3.5/5 stars. Rounded Down. The rules are very fine.
Background.
The Sabre is a strike tank. Rather than being a gun line tank of the early great crusade, these tanks represent a new form of warfare seen later on: strike, keep the enemy big guns suppressed, fade, and form up again elsewhere very quickly.
This mode of operation will clearly suit some of the faster legions, and those who favour flexible deployment and rapid repositioning when required.
Strengths.
We get what we pay for roughly here just as we did in second edition. There's a big weapon mounted on the front of a distinctly average tank. Depending on the armament, it can function in a number of different roles on the battlefield, ranging from anti-tank, to anti-infantry, without competing against predators and vindicators for the same force organization slot.
The movement rate is the real strength here though. Able to go 16 inches per turn, you can really out maneuver your opponents with ease.
Weaknesses.
You will need to think carefully about positioning. The armour values are not great (12, 11, and 10) so they are vulnerable if you position them poorly. But the good news is that they have outflank. I should like this tank more than I do as it is very flexible in the right hands and the points cost is very good for what you get - it just doesn't sit well in comparison to other options for many legions though. That, and I would want it in plastic to be honest - not resin.
Builds.
Sabre with Neutron Blaster and multi-melta (115 points).
Anti-tank role.
Sabre with Volkite Saker and havoc launcher (85 points).
Anti-infantry role. The Volkite Culverin can be added as a front hull mounted option to taste.
Sabre with Anvilus Snub Autocannon and 2x Sabre Missiles (90 points).
Monster hunter role.

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