Thursday, October 30, 2025

Dreadtober 2025: Completed Iron Warriors Contemptor

Dreadtober 2025 is now over and I have completed my pledge of one Iron Warriors contemptor dreadnought. Armed with a las cannon, this dreadnought has a long range battlefield role, but backs that up with the fist so that he can remain a close range threat. 






The final details for the work have included really focussing hard on building the base up into a quality and believable configuration that is in keeping with the rest of my Iron Warriors range. I think this has worked nicely with less being more in this instance. 

Weathering of the model has also been extensively looked at with damage added to the hazard stripes to not only look cool, but disguise the potentially less than perfect diagonals. You are very welcome to steal this idea too - it works for me as a long term painter to say the least. 

Overall then, very happy, and glad to have got another dreadnought painted up thanks to Dreadtober! See you again next year I hope Dreadtober fans!!!

Wednesday, October 29, 2025

Horus Heresy 3e Review: Fulgrim Transfigured

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

Background.
Driven onward by the whispers within the Laer blade and the fault line within his own expectations of perfection, Fulgrim began to embrace his darker side. Possessed after killing his closest brother, Ferrus Manus, he became a shadow, but learned how to best the possessing entity and emerged on the other side in the full embrace of Slaanesh. He ascended to daemonhood on an eldar crone world after stuffing himself full of soul stones and with a bit of a helping hand from Perturabo. Wings and horns grew and his lower half became serpentine. 

Strengths. 
I'm just going to leave this here as a strength: the resin model is awesome. Hate me all you like, but it is a very strong reason to play Fulgrim Ascended in and of itself (in which case, 5/5 stars: ⭐️⭐️⭐️⭐️⭐️). 

The stat line here is boosted to S=7, T=7, W=7 alongside rapid movement thanks to those wings (antigrav, deepstrike). 

The Blades of the Phoenician represent the myriad of weapons he carried in those later Heresy days and can do critical hits and have duellist edge at AP=2 and 2 damage. This is very reasonable. The sundering blows replace the attacks with 3 lots of S=12 hits at 4 damage each and an initiative penalty. These are very reasonable for flipping over rhinos and similar! But recall that his brothers still have eternal warrior so you might be better off with the usual slashes unless you really want better to-wound rolls. 

You also have to challenge (no surprises) and can undertake heroic interventions without any cost if you feel the need. 

Weaknesses. 
You cannot take Fulgrim in the same army. Obviously. 

Overall.
Fundamentally, Fulgrim ascended is just like Angron ascended. They both are beat sticks and very little else. Fulgrim doesn't do a thing for his army in this form. But so be it: he causes Fear (2) and flies in to duel his targets, smiles about it, and flies off again. I'm not sure you would expect much else!

Tuesday, October 28, 2025

Horus Heresy 3e Review: Fulgrim

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Arguably a glass cannon, but on the charge and with the help of his special rules, he is deadly. He also is cheap. 

Background.
Loyal to a fault - at least to begin with - and favoured by the Emperor himself to carry the Palatine Aquila. Fulgram was the saviour of his legion and held his troops in a rigid chain of command where his thoughts would filter down effectively as they strove to emulate his excellence in all things. Within that striving lay the trap that chaos would ultimately exploit. Driven onward to ever greater heights and impossible standards, they fell hard, and Fulgrim himself fell hardest as he was seduced by the Laer Blade. 

Strengths. 
In an army of duelists, it is of no surprise that their Primarch is the pinnacle of martial skill as well as a field marshal approaching perfection (at least before his fall). He has both WS=8 and I=8 which gets improved by the Emperor's Children rules on the charge as well. 

His side arm, Firebrand, is a volkite assault weapons at S=6 and AP=2 which is impressive. The Learan Blade itself gives Duellist's Edge alongside AP=2 and Damage=2. The only real downside is it has native S=6. But your weight of attacks coupled with high initiative should carry you through. 

The Sublime Swordsman special rule activates if he has higher initiative than his opponent giving him A+1 for every pip to his advantage when he also has challenge advantage. Undoubtedly this will raise your attacks above your opponent most of the time.  

Sire of the Emperor's Children gives Prime Slots when 4 battlefield roles have assault or tactical squads which will be easy to achieve. He also gives an incredibly valuable +1 combat resolution outside of their deployment zone - this is very strong. 

Weaknesses. 
T=6 is an issue for Fulgrim and the lack of mitigation for anything incoming beyond his armour is something you have to watch out for. He should be able to defeat opponents through both weight of attacks and high initiative - you just need to do it quickly. 

Overall.
An excellent duelist, and so very swift. Play him aggressively and choose your targets wisely. His points cost is low enough to not regret much either which makes him very attractive when compared to other Primarchs. He's not the most amazing of his brothers, but he's no slouch either. 

Monday, October 27, 2025

Horus Heresy 3e Review: Emperor's Children Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are great, and possibly even better when playing Heretics. 

Background.
Another legion that fell from grace. But their fall was hard simply because they started from such a great heady height. Few legions were so honoured by the Emperor and came through adversity to be such a strong legion in the end. And few came down harder simply by being the best that they could be. They become the true slaves to darkness as they transmuted brilliance for excess and desires beyond what ordinary mortals could sustain. Perfection became twisted and their forms followed. 

Armoury. 
Surgical Enhancements. The apothecaries set about enhancing their brothers, and you can do the same by purchasing sonic shriekers and sonic lances for a reasonable points increace for both command and champions so long as they are traitors.

The shriekers are great since they mean an enemy cannot react to being charged until that charge procedure has been completed. This is certainly worth taking. The sonic lance is a template weapons with low S that really is relying on breaching at 6+. Possibly not worth taking unless you hit lots of enemies, so assuming they're tightly packed it might be worthwhile. 

Phoenix Power Spear. I+1, S+1 and AP3 make this attractive for sergeants and above to take. Impact for damage and breaching is really nice as well, but the cost does come on top of a power weapon. Overall worth it I think. 

