Monday, August 10, 2026

Horus Heresy 3e Review: Eversor Assassin

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. The frenzon rage will ultimately kill them if an enemy doesn't. 

Background. 
Implanted with sensors. Beefed up on training. Administered with frenzy in chemical form. Held in a state of uncaring wrath. Drop inserted from orbit. If Khorne had an assassin it would be an Eversor. In fact, the loyalists of the Imperium are lucky to have them. I guess its just an expression of the grim dark nature of the Imperium of man. 

Strengths.
The executioner pistol has both a regular bolt pistol, combined with a needle pistol secondary which gives poisoned on a 3+ and also pinning. Combined, they can give a status and probably a wound before contact in close combat which is where the other strengths lie. 

The neuro-gauntlet gives rending and poisoned both of which are excellent along with 2 damage at I=6 and S=5 with AP=3. Good enough to take out marine sergeants and similar as well as posing issues to the rest of the squad. The Frenzon rage gives a gambit that must be used for +3 focus but takes a wound for rolling 1's to hit. 

Infiltrate and reaping blow are good to have and shrouded and move through cover will help along with eternal warrior. 

Weaknesses. 
I think that they should have deep strike to be honest!

The self inflicted wounds from the frenzon rage will soon see the assassin leave the board to be very honest, and this makes the assassin a problem. But, at least they explode when they die and might take some with them! Its just not enough to let me give them more than 2 stars though. Sorry!

Builds.
There are no builds to discuss.  

Sunday, August 9, 2026

Horus Heresy 3e Review: Culexus Assassin

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. Thematic, and would get higher star rating against psykers. 

Background. 
Members of this assassin clade possess the Pariah gene, but at an incredible level. Even being near them can give ordinary people a bit of the shudders. The clade gives them the ability to switch on and off this ability and enhance it to obscene levels, whilst also training them physically to be formidable. 

Strengths.
The same stat line as Adamus, with willpower boosted to ten. 

The main weapon here is the Animus Speculum template. This comes with breaching, panic and psy-shock. At S=5 this is a good template regardless of psy-shock, but will really come into its own against enemies that can be affected by it. 

They also have limited use (3) psyk-out grenades which can be used in close combat and come with a wealth of special rules including aflame, rending, precision, and breaching. With S=5, AP=3 and 2 damage, these will slaughter regular space marine squads which is good for an assassin. 

In addition, the Culexus also has a bunch of special rules including infiltrate, anathema, ex-oblivio, infiltrate at 9 inches, and shrouded to name but a few. The unique one here is Etherium which in third edition reduces the incoming unsaved wounds by 1 (to a minimum of 1) helping keep them alive. 

I can see a strong case here for this assassin to be a backline disruptor and destroyer. Put them down near a heavy support squad and they will be able to cause havoc before they perish outside of challenges. 

Weaknesses. 
A strong combination of rules exist here, but to make the most of them, the enemy needs to be psykers or malefic. This means that they're best against armies like the Thousand Sons and certain Word Bearers builds. Outside of this, they can be a bit average. And if they were infiltrated next to a heavy support squad, they'd still make a juicy target for them, and I'd be challenging them in a challenge as a direct way to nullify most of their potential. 

Builds.
There are no builds to discuss.  

Saturday, August 8, 2026

Horus Heresy 3e Review: Callidus Assassin

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Masters of confusion and thematically well done. 

Background. 
Chaos and confusion incarnate on the battlefield! In large part this is thanks to the polymorphine compound that this clade has become synonymous with. If you've ever played Dungeons and Dragons, then you'll know that this substance is the future equivalent of a polymorph self spell. The assassin use this compound and then poses as enemy commanders (or similar) to sow said chaos, revealing themselves at the opportune moment. 

Strengths.
The same stat line as Adamus, but gets better infiltration to 6 inches which is remarkable in itself. The neural shredder weapon is a template that causes pinning which is a very nice opening volley for the assassin. They also have poison blades which are short range (12 inches) with 3 shots. Nevermind its strength, it has poisoned and precision at 3+ along with breaching at 4+. It is, however, one shot only. This is a killing opening volley unlike the pinning template from the shredder. 

The main melee weapon is the phase sword. This goes at I=7 and has AP=2, along with precision, rending and a new rule which is Bypass on a 6+. If when wounding you roll the number in question, then the target gets no saves of any sort. This is quite amazing really, but might not be enough for the toughest of opponents. 

