Showing posts with label command. Show all posts
Showing posts with label command. Show all posts

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.

Saturday, March 28, 2026

Horus Heresy 3e Review: Aster Crohne

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars rounded up. The rules are good.

Background.
In a nutshell, Crohne is a natural born survivor. Massacres, bloody battlefields, and slaughters untold, this is a marine who just gets through everything and still looks good doing so. He is also an old-timer, and therefore somewhat shunned by the rest of the legion whose methods have changed since Sanguinius took over command. Despite this, he is a loyalist through and through even if in the modern 30k scene the ninth legion seems like the wrong fit for him (it used to be a great fit, but the legion demeanour changed).

Strengths. 
An Officer of the Line (2) is attractive here as a foot slogging infantryman. His stat line is fairly typical of a consul.

He comes with 2 hand flamers which are reasonable and the Saiphan Shard-Axe which yields an incredibly strong breaching of 4+ with A+1, S+1, and AP=3. This is strong, but you just need a transport solution for him. 

As the Ghost of Saiph with a natural talent for survival, he has evens chances of coming back with 1 wound when he gets removed for the first time in a game. This is nice without being over-whelming. 

Weaknesses. 
Could do with an extra attack if I'm honest and AP=2 for more stars from me, and the lack of a jump pack might result in him not being selected too often. 

Overall.
The Shroudmaker is in good form for third edition and provides a nice choice for those wanting Officer of the Line slots at a reasonable points cost and comes with a special axe that really works to chew up enemy wounds. 

Friday, March 27, 2026

Horus Heresy 3e Review: Dominion Zephon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and I've gone for 4 stars here due to Officer of the Line. 

Background.
With his career in the Blood Angels cut short thanks to a Xenos blade, Zephon was sent to Terra as one of the Crusader Host. His new bionic limbs didn't integrate with his remaining flesh initially. Until Land himself too an interest in Zephon. Land fixed up his bionics just in time for the siege of Terra where he rejoined his legion whole heartedly.

Strengths. 
The jump pack combined with a WS=6 makes for a potent combination for any commander. He comes with rad grenades as standard which will give him an edge where needed. 

He has two volkite 10 inch range pistols called lament and grief which can do some good damage largely through their S=6 and 6 shots total which is impressive. Meanwhile, the Spiritum Sanguis provides AP=2 and S+1 with reaping blow to make him effective in close combat. 

Nicely, he gets Officer of the Line (2) here which is amazing in third edition and the reason that I've bumped his star rating up to 4/5. This is the reason you'll take him along with that jump pack. Eternal Warrior rounds it out very nicely. 

Weaknesses. 
Costs more than Raldoron, but you do get a jump pack!

Overall.
Zephon has gone from an interesting if fluffy character in second edition, to an almost automatic include in third edition thanks to the combination of jump pack, rad grenades, effective short range shooting and solid close combat, combined with Officer of the Line and Eternal Warrior to create a commander who really does justify his costs and his place in the Siege of Terra. 

Friday, March 6, 2026

Horus Heresy 3e Review: Diabolist

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

Background.
Near the beginning of the Heresy, the Word Bearers were already dabbling in things that maybe they should have left well alone. The diabolists were a symptom of the dabbling; creating powers never seen before and tearing at the frayed edges of real space.

Strengths. 
The diabolism discipline comes with 2 powers and fear. The first power is hellfire which is a nice short range shooting attack with deflagrate and breaching (but a bit random since you get 1d3 shots). The second is dark channeling which boosts your friends by giving them aflame (reducing your enemies leadership by a pip) and feel no pain. This is useful and calls for a close combat style play - which no doubt you were already using. 

They also come with damned which translates as malefic if you want it to which is an odd choice mechanically. 

This is all rounded off by a force weapon and a pistol upgrade if you wanted one. 

Weaknesses. 
Overall, they feel like a limited librarian without any word bearer summonings like you'd otherwise want to have. I honestly feel the ability to summon daemons would be a better option if you are headed down this route and the diabolist will often be overlooked for better psychic command characters. I'd really only play one if I had the room on the roster and wanted that Leadership modifier against the enemy from aflame along with feel no pain. Potentially great for jump pack equipped space marines I suspect. Even so, I'm yet to see a diabolist played on the table top. Maybe you have?  

