Showing posts with label thousand sons. Show all posts
Showing posts with label thousand sons. Show all posts

Saturday, July 4, 2026

Thousand Sons Terminator Praetor Conversion

Tackling my first miniature of the Thousand Sons today and I opted to do things the hard way. I really should have started with something more routine! Too late!

This is a Praetor (or perhaps Centurion). I was originally going to make this a simple kit bash and go for a pair of lightning claws. But no. I had to do things differently! Instead, we have a chain fist (tartaros style) accompanied by a combi-disintegrator (from the regular marine range), legs from the chaos space marine range and the core resin from the Thousand Sons range. The shoulders are from the newer cataphractii range and have slotted over the tartaros arms quite nicely to be honest!

Perhaps the hardest point of the miniature was attaching the resin torso to the plastic legs. They really don't want to fit together thanks to the upper outer thigh armour on the legs. Hence, I have torso at a bit of an angle to the legs and pinned on the inside. This works since it looks like the marine is looking down the combi-disintegrator to take a shot, or is otherwise presenting less of a target area to other incoming shots. 


I like this guy overall, he had a certain dynamism about him that the Thousand Sons terminators often lack (for good reason) and can easily imagine him being a sorcerer as well. I like the disintegrator option here for fun and think it might have flexibility. Of course, a force weapon should almost have been the default option, but the chain fist is interesting for different reasons. This is an up close and person praetor who wants to take on your dreadnoughts and isn't afraid to conjure up some psychic might to help along the way. 

Tuesday, May 5, 2026

Horus Heresy 3e Review: Thousand Sons Ammitara Occult Intercession Cabal

Warpstone Flux Rating: 
⭐️⭐️
1.5/5 stars. Rounded up. The humble recon squad competes directly and might be a much better choice.

Background.
Ammitara are painted as part of the Order of the Blind. A secretive and shrouded sect within the legion that was responsible for assassination protocols in tandem with scouting duties ordinarily associated with reconnaissance squads. They were a force that was often doubted to exist, even within their host legion.

Strengths. 
This is a recon squad in recon armour. They have infiltrate, move through cover, and support unit as you might expect. 

They come armed with nemesis bolt guns for your sniping needs. Combined with infiltrate you can get to where you need to be and start taking shots. 

The ability to take upgrades to your weapons is solid. You can get melta guns, plasma guns, or aether-fire blasters. Given the infiltrate rule, the blaster looks very attractive. 

Weaknesses. 
The 4+ armour save is a significant problem. 

You get Corvidae by default and cannot change it. But that's actually okay. 

The lack of close combat weapon upgrades for the sergeant lowers the unit utility significantly. 

They've also lost the Mind Killer psychic power from first edition - sigh. This is really what made them stand out as a solid choice. 

Builds.
5 Ammitara, 1 Melta Gun, Nuncio Vox, Melta Bombs (180 points). 
An all comers base line unit. Very expensive. 

10 Ammitara, 2 Aether-Fire Blasters, Nuncio Vox (320 points). 
An eye watering points cost if I'm being perfectly honest. This is why the recon squad is going to be better in almost every case. 


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.  

Friday, May 1, 2026

Horus Heresy 3e Review: Contemptor-Osiron Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The result of putting psykers in dreadnoughts!

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though?

Strengths. 
Rule of cool applies: psychic dreadnoughts for the win!

Alongside all the usual dreadnought upgrades, you also get to buy 1 psychic discipline and have a force sword that has reaping blow.

Weaknesses. 
Costs lots of points already and you're only getting WP+1 and a force sword (which to be fair is very very good) compared to the baseline dreadnought which is why it gets 3/5 stars from me. It is over-costed. But it is still very cool! 

Builds.
Osiron, Kheres Assault Cannon, Divination (235 points).
Dakka combined with preternatural foresight. 

Osiron, Melta Cannon, Melta Gun, Telekinesis (250 points).
Why not? Because of the points cost is the likely answer here to be fair. 

Osiron, Conversion Beam Cannon, Havoc Launcher, Pyromancy (235 points).
Lots of bits to play with. Not necessarily all overlapping though - NB.

