Showing posts with label elites. Show all posts
Showing posts with label elites. Show all posts

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!

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. 

Sunday, May 31, 2026

Hours Heresy 3e Review: Firewing Enigmatus Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are solid.

Background.
Small and elite units that feel to me like a pre-cursor of some Alpha Legion harrow, the Firewing are depicted as a force that merely exist to destroy the enemies key assets, morale, plans, and most other things related to their ability and will to resist. 

Strengths. 
Veteran space marines with jump packs! They are fundamentally a close combat unit with needle pistols. The needle pistols cause pinning and are poisoned at 3+ which is solid. 

The have the option of also taking a short range assault missile launcher that can fire stasis shells. This is useful and gives them a much needed longer threat range. I'd advise taking it. 

The Calibinite charge blade is okay. Going at higher initiative when uncharged can be a good thing. Having the S+1 and breaching at the cost of initiative might be better - but there's a gamble here obviously. 

Outflank and deep strike are a result of the jump packs, but Vanguard is very welcome here. In addition, they also have "marked for death" which gives you an additional victory point for taking advantage of Vanguard. This is great, but you do need to focus fire to best effect.  

Weaknesses. 
There really needs to be an option to take more members of the unit. Rules as written in Legacies means that if you play this unit, chances are you are going to take multiple small units of them to make the most of them. You might like to consider having the same target for Marked as Death as well, even if you miss out on two additional victory points - securing one additional victory point more firmly is a good idea. 

Builds.
3 Enigmatii, Missile Launcher (105 points).
Not many options here, but I do like the missile launcher. Perhaps one of this squad, and another naked squad is the way to go?

 

Saturday, May 30, 2026

Horus Heresy 3e Review: Inner Circle Knights Cenobium

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are great.

Background.
Fighting at the forefront of their legion and bringing their specialist skills to bear, the Cenobites represent the hidden orders within the Dark Angels Legion that specialize in one certain type of warfare. They are the wheels within wheels: the hidden orders militant within the Dark Angels that make the Alpha Legion blush at the audacity. 

Strengths. 
They come with terranic greatswords as baseline (S+2 breaching 5+, AP3, but at I-1) with the ability to upgrade to thunder hammers thanks to Legacies. Along with this, they also have plasma casters. These are essentially flamers with breaching which can be improved by overloading. The squad is fundamentally close range and melee orientated (note also the grenade harness on the Preceptor). 

What makes then flexible is the choice of Orders of the Hekatonystika. 

Augurs of Weakness (⭐️⭐️⭐️) gives you armourbane. So take some thunder hammers. But equally you probably have better tank hunting tools in your armoury. 

Icons of Resolve (⭐️⭐️) gives you Ld=10 when you are charged. Not really worth it. 

Slayers of Kings (⭐️⭐️) gives critical hits on 6+ in exchange for A=1 when against WS=6 or better. Very risky. 

Hunters of Beasts (⭐️⭐️⭐️⭐️⭐️) increases damage by 1 against T>=6. Really nice. 

Reapers of Hosts (⭐️⭐️⭐️⭐️⭐️) receives A+1 when outnumbered. This is great. 

Breakers of Witches (⭐️⭐️⭐️⭐️) is situational depending if you are facing psykers or malefic units. If you are, have a +1 to hit and to wound. Nice! 

Legacies: Order of Broken Claws (⭐️⭐️⭐️⭐️) gives T+1 and no modifiers to advanced characteristics when against walkers (dreadnoughts), automata, and also (curiously) malefic. 

Weaknesses. 
No real build decisions except numbers, thunder hammers, and which order to select. 
Also the points value is really getting high. And you need a transport solution. 

Builds.
5 Knights (275 points).
Works with most Orders. 

