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My reivers (being part of my Black Templar Crusade) will focus completely on Close Combat. The combination of Shock Grenade, Combat Knives, Chutes and rerolls on my Charge will make it a very useful and dangerous alpha-strike / deepstrike unit. Which then due to the extra wounds and durability can really terrorize a backline of an enemy army. 

 

Keep in mind that the grenades range is 6" and you deep strike in at more than 9" away.

 

It's one of the reasons why I'm considering the grapnel ... it will take a bit more work and positioning but could then make more use of the grenades

It seems to me that the best combination would be Grav Chutes on Heavy Pistol & Blade guys, and the Carbine on Grapnel Launcher guys.

 

My thinking is that the Grapnel Launcher allows you to get onto the higher levels of terrain without penalty, wherein you can be immune from certain unit types' melee threats, and safely pour out fire from your vantage point. If a threat approaches, you can rappel down and counter-charge with the awesome grenades and 2A base. This becomes extremely tasty with Ultramarines as you can fall back up to your high vantage point and still shoot (albeit with a to-hit penalty).

 

The Grav Chutes seem like the best deployment for the melee loadout as you can choose both when and where they appear, giving them greater flexibility than the Grapnel Launchers. It also strikes me that if you want Deepstrike-capable multi-shot models (i.e. Reivers with Carbines & Chutes) then it seems better to use the Inceptors with Assault Bolters.

 

Finally, it should not be forgotten that you can forego both the Chutes and the Grapnels to keep the unit cost down and load them up in a Repulsor, which is an option that shouldn't be overlooked (personally I would rather deliver Aggressors, but using Repulsor-mounted Reivers to support other forward/melee elements of the army is potentially very useful).

 

When it comes to fielding them on foot with Carbines as opposed to Intercessors with Auto Bolt Rifles, bear in mind the Intercessor Sergeant can take a Power Sword and the unit can have Auxiliary Grenade Launchers giving the Intercessors more flexibility, particularly as this kind of role will not be making best use of the Reivers' special rules/wargear.

It seems to me that the best combination would be Grav Chutes on Heavy Pistol & Blade guys, and the Carbine on Grapnel Launcher guys.

 

My thinking is that the Grapnel Launcher allows you to get onto the higher levels of terrain without penalty, wherein you can be immune from certain unit types' melee threats, and safely pour out fire from your vantage point. If a threat approaches, you can rappel down and counter-charge with the awesome grenades and 2A base. This becomes extremely tasty with Ultramarines as you can fall back up to your high vantage point and still shoot (albeit with a to-hit penalty).

 

The Grav Chutes seem like the best deployment for the melee loadout as you can choose both when and where they appear, giving them greater flexibility than the Grapnel Launchers. It also strikes me that if you want Deepstrike-capable multi-shot models (i.e. Reivers with Carbines & Chutes) then it seems better to use the Inceptors with Assault Bolters.

 

Finally, it should not be forgotten that you can forego both the Chutes and the Grapnels to keep the unit cost down and load them up in a Repulsor, which is an option that shouldn't be overlooked (personally I would rather deliver Aggressors, but using Repulsor-mounted Reivers to support other forward/melee elements of the army is potentially very useful).

 

When it comes to fielding them on foot with Carbines as opposed to Intercessors with Auto Bolt Rifles, bear in mind the Intercessor Sergeant can take a Power Sword and the unit can have Auxiliary Grenade Launchers giving the Intercessors more flexibility, particularly as this kind of role will not be making best use of the Reivers' special rules/wargear.

I am strongly leaning towards the grapnels for melee version because they will have a much easier time silencing Devastators and other shooting units that are trying to hide out in top floors of ruins.

I prefer the melee option and grapling. The reason is that I want to use Reivers as a backfield unit to hunt things like artillery or Biovores or similar. Melee, because you replace the Knifes for Bolters. Thus you basically waste the 4/1/1 pistols. With Knifes you make plenty use of both, even if it requires you to be more aggressive. It also synergizes more with binding enemy ranged threats in melee.

I've struggled to use them effectively, their melee output simply isn't good enough as they struggle against anything with half decent armour and struggle against stuff with high toughness. Their grenades are infantry only as well which often doesn't energise with their methods of insertion.

