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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

So the rules for Reivers have been leaked, and I am curious what loadout people are thinking is the best. Overall, everything has the exact same cost, so it comes down to what is the most effective.

Here are the choices for weapons (they always have Heavy Bolt Pistols):
Bolt Carbine: Assault 2 Boltgun
Combat Blade: +1 Attack CCW

It seems like Reivers are geared toward being in close range with their Shock Grenades. The Heavy Bolt Pistol is a good enough ranged weapon on its own as well. With that in mind, I am thinking the HBP/CCW variant is probably superior to the HBP/Bolt Carbine version for most armies. Bolter Drill for Imperial Fists does allow for some shenanigans with more hits being generated, but the HBP is affected as well. So I would have to say, all things considered, HBP/CCW is the way to go.

The other option is the deployment options, where the choice is between none, Grapnel Launcher, and Grav Chutes:
None: Why are you here?
Grapnel Launcher: Allows for some better movement after deployment, so that is nice. Otherwise you have to deploy after Movement at least 9" from any enemies, but also 6" from a board edge.
Grav Chutes: Doesn't provide additional movement bonuses, and you still have to be at least 9" from an enemy, but you can still be within 6" of a board edge, for what it is worth.

Of the two actual choices, the Grapnel Launcher SEEMS like it is the better option since it helps with movement after deployment, but that 6" from the board edge can be really a downer. Potentially, you might be stuck without anywhere useful to deploy. The Grav Chutes are worthless after deploying, but at least you aren't limited on how close to the board edge you get. With that in mind, I am thinking Grav Chutes are the better option.

So the overall best option is the Heavy Bolt Pistol with Combat Blade with a Grav Chute. The Bolt Carbine and Heavy Bolt Pistol with a Grav Chute is certainly viable, but it isn't really the best one. The board edge limitation really kills the Grapnel Launcher for me. It kinda sucks since I love the Batman option.

Thoughts?

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Made in us
Longtime Dakkanaut




I think RG will go naked with knives, or grapples and knives. They don't need chutes cuz they will just use the Strategem.

If you are BT or have a way to reroll the charge, chutes and knives seems good.

I'm not sure you'd ever want to footslogging them but if you did I guess the bolter would be okay then.

The way I see it the main use of reivers is their grenades, so RG is where they really shine. Otherwise I'm not convinced you'd not be better off taking something like vanguard vets since they are capable of doing a lot more damage for only slightly more points.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

jcd386 wrote:
I think RG will go naked with knives, or grapples and knives. They don't need chutes cuz they will just use the Strategem.

If you are BT or have a way to reroll the charge, chutes and knives seems good.

I'm not sure you'd ever want to footslogging them but if you did I guess the bolter would be okay then.

The way I see it the main use of reivers is their grenades, so RG is where they really shine. Otherwise I'm not convinced you'd not be better off taking something like vanguard vets since they are capable of doing a lot more damage for only slightly more points.
Yeah, RG are going to be gross when it comes to using Reivers. Especially since they can save 10 pts per 5 models on deployment method and put the little bastards right in their opponent's grill.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
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Made in us
Longtime Dakkanaut





I am thinking of trying them out with carbines because I just really, really like them for some reason. I do not think its really all that good, but 5 or 10 of them scooting around the battlefield taking shots at people appeals to me a lot. Now this is going to be alongside my mainly primaris army who is mainly on foot.

I mean they are just 18 points so a squad of 5 is 90 points. Now for 180 points I could have two of these running around firing assault bolters and throwing that really nice stun grenade and who knows that -1 leadership might do something some day.

Now if I wanted them to be good I would think a grav chute loadout with pistol/Knives would work pretty well because for just 100 points you can deepstrike that unit behind enemy lines and force them to respond to them. They might even make their charge! I think they have great synergy with RG and BT.

This message was edited 1 time. Last update was at 2017/07/23 06:00:41


 
   
Made in us
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A garden grove on Citadel Station

 casvalremdeikun wrote:
Yeah, RG are going to be gross when it comes to using Reivers. Especially since they can save 10 pts per 5 models on deployment method and put the little bastards right in their opponent's grill.
I mean, is a command point worth more or less than 10 points to you?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 ph34r wrote:
 casvalremdeikun wrote:
Yeah, RG are going to be gross when it comes to using Reivers. Especially since they can save 10 pts per 5 models on deployment method and put the little bastards right in their opponent's grill.
I mean, is a command point worth more or less than 10 points to you?
no, the ability to move after deploying behind enemy lines so you can chuck a Shock Grenade and then charge is worth 1 CP.

