Captain Idaho Posted July 11, 2021 Share Posted July 11, 2021 Definitely not Troops, or you may as well get rid of them or Incursors as they directly compete. I think the problem is Reivers are not good backfield harassment units. They just don't do the job well enough. I once had 10 Reivers turn up in my backfield and I wiped them out after shooting them casually for a turn then absorbing their charge, falling back then finishing them off. It wasn't a problem at all. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5718623 Share on other sites More sharing options...
Blindhamster Posted July 11, 2021 Share Posted July 11, 2021 Reivers work better with factions like blood angels or white scars that have innate abilities to make them hit harder IMO. I've had reivers do fairly good damage in the past, but its very much down to finessing their deployment and use.However, they still need a buff IMO. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5718733 Share on other sites More sharing options...
SvenIronhand Posted July 11, 2021 Share Posted July 11, 2021 Perhaps they can have an innate -1 to hit in melee, to represent the terror of their charge? Blindhamster and Warhead01 2 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5718734 Share on other sites More sharing options...
Jorin Helm-splitter Posted July 11, 2021 Share Posted July 11, 2021 Definitely not Troops, or you may as well get rid of them or Incursors as they directly compete. I think the problem is Reivers are not good backfield harassment units. They just don't do the job well enough. I once had 10 Reivers turn up in my backfield and I wiped them out after shooting them casually for a turn then absorbing their charge, falling back then finishing them off. It wasn't a problem at all. I don't think they directly compete unless Reivers were to gain concealed positions. There are some major differences between how deep strike and concealed position units work. 1) Concealed positions is riskier because you don't know the turn order during deployment (this can be mitigated with a warlord trait). Deep striking units can be screened but you know a lot more information but the time they show up. 2) Turn 2 scoring, a unit with concealed positions can hold an objective during your turn 2 command phase. A unit in reserves isn't capable of scoring an objective till turn 3. This early scoring pressure is a huge deal, it doesn't stop the unit from being played aggressively but its a strength that needs to be noted. 3) A unit using concealed positions has to be 9 inches away from your opponents models & deployment zone. deep striking units have a lot more freedom. I do think the units overlap too much, and I do think Reivers were part of the first wave because GW knew rules wise that they would be in awkward spot. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5718786 Share on other sites More sharing options...
lansalt Posted July 13, 2021 Share Posted July 13, 2021 As I said in the first page, it's best to read "Blood od Iax" to see what Reivers are. Here is a excerpt of a conversation between Ultramarines Reiver sergeant Severus and Chaplain Kastor: ‘The masks are not for our benefit but for those we hunt,’ Severus said humourlessly. ‘We are their death made manifest.Regardless of whether they fight or flee, we will come for them. They must be made to understand that.’‘Two covers of the same book,’ Kastor said, looking down at his own skull helm, locked to his hip. ‘I am a reminder ofmankind’s mortality, the revelation that all shall stand before the Emperor and be judged, vengefully if need be. You bring thatsame lesson to mankind’s enemies.’ Reivers are basically astartes ninja assasins. They are usually given a target to kill, sabotage or kidnap/extract. So, trying to making them harassment or melee units is neither fluffy nor practical with their limited kit weapons. The missing role in SM armies they fulfill is melee character hunters (the opposite of Eliminators).This is how the Hounds of Morkai already work, so regular Reivers should simply use the same +1 to hit and +1 damage against a character unit (maybe named at the start of the game, or using a stratagem?)Beyond this, given how they are portrayed in the novel, they absolutely should have Concealed Positions, grapnel launchers as standard, and the optional grav-chute for deep strike. I even would add Hit and Run. Jorin Helm-splitter and Sword Brother Adelard 2 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5719642 Share on other sites More sharing options...
SvenIronhand Posted July 13, 2021 Share Posted July 13, 2021 As I said in the first page, it's best to read "Blood od Iax" to see what Reivers are. Here is a excerpt of a conversation between Ultramarines Reiver sergeant Severus and Chaplain Kastor: ‘The masks are not for our benefit but for those we hunt,’ Severus said humourlessly. ‘We are their death made manifest. Regardless of whether they fight or flee, we will come for them. They must be made to understand that.’ ‘Two covers of the same book,’ Kastor said, looking down at his own skull helm, locked to his hip. ‘I am a reminder of mankind’s mortality, the revelation that all shall stand before the Emperor and be judged, vengefully if need be. You bring that same lesson to mankind’s enemies.’ Reivers are basically astartes ninja assasins. They are usually given a target to kill, sabotage or kidnap/extract. So, trying to making them harassment or melee units is neither fluffy nor practical with their limited kit weapons. The missing role in SM armies they fulfill is melee character hunters (the opposite of Eliminators). This is how the Hounds of Morkai already work, so regular Reivers should simply use the same +1 to hit and +1 damage against a character unit (maybe named at the start of the game, or using a stratagem?) Beyond this, given how they are portrayed in the novel, they absolutely should have Concealed Positions, grapnel launchers as standard, and the optional grav-chute for deep strike. I even would add Hit and Run. This is wrong. Reivers are quite explicitly terror troops. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5719655 Share on other sites More sharing options...