Thursday, April 30, 2026

Horus Heresy 3e Review: Castellax-Achea Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Psychic robots! Can't not like them and I'm not even sorry. 

Background.
Secret research by the Thousand Sons legion resulted in automata that were expendable in full frontal assaults. As with a lot about the legion, these constructs were pretty much in the realm of heresy even before the Council of Nikaea and the Emperor's Edict. The Space Wolves would find out about them soon enough at the Fall of Prospero though. 

Strengths. 
Did I mention Psychic Robots?!
They have a rule called psychic conduit which means that they act as psychic lightning rods. If you suffer a perils of the warp and you're close to the robot, then you can have the robot take wounds instead. 

The stat line is attractive with 6's in S and T, along with 4 wounds and Leadership of 12. The WS and BS are only 3 however. 

The Achea force claws are worthy with AP=3 and 2 damage with breaching. The asphyx bolt cannon is solid with 4 shots and rending at 4+. This can be upgraded to an aether-fire cannon which gives you a blast template and breaching instead at the same range. I'd be tempted by the upgrade since the AP is the same and the S is better with the aether-fire; and that blast template is nice even at the expense of rending (although I haven't math-hammered this to be very honest). A pair of regular bolters rounds it all out.

Firestorm and Firing protocols completes the picture here. 

Weaknesses. 
It explodes! There is a danger here because presumably you have a unit near by to take advantage of the psychic conduit special rule. 

Builds.
Pick between the bolt cannon (80 points) or the aether-fire (90 points) variants. Both are viable, but I do think the aether-fire variant edges it out. 

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. 


Monday, April 27, 2026

Horus Heresy 3e Review: Prosperine Sorcerer

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A bespoke sorcerer with pre-defined powers at S+1. Effective enough!

Background.
Arguably reckless practitioners. These are the sorcerous cabals of Prospero. Effectively the men of these cabals are walking artillery in a psychic sense. They flick lightning bolts, fireballs, and blink tornadoes into existence to do some mighty damage and in the aftermath of the Space Wolves destruction of their home, they only got worse. 

Strengths. 
They come with a Prosperine Spirit Stave. This is a force weapon with AP=3 and initiative+1. However, the special rule here is very cool. You get S+1 on any ranged or close combat psychic weapon that you conjure thanks to the staff. 

The get access to Biomantic Slam (biomancy); Wildfire (pyromancy); and Immovable Force (telekinesis). That is all they get though. 

Weaknesses. 
They don't get the usual Arcana. They're stuck with a very limited set of psychic powers. 
It is also disappointing that there are not options for jump packs or bikes / jetbikes. [Or dare I say Discs of Tzeentch later on if you get super heretical]. 

Overall.
For the points cost you pay, this is a reasonable transaction. Since you can only have a pistol upgrade, I don't think its worth talking about build here. You will need a transport solution though.

Sunday, April 26, 2026

Horus Heresy 3e Review: Magistus Amon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4/5 stars. Strong psyker praetor. 

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers.

Strengths. 
Amon has a praetor level stat line and some interesting weapons which are mainly based around poison. The ranged weapon fires random number of shots at short range to cause not only poison, but also stun and breaching. He only has one shot with this though. Boo. The melee weapons is also poisoned, but at 2+ with AP=2 which is nice. 

As a psyker, he comes with Divination and Telepathy built in which is more than a reasonable combination. 

The icing on the cake though has to be infiltrate to within 9 inches. This is outstanding and makes for an excellent turn 1 ranged attack and some psychic powers at the ready as well. 

Weaknesses. 
Poisoned and one shot on the ranged weapon isn't the best, but at least it is interesting!

Overall.
Worth the points and makes for an interesting alternative to Ahriman overall. I really like the infiltrate that he has going on.

Friday, April 24, 2026

Horus Heresy 3e Review: Ahzek Ahriman

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The quintessential psyker level praetor. 

