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garz0n
Slave
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PostSubject: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 01:56

i have always trouble choosing what is the best use for the reavers and the quantity can you help me please

im running in this moment two units of 6 with 2 heat lances each one

what you think
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Zaakath
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 02:42

Lately I've been doing one squad of 3 with cluster caltrops and they've been wreaking havoc.
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Massaen
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 04:10

I prefer blasters myself. 6 with 2 of them to be exact. They are one of the few, dare I say it - only, multipurpose units we have access to. They are fast, can deal with basically any target, relatively durable and not massively expensive.

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Mushkilla
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 07:37

9 reavers, champion, venom blade, 3 blasters - 258

OR

9 reavers, champion, venom blade, 3 heat lances - 249

These might be useful:

The Black Buzzards Battle Report
Reaver Guide Part 1
Reaver Guide Part 2

Hope that helps. Smile

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colinsherlow
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 07:42

I also do what Zaakath does. The reaver squad is small and so ppl either ignore it and let it fly over there infantry units, or they shoot'em which is good because then they aren't shooting something else of yours. It's also pretty easy to turbo them out of harms way while caltroping enemies.

I oftain take 2 units of 3 with caltrops. They are good at harassing and contesting across the board if needed.
This is a cheap unit that can actually win you games

I love'em

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Hess
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 07:50

I've been running 6 reavers with 2 cluster caltrops. Expensive, but a very easy first-blood achiever, plus with skilled rider in 6th plus turbo boost jink you get a nice +3 cover save.

statistically it's 7 str 6 hits and another 7 str 4 hits, not to mention you can easily get behind cover or hide with the 2d6 extra move in the assault phase.

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Mushkilla
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 07:59

Units of 3 are begging to give up first blood if they start on the board, and are a real liability in The Scouring and Purge The Alien missions by giving up easy victory points. They also only need to lose one model to be forced to test on leadership 8 and run off the board/objective.

All things considered a bit of a liability in my books.

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Massaen
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 09:36

Bear in mind you can't use the 2d6 move in the assault phase after a turbo boost

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Skulnbonz
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 12:51

If you have a lot of anti-tank, go with cluster caltrops for some anti infantry action.
If not, go with blasters or heat lances.

there is no "best way" to kit them out, you have to tailor them to compliment the rest of your list.

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Hess
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 13:03

@Massaen wrote:
Bear in mind you can't use the 2d6 move in the assault phase after a turbo boost

Hmm, are you sure? Can't seem to find anywhere it states against using the 2d6 move unless you charge.

Pg. 45 in the rulebook it states "in addition to following all the rules for jetbikes, Eldar Jetbikes may move up to 2d6" in the assault phase".


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Mushkilla
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 14:33

@Hess wrote:
@Massaen wrote:
Bear in mind you can't use the 2d6 move in the assault phase after a turbo boost

Hmm, are you sure? Can't seem to find anywhere it states against using the 2d6 move unless you charge.

"Bikes and Jetbikes therefore cannot shoot, charge or execute any other voluntary action for the rest of the turn after turbo-boosting" - BRB page 45 Under Turno-Boost

Hope that helps. Smile

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Hess
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 15:03

Hmm I still read it as Eldar jet bikes have the advantage of this. Maybe it's just me reading it creatively? We've discussed it in my local club, and they all agree they are moved the way I read it as, but id like to hear some more opinions for tournament play.

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cammy
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 15:49

@Mushkilla wrote:

"Bikes and Jetbikes therefore cannot shoot, charge or execute any other voluntary action for the rest of the turn after turbo-boosting" - BRB page 45 Under Turno-Boost

Hope that helps. Smile

the bit i have highlighted to me states that after turbo boosting you cannot then use the extra bike/jetbike rule as this is a voluntary action, the rules do not state that unless charging you must role 2d6 and move that distance- therefore how i read it means that you cannot.
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Mushkilla
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 17:05

@Hess wrote:
Hmm I still read it as Eldar jet bikes have the advantage of this. Maybe it's just me reading it creatively? We've discussed it in my local club, and they all agree they are moved the way I read it as, but id like to hear some more opinions for tournament play.

Sorry to disappoint you, the rules clearly state you cannot perform "any other voluntary action for the rest of the turn", the eldar jetbike move is a voluntary action, so it's about as clear as rules get. Anything else is just wishful thinking.

Take it from me I have been running 27 reaver jetbikes since the start of 6th. Very Happy

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Count Adhemar
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeThu Dec 27 2012, 21:28

@Hess wrote:
Hmm I still read it as Eldar jet bikes have the advantage of this. Maybe it's just me reading it creatively? We've discussed it in my local club, and they all agree they are moved the way I read it as, but id like to hear some more opinions for tournament play.

As Mush has already said, this is not really a question of opinions. It's very clear in the rules and not really open to interpretation. If you guys want to houserule it then fine but I wouldn't expect other groups to play the same way.

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THeWigglyNoodle
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeFri Dec 28 2012, 09:04

9 reaver is my prefered unit size
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shadowseercB
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PostSubject: Re: Too fast too reavers   Too fast too reavers I_icon_minitimeTue Jan 01 2013, 03:09

Do bladevanes and caltrops need to roll to hit?

EDIT: found it
https://www.thedarkcity.net/t1757-bladevanes-on-reavers
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