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Scarab Reaper Cannons


Sorceress

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This is a good question, I don't think there has been any real consensus yet (not that it's always possible!)? The extra stats are decent and will help against targets like other Marines, but that's not something anyone has too much trouble with. I'm not sure if this is worth the points, so it might be a case of Rule of Cool for me in the end. I'd be a lot happier if it dropped in points so it'd be much more enticing - which perhaps says it all :confused:

on rubrics it's totally worth it, but it's fuzzier on scarab occult.  either way you get 4 shots at 24 inches your paying 10 points for one strenght and one ap... it's less impactful. 

 

Seven points, as you drop the combi.

 

And given how much TS miss non S4 shots, I'd say you should take the reaper.

I personally stopped taking it on Rubrics because I've adopted the min squad mentality on objectives for ITC based missions. If I were playing larger squads, I'd probably use them on Rubrics.

 

I have a weekness for Termies and have a habit of taking 5 Scarabs. Until very recently I always took the Reaper. I love the missiles, and they still keep the bolter, but the Reaper never seems to pay off for me.

 

So I keep it but only if I have points to burn.  Otherwise I started removing it. But again in a larger squad, and with VotLW running, it does make more sense.

ya I think I will keep them I have one extra terminator I can throw in to build 9 man without reapers or 10 with 2.

Magnets!!! Put magnets on the Terminator with the Hellfyre missile rack and one other. That way you can put the SRC on the HMR guy for added protection and a regular guy, should the aforementioned combination no longer be allowed in a following edition.

It's the whole arm :thumbsup: Magnets are great for this sort of thing and Terminators have larger joints so it's easier here too :smile.:

 

Since we're here, if we're talking SRCs for Scarabs this is presumably over the flamer as the upgrade choice? If the cannon is a bit unexciting what about the flamer? For my CSM I'm about ready to drop the Reaper from my Termies as it just doesn't do much, so I'm going to try the heavy flamer. While it doesn't have range for deep striking I've found that the reality is it doesn't matter that much, and my Termies are often charged.

 

Obviously Sons are different here in several ways, but it's got me thinking about whether this might be worthwhile here too? The SRC doesn't have the -1 to hit problem, but on the other hand isn't terribly different to the standard weapon. The use I've got from my warp flamers has been decent so far (more so in Kill Team!) so it wouldn't be bad to get some more of this sort of thing, as well as help out when you're charged (and SOT will probably get charged a lot).

 

Naturally I don't mean model wise, due to the magic of magnets :wink: Thoughts and experiences?

Just looked up the sprue on google and each loadout does have its own arm, however there is not an extra shoulder pad for a dual magnetized load out.

 

Solutions: Get another shoulder pad, magnetize the shoulder pad, glue an arm and cut at the elbow and magnetize lower arms or cut under the wrist guard and magnetize there.

 

I have 2 more units I plan to put together and plan on magnetizing them. Also thought about a 3rd unit for extras in case I want to run a 10 man, though at that point I could use the 3rd box for extra alternative loadouts anyway for any configure of two 5 man or one 10 man.

@Skerr, It's definitely easier to just bits source a couple of extra shoulder pads.

 

I got the Killteam box with SO Termies and I magnetized at the top part of the arm where to hole was already and at the little bump. Very easy. Problem is the SRC and Flamer are a bit forward heavy so they tend to rotate towards the ground.

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