Two further rules help out a lot. The polymorphine means the assassin cannot be shot at or charged at until it has already attacked or been attacked. The only way for the enemy to do this is with an Intelligence test within 3 inches. Secondly, the assassin causes stunned when they first charge.  

Weaknesses. 
I quite like the combination of rules here as they will cause damage and can get a good part of the assassin job done. As with other assassins, they won't take out entire squads, and they are squishy with T=4 and a 4+ save (but do note the other assassin special rules to help keep them alive). 

Builds.
There are no builds to discuss.  

Friday, August 7, 2026

Horus Heresy 3e Review: Adamus Assassin

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Despite being a sword master, the launcher weapon is equally valuable.  

Background. 
These assassins are the tradition blade masters of the clades. They are sword masters supreme and have a bit of martial regality about them if I'm reading the background correctly. 

Strengths.
As with almost all assassins, they have 5's in WS, BS, and I, 4's in S and T, and 3 wounds coupled with 10's in leadership and cool. The 4+ in both kinds of saves will help keep them alive a little longer too. 

The Adamus comes with a needle spine blaster which can be shot like a bolt pistol, or like a launcher (one shot only). The launcher gives 3 shots at S=6 with a range of rules that are extremely valuable once the assassin closes in with their blades. These include phage on toughness, as well as breaching and precision to try to ensure that you cause some damage on the way in. 

The Nemesii Blade has had a glow up compared to the previous edition and is now natively AP=2 with critical hitting and shred. This should pose a threat even to terminators - doubly so if they have had their toughness reduced through phage. 

The Nemesii Grenades are a defensive measure to provide a disordered charge when the assassin is moved against. And if the charge move is completed, then count that charge as going over dangerous terrain too This is quite nice.

Death's Artisan gives access to the Mirror Form gambit (but why have 2 names for it!). The player MUST select this gambit though and anything that prevents this is over-ridden. This means always hitting on 4+ regardless of WS comparisons. The assassin can always strike back in the round they are reduced to 0 wounds even if they don't have the advantage. 

Weaknesses. 
Nice in one-on-ones with a good chance (well, at least 50% perhaps) of hitting, although wounding with S=4 may be a worse problem unless you used phage earlier. AP=2 will certainly help with them being deadly though. Infiltrate and shrouded will help you get to where you need to be early in the game too. But with T=4 and 3 wounds with a 4+ save, there is vulnerability to massed incoming fire (bit of a waste given the rules and reactions possible) and challenges against Praetors will certainly be entertaining and deadly quickly. 

Builds.
There are no builds to discuss.  

Thursday, August 6, 2026

Horus Heresy 3e Review: Divisio Assassinorum Rules

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The assassin rules are middle of the road average. 

We begin our examination of the Liber Custodes by starting at the end for a change. And for this Liber, that means the Divisio Assassinorum - the assassin clades. 

As with all units in this volume, assassins are forced to be loyalists in terms of their faction. Indeed, the entire book might as well as have the word Loyalist in the title to be maximally descriptive. 

The assassins themselves can never be a detachment or army on their own. They can only ever be taken by using the Clade Operative prime advantage. If a loyalist army does this, then they gain 3 support slots that can only be filled with assassins, and only once in a prime detachment. 

Whether this is worth doing or not is dependent on many factors. 

In a large game, they're probably not worth it in my view. A single assassin is unlikely to be taking out a squad of terminators. However, in lower points games where one-on-one match ups are a bit more valuable and impactful, they can do extremely well. I would therefore recommend them for narrative play and up to (e.g.) 1500 points to play around with. Although the sacrifice of the Prime Advantage is steep to purchase them in such games as well. 

They all come with a Divisio Tactica called Nemesis. This means that any incoming shots are snap shots unless made by the closest unit. This gives the assassin a bit of breathing room to operate in, but doesn't make them invulnerable. Yet they remain vulnerable to volleys and precision shots by the same token. This ties in with their fluff: they wear a body glove which helps them disguise themselves against their background - hence my recent paint scheme using a glitch camo approach for my Vindicare. All of them are also heedless - they can never take or contest objectives. Their personal missions are beyond such petty concerns! Their advanced reaction (Tactical Displacement) also helps keep them going by moving them in response to incoming fire. 

Overall then, the rules for assassins get a middle of the road 3/5 from me. We will look at the individual assassins in the next suite of posts. 


Wednesday, August 5, 2026

Salamanders Fire Drake Conversion

One of the only options that a Salamanders Fire Drake terminator can take is to replace their shield with a (forge crafted) heavy flamer. There are no resin parts for this, so a conversion is the only way forward at this point in time. 


