Jump to content

Recommended Posts

Well, right now they fill my shelf space. I find them to be rather weak due to not having better melee weapons. Having said, I have an idea. My list is now somewhat changed with most one shot weapons like LC replaced with Gatlings. The results are similar, but right now I am in need of ways to deal with backfield LC and PC like Devs, Leman Russes, Predators and so forth. To that end I was considering 10 Reivers with hooks, with the option of combat squadding if the opponent has more deployment drops than me. They would capture objectives of weak and cheap Troops choices like Cabalite Warriors or Scouts and tie up things that are out of reach and can hurt my Repulsor and Redemptors.

Best thing about them is that they can be a more durable linebreaker unit than inceptors point for for point.

 

They also do enough damage to cripple and tie up good shooters like 5 marine devastators etc.

 

If you take he hooks like I plan to do then they can't hide from you high up in ruins.

Back-field with grapnel hooks is my leading choice right now.  They can wreck havoc with a chaplain near by, but that's tough to get some times.

 

Drop a jump pack Chaplain in and daisy chain a Reiver or two back when charging to get the buff. AFAIK you don't need to engage with every model that charges, some can hold back which is useful for upkeeping auras.

i'm planning on arming mine with the Carbines, mostly because I'm working towards an all-Assault army.  I think the UM Tactic, Stratagem and Warlord Trait gear themselves very well to a highly mobile army.  Close in fast to hold ground with a gunline, fall back when charged and return fire (and overwatch again when they charge next) and then take back that ground.

I was planning on grav chutes but I might go with grapnels just to get them up into ruins to either cover an area or to charge enemies on upper levels.

I hadn't thought about combat squads with 5 grapnels and 5 grav chutes - can this be done? Or is an entire squad one or the other - in which case I can do two squads of 5?

Edited by Ulfgrim Alvsbane

I have played a few games using 5 or 6 from the snap fit boxes. So I field them with combat blades, grappling no hooks and the pistols ( which are decent for pistols)

 

I often have used them to lead in for the Inceptors side mine are focused down so fast.

 

That reall didn't work. So I started adding Termies and that became too many points to simply support some back field disruptive units.

 

I really want to make them work but as it stands I just don't see it. They really don't kill anything and fall prey to any heavy hitter. I'd rather just use Termies for a bit more options and some staying power. It's a shame because I wante to get a box of these cool models.

I think the problem is with Inceptors, not Reivers. I think 10, with the Combat Squad CP can do good work. Killshot is a thing, as well as Devs. However, I would wait a bit before getting them in. Let the main part of the army move on and ambush smaller units. I think they will work well with Scouts to disrupt the enemy.

Possibly it's better way to use them in combo with other CC unit. Even 1-2 reivers alive can use granade, charge without overwatch and then any cc squad (terminators/vanguards/whatever) can safely charge same target. And if reivers will be alive at the end of the phase addition benefit of -1 LD will occur. Useful against flamer-packed units who can severely hurt your cc units.

 

PS It seems you don't even have to assault with reivers - just throw a grenade and wander nearby for -1LD

 

Edited by garreth
  • 4 weeks later...

Question about Grappling Launchers on Reivers.

 

I don't have the new SM Codex yet, mostly because I'm playing Dark Angels.

So I'm not sure if the rules from the box are the same as the rules from the new codex.

I'm just working off the rules from the box.

 

Anyway... rule says that when models with grappling launchers move, don't count vertical distance.

Is this just for the movement phase, or does it count any time the models move at all (charging, piling in, and falling back).

 

If yes then does that mean that Reivers could make charges that other units wouldn't even be able to attempt because the vertical distance would take the total charge range to over 12 inches?

 

If a reiver is at table level when it is activated, and the 3 inch pile-in brings it to base contact with the building, can it Grapple up to any floor to be in base contact with someone in CC?

It does not specify movement phase, so technically this goes when charging as well. Good question about the restriction. No idea. I could go full rule nazi and say that you can not attempt a charge outside of 12" despite ignoring vertical distance, because that rule only counts when moving and 12" charge requirement has nothing to do with movement. Not sure if anything I say is true though :D

I would say since they club vertical movement as zero inches, yes you could do this. I mean they are.... grappling hooks. Even 70's Batman could use one and have a full conversation,walking up a wall with ease. ;)

 

I still think for a cheap option it isn't bad. I just don't believe in throw away units in marines. So I'm trying 10 in a squad.

I don't. They don't wear terminator armour, a jump pack, or ride a bike.

 

Don't joke about it... we could be looking at the next Primaris unit in your description: Terminator-jump pack-biker Primaris!

 

Seriously though I have another game tomorrow and I plan on using the Reivers in a full squad to come in and protect/harass for my 3 man Inceptor unit.... I was thinking about it and I will probably throw 'Scions of Guilliman' on the Inceptors when they come in, then have the 20 'bolter' shots come off the Reivers as they assault something that needs to be tied down.

 

The difference will be I can't see doing this before T2. I have to give my army time to create a gap, or have my opponent advance on me. The thing is these units all seem to die so quickly. (Even Terminators).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.