5 Knights, 2 Thunder Hammers (295 points).
Balanced for most threats, and appropriate for all orders. 

5 Knights, 5 Thunder Hammers (325 points).
Augurs of Weakness certainly, and the other highly rated Orders too. 

10 Knights, 5 Thunder Hammers (575 points).
Expensive. Not much use for Reapers of Hosts arguably. Good for most others. 
 

Monday, May 4, 2026

Horus Heresy 3e Review: Thousand Sons Numerologist Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down The rules are fluffy but average.

Background.
The Order of Ruin within the Thousand Sons looked after the war machines and were basically tech marines in everything but name. They were able to predict the ebb and flow of battle in addition to the usual maintenance tasks and thus were highly valued by the legion. Valued enough that each of them had a personal group of bodyguards

Strengths. 
Battlesmith and a servo arm combine with Divination and Telepathy to give a solid character. The stat line is reasonable if unremarkable.

The life wards prevent precision shots against the Numerologist which is very nice and one of the real strengths of the unit overall. Used well this is quite a nice trait to have. But I suspect that players won't choose this unit outside of a fluffy choice most of the time. 

Weaknesses. 
You don't get the full range of psychic abilities. No arcana. And only Foresights's Blessing and Mind Burst as your powers.  

Builds.
Numerologist with Thunder Hammer, 4 Life Wards including 1 with a rotor cannon (150 points).
A flexible unit. Take a cyber familiar to taste.

Numerologist with Thunder Hammer, Cyber Familiar and Aether-Fire Blaster, 9 Life Wards including 1 Power Fist, 2 Rotor Cannons, Vexilla, Augury Scanner, Nuncio Vox (300 points).
Not quite sure it is worth the points cost, but this is the maximal squad.  

Wednesday, April 29, 2026

Horus Heresy 3e Review: Khenetai Occult Cabal

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

Background.
One of the smaller cults within the Thousand Sons legion, the Khenetai fused their psychic powers with their blades and accomplished incredible martial feats therein. Attuned beyond even what the Emperor's Children were, these warriors enhanced their skills through specific arcana that made them deadly and in unison with their brothers. 

Strengths. 
WS=5 warriors with 2 wounds each and paired Achea force swords and a bunch of special rules makes this a formidable close combat fighting unit. 

The paired blades first of all grant an extra attach compared to normal at S+1 with breaching. This is already impressive. 

They have 2 psychic reactions. The first - Bladeweaving - is a 5+ invulnerable save versus volley attacks and in melee. This is great and very fluffy. The second - Mindsong of Blades - is gaining Precision at 5+ in close combat which is very nice. 

Weaknesses. 
The Khenetai Prosperine Arcana replaces other arcana, but this is a straight up swap, so it isn't really negative, I'm just pointing it out. 

The points cost is just about okay, but I think in some scenarios they are probably over priced and could do with something like Vanguard to make up for it. 

Builds.
There are no upgrades to discuss. Hence the only variable is how many per squad which is set between 5 and 10. I can see arguments for the minimal and maximal sizes quite readily. 265 points for the full 10 man squad is solid, and 145 points for 5 is acceptable. 

Tuesday, April 28, 2026

Horus Heresy 3e Review: Sekhmet Terminator Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average mainly and flexible for the points cost paid.

Background.
Scarab Occult Terminators to those outside the Thousand Sons legion, and standing apart from those even within the legion. These are a band of psykers who hold their minds in the highest enumerations and in battle appear to be so precise as to be automata ... perhaps foreshadowing the fate of some of their members. 

Strengths. 
WS=5 terminators with Achea pattern force swords and Vanguard (3). 

There's build options here not only in terms of equipment but also the Arcana. I like Pavoni here, I have to admit. But don't let me put you off selecting others, as many of them are going to work depending on your plan for the unit (tank killers, infantry hunting, etc). 

I'd be thinking about a grenade harness as an almost auto-upgrade, but beyond that it depends how you are dedicating them. Lightning claws (especially single ones) are not my favourite. The odd thunder hammer and chain fist could certainly be useful though. The reaper autocannon is very nice (think: Corvidae especially). 

Weaknesses. 
They don't have access to asphyx weapons. But perhaps you can claw some of this back with careful thoughts about Arcana. 

