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![[Post New]](/s/i/i.gif) 2016/05/15 04:45:09
Subject: SoH Reavers
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Troubled By Non-Compliant Worlds
Houston,Tx
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Hello,
Well I'm in the process of building my BaC set and just ordered the Red book and 10 Reavers. How do fellow Sons of Horus arm their Reavers?
I thought bolters for the ammo would be cool, but I'm starting to lean towards ccw's, and jump packs for outflanking goodness backed up by infantry blobs and maybe DPing a squad of something.
Was also thinking of maloghurst w/ a heavy support unit to sit in the backfield providing scoring and strength weapons.
Thanks
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![[Post New]](/s/i/i.gif) 2016/05/15 06:48:05
Subject: SoH Reavers
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Regular Dakkanaut
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Load-outs for Reavers are quite varied, but quickly get expensive, so make sure you support them. Here's a couple of ideas:
Better Seekers - 350 points
10x Reavers
2x melta-guns, 5x combi-plasma
sgt with artificer armour and power fist
Rhino transport
Outflank, unload combi-plasmas at BS5, and in subsequent turns go murdering stuff in melee (hopefully you outnumber them). Always get to keep two melta-guns as special weapons that still allow assault. Add chainaxes as points allow.
vs. 10 seekers with combi-weapons, sgt with artificer, rhino - 395 points
Better Assault Marines - 335
10 Reavers with Jump Packs
2x meltaguns, 2x power weapons
Sgt. with artificer and power fist
Self-explanatory, can pop a transport and charge contents, 3 attacks per guy with another swing for outnumbering (jump packs count as bulky).
vs. 10-20 Assault Marines - 298-448
2x power weapons
Sgt. with artificer, power fist, combat shield
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This message was edited 1 time. Last update was at 2016/05/15 06:48:45
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![[Post New]](/s/i/i.gif) 2016/05/15 12:39:58
Subject: SoH Reavers
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Trigger-Happy Baal Predator Pilot
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A guy in my group who runs luna wolves and uses a mixture of reavers with jump packs and in dreadclaws says he prefers the jump packs because then they count double for outnumbering and getting that extra attack at I1, which is pretty huge. Automatically Appended Next Post: Yeah, I just did the math on reavers. If you're running a 15 man squad with jump packs, they're more point efficient than assault marines, get +1 attack, that assassin's eye thing, and mostly better weapon options (no combat shields but better guns and melee weapons). That's pretty damn awesome.
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This message was edited 1 time. Last update was at 2016/05/15 14:15:21
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![[Post New]](/s/i/i.gif) 2016/05/15 17:02:04
Subject: SoH Reavers
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Regular Dakkanaut
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It's less so a plus of Reavers than it is a minus of Assault Marines. They compare equally poorly to Invictarii, Dark Furies, Horror Squads, Destroyers, and pretty much everything else with a jump pack.
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![[Post New]](/s/i/i.gif) 2016/05/15 17:52:42
Subject: SoH Reavers
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Fully-charged Electropriest
Varying cities in the North
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I arm mine in 15-man units with power swords, a power fist and jump packs. Packs a punch and can take on various different threats.
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![[Post New]](/s/i/i.gif) 2016/05/15 18:06:47
Subject: SoH Reavers
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Regular Dakkanaut
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Yea, power swords are actually a solid choice for Sons of Horus because they work with their Merciless Fighters rule to grant you an extra attack. 4 swings per guy on turns you charge does quite well. Mauls may deserve some consideration too since they can no longer kill vehicles with krak grenades. Chainaxes are also a worthwhile investment and pretty cheap, if you face any non-Legion forces.
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This message was edited 1 time. Last update was at 2016/05/15 18:07:45
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![[Post New]](/s/i/i.gif) 2016/05/15 18:32:38
Subject: SoH Reavers
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Trigger-Happy Baal Predator Pilot
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HandofMars wrote:It's less so a plus of Reavers than it is a minus of Assault Marines. They compare equally poorly to Invictarii, Dark Furies, Horror Squads, Destroyers, and pretty much everything else with a jump pack.
I know assault marines are generally considered under-powered, but I still think destroyers are suuuuper expensive, and at least assault marines can cap points. Also being a blood angel helps them a lot because +1 to wound is tits. One slight advantage of the larger squad size is that one buff effects all of them. Giving feel no pain to 20 guys is better than giving it to 15. In the last game I played my one 20 man assault squad lead by a biomancer librarian consul casting endurance on them absolutely mulched a ton of reavers lead by none less than gavriel loken. Even when they were wounding me with power weapons, I still got a 5+ invul save backed by a 4+++ fnp save. My guys were not dying. Haven't faced Invictarii or Dark Furies yet but I would relish the opportunity to cross chainswords
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![[Post New]](/s/i/i.gif) 2016/05/15 20:27:44
Subject: SoH Reavers
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Regular Dakkanaut
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Invictarii have power swords and artificer armour, Dark Furies are S5 I5 shredding rending master-crafted lightning claws. Not good times for dudes with chainswords.
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![[Post New]](/s/i/i.gif) 2016/05/17 16:21:28
Subject: SoH Reavers
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Bounding Assault Marine
Leominster
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I am the Luna Wolves player Walnuts mentioned above.
Reavers areally a nice solid CQC unit that can shoot very well when equipped. That said they are by no means an "I win" button, just how our Legion rules are not.
From personal experience unless you are running a pod list, Reavers do better with jump packs. It helps with out numbering a great deal and you can move around Damm fast.
Also never underestimate the power of a Master of the Signal attached to the 10 man middle squad. I always run them with a Black Reaving list and they always rack up a hefty kill count. Being able to volley 10 rockets at BS 5 is brutal and will eat most tanks and walkers. Super Heavies not so much.
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This message was edited 1 time. Last update was at 2016/05/17 16:24:44
"I was never a Son of Horus. I was and remain a Luna Wolf. A proud son of Cthonia, a loyal servant of the Emperor."
Recasts are like Fight Cub. No one talks about it, but more people do it then you realize.
Armies.
Luna Wolves 4,000 Points
Thousand Sons 4,000 Points. |
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