Sitting in my bits box collection was a heavy flamer from the older chaos space marines range. I decided that I would use this for several reasons. This first is that it looks more ornamental than a regular flamer and that communicates "forge crafted" more readily than other alternatives. Secondly, what if this were a traitor Salamanders anyway (shudder!)? And thirdly, there's also the rule of cool. So I went with it.

The primary issue here is that the part needs to be shaved with some precision to make it flush with the shoulder and billowing drake skin comes down from the shoulder. This is straight forward if you can get hold of a good looking bit of resin to clip. Here I have used Right Arm Part B (hope that makes sense for anyone wanting to follow this pathway). I clipped off the hand and shield attachment, of course. Essentially getting rid of the elbow as well in order that the plastic heavy flamer could then be pinned into position.

My strong recommendation here is to do lots of dry fits and judgments by eye by holding the bits up against each other and seeing where to slice. I went slowly and took off less than was needed at each slice, slowly progressing toward a natural joint. Largely because putting back on bits that had too much chopped off it a severe problem! In terms of conversions, this is a reasonable one to execute, but it did require precision and patience. 

The base meanwhile is supposed to be lots of accumulated battlefield debris. Maybe from the drop site that they fought in. I like the outcome here, but haven't yet painted it. I have the rest of the squad to build first!

Tuesday, August 4, 2026

Horus Heresy 3e Review: Veteran Breacher Squad

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

Background. 
One of the main reasons that I bought the Journal Tactica on release day was to see the full extent of the Veteran Breacher Squads. These are offensive line breakers for Zone Mortalis or otherwise elite reserves for the legion, and rarer than the other veteran squads available. 

Strengths. 
Space marines with 2 wounds, 2 attacks, and WS=5. They come native with a 3+ armmour save and a 5+ invulnerable save which makes them almost ideal for Zone Mortalis short of a 2+ armour save - but that is what terminators are for and there is some worth in considering the relative points cost against that. 

Veteran (3) ensures that they will be on point to swipe at your enemies and get on top of their tactical objectives. The Leadership and Cool of 8 is also reasonable here. 

Players will want both the vexilla and the nuncio vox as the basic upgrades. 

As with other Veteran squads, the customization for this unit is really where it shines. The humble bolt gun can be swapped out by any member of the squad for a variety of options. 

Chainswords and Chainaxes are clearly nice to have here, and the chain axe in particular is very well suited to certain legions (looking at you Space Wolves and World Eaters) but all legions can have them. The Astartes Shotgun is nice for stun, but perhaps little else. It might be worth taking a couple per unit if you are so inclined. 

Volkite chargers are fine so long as you take them in number! Always with volkite: go big is the rule of the day. 

The melee swaps are good as well: charabal sabres are reasonable, but I'd honestly spend more points and take a power weapon, power fist, or lightning claw here instead. Or maybe a mixture of them all depending on your points value you have to spare. 

The one in five swaps are also tempting. The flamer is strong for Zone Mortalis, and perhaps more broadly as the Medusan Immortals show. Graviton is excellent, the las cutter also has its place. The melta gun likely calls for a more specific set up. Speaking of which, the sergeant can also have melta bombs (yes for specific builds), disintegration pistol (reasonable if you don't mind dying too), and a thunder hammer (yes!). The Vexilla and Nuncio Vox are automatic upgrades here as well. 

Weaknesses. 
The basic 3+ save is a mild concern offset by the invulnerable save. 

The points cost can also build up rapidly here and I advise watching how it might compare to a naked set of Tartaros Terminators at least. 

Builds.
5 Veterans, Vexilla, Nuncio Vox, 1 shotgun, 1 graviton gun, 2 power weapons, thunder hammer and disintegrator pistol for the sergeant  (195 points). 
An all purpose squad for throwing out statuses and taking on many comers. It is very expensive though. 

5 Veterans, Vexilla, Nuncio Vox, 1 shotgun, 1 flamer, Sergeant with thunder hammer (165 points).
A cut back version of the above with a flamer instead. 

10 Veterans, Vexilla, Nuncio Vox, 9 Volkite Chargers, Sergeant with thunder hammer (308 points).
Lots of Volkite. 

10 Veterans, Vexilla, Nuncio Vox, 2 Melta Guns, Sergeant with thunder hammer and melta bombs (310 points).
The melta set up. I'd suggest a couple of shotguns here as well just in case. And chain axes too because why not. 