Builds.
5 Sekhmet, grenade harness (255 points).
The base build. Works nicely with Pavoni if you don't have another purpose in mind. 

5 Sekhmet, 5 combi-melta, 2 chain fists, grenade harness (325 points).
Tank hunting or a distraction carnifex. Take Raptora perhaps. Expensive realistically though.

10 Sekhmet, 2 Reaper Autocannons, grenade harness (510 points).
Corvidae. Possibly a lack of friends as well (doubly so if you have a squad of heavy support marines with autocannons) - you've been warned. 


Wednesday, April 1, 2026

Horus Heresy 3e Review: Dawnbreaker Cohort

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

Background.
The Dawnbreakers are the elites of the assault squads for the Blood Angels. They are known for accompanying Sanguinius himself in dawn raids as they sprinkle down from the skies to liberate long long human colony worlds from xenos and tyrants alike.

Strengths. 
High movement, WS=5 and armed with the falling star power spear. This does impact (SM) and breaching whilst bringing AP=3 to the table. You can exchange this in Legacies with a pair of equinox blades to get an extra attack which might be attractive, but I'd value the spears higher. A couple of perdition weapons might also be desirable for the Aflame rule here. 

Alongside this, they come armed with grenade dischargers (frag and krak) which are a great shorter ranged weapon for when they charge in.

And charge in they are very likely to. They have deep strike natively as you would expect with jump packs. They also have Set the Sky Aflame. You cannot be targeted by interceptors over 12 inches away when you deep strike. This is very strong indeed. 

Rounding this off is the fact they have a 2+ save and 2 wounds each which explains their higher points cost, but they are still worth it. 

Weaknesses. 
Not many, but I would recommend a character being attached to them.

Melta bombs for 25 points for the entire unit are good for larger units, but not as great for smaller ones. 

Builds.
10 Dawnbreakers, Melta Bombs, 3 Perdition Weapons (315 points).
A baseline build (you could go smaller) that is effective and strong. 

Tuesday, March 31, 2026

Horus Heresy 3e Review: Crimson Paladins

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

Background.
These men are the guardians of the halls of the Primarch, also known as the Keruvin. Like others in the first sphere, they give up their identities and adopt new names. In battle, they are the "anvil" (not my words, I emphasize, but their role is not dissimilar).

Strengths. 
Terminators with power swords and power shields. They are very likable and the miniatures have the rule of cool.

The Coriolis pattern power shield is an interesting one. It reduces the wound characteristic of incoming blows by 1 to a minimum of 1. This is excellent. Moreover, when they are outnumbered, they gain feel no pain. This is bumped to a maximum of 4+ when more they are outnumbered by more than a factor of two. 

Native deepstrike is also impressive, combined with Line (1) and WS=5 plus the ability to take different upgrades thanks to Legacies. 

Weaknesses. 
I like the models, and when well painted, they OBVIOUSLY survive longer. I won't be taking any questions on this point. Not sorry. Love the models and sculpt. 

They will need to either use that deep strike more seriously, or have a transport solution. Unless you're just holding a key walkway or objective or similar. 

Builds.
5 Paladins, Exemplar with grenade harness (230 points). 
A baseline build for pure close combat. 

10 Paladins, Examplar with grenade harness, 2 Iliastus Assault Cannons, 2 Chain Fists (490 points).
Maximal build with good ranged fire power. 

Friday, March 13, 2026

Horus Heresy 3e Review: Word Bearers Procurators

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. I'm a bit torn on this unit overall.

Background.
The Procurators are a little bit like apothecaries in other legions. Except that they also harvest organs and parts from the nearly dead in order to advance the dark rituals of the legion. And that they have a squad of wannabies around them. In other words: desecration of the fallen to summon chaos daemons of the warp.

Strengths. 
For every 5 models, you can upgrade one of the wannabies to a Procurator which gets you the Narthecium and Medic rule. This is a must. 