Background.
He who would eventually curse the Thousand Sons legion to become dust and magic is both the first and the final chief librarian of the Thousand Sons legion during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths. 
A suitably praetor like stat line combines with the Corvidaean Sceptre which is a force weapon providing native AP=2 and enhanced strength and initiative to cause some critical hitting damage. Being blunt: Ahriman is no slouch in a close combat situation and this is often underestimated by opponents. 

He is, of course, a psyker as well. He comes with Divination and Thaumaturgy built in along with Corvidae Arcana which we would expect given that he is the arch-magister of the Corvidae. 

Weaknesses. 
For what you are getting, Ahriman is excellent overall in my opinion which is why I am giving 5/5 stars. The points cost is about right, and everything slots into place nicely. Sure, he could do with a better side arm than a bolt pistol, but you have psychic powers so what do you care?

Overall.
Take him with an escort and a transport if you wish, or just zip around the battlefield with some telekinetic enhanced antigravity action. Ahriman is excellent for the points. 

Thursday, April 23, 2026

Horus Heresy 3e Review: Magnus the Red

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong, but you need to remember what he can do with all those psychic powers knocking around. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths. 
On the stat line, Magnus has 11 in Willpower as you might expect, along with WS=7 and 6's elsewhere which makes him slightly average in a fair fight. But he's not going to fight fair. 

You can upgrade him to have 2 psychic disciplines from the main book (all are viable, but see my Psychic Powers review here). I suspect many players will default to Biomancy and Divination to make Magnus really offensive - he doesn't have to be though. In addition, he also has all of the Arcana from the legion rules. This gives massive flexibility of course - at the price of trying to learn and know which powers do what and when to play which of them!

Battle of Wills as the gambit is okay - you gain a bonus to focus equal to the differential between your willpowers. Magnus will always come out on top here, but the question is by how much. 

Interestingly, Prime Upgrade bonuses for Sire of the Thousand Sons are for unit with arcana which makes this much easier to fill than many other legions (generally). Until the end of turn 1, they also roll 3 die for manifestation checks and select any 2 of them. This gives your whole army a strong turn 1 boost - especially for positioning if you need it. 

The blade of Ahn-nunurta gives you access to AP=2 at S+1. He's not winning combat without psychic powers against his brothers in all honesty. The psyfire serpenta is actually a really nice AP=2 side arm that you shouldn't underestimate (or forget to shoot). 

Weaknesses. 
The points cost is high, but Magnus can do lots of things in third edition. You just have to choose what and remember all of those powers that he potentially has access to in order to optimize him each game turn. He will lose to most of his brothers in a fair fight, so you will need to psychically boost him to have a chance. You do have access to Shrouded innately at 6+ which will help him survive as well. 

Overall.
Good overall, expensive, and very flexible with the added boon of being a real army wide enhancer on the first turn. Build him how you like, and take on whatever role you want. Presumably very front footed and attacking. You will have a good time, but not necessarily win all the time. 

Wednesday, April 22, 2026

Horus Heresy 3e Review: Thousand Sons Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded Down. I feel this is a legion that has finally found its pace and place in third edition.

Background.
Before the Heresy formally took place, the Thousand Sons were attacked by the Space Wolves and their homeworld of Prospero destroyed. Later analysis would prove this to be the first likely act of Horus under the subtle influence of chaos who subtly changed the wording of the Wolves' orders from that of capture and return, to wholesale slaughter. Of course, even before this, they had been censured at Nikaea for arcane practices and stood apart from their brothers. They took part on both sides of the civil war, but were ever few in number thanks to preceding events. Magnus would take his time to throw his lot in with the traitors though, and didn't particular re-surface until the Siege of Terra itself. 

Armoury. 

Achea Pattern Force Swords. Command and champions can take a force sword for a small price upgrade on a power weapon. Generally worthwhile. 

Telekine Shift is actually really strong and a prime upgrade for a troops squad. Take a willpower check in order to gain anti-grav and move through cover and literally run where you want during a rush. Played well, this is an objective snatching game shifter!

Aether and Asphyx weapons are contained in legacies. In general these are bolt gun and extra warpfire upgrades that grant you rending. All of them are worth considering, but they do come at the price of a shorter range. But presumably you are already in position somehow? The points cost is steep though for a full unit of bolt guns, bolt pistols, or support squad of aether-fire blasters. 

