 


The plaque reads:

Imperial Thunderbolt by Dave Andrews - 1995.

Dave's workshop diorama, with his scratch built Thunderbolt, won the Open Competition in the 1995 Golden Demon. 

And honestly, I love it!

Friday, June 26, 2026

Horus Heresy 3e Review: Armiger Moirax

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4.5/5 stars. Rounded Down. The rules are excellent. 

Background. 
An unseemly tool that wasn't seen much until the Heresy. This is scout class knight able to mount otherwise restricted weaponry. Their pilots were accordingly lesser and expendable in the grand scheme of things - tainted slowly by the otherwise radioactive poison of these machines. 

Strengths.
A modified stat line from regular armigers here with a bonus pip to the invulnerable save, better leadership (or 12) and lower initiative, but 1 more attack. They are powered by a Rad Furnace. This means they cause T-1 for opponents in close combat thanks to radiation leakage. Nasty. 

There is also some great customization available here. The Gyges claw singular or paired is nasty for S+5 (or 6) armour breaker and breaching. These are excellent and come recommended. They have a built in irad cleanser as well which is a nice template weapon overall.

I wouldn't recommend the Volkite Veuglaire particularly. Despite the high S, volkite needs big numbers to make the most of it. The lightning lock is a much better prospect with a blast, breaching, shred and suppressive on top of AP=3 and 2 damage coupled with the exact same strength as the volkite. Take the lightning lock. The graviton pulsar is similarly not fully recommended. The final option of the conversion beamer is certainly interesting. Hang back and cause devastation is the way to operate these and they can be good if you pull it off. 

If in doubt though, take the lightning lock. 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Builds.
Armiger Moirax, Gyges Siege Claw and Lightning Lock (170 points).
The standard build!

Armiger Moirax, Paired Gyges Siege Claws (175 points).
Close combat only, but viable thanks to the rad furnace inside.

Armiger Moirax, Moirax Conversion Beamer, Lightning Lock (190 points). 
Very much a longer ranged option.  


Thursday, June 25, 2026

Horus Heresy 3e Review: Armiger Warglaive

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

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. Some targets are rightly beneath the notice of other Knights. The Warglaives' job is to take care of these threats such as infantry trying to clamp on some melta bombs and the like.

Strengths.
The stat line is identical to the Helverin. With 7's on the stat line for Wounds, S and T, the Warglaive also reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Armaments are a heavy stubber (which is okay I guess), the thermal lance (which is S=9, 4 damage at AP=2 and comes with melta which is impressive; and also heavy on the strength which can be a massive boon). It also has a reaper chain blade (reaping blade is nice, but shred at 5+ is better. S+1 hits at AP=2 and 2 damage is actually really nice and presents a clear and present threat to most terminators in the game). 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Overall.
I would advocate that swapping out the heavy stubber for the melta gun is the upgrade you want to go for here if you are thinking about some light tank busting action. I like the Warglaive - and perhaps even a tiny bit better than the Helverin thanks to the chain blade which can cause some serious problems for opponents. Well worth the points. 

Wednesday, June 24, 2026

Horus Heresy 3e Review: Armiger Helverin

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

Background. 
Piloted by lesser retainers, distant cousin, prisoners on occasion, and wannabes, the human on board strives to one day be worthy of an entry level job in a Household. These are long range armigers and can happily sit at the back taking shots at others all game.

Strengths.
With 7's on the stat line for Wounds, S and T, the Helverin reads well and has a vital 4 in both WS and BS which is an improvement compared to the last edition. The 3+ save is distinctly average whilst the 6+ invulnerable is just going to be a lucky save once in a while. They're not immune, but they are fleet with 10 in movement which should help get the positioning correct for you.

Their armaments are two lots of Phaeton Autocannons. With a 30 inch range they are powerful and you get 3x2 shots with them as S=7 with Ordnance on range. Breaching is the icing on the cake at 5+. They will take out regular marines with ease and challenge terminators to remain upright. Against their own kind though is where they will shine quite a lot. The heavy stubber is just the icing on the cake really. 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Overall.
There are no builds to discuss here other than replacing the heavy stubber with a melta gun. Since you are long ranged this is not advised. This is a long range pesky construct that fires annoying shots all game long if they are not targeted and focused against. I actually like them!

Tuesday, June 23, 2026

Horus Heresy 3e Review: Knight Household Ranks, Vows, and Advanced Reactions

Continuing the overview of the Liber Questoris Knights section, today we look at the Household Ranks that Knights can have, their Vows that they can take, and their advanced reactions. 

Ranks. 
All ranks are a function of Prime Advantage slots. As such, the basic knight army roster gives you 4 knights all with prime advantages. 

Seneschal (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). One per army, penetrating hits against you get -1 damage and counts as the Warlord for Slay the Warlord purpose. You are probably going to take it regardless. It probably pushes you toward Acastus due to AV=14 on the front perhaps, but any knight is viable. 

Lord Scion (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). Also one per army, you get two repair tests for them in each status phase rather than one. Very handy. 

Scion Arbalester (Warpstone Flux rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars). Move no more than half of your usual distance and benefit from any Heavy or Ordnance rule still. Really handy, but one per army and probably wants to be on one with a weapon that takes advantage of Ordnance (on damage) such as neutron wave batteries against tanks or castigator bolt cannon against elite infantry. 

Scion Aspirant (Warpstone Flux rating: ⭐️ 1/5 stars) gives you expendable (1) as well as a negative modifier for the auto repair rule. Meh. A fluff choice. BUT it unlocks the armiger detachment. 

Scion Aucteller (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is one per army and gives precision at 5+. This is ideal for close combat knights and undoubtedly will suit a Lancer. 

Scion Dolorous (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is similarly one per army and gives Fear. Don't underestimate this one - it can be awesome. 

Scion Implacable (Warpstone Flux rating: ⭐️⭐️⭐️ 3/5 stars) gives the fire storm special rule. Handy but not outrageous, and one per army. 

Scion Martial (Warpstone Flux rating: ⭐️⭐️ 2/5 stars) offers nothing. Presumably take it if you have no other options remaining that are not better than Aspirants. BUT it unlocks the Support banner detachment (more knights!). 

Preceptor (Warpstone Flux rating: ⭐️⭐️⭐️ 3/5 stars) gives you battlesmith at 2 (and Int=8). Its okay actually and once per army.  

Scion Uhlan (Warpstone Flux rating: ⭐️⭐️⭐️⭐️ 4/5 stars) is also once per army and gives fast (2) and impact on attacks. Great for close combat closing out. 

Vows. 
Taken during the core mission sequence, vows can give bonuses when conditions are met.

Vow of Execution gives +2 for Slay the Warlord so long as it is also a High Command slot. This is excellent!
Vow of Slaying gives Giant Killer +2 points against Lords of War. Situational. 
Vow of Resolve gives +2 for Last Man Standing. A nice one to take for more backline units, certainly.
Vow of Alacrity is +2 for First Strike so long as you do it in turn one. This is about focus fire and can pay dividends if you have set up nicely.

Advanced Reactions.
Stomp does what you might think if an enemy gets too close during movement. Small blast marker, and S=hull points, at AP=3 and 2 damage. Can be very good against regular marines and non-marine armies.

Rotate Ion Shields gives +1 to your invulnerable save at the front when shot at, but you get -1 to the same save for the rest of the turn. Its a gamble, but can be good if you know you're not going to take more hits. 

Joust! charges in when you are charged at. No special bonuses apply any longer for successful charges. Of course, you have to be charged by another knight. Very fluffy!

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