Builds.
Diabolist with jump pack (135 points).
The jump pack is to help get stuck into combat quicker and to run with similarly equipped men. 

Diabolist in Cataphractii Armour (135 points). 
Take a combi-weapon of your choice to taste. 

Diabolist on Scimitar Jet Bike with Multi-Melta (175 points).
A touch expensive here to be honest, but it is still functional. 

Monday, March 2, 2026

Horus Heresy 3e Review: Zardu Layak

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are good and Zardu has a near unique power to control others.

Background.
One of the first of the Word Bearers to fully embrace the new religion after the Censure of Monarchia. Zardu is described as fiery and fervent in his beliefs, and has handily shackled a pair of unfortunate battle brothers to his own will over time -- the so called blade slaves. 

Strengths. 
A reasonable stat line much like a centurion combines with a force weapon with S+2 and enhanced D on force. The panoply of flame helps with combat resolution but the real strength here to my mind is the Binder of Souls psychic power (he also gets breach the veil). Select an enemy model with Willpower of 7 or less and they're yours in the close combat that Zardu is also part of. Handy, and almost unique in the game. 

Meanwhile the blade slaves (Anakatis Kul) come with plasma pistols and the famous blades which give AP=3 and breaching with Phage on Strength. The stat line is also attractive with T=5 and S=5. Solid meat shields for Zardu and I like the fact that they also explode!

Weaknesses. 
I never quite know what to make of Zardu and his blade slaves. They are cute little compact unit and there is some attraction in having the psychic power to control others. But if I am being truly brutally honest, there's just better HQ selections for the Word Bearers. 

Overall.
I think Zardu has his placed as the HQ of a corrupted army, and as the forefront character for a melee charge. Beyond that, I actually don't like him too much. The one time I saw him on the battlefield, I dealt with him through a combination of precision shots and pie plates. His blade slaves routed shortly after. Its a bit of a shrug from me - he is fine overall, but just not the first choice I think. Cheap enough to consider for a kill team to be clear. 

Saturday, February 14, 2026

Horus Heresy 3e Review: Dark Emissary

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars. Rounded up. The rules are acceptable. 

Background.
Eyes, ears, examples of the skills that Horus demanded of his traitorous allies, and executioners for those who fell short. The dark emissaries were sent by Horus to keep tabs on his allies and guide them along the required path.

Strengths. 
A relatively cheap command character for the Sons of Horus. The stat line has 4's and 5's in the places you might expect, with Leadership of 10 and Cool of 10 as well. 

He comes armed with a mere bolt pistol, a staff of dark authority, and a special rule called Eyes of the Warmaster. 

The Staff is essentially a power weapon with +1 for strength and critical hitting. It is okay overall without being overpowered. 

The Eyes of the Warmaster allows the character to join other factions (like other legion allies) and the leadership and cool are not lost here. This is fluffy and appropriate I think. 

In legacies, he can also be placed into terminator armour which is a solid enhancement and worth considering. 

Weaknesses. 
I want to like the Dark Emissary more than I do. He is very fluffy, but ends up being just a bit niche. Even the humble bolt pistol lacks bane strike here sadly (and the only way to get it is to exchange a bolt gun which he doesn't have - take the terminator option with the combi bolt gun and you have a deal though!). You could upgrade to a plasma pistol I suppose. 

Overall.
A cheap character. A fluffy character. He should be doing more than he is. I want a single instance of him within other traitor forces, but there's no point in doing so unless you really want to be as fluffy as humanly possible. Other characters are strictly better and do more. He's honestly a bit of a drag on resources for the third edition force organization chart. Can't see him being played as even the fluffy players will struggle to slot him in without a lot of soul searching. 

[Author's note - This is the final entry for characters from the Sons of Horus! This legion has far too many playable characters in comparison to other legions now - command and high command are bloated.]

Friday, February 13, 2026

Horus Heresy 3e Review: Maloghurst The Twisted

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

Background.
Equerry to the Warmaster himself, Maloghurst was almost killed in earlier action which left his body shattered and earned his moniker. With little left but to serve his Primarch, he became ever more the shrewd operator and trusted on the battlefield to carry the icon of Horus and thus also became known as the Bearer of the Eye. 

