Showing posts with label 3eHHReview. Show all posts
Showing posts with label 3eHHReview. Show all posts

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. 


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. 

Friday, July 17, 2026

Horus Heresy 3e Review: Triaros Armoured Conveyor

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

Background. 
The secrets of this armoured transport are guarded well by the Mechanicum. So well, in fact, that not even the space marine legions have access to the arcana that gave them birth. They serve many roles from hermetically sealed environments, through to ramming, and being able to transport a large number of troops.

Strengths.
For a transport, AV=14 on the front is valuable, and 12's elsewhere are solid enough. With 7 hull points, they are likely to get you where you need to be, but the real sell here is the 22 transport capacity. 

The volkite calivers are good and the mauler bolt cannon backs this up with some status effects. Auto repair is strong here too, as is the flare shield. The shock ram is also an encouragement to plough through enemy formations.

Weaknesses. 
For a transport, the points cost is, of course, steep so you won't be taking too many of these in all probability. 

Builds.
The only build upgrade is whether to take hunter killer missiles and these are probably to taste for this vehicle and the army as a whole. They are cheap enough though (especially as a fraction of the tank's cost). 

Thursday, July 16, 2026

Horus Heresy 3e Review: Secutarii Cohort

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The only troops choice possible for a Titan Ordinal detachment. 

Background. 
Developed in parallel to the Skitarii legions, the Secutarii share many of the ancient and near unknowable ways of old Mars. Their purpose is, simply put, to defend the titan legions. This might seem absurd at some level. But there are many threats to titans. The Secutarii are there to take care of would be ambushers and human sized targets that would simply not regularly be targeted by the building-shaking and tank-busting weaponry of the titans. Further, they are there to mop up the human sized remnants of anything the titans blow up. Like the people who are being transported in tanks or the ones taking cover in a bunker that the titan targets. They are also regularly deployed to defend a titan landing zone or just generally help with the titan legions, as required.

Strengths.
The stat line is strong for mortals (even those enhanced by the Mechanicum) with WS=BS=4. 

They come standard with arc lances and mag-inverter shields. The mag-inverter shield gives the shield trait but is also interesting for reducing the charge distance of an enemy by 1. This can sometimes make a difference. The arc lance meanwhile is I+1, S+1 with precision and shock (suppressed) which is tactically excellent, an the AP=3 is excellent here. 

This pair can be swapped out for galvanic casters. Shred and rending at bolter like range with 3 shots is very attractive and can cause damage even though the AP is a measly 6 and the S=3. I'd advise going big here. 

Rad grenades will help with all of the above, but the price tag adds up fast. 

Weaknesses. 
T=3 is a key weakness. The save of 4+ with a 6+ invulnerable is not going to keep them alive too long either. Remember to use shield (mag inverter) or smokescreen (galvanic caster) where needed too.

Builds.
Secutarii Cohort, 20 members, Galvanic Caster (315 points).
The ranged version. 

Secutarii Cohort, 10 members, Arc Lances and Mag-Inverter Shields, Rad Grenades (185 points).
The close combat version. 

Wednesday, July 15, 2026

Horus Heresy 3e Review: Secutarii Axiarch

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The only command choice possible for a Titan Ordinal detachment. 

Background. 
Axiarchs are the leaders of the Secutarii cult within the Mechanicus. Rather than being selected on merit, they are chosen for having defended a downed titan, or having recovered one from the field -- one of the most "sacred" of tasks that the sect are called on to perform. Subject to further testing and evaluation, they are then rebuilt in armour forged from a dead titan and upgraded with protocols to replace parts of their brain. The outcome is something beyond a space marine.

Strengths.
With WS=BS=5, these former human beings have been extensively upgraded and have advanced stats to match. 

They come with an arc lance which is very reasonable, but can be swapped out for power swords (keep the lance) or arc mauls (sacrificing initiative for strength which is a rational transaction). The mag-inverter shield gives the shield trait but is also interesting for reducing the charge distance of an enemy by 1. This can sometimes make a difference. 

As a Legio Armsmen, they ignore warhorns, gain Ld+1, but suffer panic checks when their friendly titan gets toppled. 

Other upgrades are rad grenades (generally worth it) and cyber-familiars (Intelligence check bonus of 2 which might be situational, but could be worth it). 

Weaknesses. 
T=3 is a key weakness but you do have a 2+ save in this edition to make up for it which is good.

Builds.
Secutarii Axiarch, Arc Maul, Rad Grenades, Cyber Familiar (110 points).
This is the maximal upgrade version. Since you are playing with titans my logic here is that player can afford the points cost for the upgrades. 

