| Reavers - specific to 12 models | |
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+7nexs Tyrant Lord 73 Ispa Rokuro Mushkilla Stolensoul Myrvn 11 posters |
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Myrvn Wych
Posts : 500 Join date : 2012-08-05
| Subject: Reavers - specific to 12 models Sat Feb 14 2015, 23:04 | |
| I own 12 Reavers, six are painted with 2x Cluster Caltrops and magnetized rifles, blasters, or heat lances. Six are not painted and have 2x heat lances. I can cut/magnetize the unpainted ones if I need to, although I don't have their caltrops or blasters (gifted assembled models).
My question: How do I best use these models? I have typically been running a single squad of six to try and take Maelstrom objectives and charge light units or vehicles. My typical load out has switched to just the Caltrops. The unit dies every game and really isn't overly effective. They are targeted early, and while that relieves fire on other units, they don't seem to be that strong. Am I just expecting too much because of how awesome they were in the 5th codex? I'm used to being a mid grade general, but the performance of this particular unit is driving me nuts. Perhaps I need to keep them in reserve to minimize initial targeting?
My available models are typically raider heavy with Wyches,incubi, and kabalite. I minimize use of Coven, although I just finished building a squad of Exodite Knights for grotesques. A squad of five with a character to deep strike them in as a disposable distraction. My lists are generally mixed assault/shooting and focus on speed and playing the objective game.
Any help is appreciated. Thanks. | |
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Stolensoul Slave
Posts : 18 Join date : 2015-01-15
| Subject: Re: Reavers - specific to 12 models Sun Feb 15 2015, 02:10 | |
| Basicly I'd say Reavers are good in groups of 3 Reavers for tiring up some ranged squads or eating overwatch with 3+jink before your another unit of wyches or incubi assaults same target. And I would probably only use Cluster Caltrops upgrade. Also I believe there is a very solid field of opportunities presented in The Pragmatic Realspace Raider section of TDC. | |
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Myrvn Wych
Posts : 500 Join date : 2012-08-05
| Subject: Re: Reavers - specific to 12 models Sun Feb 15 2015, 02:38 | |
| Most of Mush's seem to have more than three. I haven't tinkered with squads of three maybe I'll try that. I don't have any fighters, so my fast attack usually is low on counts... | |
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Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Reavers - specific to 12 models Sun Feb 15 2015, 10:15 | |
| - Myrvn wrote:
- Most of Mush's seem to have more than three. I haven't tinkered with squads of three maybe I'll try that. I don't have any fighters, so my fast attack usually is low on counts...
That was back in the days of 6th, when feel no pain and bladvanes worked differently. I tend to run them in squads of 3 now, with caltrops (as long as have enough fast attack slots). If I don't have the slots I run them in squads of 6 with caltrops and sometimes a champion with power sword. The shooting options are interesting, but most of the time you will be jinking, I would only consider them in a multiple small units army with lots of threat saturation where your opponent won't be able to make them all jink at the same time. If I had to go for a shooting option it would probably be blasters as they work best with jump shoot jump (and avoiding rapid fire range). Hope that helps. | |
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Rokuro Wych
Posts : 619 Join date : 2014-11-25
| Subject: Re: Reavers - specific to 12 models Sun Feb 15 2015, 10:22 | |
| I have only 3 Reavers so far: A champion with Cluster Caltrops and a Heat Lance, to shoot some vehicles in the rear by chance, and two with just Splinter Rifles. Since it's a small squad, I actually use them as tank hunters more than against infantry. But I'm planing on expanding them.
In a 12 man squad, I would take Blasters over Heat Lances. Four shots from those are just as likely to destroy a vehicle at twice the range. | |
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Ispa Hellion
Posts : 89 Join date : 2014-07-31
| Subject: Re: Reavers - specific to 12 models Sun Feb 15 2015, 22:54 | |
| i just picked up 20 reavers to go along with the six i already have. so i am actually looking at doing a biker list for some funzies.
so far groups of 3 with CC are excellent maelstrom objective grabbers. (need about 3 groups to be effective though) however i prefer to run 1-2 groups of 6 with CCthat way they can do some good hit and run moves on the weaker enemies objective campers | |
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Tyrant Lord 73 Hellion
Posts : 60 Join date : 2013-03-06 Location : Edinburgh
| Subject: Re: Reavers - specific to 12 models Mon Feb 16 2015, 00:34 | |
| My last few games I've run 2 units of 6 with just caltrops at 1500 points and for 126 points per unit they're absolutely invaluable. | |
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nexs Wych
Posts : 766 Join date : 2014-12-28
| Subject: Re: Reavers - specific to 12 models Mon Feb 16 2015, 00:52 | |
| I ran a unit of 5 recently. I like the ability to take objectives across the table. I took 5 for 2 reasons: 1. Because we were playing a big game and i don't have enough models, so i have to make units expensive. And 2. People know they're objective takers, and so tend to shoot at them lots.
