Saturday, December 20, 2025

Horus Heresy 3e Review: Night Raptor Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. This is a standard marine unit that can be very powerful, but you have to line them up appropriately.  

Background.
A breed apart, forged together by the simple fact that they all have similar ... proclivities. Soar above the battle field. Circle around. Look for prey. Then be really unsubtle about it all. 

Strengths. 
Essentially the Night Raptors are assault squads with built in Fear (1), Impact (I) alongside an impressive Vanguard (4). They get an extra pip in WS as well which makes them valuable. Two wounds rounds out a good value proposition. 

The WS=5 calls for a more combat orientated unit. However, with the legacies rules, you can also add on special weapons. And in third edition, I strongly recommend the flamer to cause panic and thereby trigger the Night Lords rules before you charge in. 

Of course, you can still have melta guns and others to make your squad more specialist, but I really see the flamer as the go to option. Twin lightning claws are also a realistic option here too as are chain glaives and chain blades. 

Weaknesses. 
They are still 3+ save space marines with a leadership value of 8. You need to position them well and get the charge in if you are combat orientated. 

Builds.
5 Night Raptors, 1 Flamer, 5 Chain glaives  (180 points).
A baseline build. Use the flamer to cause panic. Then charge in and finish them off. Expensive points wise, but worth it if you can position them well. 

10 Night Raptors, 8 Twin Lightning Claws, 2 Flamers (365 points).
Burn, rip, shred.

10 Night Raptors, 2 Melta Guns, 2 Chain Glaives, 2 Power Weapons (335 points).
Mixed Threats and will do well.

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