3.5/5 stars. Rounded up. They are okay overall and their flexible builds mean you can have access to lots of deployment options.
Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin. They are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins.
Strengths.
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each.
The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot.
The "Aggressor" variant from the Legacies update allows them to take jump packs for a modest points increase which comes recommended. Indeed, all the builds below are quite viable in this configuration as well.
Weaknesses.
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units.
Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.
10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (310 points).
Take the nuncio vox and vexilla to taste. Take as an aggressor unit?

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