Showing posts with label heavy assault. Show all posts
Showing posts with label heavy assault. Show all posts

Tuesday, June 16, 2026

Horus Heresy 3e Review: Ultramarines Nemesis Destroyer Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good rules and potential for board control in  multiple small units.

Background.
The Ultramarines possessed many chapters within their structure. Some were dedicated to a very specific type of warfare. The Nemesis Chapter was one such configuration. They feature primarily bolt guns but were otherwise a destroyer sub-division replete with rad grenades. Their bolt guns, however, were manufactured to use experimental ammunition that had a strong influence on the Calth war. 

Strengths. 
Looking like regular bolt guns, the Mortifier Bolter has a shorter range in exchange for causing panic. These are very useful and can impact a good amount of board control when played right.

There are multiple upgrades available, but the rad missile launcher is nice for being assault, poisoned, phage on toughness, and has AP=3 making it break regular marine formations. 

Phosphex and / or melta for the sergeant is icing on the cake really. The only real decision to make here is whether to tool up further for close combat or not. My instinct is not - keep them as a mid range panic and toughness phage inflicting threat and accompany other units to finish them off if needed. 

Weaknesses. 
They're nothing special realistically: 3+ armour save marines with 1 wound each that cost a bit more than regular marines due to the equipment. 

Builds.
10 Nemesis Destroyers, 2 Destroyer Missile Launchers (195 points).
Take nuncio vox and similar to taste. Upgrade to more members and kit the sergeant out for close combat if you wish (thunder hammer by preference), but my take would be to run multiple of these squads and leave the melee to a more dedicated unit (but equally the bolt pistol and chainswords are good enough against phage inflicted regular marines, so just go for it anyway!). Take phosphex bombs to taste - melta bombs are better elsewhere probably unless you're really taking 2 melta guns? 

Friday, April 3, 2026

Horus Heresy 3e Review: The Angel's Tears

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

Background.
There exist a range of attitudes toward destroyer units among the legions. There are those that simply do not use them (Salamanders) to those that regularly use them without remorse (Death Guard), and various shades of shunning, and occasional use in-between. For the Blood Angels, they use them, but only when Sanguinius calls for it. These then are the Angel's Tears: Destroyers for the Blood Angels, also called Erelim, and part of the First Sphere like the Crimson Paladins. They have given up their names and identities whilst they serve in this manner.

Strengths. 
Destroyer assault squads with twin volkite serpentas and rad grenades. 

The vanguard (3) rule is excellent here and might swing games. Firestorm ensures that their volleys are not snap shots either. 

Upgrades include the Erelim grenade launcher that has poisoned and phage on toughness which is excellent. Legacies give further options including rotor cannons for causing statuses and Iliastus assault cannons. 

Weaknesses. 
Expensive given that they only have 1 wound each and a 3+ save to keep them alive. Very much glass cannon territory if not played intelligently. 

Builds.
5 Erelim, Arch-Erelim with thunder hammer (165 points). 
The baseline entry. 

5 Erelim, Arch-Erelim with inferno pistol and thunder hammer, 2 rotor cannons, 2 assault cannons,  (230 points). 
Note the use of the inferno pistol here. I'd like melta bombs here too, but can't seem to get them in Third Edition. 

10 Erelim, Arch-Erelim perdition weapon, all with heavy flamers (365 points). 
The anti-horde build. It won't make you many friends, but it is very nice. 

10 Erelim, all with Iliastus pattern assault cannons (450 points).
Dakka till you drop. Again, you are not making any friends here. The price is too steep realistically as well. 

10 Erelim, Arch-Erelim with power fist, all with Erelim grenade launchers (365 points). 
 I really like this build as well. Might get you slightly more friends for being fluffy, but don't count on it.

Monday, March 9, 2026

Horus Heresy 3e Review: Sons of Horus Reaver Aggressor Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are quite good considering the jump packs. Much like their on-foot analogues, their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad mixed with assault squads, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins and specialize in hit and run tactics designed to decapitate the enemy. 