Strengths. 
A reasonable stat line, but with reduced movement as you might imagine. 

He carries the Icon of the Warmaster into battle. This provides +1 to Line and Vanguard for the unit he is attached to. This is actually really nice and can pivot his use in games entirely - and possibly help to win.

Bane strike ammunition in a bolt gun and a regular issue power sword round out the character.  

Weaknesses. 
Mal's days of glory in single combat are over. Over. He doesn't have to take part in challenges. And no one would blame him. 

Overall.
The points cost here is average for what you are getting. Yes, there are some draw backs overall. But they are tolerable. He is also certainly fluffy for the Sons of Horus. No denying that. But he's probably not your first pick for a command character either. That Line +1 rule is very tempting though, even if it is kept on the back lines. 

Tuesday, January 20, 2026

Horus Heresy 3e Review: Speaker of the Dead

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Chaplain and Apothecary combined makes a unique command choice for the Space Wolves.

Background.
Blood soaked priests of the Cult of Morkai which represent the Fenris death-wolf, it really is a wonder that the Emperor permitted such near heresy given what the Word Bearers already believed in and he sought to wipe out. Regardless, the speaker of the dead combines the role of the Chaplain to prosecute wars with inspiring rites, and also the role of the Apothecary thus serving as a field medic. 

Strengths. 
As befits this dual role, the character comes with both a narthecium and a crozius arcanum. The also have the Medic rule on a 5+ which is fairly standard. They shine in the advanced characteristics department with a cool of 10 and leadership of 9 which befits their station. The rest of the stats are quite good overall. 

Weaknesses. 
There is very little customization beyond what armour they might wear or what bike they might be mounted upon. Otherwise, they are certainly worth their points cost to my mind and want to be played very aggressively. 

Builds.
Speaker of the Dead with Jump Pack and melta bombs (125 points).
I went straight to the jump pack option here, but a foot slogging version is also fine if you have a transport solution.  

Speaker of the Dead in Terminator Armour of your choice, Combi-Flamer (130 points). 
Terminator variation.

Speaker of the Dead on Jetbike with Multi-Melta (150 points).
Getting more expensive here, but the fast movement remains very attractive and the character would presumably be well embedded in a similar squad.  

Tuesday, January 13, 2026

Horus Heresy 3e Review: Caster of Runes

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great psychic powers peculiar to the Space Wolves. 

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

In other news, Sanguinius was a mutant, but we all agree to look the other way, don't we? I'm sure this will all hold until it doesn't.  

Strengths. 
The caster of runes gets immediate access to the unique Rune Casting discipline. This grants Wrath of the Death Wolf, and Stormwrought. The former is a template weapon that inflicts stun (it's basically cone of cold for anyone dungeons and dragons familiar). This is actually really strong due to the condition, and S=6. The latter is a psychic reaction that reduces incoming shots to snap shots - this is similarly powerful.

The character is, otherwise, a psyker, and can also have access to Biomancy, Divination, and / or Telekinesis. My recommendation is to take Rune Casting, and possibly one of the others depending on the points cost you have available. 

A force staff and frost axe come as standard. 

Weaknesses. 
I actually really like this character!

Overall.
The points cost is a little more than a standard librarian, but you do get a useful Will Power of 10 for the price as well as the frost axe upgrade and the ability to choose access to the rune casting discipline - and why wouldn't you choose that? The discipline is quite powerful really and very flavourful to the Space Wolves. 


Monday, January 12, 2026

Horus Heresy 3e Review: Geigor Fell-Hand

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Average fare. 

Background.
It is now Third Edition. And I still have the same problem about this guy's name. I can't help keeping on calling him "Gregor"! Maybe it is the fault of Game of Thrones?

Anyhow.

Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.

Strengths. 
Officer of the Line (2) is valuable here, and he comes with the fell-hand which is a fancy power claw that has breaching at 4+ and shred at 5+. This is nice. 

The stat line is otherwise what you might expect except for Ld=10 and 9 in will power (probably from fighting the Thousand Sons). 

Weaknesses. 
He is distinctly average, but a nice Space Wolves upgrade on the usual Centurion. Is he worth the extra 25 points or so? Possibly. Just about. 