jaxom Posted July 13, 2021 Share Posted July 13, 2021 Perhaps something like: Roll when an enemy unit within 6" would use a strat; on a 4+ the strat cost an additional CP, the controlling player can choose whether pay and use it or not. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5719666 Share on other sites More sharing options...
lansalt Posted July 13, 2021 Share Posted July 13, 2021 This is wrong. Reivers are quite explicitly terror troops. Reivers, terror troops, astartes ninja assasins, space batmans... all are pretty much the same. Just semantics. The key thing is that Reivers aren't just a generic melee unit against generic weak targets, they are elite commandos given targets. But you are right that they do more than just hunt characters, so maybe they could secretly mark any enemy unit for a kill bonus and/or VP at the start of the game? Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5719681 Share on other sites More sharing options...
SanguinaryGuardsman Posted July 17, 2021 Share Posted July 17, 2021 Reivers are alright, but they could be better. I think where people stumble is comparing them to Assault Intercessors. Reivers are not shock assault units. They are backfield bullies and harassers. Drop them down in your enemy’s rear with grav chutes, and they can target vulnerable backfield shooting units. Shock and Awe can make life really hard for these targets. And Terror Troops makes it so that they can steal objectives. As for changes, here’s what I’d do. -AP on the knives. -Maybe make it so they can advance and charge. They would still see zero play with these changes because you could just take vanguard vets with chainswords and have a better version. Probably what needs to happen is that they need to have the terror troops stratagem as a permanent datasheet ability with a 6" radius. That way they actually bring something unique to the table without costing oodles of command points better spent elsewhere. Also... ap -1 on all their weapons. Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5720778 Share on other sites More sharing options...
Cap'm Heckus Posted July 19, 2021 Share Posted July 19, 2021 What about some kind of “Burst from cover” rule letting them advance and charge/shoot. They do that head down, arms back ninja run. It’d be something above what most assault intercessors can do. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5721586 Share on other sites More sharing options...
TheNewman Posted July 20, 2021 Share Posted July 20, 2021 If it's just "what can these do that would make them worth looking at?" then the right answer is probably "retcon them as Omnis armor with M 12" and fly (basically melee Supressors) and fix the Sergeant's weapon options." As long as they have to compete with VVs making Reivers compelling is just a tough nut to crack. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5721634 Share on other sites More sharing options...
Ragnar69 Posted July 24, 2021 Share Posted July 24, 2021 Coming in from Reserve on T1 could also be a useful and distinctive Feature for Reivers Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723016 Share on other sites More sharing options...
Guest Triszin Posted July 24, 2021 Share Posted July 24, 2021 (edited) Carbine - assault pistol 3 Combat blade, give it ap -1Give them a anti aura to shut down enemy auras within 6"Give them character and squad Sargeant sniping abilities? Edited July 24, 2021 by Triszin Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723029 Share on other sites More sharing options...
Sword Brother Adelard Posted July 24, 2021 Share Posted July 24, 2021 I'm still disappointed that no mod has renamed this topic "How do you solve a problem like my Reivers." Xenith 1 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723030 Share on other sites More sharing options...
Swordsman Posted July 24, 2021 Share Posted July 24, 2021 (edited) Basically I think that a proper rework should though the following points Skill: 3” obsec denial by default Equipments: grapple and parachute, by default Weapons: Knives: +1 attack and AP Pistol: 2 shot S5 ap1 Carbine: more like an auto shotgun (like tha A-12) loaded with slugs 12” Assault 3- s5 Ap-2 D2 (3 at half range) The cost scold be abou 19-20ppm ( I assume an intercessor shown be 16-17) Edited July 24, 2021 by Swordsman Warhead01 1 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723033 Share on other sites More sharing options...
Jacques Corbin Posted July 24, 2021 Share Posted July 24, 2021 Honestly, if they were the saboteurs supreme they are in the lore, they would not need to be more lethal. They need to be able to stop enemy units from completing actions, shut down obsec, cancel overwatch, negate character auras one way or another, and stop enemy units from falling back from melee. I like the grav Grav Chute option. Be nice if they added a feature that essentially lets the Reivers jump down from terrain. Such as, count as being on the ground floor when moving or charging from upper levels of terrain. I really want to see a modified Storm Speeder transport that carries 6 Phobos infantry. That is a squad of 5 and a Lieutenant. Make it a support vehicle as well. NO STUBBERS! Lightly armed, say with a Twin Auto Bolt Rifle up front, and for the Turret a grenade launcher, but one that combines Frag grenades and Smoke Launcher, like the Cerebus Launcher on the Land Speeder Storm, to give an enemy unit hit -1 to BS and WS until the start of your next turn. They are not a removal unit, and not every unit should be. They are an annoying disruption unit, and that is very useful in and of itself. Dracos 1 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723126 Share on other sites More sharing options...