Strengths. 
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each. 

The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot. 

Weaknesses. 
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units. 

Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 3 Power Weapons, 2 Thunder Hammers, Sergeant with Lightning Claws (370 points).
A go-to build, but quite expensive points wise. Given WS=5, I think this is a squad that should be focused on melee. Sure, you can go melta-cide if you wanted, but I still like this one. 

Monday, February 16, 2026

Horus Heresy 3e Review: Reaver Attack Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. They are okay overall and their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin. They are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins. 

Strengths. 
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each. 

The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot. 

The "Aggressor" variant from the Legacies update allows them to take jump packs for a modest points increase which comes recommended. Indeed, all the builds below are quite viable in this configuration as well. 

Weaknesses. 
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units. 

Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.

10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (310 points).
Take the nuncio vox and vexilla to taste. Take as an aggressor unit?


Saturday, January 17, 2026

Horus Heresy 3e Review: Deathsworn Pack

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

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths. 
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide a lower charge roll for anyone going against them - presumably they slow down. 

The ability to add rad and melta bombs in the legacies update make them very strong. 

The Dreams of the Death Wolf special rule allows them to make a final attack before being removed as casualties. This is at S=5 and AP=3 which will create a back blow, and the breaching will only help that. 

Weaknesses. 
I think you should really choose for rad or melta here and get into combat as quickly as possible. Any other use is not going to be a good use of points really. Play them as a destroyer squad, of course.

Beyond this, Leadership of 8 remains an issue here. 

Builds.
10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385points). 
A standard configuration that will do reasonably well. I like the rad grenades, but if you are going for melta and close up tank hunting, I'd recommend just switching them out rather than taking both (same points cost). 

Sunday, December 21, 2025

Horus Heresy 3e Review: Atramentar Flay-Clade

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. I've rounded down due to native WS and the points cost. 

Background.
The terminator elite of the Night Lords, and all swearing fealty to Sevatar. Armed to the teeth (in some cases literally), they are noted to be shock troops employing murderous opportunism, yet also very prone to the Night Lords' failings of being little more than a disunited rabble who might plausibly turn against their own. 

Strengths. 
Two wound terminators in tartaros armour with T=5. There are several rules that set the aside. 

The first is Sworn Loyalty. They can use Sevatar's Leadership value (Ld=10) whilst he is on the battlefield instead of their own (Ld=8). This is valuable. 

The second is cloaked in murder, which gives +1 movement when setting up a charge against an already embroiled foe. 

The customization here is great. They have access to an almost full suite of terminator upgrades - which is exactly what you would expect for this elite unit. More than this, they also have native deep striking which is one of the hallmarks of the Night Lords - they really did invest in teleporter technology extensively. 

Weaknesses. 
Hopefully the subject of your charge is not only already locked in close combat, but also suffering from a status effect to activate the much needed WS+1 bonus for this unit (which has WS=4 base). This is an issue in comparison to alternatives in the Night Lords. The points cost here is also steep, and you are paying for these bonuses and the access to better weapon upgrades through the nose here. Hence the 3.5 stars out of 5. 

Builds.
5 Atramentar, 1 Heavy Flamer, (Power Axes or Chain Glaives)  (180 points).
Expensive in comparison to regular terminator squads (cf., 155 points), but arguably worth it for the extras as discussed above. 

10 Atramentar, 5 Thunder Hammers, 5 Chain Fists, 5 Combi-Meltas (495 points).
Anti-tank, but expensive. Take a Headsmans Axe to taste. 

20 Atramentar, 4 Heavy Flamers, 4 Thunder Hammers, 1 Headsmans Axe (785 points).
The large blob. Not really recommended, simply here as an illustration. Not worth the points.



Friday, December 12, 2025

Horus Heresy 3e Review: Dark Sons of Death (Karaoghlanlar)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are great for this legacy unit, but the points cost adds up fast. 