Phoenix Rapier. For legion sergeants and above you can get a power sword with breaching and Impact for damage for a slight points cost increase. This is worth taking in my opinion if you are wanting to save the points versus the power spear. [Legacies here - NB] 

Phoenix Warden. Tartaros Centurions on a prime slot who gain a phoenix power spear for free and the skill unmatched rule [the whole perfect strike and perfect guard rule exchange that the terminator squad has. 

Emperor's Children are really two legions in one. When selecting Traitors you can select a different bunch of tacticas (etc) which we note below. 

Tactica. 
Flawless Execution gives I+1 in combat in the turn you charged. This is really strong and calls for a close combat orientated legion force that insists on an alpha strike. 

Lords of Profligacy lets you become stupefied when suffering a ranged attack. This is surprisingly good as you drop all tactical statuses (permanently - no more worrying about being pinned in the game!) thanks to the stims. You also get feel no pain, and S+1. The price is snap shots herein, and no reactions and you must make a Cool check to remove stupefied, so it won't last forever potentially. . 

Gambit.  
Paragon of Excellence gives focus+2 in the first round. This is great!

The Broken Mirror lets you show off to your subordinates and you get double the support from Outside Support which is increased further by stupefaction. Slaanesh approves. 

Additional Detachements. 
Primacy Wing adds a useful set of 4 units including retinues and fast support elements - well worth having. 

Brotherhood of the Phoenix is instead of a warlord detachment and means you don't bring a warlord either. It is the legion's warrior lodge come to show how elite they all are, and you must also bring Fulgrim Transfigured at >3000 points. 

Advanced Reaction. 
Perfect Counter 
is a counter charge by your men to being charged in effect. This is very nice!

Twisted Desire lets you become stupefied when charged for the assault phase and you also gain feel no pain at an impressive 5+ level. 

Overall, the rules for the Emperor's Children are really solid. You just need to get into combat as quickly as you can. The stand out is the stupefy rule for the traitors which is a really interesting mechanic to be aware of. 

Sunday, October 26, 2025

First Saturnine Terminator Built.

I have completed building my first Saturnine Terminator from the Saturnine boxed set. And I hated it. 


Look, I am hardly a newbie. I'm fairly old. I've been in the hobby decades. And this is one miniature that I genuinely did not enjoy building. It was not that it was too hard, but I found myself thinking that "these parts should have just been a single one on the sprue". There were many instances of this. 

Some of the parts are outright fiddly. Positioning all the legs ball-and-socket joints was a challenge. One that I can cope with, but also one that I ended up not being impressed by. I think I build a very static looking Saturnine next rather than one with a bent knee. The cork I used was too high for the miniature in hindsight, but the glue held it tight already by the time I realised it wasn't going to work out very well. So this one is caught mid-stride in a natural swing (left arm behind, right leg behind) looking like the plasma is about to be unleashed. 

The shoulder pads were also a pain. I found it better to glue the big two sections together first, and then add the support underneath, followed by the piping over the top. I also did not like the feet. 

What I did like was that the weapons were snug enough to be interchangeable (but I don't think I will be changing them). Choice of heads was nice to have as well. 

I would actually have liked more range of weapons to be honest. It feels like the two ranged weapons and the fist just isn't really enough options for a terminator. 

Five more to build, but I might leave them till I get rid of the glue from my fingertips caused by this one at least!!!


Saturday, October 25, 2025

Horus Heresy 3e Review: Breacher Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. They need to see more use in my opinion, and I hope the forthcoming plastic set will achieve that. 

Background.
Breach! For those marines charged with some of the most dangerous actions, there are the breacher formations. Whether this is void craft boarding, or fortress storming, all of the legions stock breacher squads to do the dirty work. 

Strengths. 
As the basis, the squad is kitted out with a bolt gun, bolt pistol, and boarding shield. The latter gives a 5+ invulnerable save, and access to the Shield trait (which I encourage players to remember to use!). 

Beyond this, there is mild customization available in the form of graviton guns and las cutters, both of which have their place. 

Weaknesses. 
The 3+ save is somewhat mitigated by the 5+ invulnerable save. But regardless, the squad is cheap enough to be totally viable. 

What is lacking here in my opinion is the customization afforded in previous editions (e.g., flamers and the like have now been removed). They're also not fast, but maybe you don't need them to be quite honestly. You could, in theory, just objective sit with them as they have Line (1) as standard which, whilst not as good as the despoilers or tacticals, it remains viable for objective based game setups. 

Builds.
10 Marines, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer (175 points). 
A baseline build. A hand flamer on the sergeant might provide a counter if objective sitting, but otherwise leave it out. 

20 Marines, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer, 4 Las Cutters (335 points).
Fully upgraded and you can take melta bombs to taste. The unit retains very short range shooting and enhanced close combat thanks to the las cutters. This is a squad that demands to be dealt with as it is a close combat threat. 

10 Marines, Vexilla, Nuncio Vox, 2 Graviton Guns, Sergeant with Thunder Hammer (195 points).
Ranged variant. The graviton guns cover a similar range to bolt guns (slightly shorter range only) and therefore are well paired for a more shooting orientated build. Take melta bombs to taste and build up to 20 marines (as per the previous example) if needed. A plasma pistol on the sergeant is viable for ranged squads like this to pack extra punch. 

Friday, October 24, 2025

Horus Heresy 3e Review: Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, rounded down. Mostly like despoiler squads, but with jet packs!

Background.
Rapid attack squads with jump packs to get them where they need to be very quickly indeed. Which by definition is usually in the thick of it all. The jump packs also enable them to jump over terrain, friends, foes, and also deep strike from orbit where required to boot. 

Strengths. 
Instead of Line (2) like despoiler squads possess, assault squads have Vanguard (2). This means that they want to be targeting enemy held positions and eliminating those enemies preferably. They need to be armed accordingly. 

The customization is as good as despoiler squads overall with the added bonus of combat shields (they look cool, and are more or less worth the points) and chain axes (to taste). There's also a heavy chain axe to ponder over which for the strength increase is probably worthwhile. 