10 Veterans, Vexilla, Nuncio Vox, 10 Power Weapons (355 points). 
Very expensive compared to raw terminators, but they do have the rule of cool it has to be said. 

Monday, August 3, 2026

Horus Heresy 3e Review: Veteran Despoiler Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. Extensive customization is available. 

Background. 
Elites and veterans who just love to get up close and personal. The veteran despoiler squad is armed with a breadth of tactical flexibility according to the background which ensures that they can be found in the thick of the battle - or highly prized for boarding actions in Zone Mortalis. 

Strengths. 
Space marines with 2 wounds, 3 attacks, and WS=5. These are veterans who want to be in close combat to get the most out of them. Ld=8 and Cl=8 round out the advanced characteristics. 

Instead of Line, the veterans have Vanguard (3) which all but ensures that they want to be charging and denying the enemy any objectives. 

Players will want both the vexilla and the nuncio vox as the basic upgrades. 

Beyond that, there is serious customization to be had here. Any model can have a legion sergeant melee weapon for their chain swords. This gives free chain axes at a basic level, but a squad full of power weapons is highly tempting as well - despite the obvious points cost implication. Pairs of lightning claws are also nice here too. 

The chainsword and bolt pistol can also be swapped out for heavy chain swords and heavy chain axes all round. The World Eaters thank you. Otherwise, you can have combat shields or legion pistols. Both are viable, and I particularly commend the hand flamer here for Zone Mortalis. 

Disintegration pistols are interesting here too as options, if you want a real glass cannon build at short range. 

Weaknesses. 
The basic 3+ save is a concern. 

Builds.
5 Veterans, All with Twin Lightning Claws, Vexilla, Nuncio Vox (165 points). 
Effective so long as you get in combat.

5 Veterans, Combat Shields, Power Weapons, Vexilla, Nuncio Vox (175 points).
Invulnerable saves and power weapons are great. 

5 Veterans, 2 Disintegration Pistols (1 on sergeant), 2 hand flamers, 1 power fist and 4 chain axes, Vexilla, Nuncio Vox (155 points).
Very much recommended for Zone Mortalis. 

5 Veterans, 5 Heavy Chain Axes, Vexilla, Nuncio Vox (140 points). 
World Eaters and Space Wolves will like this thematically. But every legion can take it regardless!

Sunday, August 2, 2026

Horus Heresy 3e Review: Auxilia Combat Technician Section

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are valuable for the Combat Decryptor in a Zone Mortalis game, but will be wasted on other battlefields.

Background. 
These mortals are combat technicians who don't usually see contact with the front lines as their specialisms are likely too valuable to be risked. But when they are called forth, they provide non-Mechanicum-sanctioned means to interrogate vox transmissions and ensure their cohorts advance without technological interference.

Strengths. 
The reason to take this unit is the Combat Decryptor. In short, this device gives the unit battlesmith and Intelligence=9 for the purposes of making the Bypass Cogitator Zone Mortalis Advanced Reaction. This in turn opens and seals doorways and is a superlatively valuable part of Zone Mortalis play. Hence this unit is probably going to be vital to the Solar Auxilia in such scenarios, but wasted in most other battle spheres. 

Weaknesses. 
They are very mortal here with T=3, 1 wound each, a 4+ save, and very poor leadership of 6 (or 7 for the Prime). 

That said, they are cheap enough. My recommendation is multiple small units and to use them early, and perhaps as a screening unit later on. 

Builds.
5 Technicians, all with las rifles and blast chargers (35 points). 
Cheap and cheerful. Take multiple squads of these depending on the points value of your game. 

Saturday, August 1, 2026

Horus Heresy 3e Review: Veletaris Raider Section

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are quite good.

Background. 
These are Veletaris who have access to unusual close combat weapons that ordinarily are not contained within the Principia Bellicosa. Perhaps they grabbed them from the elites of the rogue traders or similar. 

Strengths. 
The customisation here is interesting. Indeed, there is even a designers note suggestion conversions using regular Veletaris storm sections with added Necromunda weapon bits swapping. 

The standard breaching shot gun is solid at S=5 with stun, but it is a short range weapon fundamentally. This can be swapped for a boarding shield and storm maul instead. This might be a good thing to help keep them alive a little bit more (even against bolt gun fire) whilst the shock maul gives a valuable breaching at S+2 (i.e., S=5). Shield wall advanced reaction might be a good thing to have in Zone Mortalis too. 

The vox interlock is almost a given, and the vexilla may be wise to also take. 