Background.
The Dark Sons (Karaoghlanlar) focus on the "unmaking" of enemies who have fallen so far as to deserve both physical destruction and spiritual oblivion. They are regarded with unease by their battle brothers and adorned with appropriate talismans and wards to protect themselves and to make Stormcallers aid them all the easier. 

Strengths. 
Movement of 12 is excellent here.

Otherwise, these are simply space marines with rad grenades. Of course, the rad grenades are great, thanks to phage on toughness as being poisoned. So my view for this unit is to go further and arm them with either weapons that enhance strength further, or templates that go over as many enemies as possible. 

The Invocation of the Razing Tempest special rule allows a Stormcaller to target them from further away with their Call of the Wild special power. This is actually insane and can get you where you need to be in short order. 

Weaknesses. 
The points cost rack up steeply here. And fundamentally, they are one wound space marines with a 3+ save. So what this unit is, in effect, is a glass cannon. You need to treat it as such. 

Builds.
5 Karaoghlanlar, all with Power Glaives (200 points). 
S+1 on the power glaives is great. But the points cost is steep. Make sure you know which target you are going for. 

10 Karaoghlanlar, 2 Flamers, 2 Hand Flamers, Champion with Power Weapon (255 points). 
Flame unit variant. Take extra men to taste. 

I think other builds are possible such as a melta-cide orientated one, but other units do such activities better than this. You want to be an anti-infantry glass cannon. 




Wednesday, December 10, 2025

Horus Heresy 3e Review: Ebon Keshig

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

Background.
Being put in terminator armour for the White Scars is not a testament of strength or honour as it might be for other legions. It is condemnation. The Ebon Keshig is a form of atonement for battle brothers who have been found wanting or lacking in honour. They are deployed as a vanguard and bodyguard, and should the marines die, then clearly they've had a final honourable death. Should they survive, then maybe they have found atonement and will be allowed back to the prior positions. 

Strengths. 
Tartaros terminators with T=5 and Leadership=10. They come with a power glaive which gives a S bonus as well as breaching and impact on AP. 

Thanks to Legacies, you can get other power weapons and power fists alongside combi weapons. 

The vexillia and the grenade harness are almost a given upgrade. 

Weaknesses. 
The points cost is steep here. You are effectively paying for Vanguard (3) (but basic terminators have this! NB), feel no pain (but only at 6+) and Expendable (2). It is worth also considering how to get them to their destinations. 

Builds.
5 Kharash, 2 with power fists and combi-meltas, vexilla, grenade harness (235 points).
A basline entry unit. But note that the points cost is high here already. Are you sure you wouldn't just have tartaros terminators instead?

10 Kharash, 5 with power fists and volkite chargers, vexilla, grenade harness (440 points).
The unit gets a bit cheaper with more members, but it is still very expensive. And you need a transport solution, or some White Scars speed ups. 

Saturday, November 29, 2025

Horus Heresy 3e Review: Grave Warden Terminator Squad

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

Background.
The second special terminator unit from the Death Guard, these marines were originally synonymous with Typhon and the Terminus Est, but became more of a talisman for the entire legion over time. They specialize in lethal and Geneva Convention defying arms to provide a truly grotesque end to their enemies in the Great Crusade and the civil war of the Heresy. . 

Strengths. 
T=5 here, but that's really the only stat line entry of note. 

They come with vanguard at an impressive (3) level, along with the Death Cloud (whiffs of toxins that linger on their suits and makes you question how they get in and out of their armour safely - maybe they don't). 

The key thing here is the assault grenade launcher which can fire both krak and toxin variants. The Toxin variant is significant for having 3+ poisoned and can therefore ruin many opponent's days given the fire rate of 3. Equally two shots at S=6 from the krak grenades is very strong as well considering each does 2 damage. 

There are a few upgrades here. The heavy alchem flamer is very nice for 2+ poisoned. Chain fists are reasonable and cheap enough to consider, whilst the grenade harness is all but essential. The combi weapon for the master is reasonable enough should you want it, but I'd honestly stick to the grenade launcher. 

