Wednesday, October 22, 2025

Horus Heresy 3e Review: Despoiler Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A good option for more melee orientated army lists. 

Background.
In many ways the despoiler squad is the close combat version of the tactical squad. The bolt gun is replaced with a bolt pistol and a chain sword and therefore they are armed and ready to get up close and personal. Their core job is to engage the enemy head on and clear a path. 

Strengths. 
As with tactical squads, despoiler squads get Line (2) for free. This is excellent and hopefully will encourage players to be aggressive with these squads. 

Beyond that, these are space marines with a standard set of 4's across the board and an extra pip of leadership for the squad sergeant. 

There is some customization available here. These are in the category of "for every 5 models" and you can lean with pistols or melee weapons alike (or both!). 

What is not possible to ignore here is the need for both a vexilla (to help combat resolution) and the nuncio vox (to remove conditions). These are both in the essential upgrade category for me now. 

Weaknesses. 
There is no longer any "Spite of the Legion" or equivalent rule in third edition for despoiler squads. But they do have Line (2) which is good enough for their purpose. 

As with the tactical squad, the 3+ save is a concern, as are the (very) average advanced characteristics. You will also need a transport solution for 10 man squads in all probability. 

Again thought, for the point value (10 points per marine) you cannot particularly go too wrong here. Also remember that Prime slots exist (and if you have a Primarch, despoiler squads often contribute to unlocking more Primes when you have 4 or more of these or other core troop units in place for the Primarch). Take a rhino or some kind of transport and you are sorted. 

Builds.
10 Marines, Sergeant with Thunder Hammer, Vexilla, Nuncio Vox (135 points). 
The basic build. Take a power fist if you want instead of the thunder hammer. Twin lightning claws are also recommended for the swifter (initiative) armies out there. 

20 Marines, 4 Power Weapons, 4 Plasma Pistols, Sergeant with Power Fist and Plasma Pistol, Vexilla, Nuncio Vox (300 points).
The fully kitted out despoiler squad raining down plasma death (5 pistols worth) and having 4 buried power weapons and a power fist. This is a strong build for a good points cost, even accepting a saving throw of 3+. I can also recommend the volkite option here (5 volkite serpentas can be good!). 

10 Marines, Vexilla, Nuncio Vox, Sergeant with distinegrator pistol and power fist and melta bombs (150 points).
Something a bit different here with the disintegrator and melta bombs, but this build is heavily reliant on the sergeant getting into the thick of it and considering the rest of the squad ablative. 

10 Marines, Vexilla, Nuncio Vox, 2 Heavy Chainswords, 2 Hand Flamers, Sergeant with Twin Lightning Claws (150 points).
An objective camper. The flamers are a deterrant. The chainswords do better strength attacks here and allow the sergeant to go with lightning claws, knowing something hard hitting is reaching their opponents. Take a rhino for transportation. 


2 comments:

Banebrade said...

I am running the 20 man volkite version with power mauls and fist. (ty for your 2nd edition suggestion for this unit.) Would you bring a command unit to attach to this big block and if so which one?

jabberjabber said...

I am honoured that you took my second edition suggestion!

The volkite heavy option certainly works for third edition as well. Power mauls are great too - I'm a fan!

As for which command unit, I'd favour centurions, occasionally a champion (but they'd be better with more elite or veteran units arguably, unless you think of the rest of the despoiler squad as ablative wounds), Master of Signals for the command vox relay, possibly a Herald, and for laughs a traitor Esoterist where appropriate! I really like the idea of having daemons summoned in front of a bunch of traitors armed like despoiler squads. From Legacies, I would be tempted by the Warmonger to deep strike them in (but there are better choices for the Warmonger to be clear).

Finally, don't forget the Prime bonuses! This could be valuable for a despoiler squad!

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