Finally, remember that the unit can actually deep strike. You don't have to run them across the board. Sometimes this is good to have. 

Weaknesses. 
Sure, the standard 3+ save isn't great, but you do have access to combat shields. And the low advanced characteristics also aren't brilliant, but you can take the nuncio vox and expand your squad to higher numbers quite readily. 

The points cost is also appealing. For 14 points (12 per addition), you get the same as the despoiler squad, but get to where you need to be faster or by deep strike as well as having vanguard. You need to play aggressively here for the best outcomes, and large squads are favoured. 

Builds.
10 Marines, Sergeant with Power Fist (115 points). 
The baseline build. 

20 Marines, 4 Power Weapons, 8 Heavy Chain Axes, 4 Plasma Pistols, Sergeant with Power Fist and Plasma Pistol (380points).
The full kit. Expensive, to be clear. 

10 Marines, Sergeant with distinegrator pistol and power fist and melta bombs (170 points).
A buried disintegrator pistol is always interesting. However, I would also be tempted to add more melee weapons. 

10 Marines, 2 Heavy Chain Axes, 2 Power Mauls, 2 Hand Flamers, Sergeant with Twin Lightning Claws (190 points).
Attack! Take chain axes instead of chain swords to taste. 

10 Marines, All with Combat Shields and Chain Axes, 2 Power Axes, Sergeant with Thunder Hammer (195 points).
A combat shield option for illustrative purposes. Tempting to take slower weapons here as well (i.e., initiative negative modifiers) and try to rely on the invulnerable save to stay alive. You also get a focus roll benefit with the combat shield - NB. 

Thursday, October 23, 2025

Dreadtober 2025 Week 3 Update: Base and Decals

This week's progress is pictured below!


So, I finally have the base in place. One half of the base is covered in cork board and is giving the required elevation to the left foot of the dreadnought. The right foot remains on the ground level. All of the base and the cork board have been "painted" (I use the term between friends) in Armageddon dunes to create a sandy look. I plan on giving this some shading and dry brushing once fully dried out and the texture is firmly in place.

The decals have also been applied to the miniature. Classic words from the unbreakable litany feature across the chest of the dreadnought (which roughly translates as "from honour comes iron"). This decal is actually a single one that I have sliced up into three parts specifically for application across the chest. I think it broadly works. A large roman numeral number 4 is on the left knee, and a standard Iron Warriors legion symbol (not visible) on the right shoulder pad. 

In addition to this, I have started to turn my attention to some finer details. Various areas have been picked out in gold to provide a neat accent colour (e.g., part of the armour on the left shoulder at the joint, and also just below the left knee where the roman numeral is located). The eyes and shiny lenses have been picked out in white as a base coat for the reds and oranges to be applied over the top. 

One week to go on this project and I am very confident of finishing now. The base needs work, and the fine painting details are yet to come, but it is almost there. I can see the finishing line now!

Wednesday, October 22, 2025

Horus Heresy 3e Review: Despoiler Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A good option for more melee orientated army lists. 

Background.
In many ways the despoiler squad is the close combat version of the tactical squad. The bolt gun is replaced with a bolt pistol and a chain sword and therefore they are armed and ready to get up close and personal. Their core job is to engage the enemy head on and clear a path. 

Strengths. 
As with tactical squads, despoiler squads get Line (2) for free. This is excellent and hopefully will encourage players to be aggressive with these squads. 

Beyond that, these are space marines with a standard set of 4's across the board and an extra pip of leadership for the squad sergeant. 

There is some customization available here. These are in the category of "for every 5 models" and you can lean with pistols or melee weapons alike (or both!). 

What is not possible to ignore here is the need for both a vexilla (to help combat resolution) and the nuncio vox (to remove conditions). These are both in the essential upgrade category for me now. 

Weaknesses. 
There is no longer any "Spite of the Legion" or equivalent rule in third edition for despoiler squads. But they do have Line (2) which is good enough for their purpose. 

As with the tactical squad, the 3+ save is a concern, as are the (very) average advanced characteristics. You will also need a transport solution for 10 man squads in all probability. 

Again thought, for the point value (10 points per marine) you cannot particularly go too wrong here. Also remember that Prime slots exist (and if you have a Primarch, despoiler squads often contribute to unlocking more Primes when you have 4 or more of these or other core troop units in place for the Primarch). Take a rhino or some kind of transport and you are sorted. 

Builds.
10 Marines, Sergeant with Thunder Hammer, Vexilla, Nuncio Vox (135 points). 
The basic build. Take a power fist if you want instead of the thunder hammer. Twin lightning claws are also recommended for the swifter (initiative) armies out there. 

20 Marines, 4 Power Weapons, 4 Plasma Pistols, Sergeant with Power Fist and Plasma Pistol, Vexilla, Nuncio Vox (300 points).
The fully kitted out despoiler squad raining down plasma death (5 pistols worth) and having 4 buried power weapons and a power fist. This is a strong build for a good points cost, even accepting a saving throw of 3+. I can also recommend the volkite option here (5 volkite serpentas can be good!). 

10 Marines, Vexilla, Nuncio Vox, Sergeant with distinegrator pistol and power fist and melta bombs (150 points).
Something a bit different here with the disintegrator and melta bombs, but this build is heavily reliant on the sergeant getting into the thick of it and considering the rest of the squad ablative. 

10 Marines, Vexilla, Nuncio Vox, 2 Heavy Chainswords, 2 Hand Flamers, Sergeant with Twin Lightning Claws (150 points).
An objective camper. The flamers are a deterrant. The chainswords do better strength attacks here and allow the sergeant to go with lightning claws, knowing something hard hitting is reaching their opponents. Take a rhino for transportation. 


Tuesday, October 21, 2025

Horus Heresy 3e Review: Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. So help me, I rounded up. The tactical squad is a mainstay.  

Background.
Who re-conquered the galaxy? Space marine tactical squads is who. (The Imperial Guardsman might have had a larger hand, just to be clear). Yet it remains the case that the space marine tactical squad will be the core of any given legion and provides a flexible formation for the taking and capturing of objectives whilst retaining some amount of threat. 

