Sunday, October 12, 2025

Horus Heresy 3e Review: Sigismund

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. Narrowly rounded up due to fluff reasons and him being the only mortal to be able to go toe to toe with the weaker Primarchs. 

Background.
Of all the Imperial Fists, and even the space marines more widely, there are few who are not primarchs that have their names recognised. Sigismund is not just one of a number like Abaddon, Corswain, Kharn, and company - he is unique in the background. Alone, he is preternaturally skilled and sits only a whisker beneath the primarchs themselves. He is death incarnate and undefeated.

Strengths. 
WS=7 is the most obvious stand out here amongst the stat line. This is seriously high, and can line him up as being matched with some of the Primarchs themselves! Precision 4+ is a neat addition here. 

The Black Sword means he will hit at S=6 which is something that the weaker primarchs will need to worry about, and Duellist's Edge gives a valuable focus bonus. 

As Slayer of Kings, he will always issue challenges and can choose which opponent will accept them. And the Death's Champion gambit gives critical hits on a 5+ which is a solid go-to choice. 

Weaknesses. 
Damage = 1 means that he won't cause as much damage as you might like, but the critical hits here will certainly help alleviate. 

Eternal Warrior is excellent for keeping him alive, but that T=4 is the major draw back in an otherwise reasonable stat line. 

Overall.
A very high points cost here to be honest. The only way you get your points back is by getting in combat as swiftly as you can and taking out entire enemy blobs, or preferably their commanders. Heck, just issue an ultimatum to Lorgar to take up his challenge and see how you go? Find your transport solution and get stuck in - he's one of the best mortals in town. 

Wargames Gallery: Alpha Legion Snipers against World Eater Fury

The Alpha Legion snipers have already sapped the World Eaters terminators at this point in the game. As the terminators get closer, they have a few final volleys left before contact. They'd better make the most of it - those lightning claws look sharp to say the least. 


Outcome: World Eaters victory, but by a much narrower than expected margin. 

Saturday, October 11, 2025

Horus Heresy 3e Review: Rogal Dorn

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Very reasonable overall without being outstanding. 

Background.
Summoned back to Terra and installed as Warmaster in all but name, Dorn prosecuted a variety of aspects of the war for the loyalist faction whilst his father was doing goodness knows what deep in the bowels of Terra. He is portrayed as having a body of stone and being the essence of the uncompromising and determined aspect of the Emperor's soul. And one whose loyalty and duty were as breathing to other lesser mortals.

Strengths. 
WS=7 at native level is good here, but most of the other characteristics are 6's which against some of his brothers is an issue.

The Storm's teeth gives AP=2 and 2 damage, but it only gives out damage at Dorn's native strength of 6 which makes him a bit lacklustre in the damage output department. Shred here helps, and frankly it is needed, as is reaping blow. 

Where he really shines is defensively. His Gambit of Bulwark of the Imperium means wound tests of 1 to 4 are not going to bother him. This is crazy good overall! Of course, he also has eternal warrior, and his side arm, The Voice of Terra, is impressive with 3 S=5 shots with breaching - this is not to be overlooked with the Imperial Fists special rules as well. 

As Sire of the Imperial Fists he gives extra Primes if 4 or more are filled with breachers or tactical squads, which undoubtedly will be the case. With Prepared Defences, he also grants a 5+ cover save in turn one in your own deployment zone which is nice.  

Weaknesses. 
Good defences. Sub-optimal offences arguable (certainly in comparison to Second Edition). Try to make sure you go first to at least get a few shred wounds in I suppose? 

Overall.
The points cost reflect his slightly weaker abilities compared to some of his brothers. His passive Prepared Defences is a really nice army wide boost, and fluffy to boot. He will do well, but others of his brothers are simply much, much better than him. 

Friday, October 10, 2025

Horus Heresy 3e Review: Imperial Fists Legion Rules

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

Background.
Recalled back to Terra to fortify the sector, the Imperial Fists found themselves at the epicenter of events in many ways. And as for their Primarch, Dorn, he became the new Warmaster in everything but name. They launched the retribution fleet and took part in numerous key battles, but would become instrumental in the final defence of Terra. It is doubtful that the loyalists would have succeeded if it were not the Dorn and the bulk of his legion being near Terra at the outset. 