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Made in us
Longtime Dakkanaut





 ph34r wrote:
 casvalremdeikun wrote:
Yeah, RG are going to be gross when it comes to using Reivers. Especially since they can save 10 pts per 5 models on deployment method and put the little bastards right in their opponent's grill.
I mean, is a command point worth more or less than 10 points to you?


Well its more then that because that command point lets them move on the turn they come in as they arrive just before the game starts. So instead of arriving 9 inches away for 2 points per model you can use a command point to arrive 9 away, move your 6, throw grenades and make a 3 inch charge.

 
   
Made in gb
Andy Hoare




Norwich,England

I'm not convinced about Reivers outside of Raven Guard. Strike from the Shadows just seems to play to all of their strengths to such an extent that I am confused as to how they didn't wind up with an equivalent to Space Marine Scouts "Concealed Positions" rule as part of their Dataslate. Grapnels and Grav Chutes are cute but both leave you stranded beyond 9" from the enemy for a turn. So put me down as another one recommending them with pistol and blade with no upgrades.
   
Made in gb
Death-Dealing Devastator





right behind you

I'm just going to run them as a separate detatchment from my salamanders, and have them be raptors so I can get the stratagem and the CT because I can't see them worth it outside of ravenguard unfortunately.

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The carbines have the advantage of being able to advance and shoot don't they, being assault weapons?
That's really the only advantage I can see over the pistols. They can drop in and be mobile objective capers while harassing the enemy.

I'm working on a primaris only army, so everything else is pretty slow and I think this would be helpful.

As for grapnel vs grav, pretty sure grapnel is deploy at the start of game, the chute you can choose to deploy on later turns.

This message was edited 1 time. Last update was at 2017/07/24 03:13:32


 
   
Made in ca
Hurr! Ogryn Bone 'Ead!




Borden

Grapnel Launcher allows for both pre game and at the end of movement deployment.
However he must deploy 6" near a board edge and 9" away from any enemy models.


:cadia: 
   
Made in us
Slippery Scout Biker




Vegas

Right now my plan is to use them as ablative armor for an Inceptor deep strike.

Armed with HBPs and knives, they deploy in a wide line 9"+ behind or to the side of the enemy, or on top of an objective. Behind them I drop an equivilent number of Inceptors. 3 Inceptors behind 5 Reivers can create a pile of mess, especially if the opposing characters aren't adequately protected. The flyboys are very vulnerable in melee, so the Reivers are there to buy time.

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Sioux Falls, SD

Is there any reason to take both Grav Chutes and Grapnel Launchers on a squad?

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Made in us
Esteemed Veteran Space Marine



Ottawa

Danny slag wrote:
The carbines have the advantage of being able to advance and shoot don't they, being assault weapons?
That's really the only advantage I can see over the pistols. They can drop in and be mobile objective capers while harassing the enemy.

I'm working on a primaris only army, so everything else is pretty slow and I think this would be helpful.

As for grapnel vs grav, pretty sure grapnel is deploy at the start of game, the chute you can choose to deploy on later turns.


The most important part to remember, and what literally everybody forgets, is that you aren't losing the pistol when you pick the carbine. The pistol comes standard no matter what, the carbine just replaces the knife. You lose the extra attack in melee, but gain an extra attack when shooting, even when you advance, at twice the range.

 casvalremdeikun wrote:
Is there any reason to take both Grav Chutes and Grapnel Launchers on a squad?


That depends on the terrain. Lots of terrain, even just tiny 1 inch high walls, reduces how far you can move. Plopping them down on the roof of a tall building in your enemy's deployment, then using the grapnels to jump down and charge without incurring those movement penalties seems situational but potentially powerful. Depends on if that's worth 2 ppm extra for you. I wouldn't say it's clear cut either/or though.

This message was edited 2 times. Last update was at 2017/08/28 00:57:50


 
   
 
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