Overall.
A Space wolves upgrade for a Centurion. You will likely end up taking him in Third Edition over a regular Centurion, just because. Equally, that's all he realistically is. Get him into combat with equal footing enemies and he should do okay. 


Monday, December 8, 2025

Horus Heresy 3e Review: Stormseer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars. I have rounded up! I'm going out on a bit of a punt here to suggest that Stormseers are actually really good indeed!

Background.
It is fitting that one of the "big three" that established the librarians have their own consul for psykers to bring to the battlefield. Combining old shaman like belief systems and the librarian training has yielded spectacular results for the White Scars in the form of the Stormseers who are valued as much for their psychic wrath as they are for their wise counsel to the Khans. The believe they are bringing forth a sliver of power from Chogoris, rather than necessarily being out-and-out warp power users. I can see parallels to the Space Wolves here. 

Strengths. 
The stat line is what you might expect for a psyker librarian with Willpower = 10 and reasonable stats elsewhere. 

What sets the Stormseer apart from Librarians elsewhere is access to the Stormcalling psychic discipline, and this is the reason he gets 4.5 stars from me. There are 2 powers here. The first is Unseen Bolt which is a 36 inch range 5 inch blast with barrage, stun, AND force at S=4. I think this is incredibly powerful to put stun out at such range. 

The second is Call of the Wind. This gives you an increase in move equivalent to your initiative. That's 5 extra inches assuming you cast it on yourself. 

When you add on a jump pack or similar, this starts to be a pretty wild tactic, in addition to the usual White Scars shenanigans. 

Weaknesses. 
Cheap enough to afford and play without regret to be very honest. You can, of course, take other psychic disciplines, but Stormcalling is very good indeed, so I focus on that discipline alone in the builds below. 

Builds.
Stormseer with Stormcalling (105 points).
The standard stormcaller! Take with a bunch of veterans or similar to get where you need to be fast. Take terminator armour for 125 points instead where appropriate. 

Stormseer with Stormcalling, Jump Pack (135 points). 
A very swift proposition with an assault squad or other jump pack squad. Dangerous as well. 

Stormseer with Stormcalling, Jetbike with Multi-Melta (165 points).
Lead your jetbike units to victory with celerity. 

Friday, December 5, 2025

Horus Heresy 3e Review: Hibou Khan

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The traitor turned loyalist is a good choice.

Background.
A Terran born Khan, Hibou naturally gravitated to Horus thanks to involvement in the Vth legion warrior lodges. He resented the legion's growing influence from Chogoris and when the rebellion started, he threw in with Horus along with a number of other Khans (it is easy to forget just how divided the White Scars were when the Heresy began). He then sought contrition but his primarch cast him out to seek his own absolution with the Sagyar Mazan which would bring him into the orbit of the Shattered Legions. 

Strengths. 
A solid stat line including WS=6 and modest points value make Hibou Khan a middle range choice for a command character.

His special rule is Seeker of Atonement. As you might expect, he wants to atone for believing in Horus. To this end he gets a special gambit that allows him to stay alive longer than he should just to kill a few more traitors. In short: a 50/50 chance to prevent being removed as a casualty. This is good, and a last minute gambit, but has potential to swing an encounter without being overwhelming. 

He carries The Breath of the Storm, which give a vital I+1 and S+2 to make him fairly deadly. Critical hits and breaching is the icing on the cake. 

Officer of the Line (2) is similarly powerful and makes Hibou a strong choice. Combined with Expendable, and you have a great deal here. 

Weaknesses. 
For the points cost, you can't really go too wrong. The combination of expendable and officer of the line really leans hard into the Sagyar Mazan which is the way to build around him. 

Overall.
A great character, and leader for the Sagyar Mazan. A character that screams deny the opponent. You just need to build part of your army around him. And remember to take some units that might not be so expendable if you are so inclined. Very fluffy and very nice overall as a close combat character.  

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. 

Wednesday, November 5, 2025

Horus Heresy 3e Review: Saul Tarvitz

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

Background.
The original loyalist and a mirror of what Eidolon is to the traitors. A line officer who, very peculiarly, lacked the drive to ascend the ranks within the Emperor's Children like his peers. Content to be that line officer, he was sent by Fulgrim to perish. Discovering the plot, he raised the alarm and conducted a mighty fight-back on Isstvan 3. 