In turn, this also gives you the flesh harvester rule. With this, you get one harvest point for every consolidation move you make (or 2 for a paragon). Should you survive the battle, these get converted into victory points at the end. This makes for a great strategem which I've seen pulled off once. Basically, you pick a weak looking opponent and eliminate them, then go hide hoping that the extra point will see you gain victory! Or try to repeat this on a series of weaker targets where you are assured of victory. 

I'd take the power weapon on the procurator every time, and I'd also consider the upgrades for the 1 in 5 in the rest of the squad. Probably power fists. Possibly a warp fire pistol even. 

Weaknesses. 
The procurators will categorically be a high value target for your opponent. The chances of you harvesting and then surviving the rest of the battle are very slim. Rest assured if I were the opponent, I would be targeting this unit. But therein is also a strength, it allows you to move the rest of your army into position. So you can almost thing of this unit in two different ways: a unit that is capable of winning the tide of a battle with extra victory points, and one that is a complete distraction to your opponent once it harvests for the first time. The 3+ save is also a weakness for a squad costing this much. 

Builds.
8 Procurants with 2 Procurators; 2 Power Fists and 2 Power swords on the Procurators. 
(265 points on foot / 320 points with jump packs).
This is the basic layout. Sure, pistols like the warp fire pistol are viable instead of power fists here, but I still like this build. 

Tuesday, March 3, 2026

Horus Heresy 3e Review: Gal Vorbak

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down, but only just. The rules are very good and worth the points cost.

Background.
The Shattered Sun chapter of the Word Bearers stared too hard and too long into the darkness on the ancient world of Cadia. The darkness stared right back at them. Those who survived found themselves infiltrated by the powers from beyond and not so much possessed as those who would come after them, but rather hosts who entered into coexistence with them. Their forms are able to bloat and swell, grow hideous claws, and form weapons to help them as they bound and leap across the battlefield.

Strengths. 
Three wounds with 5's elsewhere make the Gal Vorbak a force to be reckoned with. 

They come with tainted talons as native which give AP=3, breaching, shred, and phage on strength which is excellent. Sure, AP=2 would be nicer, but that wasn't there in previous editions either. 

They come with bolt guns which gives them tactical flexibility, along with Vanguard (3), and Fear which is great. 

Weaknesses. 
The 3+ armour save is a slight issue, but you do have feel no pain to help with that. 

They are also Malefic. This might or might not bother you depending on the type of Word Bearers army you are playing. Of course, they are traitors only. 

Builds.
5 Gal Vorbak, 1 Power Fist (260 points).
A typical baseline build. 

10 Gal Vorbak, 2 melta guns, 2 power fists (550 points).
A maximal squad.

Friday, February 20, 2026

Horus Heresy 3e Review: Seeker Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars, rounded up!! One of the best squads (arguably) in the game. 

Background.
An invention of the Alpha Legion which subsequently spread to other legions with the Emperor's blessings. The seekers are the best shots in the legions and gather together with explicit orders to take down the enemy command structure and are armed with weapons to do exactly that. 

Strengths. 
Infiltrate (9) is excellent here and will get you within range of almost anything. 

The seekers come issued with a Kraken bolt gun. These are impressive. Apart from the 30 inch range, they have precision and shot selector. This latter rule is to account for the specialist rounds that they carry. Every turn you can gain your choice of panic, breaching, or suppressive. This is excellent!

Alternatively, swap it out for a combi-bolt gun (which might work for a melta-cide squad). I also like to arm the sergeant with a close combat weapon that will make the enemy think twice, or at least cause some damage in a distraction carnifex style. 

Weaknesses. 
Seekers suits some legions more than others, of course. 

Fundamentally, these are 3+ save marines with 1 wound each. However, the points cost remains entirely reasonable for what they are able to pull off. 

Finally a warning. Don't spam multiple small units of these if you, you know, like having friends. 

