Monday, August 3, 2026
Horus Heresy 3e Review: Veteran Despoiler Squad
Sunday, August 2, 2026
Horus Heresy 3e Review: Auxilia Combat Technician Section
Saturday, August 1, 2026
Horus Heresy 3e Review: Veletaris Raider Section
Friday, July 31, 2026
Horus Heresy 3e Review: Castellax Infernus Maniple
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
Tuesday, July 21, 2026
Horus Heresy 3e Review: Warbringer Nemesis Titan
Monday, July 20, 2026
Horus Heresy 3e Review: Reaver Titan
Sunday, July 19, 2026
Horus Heresy 3e Review: Warhound Titan
Friday, July 17, 2026
Horus Heresy 3e Review: Triaros Armoured Conveyor
Thursday, July 16, 2026
Horus Heresy 3e Review: Secutarii Cohort
Wednesday, July 15, 2026
Horus Heresy 3e Review: Secutarii Axiarch
Tuesday, July 14, 2026
Horus Heresy 3e Review: Legio Titanicus Rules Overview
Saturday, July 11, 2026
Zone Mortalis Journal Tactica: First Impressions
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!).