 

Would love to hear other people's experience with them!

I've found them effective against other infantery (had very nice results with them against a big Ork blob) or ranged squads hiding in buildings (Devastators and the equivalents of other armies). I tend to use them as backfield harrassment or infantery killer. I've kitted them with BP&Knife but I stuck the holstered Grapple launchers on them as well and my meta is fine with proxying a grapple.

 

The lack of power weapons makes for some higher save percentages but I've found the amount of attacks being a good trade off for the lack of -AP.

After convincing a friend to do it (and observing), I ran some with the Carbines and both the Grav chute and Grapnel. I play on heavy terrain fields, so this worked out, but if you're fighting in the prairies you'll probably only want one or the other. 

 

In this case, they landed on the roof of a building and just plinked things for their first turn. They were protected from being charged, and were harassing things from cover for a bit. The Inceptors landed near them and blasted away as well. Then, next turn, they rappel down, and blasted the crap out of a squad of Devastators in cover - IF CT made it almost like they had AP -1 on the Carbines. Naded the tac squad on the objective. Inceptors finished off the Devastators and charged in on the tac squad, which now couldn't overwatch. Inceptors then fell back, and both they and the Reivers blasted the crap out of the Tac squad. Rinse and repeat a couple more times - nading for the Inceptors to rush in, tie up a unit that wasn't too strong in melee but couldn't overwatch, only to fall back and have them both blast it off the table. Worked REALLY well, and the grapnel gave me the option to move the Reivers up into the buildings to avoid being charged. 

I've struggled to use them effectively, their melee output simply isn't good enough as they struggle against anything with half decent armour and struggle against stuff with high toughness. Their grenades are infantry only as well which often doesn't energise with their methods of insertion.

 

Would love to hear other people's experience with them!

 

I feel like they are just fancier and overpriced bolter/melee Scouts. It's a shame because I like their models and concept. I think they need a little bit of -AP or extra attacks or some other kind of boost.

The main way of dealing damage against units with good saves will be the Heavy Bolt Pistols where the AP-1 comes into play. You can get a volley off before you charge, get 2-3 attacks per model (depending on Carbine vs Swords) and then if the opponent doesn't fall back in their turn you can use the pistol shots in melee again. If they do fall back, you can shoot and charge. The -1 to Ld comes into play to help increase the amount of casualties they do too, though that can be unreliable depending on what sort of army you are facing.

 

It is not ideal, but in many ways I like it as it has kept old melee units with some sort of deployment options (Vanguard and Terminators, to a lesser extent Scouts and Assault Squads due to Sergeant upgrades) viable as they're the ones that can go through the heavy armour. Reivers are brilliant bully-troops and are primarily for tearing through more lightly armoured troops, but they can handily deal with 5-man Devastator Squads or be used to neutralise big ranged threats until something that can actually kill the threat gets there.

 

So, don't forget the pistols, use them to tag-team units, or use them for shutting down vehicles and ranged units without necessarily inflicting damage.

After using them a couple times, I think combat knife, heavy pistol and the grapnels are the way to go. 

 

Mostly because it's easy to charge units up in terrain, especially when unit are on the top of a building or something and now you need like a 3" charge to get to them. 

 

I also use them a lot as a SftS unit in conjunction of vanguard vets assaulting. It's a good one two punch to stop overwatch. 

After using them a couple times, I think combat knife, heavy pistol and the grapnels are the way to go. 

 

Mostly because it's easy to charge units up in terrain, especially when unit are on the top of a building or something and now you need like a 3" charge to get to them. 

 

I also use them a lot as a SftS unit in conjunction of vanguard vets assaulting. It's a good one two punch to stop overwatch.

 

That's how I'm using them which is basically the snap fit load out. They're nothing special but fun to try out as a harassment unit.

I do not think they were made for anything beyond that role. Not every unit is supposed to save the world and kill the opponent in one turn :tongue.:

 

Don't tell my Hellbasters that! They're living the dream, saving the Imperium one overcharge at a time!