Strengths. 
Officer of the Line (2) is very impressive when combined with the other things he has to offer. He has a typical command profile in the stat line as well as Hatred of Traitors which is very handy. 

He comes with a nemesis bolt gun as standard (which again is unusual in third edition) as well as a Charnabal broadsword which gives breaching and duellist's edge. The S+2 is very attractive here as well which sets him up nicely as yet another character killer potentially.

The gambit he has is very super specific and only operates against the World Eaters, Sons of Horus, Emperor's Children and Death Guard (i.e., those traitors who betrayed them on Isstvan 3). It gives WS, S, and T +1 in the first face off where chosen. This is actually quite powerful, even though it is very situational. 

Weaknesses. 
Loyalist only - if you count that as a weakness?

Curiously, his points cost is identical to Eidolon and Lucius as well. Not sure why it was engineering this way. 

Overall.
His character is well suited to an Isstvan 3 game where you would be assured of having opponents for his close combat gambit. Otherwise this is going to go to waste most of the time which is probably why we also have hatred built in to compensate. A very reasonable character and strong during the betrayal. You will also probably want a transport solution. Don't forget Officer of the Line here either - this really tilts Saul over into the regime of being a really good choice, and an almost default choice for a command slot in the loyalists of the legion. 


Tuesday, November 4, 2025

Horus Heresy 3e Review: Captain Lucius

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

Background.
Superlative swordsman. Vainglorious. Arrogant. Jealous. Bitter. Feuding. Opportunist. Before he was Eternal, Lucius was a promising Captain of the Emperor's Children and was fairly un-matched with his blade skills. During the heresy, he found himself on the loyalist side thanks to working with Saul Tarvitz. He later betrayed Saul and re-took he place among the IIIrd Legion as it descended into madness.  

Strengths. 
Lucius is a duelist, plain and simple. 

He carries with him masterful swords, including the original Laer blade. These generally provide AP=2 and Damage=2 with a duelist's edge. Combined with the stat line that has WS=7, he is a killer. 

He gains +4 to the focus roll when using Paragon of Excellence instead of the usual +2 to make him even more deadly that anyone would otherwise anticipate. 

Weaknesses. 
Costing as much as Eidolon in points value, Lucius is slower and will need a transport to get where he is going, and has less wounds. That said, when he gets into combat he will be deadly. 

Overall.
Yet another character killer for the Emperor's Children, but perhaps played differently to Eidolon - Lucius will be wanting to charge out of a transport for maximum impact. You just need to get him into combat. 

Friday, October 17, 2025

Horus Heresy 3e Review: Alexis Polux

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Very good overall - I almost gave 5/5. 

Background.
Polux is described as Inwit-born and was a "giant made of stone" before even being elevated to the Space Marine Legions. As a marine, he towered above his battle brothers still. Through chance he came to command of Dorn's retribution fleet and proved his worth at the Battle of Phall and in many other battles beyond that. He is known to have been strong in close combat and a master of void based combat between spacecraft. And, of course, after the Heresy, he became the first master of the Crimson Fists Chapter.

Strengths. 
The stat line is standard fare for command characters with WS=6 and reasonable otherwise. 

He comes with a gambit to have a single S=10, AP=2 D=3 attack with his power fist that also has critical hitting which is very reasonable when he finds himself up against a bigger named character. Otherwise the power fist is a standard Solarite variant. He also comes with a Vigil pattern storm shield and a combi-melta. 

With his Void Commander special rule he can join a unit of Breachers and deep strike them on to the table and gain feel no pain. 

Officer of the Line (2) rounds out a solid close combat orientated character and will mean he will see use at most points levels - he's a well rounded character that has solid plays! 

Weaknesses. 
I like Polux in Third Edition and he retains a lot of what he was in other editions. He is melee orientated and can take on some other named characters with that single power fist attack where needed (if you want to risk it), but the clear play is teleportation of him and his breachers into battle. 

Overall.
Well worth taking even for Officer of the Line alone. But you get so, so much more for the points cost. I genuinely almost gave 5/5 stars here. He is shining. 

Wednesday, October 15, 2025

Horus Heresy 3e Review: Camba Diaz

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A low points value game master of the legion that also retains some applicability at higher points values too. 

