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 Reavers No options Best option?

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Lord Asvaldir
TheBaconPope
amishprn86
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amishprn86
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PostSubject: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 18:44

So looking over everything trying to digest it as much as i can lol.

A 3 man unit of Reavers is now 57pts, thats it.

Reavers can turn 1 charge, couple small 3 man units could potentially tie up 2-4 units, for 114pts that seems worth it, even just 1 unit of 3 for the cost of a Succubus seems like a must take in every list.

What you think?
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TheBaconPope
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 18:50

I'm planning on running four squads of three in my games with Blasters. Gives some additional anti-tank, and stock they're going to make some excellent shock troops. Given they have a 26" Move and Charge with Red Grief, I'm going to see how well I can lock up some back line artillery.

I'm not holding any delusions that they're going to do well offensively, but I can see them as eliminating critical firepower first turn with their charges
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amishprn86
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 18:53

TheBaconPope wrote:
I'm planning on running four squads of three in my games with Blasters. Gives some additional anti-tank, and stock they're going to make some excellent shock troops. Given they have a 26" Move and Charge with Red Grief, I'm going to see how well I can lock up some back line artillery.

I'm not holding any delusions that they're going to do well offensively, but I can see them as eliminating critical firepower first turn with their charges


My idea is to not even give them items, make them so cheap if someone shoots them its a waste, but if they dont it messes them up badly due to can't fallback and shoot
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Lord Asvaldir
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 19:01

I think this is a solid idea. I've been using razorwing flocks as my tie things up unit, but reavers will do it so much better now that they can move so much faster and aren't stupidly overpriced. I think a blaster still might be worth it because more blasters the better, but bare bones might not be bad either. Only reason I'd want to take a bigger unit is so I can give them all a good combat drug and make use of the fly over mortal wounds stratagem.
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amishprn86
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 19:07

Lord Asvaldir wrote:
I think this is a solid idea. I've been using razorwing flocks as my tie things up unit, but reavers will do it so much better now that they can move so much faster and aren't stupidly overpriced. I think a blaster still might be worth it because more blasters the better, but bare bones might not be bad either. Only reason I'd want to take a bigger unit is so I can give them all a good combat drug and make use of the fly over mortal wounds stratagem.

If you are taking a bigger unit and doing stratagems ont hem, then i completely agree, spice them up a little bit.
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TheBaconPope
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 19:11

Remember! Reavers aren't infantry, so they can big down a Titan if they can surround it
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PFI
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSat Mar 31 2018, 19:21

Blaster changes just made darklight spam even more of a build for dark eldar. Now with cheap poison in the form of deepstriking warriors blobs
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Cerve
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSun Apr 01 2018, 02:08

I like the idea, and I like the idea to buy a Blaster too. Both are viable and good choices!
For the sake of the stratagem (mortals flying over units) I was thinking about 20 Hellions +1S "no" morale check (the first obsession, can't remember the name). Reavers goes first, with some Deepstriking as support. Hellions goes as second wave. In the first turn they will not be able to engage some one (maybe?) but they will be in range of shooting. I'll try to get enough alpha strike to draw enemy attenctions away from Hellions. They will not check morale thanks for the obsession and I like the idea to roll 20 dices with the stratagem when I'll fly over someone.
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lessthanjeff
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSun Apr 01 2018, 13:13

I would probably recommend more than just 3 for units.  If you surround a model (which usually takes 3 models) you can stop the unit from falling back.  You don't want to be at the whim of not being able to lose a single model from overwatch and fighting back.  I'm planning on doing units of 6 because it's still a very reasonable cost for what it does.  I expect I'll be taking 2 blasters too though because they're a very fast unit that can fly over enemy lines and get surprise snipes on characters while still charging other things.
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Burnage
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSun Apr 01 2018, 22:22

lessthanjeff wrote:
I would probably recommend more than just 3 for units.  If you surround a model (which usually takes 3 models) you can stop the unit from falling back.  You don't want to be at the whim of not being able to lose a single model from overwatch and fighting back.  I'm planning on doing units of 6 because it's still a very reasonable cost for what it does.  I expect I'll be taking 2 blasters too though because they're a very fast unit that can fly over enemy lines and get surprise snipes on characters while still charging other things.

It depends what you're using them for, I think. A squad of 3 will still be fantastic at objective grabbing given how far they can move.
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Lord Asvaldir
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PostSubject: Re: Reavers No options Best option?   Reavers No options Best option? I_icon_minitimeSun Apr 01 2018, 23:38

I mean a lot of our units have the the speed to hold onto objectives effectively, I think 3 man units would be best used as pure hold up units to tie up good shooting units in cc.
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