Tactica. 
Cult Arcana returns to make all models psykers and WP+1 in the advanced characteristics. This is entirely appropriate. All unit can (not must) be given an upgrade from the arcana, and this is absolutely what you should be doing. Note as well that perils of the warp has been tidied up here to just 1d3 wounds for the unit which is totally acceptable. 

Raptora can have a crushing grasp weapon for tank killing which is excellent and a kine shield as a reaction to provide 4+ cover. This is a great choice overall. 

Pyrae gives inferno shield that inflicts d6 S=4 hits if anyone hits them. This is okay but not great. Burning Grasp gives some breaching at high strenght and AP=3 which is solid. 

Pavoni have a Stoneform reaction giving T+2 which is incredibly strong. The Bloodboil weapon is a 2+ poisoned attack which has AP=2 and is very likely to kill. A strong choice for the arcana. 

Corvidae provides 5+ rending with Fated Shots, so who needs the asphyx weapon upgrades. Paths of Consequence meanwhile gives -2 movement to the enemy and forces a dangerous terrain check. This is also great!

Athanean grants Clarity to remove tactical statuses and Enamation of Dread as a weapon is a good ranged weapon that inflicts panic. Useful. 

Gambit.  
Prophetic Duellist switches in your willpower (which is hopefully high) instead of your focus roll (which might be lower after bonuses) to allow you to get the focus. A great utility gambit. 

Additional Detachements. 
Proserpine Convocation is really a grab bag of troops, elites, fast attack, and heavy transport. I suppose its utility is simply its broadness! 

Advanced Reaction. 
Fortress of the Mind means a 3+ invulnerable save against shooting attacks but drops to 5+ if you fail the requisite willpower check; plus you take perils. A useful way of staying alive when needed. 

Overall then the Thousand Sons in third edition give you massive tactical flexibility whilst allowing you to also hone in on specialising your troops. Want an assault squad to crush a vehicle - take Raptora. Want a breacher squad to simply just sit there on an objective and take shots at higher toughness - take Pavoni. There's all sorts of things you can pull off beyond this of course. You just need to think hard about tailoring the arcana to the unit and what that unit's purpose is (tank killing, elite killing, backfield troop killing, objective sitter, ablative wounds for a named character, utility choice, and so on). I genuinely like them, but you have to plan ahead with your army building. 


Monday, October 9, 2023

Infernal Master: Alpha Legion Style

A bit of a conversion from the weekend. This is the Thousand Sons' Infernal Master miniature from the plastic range being used as the basis, but with added Alpha Legion resin parts to convert the legion's loyalty.



The shoulder pad is a direct Mark 4 Alpha Legion resin piece from Forge World that I had lying around. The head meanwhile is one of the newer heads - Character Heads Upgrades Set 1. Obviously, I have also converted parts of the miniature in addition to this to remove some obvious Thousand Sons trappings such as the scarabs here and there, and to remove the warp flame backpack bits which really didn't communicate the Heresy vibe that I wanted them to. I've also covered the bit holding the cape on with green stuff to actively get rid of the final Thousand Sons' heraldry. I intend to use a decal to go over the top of this when it has been painted up eventually. 

The idea here is to portray a marine who has or soon will succumb to full chaos affiliation but otherwise heralds from the Alpha Legion. As the legion would later discover, no man can be master of chaos, and as the civil war within the Legion was fought, sides were chosen and lines were drawn between its twin masters despite their otherwise erstwhile unity. 

Wednesday, March 29, 2023

Horus Heresy 2e Review: Magistus Amon

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average overall with some parts being good and some not so great.

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers. 

Strengths.
The warlord trait here is an army wide boost that provides shrouded to those units who have infiltrating and scouting special rules during the first two turns. Obviously this calls for specific builds when using Amon as the HQ, but it remains a fluffy choice. The bonus movement reaction is solid.

The armour is good and can give shrouded as well. His weapon relies on poison which I find is strictly worse than having force on board.

