Jul 13, 2026

Let's Play Warhammer Renaissance: The First Sheep Raid of Dudesdale

I have had the great pleasure of playing my first game of Warhammer Renaissance! We played a 1000-point game, with two players on each side: I brought a 500-point Khorne warband and allied with the Skaven to fight the Bretonnians and their Dwarf allies, in what I have dubbed the First Sheep Raid of Dudesdale. We had an excellent time.

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This was my army list:

Chaos Hero Thekla von Grauschädel - 135 points
 Mark of Khorne, additional hand weapon

The Scholars of Brass and Blood:
9 Chaos Warriors - 162 pts

The Moon Dancers:
5 Marauder Horsemen - 115 pts
 +10 standard bearer = 125 points

5 Bloodletters of Khorne - 80 points

For a total of 502 points. My Skaven allies fielded a block of Clanrats led by their general, a unit of Skaven Slaves, a Warpfire Thrower, some Poison Wind Globadiers, a battery of Jezzails and some Giant Rats.

For the objective, we rolled an 8 for Take the Relic: we would be fighting over an arcane landmark in the center of the table. Ordinarily, it would provide extra Winds of Magic cards to the first wizard to reach it, so we decided instead that the first character to reach it could draw a random magic item. One of the other players had brought some sheep miniatures, and they were placed in the middle of the landmark so we'd have something to fight over.

Here's how we set up the terrain.


We drew each player a random magic item or rune, as appropriate; mine was the rather underwhelming Silver Sigil Sword, for +3 Initiative. Our host also owns a full deck of Chaos Gift cards, so I would have them at my disposal - for better or worse! As this was such a small game, I would only draw one Gift per turn.


In proper Warhammer Renaissance fashion, we drew our deployment onto a piece of paper, and then both sides simultaneously deployed their units. Here's the Chaos-Skaven deployment and battle plan:


My Marauder Horsemen deployed on the far left, in hopes of flanking the enemy, with the Bloodletters and Chaos Warriors heading right up the middle to capture the objective. The Skaven infantry massed on our right, accompanied by the Warpfire Thrower and Globadiers, with the Giant Rats taking the right flank and the Jezzails in firing positions on the hill.


I apologize for the improvised movement trays! Facing us were the forces of Dudesdale and their Dwarf allies:


In the center were the dwarves, with one unit of infantry led by their general, and a unit of Thunderers, as well as a Flame Cannon on the hill. The Bretonnians deployed a huge unit of archers on the left flank, next to some foot knights, with five crossbowmen on the hill and a regiment of Knights on the right.


I have to admit that my heart sank when I saw the Bretonnian Knights in their panoply directly opposite my samurai rabbits. I didn't think there was any way I was going to win that fight, so at this point my hope was to draw the knights out into jezzail range, and maybe at least tie them up for a turn so that the Bloodletters could get at them.


Dudesdale won the die roll to go first, and we got the game started!

**

Turn 1

Seeing the Khorne runes and the seething mass of rats before them, the Dudesdale forces opted to not move, except for the archers on their left taking position on the hill.


All the action was in the shooting phase. The crossbowmen on the hill let loose at the Bloodletters, only to see their bolts burst into flames midair as the daemonic aura easily repelled the attack. The dwarf Flame Cannon took aim at the Chaos Warriors, and the dwarven gunnery was dismayingly exact.


Two Chaos Warriors fell.

On our turn, we advanced into the teeth of the enemy fire. The rat-men surged forward while my Chaos Warriors made contact with the objective, and the Moon Dancers used their Fast Cavalry mobility to skirt around the edge of the woods, keeping the abandoned watchtower between themselves and the enemy knights.


The jezzail teams fired at the flame cannon, hitting both the machine and the crew, but failed to score any wounds. Meanwhile, my hero being the first to reach the arcane landmark, she secured the magic item hidden there, which turned out to be the Shield of Ptolos.

**

Turn 2


Again, the Dudesdale line stood and waited for us to come to them, with the single exception of the knights, who, with appropriate Bretonnian hauteur, advanced at a stately pace slightly past the watchtower.

The ensuing shooting phase was pure murder. The crossbowmen took down three Bloodletters, and the archers and Thunderers cut a bloody swathe into the Clanrats. The flame cannon scored another direct hit, and I failed all my saves, leaving five Chaos Warriors knocked out of the battle! Luckily my units passed their panic tests.