I like them in reserve. | |
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Cerve Hekatrix
Posts : 1272 Join date : 2014-10-05 Location : Ferrara - Emiglia Romagna
| Subject: Re: Reavers - specific to 12 models Mon Feb 16 2015, 08:43 | |
| Officially, 3 or 6 per unit is the right way to play Reavers... ...but I can't!! I have tried, but they simply die too fast, neither taked an objective, and if I'm looking for reserves stuff, I choice other things like WWP or Razorwings. And in an army that moves up 30", I don't really need some objective keeper. So, when I run this guys, I run with style B-) NEVER goes down 9+ in a single unit. Always mas Caltrops. 12 of them with Caltrops and Champion are amazing! I know, repeat, 3× 6x are The Choice, but I always make mistakes that push me to choice 9+. Yes, they are weak vs much fire (so enemy units never goes in overkill), but in 9 model units, at real, they are 3: caltrops-caltrops-champion caltrops. And 6 ablative wounds (In 12 same thing, 4 value models). Small units lose quality in CC, and if I run Reavers, is for HW 3-4D6 S6 rendering.Nothing else (no need objective token with DE). my 2 cents | |
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Myrvn Wych
Posts : 500 Join date : 2012-08-05
| Subject: Re: Reavers - specific to 12 models Mon Feb 16 2015, 18:05 | |
| Thanks all for feedback. From what I've read, it sounds like units of 3,6, 9, or 12 are used. I somehow feel like I'm just attempting to do the wrong things with these guys. I'll try a list with 3x3 and see how that fairs. Then try a large squad of 9-12. My experience with 6 has been sub par. Thanks all! | |
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clever handle Kabalite Warrior
Posts : 122 Join date : 2013-07-10 Location : Right behind you
| Subject: Re: Reavers - specific to 12 models Tue Feb 17 2015, 23:55 | |
| Just remember that even with a 3+ jink save, they're effectively space marines when it comes to getting shot. They don't like it much.... Don't play too aggressively unless you're prepared to lose the unit. Remember that with skilled riders you can freely move through area terrain without batting an eye - use this to turbo-boost into positions where you're completely obscured by BLOS terrain, then jump out the next turn once you're close enough to make use of shooting weapons / charges.
Also remember you can jink against overwatch. Reavers were my all-stars in 5th & 6th edition, they're still in tough competition with a dark artisan formation for that role in 7th... but point for point I can bring what... 12 reavers with caltrops and champions for the cost of a dark artisan. | |
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Ispa Hellion
Posts : 89 Join date : 2014-07-31
| Subject: Re: Reavers - specific to 12 models Wed Feb 18 2015, 04:25 | |
| - clever handle wrote:
Also remember you can jink against overwatch. Really? | |
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The_Burning_Eye Trueborn
Posts : 2501 Join date : 2012-01-16 Location : Rutland - UK
| Subject: Re: Reavers - specific to 12 models Wed Feb 18 2015, 16:58 | |
| @Myrvn - I can sympathise with you - I've had lots of issues using reavers and just getting them totalled early before they ever achieved anything. I've gone back to them in my last few games though, and they've been really successful without being targeted, and I think that is for two reasons. 1. I've made a conscious effort to slow them down to the speed of the rest of my army. Being able to practically cross the table on turn 1 is fine, but that means all your opponent's short ranged units only have 1 target. Since I've been keeping them back as a hammer to crunch units once my lances have broken the game up, they've done excellently for me. 2. I bring other nasty threats. My normal opponents have learned to fear my Ravagers, Grotesques, Gunboats, Scourges etc and so they are concerned with taking them down and can't afford to concentrate on my reavers. They've actually survived all my last three games (well, two of the three technically but in the other they were my last ground unit to die). The cluster caltrops are great for putting the hurt on all sorts of things, I sometimes talk them up with respect to taking down vehicles but that's more for show than anything else, I've got enough AT in my list. What it does mean though is my opponents look for them to keep their vehicles away and the result of that is that they end up putting infantry units in their path, about which I'm far happier! | |
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Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Reavers - specific to 12 models Wed Feb 18 2015, 22:20 | |
| The only time I run them in 12 is if I plan on running them in reserve and going second. That way they either all come in at the same time, or none at all. Going second means they have 5+FNP by the time your opponent can shoot them (they come on your turn 2, and he can shoot them his turn 3). As pointed out you also have more ablative wounds for your cluster caltrops and the champion becomes worth taking. On the other hand you are unlikely to get all your reavers into base contact to benefit from bladevanes. However, the large squad size means they are no longer expendable, and can't be used for all those little tricks (blocking, screening, contesting, scoring, mysterious objective identification). As always it's a traid off, depends what you want to use them for. | |
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Myrvn Wych
Posts : 500 Join date : 2012-08-05
| Subject: Re: Reavers - specific to 12 models Fri Feb 20 2015, 07:16 | |
| I have a feeling I may need to reassess what I want them to do and then try to match the models. I wish I could get more games in to practice :-/ thanks guys. | |
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Septimus Kabalite Warrior
Posts : 120 Join date : 2012-10-06 Location : Odense
| Subject: Re: Reavers - specific to 12 models Fri Feb 20 2015, 09:51 | |
| - Ispa wrote:
- clever handle wrote:
Also remember you can jink against overwatch. Really? Yes. You can choose to jink at any time your unit is selected as a target. It does not say shooting phase - only "selected as a target", even though your unit is often "preselected" as your opponent can't choose any other targets than those charging, you can still choose to jink. | |
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