Tuesday, July 14, 2026

Horus Heresy 3e Review: Legio Titanicus Rules Overview

The second half of Liber Questoris covers the Legio Titanicus - the Titan Legions of the Horus Heresy.

Without doubt, the Titans of the Forge Worlds were responsible for more of the Great Crusade victories than the Astartes themselves. They are deadly. They are big. And there's lots of special rules about them.

Detachments.
You can take a titan with an ordinary army as a Lords of War choice. Or you can use the special Titan Ordinal primary detachment. You only get 1 titan though, and a bunch of Secutarii and their transports. I really wanted Titan maniples against each other. Of course, that's still possible, you just have multiple single detachments. But its a bit odd. 

Profiles.
We have (typically) 4 profiles per titan. One for each region of their body: Head, Carapace, Arms, and Legs. They each have different armour values and hull points. 

Speaking of armour values, there's 2 versions: primary armour (which you will use all the time) and exposed armour (once you get to crippled status for a titan). And you also have void shields to get through first which are AV=13 and can be re-booted depending on the crew trait of the titan. War horns are also mounted on titans which can unleash terrible noises. This reduces advanced characteristics by (X) within 24 inches which is handy for forcing routs and similar. 

Damage.
Damage adds up as you might expect by reducing hull points through penetrating and glancing hits. Glancing hits though result in a roll on the damage table but if crippled then you get 1 hull point instead. The damage table gives some negative modifiers to your next turn. But if you get down to zero hull points, the relevant part (head, carapace, arms, and legs) suffer significant problems and their armour counts as exposed. Crippled parts that are hit again roll on the critical damage table. It is here you get mortal blows to the Princeps, the reactor exploding, weapon breakages, and for the legs - the titan literally falling over (splat!). 

Tactics of Desperation.
Small units have the option of swarming the titan as an assault action. They literally climb the structure looking for minor flaws. This involves an intelligence test with modifiers based on the units type and the titan's crew. If successful, then the attacking unit can make a choice of effects to cause the titan such as stripping the armour (future attacks are against the exposed armour value for the turn) and jamming the actuators (the controlling player can't move the titan in the next turn). The swarm attack can also be to cause damage (get bonuses on the intelligence test) or to escape harm (reduce incoming damage in exchange). Of course, the mitigation cost is steep. S=8 time d6+1 incoming hits result against the unit, but if a cool check is passed, then these are only at 1 damage and AP=4. If failed, then 2 damage and AP=2. 

Engine Kill and Missions.
The missions included in the book make clear that you should tell your opponent you will be fielding a titan, and that you can't take the titan detachment outside of these special missions. That's okay. 

Different types of titan (Scout like warhouds, or Battle like reavers) are worth different victory points. But what I found really interesting with the missions is the existence of strategic objectives that only the titans can take. There are macro emplacements (AV=15, gains 5 victory points per 5 hull points lost - with an infinite number of hull points possible curiously enough! I've not seen an infinity in a game yet - this is not a great idea gaming wise I feel); communications bunker (AV=14, 20 hull points) which is worth 10 victory points and reduces your enemy reserve rolls to 6+ for the rest of the game (I like this); and a Command Post (same as the above in terms of stats) worth 10 victory points which causes suppressed for every unit in their army if they fail a cool check outside of combat. 

Saturday, July 11, 2026

Zone Mortalis Journal Tactica: First Impressions

It is a rare occurrence that I manage to pick up a new release from the gaming store on release day itself. Today is one of those rare days though!

Zone Mortalis is the newest Journal Tactica for the third edition of the Horus Heresy. The book is short, of course, clocking in at 48 pages, of which some 13 pages are full page or nearly full page illustrations. Naturally, the main focus of the book is the new rules for Zone Mortalis. These in turn are based heavily on using the (older) 12 inch square tiles. That said, this one is full to the brim with new rules unlike other editions of the journal tactica which have quite a lot of lore in. This one doesn't have lore. It has rules by the bucket load, new units, missions, and everything else you might expect.

Terrain features heavily. There are ceilings all around (so you don't get to fly around in interceptors or use barrage, of course), walls, doors, corridors and tight fighting spaces. Corridors have confined spaced and you risk dangerous terrain deaths. Doorways have widths and you can get through some of your bigger models with a bit of ducking that impeded your setups and charges. Battlesmithing and intelligence tests help open doors that are otherwise closed off. 

Happily, teleport strikes are back in full here! There's a whole load of other strategems fit to use as well which we will have a look at in the future. Missions and detachments exist by the load and we'll also look at them distinctly. 