When our turn came, Khorne decided he had had enough, as I drew Lose Gifts, immediately discarding the only other card I held. To be honest, I couldn't blame him; I thought the battle was over after that shooting phase.


Still, we weren't going down without a fight. While the remaining Chaos Warriors and Hero took cover by the ritual stones and the Bloodletters marched on, our flankers charged. The Skaven Packmaster drove his Giant Rats up the hill and into the Dudesdale archers, and with a resounding rabbity banzai, the Moon Dancers charged the Bretonnian Knights!


In the shooting phase, the Skaven jezzail teams switched targets to the crossbowmen, knocking down three and forcing a panic test, which the survivors failed.


On the right, the Giant Rats killed an archer, but lost the combat by a considerable margin and fled, which caused the Skaven Slaves to panic!


On our left, the Marauder Horsemen lost one of their number, but brought down two Bretonnians.


That was enough to win the combat, and the Bretonnians promptly failed their break test and fled off the table!


I tried to restrain the Moon Dancers, but they also failed their Leadership test and galloped off the table in pursuit!

**

Turn 3

At the start of turn 3, I had a total of five models left on the battlefield. Everyone else was playing Warhammer, I was suddenly playing Age of Sigmar.


On the Dudesdale left, the archers charged the Poison Wind Globadiers in front of them, who fled into the woods. In the center, the dwarf infantry advanced and the flame cannon hit the Chaos Warriors once again, killing one of the two survivors. Thekla was also hit, and even the Shield of Ptolos couldn't protect her, and she fell.


I now had three models on the battlefield! Luckily, at the start of our turn, the Moon Dancers returned and galloped for the hill. Since my lone surviving Chaos Warrior couldn't claim the objective all alone, she and the Bloodletters charged the dwarves. On our right, the Clanrats charged the Bretonnian foot knights.


In the shooting phase, the Skaven Warpfire Thrower supported my fight in their inimitable way by firing into the mêlée, broiling some dwarves. The jezzails fired at the Dwarf Thunderers, but to no effect.


My daemons and Chaos Warrior did very little damage; in return, the dwarves killed the last Chaos Warrior and one of the Bloodletters. The last daemon failed its break test and disappeared into the warp, no doubt to face Khorne's fury.


Meanwhile, the Clanrats wiped out the foot knights!


The exuberant ratmen charged on as far as the hill, not realizing that this put the entire enemy army behind them.

**

Turn 4


The dwarf infantry advanced to the objective, while the archers continued their pursuit of the fleeing Skaven, charging and wiping out the giant rats. Meanwhile, the dwarf crew frantically wheeled around the flame cannon to shoot at the oncoming Marauders, but for the first time in the battle, they missed, overshooting the Moon Dancers completely.

On our turn, the Skaven Slaves continued to flee, blocking the line of sight of some of the jezzail teams on the hill.


The clanrats reformed and made for the Dwarf Thunderers, while my Marauder Horsemen charged the Flame Cannon.


The Warpfire Thrower team fired at the Dudesdale archers, hoping to make them flee off the table. Eight of them died in the flames, but the archers passed their panic test.


The jezzails sniped one of the dwarves holding the objective, and in the close combat phase, the Moon Dancers avenged their fallen comrades by wiping out the flame cannon crew.


Their overrun move carried them straight into the flank of the Dwarf Thunderers!


**

Turn 5

The homicidal (raticidal?) Dudesdale archers charged and wiped out the last remaining Poison Wind Globadiers, while the dwarves reformed to face the enemy. In the close combat phase, the Moon Dancers tore into the Dwarf Thunderers, killing half of them and sending the survivors fleeing.


On our turn, the Skaven Slaves fled onto the hill and created an almighty mess with the jezzail teams.


The Clanrats charged the dwarves, determined to seize the objective or die trying.


Unable to charge, the Moon Dancers moved to contest the objective and flank the dwarves if the game went to a sixth turn.


The mêlée was bloody but inconclusive, and when we rolled for a sixth turn, we didn't get it, so that's where the game ended! As darkness began to fall, both sides beat a retreat.

With both sides wreaking carnage on each other, our victory point totals were closely matched. And since both sides had one unit close enough to contest the objective, no victory points were awarded for it, making the game a draw.

**

That was a very hard-fought and eventful game, and we had a great time. I want to thank my opponents and my ally for an excellent game, and I'm very impressed by how smoothly the rules worked. We set up and played the game in a little under four hours, which is kind of impressive.