Weaknesses. 
With T=3, one wound, distinctly average leadership, and a 4+ saving throw, the unit is not going to last long if you don't play wisely. The points cost is reasonable though, but can add up with the shields. 

Despite the name, the breaching shot gun does not providing breaching!!

Builds.
10 Raiders, Vox Interlock, Vexilla (95 points).
The breaching shotgun build. 

10 Raiders, Vox Interlock, Vexilla, All with power mauls and boarding shields (135 points).
Probably what most players will ultimately go for. I actually like the look and feel of this unit, even if they aren't going to last long compared to space marines. 

Friday, July 31, 2026

Horus Heresy 3e Review: Castellax Infernus Maniple

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

Background. 
Built especially for the close quarters of Zone Mortalis, the Infernus configuration of the Castellax replaces the usual melta weaponry with purging incinerators and flamers that are well suited to vaporize entire tight corridors of enemies. 

Strengths. 
The purge incinerator is a template weapon with S=6, breaching and panic. Strictly better than a heavy flamer, but still not with the valuable AP=3 for dealing with space marines. It does, however, have AP=4 which makes it very effective against mortal squads. 

The power blades are good as is the phased refractor shields which augment the already good T=6 and W=4 with a space marine like saving throw. Vanguard and firing protocols round this out. 

Weaknesses. 
No real long range threat. This is a pure flame build with excellent close combat potential. Although I like the incinerator, I did wonder if the multi-melta might still have been preferable? I'm on the fence. 

Builds.
There are no options here to discuss other than the number of Castellax to use in the unit. These extra bodies don't come with a discount, so I'd suggest taking whatever your points cost or build aesthetic wants or needs. 

Thursday, July 30, 2026

Horus Heresy 3e Review: Zone Mortalis Advanced Reactions, Reserves, and Detachments

Zone Mortalis Advanced Reactions

(1) Take Cover.
This is an obvious advanced reaction in many ways. When you are shot at, players can use this to gain the Shrouded special rule. This is only at 6+, so it is debatable how worthwhile this is, but it might help once in a while.

(2) Bypass Cogitator. 
A more interesting one to use in the movement phase where an enemy comes within 8 inches of a battlesmith. The battlesmith then closes or opens doors up to his battlesmith number if an intelligence test is passed. This is interesting in the context of Zone Mortalis and encourages players to take battlesmiths just for the boarding action use here. 

Reserves.
These work exactly as you might otherwise expect and brings online all the different flavours used over many years. This includes Reinforcements (own board edge), Forced March (like reinforcements, but more likely to succeed at the risk of being pinned when they arrive), Encirclement (deploy on the opposing player's edge), Flanking Force (side edges), Mass elevators (you need an elevator platform in play), or Teleport Strike (deep strike as you might expect, with the usual risks). 

In addition, a prime advantage can be selected to buy teleport transponders for anyone wanting to risk a teleport strike, which is generally worth it if you can manipulate your rolls to avoid a result of 1 and destroying your own unit!

Detachments.
There are 3 detachment that players can use instead of their normal primary force. 

Zone Mortalis Strike Force has 8 slots: high command, command, heavy assault, and troops. This is nice and very welcome for the general player.
Zone Mortalis Bulwark the same number, but this time: high command, command, war-engines, support, and troops. I actually like this one a lot!
Zone Mortalis Linebreaker also has the same number with: high command, command, heavy assault, troops, and elites. 

Of course, players can expand these in the normal fashion to include auxilliary, apex and other detachments. 

Overall, these rules are nice and streamline and I quite like them. 


Tuesday, July 28, 2026

Painted Vindicare Assassin With Glitch Camo

A painting experiment complete!
This is a Vindicare assassin with glitching camouflage.




The central portions are painted with contrast (Guilliman Flesh) and highlighted with a dry brush and stippled technique with eldar flesh dry paint. Some further highlighting was applied to make everything consistent. 

One of the interesting parts was the Imperial Eagle which is affixed to the building ruins. I have given the assassin some silvery grey on his calf to try to mimic this and blend in even further. I think this has mostly worked as well in the abstract sense. 

The outer parts were picked out in Eshin grey and then dulled down using nuln oil. I picked out some parts in silver (parts of the rifle, the close combat blade sheath) as well as the red on the end of the blade and the red lens with yellow and white highlights. 

For the glitching, I've used a steady build up from dark blue through to lighter blues (3 different colours there in fact) and a vanilla and white highlighting. Hence 5 different colours layered on top of each other. The base dark blue was applied probably a bit to thick on the joint between the ruins colours and the black and grey of his uniform, but this only serves to enhance the glitching. Although I was originally intending to make the glitching a bit more digital by having squares painted freehand, I think the straight forward approach is much easier and works just as well. 