Weaknesses.
Looking at his weapon, it really needs to be better for the points cost. At least make it the same as a paragon blade for starters. Lacking any minor arcana is a weakness on the surface. But what it allows Amon to do is join any unit. This is excellent! Having telepathy and divination are sound, if not outstanding.

Overall.
He is a force multiplier who needs to have an army built around him. He is slightly over priced for the equipment that he comes with as standard though. If you're liking the idea of lots of recon squads, this will play well for you. Otherwise, probably not quite worth it. 

Tuesday, March 28, 2023

Horus Heresy 2e Review: Ahzek Ahriman

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are great for a close combat character.

Background.
He he would eventually curse the Thousand Sons legion is the first and final chief librarian during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths.
Ahriman has a number of interesting strengths and simultaneous drawbacks. I find it odd that his major strength is close combat here, but it is what it is. 

Given his points value, Ahriman is strictly superior to a praetor in almost every way. He gets lots of psychic powers, a force weapon that is much better than a paragon blade (S=9 at I+1, master crafted!) along with a warlord trait that redeploys three units. The additional reaction in a choice of phase is superlative here. 

Weaknesses.
I find it odd that his psychic dakka is weak here. He is by definition corvidae and his psychic powers are remarkably limited in many ways. Plus he really doesn't want to be corvidae given you want him in close combat. 

Overall.
Treat him as a close combat monster and don't stress about him not being such an army wide buffer, or psychic shooting master. He is more than worth the points which is why he gets 4 stars from me. 

Monday, March 27, 2023

Horus Heresy 2e 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. 

Strengths.
Baseline of WS=5 and 2 wounds each mark them out of veteran analogues. 

They do not get access to the minor arcana, but instead get a power to yield +1 to all of WS, A, and movement. This is terrific and for the points cost that you are paying here, this is such a strong and tempting deal! The force weapons only add to this amazing deal.

Weaknesses.
For what you are paying, there really aren't any downsides here. 

Difference to First Edition.
Improved! Okay, you can argue with me that they used to be WS=6 as baseline, but here in second edition it is entirely understandable that their baseline WS would be reduced. This matters not a jot though given their psychic powers. 

To be honest, the main problem here is that they are an elites slot. This slot is already mightily crowded!

Builds.
5 Khenetai, Blademaster with Artificer Armour (160 points).
You don't really need the artificer armour, but it is nice to have. Multiple units of this kind of build are powerful. 

Beyond this, I wouldn't advocate much. Maybe a hand flamer is nice for one of them, but I wouldn't expand the unit to 10 to take two of them. Melta bombs are cute, but possibly not needed either - you should have other melta solutions. 

Sunday, March 26, 2023

Horus Heresy 2e Review: Castellax-Achea Automata

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. If you played first edition, you will be upset with the nerf that this unit has received. 

Background.
Secret research by the Thousand Sons legion resulted in automata that were expendable in full frontal assaults. As with a lot about the legion, these constructs were pretty much in the realm of heresy even before the Council. The Space Wolves would find out about them soon enough at the Fall of Prospero though. 

Strengths.
Psychic robots! I mean: this unit does have the rule of cool about it. 

With S=6 and T=6 plus 4 wounds, they are akin to a monstrous creature in all but name. They also have the psyker rule.

Friendly models with a psychic weapon can make shooting attacks using the automata as the origin of the attack which is very nice. Their weapons are nice, but not outstanding. 

Weaknesses.
Lack of reliable AP=2 weapons is a problem here. 

You are also probably not going to shoot psychically via them. You are probably going to want that juicy S+1 and T+1 from biomancy instead which means this nice rule is going to go to waste.

Difference to First Edition.
Nerfed in almost every department. Could still work nicely with a Praevian I guess. 

Builds.
Keep to the original build. There aether-fire cannon is honestly not really worth it, and there's no other choices available here. 

Tuesday, March 21, 2023

Horus Heresy 2e Review: Contemptor-Osiron Dreadnought Talon

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Really good and interesting, but gets expensive.

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though? 

Strengths.
Psykers in a dreadnought! Yes! How cool is that?!

