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. 

Thursday, November 20, 2025

Horus Heresy 3e Review: Invictarus Suzerain Squad

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

Background.
These are the Lords of Ultramar and destined for higher things. They are the elite and marked for command in the future. For the moment though, they are learning everything they can about warfare from multiple angles, but mostly chopping with axes, shielding, and otherwise glittering in starlight as their armour inspires all around. 

Strengths. 
WS=5 and A=3 makes for a very reasonable stat line overall, and they come native with Legatine Axes and Argyrum pattern boarding shields which makes them something of an elite boarding squad. The 2+/5+ save is excellent. 

The also create a large bubble with which other squads nearby can use their advanced characteristics for tests to remove tactical statuses (so long as the Suzerains are not under the effects of tactical statuses). 

Weaknesses. 
A high, but justified points cost here. You will want to use them offensively as much as possible which means getting them to where they need to be; and maybe also as ablative wounds for significant characters. 

Builds.
5 Suzerains, 2 Thunder Hammers (195 points). 
A basic squad with a mix of axes and hammers. I am not sold on plasma pistols here (they won't get that much use if you play the squad well), but I guess take them depending on your tastes. 

10 Suzerains, all with Thunder Hammers (425 points).
Again, plasma pistols (two of them) to taste here. This is the maximum squad. It is cheaper than second edition.

Wednesday, November 19, 2025

Horus Heresy 3e Review: Remus Ventanus

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A very useful Officer of the Line for the Ultramarines.

Background.
Remus Ventanus of the Ultramarines made a name for himself on Calth. Gathering the remnants of the 4th to him, he allowed the surviving tech-priest to finish regaining control of the orbital defence grid and then went straight on the rally the Ultramarines in an impressive fight back against the Word Bearers. In the later underground war, he became known as the Saviour of Calth and his name rings through the background history of 30k because of it.

Strengths. 
Officer of the Line (2) already cuts Ventanus out as noteworthy. Although his stat line is nothing special, he comes with a host of special weapons and upgrades. 

The Icon of Calth provides S+1 to the unit he is with which is very impressive. 

The Vox Interlink is a +1 for reserve tests which is nice. 

His weapon, Phaeton, is okay with A+1 and breaching combined with duellist's edge. 

Weaknesses. 
The points cost is too high for me to award 5/5 stars, and to be honest I almost gave 3.5 stars here due to that reason alone. 

Overall.
A very reasonable choice for the Ultramarines and to obtain Officer of the Line. His stat line is nothing impressive, but he does have almost a Swiss army knife worth of tools to bring to the table along with melta bombs and other items. He needs a transport in all probability, but he is very versatile overall. And that is also his weakness: a lack of focus. But since this is Ultramarines we are talking about, there isn't really a true emphasis beyond tactical flexibility. And Remus Ventanus is an exemplar of that. 

Tuesday, November 18, 2025

Horus Heresy 3e Review: Roboute Guilliman

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down due to points cost. A later game threat in close combat. 

Background.
Roboute's accomplishments before, during, and after the Heresy are a tough pack to pick between. Not only did he rule 500 worlds before the Emperor arrived, he forged his legion into a highly meritocratic army capable of adjusting to almost anything. He is the leader of Ultramar, a statesman, a warrior, a leader, a wise man and intellectual, and master strategist capable of ingesting vast arrays of data at a glance. 

Strengths. 
With 6's across the stat line except a 7 in WS, the Primarch of the Ultramarines is not exceptional for close combat. His side arm gives you a couple of S=6 bolts at AP=3 which is nice.

The Gladius Incandor is a power sword with 2 damage and breaching and a touch of duellist's edge. Not bad, but hardly outstanding. 

The Hand of Dominion is his power fist, and this is much more deadly with S getting up to 10 and AP=2 with 3 damage. The armour bane here is excellent, but it all comes at an initiative penalty. 

He has a special ability to gain focus roll modifiers according to the battle turn, up to +4. This is where Roboute really shines when he combines this with his power fist. Late game, he becomes more of a threat effectively. 

He gives out primes if we have 4 or more troops selected as tactical squads or assault squads. But the real army wide benefit comes from the ability to claim and contest objectives in turn 1 regardless of any status already earned. Potentially, this gives the army a turn 1 boost in some missions. But I suspect it won't see much actual use set against a benchmark of not having this rule unless you really hard optimize the army build. 

Weaknesses. 
Roboute doesn't really come across as very good offensively until later in the game (no doubt once he has watched the enemy carefully for several turns thanks to Calculating Swordsman and learned how to exploit their flaws). 

Overall.
The points cost is what drags me down to 3/5 stars here really. He costs like Alpharius, but doesn't hit as hard until later on. Sure, as a primarch he is still deadly, but not quite at the power level of many of his brothers initially. Timed well though, he can be deadly in the extreme. 

Monday, November 17, 2025

Horus Heresy 3e Review: Ultramarines Legion Rules

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

Background.
The largest of the legions (assuming you miscount the Alpha Legion) were drawn in by Horus' plan and betrayed by the Word Bearers at Calth. There followed the underworld war, the Ruinstorm, and the Shadow Crusade. Alongside this they also built Imperium Secundus along with the Blood Angels, Dark Angels, and elements of the shattered legions. When all was said and done, they crusaded to destroy Davin, push the traitors to their limits, and rebuilt the Imperium proper. Although arguably not at the forefront of the Civil War thanks to Horus' manipulations and the Word Bearer's Betrayal at Calth, their wider forces contributed significantly and mopped up after the event in a way other forces simply were not able to do. Moreover, they were the spear that forced Horus' celerity at Terra: he knew they were coming and had to act before their full forces arrived along with others.

Armoury. 

Legatine Axe is a an excellent power axe upgrade for a small points value which yields S+1 and breaching at an incredible 4+. This is worth the upgrade for a number of your characters. 

Argyrum Pattern Boarding Shields gives a 5++ generally which increases to 4++ in melee. This is solid, but the points cost is steep; particularly when you factor in that most characters probably have 5++ natively anyway. 

Logisticae is a prime advantage for Ultramarine only armies to represent their superior organisational abilities and requisitioning. This gives you a free transport or heavy transport with +2 capacity. This is actually really quietly appealing and powerful. 

Tactica. 
Tactical Flexibility sounds like the Alpha Legion should own it, but the Ultramarines gain a reduced reaction cost per turn (down to zero). In essence then, the army gets a free reaction every turn. This is very plausibly their strongest aspect, and I almost gave 5/5 star rating for this alone.  

Gambit.  
Aegis of Wisdom
 grants access to the collective wisdom of the legion which provides focus+1 for every command model at the expense of outside support. This is strong because presumably you have plenty of Consuls in your army. 

Additional Detachments. 
Primus Demi-Company 
gives a mixture of slots, but the command slot must be an Optae. Can't have everything, but this is close with a lot of customization possible. 

Advanced Reaction. 
Retribution Strike
 allows you to fire back using a unit that was not targeted by whoever dared fire at you. Its very nice really and can help with concentrated fire against any unit that is shooting at you. 

Overall then the Ultramarines feel a bit generic - but that comes with the territory here. Yet they also show how that can be a strong advantage when played right. 

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