The base rounds it out with Armageddon technical grit which has been inked and highlighted to blend in with the rest, and some application of green knots of weeds. Not sure if I'll keep him or sell him on eBay at a later point, but that's a decision for later. Hope you like this paint scheme. 


Monday, July 27, 2026

Vindicare Assassin Build

The Vindicare Assassin model is sold as a single blister pack in all plastic. The price is fairly steep for a single miniature though, but I got one regardless since I wanted the challenge of painting it.


As a build, the miniature was very easy in many respects. I think the only "mistake" if I can call it that was that I shaved a bit too close to the shoulder when I was removing it from the frame. Although it was mostly push-fit, glue is certainly required. The pose is nice enough and I didn't feel the need to undertake any conversions with it. 

My premise to paint it up will be to use a digital glitching camouflage approach. I'm not quite sure what the exact form of that will be, but I'll decide once I've figured out the colour scheme for the rubble behind the assassin first. He will then have an identical scheme for the main part, and black on the left and right hand side I think. More on this concept later in the week I hope!
 

Saturday, July 25, 2026

Which Faction Is Easiest To Play In Horus Heresy?

Which Horus Heresy faction is the easiest to play?

It is a seemingly innocent question, but goes deeply into how the game plays and how players can learn the game. It is also the question that Gaming Gitz recently posed to me! A few conversations, and we have a new collaboration video out:


My answer here, for the sake of spoilers, is Iron Hands. 

But you are going to have to click on the video link to hear why (assuming that you can suffer my dulcet tones!). Enjoy!

Friday, July 24, 2026

Warhammer: Birmingham City Centre

No trip away from home would be complete without attempting to hunt down the local Warhammer store and checking it out. Recently, it was the turn of the city centre of Birmingham!


Birmingham is often referred to as the second city of the UK (but I do know a number of Liverpudlians who would dispute this and would explicitly note that London is the second city). As such, the infrastructure for getting there is excellent. Birmingham New Street train station is one of the busiest railway stations in the UK with 36.6 million transits in 2024-2025 making it the busiest outside of London (but not the largest by any means). The Warhammer store is literally a short stroll up the road from New Street station. 

The store isn't big in the grand scheme of things, but it is well appointed and the staff were very friendly toward me (yes - I know its their job, but still, they were genuinely enthusiastic!). 



What caught my eyes the most were the window displays: one of each for Age of Sigmar and Warhammer 40k. The detail of these were excellent. I was quite taken by the Age of Sigmar one myself (the reflection of me in the glass and the general light in the background also don't do the image much justice - it was superior in real life I assure you!). The Salamanders were very nicely painted in particular. 

Great job Birmingham and you certainly passed my "mystery shopper test"! 
Onward to the next store whenever it happen!

Wednesday, July 22, 2026

Horus Heresy 3e Review: Warlord Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. The titan that is the size of a child and costs like a very old used car.

Background. 
The mainstay of the titan legions. More responsibly for Unity and Heresy than the space marine legions themselves - arguably. They can lay waste to both armies and cities alike, and can do so on airless rocky moons and verdant planets alike so long as the ground beneath them can support their mass. Their only true enemy is others of their kith and kin. 

Strengths.
It is a Warlord Titan. I can't actually believe I'm even reviewing it (pinch me). It is incredible, and certainly a centre piece. 

For the Arms:

The Mori Quake Cannon has macro auspex with large pie plates, S=12, and 10 damage. This is great against knights and tanks and will rip down other titans over time as well. 

The Belicosa Volcano Cannon is similar, but has a smaller pie plate but increases the strength to 13 and has 12 damage. This is real anti-titan territory here. Macro auspex does mean anti-tank and anti-Knight and Titan duty though. 

The Macro Gatling Blaster also has macro auspex and pumps out 5 S=10 shots per turn. The damage is 5 and there is also armour bane. I would actually tend to disfavour this weapon unless you are really tank hunting or knight hunting in favour of something more anti-titan (remember the primary rule: if you are taking titans, then so is your opponent!). 

The Sunfury Plasma Annihilator is also macro auspex as you might imagine and has two modes - the maximal fire mode having power hungry. The pie plates are either big or apocalyptic. But I think unless you are going to go for maximal mode regularly, this one is really clearing out tanks and knights rather than being strictly anti-titan. 

