Thursday, December 4, 2025

Horus Heresy 3e Review: Qin Xa

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good for the reserve manipulation alone.

Background.
Qin Xa was a supreme warrior who fought alongside the Khan on Chogoris even before becoming a space marine. Pure fury combined with a keen intellect; if he were in another legion, his legend would be more widely known, but here in the White Scars, he is simply known internally as an commander without peer. 

Strengths. 
The stat line is reasonable for a high command figure with WS=6 and T=5 alongside strong advanced characteristics.

The Tails of the Dragon is a melee weapon that yields critical hitting and precision, alongside a valuable S+1. 

But what you are really paying for here is the Chosen of the Khagan special rule which enables you to automatically pass a reserves test of your choosing so long as the unit in question is White Scars. This is really very strong in third edition and will make your opponents jealous. 

Weaknesses. 
No ranged weapon, and you will need a transport solution. Or perhaps just take with a unit that you put in reserves to take advantage of his own skills?

Overall.
For reserve manipulation along, I would be willing to pay the points cost. Layer on top of this that he is a reasonable close combat character, and you have a deal. 

Wednesday, December 3, 2025

Horus Heresy 3e Review: Jaghatai Khan

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are reasonable without being exceptional.

Background.
The Warhawk was spirited away to a life of Chogoris during the scattering. There, he learned about rapid and devastating ways of warfare which he brought to his sons in bulk. 

Regarded as a recluse, but really just never felt the need to show off to anyone, the Khan is a leader that paved the pathway forward for the Great Crusade and made the victories of other legions seem all the greater for it, and laughed as he did so. 

Strengths. 
The Great Khan has mainly 6's but some 7's in WS, I and A which is nice. Although not at the same level as some of his brothers, his swiftness is very good when paired with The White Tiger Dao which increases this to I=9. Duellist's Edge and Impact on AM is excellent and makes him a strong opponent to many in close combat, although S=6 is an issue. 

The Storm's Voice as a side arm is nice with breaching, deflagrate, and stun, but lacks in the AP department.

Death by a Thousand Cuts as his own personal gambit is good as it reduces the strength of an opponent if they have already been wounded. This helps him with his brothers overall. 

As Sire of the White Scars he can exchange transport slots for recon slots which is nice - and there's not a restriction on the filling type either - just if 4 are filled. BUT, these must be land raider explorator units. Appropriate, but not what I might have expected. 

He also grants Fast (2) during the first turn (to even himself) which is valuable for closing out the board space. 

Weaknesses. 
Strength is an issue for him and he will be whittled down by his opponents. You will be relying on I=9 and WS=7 to win here. But your opponents are likely to use gambits against you, so select carefully. 

Overall.
The points cost is about worth while, but potentially fractionally high. The Khan gets an average 3/5 stars score from me. 

Tuesday, December 2, 2025

Horus Heresy 3e Review: White Scars Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are rather good, but the gambit is too inconsistent to bother with.  

Background.
The White Scars were ever the outriders of the Great Crusade of humanity. They were nowhere near the centre of the action when it all started to kick off thanks to being on a long assigment on Chondax. As a result, their loyalties were initially unknown by both sides of the conflict. But once contacted, there were many elements within the legion who pushed to join Horus and the rebellion. The Khan remained fierce in his loyalty and ultimately stood defending Terra itself at the end of all things.

Armoury. 

Power Glaive is a power weapon upgrade that gives impact (AP) and breaching which will generally be a good option, but it is pricey. 

Cyber Hawk grants move through cover which is okay overall, but obviously dependent on the board set-up (but you should almost always have some cover on a board). 

The Sagyar Mazan is a way of giving you Expendable (2) special rule to an infantry or cavalry unit who have previously failed you (but you don't want to execute them - just exile them!). Very fluffy and can be handy at the expense of prime force organization slot. 

Tactica. 
Swift of Action gives you movement +2 all of the time, every turn. This is stronger than it sounds as it will also help with set up moves.  

