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Made in au
Guarding Guardian





Hello all,
I was wondering if Dark Reapers would be a good option for taking out vehicles, heavy's or troops. I'm wondering if I should buy some or not.
Thank you in advanced.

This message was edited 1 time. Last update was at 2015/09/14 10:12:05


Armies: 2000 points 1000 points  
   
Made in ca
Swift Swooping Hawk





They are good against most targets. AV 10-11-12 will usually be killed in one volley but you need the Starshot upgrade...always.

AV 13 might be more problematic.
AV 14 is best left to better equipped units.

Reapers strength resides in their range and capacity to ignore jink. They will totally murder bikes which are very prominent these days.

If you take them in an Aspect Host you can get them at BS 5 which makes me feel dirty sometimes.

As for taking out 2+ models they suck. It's not their job. They will take out light skimmers, flyers, bikes, some skimmer tanks, space marines and anything below that.

The only way to really troll terminators with them is if you have a Warlock on a jetbike who was lucky enough to roll for Protect/Jinx. Take the 2+ armor, turn it into a 3+ and turn the unit into goo with the Reapers.

The main problem with them is that everyone knows the danger they represent and they will be a priority target. Plan accordingly.
   
Made in au
Guarding Guardian





Cheers for that this will be a big help in making my decision to buy some.

Armies: 2000 points 1000 points  
   
Made in gb
Devastating Dark Reaper





Erik seems to have summarised the dark reapers uses very nicely, and rest assured, against the targets he mentioned, they will deliver!

With regards to them being a priority target, remember that they are slow and purposeful. This means that they can fire on the move, but obviously can't make use of battle focus. This can be useful for protecting them, as you could place them inside a falcon or in reserve and, with their excellent range and ability to fire on the move, they will still be able to fight as soon as they disembark/arrive from reserve. After this point, try and keep them protected by other means. Toughness 3 and a 3+ save will only get you so far.
   
Made in us
Fixture of Dakka





I've been fielding Reapers off and on since the new codex came out.

I'm still waiting for them to do anything in a single game worth justifying their existence.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Hellish Haemonculus






Boskydell, IL

As a Dark Eldar player, they're one of the scariest things I can see across the table.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Reapers in a bunker is just too nice.
Their 3+ save draws the big guns on them, but putting them into an AV14 building helps there.
It does limit their fire arc, though.

6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
Made in ca
Swift Swooping Hawk





 DarknessEternal wrote:
I've been fielding Reapers off and on since the new codex came out.

I'm still waiting for them to do anything in a single game worth justifying their existence.


What? You have been playing them wrong or something.

How many '1' are you rolling?

A typical squad of Reapers (In an Aspect Host) will kill an average of 6.4 marines per turn or 4.8 SM bikes per turb OR 3.5 HP on an AV 11 transport.

An Imperial Bunker only costs 5 points more than an Aegis and is AV 14. The fire port rules of the bunker allows the whole squad to shoot.


   
Made in us
Fixture of Dakka





I don't have an explanation.

Fate works against my Dark Reapers. I understand they look good on paper, but every single time I use them, something completely negates any useful action they may have.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I havent played since early 6th edition, but they were always my go-to for killing units with 3+ armor saves. I always took the Exarch with a tempest launcher, he alone was usually enough to wipe out marine units if my opponent placed them poorly.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Fixture of Dakka





Also, there's no Fortification slot in the Warhost detachment.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 DarknessEternal wrote:
Also, there's no Fortification slot in the Warhost detachment.
True, but there are a few ways to get fortifications.
A CAD is one of them, if you have other units that don't get formation buffs.

This message was edited 1 time. Last update was at 2015/09/17 08:49:56


6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
Made in gb
Emboldened Warlock




Widnes UK

Yeah but there is in a CAD, just take a CAD and an aspect host if you really need that bunker. Also I never take a fortification for them, they work fine just in ruins for me. As long as the reapers aren't in the open they should work well against anything with a 3+ armour save, maybe not so much if they are shooting at something in cover. You just need to pick the right targets for them, you can never go wrong shooting MEQ and bikes, and if you give then the starshot they are useful against LIGHT tanks, leave the land raiders for your dragons, hawks, D weapons, or anything with a bright lance (basically you will probably have something better equipped for the heavy tanks).

Ulthwe: 7500 points 
   
 
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