Strengths. 
Line (2) cannot be over-stated too much in third edition. It is this rule that can and will games for you if you play correctly. Sure, many players will bring more kill-orientated squads to try to win that way, but you will have already accumulated a lot of victory points in the meantime, or that at least should be your plan at the outset. 

Beyond that, these are space marines with a standard set of 4's across the board and an extra pip of leadership for the squad sergeant. 

Fury of the legion grants Heavy (FP) special rule which means an extra shot if you have stood still. Three shots per bolt gun is very reasonable. 

Weaknesses. 
I fully accept that having line means you need objectives in your mission to make the best use of these types of squad. It doesn't always happen, of course. 

The 3+ save is a concern, as are the (very) average advanced characteristics. 

Regardless, for the point value (10 points per marine) you cannot particularly go too wrong here. Also remember that Prime slots exist (and if you have a Primarch, tactical squads often contribute to unlocking more Primes when you have 4 or more of these or other core troop units in place for the Primarch). Take a rhino or some kind of transport and you are sorted. 

Builds.
10 Marines, Sergeant with Power Fist, Vexilla, Nuncio Vox (135 points). 
I regard the nuncio vox as essential for basic squads now - you will need it to help remove conditions. The Vexilla is optional and focuses on squads who you think will get into combat. The power fist is a deterrent, but remains effective. This is your basic build for third edition in my opinion. Take a rhino or similar and good luck!

20 Marines, Chain Bayonets, Vexilla, Nuncio Vox, Sergeant with Thunder Hammer (255 points).
Chain bayonets are cool and I won't hear any argument to the contrary. [Okay, chain bayonets are not worth the points cost to get shred at 6+, but I am arguing that they LOOK cool! Bayonets without the chain rule are even worse as they lack the shred rule - but they also LOOK cool and I don't care.]

20 Marines, Vexilla, Nuncio Vox, Augury Scanner, Sergeant with Combi-Melta and Melta Bombs and Power Fist (250 points).
An expensive way to deliver some melta action?!

Beyond these builds, a hand flamer is sometimes nice for objective sitting, plasma pistol on the sergeant can give a bit of an extra punch. I'd always favour the power fist or thunder hammer where possible, and a combi-weapon is reasonable if you are going to make use of it. Vexillas and nuncio voxes are a must, and the augury scanner is to taste. Both types of bayonets are useless points sinks, but they look very cool and you should invest in them with only that thought in mind because the AP=5 won't help, and the shred at 6+ is just about okay, but also not worth the points cost increase. Take them for the rule of cool only. 

Fundamentally: 10 points per marine is still very worthwhile in third edition and you can't go too wrong at that level. Think of it this way: 80 marines for 800 points is really nice and a strong gambit in and of itself for any objective based game. 

Monday, October 20, 2025

Horus Heresy 3e Review: Huscarl Terminator Retinue

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. I really like them! Not sorry. 

Background.
The Huscarls provided close and personal protection to the most elite members of the Imperial Fists. Praetors, and Rogal Dorn alike benefited from their presence on the battlefield and around them. Their job is simple enough: protect their charges with their very lives (and hardy terminator armour to boot). 

Strengths. 
The Vigil Pattern Storm Shield is excellent and possible the only other unit in the game that matches these men are the Salamanders' Fire Drakes. 

The native deep strike is very impressive here and well worth using. Eternal warrior rounds out the special rules nicely enough (although the usual negatives for cataphractii terminators applies here too). 

WS=5 and T=5 are fabulous along with a pair of wounds and leadership of 9 for the sergeant. 

Weaknesses. 
A mild lack of customization possibilities doesn't detract from a wonderful squad. For the Alpha Legion player, this squad might also be tempting above and beyond the Fire Drakes from the Salamanders just for the native deep strike? And lets be honest: they also have the rule of cool. 

The main negative here is the sheer points cost you are paying for native deep strike. Other units do this better, but tend to be more glass cannons. This unit is ablative and defensive for Primarch or Praetor support realistically. 

Builds.
5 Huscarls, Master with Grenade Launcher (280 points).  
Expensive, yes, but remember that native deep strike. 

10 Huscarls, all with Solarite Power Fists, Master with Grenade Launcher (630 points). 
The fully upgraded squad. Ouch. Yes: it costs a lot of points, but it is very viable all the same at high points value games assuming it is your critical hammer unit.

Wargames Gallery: Red Tide

The World Eaters charge across the surface of an icy world toward their next target. The nails thrum in their skulls. Maybe they can find some peace - sleep even - if they cause enough destruction?


I'll have to post about constructing Angron and his painting in the near future - but that's a job for another day!

Sunday, October 19, 2025

Horus Heresy 3e Review: Phalanx Warder Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid choice. 

Background.
Reinforced breacher squads whose sacred duty is to protect the flagship - Phalanx. They have no markings of victory or similar: simply carrying on in their role is reward enough. When called upon, they make excellent space ship storming squads when needed to board hostile territories. 

Strengths. 
Power axes and boarding shields as the basic squad, and ten men make for a reasonable baseline. Their special rule: Phalanx Formation allows them to make a shield wall advanced reaction without expending reaction points. But only if they accept getting pinned after the reaction is resolved. I'd suggest expending the reaction points anyway most of the time, but it could be effective. 

There is a degree of customization available here as well - note that the Legacies pdf allows a greater range than the Liber. 

Weaknesses. 
One wound each with a basic 3+ armour save. 
The lack of Stone Gauntlet in this edition means that this squad is not as potentially as good as it once was. 

Builds.
10 Phalanx Warders, Sergeant with Solarite Power Gauntlet, Vexilla (220 points).  
A baseline build. 

20 Phalanx Warders, 4 Thunder Hammers, Sergeant with Thunder Hammer, Squad Melta Bombs (455 points).
Cheaper than second edition and entertaining.  