Gambit.  
The Path of the Warrior
 is effectively a 50/50 gamble to predict your next focus roll (high or low). Guess correctly and you ignore all negative modifiers and only have positive ones for the focus. It is very random.   

Additional Detachments. 
Chogorian Warband 
gives 2 jetbike slots (one is Prime) and 2 outrider slots. This is very fluffy and appropriate. And you were probably taking these units regardless I would wager.  

Advanced Reaction. 
Chasing the Wind
 allows you to move if an enemy moves within 12 inches of you. You could go either way with this (toward the triggering unit, or away) as you see it.

Overall White Scars have a fluffy set of very appropriate and bespoke rules that enable them to move swiftly and hit hard with expendable units if they wish. The gambit is poor though. 

Monday, December 1, 2025

Emperor's Children Praetor

A recent acquisition that I bought is the relatively (I use the word under advice) new praetor for the Emperor's Children. This character is in near regal Tartaros terminator armour which is simply exquisite in ornamentation and detail - very nice from Forge World to say the least. 


The armaments are also interesting to note. The combi volkite is often overlooked in terms of combi-weapons available to terminators. This is, perhaps, understandable as melta and plasma are often more highly desired and prized. However, I think the key advantage here is that a combi-volkite can fire both components all the time. There is no "one use only" rule for either. You get the best of both worlds, all of the time. 

The sword meanwhile is similarly ornate. But here I find it interesting as you can start to see a very, very subtle creep towards Slaanesh with a hint of a nod toward that power's symbol on the hilt of the blade. I like this detail. Not quite corrupted, but perhaps on their way long the path. Could still be loyal, but yet there might be early signs.  

In terms of putting the model together, this one was very straight forward and in the relatively easy category. There's only one place where each of the parts are going to go and only one way to glue them into place. Hardly any dry fitting required in the slightest. I like this very much. I think it would also be easy to convert if you wanted different armaments for the character making it a flexible and very cool kit overall. A fine additional to a collection. 

Sunday, November 30, 2025

Horus Heresy 3e Review: Mortus Poisoner Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The access to Alchem Flamers is good - but you have to upgrade to these. 

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably subjected to a slow demise thanks to their munitions. Yet there were certainly some for whom this was far removed from a sentence and something they actively enjoyed. 

Strengths. 
This is a squad that has rad grenades as standard. Beyond this though, the real strength is in the upgrades that you can take. 

Firstly, you can take "true grit" in the sense of bolt gun bolt pistol, and chainsword for all eventualities. This is probably not worth it. Nor are the bayonets or chain bayonets. 

Flamers and alchem flamers are where the action is at here. Plus the heavy alchem flamer per 5 models. Power weapons, power scythe, phosphex and melta for the Master are all good options. And the vexilla and other standard upgrades won't hurt either. 

The way to run this squad is therefore as a close range flame unit. They can be backed up with bolt pistol and chainsword too which is very attractive for close combat work. 

Weaknesses. 
Funamentally they are standard 3+ save marines. The question is whether you want an actual destroyer squad or these marines. The foundational way they are better are through the alchem flamers. And it is for this reason that you should really be taking them - the 2+ poisoned rule is very strong. You shouldn't take them without upgrades. 

Builds.
5 Poisoners, 5 Alchem Flamers (80 points).
A surprise chemical flamer unit. The first time an opponent is hit by these chemical flamers will be a surprise. 

5 Poisoners, 4 Alchem Flamers, 1 Heavy Alchem Flamer, Master with Phosphex Bombs and Power Scythe (113 points).
A heavy version of the above with close combat readiness. Take Vexilla to taste. 

10 Poisoners, 8 Alchem Flamers, 2 Heavy Alchem Flamers, Chain Swords All Round, Vexilla, Master with Phosphex Bombs and Power Scythe (237 points).
The fully kitted out unit with flamers and close combat extra potential. You could, of course, just ditch the chain swords and go full flamer, and who could blame you. Take an extra 5 members for fun if you're not taking a rhino or other transport. 

Saturday, November 29, 2025

Horus Heresy 3e Review: Grave Warden Terminator Squad

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

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

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

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

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

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

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

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

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