Manchild 1984 wrote:Flayed ones get a bad rep for no reason.
I'm not a fan of Reanimators, could be just me.
I've loved Flayed Ones in every edition except their first appearance. I think that's fair since the army as a whole wasn't really as fleshed out as it is now. They have two things that give them a bad rep in this edition. The first is the cost. It's very pricy for 5 models and I bought 40 of them! This alone will keep most players away from them, or find cheaper alternatives to convert them. With the new
GT rules though, I doubt we'll see them at all.
The second is they have the same issue as other non-shooting reserve units. They don't really do much to help the army until it's probably too late. They don't have the ability to 'Infiltrate' when that was a rule. It was okay when they could come in from Reserves on Turn 1, effectively making it an infiltrate. Not allowing Strategic Reserves on Turn 1 hurt them even more, when all they need is a 'Free move', like Marines did. Right now, you're using
CP to bring a unit in where it won't deter, or even prevent an opponent from getting into
CC with his original target.
I get more Comments/Messages on the Reanimators for any of my lists. I absolutely get why players don't like them but here is my stance on them. First, I don't waste my time with 'Matched Play', unless someone specifically asks me because they're preparing to go to an event. 'Open War' is the best way to play
40k while waiting for 'Matched Play' to get fixed, so I typically end up with some great stories from the scenarios that make them a bit more useful.
I'm also only playing 'Mephrit Dynasty' right now, and those Reaper Warriors are the Bread n Butter of the army, and this is the first list where I'm not running 3 units of them. Having support for those Warriors is still what I revolve around. Technomancers and Ghost Arks are the other Warrior based Support options. Technomancers share spots with the Chronomancers, so it's more of a choice on how I prefer to support them between these two. Saving 1/3 before
RP vs. replacing D3 after
RP just feels like a better call. Same reason I'm not taking Ghost Arks, replacing D3 after
RP seems like less of a return, especially considering the points investment. If I ever drop down to 1 unit of Warriors, then I might try the Techno/Ghost Ark route. In Mephrit, that would just put a bigger target on their head. So that leaves Reanimators filling elites spots and using Flayed Ones are the first time I've had to compete for slots. With the points changes though, I'm not having an issue with this list.