10 Phalanx Warders, 2 Flamers, Vexilla, Sergeant with Thunder Hammer, Squad Melta Bombs (245 points).
I actually like the combination of flamers and breacher squads. They are always under-rated! 

Saturday, October 18, 2025

Horus Heresy 3e Review: Templar Brethren

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great unit! 

Background.
These brothers guard the temple of Oaths which is located on board the ancient Phalanx starship. They have access to some of the best war gear available and are generally zealous in the extreme and hone their skills accordingly. In short: they are the elites of the Imperial Fists. 

Strengths. 
With 2 wounds each and a 2+ save, these are veterans with WS=5 and plenty of attacks when massed up. 

They gain the ability to have an extra 2 inches of set up when they make a charge out of an assault vehicle. 

More than this, they have a lot of customization available which is more than very nice. To be fair, even the baseline power swords with bolt pistols are extremely attractive and viable.  

Weaknesses. 
Not many to be honest! You just need to have an assault vehicle to make the best of them. 

Builds.
5 Templars, Champion with Solarite Power Gauntlet, Vexilla (185 points).
I regard this as the baseline build, the vexilla is there for the combat resolution bonus on the occasion that you need it. 

5 Templars, 5 Combat Shields, Champion with Thunder Hammer, Vexilla (195 points). 
The Zone Mortalis version of the above squad. Take Melta Bombs to taste. 

5 Templars, 5 Plasma Pistols, Champion with Solarite Power Gauntlet, Vexilla (225 points).
It is a pity that bolt pistols are exchanged for both plasma pistols and shields - I'd like both. But this build focuses on the plasma side of things before charging in. 

10 Templars, Champion with Solarite Power Gauntlet, Vexilla, Melta Bombs for the Squad (335 points).
A very nice points cost for a large squad of power swords coming your way. 

Friday, October 17, 2025

Horus Heresy 3e Review: Alexis Polux

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Very good overall - I almost gave 5/5. 

Background.
Polux is described as Inwit-born and was a "giant made of stone" before even being elevated to the Space Marine Legions. As a marine, he towered above his battle brothers still. Through chance he came to command of Dorn's retribution fleet and proved his worth at the Battle of Phall and in many other battles beyond that. He is known to have been strong in close combat and a master of void based combat between spacecraft. And, of course, after the Heresy, he became the first master of the Crimson Fists Chapter.

Strengths. 
The stat line is standard fare for command characters with WS=6 and reasonable otherwise. 

He comes with a gambit to have a single S=10, AP=2 D=3 attack with his power fist that also has critical hitting which is very reasonable when he finds himself up against a bigger named character. Otherwise the power fist is a standard Solarite variant. He also comes with a Vigil pattern storm shield and a combi-melta. 

With his Void Commander special rule he can join a unit of Breachers and deep strike them on to the table and gain feel no pain. 

Officer of the Line (2) rounds out a solid close combat orientated character and will mean he will see use at most points levels - he's a well rounded character that has solid plays! 

Weaknesses. 
I like Polux in Third Edition and he retains a lot of what he was in other editions. He is melee orientated and can take on some other named characters with that single power fist attack where needed (if you want to risk it), but the clear play is teleportation of him and his breachers into battle. 

Overall.
Well worth taking even for Officer of the Line alone. But you get so, so much more for the points cost. I genuinely almost gave 5/5 stars here. He is shining. 

Thursday, October 16, 2025

Dreadtober 2025 Week 2: Weathering and Hazard Stripes

It wouldn't be an Iron Warriors dreadnought without some hazard stripes, would it?


In this week's update, I have applied some yellow to select areas of the dreadnought - right knee, right wrist, and left under belly areas for that classic Iron Warriors look. These stripes are not quite perfect, but that doesn't stress me. I will patch up with a little bit more black, but the intent is to then weather the stripes and give them a worn and scratched look regardless. This approach always disguises any imperfections in the hazard stripes. Its really a pro-tip that even average painters can benefit from. 

Weathering has also been applied across the main body of the dreadnought. This began with a Nuln Oil wash all over to get into the recesses and make it look worn. Using a sponge, I have then applied some lighter silver and black patches to give the overall impression of this dreadnought not being on his first rodeo. Perhaps even mid-battle. 

Plans for the week ahead are to add decals and think about the base in more detail. 

Wednesday, October 15, 2025

Horus Heresy 3e Review: Camba Diaz

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A low points value game master of the legion that also retains some applicability at higher points values too. 

Background.
A very reliable and steadfast commander who arguably lacked the legend of Sigismund and others around him. He more than earned a healthy reputation through meticulous siege actions - both on the offensive and on the defensive. Little wonder he was held in good stead by his Primarch.

Strengths. 
Officer of the Line (2) is worthy of mention from the outset here. This makes him worthy of consideration at lower points value games, but also alongside other commanders at higher points values too. 

With WS=6 and BS=5, he is a very reasonable commander level character. His weapon, Durenda, provides breaching combined with S+1 which makes him reasonably in close combat against standard sergeants and the like. 

He also gets The Line Unbroken gambit which he can use if he doesn't have combat advantage for which he gets a handy A+2. He won't have anyone cross a line he has drawn in the proverbial sand. 

Weaknesses. 
Not quite the character he was in Second Edition sadly, but he still has very strong merit here in third edition as a commander for low points value games, but retains a different applicability through Officer of the Line for higher points value games as well. This can be a powerful choice when you are at 3000 points and want to squeeze in that extra dreadnought (or similar). 

Overall.
A fun character with a strong background in the novels. The rules do him justice here, even if he is a bit different to second edition's implementation. 

Tuesday, October 14, 2025

Horus Heresy 3e Review: Evander Garrius

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid short range, and melee character. 

Background.
A unification veteran who remembers well fighting alongside the nascent Luna Wolves. He was, however, largely unliked by Dorn due to his brutality. As a result of this, he was seconded to garrison duty. And later, given the opportunity to prove himself (with relish) at the Siege of Cthonia. Which he sets about doing as effectively as any Imperial Fist Lord might!