Builds.
5 Seekers, Sergeant with Power Weapon, Nuncio Vox, Augury Scanner (135 points).
A basic build. Multiple ones of these will leave you with few friends. Just so I'm clear. 

5 Seekers, 5 Combi-Meltas (155 points).
Melta-cide distraction. Other squads might do this better, but I still like this set up. 

10 Seekers, Sergeant with Thunder Hammer and melta bombs, Nuncio Vox, Augury Scanner (240points).
More expensive, but the full tool kit that you'd ever need. Yes, terminators are cheaper which is why I favour multiple small units for seekers. 

Thursday, February 19, 2026

Horus Heresy 3e Review: Veteran Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Once again, command squads are strictly better here, but these squads are still reasonable. 

Background.
The veteran assault squad members have to be exceptional to have such a good survival rate. In return, they get their picks from the legion armoury to take into battle with them which provides a good amount of customization possibilities. 

Strengths. 
Any member can take one of the sergeant melee weapons. Hence this is going to be a strong way to bring lots of power weapons, fists, thunder hammers, and the rest to the party. Note that chain axes are a free upgrade here. Twin lightning claws also have a case to be thought about. Heavy chain axes and chain swords to taste (or for fluff reasons). 

Combat shields might make a difference here given the base saving throw remains 3+. 

Melta bombs and pistols for the sergeant are to taste really. But given you have WS=5, you want to get into melee and remain there. Further pistols are to taste, and there is a case for multiple flame weapons or plasma. 

Weaknesses. 
Don't bother with the volkite here - there's not enough access to bother with. As with the veteran tactical squads, the stat line is only at a base level (3+ save, low advanced characteristics) despite the WS=5 and two wounds each. 

Builds.
10 Veterans, Chain Axes, 2 Heavy Chain Axes, Sergeant with Thunder Hammer (255 points).
Choppy.

10 Veterans, 10 Twin Lightning Claws (330 points)
Steep points cost. You get all power weapons for the same cost as well - NB. 

10 Veterans, Combat Shields, 10 Thunder Hammers (400 points).
Ridiculous (which is to say pretty much prohibitive) points cost, but looks very cool admittedly. 

Wednesday, February 18, 2026

Horus Heresy 3e Review: Veteran Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Some customization is possible, but command squads do it better. 

Background.
Beginning our look at the Elites section, the veteran tactical squad represents those marines who have been doing the job, and doing it well, for a long time. They are afforded more deadly weaponry where appropriate and set the example by which others are measured.

Strengths. 
There is some customization available here. Disintegration weapons are a reasonable option, but you only have a 3+ save. Shotgund are great from a tactical status point of view. Volkite chargers are merely okay so long as you have them in numbers.

The double wound is nice and the BS=5 argues for medium ranged shooting attacks. Line (1) is also handy. 

Weaknesses. 
The armour save of 3+ is a problem for disintegration weapons - you would be better with a command squad for the 2+ armour save. But equally, the points cost is understandably lower here. So you get what you pay for. 

The advanced characteristics are not high either. 

Builds.
5 Veterans, 4 Disintegration Rifles, 1 Heavy Disintegrator, Augury Scanner, Nuncio Vox (140 points).
Disintegration squad. Possibly disintegrating yourself as well. 
Take combi-weapons instead for melta-cide duty if required. 

5 Veterans, 5 Shotguns, Sergeant with Thunder Hammer, Nuncio Vox, Vexilla (130 points)
Apply some tactical conditions and generally be annoying! Several of these are very annoying, rest assured. 

10 Veterans, 10 Volkite Chargers, Sergeant with Power Fist, Nuncio Vox, Vexilla (215 points).
Volkite means going big. Range means you will probably get into close combat, hence the vexilla. 



Sunday, February 15, 2026

Horus Heresy 3e Review: Justaerin Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The classic Sons of Horus terminator squad. 

Background.
The Justaerin are the elite of the elite within the Sons of Horus. They are the literal embodiment of the tip of the spear that Horus was so fond of adopting and their purpose is simply that: the destroy the enemy heart and leave nothing standing in their wake..

