| reavers in cc | |
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Thorimo Slave
Posts : 1 Join date : 2017-11-18
| Subject: reavers in cc Sun Nov 19 2017, 22:11 | |
| a big hi to all,
in advance my apologies for my nob question, just started to play and it is a lot of info/tactics and stuff to let sink in, but i cannot figure it out
when my reavers are in cc, how many attacks are there? the statline says 2 Do the riders have an attack not counted in the statline? if not how about a champion with a powersword?
thanks to those who read and or answer my question | |
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Barrywise Wych
Posts : 621 Join date : 2012-11-14 Location : Illinois
| Subject: Re: reavers in cc Mon Nov 20 2017, 04:43 | |
| Hello!
Do not be worried about being confused by the rules, many others were just as confused as you with trying to figure out the final point value of each model and however they equipped it. (Each model has a base cost, changed by whatever weapons it takes, btw)
In your case, the statline says 2, so each reaver model is able to make 2 attacks in close combat, the arena champion can make 3. First you must choose what weapon each model attacks with though. For Wyches, although they have 1 attack base, they actually get 2 attacks overall because their close combat weapon gives them a +1 attack. Also, because they are equipped with pistols, they can shoot those at enemies within 1" of them even while locked in close combat.
So yes, each reaver gets 2 attacks, normally hits on a 3+ and then you have to consult the wounding table for if the attacks wounds or not. Base strength 3, against a space marine's toughness 4. 3 is less than 4, but not half. so Reavers wound space marines on a 5+. And then your opponent gets to roll an armor save. Assuming you don't have any modifiers and its just basic weapons, your opponent would get a 3+ armor save.
So yes 2 attacks per model 3+ base to hit 5+ against Toughness 4, 4+ against Toughness 3. 3+ armor save
Hope this helps! | |
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Mppqlmd Incubi
Posts : 1844 Join date : 2017-07-05
| Subject: Re: reavers in cc Mon Nov 20 2017, 06:00 | |
| Here's a little correction : reavers don't use their stock profile strength, since their weapon has a standard S4. It also has a AP-1.
So they hit SM on 3+ (2+ from turn 3 and on), wound on 4+, and 4+ armor save.
They indeed have 2 attacks stock (3 for champion), but can receive a drug to gain +1 A (or +1 T, +2 mvt, etc.). The only useless drug for them is the +1 S, since boosting their profile is irrelevant : they'll use their S4 AP-1 weapon, which nullifies their profile's strength attribute. | |
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masamune Sybarite
Posts : 445 Join date : 2017-06-22 Location : Paris
| Subject: Re: reavers in cc Mon Nov 20 2017, 07:27 | |
| Also, they come stock with both rifles AND pistols, and can fire pistols while in melee. This hit on 3+ (BS doesn't change with Pwer From Pain) and always wound on a 4+ (poisonned). Also don't forget to use the grav talons or (.. i can't remember) to add a couple of Mortal wounds while charging or when (you or the enemy, can't remember) falling back. Cheers | |
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Mppqlmd Incubi
Posts : 1844 Join date : 2017-07-05
| Subject: Re: reavers in cc Mon Nov 20 2017, 13:01 | |
| - masamune wrote:
Also don't forget to use the grav talons or (.. i can't remember) to add a couple of Mortal wounds while charging or when (you or the enemy, can't remember) falling back.
Cheers It's called cluster caltrops, and it procs when the reavers fall back (logically, and grammatically). It is however completly worthless and there is little reason to not take the grav talons. | |
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Barrywise Wych
Posts : 621 Join date : 2012-11-14 Location : Illinois
| Subject: Re: reavers in cc Mon Nov 20 2017, 15:43 | |
| Ah thank you wonderful people! I was in a tired state and wasn't recalling everything properly.
Also the lore for how the grav talons work is much cooler than futuristic metal caltrops.
"The grav-talon is an adaptation of the traditional Reaver jetbike bladevanes. As well as slicing its way through foes unlucky enough to feel its bite, a grav-talon can discharge a localised pressure wave. This smashes the enemy flat with a dull boom, forcing them to abase themselves and leaving them at the mercy of their predatory foes."
Imagine getting punched in the face so hard that you literally pancake into the ground. Except the fist is a Reaver. | |
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Mppqlmd Incubi
Posts : 1844 Join date : 2017-07-05
| Subject: Re: reavers in cc Mon Nov 20 2017, 16:23 | |
| I've always found the cluster caltrops to be the most fascinating weapon of the lot.
They are basically parachuted land-mines that form a huge chain explosion when one of them is detonated.
Land mines are already terrifying. But being bombarded with land mines that great chain reactions is reaaaaally not something i'd like to thing about too much...
Honestly, they should be something like : "When the reavers fall back, select any enemy unit they were engaged with. On a roll of 4+, it suffers a mortal wound. If it does, repeat the operation until a result lower than 4 is rolled". That would capture the spirit of Cluster Caltrops... | |
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Barrywise Wych
Posts : 621 Join date : 2012-11-14 Location : Illinois
| Subject: Re: reavers in cc Mon Nov 20 2017, 20:28 | |
| Wait they explode? Oh I didn't realize that! heheh, DE weapons are the coolest.
yeah, that would be a cool way to do chain explosions, especially with the 1 die reroll stratagem. Similar to the Ossefactor ya? It would also be cool to place d6 mine tokens on the field or something. Although that's stretching the boundaries of rules. | |
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Mppqlmd Incubi
Posts : 1844 Join date : 2017-07-05
| Subject: Re: reavers in cc Mon Nov 20 2017, 20:44 | |
| - Quote :
- Similar to the Ossefactor ya?
The Ossefactor (with the interpretation of the rule i currently stand for, aka unlimited potential mortal wounds) is the coolest weapon in the game. Not the strongest, but definitly the most fun. So i'd love the Caltrops to be anything like it ! | |
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