Aramis K Posted July 26, 2021 Share Posted July 26, 2021 This all feels very familiar from similar issue with Alpha Legion Headhunters in Heresy. But in some ways they end up more like Howling Banshees. Is see them as a surprise unit, that bursts out of shadows, the peak of shock assault. Have to work with the kit options, so no new toys. Buff the carbine to 18" assault 3 ap-1 and give the blade some AP. Drop the pointless special pistol ammo. Add another attack on charge for super shocking assault, and keep debuff on leadership. I'd lean into the grenades, something that pins or disrupts target unit. Maybe impose -1 to hit for turn or removes charge bonuses or reduces movement. lansalt 1 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5723438 Share on other sites More sharing options...
Guest Triszin Posted August 27, 2021 Share Posted August 27, 2021 Give reivers the instigator bolt carbine? Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735766 Share on other sites More sharing options...
brother_b Posted August 27, 2021 Share Posted August 27, 2021 Ehhh their guns shouldn’t be better than the intercessor assault bolt option. We need a reason to take these guys, not a reason to take these guys in place of all other options. I think something very specific that might be helpful in game, like removing objective secured, may be the kind of boost these guys need. That’s my opinion as a very new space marine player. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735768 Share on other sites More sharing options...
lansalt Posted August 27, 2021 Share Posted August 27, 2021 This all feels very familiar from similar issue with Alpha Legion Headhunters in Heresy. But in some ways they end up more like Howling Banshees. Is see them as a surprise unit, that bursts out of shadows, the peak of shock assault. Have to work with the kit options, so no new toys. Buff the carbine to 18" assault 3 ap-1 and give the blade some AP. Drop the pointless special pistol ammo. Add another attack on charge for super shocking assault, and keep debuff on leadership. I'd lean into the grenades, something that pins or disrupts target unit. Maybe impose -1 to hit for turn or removes charge bonuses or reduces movement. Agreed. This is how they are in the novels, as I said earlier in the thread. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735774 Share on other sites More sharing options...
9x19 Parabellum Posted August 27, 2021 Share Posted August 27, 2021 Basically I think that a proper rework should though the following points Skill: 3” obsec denial by default Equipments: grapple and parachute, by default Weapons: Knives: +1 attack and AP Pistol: 2 shot S5 ap1 Carbine: more like an auto shotgun (like tha A-12) loaded with slugs 12” Assault 3- s5 Ap-2 D2 (3 at half range) The cost scold be abou 19-20ppm ( I assume an intercessor shown be 16-17) Lol! Do you offer a free milkshake with that too? Knives at +1 attack and AP is essentially an astartes chainsword Pistol: 2 shots S5 ap -1 is better than the heavy bolt pistol..like...at least twice as good Carbine: 12" assault 3, s5, AP-2, D: 2 (3 at half range)....like....what??? Seriously? That's a single infantry model that can put out 9 wounds. With access to rerolls and combat doctrine bonuses (-3 ap in tactical phase)....this is just completely over the top. and then on top of this all they get deepstrike, move over terrain without penalty, and deny objective secured. All for the same cost as assault intercessors? No... Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735796 Share on other sites More sharing options...
Berzul Posted August 27, 2021 Share Posted August 27, 2021 (edited) Basically I think that a proper rework should though the following points Skill: 3” obsec denial by default Equipments: grapple and parachute, by default Weapons: Knives: +1 attack and AP Pistol: 2 shot S5 ap1 Carbine: more like an auto shotgun (like tha A-12) loaded with slugs 12” Assault 3- s5 Ap-2 D2 (3 at half range) The cost scold be abou 19-20ppm ( I assume an intercessor shown be 16-17) Why would one use ANYTHING else besides these guys? Edited August 27, 2021 by Berzul 9x19 Parabellum, painting.for.my.sanity and Warhead01 3 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735822 Share on other sites More sharing options...
Charlo Posted August 28, 2021 Share Posted August 28, 2021 Honestly I think even just having the terror troops stratagem built in would be enough. Being able to surgically turn off actions really fits the MO. Stratagem would increase the range of the aura. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5735985 Share on other sites More sharing options...
Swordsman Posted August 28, 2021 Share Posted August 28, 2021 ] Why would one use ANYTHING else besides these guys? When dreaming, dare to dream big! Beside jokes, honestly an in built obsec denial ability and a decent pricing may reserve them a place in my lists. brother_b and Warhead01 2 Back to top Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5736027 Share on other sites More sharing options...
Jorin Helm-splitter Posted August 28, 2021 Share Posted August 28, 2021 One thing that may help is adding a charge bonus for the grav chutes and/or grappling hook (+1 charge bonuses that stack). Then maybe give their knives an AP bonus on the charge. For the carbine let them target characters and give them re-rolls to wound the turn they arrive from reserves. 10 shots at str 4 with re-rolls would be pretty good against minor characters but there would be enough counter play to keep it interesting. Link to comment https://bolterandchainsword.com/topic/370593-what-can-be-done-about-reivers/page/4/#findComment-5736092 Share on other sites More sharing options...
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