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 Forge World: Dark Eldar Reaper

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Radium
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PostSubject: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 12:27

Just found this while browsing the FW site: http://www.forgeworld.co.uk/New_Stuff/DARK_ELDAR_REAPER.html

NICE!

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Kinnay
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 12:47

Hmm, nice that the Dark Eldar are getting some Forgeworld love, but... that gun looks strange. Little detail and somehow too big or something. I don't know, it doesn't seem very Dark Eldar to me, where the small weapons are the dangerous ones.
Guess I don't like it. :/

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Sky Serpent
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 12:59

Advance ordering........ NOW.

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Xenock Genesis
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 13:11

Definitally something I've been waiting for. But it will still have to wait. As I am just starting my coven... And just ordered Wracks, grotesques and other goods.. But it will be something I'll definitally get!
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speedfreek
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 13:20

I'm waiting for the catamaran.
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Tiri Rana
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 13:21

I like the overall design, with the big waepon in the prow (why the heck can this one field a shock prow?!) and the great details like the rear blades. But the gun itself is ugly. It's just a bigger haywire blaster end. It makes sense, but does not work. The parts defining it as a dark eldar weapon are missing, it just looks to plain, to unspikey and more eldar like.
Besides that it just doesen't seem to be the DE way to take an existing weapon and just pump it up to vehicle scale, like IG or Orks.

And ruleswise it's just too expensive, 30 points on top of a ravager just to get less shots with less strength.
The blast might work against chimera spam or KanWall, might even get a bonus against vehicle squads, but i don't encounter tightly packed vehicles very often.
The Beam is just to risky for my liking, its one to hit roll against 3 and just D3 haywire rolls. So it could miss alltogether, and even if it hits it might just hit once. Not worth 30pts in my opinion. And that insta kill option? Just stupid, just makes sense againts tough MCs or ICs, but a one shot 1/6 chance to instant kill, there are way better options for DE.

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speedfreek
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 13:22

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Kinnay
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 14:12

Those are really amazing, though. Think I would buy one, when it came out.

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Local_Ork
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 14:17

Mandatory Aethersails make me lol. Yes, we *get* You want sell us sail for about £9 (considering Dild-o-Doom and bladed fins also cost £9).

I see potential for Archon Ramming Raider tho. Snap HB bit, add spike or something and make Kamikaze attack.

Rules indicate Fail, but I like it.
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Fletch
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 16:09

To be honest im not even sure how they have the model balanced on that flight stand as it looks quite front heavy. Definately a candidate for magnets (sail and gun) so when it dives forward as you try to place it on anything but flat level ground you wont need to run for your superglue.

With that said, IMO its what forgeworld should be, giving you those additional fringe options that add style and flavor to your army. Although I admit I do I love you haywire.
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Torpedo Vegas
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 16:54

It looks really cool. Too bad the rules are so underwelming.

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Radium
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 17:32

@Torpedo Vegas wrote:
It looks really cool. Too bad the rules are so underwelming.

True, but I'll be getting at least one anyway. It's a fun unit to field, more so in games of Apocalypse where getting a titan to stop firing for a turn is quite valuable.
Is it really good? No, but I like the model, and that's the most important aspect for FW models IMHO.

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Gobsmakked
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 17:46

I have always intended to kitbash one of my own and I will still do that. Magnetizing it so I can at least swap out the weapon for another (in case a new gun option for DE vehicles comes along at some point) or a prow to use it as a Raider.

I do like the look of this Reaper, but my favourite piece is simply the sail, which is kind of sad when you think about it. 38 Pounds for a plastic Raider and a few extra bits is a bit suss.

Rules wise, it does at least have Aerial Assault. All DE heavy vehicles should have that. And it's a Haywire weapon, which I love. But otherwise its rather underwhelming in either Blast or Beam config. Especially when I think of all the miserable 100pt, 4-shot Thunderfire cannons I have seen everywhere lately.

It's nice and I will no doubt field at least one at some point just for fun, but it's not going to give us a real edge in any aspect.