Strengths. 
His stat line is good with WS=6 and T=5 alongside praetor level other stats. His power fist melee weapon, subjugator, brings his effective strength up to 8 at the cost of lowering his initiative (but D=2 as well!). This is not much of a concern given his defensive abilities. 

The defences come in two forms here. The natural catapharctii saving throws, but also access to Feel No Pain when engaged in a challenge. This is excellent and the main reason he has 4/5 stars from me. 

His side arm, Incineratus, is solid with a S=5 four shot volkite ray gun at short to modest ranges. 

Weaknesses. 
Honestly, he doesn't have that many weaknesses in third edition. I think you just have to remember that he is a melee exponent and then arrange a transport solution for him. 

Overall.
Garrius is an excellent praetor level choice for a up close and personal challenge monster. Sure, he is not Sigismund or Dorn, but he is fluffy enough to play without an opponent crying about it. Very appropriate, but he must be backed up with a retinue, and preferably some modest range firepower to work well. 

Monday, October 13, 2025

Horus Heresy 3e Review: Fafnir Rann

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded Down. An average close combat master of the legion. 

Background.
He's in the wrong legion. He should have been a Space Wolf if the fates had have allowed it. But he was an Inwit Cluster native, and therefore an Imperial Fist. 

Aggressive, and with a liking for twin axes and shields (hence good on the offensive and defensive), he is noted to be a very ruthless commander within the Imperial Fists. He commanded at the siege of Terra and took a very high tally of the enemy. 

Strengths. 
WS=6 and a reasonable set of other stats make him a reasonable close combat proposition. Combined with his axes, he is hitting at S=6 with Breaching on a 4+. This is reasonable.

He also gets to use his shield without any focus penalty having long since mastering the use of shields and weapon swapping an axe for his shield. [don't forger the shield trait either here].

His Gambit of the Executioner's Tax allows you to exchange focus for critical hits. It is a bit average, but might be useful. I'd suggest keeping your initiative. 

Weaknesses. 
He is good. But he also has a T=4 stat, and needs a transport solution. All he does is close combat - his bolt pistol isn't helping at range. 

Overall.
In short, Fafnir is a close combat master of the legion. He is very reasonable in melee, but not at the same level as Sigismund, or comparable champions in other legions. Fluffy, and a very reasonable choice overall. 

Sunday, October 12, 2025

Horus Heresy 3e Review: Sigismund

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Narrowly rounded up due to fluff reasons and him being the only mortal to be able to go toe to toe with the weaker Primarchs. 

Background.
Of all the Imperial Fists, and even the space marines more widely, there are few who are not primarchs that have their names recognised. Sigismund is not just one of a number like Abaddon, Corswain, Kharn, and company - he is unique in the background. Alone, he is preternaturally skilled and sits only a whisker beneath the primarchs themselves. He is death incarnate and undefeated.

Strengths. 
WS=7 is the most obvious stand out here amongst the stat line. This is seriously high, and can line him up as being matched with some of the Primarchs themselves! Precision 4+ is a neat addition here. 

The Black Sword means he will hit at S=6 which is something that the weaker primarchs will need to worry about, and Duellist's Edge gives a valuable focus bonus. 

As Slayer of Kings, he will always issue challenges and can choose which opponent will accept them. And the Death's Champion gambit gives critical hits on a 5+ which is a solid go-to choice. 

Weaknesses. 
Damage = 1 means that he won't cause as much damage as you might like, but the critical hits here will certainly help alleviate. 

Eternal Warrior is excellent for keeping him alive, but that T=4 is the major draw back in an otherwise reasonable stat line. 

Overall.
A very high points cost here to be honest. The only way you get your points back is by getting in combat as swiftly as you can and taking out entire enemy blobs, or preferably their commanders. Heck, just issue an ultimatum to Lorgar to take up his challenge and see how you go? Find your transport solution and get stuck in - he's one of the best mortals in town. 

Wargames Gallery: Alpha Legion Snipers against World Eater Fury

The Alpha Legion snipers have already sapped the World Eaters terminators at this point in the game. As the terminators get closer, they have a few final volleys left before contact. They'd better make the most of it - those lightning claws look sharp to say the least. 


Outcome: World Eaters victory, but by a much narrower than expected margin. 

Saturday, October 11, 2025

Horus Heresy 3e Review: Rogal Dorn

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Very reasonable overall without being outstanding. 

Background.
Summoned back to Terra and installed as Warmaster in all but name, Dorn prosecuted a variety of aspects of the war for the loyalist faction whilst his father was doing goodness knows what deep in the bowels of Terra. He is portrayed as having a body of stone and being the essence of the uncompromising and determined aspect of the Emperor's soul. And one whose loyalty and duty were as breathing to other lesser mortals.

Strengths. 
WS=7 at native level is good here, but most of the other characteristics are 6's which against some of his brothers is an issue.

The Storm's teeth gives AP=2 and 2 damage, but it only gives out damage at Dorn's native strength of 6 which makes him a bit lacklustre in the damage output department. Shred here helps, and frankly it is needed, as is reaping blow. 

Where he really shines is defensively. His Gambit of Bulwark of the Imperium means wound tests of 1 to 4 are not going to bother him. This is crazy good overall! Of course, he also has eternal warrior, and his side arm, The Voice of Terra, is impressive with 3 S=5 shots with breaching - this is not to be overlooked with the Imperial Fists special rules as well. 

As Sire of the Imperial Fists he gives extra Primes if 4 or more are filled with breachers or tactical squads, which undoubtedly will be the case. With Prepared Defences, he also grants a 5+ cover save in turn one in your own deployment zone which is nice.  

Weaknesses. 
Good defences. Sub-optimal offences arguable (certainly in comparison to Second Edition). Try to make sure you go first to at least get a few shred wounds in I suppose? 

Overall.
The points cost reflect his slightly weaker abilities compared to some of his brothers. His passive Prepared Defences is a really nice army wide boost, and fluffy to boot. He will do well, but others of his brothers are simply much, much better than him. 