Since we had a lot of small units, mêlée combat was especially deadly, with units breaking or even being wiped out in just one round of combat. This also really underscored how important it was to get the charge! In general, there's a very authentic Warhammer feel where anything can happen based on the luck of the dice, and I love it.

As for my army, I'd have loved to have seen my Chaos Warriors or Bloodletters in action properly, and maybe if I hadn't failed so miserably in rolling saves, it might have happened. But then again, they absorbed all that firepower, which let the others get to close quarters.

My Marauder Horsemen were clearly the stars of the show, and I'm beyond delighted by their performance. Getting the charge against the Bretonnians was key, and clearly Khorne rewarded their bloodthirst. I'm pretty sure I want more Marauder horse, and also more infantry! Maybe a larger block of Marauders wouldn't be so easy to annihilate at range. Also, maybe a mounted character would actually have made it into combat!

**

To sum up: Warhammer Renaissance is great, and I can't wait to play more of it.

Since neither side managed to secure the objective, the sheep went unclaimed. I imagine that all armies will have sent their people to recover the wounded and salvage any equipment they can; certainly Khorne won't let his warriors escape his service that easily. The next dawn will reveal a scorched and bloody battlefield, and grazing around the standing stone, some very confused sheep.

Jul 6, 2026

Let's Read the Horus Heresy 39: Alpharius

I am Alpharius.

 - The Horus Heresy: Primarchs: Alpharius: Head of the Hydra, Mike Brooks

The Alpha Legion are still one of my favorite legions, but I haven't really formed a very solid picture of Alpharius yet. Mike Brooks is here to fix that.

**

Way back in Horus Rising, the remembrancers attached to the Luna Wolves played a prominent part in the story to highlight how superhuman the space marines were. Beyond them, the Primarchs were mystical, almost otherworldly.

Several years and a pile of novels later, the space marine point of view is the default, and Primarchs are too often just boring. I complained about this when I read the Primarchs anthology, although there are worse offenders. At first, Brooks's Alpharius comes off the same way: distant, impersonal and mundane.

In the first part of the book, which owes a lot to Dan Abnett's Blood Games and Praetorian of Dorn, young Alpharius tests the defenses of the Imperial Palace. It's not bad, but it's also not great. The story picks up when Alpharius is secretly united with his legion and goes crusading. Of course, because they're the Alpha Legion, they can't just be crusading, but have to have a secret sidequest, which leads them to join the Dark Angels in the Rangdan Xenocides and fight the Slaugth.

This second part of the book is much better, and makes the whole thing worth reading. There's good stuff here, including a welcome nod to the gambit roulette nature of the Alpha Legion's cunning plans when unrest they've fomented on a planet threatens to derail their super-secret mission. Also of note is an entirely positive portrait of a same-sex couple with a child, which is a welcome change from the quasi-fascism of some Black Library authors.

I already liked Alpharius and his legion; now I like them more. Alpharius goes on the Do Read list.

Jun 29, 2026

Let's Read the Horus Heresy 38: Konrad Curze

Corpse-grey Tsagualsa turned under the light of a sickly star.

 - The Horus Heresy: Primarchs: Konrad Curze: The Night Haunter, Guy Haley

As I've said before, reading the Horus Heresy books has made me into something of a fan of the Night Lords and their incredibly goth primarch. So when I looked at the list of Primarchs novels, I had to get the Curze one.

Sadly, this was a mistake. Konrad Curze has the dubious distinction of being the only Horus Heresy novel I've read that has nothing of substance to add to the Warhammer canon whatsoever. It takes Aaron Dembski-Bowden's Night Lords trilogy, rehashes the things it said about Curze, and fills in a few bits that weren't explicitly spelled out by Dembski-Bowden, while adding nothing that would matter at all.

This book came out in 2019; the Dembski-Bowden novels were published 2010-12, and the omnibus came out in 2014. So barely five years after the omnibus, Black Library puts out this boring executive summary of what Curze was like in it. Why they did this I cannot conceive.

In general, I feel that a book shouldn't be critiqued for what it isn't. I mean this in the sense that this is the book the author chose to write, and criticism should assess that book, instead of saying they should have written something else. In this case, though, I'm breaking my rule, because of how bad this particular decision by the author is.