Weaknesses. 
WS=4 is notably weaker than other specialist terminators from different legions. 

Builds.
5 Grave Wardens, grenade harness, 2 chain fists (240 points).
Baseline in my opinion. Take with a sneaky Librarian if Mortarion is not around, just because.  

10 Grave Wardens, 2 Alchem Heavy Flamers, 4 Chain Fists, Master with grenade harness (460 points).
Take with a land raider. 

Saturday, November 22, 2025

Horus Heresy 3e Review: Fulmentarus Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. The rules are very good indeed.

Background.
One day, Guilliman looked around and deigned to notice his brother, Perturabo and his Iron Warriors. He saw his Tyrant Siege Terminator Squads and decided that it looked good. And in a very none-40k move decided to adopt it. And make it better. Because that's the kind of thing that went down in 30k. Innovation. Sharing of ideas. And so forth.

Strengths. 
These are cataphractii terminators fitted with missile launchers on their top. These missiles take two forms: a high rate of fire splinter missile at S=4 that suppresses opponents, and a lower rate plasma missile at S=7 for breaching at 5+. Both of these types of missiles are good for what they are doing. 

The come with the peritarch targeter. This enables them to remain stationary and have BS+1 which is awesome. That, and shrouded can also be ignored. Also awesome!

They are, of course, slow and purposeful, but also have firing solutions which enables them to shoot their combi-bolters as well as their missiles. 

Weaknesses. 
These terminators are not Tyrant Siege terminators. They aren't really equipped for heavy anti-tank or anti-building demolition work. Sure, a light tank like a rhino is a viable target, but they are more fundamentally anti-infantry in nature due to the missiles that they are taking.

There's also a subtle issue here between wanting to remain a static long range squad, and more melee squad with the option to take power weapons at the expense of the (unique) peritarch targeter. This is a fundamental issue and rate of exchange to deal with. With movement = 6, you will probably want to favour a static line up. 

They are also a support squad. 

Builds.
5 Fulmentarus (290 points). 
Naked is probably the right way to go here. 

5 Fulmentarus, 4 Chain Fists, Sergeant with Thunder Hammer (340 points)
Sacrifice the peritarch targeter entirely in favour of close combat tools. Here I have selected chain fists to provide an anti-vehicle threat (which remains anti-infantry too) as well as the ever useful thunder hammer. This squad doesn't want to stay still - there's no point. Advance quickly as possible and accept you are BS=4 with no anti-shrouded capability. The cost is steep. 

10 Fulmentarus (565 points). 
Remember that extra bodies are cheaper than a brand new squad and you can see the reason for expanding (this generally applies throughout the Horus Heresy game and has been in place since first edition). Yes, this is a very expensive squad now, but 40 suppressive missiles at BS=5 will take care of many things. And 20 breaching S=7 missiles at the same BS is frightening for many units to face. 

Friday, November 21, 2025

Horus Heresy 3e Review: Praetorian Breacher Squad

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

Background.
Before admission to the Invictarus Suzerain squads, Ultramarines typically rise through the ranks of the Praetorian Breacher squads to hone their skills a bit. The dispense with the usual bolt guns and go all in for power weapons. They are therefore deadly for space craft defensive operations, as well as boarding missions where the space is tight. 

Strengths. 
Fundamentally, these are breacher squads with power swords. The come with 2 wounds each and have a 5+ invulnerable save with regular 3+ armour. 

In terms of upgrades, there are Legatine axes for every 5 members which is probably worth it (see Legacies), and some limited Primus upgrades. 

Weaknesses. 
Taking Legatine Axes makes them expensive, but they're still probably worth it. The buried power fist is similar, and again worth while. Curiously, they fall under heavy assault classification as well. I can just about see why, but I think there's arguments for them elsewhere as well. 

It is important to consider their role really. We are looking at a fundamental close combat squad with shields, but you've given away Line in favour of another wound. Yes, they're worth their points, but there's a good case to be made for just using Breachers instead, or at least as I see it. Take them for the rule of cool and the extra wound and be happy I think!