 

I didn't mean to imply I felt every unit in the codex is supposed to win the game in one turn. I am a patient Ultra general. I give some units 2 turns to accomplish such goals. :tu:

How would they work with Raven Guard. Ie, Raven Guard Reivers. I am not a player...yet. I am thinking Raven Guard, Knife, bolt pistol, and grav chutes. Thinking harassment behind the lines unit.

That would remove the CT, which isn't ideal. I'd do the carbine for harassment after dropping in with the grav chute. Alternatively if you play with some tall buildings or ruins, the grapnel would be awesome for keeping them in cover, at range, and free of any charge threats. Then, when the time is right, hop down and toss a nade in support of a melee unit.

 

How would they work with Raven Guard. Ie, Raven Guard Reivers. I am not a player...yet. I am thinking Raven Guard, Knife, bolt pistol, and grav chutes. Thinking harassment behind the lines unit.

That would remove the CT, which isn't ideal. I'd do the carbine for harassment after dropping in with the grav chute. Alternatively if you play with some tall buildings or ruins, the grapnel would be awesome for keeping them in cover, at range, and free of any charge threats. Then, when the time is right, hop down and toss a nade in support of a melee unit.

 

I should have prefaced with saying...uber newb on game side.  Never played a game.  I liked the idea of a specialist attack behind enemy lines unit combined with a chapter of infiltration specialists...so...removing CT?  

 

So you thing a harassment unit, with carbine instead of bolt pistol/knife.  

As a Blood Angel I've considered them but still can't figure out how I'd deploy, though I'd use the knives because rip and tear. I'd also considered dropping a Sanguinary Priest with jump pack in near them, but again, more strength doesn't solve their armor penetration issue.

Grapnels feel like the tactically more useful ability over the course of a game. A priest would actually be a good call with them, they have a good number of attacks, the more you get through wounding, the more they will fail to save.

 

Won't make a difference vs things like tau/eldar/guard in terms of wounds you get through but will help vs MEQ

 

 

How would they work with Raven Guard. Ie, Raven Guard Reivers. I am not a player...yet. I am thinking Raven Guard, Knife, bolt pistol, and grav chutes. Thinking harassment behind the lines unit.

That would remove the CT, which isn't ideal. I'd do the carbine for harassment after dropping in with the grav chute. Alternatively if you play with some tall buildings or ruins, the grapnel would be awesome for keeping them in cover, at range, and free of any charge threats. Then, when the time is right, hop down and toss a nade in support of a melee unit.

 

I should have prefaced with saying...uber newb on game side.  Never played a game.  I liked the idea of a specialist attack behind enemy lines unit combined with a chapter of infiltration specialists...so...removing CT?  

 

So you thing a harassment unit, with carbine instead of bolt pistol/knife.  

 

 

No worries. My thinking was that the Raven Guard gain that beautiful Chapter Tactic that makes them harder to hit outside of 12'', but that's the exact range for the pistols. So if you dropped them in close to the enemy to hit them, then you've lost a key piece of the RG concept, and since you can't drop closer than 9'', making that charge is unlikely. You'll have a chance to fire the pistols and then stand around for a bit while the enemy does whatever they want in response.

 

You might get lucky with board positioning and can land in some cover or behind some line of sight blocking terrain - the cover would keep you around against some shooting and the terrain might give you the option to set up for a second turn rush. In those cases you might get a chance to stick around longer than a turn but the unit will basically be sitting around the first time they drop in. Then they could move out, shoot at something with the pistols, and charge it. Could result in a change to your opponent's plan, which I guess is disruption, but I imagine you were looking for an immediate disruptive impact. Plus, any army can do that, so it's not that specific to Raven Guard. 

 

Which is why I figured the carbines would be better. They have double the range and shots of the pistols, so you can drop in far enough away to still gain the Chapter Tactic bonus while putting in a boatload more firepower on a soft target. They aren't the only unit you'll want dropping in at that time as they work best supporting another unit with a more focused role. Reivers are mobile, resilient, put out a great amount of bolter fire, and can throw out a decent amount of melee attacks, but their abilities like terror troops and the shock grenade are much better when supporting a true assault unit (or something that can pin them down for a turn in the fight phase with the intent of falling back the following turn, like Inceptors).

 

So I would make sure they have a unit like that either dropping with them or forward deployed on the flank with the stratagem. 

Edited by Lemondish

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