As I said, Curze sulking on Tsagualsa (which I keep thinking is Tsathoggua) has already been covered in the Night Lords trilogy. So far, the other Primarchs novels I've read were set before the great events of the Horus Heresy, but not this one. That's what I don't get at all. I mean yes, Curze's backstory as the Crow on planet Cyberpunk Gotham has already been told, but surely not all of it. We've barely had any glimpses into the Eighth Legion before the Heresy, or how Curze shaped them in his image. You'd think this would be significant, because by the time we properly meet Curze in Shadows of Treachery, he's already on the brink of starting his own personal Curze Heresy. So in this case, I do feel a strong sense of disappointment that the Primarchs novel on Curze chose to cover no new ground at all.

So yeah, not worth your time or money.

Jun 22, 2026

Warhammer Renaissance: Let's Paint Chaos Warriors

My main wargaming project right now is building a Warhammer Renaissance Chaos army from what I already own. I've already got some Khorne Daemons, and in Renaissance a Chaos army can be either Chaos Warriors, Beastmen or Daemons, or all three combined. Obviously that's the most fun, but at under 2000 points, it means the army has to be dedicated to only one Chaos god. So it turns out I'm building a Khorne warband.


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My first unit is some Marauder Horsemen. I've previously used the Samurai Rabbits from Eureka Miniatures' excellent Pond Wars range for my Stormbun Eternals and the Loyal Zootopian Lancers. Reading some Usagi Yojimbo gave me an idea, which led me to Warlord's Samurai Horsemen. I was originally going to field them as Rough Riders in 40k, but now they have the perhaps dubious honor of being the first full unit to join my Warhammer Renaissance Chaos warband.


Stillmania compels me to name each unit and provide them with a background, so:

The Moon Dancers

Long ago, in the land of Nippon, six samurai were so consumed by the way of the warrior that they lived only for battle and killing. Their daimyo, sickened by their bloodthirst, banished them from his service, making them rōnin, warriors without a master. As their infamy grew, no-one in Nippon would retain their services. And so the six rōnin headed north into the Chaos Wastes, where they dedicated themselves to Khorne and now ride under his bloody banner.


Six Marauder Horsemen with a standard bearer are worth 138 points.

**

In addition to the horsemen, I also own a whole regiment of twelve Chaos Warriors, assembled and undercoated, who've sat on a shelf for so long that they were covered in a thick layer of dust.


Since our first game will be at 750 points, with a maximum points value per unit of 200, I can't field all twelve of them; ten Chaos Warriors add up to 180 points.


I think it's funny that I painted these specifically for Renaissance, which is basically an Oldhammer project, and I kind of accidentally made this the most grimdark unit I've ever painted. But I wanted them to look like proper fantasy villains, and I think I did.


The Scholars of Brass and Blood

Siegfried Totenbaum, High Professor of the Altdorf Polytechnical College, decided to experiment with an innovative new teaching technique called the group project. His students were divided into groups and told that their grade, and therefore their entire future, now depended on the success of their group project.

The first student death occurred two weeks into the project. Several fatal accidents followed, later escalating into outright murders and open warfare. Soon Totenbaum had been assassinated and the Polytechnical College was engulfed in flames. The only known survivors were a group of students who swore an oath to Khorne, overcame their enemies, and fled through the sewers as the College collapsed above them. They now roam the Chaos Wastes as warriors of the Blood God.

The obscure elven tome Totenbaum got his idea from, known by its Classical title Rota Magna, is believed to have been destroyed in the fire.

**

Now all I need is a character to lead the army. A while ago, Archon Studios made a 28mm He-Man miniature game. I bought it on a whim; I watched the Filmation animated show religiously as a kid. So here I was, thinking that I need a Chaos Hero with something I can plausibly pass off as an Icon of Khorne from the magic item list - and I remembered I also got the Teela expansion.


I think she looks pretty good in Khorne's colors!


Of course we have to give her a name, so:

Thekla von Grauschädel

Born in the lowly hamlet of Grauschädel in Reikland, Thekla was sent to work as a maid for a local wizard. Slaving away in his household, Thekla developed a passionate hatred for her master and all magic-users. One of the older servants taught Thekla to read, and in the wizard's library, she found tomes with rituals for the destruction of magic-users. The wizard was such a brutal master that many of his servants soon joined a cult dedicated to his murder, and with young Thekla's leadership, he was soon dead and his manor burned to the ground. Thekla and the other servants fled into the woods, where she soon became their leader. The cult activities continued, and Thekla eventually drew Khorne's eye and earned his mark.

**

Together with some Bloodletters, I now have a tiny Chaos army for Warhammer Renaissance, and I'm hoping to get to try a game soon!