The Arioch Power Claw has a built in Vulcan Mega Bolter which is great for shooting up tanks and knight. As a power claw, it has an impressive S=13 with 12 damage which is more than enough for taking out knights in a single backhanded swipe and will similarly hurt titans if it lands. So long as you get in range! Take a BS upgrade here. 

For the Carapace:

The Apocalypse Missile Launchers have the rule of cool and are shield breakers. They wreck 3 void shields per hit which is magnificent when facing off against other titans. 

The Laser Blasters on the carapace are also fine and give S=10, and 5 damage with armour bane. I actually prefer the missile launchers slightly for this edition. 

Weaknesses. 
As with my comment about the Reaver (etc.), I want to see the full range of weapons available at epic scale come in to being for 28mm play. 

As an aside. This is the third time I have reviewed a Warlord Titan. Here's a brief history:
Year: 2016. First Edition. Points Cost = 2750. Financial Cost = 1240 pounds sterling.
Year: 2023. Second Edition. Points Cost = 3000. Financial Cost = 1537.50 pounds sterling. 
Year: 2026. Third Edition. Points Cost = 3000 (3300 for BS=4). Financial Cost = 1741 pounds sterling.

Financial costs assume the basic body, Mars-Alpha pattern head, carapace missile launchers, and 2 volcano cannon arms). 

Builds.
Warlord Titan, Apocalypse Missile Launchers (Carapace), 2 Volcano Cannons. 
Strong anti-titan duty for stripping void shields and ripping up hull points. 

Warlord Titan, Laser Blasters (Carapace), and 2 Sunfury Plasma Annihilators.
I prefer the above build, but this one is still viable even if the plasma is not quite as good as it was in previous editions. 

Warlord Titan, Laser Blasters (Carapace), Quake Cannon, Arioch Power Claw.
Slightly up close and personal, and well worth the increase in BS here. 

Tuesday, July 21, 2026

Horus Heresy 3e Review: Warbringer Nemesis Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. Another medium sized titan!

Background. 
The Nemesis has a reputation for a restless machine spirit with ghost sensor artifacts that sometimes enable it to lock on before a threat is even sensed by the crew. It is in effect a "heavy support" choice (my words) for the Titan legions and brings heavy weapons to bear in order to bring down enemy titans. Hence the name.

Strengths.
This titan is your long range firepower platform and needs to be played as such. Consider the power hungry rule carefully for the imposition of snap shots and go from there. 

For the Arms:

The Gatling Blaster gives 5 shots at S=9, AP=2 and 4 damage. This will rip through lighter tanks and really hurt elite formations given the opportunity. Armour bane is the icing on the cake.

The Laser Blaster is S=10, and 5 damage, but reduces the fire rate to 3. Armour bane here as well which means this is almost a go to weapon for anti tanks and even anti-titans. 

The Melta Cannon has S=12 and the valuable melta rule with a pie plate and 8 damage. Of course, only one shot here though. 

The Volcano Cannon is your real titan killer. With S=13 and a whopping 12 damage, it will cause serious problems. But it is also power hungry with a small pie plate. 

For the Carapace:

The Nemesis Quake Cannon is a power hungry large pie plate with 10 damage at S=12. Great for clearing the board of pesky knights. 

The Nemesis Volcano Cannon is also power hungry, but has a smaller pie plate in exchange for S=13 and 12 damage. 

Either is viable, but the question is whether you are facing tightly packed vehicles or not. If not, then the second option is really the one to go for from a purely power gaming point of view (pun not intended). 

Weaknesses. 
Not many weaknesses here at all. You get what you pay for in terms of the points cost and it is very effective.

Builds.
Nemesis Titan, Quake Cannon (Carapace), 2 Gatling Cannons. 
Take the Majoris Crew and fire aware. 

Nemesis Titan, Volcano Cannon (Carapace), and 2 Melta Cannons.
Pure armour (knight, titan) hate here. 

Reaver Titan, Volcano Cannon (Carapace), Volcano Cannon, Laser Blaster.
Yes, the power hungry rule can hurt. But it is still magnificent!

Monday, July 20, 2026

Horus Heresy 3e Review: Reaver Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. A medium sized titan!

Background. 
A battle titan in name, and in role. The Reaver is a most ancient design of Mars, and sees use throughout all of the Titan Legions. Considered almost holy by Martian standards, its origin has long since been lost to ancient history. 

Strengths.
As with other titans, if you are bringing one to the battle, then you should let your opponent know and plan for them doing the same. This argues for having high strength weapons. The main issue that you face here is that many weapons have the power hungry special rule. This means other weapons only fire snap shots. Let's have a look at them.

