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Current State of Reivers


ImperialTuba

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So a small bump if you play successors. If you take marksmens you can deepstrike and hot with the grenades.

 

Eat it Tau

 

Sadly this is wrong. They have a 6" range, so increasing that to 9" doesn't help. You have to deep strike more than 9" away.

I'd be happy with the carbines becoming more reflective of the Reivers close-quarters role. One idea floating around in my head is make them 12" Pistol 2; they become the shooty-close combat option (2 shots in the Shooting phase followed by 2 attacks in the close combat phase compared to 1 and 3 for pistol&knife). The knife-wielders could have really used something like Knife-Fighters (in addition to the +1 Attack), but the Incursors got that. Maybe something like Precision Strikes: mortal wounds on sixes to wound.

Why stop there? They already have the skull masks, why not add the option to have a Chaplain candidate, like the Infiltrators have their squad medis, who only knows Litany of Hatred, which is always active, and having him means 0 losses to failed Leadership. :cuss your Night Lords!

 

Also, Stratagems. One to compel a unit the entire squad fired at to move closer. A second with a pinning effect, where the unit the entire squad fires at gains the benefit of cover, but cannot move or charge next turn.

 

These things would make them feel more Elite, as opposed to wondering why they are not Troops. That Chaplain recruit would encourage taking squads of 10 to be sure, of the knife and pistol build. The stratagems would be great. Imagine being able to pull campers off their objectives or out of cover. Or, being able to halt the movement of a unit of infantry, and prevent them from charging.

I think that reivers , and arguably also many other phpbos units, would make more sense if they carried something like a load of explosives or melta bombs. Then they could actually blow things up when they reached their target.

Really though I think the kit is a missed opportunity. A unit of elite infiltrating guys could be awesome if they were like special forces marines. Give them all kinds of different weapon options and make them be individuals. Instead we’ve got this kit with no meaningful options. Those grapnels and grav chutes could have been given more interesting rules I guess.

Literally think that all they need is a +1AP sword, and you good.  That alone would probably see me using them over other choices.

 

If their Combat Knives had a natural AP-1 and was standard on all models they'd be solid. I keep seeing the Astartes fanvid of SMs shanking heretics with their Combat Knives, and think Reivers should be doing that all day!

I'm thinking about using a unit of CCW Reivers to use in my army. I usually face alot of GEQ in my local meta. 41 attacks from a ten man unit doesn't seem like it would be anything to scoff at. Or would they be not worth it?

 

Personally, I love it. It's just a question of how many out of that ten will make it into combat? Distracting the enemy with other units until the Reivers are in position will be important. If you're playing Raven Guard it becomes a bit simpler.

I'm thinking about using a unit of CCW Reivers to use in my army. I usually face alot of GEQ in my local meta. 41 attacks from a ten man unit doesn't seem like it would be anything to scoff at. Or would they be not worth it?

 

There's a potential use for these guys against guard. If you play as white scars (or RG with a particular warlord trait) you can advance and charge. This lets you cast the phobos power to move the unit in the psychic phase (with a built in advance, which usually prevents charges), meaning they can travel a very long way across the board to charge. 

 

I think they'd be more useful for tying up stuff rather than killing it. You'll certainly butcher GEQs in combat, but then face the firepower of a guard army in return. If you can somehow get a chaplain wiht the litany that gives 6" consolidate moves then these guys could seriously mess up a gunline.

 

The trouble with this is that a lot of gunlines now feature mainly things that fly. Tagging a repulsor isn't that big a deal unless the white scar warlord who prevents fall back moves is around. You could end a game vs IG but be irrelevant against other armies.

 

I'm thinking about using a unit of CCW Reivers to use in my army. I usually face alot of GEQ in my local meta. 41 attacks from a ten man unit doesn't seem like it would be anything to scoff at. Or would they be not worth it?

 

Personally, I love it. It's just a question of how many out of that ten will make it into combat? Distracting the enemy with other units until the Reivers are in position will be important. If you're playing Raven Guard it becomes a bit simpler.

 

 

I use Imperial Fists tactics. It's not optimal for Reivers but that's how I run the rest of my Marines. I would like to try to have them deep strike or outflank with Grave-chuts or grappling hooks.

 

Generally I'm planning to use them against Guard, Tau and Orks.

Like ultras can do for 1 cp?

Ultras have possibly the best phobos units which is pretty cool considering the other books seem to be power creeping on them.

 

What I'm talking about is an aggressive UM list using squad doctrine as the basis in a similar way as CSM use votlw (obviously I don't want to compare these guys).

 

10 reivers with knives and squad doctrines- assault is a credible threat with 41 ap 1 attacks on 20 wounds for 180 pts.  

 

If going successors then add whirlwind of rage + other tactic. Add character or sons of gman strat to taste.

Now they're throwing 41 attacks fishing for 6s (reroll successfuls too). That nets around 35 hits although my dice testing has seen exploding upwards of 45 at times. Not bad for 180 pt unit that can deep strike. They're also really good at playing batman across tall buildings.

 

 

Related to that..

10 incursors is a solid starting place for such a force thats otherwise fairly static (at least the ones I see).

Throw them out to mess with enemy forward deployments then redeploy them back- if needed.

Use squad doctrines on this unit early on, then later drop in the reivers and squad doctrine them. 

 

These dudes with whirlwind are the full monty with whats essentially a 'tesla blade' once we add whirlwind and again character or sons of gman. Definitely fish for 6s on this unit. Ya they're better than reivers as troops, BUT they can't deep strike which is very valulable in beta striking, objectives etc etc, and they batman across tall buildings so reivers might still have a place in aggressive ultras.

 

In short I think phobos units may actually be a key enabling component of a more aggressive ultras/successor list. Combo these two units with the more obvious stuff.

 

Anyway just some thoughts

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