One of the specialist units available to the Sons of Horus, the Reavers grew out of the Cthonia gang warfare and more than despoiler squads or assault squads are the essence of the Sons of Horus' way of warfare: rapid attack and merciless slaughter of their opposition.
Their boons are outflank coupled with precision shots from all squad members (not just the sergeant -- or chieftain as he's called here). But the upgrades can also make a difference. Given that every shot is a precision one, bane strike ammunition is very tempting for this squad to make sure it is going to be taking out power armour equivalents reasonably regularly.
Unlike regular squads, a reaver one can take a drop pod or a rhino as it pleases (so long as they're not wearing jump packs - which they can as well). In short, I feel there are multiple ways one can build this squad depending on what one wishes to see it do.
Here are a few examples.
Reaver Attack Squad, 15 members, all with bane strike shells, 4 powerfists, chieftain with artificer armour, entire squad with jump packs (480 points)
Excessive certainly, but able to tackle most things in the game. The jump packs enable the player to get the charge in (we hope) on the opposition after decimating them with bane strike and precise shots, and coupled with the Sons of Horus special rules, should be bringing down enemy squads with regularity.
Reaver Attack Squad, 5 members, 5 combi-meltas with bane strike shells, chieftain with artificer armour (195 points)
This is a squad to outflank and take down some back-field tanks, and then use their precision shots to take care of some squad sergeants and then to force leadership checks.
Reaver Attack Squad, 10 members, 2 flamers, 5 power axes (280 points)
Take these guys in a drop pod. On landing, flame the local area, and then subsequently look to charge in with the power axes to take care of anything up to and including terminators.
Their boons are outflank coupled with precision shots from all squad members (not just the sergeant -- or chieftain as he's called here). But the upgrades can also make a difference. Given that every shot is a precision one, bane strike ammunition is very tempting for this squad to make sure it is going to be taking out power armour equivalents reasonably regularly.
Unlike regular squads, a reaver one can take a drop pod or a rhino as it pleases (so long as they're not wearing jump packs - which they can as well). In short, I feel there are multiple ways one can build this squad depending on what one wishes to see it do.
Here are a few examples.
Reaver Attack Squad, 15 members, all with bane strike shells, 4 powerfists, chieftain with artificer armour, entire squad with jump packs (480 points)
Excessive certainly, but able to tackle most things in the game. The jump packs enable the player to get the charge in (we hope) on the opposition after decimating them with bane strike and precise shots, and coupled with the Sons of Horus special rules, should be bringing down enemy squads with regularity.
Reaver Attack Squad, 5 members, 5 combi-meltas with bane strike shells, chieftain with artificer armour (195 points)
This is a squad to outflank and take down some back-field tanks, and then use their precision shots to take care of some squad sergeants and then to force leadership checks.
Reaver Attack Squad, 10 members, 2 flamers, 5 power axes (280 points)
Take these guys in a drop pod. On landing, flame the local area, and then subsequently look to charge in with the power axes to take care of anything up to and including terminators.
reavers cant have 5 power axes. they get chain axes for a point but not power axes.
ReplyDeleteReavers (any model) can replace chainswords or combat blades with chain axes, power weapons, or power fists. Therefore, they can have power axes. (source: Massacre, page 210). Not sure if this got altered in other publications (i.e. the Isstvan army books)?
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