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CptMetal
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PostSubject: Reaver equipment   Tue Jan 17 2017, 15:12

With the new gangs of Commorragh box game, many of us will get more Reavers. Now the question for all of us:
When you take a boat load of 3 squad units, do you take a Blaster or a heat Lance or nothing? (no questions about the caltrops)

What about 6 dude squads?
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aurynn
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 15:15

Heatlance always for me. Firing within 9'' and hop behind cover 2d6 is priceless. It kills armour like there is no tomorrow. But then again I do not spam them or anything else so they have their role set. With Lawrence-style lists I think Blaster is better.

Rarely I take nothing, making them purely CC unit.

Due to my experience I think I will start buying them a champion for LD9.
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Count Adhemar
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 15:20

I usually spam 6 units of 3 and in that case it's caltrops only. I'll generally jink for that 3+ save so my shooting is rather limited and I don't feel I can waste points on guns.

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BizarreShowbiz
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 16:21

I used heat lances with great results, but only if I have points to spare.

6 man units are not worth it IMO. Bigger footprint means harder to hide, and the things that are good at killing reavers will kill 6 with the same ease as 3. MSU is the way to go.

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FoxCDN
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 18:55

I usually run 4 units of 3, with caltrops and heat lances. I've been thinking about dropping the heat lances but I kinda like them because they draw a little more fire they can tank at times allowing other units a little breathing room.

Personally I need more practice to see the results of the understandable support behind the unit. Smile

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aurynn
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 19:06

I personally do not like units of 3 as they have a roughly 28% chance to turn tail and run whenever a single model is killed and buying champ for them is not worth it. As for footprint - if the enemy shoots the bikes, you either have a lot of them or they are the biggest threat to him. The good scenario is that he spends his shooting on your 3+ jinking models while you squishier models are about to deliver major pain to him. He will allways shoot something. If the Reavers are just one threat among many, then all is good.

I came to remember Mushkilla's Buzzards... 9 Reavers in an unit. Deffo something I will try out...
Corpsethief, CAD or RSR with 2 minimal troops, 2 medusae for HQ and trolling and as many 9-bikes units as I can fit in.
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amorrowlyday
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 19:57

Champ is absolutely worth it since there is no prohibition on them being the one to carry the cluster caltrop. No other weapons on them of course. d6 S6 rending HoW attacks into a challenge? Plz and thank you.

I'm also partial to the heatlance as the squadmember upgrade.

I like 3, 6, 9, and 10 body squads. Don't see much value in full 12's. Only benefit for a 10 is that because the squad price is an even number in sets of 5, 10 is the only option that has pts divisible by 5 and is 1 over the unit number for upgrades rather than 1 under.
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aurynn
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 20:13

I know. This champs upgrades thing is actually bugging me with almost every unit of ours. However most tourneys here see it as cheesing and prohibit it. :-(

Regarding the points cost - its sooo annoing comming up with a list being 1 pt over the limit just because the reaver squad cots 146pts with Heat Lances! bad, bad design...
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Archon Vitcus
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 20:20

My loadouts vary from list to list, some will have blasters on the reavers as well as claptrops, other lists is just claptrops. Usually run in 3 man squads.
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aurynn
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 20:22

Oh BTW...


I believe a precedent has been set. The wording with Reavers is different though.
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Painjunky
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 20:22

You don't have to take guns on reavers but when i do i usually go with the blaster. Multiple units of 3-6.

Reavers have the cheapest blasters in the book (for some reason) and i find them more tactical than heat-lances.
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Count Adhemar
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 22:27

aurynn wrote:
Oh BTW...


I believe a precedent has been set. The wording with Reavers is different though.

Wording is different. Reavers allows any model to take caltrops. Only Reavers can take blasters or heat lances though.

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BizarreShowbiz
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PostSubject: Re: Reaver equipment   Tue Jan 17 2017, 23:24

Oh I didnt know this! wow! so for 10p you get ld9, LoS for the CC and some dueling potential? thats actually a pretty good deal. Ill have to look into it.

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BetrayTheWorld
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 00:11

aurynn wrote:

I believe a precedent has been set. The wording with Reavers is different though.

I don't think this sets a precedent, otherwise dark reapers wouldn't be able to take the basic weapon with starshot missiles on the exarch.

Their "rules team" is inept, and is obviously not the same as people who write the codices, as shown by the FAQ errors in excess of the typical codex errors.

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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 06:22

I face a lot of mech/super Heavies so first me it's the Heat Lance.... that increased chance of scoring an Explodes result is always handy

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Imateria
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 14:59

I never take guns on my Reavers, they jink too often to get any real use out of them.
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Von Snabel
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:05

On the subject of useage of Reavers, more specificly H&R. Are you allowed to H&R against a vehicle?
According to the rules one is not locked in combat "Enemy models that are in base contact with a vehicle (not including Walkers or Chariots) are not locked in combat" and thus shouldn't be able to H&R. But it feel weird, narrativly, to not being able to do such. Like "We can't run away since the vehicle didn't hit us back".

How do you guys play it ?
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BizarreShowbiz
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:08

You cant hit and run if you arent locked in combat. Since you arent locked in combat with a vehicle that doesnt have WS, you cant hit and run.

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Count Adhemar
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:10

It's strange but RAW you can't H&R against vehicles. You can still use your thrust move though I believe.

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Von Snabel
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:13

Oh, I didn't even think about that.
But then wouldn't that be weird ? Can you Thrust after you've destroyed another unit ? Since it would be the same
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Count Adhemar
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:17

Unless there's a FAQ to the contrary I don't see why not. The rule says:

Quote :
If they do not Turboboost, Eldar Jetbikes may move up to 2D6" in the Assault phase, even if they have shot in the preceding Shooting phase or arrived by Deep Strike that turn. When Eldar Jetbikes move in the Assault phase and do not charge, they treat difficult terrain in the same way as they do in the Movement phase.

To me, that reads that you can do this as long as you haven't turboboosted. The sentence about "and do not charge" certainly implies that they can do this in addition to charging.

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Von Snabel
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:20

I can't find any FAQ on Bikes/Jetbikes or anything relevant in the DE/CWE FAQ so yeah, I think you're right. Thanks mate!


Last edited by Von Snabel on Wed Jan 18 2017, 16:22; edited 1 time in total
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Von Snabel
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:22

Nevermind, I just can't read.
In the Eldar FAQ page one they say
"They can either move 2D6" or declare charge".
My bad
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Count Adhemar
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 16:24

Bugger

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aurynn
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PostSubject: Re: Reaver equipment   Wed Jan 18 2017, 17:54

Isnt that technically an Eldar FAQ? :-) Not Dark Eldar... If a ruling on FB about another army does not apply to us, why should FAQ?

On the other hand, I am not going to argue the quality of the people making these rulings, but I know people who simply use them as valid rulings despite their "quality". I believe you either have to take all or none... FAQs are very similar in "quality" true, but we take them all. And we should.
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