Today, I wanted to pull out 2 new rules especially.

The first is Breacher Charges. If you have a boarding shield and you are a high command or sergeant character, then you can take them for 10 points. It hits at S=10 and yields d3+3 damage against fortifications. 

The second is the advanced rule of Unknown Enemies. This heralds a return to Space Hulk no less! Instead of deploying your figures, you deploy "blips". These are 25 to 40mm bases that you simply mark with a number or rune of your choice that corresponds to an entire unit. You move these blips at the movement rate of the lowest member of your squad or unit that it represents (you obviously
need to keep track of which blips corresponds to which unit). When you are properly sighted by another unit, replace the base with a single model from that unit, and arrange the rest in coherency around that first model with no model closer to an enemy that caused them to be revealed! I actually love this rule and am looking forward to seeing how it plays out (but let me know if you've already experimented with this!). 



Friday, July 10, 2026

Horus Heresy 3e Review: Acastus Knight Asterius

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. A knight that must operate at the longest range possible to get the most out of it.

Background. 
The machine spirit is said to be all consuming fire and rage. It is therefore of no surprise that only the veteran pilots in a household will bond with this type of knight. Doubly so given that it is a very long range knight and lacks any glory in melee given its armaments. It remains exceedingly rare in any given household.

Strengths.
As with the Porphyrion, the armour on the front is a fabulous AV=14 and it has 18 hull points to keep it in the game for a long while. The Ionic Flare Shield only accentuates this. And as with its sister knight, this is also a long range affair which can legitimately park at the backfield with the more vulnerable AV=11 rear armour to the board edge. 

The Conversion Beam Desolator Array is interesting. As with other conversion beams, it gets stronger with distance from the target. All ranges come with massive pie plate and ordnance on damage. Strength starts at 8 and goes to 10, AP starts at 4 and goes to 2, and damage is the inverse of that. This is very impressive, and you get 2 shots as well. You really need to go long range though (42 inches and above) to get the very best out of this beast, otherwise you have really wasted your points value and your attacks. 

The Karacnos mortar has a very good range as well and brings a much smaller pie plate with phage on toughness, pinning, poisoned, and barrage. Although S=6 and the AP isn't great, it can work. The remaining volkite culverins are similarly S=6 and reasonable range for anything that gets too close. 

The auto repair is impressive at 4+ which is what really sets this knight apart and why I'm giving it 4 stars instead of 3 (which I would have been tempted to due to the conversion beam range issue of needing maximum ranges). 

Weaknesses. 
Explodes! And at 4+! This is something to consider. 

For the same points cost, you can actually get a Warhound Titan. That is fundamentally the balance here and the trade off to consider deeply. 

Builds.
There are no build here to speak of or analyse. 


Thursday, July 9, 2026

Horus Heresy 3e Review: Acastus Knight Porphyrion

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are good for this rare knight.

Background. 
What is the machine limit that a single human mind can safely interface with? Apparently it is the Porphyrion, after which you will need more minds to take care of the scout class titans. 

This is a different class of knight altogether compared to the ones thus far visited. It is not only rare, but often taken to be the symbol of a household authority itself. Its vast form means it is almost strictly a long range knight.

Strengths.
AV=14 on the front begs for the knight to be placed at the back field with its AV=11 rear at the board edge. With 18 hull points, it isn't going anywhere fast anyway.

The Neutron Wave Battery has an impressive range of 120 inches, so my advice above can remain true all battle unless you are playing on an Apocalyptic scale. With four shots at S=12 and AP=2 with 4 damage, this is impressive. Armour bane, shock from stunning, and ordnance on damage escalates things further and means you can potentially pick off other knights, land raiders, and pose a threat to titans as well. 

Added to this are the iron storm missile battery giving you a nice large blast to take care of marines and similar, and some auto cannons in case you felt you lacked in the shooting department. 

Being a colossus means it doesn't need a base, and things are measured from its hull directly. It also blocks lines of sight. Auto repair is fine, but the independent fire rule is excellent and will come in very handy here.

Weaknesses. 
Explodes!

You are also only 25 points away from a Warhound Titan itself. The points cost is incredibly high here. There's a legitimate question about whether to just get a titan instead?

Builds.
There are no build here to speak of or analyse. 

Wednesday, July 8, 2026

Horus Heresy 3e Review: Cerastus Knight Atrapos

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4.5/5 stars, rounded down. A knights knight for destroying knights and other foul xenos macro constructs. 