Background.
A very reliable and steadfast commander who arguably lacked the legend of Sigismund and others around him. He more than earned a healthy reputation through meticulous siege actions - both on the offensive and on the defensive. Little wonder he was held in good stead by his Primarch.

Strengths. 
Officer of the Line (2) is worthy of mention from the outset here. This makes him worthy of consideration at lower points value games, but also alongside other commanders at higher points values too. 

With WS=6 and BS=5, he is a very reasonable commander level character. His weapon, Durenda, provides breaching combined with S+1 which makes him reasonably in close combat against standard sergeants and the like. 

He also gets The Line Unbroken gambit which he can use if he doesn't have combat advantage for which he gets a handy A+2. He won't have anyone cross a line he has drawn in the proverbial sand. 

Weaknesses. 
Not quite the character he was in Second Edition sadly, but he still has very strong merit here in third edition as a commander for low points value games, but retains a different applicability through Officer of the Line for higher points value games as well. This can be a powerful choice when you are at 3000 points and want to squeeze in that extra dreadnought (or similar). 

Overall.
A fun character with a strong background in the novels. The rules do him justice here, even if he is a bit different to second edition's implementation. 

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. 

Saturday, October 4, 2025

Horus Heresy 3e Review: Herald

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

Background.
With wars such as the Heresy spanning the entire Galaxy, the leaders at the top of the food chain (Primarchs, etc.) could not be everywhere at once. As a result, even those that wielded artifacts of these leaders became venerable and induced fervour in the masses. 

Strengths. 
The herald comes as standard with the Icon of Allegiance. With this, he can score additional Victory Points (called honour points until the very end phase of the game wherein they convert) every time he personally wins a challenge, or his squad does the same. This is an incredibly strong way of accumulating bonus points, but clearly you have to play aggressively. The drawback is that all honour points are lost if you are removed from the table or become disgraced -- a fine balance.

The stat line is reasonable with WS=5 and W=3 along with 4 attacks. He comes with a power weapon as standard, but this can be upgraded. Fear (1) is also very helpful.

Weaknesses. 
Getting sniped with precision shots is always a risk, but one that is likely worth taking overall given the 2+/5++ saving throw. 

The lack of customization is an issue outside of terminators. Note though that some legions have ways of doing this (e.g. World Eaters can replace those power weapons with Caedere weapons which is a good move in all probability). 

Builds.
Herald with Power Fist (90 points). 
Probably the best build if you are not going with a power weapon. 

Herald with Jump Pack and Power Weapon (130 points). 
A much better proposition than foot slogging. 

Herald on Jetbike with Plasma Cannon (165 points).
Could be very good with the correct unit around him. 

Herald in Cataphractii Terminator Armour with Thunder Hammer (140 points). 
Finally - customization!!! This is strong. 

Friday, October 3, 2025

Horus Heresy 3e Review: Overseer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great way to escort Auxilia friends!

Background.
Sometimes the legions decide to incorporate some mortals in their strategies. They might be a way to earn favour with mortal forces and bring honour to them. It might be the case that the mortals have gained a ceremonial honour. Perhaps they are bringing extra forces to simply bolster their own. In all cases, an Overseer from the space marine legions is put in charge of them on the battlefield.

Strengths. 
As Master of the Auxilia, your Overseer can join a Solar Auxilia Unit without causing any reduction in Leadership or Cool. This is very nice. The Overseer also brings his WS=5 and BS=5 to the fore and has Fear (1) to boot which is impressive.

Weaknesses. 
I wish this unit had access to opening up a new slot in the organization chart without having to have a brand new detachment of Auxilia - this is a flaw compared to Second Edition. 

Otherwise the unit is pretty cheap overall and a sporting way to bring Fear to the table. 

Builds.
Overseer with hand flamer (90 points). 
Cheap and cheerful really. Add a vexilla to taste and you're good to go really. 
Fundamentally though, you will need to decide if you want to be static (usually yes for an Auxilia gun line), or have a bit more movement (in which case a vexilla and/or melta bombs start to look attractive). Take the maul or lash according to which miniature you have purchased realistically. 

I'm gutted that my conversion is no longer playable. Hence from now on that weapon shall be a counts-as bolt pistol - eek!


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