Monday, March 9, 2026

Horus Heresy 3e Review: Sons of Horus Reaver Aggressor Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are quite good considering the jump packs. Much like their on-foot analogues, their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad mixed with assault squads, with Horus' name and the Cthonian ganger background writ large across it. The Reavers 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 and specialize in hit and run tactics designed to decapitate the enemy. 

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. 

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, 3 Power Weapons, 2 Thunder Hammers, Sergeant with Lightning Claws (370 points).
A go-to build, but quite expensive points wise. Given WS=5, I think this is a squad that should be focused on melee. Sure, you can go melta-cide if you wanted, but I still like this one. 

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