Okay, in all seriousness though, we can upgrade these with the minor arcana. This is certainly recommended as there are a variety of options here that will be of benefit including the extra movement, the long range sniping, and the bonus invulnerable.

If its a unit of one, then it can be upgraded to a Magnus version which gets a core psychic discipline. This is much less worth it. Even if you are tempted by biomancy for the juicy S+1 and T+1 it has got to the points cost level where a leviathan is superior. So this upgrade isn't worth it in my opinion. 

The force blade as standard is nasty here, but equally regular dreadnoughts do better in the brutal department. Adamantium will is nice, but not worth the extra points compared to a base dreadnought.

Weaknesses.
This dreadnought cannot swap out its force weapon which is understandable, but a bit sad. Hence a close combat build might be good here - and a small terror to lighter tanks. But in keeping with an emergent theme with the Thousand Sons, its all just a bit over-costed for the points.

Builds.
Osiron with 2 Force Blades with built in graviton guns, Minor Arcana (235 points).
Deadly close combat monster and the bane of lighter tanks.

Osiron with Aether Fire Magna Cannon, Force Blade with built in Aether Fire Blaster, Minor Arcana (235 points).
I rather like this mid-range build! Of course, more standard long range weapons are possible here like the Kheres and the Lascannon, but I think I prefer this one for a psychic dreadnought. 

Monday, March 20, 2023

Horus Heresy 2e Review: Sekhmet Terminator Cabal

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Over costed. Under-performing.

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.
They're psykers and 2 wound terminators with the valuable WS=5, and they can buy a single psychic discipline for an added cost. The achea pattern force weapons are very welcome here as well.

Weaknesses.
The biggest negative here is the points cost. In plain language, they're just not worth it. By upgrading to a psychic discipline, they're over 300 points for 5 models. Honestly, a generic legion terminator squad would be better value at this level. Doubly so given that they would have access to at least the minor powers of the Arcana. By all means take Biomancy for the S+1 and T+1, but realize that you're better off with some basic terminators in all probability. 

Difference to First Edition.
Nerfed.

Builds.
5 Sekhmet, Inceptor with Biomancy, Grenade Harness (305 points).
Look. At. The. Points. Cost. Though.

5 Sekhmet, 5 combi-melta, Inceptor with 1 Discipline, (350 points).
Look. Again. At. The. Points. Cost.

Friday, March 17, 2023

Horus Heresy 2e Review: Magnus the Red

Warpstone Flux Rating: ⭐️⭐️⭐️
2.5/5 stars, rounded up to 3 just about. The Thousand Sons' Crimson King is very expensive and you will struggle to optimize which psychic powers to attempt every single turn. Candidly: he is not quite worth the points cost. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths.
The warlord trait here grants adamantium will to the army which is a healthy boost. He also reduces wounds from perils of the warp by 1 (minimum of 1). The additional reaction in the assault phase is okay. 

As the Arch Sorcerer, Magnus knows all the disciplines in the core book and can also use the minor arcana in the same turn too and automatically passes tests for these. His baleful eyes also grants line of sight for psychic powers for anything in range which is solid.

His stat line is very reasonable and he comes with deep strike as standard and his armour reduces destroyer hits by 1 wound to a minimum of 1 which is a nice surprise. His blade is a force weapon, of course, but so is the psyfire serpenta which is an amazing assault 3 AP=2 weapon through which he channels his raw power. 

Weaknesses.
He is a psychic superstar. Play him as such and have fun. Just beware of match-ups against his brothers. He is likely to lose to most, if not all of them. Even Alpharius will have a sporting chance against Magnus. Sorry guys. Knowing which psychic powers to activate every turn is also a nightmare writ large. Get ready with lots of die though, and don't forget the pistol. 

His biggest negative is the points cost. Its simply too much for what he can do. 

Overall.
An army booster, a psychic terror, and a deep striking terror. Choose your targets and psychically blast them apart and force weapon them otherwise. But with candor, he is not worth the points cost. 

Difference to First Edition.
Not as good. Like most of the Thousand Sons army, he feels a bit nerfed.

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