Friday, October 10, 2025

Horus Heresy 3e Review: Imperial Fists Legion Rules

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

Background.
Recalled back to Terra to fortify the sector, the Imperial Fists found themselves at the epicenter of events in many ways. And as for their Primarch, Dorn, he became the new Warmaster in everything but name. They launched the retribution fleet and took part in numerous key battles, but would become instrumental in the final defence of Terra. It is doubtful that the loyalists would have succeeded if it were not the Dorn and the bulk of his legion being near Terra at the outset. 

Armoury. 
Third edition brings back the bulk of their armoury. 

Solarite Power Gauntlet is a power fist upgrade that gains you critical hits. This is reasonable most of the time. 

Vigil Pattern Storm Shields gives a 4+ invulnerable save along with the shield trait for a small sum. This is generally very much worth it if you have a big stick in the other hand and are not already in cataphractii armour. 

Iliastus Assault Cannons are added as a heavy weapon option heavy support squads, as well as pintles and sponsons (see legacies). Generally this is going to be a good choice!

Castellans are a Prime Upgrade for centurions which yield an augury scanner and a bolt gun replacement of your choice of heavy bolter (might be okay), autocannon (great) and Iliastus assault cannon (also great). 

Tactica. 
Fire Discipline gets you the old +1 to hit with bolt and auto shell weapons. This remains excellent. However, it is also toned here to be only applicable for fire groups that have 5 or more die in it. This is actually a good exchange overall and a good balance compared to second edition. But many bolt and auto shells are medium range so this might not benefit you against a longer ranged shooting enemy, but will be effective against those that like to charge you up front. 

Gambit.  
A Wall Unyielding
 grants Eternal Warrior (1) at the expense of not adding initiative to the focus roll. This is a rational transaction to keep your champions alive, but not very offensive. Combine with a shield to maximal effect I would suggest. 

Additional Detachments. 
Siege Gauntlet 
gives 4 slots within which the troops have to be breachers. Appropriate if unremarkable. 

Advanced Reaction. 
Bastion of Fire
 allows you to fire back any anything that gets too close (10 inches) once per battle. Solid enough and effective, but only against enemies that like getting up close and personal. 

Finally, there is the Decurion Sagittar who is an upgrade for a vehicle that gives you a turret mounted Iliastus assault cannon. Nice.

Overall then, the Imperial Fists are toned compared to second edition, but remain very strong mid range opponents who don't mind surviving in combat thanks to shields and gambits and have excellent mid range shooting. A great choice for any player: veterans and newbies alike. 


Thursday, October 9, 2025

Dreadtober 2025: Week 1 Update

One week in and I now have actual verifiable progress on the Iron Warriors dreadnought!


The dreadnought is now fully assembled: left arm las cannons, and right arm a claw (with those nasty looking fingernails). The pose is somewhat static, but there is a slight bend in the left leg which I will put to good use on the final base where I'm planning on have a bit of a step up. 

Not only is the model assembled, but is has also been undercoated and base coated. Mostly done in lead belcher, I have applied black to selected surfaces. Some of these will eventually have hazard stripes across them, but others will remain intentionally black. 

The next stages include undertaking the nuln oil wash and then applying some edge highlighting and weathering to the paint. 

Monday, October 6, 2025

Horus Heresy 3e Review: Chaplain

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

Background.
The Chaplains were supposed to be those warriors who were exceptionally fearsome. Who carried with them reminders to their brothers of the expectations of their gene sires. To enforce a degree of doctrinal cohesion within the legions. And to demonstrate to their foes just what they faced. 

Strengths. 
WS=5 is fine, and they come armed with the crozius arcanum. Cool=10 and Leadership=9 which will give them some staying power against incoming conditions. 

Beyond those notes above, there really is not all that much extra to them. 

Weaknesses. 
Gone from second edition is hatred. This is a major loss. I'm wondering how intentional this actually is or whether a future FAQ will address it. To be candid, the Chaplain is worth his points value, but you may well be better served with a different command choice in Third Edition given that there are other commanders who do close combat better, and get better boons and special rules, even with the very reasonable Cool and Leadership here. Just saying. 

Builds.
Chaplain with Melta Bombs (85 points). 
Shrug. A generic commander. Give your other troops the benefit of his cool and leadership. 

Chaplain with Jump Pack and Melta Bombs (105 points). 
Nice to have the jump pack to get some movement going. 

Chaplain on Jetbike with Multi-Melta and Melta Bombs (135 points).
Arguably an even more attractive proposition. 

Chaplain in Cataphractii Terminator Armour with Combi-Melta (120 points). 
For escorting your terminators. 

Sunday, October 5, 2025

Wargames Gallery: Lord of the Red Sands

Uh oh. It isn't looking good for the Iron Hands. 

Angron and some of his World Eaters terminator escort have reached the shield wall of the Iron Hands and are ready to charge in.

I have three perspectives of this: one from each side, and top down.




Want to know the outcome?

Spoilers ahead.

Angron and the World Eaters won. By a large margin. 

Saturday, October 4, 2025

Horus Heresy 3e Review: Herald

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

Background.
With wars such as the Heresy spanning the entire Galaxy, the leaders at the top of the food chain (Primarchs, etc.) could not be everywhere at once. As a result, even those that wielded artifacts of these leaders became venerable and induced fervour in the masses. 

Strengths. 
The herald comes as standard with the Icon of Allegiance. With this, he can score additional Victory Points (called honour points until the very end phase of the game wherein they convert) every time he personally wins a challenge, or his squad does the same. This is an incredibly strong way of accumulating bonus points, but clearly you have to play aggressively. The drawback is that all honour points are lost if you are removed from the table or become disgraced -- a fine balance.

The stat line is reasonable with WS=5 and W=3 along with 4 attacks. He comes with a power weapon as standard, but this can be upgraded. Fear (1) is also very helpful.

Weaknesses. 
Getting sniped with precision shots is always a risk, but one that is likely worth taking overall given the 2+/5++ saving throw. 