The Gatling Blaster gives 5 shots at S=9, AP=2 and 4 damage. This will rip through lighter tanks and really hurt elite formations given the opportunity. Armour bane is the icing on the cake.

The Laser Blaster is S=10, and 5 damage, but reduces the fire rate to 3. Armour bane here as well which means this is almost a go to weapon for anti tanks and even anti-titans. 

The Melta Cannon has S=12 and the valuable melta rule with a pie plate and 8 damage. Of course, only one shot here though. 

The Volcano Cannon is your real titan killer. With S=13 and a whopping 12 damage, it will cause serious problems. But it is also power hungry with a small pie plate. 

The Power Fist is treated as a ranged weapon in the third edition since you don't get titans entangled with close combat really. With S=12 and 10 damage with armour bane it can wreck lighter vehicles and knights in one hit. But you have to get up close since the range is only six inches. 

Weaknesses. 
The missile launcher on the carapace is the only choice. In previous editions it could at least be swapped out to a vortex missile or turbo laser destuctor. This really needs to be re-instated. To be very honest, I would like to see the full range of weapons available at epic scale to be implemented at 28mm scale. Including a return of the chain fist. Pretty please?

Builds.
Reaver Titan, 2 Gatling Cannons. 
Arguably a bit of a waste, but if you upgrade to a Majoris crew, then this will rip apart quite a lot of elite troops and lesser tanks.

Reaver Titan, Volcano Cannon, Power Fist.
For your titan and knight killing pleasure. But you have to move to get up close and personal. Switch out the power fist for a melta cannon or laser destructor for a better ranged option. 

Reaver Titan, Laser Blaster, Melta Cannon.
A balanced ranged option that doesn't have the power hungry rule to worry about. 

Sunday, July 19, 2026

Horus Heresy 3e Review: Warhound Titan

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. It is a titan - enough said!

Background. 
The smallest of the true titans! It is classed as a scout as it moves quickly and can be deployed as such by the legions.

Strengths.
I'm broadly copying my notes from First and Second Edition here since they still apply. 

So let's be honest about something. If we're taking a titan, we're probably going to be opposed with titans. Therefore, I strongly would recommend that any titan is equipped with at least one high strength weapon to try to counter any enemy titans or super heavies. 

One overlooked "strength" to remember is that titans can move. Yep. Seriously. They have legs. They walk, jog and run. Remember to think about this: it is a mobile weapons platform after all.

For the weapons:
The Vulcan mega bolter is a 12 shot S=7 monstrosity that inflicts suppressive. Nice for shooting up heavier units thanks to 2 damage per shot, and the AP is 3. 
The Inferno Cannon is also S=7 hellstorm template that has panic and inflicts a remarkable 3 damage at AP=3. Clearly nice for clearing out weaker enemies. 
The plasma blast gun is S=8 pie plates at AP=2 and 5 damage which increases to S=9 and more damage with a larger pie plate is you're willing to take the power hungry rule (snap shots with other weapons). 
The turbo laser destructor is your anti-titan weapon with S=12, 6 damage, AP=2 and armour bane. It is almost an auto-include I suspect for certain types of games!

Weaknesses. 
It is the smallest class titan, so "only" has 2 void shields. You can live with this.

Builds.
Apart from weapons, the main consideration is what crew to use. I recommend at least a Senioris to increase the BS to a value of 4. 

Warhound Scout Titan, 2 Vulcan Megabolters. 
Don't bother unless you know for certain there are no other super heavies or land raiders on the enemy side. Pumping out 24 AP3 shots every turn will rapidly decimate any space marine army otherwise. No fun for the opponent in this regard (but then, you're taking a titan!). A candidate for a Majoris crew to be honest (BS=5). 

Warhound Scout Titan, 2 double-barrelled turbo laser destructors.  
Tank and titan killing weapons with a 5" blast every turn is serious business. This is the kind of titan that is ready for anything. Nothing in the game cannot be handled by it. Take it. 

Warhound Scout Titan, 1 plasma blast gun, 1 double-barrelled turbo laser destructor.
A more balanced titan (if such a thing exists! lol!), the massive blasts from the plasma gun is amazing at range and fun to play. Its also high strength and is flexible (depending on if you're facing hordes for instance). And the laser destructors are for the enemy titans to contend with.

I don't like the inferno cannon especially, but it can have its uses on smaller boards or ones where you can readily move the titan into position. 

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