Armoury. 
Third edition brings back the bulk of their armoury. 

Solarite Power Gauntlet is a power fist upgrade that gains you critical hits. This is reasonable most of the time. 

Vigil Pattern Storm Shields gives a 4+ invulnerable save along with the shield trait for a small sum. This is generally very much worth it if you have a big stick in the other hand and are not already in cataphractii armour. 

Iliastus Assault Cannons are added as a heavy weapon option heavy support squads, as well as pintles and sponsons (see legacies). Generally this is going to be a good choice!

Castellans are a Prime Upgrade for centurions which yield an augury scanner and a bolt gun replacement of your choice of heavy bolter (might be okay), autocannon (great) and Iliastus assault cannon (also great). 

Tactica. 
Fire Discipline gets you the old +1 to hit with bolt and auto shell weapons. This remains excellent. However, it is also toned here to be only applicable for fire groups that have 5 or more die in it. This is actually a good exchange overall and a good balance compared to second edition. But many bolt and auto shells are medium range so this might not benefit you against a longer ranged shooting enemy, but will be effective against those that like to charge you up front. 

Gambit.  
A Wall Unyielding
 grants Eternal Warrior (1) at the expense of not adding initiative to the focus roll. This is a rational transaction to keep your champions alive, but not very offensive. Combine with a shield to maximal effect I would suggest. 

Additional Detachments. 
Siege Gauntlet 
gives 4 slots within which the troops have to be breachers. Appropriate if unremarkable. 

Advanced Reaction. 
Bastion of Fire
 allows you to fire back any anything that gets too close (10 inches) once per battle. Solid enough and effective, but only against enemies that like getting up close and personal. 

Finally, there is the Decurion Sagittar who is an upgrade for a vehicle that gives you a turret mounted Iliastus assault cannon. Nice.

Overall then, the Imperial Fists are toned compared to second edition, but remain very strong mid range opponents who don't mind surviving in combat thanks to shields and gambits and have excellent mid range shooting. A great choice for any player: veterans and newbies alike. 


Thursday, October 9, 2025

Dreadtober 2025: Week 1 Update

One week in and I now have actual verifiable progress on the Iron Warriors dreadnought!


The dreadnought is now fully assembled: left arm las cannons, and right arm a claw (with those nasty looking fingernails). The pose is somewhat static, but there is a slight bend in the left leg which I will put to good use on the final base where I'm planning on have a bit of a step up. 

Not only is the model assembled, but is has also been undercoated and base coated. Mostly done in lead belcher, I have applied black to selected surfaces. Some of these will eventually have hazard stripes across them, but others will remain intentionally black. 

The next stages include undertaking the nuln oil wash and then applying some edge highlighting and weathering to the paint. 

Monday, October 6, 2025

Horus Heresy 3e Review: Chaplain

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

Background.
The Chaplains were supposed to be those warriors who were exceptionally fearsome. Who carried with them reminders to their brothers of the expectations of their gene sires. To enforce a degree of doctrinal cohesion within the legions. And to demonstrate to their foes just what they faced. 

Strengths. 
WS=5 is fine, and they come armed with the crozius arcanum. Cool=10 and Leadership=9 which will give them some staying power against incoming conditions. 

Beyond those notes above, there really is not all that much extra to them. 

Weaknesses. 
Gone from second edition is hatred. This is a major loss. I'm wondering how intentional this actually is or whether a future FAQ will address it. To be candid, the Chaplain is worth his points value, but you may well be better served with a different command choice in Third Edition given that there are other commanders who do close combat better, and get better boons and special rules, even with the very reasonable Cool and Leadership here. Just saying. 

Builds.
Chaplain with Melta Bombs (85 points). 
Shrug. A generic commander. Give your other troops the benefit of his cool and leadership. 

Chaplain with Jump Pack and Melta Bombs (105 points). 
Nice to have the jump pack to get some movement going. 

Chaplain on Jetbike with Multi-Melta and Melta Bombs (135 points).
Arguably an even more attractive proposition. 

Chaplain in Cataphractii Terminator Armour with Combi-Melta (120 points). 
For escorting your terminators. 

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