Background. 
Exceedingly rare. The Atrapos is typically a gift for a blood debt, or a spoil of war. They are designed to be enemy knight killers (against xenos macro-constructs) and it is considered a major honour to pilot them, although such outings are only at the command of the head of the household him or herself.  

Strengths.
The graviton singularity cannon is impressive. It has a valuable large pie plate, with AP=2, S=9, and a whopping 8 damage! 

If that's not enough, then there's also heavy on damage, armourbane, and critical hitting. 

The phase cutter also has armour bane, but is at S=12! The damage is a mere 6 though, and it has AP=2 with some small modifiers to initiative and attacks which is acceptable. 

Weaknesses. 
Explodes!

The overload on the cannon is a mild issue, but tolerable. This is made up for with a 4+ auto-repair which is excellent compared to other knights of its chassis design. 

The points cost is high here, but I think it can just about be justified. To be clear, this is a specialist knight and needs to be treated as such. You are after destroying other knights or vehicles with this, so don't waste it chasing primarchs!

Builds.
There are no build here to speak of or analyse. 

Tuesday, July 7, 2026

Horus Heresy 3e Review: Cerastus Knight Lancer

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. An ideal knight for the points value and 5 stars too because it also has the rule of cool in addition to everything else going for it!

Background. 
The most famous configuration of the Cerastus Knights has to be the Lancer. They bring with them a legacy of war. Not for them are defensive positions, but rather their reputations are ones of destruction and conquering. They race ahead of their forces to engage enemy champions in single combat and are regarded as impetuous, yet simultaneously held in high regard.  

Strengths.
The shock lance and gauntlet shield are an iconic pairing. The shock lance at range provides 18 inch cover with 6 shots, at S=7. This also yields stun which is nice, and has AP=3 which enables you to almost single handed arc (lance?) down enemy space marine formations. 

In close combat the lance is agile and gives precision along with a much needed increase in initiative and an extra pip in strength. This enables it to take on most foes and stand a chance against them. The movement rate on the knight also means you should be able to get into position nicely. 

Meanwhile the ion gauntlet shield gives a 5+ invulnerable save in melee against penetrating hits. You also get the invulnerable save against glancing hits before any rolls are performed on the vehicle damage chart.  

Weaknesses. 
Explodes!

I genuinely like this knight. I just need to build one of my own!

Builds.
There are no build here to speak of or analyse. 

Sunday, July 5, 2026

Horus Heresy 3e Review: Cerastus Knight Acheron

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

Background. 
Deployed as a sign to the enemy that they intend extermination, these knights are sinister and and spell utter death and cleansing flame. Their pilots tend to be either those of iron wills, or those damaged souls that relish the massacre, such is the machine spirit of that contained within. Few elect to pilot them.

Strengths.
The reaper chain fist is impressive. It combines armour bane with S+3 (for a total of S=12) and AP=2 with a truly maddening damage characteristic of SIX! This is an up close and personal weapon that is designed to destroy tanks and building alike. 

The inferno cannon is a hell storm template which combines shred and panic (as you might imagine) with a strength of 7. Really useful against massed foes, or just the contents of a tank transport that you just exploded. 

Weaknesses. 
Explodes!

I actually like this knight a lot more than others. But you do have to get up close and personal to get the most out of it. So you will need to think about positioning and movement more than you would with other knights since you are quite likely to expose your comparatively weaker rear armour a lot of the time. 

Builds.
There are no build here to speak of or analyse. 

Friday, July 3, 2026

Horus Heresy 3e Review: Cerastus Knight Castigator

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Great against massed lesser foes. 

Background. 
The Castigator is typically piloted by those venerable scions of a Household who can be relied upon to hold the line and to conserve ammunition when required. The machine spirits of these machines are stoic but no less able than the more impetuous ones in other knights. These knights are favoured by households who face multiple and lesser foes.

Strengths.
The Cerastus class knight comes with the auto repair, explode, and vanguard you might expect and layers this with an ion shield 13 armour on the front, 12 hull points, and a rapid movement of 14 which is one of the stronger points for this class overall in my opinion. 

The Castigator itself comes with the castigator bolt cannon which shoots out 10 shots every turn at S=6 and has AP=3. Ordnance on damage and suppressing fire is good here. Overall a great weapon for regular marines, or mechanicum or mortals. The tempest warblade has reaping blow and is aflame. With AP=2, it is deadly in close combat and will see off terminators quite nicely. 

Weaknesses. 
Explodes!

Honestly, I should like it more, but I actually prefer other Cerastus knights. The number of shots here has also decreased compared to second edition which is sad. 

Builds.
There are no build here to speak of or analyse. 
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