Builds.
5 Praetorians, Vexilla, Nuncio Vox, Primus with Power Fist (150 points). 
The basic set up.

10 Praetorians, Vexilla, Nuncio Vox, 2 Legatine Axes, Primus with Legatine Axe (240 points)
A fully upgraded squad (minus the Primus having a plasma pistol which could be taken to taste; I've used a third axe on the Primus rather than a power fist here - you could go either way). The points cost is high now for that extra wound in comparison to basic breacher squads. 

Sunday, October 19, 2025

Horus Heresy 3e Review: Phalanx Warder Squad

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

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

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

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

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

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

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

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

Wednesday, October 1, 2025

Horus Heresy 3e Review: Rampager Squad

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

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

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

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

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

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

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

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

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

Thursday, August 28, 2025

Horus Heresy 3e Review: Pyroclast Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid! (Or perhaps liquid - liquid flame). 

Background.
When your Primarch has moral objections to Destroyer Squads, this is what happens. You decide to cleanse everything in pure flame instead. And with fire projectors that were specifically designed by said Primarch just for that purpose. Because death by fire is far more humanitarian than death by radiation fire I suppose?

Strengths. 
Two wounds each and armed with the Pyroclast Flame Projector (and a bolt pistol). The Projector is a template weapon with S=6 and panic, but can be shot in a focussed mode to give a melta like profile as well. This makes it incredibly flexible in terms of light tank hunting, and destroying embedded enemy troops. 

They also have some Drakenscale to help protect them and come with a native 6++ invulnerable save in addition to the baseline 2+ save. 

Weaknesses. 
Slightly pricey, but perfectly good. This squad should really have access to things like Vexillas, but in common with previous editions, it does not. 

Builds. 
5 Pyroclasts, Warden with Forge Crafted Power Fist (205 points). 
Needs a transport solution, but is otherwise good to go. Drop the Forge Crafted if you are short on points. 

10 Pyroclasts, Warden with Forge Crafted Thunder Hammer (360 points).
The fully upgraded squad. Really strong and powerful to pair up with a Praetor or similar. Nasty when fresh out of a transport to say the least. 

Sunday, August 17, 2025

Horus Heresy 3e Review: Tyrant Siege Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, narrowly rounded down. An almost auto-include in an Iron Warriors force. 

Background.
The Iron Warriors may well have been a grim lot, but the Tyrant Siege Terminators knew this more than most. Hardened warriors of war, these men know the calculus and mathematics of warfare better than all and acknowledge that their fates may well end in death. Their duty is to push forth regardless of incoming fire and devastate the opponent. They break open fortresses, and generally lay waste to the battlefield thanks to the missiles that they carry with them. 

Strengths. 
As cataphractii terminators, they are slow and purposeful, but also come with firing protocols which enables them to fire their combi-bolters as well as their missile launchers. 

The tyrant rocket launchers have had an upgrade on second edition at the expense of pinning. The swarmer missile is 3 shots at S=5 with breaching. Whereas the breaker missile is 1 shot at S=9 and armour bane. Both are great.

In addition to this the sergeant (a.k.a. Siege Master) can be fitted with an omni-scope. This device renders cover saves ineffective. This is amazing for out-shooting a stubborn group of backfield ranged enemies when you really need it. 

Weaknesses. 
Honestly, there are not many draw backs beyond the points cost. They do have T=5 and W=2 to make up for this and come very highly recommended. So much so that they are pretty much auto-includes for almost any Iron Warriors all-comers force lists. 

Builds.
5 Tyrants, Siege Master with Omni-Scope and Grenade Harness (315 points). 
The baseline build and very effective.
Given that upgrades to chain fists are free, you can toy around with a few in a squad just to take on anything particularly heavy in close combat if you feel the need. 
Consider also the occasional combi weapon (graviton, distinegrator, and flamer are all nice for different reasons, and the overlap between them can be powerful. I'll illustrate this in the final build below). 