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xzandrate
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 17:48

I can see it having it's uses, I defiltely like the way the front is plated for the weapon to come out.

But really, could they have named it anything more difficult to search for on ebay or google?

Dark Eldar Reaper -> Eldar Dark Reaper
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Foo
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 18:08

@Tiri Rana wrote:

The Beam is just to risky for my liking, its one to hit roll against 3 and just D3 haywire rolls. So it could miss alltogether, and even if it hits it might just hit once. Not worth 30pts in my opinion. And that insta kill option? Just stupid, just makes sense againts tough MCs or ICs, but a one shot 1/6 chance to instant kill, there are way better options for DE.
If it hits, it's a minimum of two hits. It's a S7 shot, PLUS whatever you roll on the D3 for haywire. So, you've got a 33% chance of doing four hits if you make your to-hit roll.

It's definitely pricey, but it's kind of interesting.
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SirTainly
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 18:26

Hotness! Smile this is on the shopping list!

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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 18:39

@Torpedo Vegas wrote:
It looks really cool. Too bad the rules are so underwelming.

I don't think I could have said it better. For a gun shooting a "tornado of lightning", its AP is sure poor, then you cost it at more points than a ravager, and come out with a load of disappointment. Literally, its only use is against titans(Oor someone foolish enough to make their parking lot all smashed together...)

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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 18:43

Haywire Blast ftw.

Disabling Rhino walls, with fewer shots since 2011!

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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 18:57

Not too sure about this really. I would have prefered it if they'd made a few squad upgrades kits or blaster weapon packs before moving into vehicle territory....

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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 19:30

Tbh, Im sure we have lots of ppl with desperate need for teraphy...
From FW we get sweet looking model(I love sails) with some cool but not overpowered rules and I read
Quote :
.....come out with a load of disappointment.
WTF?? You expect model with instant win button?? I belive not cuz we play DE.

Hope for more great models(mabe scourges, God please let them do scourges), with decent rules.

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Tiri Rana
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 20:26

The point is a ravager gets 3 shots a turn, with BS 4 that's 6 hits in 3 turns, against 2 hits in 3 turns for the reaper. Assuming AV 12 thats 1 effective hit each turn. So a ravager should at least shake a vehicle per turn and has a 1/3 chance to penetrate. The reaper has a 1/3 chance to get 3 haywire rolls, that's true, but as these only penetrate on 6s the chance to penetrate is pretty low, 2/3 to hit, 1/3 to 3 Haywire rolls and 3/6 penetrating. That's only 0.11 to penetrate, plus the S7 hit that's about 0.25.
Since 50% off all glancing hits are shaken and 16% stunned, which don't stack, and the reaper has a 1/3 chance each round to do nothing at all, i'd think underwhelming is the right term if you have to pay 30 points more for it.

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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 20:44

I see only 1 good thing in it's rules - Night Shield for 5 points.

I guess whole point of this guy is to disable (immo/WD) vehicles with OT, but... well, Orks have them mostly in AV 10-12 version (BW AV 14 don't quite matter when You can sideshoot it) and DE... up to 11.

Do we really need that in Lance army? There are better ways to have HB, namely Scourges (talos too, but it is slow etc.)
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 20:58

The rules are experimental, so they could adjust them for balance once they get some feed back from playtest, It looks balanced enough already to try. The model looks cool to me, and can't be worse balanced then old reaver model.
What is left for them to do with scourges? They already have all the weapon options. Only thing they could add would be disintegrater(maybe), liquifier(coven weapon), or make something completely new(not sure if likely). A cc version would be cool rule wise, don't think it would fit fluff unfortunately. Maybe a scourge squad upgrade special char.
Weapon packs would be cool, i'm waiting for the twin hulled one to come out.
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 21:04

Personally I'm expecting torso upgrades for Bloodbrides and Trueborn from FW. The rules for the Reaper do seem a bit weak, but the model is definitely the winner here.
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PostSubject: Re: Forge World: Dark Eldar Reaper   Fri Jun 17 2011, 23:14

That thing looks awesome. I'm sad the rules suck so much.
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