Kimbo Posted August 5, 2017 Share Posted August 5, 2017 How do you use your rievers? Best squad size and weapon loadout? Just got the box and need some guidance Cheers! Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/ Share on other sites More sharing options...
Frater Cornelius Posted August 5, 2017 Share Posted August 5, 2017 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. Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4845977 Share on other sites More sharing options...
TrexPushups Posted August 5, 2017 Share Posted August 5, 2017 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. Frater Cornelius 1 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4845983 Share on other sites More sharing options...
Thunder_god Posted August 5, 2017 Share Posted August 5, 2017 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. Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4846000 Share on other sites More sharing options...
Frater Cornelius Posted August 5, 2017 Share Posted August 5, 2017 Ever played Call of Duty Ghosts? Like that :D Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4846112 Share on other sites More sharing options...
Toxichobbit Posted August 5, 2017 Share Posted August 5, 2017 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. Prot and TrexPushups 2 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4846121 Share on other sites More sharing options...
TrexPushups Posted August 11, 2017 Share Posted August 11, 2017 I have been thinking about it and I think I am going to use the grab chutes so I can drop them in front of the 10 hellblasters that will be pooping out of my Repulser. Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4852685 Share on other sites More sharing options...
Stoic Raptor Posted August 11, 2017 Share Posted August 11, 2017 (edited) 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 August 11, 2017 by Ulfgrim Alvsbane Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4852720 Share on other sites More sharing options...
Prot Posted August 11, 2017 Share Posted August 11, 2017 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. Captain Idaho 1 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4852734 Share on other sites More sharing options...
Frater Cornelius Posted August 11, 2017 Share Posted August 11, 2017 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. Stoic Raptor 1 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4852752 Share on other sites More sharing options...
garreth Posted August 11, 2017 Share Posted August 11, 2017 (edited) 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 August 11, 2017 by garreth yodaid764 and Stoic Raptor 2 Back to top Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4852968 Share on other sites More sharing options...
ValourousHeart Posted September 6, 2017 Share Posted September 6, 2017 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? Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4879112 Share on other sites More sharing options...
Frater Cornelius Posted September 6, 2017 Share Posted September 6, 2017 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 Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4879141 Share on other sites More sharing options...
Prot Posted September 7, 2017 Share Posted September 7, 2017 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. Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4879303 Share on other sites More sharing options...
Freman Bloodglaive Posted September 7, 2017 Share Posted September 7, 2017 I don't. They don't wear terminator armour, a jump pack, or ride a bike. Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4879307 Share on other sites More sharing options...
Prot Posted September 7, 2017 Share Posted September 7, 2017 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). Link to comment https://bolterandchainsword.com/topic/337655-reivers-how-do-you-use-them/#findComment-4879577 Share on other sites More sharing options...
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