5 Tyrants, 5 Pairs of Lightning Claws, Siege Master with Omni-Scope and Grenade Harness (365 points).
Getting very expensive here. You will need a transport solution to make the most of this build.

10 Tyrants, 3 Combi-Distintegrators, 3 Combi-Graviton, Siege Master with Omni-Scope and Grenade Harness (650 points).
An almost fully upgraded squad. The overlap of disintegration and graviton is amazing here not least due to the special conditions that they can inflict. Choose your targets wisely. I actually really like the disintegration option here in third edition. 

Wednesday, August 13, 2025

Horus Heresy 3e Review: Tartaros Terminator Squad (and Tartaros Terminator Siege Squad)

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. As iconic as Cataphractii, but bizarrely split between 2 types of unit. 

Background.
The most advanced form of terminator armour was the Tartaros. It does not sacrifice the mobility of power armour, but instead adds the durability of terminator armour to create something new and formidable. 

Strengths. 
T=5 and W=2 alone make it attractive. The combinations of builds is excellent here, but restricted by the two variants, as below, which is a frustration. But you can work with this. They are just as expensive as Cataphractii though, so take advantage of the lack of Slow and Purposeful. 

Weaknesses. 
In comparison to the Saturnine and Cataphractii armour, the Tartaros variant lacks the 4+ invulnerable save and "only" has a 5+ one. In exchange, you get a better movement rate slightly, and a lack of slow and purposeful. It is a pity that sweeping isn't a thing in 3rd edition to be honest, but you can chase down your opponent at least in this build. 

What makes me slightly antagonised is the fact that there are two different entries for this squad. There is the regular terminator squad in the Libers. Then there is the Siege terminator squad in the legacy list. More than a bit infuriating for folks carrying over builds from second edition. 

Builds. 
5 Tartaros Terminators, 1 Plasma Blaster, 4 Combi-Weapons (200 points).
Take a mixture of plasma, flame, graviton, and melta to your taste on the combi weapons. You now have your terminator-cide squad all set up and ready. [Side note: flamer causes panic; graviton causes pinning; a mix of these is strong in third edition.]

10 Tartaros Terminators, 8 Pairs of Lightning Claws, 2 Heavy Flamers, Grenade Harness (395 points).
Heavy on the lightning claws, but you need a transport solution here. 

5 Tartaros Siege Terminators, 1 Plasma Blaster, 2 Chain Fists, 2 Thunder Hammers, Grenade Harness (205 points).
A personal favourite set up, now moved to Siege variant. 

5 Tartaros Siege Terminators, 5 Reaper Autocannons, 1 Thunder Hammer, Grenade Harness (240 points).
New for this edition - Siege Terminators get as many heavy weapons as they please. Might as well go big on the reaper autocannons here and see what you can do! I actually quite like this concept and am tempted to build a squad like this. But maybe not yet. 

Tuesday, August 12, 2025

Horus Heresy 3e Review: Indomitus Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Not nearly as popular as Cataphractii, Tartaros, or even Saturnine now. But they have 2 key niche builds. 

Background.
Not as advanced as Tartaros. Not as protective as Cataphractii. Not as old as Saturnine. A compromise. A new design. And one that would ultimately last the next ten millennia due to lack of rare parts and being easier to produce.

Strengths. 
A break in to usual scheme of things to talk about an explicit Legacy unit that is criminally under used. You still get W=2 and T=5 here along with a tartaros like set of special rules. 

But let me be perfectly honest. There are 2, and only 2 reasons to take this squad over either Cataphractii or Tartaros. Those are:
(a) Storm Shields; and
(b) Proteus Assault Cannons. 

If you are not taking either of them, take one of the other terminator variants. End of. 

Weaknesses. 
Salamanders and Imperial Fists have special units that directly compete with the uniqueness of Indomitus terminator armour. Blood Angels if you count the Crimson Paladins too. Hence those legions should probably not bother full stop.

Builds. 
Two and only two builds here should be considered. 