Strengths. 
WS=5 and T=5 cataphractii terminators with 4 attacks to boast about and bane strike ammunition as standard. These are the elite soldiers kitted out with the best toys possible. 

There is some flexibility with builds available here, and they can have multiple battle field roles as a result. They are probably best used as the proverbial tip of the spear though. 

Vanguard (4) is really handy. It can literally swing games when played correctly. 

Weaknesses. 
The Justaerin don't really have too many weaknesses other than their sheer points cost. Even a basic unit costs like a land raider. And you will probably want the same to transport them I'd imagine. Short of figuring out a good deep strike method. It is interesting to note that they do NOT have Carsoran power axes as standard here. Equally, there's a good argument for not spending points value on these axes in third edition. 

Builds.
5 Justaerin, 1 with heavy flamer, 1 with thunder hammer (295 points).
A baseline entry squad with little to talk about. Grab a vehicle and go hunting. 

10 Justaerin, 2 Multi-Meltas, 4 Combi-Meltas, 2 Chain Fists (575 points). 
The free combi bolters are an entertaining option in third edition and can make a unit specialised without trying too hard. 

10 Justaerin, 2 Reaper Autocannons, 4 Power Fists (595 points). 
One for hunting down the enemy terminators perhaps. The combination of bane strike and the firepower of reapers should hit reasonable well, but the power fists are needed for that low AP. Take thunder hammers to taste. Lightning claws are a nice alternative for sheer volume of close combat attacks, but giving up bane strike (especially with the re-worked legion trait) is tough to do for these terminators.

Friday, January 16, 2026

Horus Heresy 3e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are sound overall, but the points cost tally up fast. 

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths. 
Cataphractii style terminators with fear and vanguard (4) that also entertainingly come under Elites for the Space Wolves. The frost axes will also slice through enemies with contempt. 

They come with the Lordsbane special rule which means that if the Thegn survives a challenge, then you get bonuses for the combat resolution per surviving Varagyr. This means that you should always be aiming for large style squads where possible. 

Weaknesses. 
The points cost adds up fast here thanks to the frost axes and suite of special rules. I'm torn about this facet since other terminator squads can do the job better, but by the same token, you are nearly always going to win combat resolution if the Thegn survives his challenger. The sheer lack of customization upon release is very surprising -- now cleared up in legacies. 

Builds.
10 Varagyr (475 points). 
A scary proposition, and a lot of points. Limit it to 5 members if you are playing a smaller points value game.

5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (275 points).
A more versatile squad. 

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (315 points).
Anti-vehicle. 

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Vexilla, Thegn with Frost Sword and grenade harness (335 points).
Multi-purpose squad. 


Thursday, December 18, 2025

Horus Heresy 3e Review: Contekar Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Very reasonable overall.  

Background.
The Contekar were the noble born sons of Nostramo. Corrupt, and showing utter contempt for the Imperial Citizenship, their main concern was with their own standing and haughty status within the legion. Indeed, only the Night Haunter or the First Captain could freely command them, everyone else had to be worthy of their butchery (by, e.g., being of similar noble bloodlines). More than this, they were often sent to change the commander of lesser Night Lord detachments that were deemed unworthy. 

Strengths. 
WS=5 and T=5 terminators in tartaros armour with three attacks and two wounds.

They come as standard with chainblades which grants S+1 , breaching and shredding. Functionally this is identical to chain glaives, but look cooler. They also have volkite cavitors which give you deflagrate at short range and S=6 which is very nice for softening up targets. 

There are only two upgrades to consider here: the Escaton Power Claw (which is worth the points), and upgrading the cavitors to heavy flamers which is tempting to be very honest. Even though you reduce the strength to S=5, the possibility of inflicting panic cannot be overlooked due to the core rules of the Night Lords. So take at least one - preferably much more. 