Jun 15, 2026

Let's Read the Horus Heresy 37: Angron

Jochura woke, if the brief, shivering yield to his exhaustion could be called sleep.

 - The Horus Heresy: Primarchs: Ghost of Nuceria, Ian St. Martin

I've read all of the main series Horus Heresy novels that I'm going to, but before I move on to the Siege of Terra books, I want to read about some of my favorite Primarchs. Now, I did already read one of these, namely Gav Thorpe's Lorgar, and it wasn't good. But what with After Desh'eaFirst Heretic and Betrayer and everything, I really do like Angron and the World Eaters. So I'm reading what Ian St. Martin did with them.

**

First up, I've got Ian St. Martin's short story Ghost of Nuceria. It's a brief look at Angron doing his best Conan the Barbarian on Nuceria, just before the climactic final battle of his ragtag gladiator army with their former overlords. Probably the most important point of the story is that the Emperor is a dick, but then we kind of knew that already.

From there we go on to the Primarchs novel, Angron: Slave of Nuceria. I think a content warning is in order, because the book starts with a slightly grisly surgery scene. It's set after Angron's been reunited with his legion, and they're trying to figure out how to implant copies of Angron's rage implants, the Butcher's Nails, in everyone. Angron has ordered this, but not everyone is very happy about it, especially centurion Mago of the 18th company, who's our main point-of-view character.

About half of the book is Mago, Khârn and the rest of the World Eaters trying to force a recalcitrant planet to return to compliance, while dealing with Angron's erratic and murderous behavior, and debating the wisdom of the Nails. When the legion fails to enforce compliance within Angron's arbitrary timeframe of 31 hours - a day on Nuceria - he goes berserk and starts murdering marines, until the legion's Librarians manage to shut him down. One of the Librarians falls into a coma and starts reliving Angron's memories of his time as a gladiator on Nuceria, which makes up the other half of the story.

Once again, those of us who know the fluff know how this all ends, but it's still a well-written and effective tragedy. Angron is just a really shitty, violent dad to his legion. He humiliates them and kills them when they don't live up to his impossible expectations, and is just generally an asshole to them even though they do their best to be good little legionnaires. The aggression, sulking and unpredictable violence are more than a little familiar to anyone who's survived abuse as a child or by a partner, which does give the story an extra dimension.

Having said that, it's also very easy to understand why Angron behaves the way he does. Not only does he still have the rage implants in his head, but the Emperor snatched him away from his comrades in the middle of their climactic battle, and forced him to take charge of a legion he never wanted. Combine that with Angron's insistence on the World Eaters also being implanted with the Nails, and I'm sorry to say that this instalment of power armor space opera is actually about transgenerational trauma.

In that trauma, Emps is the original shitty dad. The more Horus Heresy I read, the more obvious it becomes that the whole mess is really the story of the Emperor's complete mismanagement of the whole Primarch project. The way he treats Angron is just awful, but it's not like the World Eaters weren't a problem before he showed up. They were already rebelling on their own, and if we recall that Curze and the Night Lords were doing pretty much the same thing, and the senseless humiliation of the Word Bearers and the Thousand Sons, Emps had a pretty good civil war brewing without Horus doing a damn thing.

I've said before that the Horus Heresy is at its best when it's understood as a tragic space opera, and there are few more tragic characters in it than Angron and his legion. If I ever collected Horus Heresy loyalists, I think they'd definitely be World Eaters. Maybe I'll build a 28mm World Eaters Librarian and hope it satisfies this urge.

Anyway, Angron: Slave of Nuceria is a perfectly decent Horus Heresy book, and I'd recommend it to anyone with any interest in the World Eaters.

Jun 8, 2026

Let's Paint Warhammer Renaissance

A while ago, I was introduced to Warhammer Renaissance. Bizarrely living on a Facebook page, it's a fan project to take the 4th-6th edition Warhammer Fantasy Battle rules and make them, well, better. I'm interested in trying it, as I should have some folks to play with, and more to the point, a huge pile of Warhammer Fantasy miniatures from back in the day. If Epic was my first love in wargaming, I did also own the 4th edition Warhammer Fantasy Battle box, but got to play far too little of it. This is as good a time as any to fix that.