5 Indomitus Terminators, 5 Thunder Hammers, 5 Storm Shields (230 points).
The thunder hammer plus storm shield combination nets you a 4+ invulnerable save and this squad is fundamentally the reason to take Indomitus terminators. It is the only way to get this kind of set up outside of dedicated units like within the Salamanders with regularity. Take with a transport or Warmonger teleport option and aim for objectives. 

10 Indomitus Terminators, 2 with Assault Cannons, Thunder Hammers / Chain Fists to taste (385 points).
The proteus assault cannon is the second reason to take this squad. You can only have 1 per 5 men though. Hence a full squad of 10 is required to take 2 of them. Thunder Hammers and Chain Fists are the same cost, so perhaps take an even spread, or slightly heavier on the thunder hammers. Good hunting. 

Monday, August 11, 2025

Horus Heresy 3e Review: Cataphractii Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Iconic and almost quintessential 30k squad. 

Background.
Heavy protection combined with the ability to wield heavy weapons at the price of slowing its wearer. The trade off in protection versus movement is one that is central to the choice of terminator armour outside of Saturnine weaponry. 

Strengths. 
You are paying for a 4+ invulnerable save here at the expense of a movement limit, and slow and purposeful. That is the core trade off. 

In third edition, you get T=5 as standard along with 2 wounds each which makes them even more durable. I am surprised how "cheap" they are in terms of points cost. 

Weaknesses. 
Slow and purposeful and slower movement, but presumably you don't care. Also the rule of cool applies, so you really don't care. There really isn't too much of a strong downside, but I'd recommend thinking about transport or teleport options where you can. 

Builds. 
A selection of builds here, some more what I personally like and own, some that I've seen, and others that I just like. 

5 Cataphractii Terminators, 1 plasma blaster, 2 chain fists, 2 thunder hammers, grenade harness (205 points). 
One of my "go to" squads. I use this with my Iron Warriors regularly. Or exchange the plasma blaster with an autocannon for just a small extra sum?

5 Cataphractii Terminators, 4 with Twin Lightning Claws, 1 with Heavy Flamer and Power Fist, grenade harness (210points).
Another one of my Iron Warriors favourites. With the added bonus of panic thanks to the flamer in third edition! 

10 Cataphractii Terminators, 2 Reaper Autocannons, 5 combi-plasma, 2 thunder hammers, grenade harness (405 points). 
Very points efficient and superlatively deadly at medium range and close up. This has to be the favoured and baseline build. A sensible build even. For sensible players! 

12 Cataphractii Terminators, 12 Volkite Chargers, 12 Thunder Hammers, Grenade Harness (485 points).
Even in third edition, if you are going with volkite: go big or go home. Here I've taken the new squad maximum of 12 terminators. The thunder hammers are hilarious in numbers as well. You now just need a transport or teleport solution. 

5 Cataphractii Terminators, 5 Combi-Meltas, 5 Chain Fists (250 points).
Distraction Carnifex territory combines with a melta-cide attitude. Good hunting to you. 

Saturday, August 9, 2025

Hours Heresy 3e Review: Saturnine Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. I have rounded down due to the the overload danger and blowing themselves up!

Background.
I have raced ahead in the Liber to bring the Saturnine terminators review early to you dear readers since like me, some of you are wondering how to build these. Retonned to be an innovation of Vulkan who in turn gifted his knowledge to his brothers, the Saturnine terminator has long been in the lore. Here they have made a magnificent come back, although lacking the over head bolt gun (which was always odd looking, but hey, we're talking Saturnine anyway). For me, I actually LIKE the look of these new terminators and feel like Games Workshop has done a great job bringing them up to date so to speak. I also fully get why the community sees them as marmite!

Strengths. 
W=3 and T=6 is amazing. These terminators have superlative staying power and are competitively priced at 60 points each (although the usual points cost tax exists when forking out for the initial unit - the add ons are 60 points each).

The load outs are limited: plasma bombard, disruption fist (with or without particle shredder), and twin heavy disintegrator. The plasma bombard is excellent. You could use is with indirect fire with two bombard each and hold back. But I think mixing the plasma with the disruption fists is the way to go here. 