Weaknesses. 
Vanguard (3) and Fear (1) is good, but the inherent deep strike is what you are paying the points cost for. Indeed, Night Lords are one of the few legions to have superb access to Deep Strike and you should take advantage of this. 

Builds.
5 Contekar, 3 Heavy Flamer, 1 Escaton Power Claw (235 points).
This ties to the resin sold by Warhammer/Forge World and is exceptionally viable. 

10 Contekar, 6 Heavy Flamer, 1 Escaton Power Claw (435 points).
Moving up to 10 members, the points cost is less steep, and in all honesty, you could readily take it up to 15 members (635 points). 


Tuesday, December 9, 2025

Horus Heresy 3e Review: Golden Keshig

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded up. Excellent heavy assault jetbikes!

Background.
Riders par excellence. The Golden Keshig are the White Scar's main heavy assault asset. They serve as line breakers and assault units - and within the White Scars they have long been noted to be the effective "replacement" for pure terminator squads (but we will talk about the Ebon Keshig in another post). Their aim is to confuse the enemy with speed, and then undertake a Horus-like tip of the spear strike at the heart of the enemy. 

Strengths. 
Movement=16 coupled with WS=5 and the rather magnificent Kontos Power Lance. Its worth just noting that this lance along grants I+4, S+5, with Impact on AP (which is native at AP3) and two damage. Oh, and let's not forget armour bane as well. In numbers, this is superlatively deadly. And you play style can also use the (now very old) Way of Saim Hann (look it up if you're not familiar with this style of winning). 

The scatter bolt launcher is reasonable and is a shredding template at S=5 with pinning added for extra fun. 

Weaknesses. 
No invulnerable, but hopefully with that movement rate you will be positioning yourself wisely before charging right in. I really genuinely like this unit. 

Builds.
6 Golden Keshig (260 points).
A max sized squad. And no reason to upgrade much here. Take the Vexilla to taste. Just a pity they cannot have melta bombs any longer (unless I've missed something). 


Sunday, November 30, 2025

Horus Heresy 3e Review: Mortus Poisoner Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The access to Alchem Flamers is good - but you have to upgrade to these. 

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably subjected to a slow demise thanks to their munitions. Yet there were certainly some for whom this was far removed from a sentence and something they actively enjoyed. 

Strengths. 
This is a squad that has rad grenades as standard. Beyond this though, the real strength is in the upgrades that you can take. 

Firstly, you can take "true grit" in the sense of bolt gun bolt pistol, and chainsword for all eventualities. This is probably not worth it. Nor are the bayonets or chain bayonets. 

Flamers and alchem flamers are where the action is at here. Plus the heavy alchem flamer per 5 models. Power weapons, power scythe, phosphex and melta for the Master are all good options. And the vexilla and other standard upgrades won't hurt either. 

The way to run this squad is therefore as a close range flame unit. They can be backed up with bolt pistol and chainsword too which is very attractive for close combat work. 

Weaknesses. 
Funamentally they are standard 3+ save marines. The question is whether you want an actual destroyer squad or these marines. The foundational way they are better are through the alchem flamers. And it is for this reason that you should really be taking them - the 2+ poisoned rule is very strong. You shouldn't take them without upgrades. 

Builds.
5 Poisoners, 5 Alchem Flamers (80 points).
A surprise chemical flamer unit. The first time an opponent is hit by these chemical flamers will be a surprise. 

5 Poisoners, 4 Alchem Flamers, 1 Heavy Alchem Flamer, Master with Phosphex Bombs and Power Scythe (113 points).
A heavy version of the above with close combat readiness. Take Vexilla to taste. 

10 Poisoners, 8 Alchem Flamers, 2 Heavy Alchem Flamers, Chain Swords All Round, Vexilla, Master with Phosphex Bombs and Power Scythe (237 points).
The fully kitted out unit with flamers and close combat extra potential. You could, of course, just ditch the chain swords and go full flamer, and who could blame you. Take an extra 5 members for fun if you're not taking a rhino or other transport. 

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