The lack of customization is an issue outside of terminators. Note though that some legions have ways of doing this (e.g. World Eaters can replace those power weapons with Caedere weapons which is a good move in all probability). 

Builds.
Herald with Power Fist (90 points). 
Probably the best build if you are not going with a power weapon. 

Herald with Jump Pack and Power Weapon (130 points). 
A much better proposition than foot slogging. 

Herald on Jetbike with Plasma Cannon (165 points).
Could be very good with the correct unit around him. 

Herald in Cataphractii Terminator Armour with Thunder Hammer (140 points). 
Finally - customization!!! This is strong. 

Friday, October 3, 2025

Horus Heresy 3e Review: Overseer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great way to escort Auxilia friends!

Background.
Sometimes the legions decide to incorporate some mortals in their strategies. They might be a way to earn favour with mortal forces and bring honour to them. It might be the case that the mortals have gained a ceremonial honour. Perhaps they are bringing extra forces to simply bolster their own. In all cases, an Overseer from the space marine legions is put in charge of them on the battlefield.

Strengths. 
As Master of the Auxilia, your Overseer can join a Solar Auxilia Unit without causing any reduction in Leadership or Cool. This is very nice. The Overseer also brings his WS=5 and BS=5 to the fore and has Fear (1) to boot which is impressive.

Weaknesses. 
I wish this unit had access to opening up a new slot in the organization chart without having to have a brand new detachment of Auxilia - this is a flaw compared to Second Edition. 

Otherwise the unit is pretty cheap overall and a sporting way to bring Fear to the table. 

Builds.
Overseer with hand flamer (90 points). 
Cheap and cheerful really. Add a vexilla to taste and you're good to go really. 
Fundamentally though, you will need to decide if you want to be static (usually yes for an Auxilia gun line), or have a bit more movement (in which case a vexilla and/or melta bombs start to look attractive). Take the maul or lash according to which miniature you have purchased realistically. 

I'm gutted that my conversion is no longer playable. Hence from now on that weapon shall be a counts-as bolt pistol - eek!


Thursday, October 2, 2025

Horus Heresy 3e Review: Siege Breaker

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. Solid enough rules, but better with the attachment it unlocks.  

Background.
Do you see that building over there?
We do not want to see that building over there.
Who do you call?
The siege breakers. They can wreck everything and apply excessive force to a precise area to do so. 

Strengths. 
Reasons to take a Siege Breaker:
You get the Storm Battery auxiliary detachment unlocked (rapiers and arquitors). Invest in this. 
You get the combination of cognis-signum and an augury scanner. This helps with the detachment! 
You get to play with a thunder hammer and phosphex bombs. 
If the above doesn't interest you, then you have the wrong command choice. Invest in the detachment and it is worth it. 

Weaknesses. 
Purely play style dependent realistically. Arguably slightly expensive to have a thunder hammer for such a ranged character. 

Builds.
Siege Breaker (115 points). 
Without any upgrades the Siege Breaker is totally viable so long as you are investing points into the auxiliary detachment. 

Siege Breaker with Jump Pack, Melta Bombs (140 points).
A slightly more combat orientated character. Honestly, I prefer the naked version since you probably want to stay close to your unlocked detachment. I feel exactly the same about the mounted versions. Sure, they get to scoot around and potentially help out other units, but what's the point: better to be with your unlocked detachment.

Siege Breaker in Cataphractii Terminator Armour (130 points). 
This has to be the favoured build in my opinion just from a durability point of view. Take it. 
15 Rampagers, Caedere Weapons of all types to taste, Champion with Lightning Claws (365 points).
The maximum squad for foot slogging like a wall of weapons across the battlefield. 

Dreadtober 2025! Pitiful Beginnings.

It is that time of year again: Dreadtober!!

This year, I am pledging to complete an Iron Warriors Contemptor Dreadnought.

To my shame, this dreadnought comes from the SECOND EDITION Horus Heresy boxed set. You remember that one, with the beak armour, the land raider, and so forth? Yeah. I've not done much with the dreadnought from that. 

Here is my literal progress so far - in time for the Friday Update.


No. 
Seriously. 
This is actual progress. 
It is out of the box. It is not going back in. It is going to be on the shelf annoying the rest of the family until this is complete. So go ahead and judge me, but I have the willpower to get this pulled off! 



Wednesday, October 1, 2025

Horus Heresy 3e Review: Rampager Squad

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

Background.
Fitted with the butcher's nails, and selected for their sheer savagery even within the World Eaters legion, the rampagers were a group of warriors too far gone, or those that chose to funnel their rage through feral weapons and enhance their martial gifts. In short then: nasty shock assault troops for the front lines. 

Strengths. 
Impact in strength gives them a bonus when charging in which is great to have. On top of this, they all come with some Caedere weapons.

Please refer back to the World Eaters Legion Rules entry for some thoughts on the Caedere weapons. In short, in third edition they are all viable. I like the Falax blades for sheer attack volume, barb-hook lash for phage, meteor hammer for strength and damage, and the excoriator as an inbetween option. In short then, they are all viable (and there may still be a preference for falax blades as per second edition due to the attack volume, but in third, its not as crystal clear first place all of the time every time). 

Vanguard (3) is also impressive along with the modified stat line the reads like a veteran, even if will power and intelligence are distinctly average. 

Weaknesses. 
Remember that with the Legacies update, you get bolt pistols for free as well. Hence you also have some ranged. 

Note that the points cost can climb to terminator squad levels very easily, but also note that these are more like veterans that you are paying points cost for. They just have a routine and regular 3+ save as the real weakness. And the lack of jump packs in third edition is a massive issue. 

Builds.
10 Rampagers, All with Falax Blades (245 points). 
The sheer volume of attacks at S=5 on the charge is impressive and can dice more regular squads. 

15 Rampagers, Caedere Weapons of all types to taste, Champion with Lightning Claws (365 points).
The maximum squad for foot slogging like a wall of weapons across the battlefield. 

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