Don't overlook the shredder on the fists either. These template weapons are simply amazing!

Weaknesses. 
I want to like the twin heavy disintegrators. However, they are horrifically dangerous. Sure, they will melt to slag most things in the game. But with Overload (2), they will also melt the user as well!! Its a gamble to be very clear. And sometimes you will want to take that gamble. Two twin heavy disintegrators is really asking you to destroy yourself, so I'm not recommending that build. 

In all cases, remember that these terminators will also be fire magnets and you will need to think about them exploding as well on occasion!

Builds. 
Not too many builds here, but these are the more obvious ones. I deliberately EXCLUDE having 2 lots of twin heavy disintegrators as the risk tips the balance to early self destruction in my opinion - but for laughs I've included it at the end. This is your almost final warning!

3 Saturnine Terminators, all with 2 lots of Plasma Bombards (200 points). 
Sit back, and literally bombard your opponent off the board with near ranged impunity. A larger mob of these is massively deadly. 

3 Saturnine Terminators, all with twin heavy disintegrators and disruption fists with shredders (245 points).
High risk, high reward. There is very little that these terminators cannot handle. I would be tempted to add in extra bodies here, but haven't done the math-hammer to think about this statement in detail. 

6 Saturnine Terminators, all with Plasma Bombard and Disruption Fists with Shredders  (410 points).
Very points efficient and superlatively deadly at medium range and close up. This has to be the favoured and baseline build. A sensible build even. For sensible players! Which leads me into... 

6 Saturnine Terminators, all with 2 lots of Twin Heavy Disintegrators (500 points).
ONLY FOR LAUGHS - I DO NOT RECOMMEND THIS BUILD. Super expensive in terms of points cost. Legitimately could be the most deadly thing in any given game short of a super heavy of some kind. Will categorically result in blowing yourself up regularly due to Overload (2). But it WILL absolutely handle nearly everything you might be worried about. The play style would be to simply teleport into position, open fire, and hope you survive and your target does not. Hilarious overall whilst not truthfully being recommended because you are not making any friends here, okay?!

Wednesday, August 6, 2025

Horus Heresy 3e Review: Gorgon Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great terminators that flash brightly if you shoot them!

Background.
Ferrus Manus was busy at work prototyping some awesome stuff before his untimely demise. This included the Gorgon terminator armour set which converts kinetic and electromagnetic energy hitting them into bright flash of lights to dissipate. Unfortunately, it also required the users to be permanently bonded to the armour. This was not a problem though for the Iron Hands because they were already pretty grim dark and down with cyber enhancements. 

Strengths. 
Feel no pain as base reflects in a fluffy manner the sheer bionics and replacements needed to wear this armour. Vanguard (3) is very nice indeed. 

If they have suffered a volley during the combat phase then they will flash with their unique ability if they pass a saving throw. This inflicts Suppressed on a failed cool test which is fair.

The stat line is reasonable with 3 attacks base, T=5, and a good willpower oddly. Thanks to the legacies release, they also have their full range of options back (seriously, this should have been in the liber in the first place). 

Weaknesses. 
The points cost can rapidly build up if you let it. The squad is worth their points overall though. 

Builds.
6 Gorgon Terminators, 2 Graviton Shredders, 2 Chain Fists, Vexilla (295 points). 
Your baseline all comers entry - nice for transport killing and getting to their contents as well! Notably cheaper than 2nd edition as well in points cost.  

9 Gorgon Terminators, 3 Reaper Autocannons, Vexilla (395 points).
Ranged work. Exactly the same points cost as second.

5 Gorgon Terminators, 3 pairs of Lightning Claws, 1 Heavy Flamer, Vexilla (245 points).
Short range, but oddly more expensive than second edition. 

5 Gorgon Terminators, 4 Combi-Plasma, 1 Plasma Blaster, Vexilla (260 points).
Plasma-cide squad. Possibly a distraction carnifex to be honest. 

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