**

Making something out of my chaotic collection of Warhammer Fantasy miniatures is very appealing to me, both from the obvious financial standpoint, but also on a deeper level. As long ago as 2019, I read a blog post from a Warhammer hobbyist, written shortly before he passed away. It made me resolve to try to finish modeling projects before starting new ones, so I did: I built some Warhammer 40,000 armies and actually played games with them. I followed that up with a New Year's resolution to not buy any new miniatures in 2024, which I think I mostly kept.

Then in 2025, Legions Imperialis showed up, and I've really enjoyed painting and playing it. I also feel that I've gone about it a lot more responsibly: I have no untouched Legions kits in my collection, and the unpainted stuff all fits in a single Legions Astartes Battle Group box. I'm quite happy about this.

So now it feels like the next logical step in this process is to go back to all the Warhammer Fantasy stuff I've bought over the years, and try to build some workable armies out of that. I'm going to try to do this with an absolute minimum of new purchases. This will make a serious dent in my stash of unpainted miniatures, and that makes me feel quite good.

What's more, we're going to be approaching Warhammer Renaissance through Stillmania. For those of you who have yet to hear the good word, Stillmania is an approach to wargaming named after Games Workshop writer and designer Nigel Stillman. It's basically the antithesis of the current meta-chasing, win-at-all-costs tournament culture.

For me, Stillmania means coming up with heaps of fluff for my army, but especially in my current circumstances, it means that I'm building a Warhammer Renaissance army out of what I have, and playing that army. I'm looking forward to it.

**

At a guess, I could probably build three, if not four, whole Warhammer Renaissance armies from what I already own. The easiest one to get into playable condition has to be Chaos; not just because the models cost a lot of points, but because I have so many of them already. For starters, I bought a Wrath and Rapture box back in the day, so I already have a bunch of Daemons we can get into Renaissance shape.

I started with the Juggernauts I'd painted earlier and once fielded in a game of 40k. I'd given them grey bases to match my 40k minis, but it didn't seem appropriate for fantasy models. So I came up with a sort of hell-themed basing scheme of Vermillion with a German Camo Black Brown drybrush:


I like it.


Yeenoghu got the same treatment, and while I was at it, I also painted the base of my Skull Cannon of Khorne to match, even though it doesn't exist in Renaissance.


I'm still kinda happy with the job I did on it, though, so maybe one day...

**

Wrath and Rapture also came with Bloodletters, and this project finally gave me a reason to paint them.


I never really thought much of Bloodletters, but they're kinda growing on me. Here's a closeup of the flag for pride month:


**

I'm very happy to have this project underway!

Jun 1, 2026

Let's Read the Horus Heresy 36: Titandeath

The spires of the Phalanx formed a cityscape as glorious as any once boasted by Terra’s orbital plates, now all the more impressive for lack of suitable comparators.

 - The Horus Heresy: Titandeath, Guy Haley

As a diehard Adeptus Titanicus player, I'd actually been looking forward to this book. We already got some very good Titan action in Legacies of Betrayal and some glimpses of god-engines in Vengeful Spirit and Tallarn, so it's about time the Titan Legions get a novel of their own.

**

Luckily, Guy Haley doesn't disappoint, and Titandeath is a very competently written and entertaining Horus Heresy story. It follows Legio Solaria, a loyalist Titan Legion whose command crews are all-female, and their battles with the traitors of Legio Vulpa at Beta-Garmon. I liked the characters, and there's a good balance of battle and personal narratives.

Titanicus players take note, there are several named Titan classes that I think have never had models. There's a tiny Titan: "a Rapier class scout, a lighter, swifter machine than even a Warhound", and several medium ones:

The balance of their engines was of middling classes – Reavers, Nightgaunts and Carnivores – but the aggressive manner in which they deployed them made up for the relative paucity of heavier machines.

Lexicanum identifies a Nightgaunt as a sub-type of the Warlord, but it's clearly described as a Titan smaller than a Warlord in Titandeath. We want these in Titanicus and Legions!

I'm also entertained that they're fighting over Nyrcon City, which I invariably read as Nyrok City. I mean I suppose I can see Fulgrim having an Andy McCoy phase. Again, I have to be honest and say that I don't fully understand why the two sides are fighting over this particular star system, but then I rarely do, and real-world wars and battles don't always make sense either.

**

So I liked Titandeath, and shockingly, it's the last main series Horus Heresy novel I'm reading. It's kind of appropriate, too, as Horus and the gang are now ready to start their assault on the Sol system. I think I still want to read a couple of the Primarch novels, and then I'll do some kind of summing up before hitting the Siege of Terra books. It's been a journey.