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 Weapon choice for Scourges and Reavers

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Atreyu
Slave
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Join date : 2015-10-07

PostSubject: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 07:56

Hello,

im pretty new to the DE and have a few questions about the weapon choice for the 2 units.


  • So i need Scourges as second unit for anti tank/ heavy infantery killers (the first unit are my blasterborn). Which weapons would you give them and why?

    ~Haywire Blaster

    ~Blaster

    ~Heatlance

    ~Darklance




  • For Reavers would you prefer Heatlance, Blaster or should i simply take 3 bikes just with splinterrifles?




Greetz, Atreyu

PS: sry for my bad english, im from austria... Very Happy
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CptMetal
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 08:08

Reavers are good without heat Lance or Blaster, too. Makes them cheaper so you can surround a transport to kill the squad inside if you wreck it.
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The Fume Knight
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 08:50

First off. Nice name, I love that band. Very Happy

Personally, I have my scourge with all splinter weapons for infantry, but, if I had to say for anti-tank, which I'm sure they are meant for, Heat Lances would probably be best, melta weapons and I think the strongest in terms of anti tank they can have, I just believe the range is shorter, I also don't have reavers, so I can't critique much in that zone.

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Hellstrom
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 09:05

In my opinion and experience, there is only one choice here and that's Haywire Scourges.  Best Anti-Tank in our codex by a mile.

Reavers are very meta dependant. Useless in mine.
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BlackCadian
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 09:08

Hello and welcome to the city!

Most Kabals tend to equip their Scourges with either Haywire Blasters or Heat Lances, though I'd say Haywire wins out by a small margin due to it's longer range.

Lances and Splinter Cannons suffer from moving your Scourges, something they do well due to their jump packs.

In regards to Reavers these are mostly equipped with just the Cluster Caltrops because generally they will be jinking more often than not.

PS: I know learning a new army can be a lot of information thrown at you, but if you use the search tab above I'm sure there are at least a couple of threads with exactly the same question here which will elaborate on our comments.

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Scrz
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 09:31

If you want them to be BOTH anti tank and heavy infantery killers, I'd go with blasters, since haywire is not very good against heavy infantry. Heat lances are also good but I find them much harder to use properly because of the melta range.

Kit your reavers out to suit your playstyle. If you play on a board with lot of LOS blocking terrain, 3 bikes with a lance or blaster might be able to move, shoot and then jump back in cover to harrass your opponent. Personally I like to give them the cluster caltrops and assault something. A unit of 6 as CptMetal mentions above, is a vital ingredient in our famous slow roasted marine recipe. They tend to become a high priority target afterwards, so it's best to keep them naked.
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Lynkon_Lawg
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 14:16

Look into Cluster Caltrops for your Reavers. While the "shoot and scoot" rule for Reavers is nice, if you save the points and just use the splinter rifles, and treat their shooting as an afterthought, they become a jinking close combat monster. With a native 3+ jink save (due to skilled rider), they only fear ignores cover weapons, and you don't have to worry about snap shooting on our turn. Once you charge, every non-caltop holder gets a Str4 Ap2 Hammer of Wrath attack (auto-hits at I10), and the caltrop holder gets d6 Str6 AP2 Hammer of Wrath attacks. If you take a squad of 6, that's 4 Str4 hits, and 2d6 Str6 hits at Initiative 10.
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Hellstrom
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 14:43

@Lynkon_Lawg wrote:
Look into Cluster Caltrops for your Reavers. While the "shoot and scoot" rule for Reavers is nice, if you save the points and just use the splinter rifles, and treat their shooting as an afterthought, they become a jinking close combat monster. With a native 3+ jink save (due to skilled rider), they only fear ignores cover weapons, and you don't have to worry about snap shooting on our turn. Once you charge, every non-caltop holder gets a Str4 Ap2 Hammer of Wrath attack (auto-hits at I10), and the caltrop holder gets d6 Str6 AP2 Hammer of Wrath attacks. If you take a squad of 6, that's 4 Str4 hits, and 2d6 Str6 hits at Initiative 10.

No they don't. They are Str4 Rending and Str6 Rending, not AP2 hits.
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Lynkon_Lawg
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 15:29

@Hellstrom wrote:
@Lynkon_Lawg wrote:
Look into Cluster Caltrops for your Reavers. While the "shoot and scoot" rule for Reavers is nice, if you save the points and just use the splinter rifles, and treat their shooting as an afterthought, they become a jinking close combat monster. With a native 3+ jink save (due to skilled rider), they only fear ignores cover weapons, and you don't have to worry about snap shooting on our turn. Once you charge, every non-caltop holder gets a Str4 Ap2 Hammer of Wrath attack (auto-hits at I10), and the caltrop holder gets d6 Str6 AP2 Hammer of Wrath attacks. If you take a squad of 6, that's 4 Str4 hits, and 2d6 Str6 hits at Initiative 10.

No they don't.  They are Str4 Rending and Str6 Rending, not AP2 hits.

You're right. My mistake.
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The Red King
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 16:30

I second blasters on scourge. If you just want anti tank then take the haywire blaster but for a dual purpose unit take blasters. The 12" move helps a lot to mitigate the 18" range.

I personally find any guns on reavers a waste. You'll be jinking all the time.

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Hellstrom
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 18:58

Blasterborn on a Nightshielded Raider might be a few more points than Scourges with Blasters, but they are infinitely more survivable. Don't know why you'd bother.
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amorrowlyday
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 20:03

I like scourges in mixed units since it stabalizes their effectiveness across a variety of target platforms. Ime 2 haywire blasters and 2 blasters will pop vehicles marginally less effectively then 4 haywire blasters, but are significantly better against high armour save occupants the following turn should they survive.

So for me I run 2 squads with 2 blasters in each with 2 haywire blasters in 1 and 2 heat lances in the other and send them after different targets. I give each unit a solarite with blast pistols and venom blades and deep strike into extreme close range and pop as many vehicles as I can before losing them. Even at 160 points I haven't had a game where they haven't earned their points back, usually killing over 200.

I also run 3 blaster 2 splinter cannon trueborn squads
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Sky Serpent
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PostSubject: Re: Weapon choice for Scourges and Reavers   Wed Oct 07 2015, 21:11

For the last year I've been running three units of Scourges, two with Haywire and one with Heat lances. The Heat lances I in a suicide manner but I find the Haywire a lot more flexible and in my experience better. I now use just one unit and that has Haywire. I would never use Dark lances or Blasters due to the cost and that I have them elsewhere. Also would never use splinter weaponry too as to me that is what Venoms and Warriors are for.

I also used three Reaver units of 6 which I have reduced down to two. Cluster caltrops are a must! The community is split on whether to give them special weapons but I always go for two Blasters.

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