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		<title><![CDATA[Latest posts for the thread "Reavers vs Scourges"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Reavers vs Scourges"]]></description>
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				<title>Reavers vs Scourges</title>
				<description><![CDATA[ I'm trying to sort out a small <span class="glossaryitem" onmouseover='gp(27);'>DE</span> army (750 or so).  I usually run them as allies to craftworld but thought it would be fun to try running them as their own for once.  Here are the two units that I'm comparing.<br /> <br /> <br /> Reavers x6, caltrops x2<br /> Scourges x5, haywire x4 (maybe heat lances instead?)<br /> <br /> <br /> Clocking in at 126 and 120 points respectively they're starting on pretty even footing.<br /> <br /> I have the reavers built already, and am considering adding some scourges.  But as I'm looking at it again, don't these two units try to do the same thing?  Wreck vehicles.  Or am I missing something that makes them different?<br /> <br /> Given that the rest of what I have includes 20+ Kabalites, an Archon, blasterborn, 2 venoms, and a raider, is there any reason for me to add scourges in anyways?  Thanks!]]></description>
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				<pubDate><![CDATA[Sun, 3 Jan 2016 12:43:46]]> GMT</pubDate>
				<author><![CDATA[ w0lfgang7]]></author>
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				<title>Reavers vs Scourges</title>
				<description><![CDATA[ The Reavers tend to be more of an all round unit, I use them mostly to clear infantry with some nasty <span class="glossaryitem" onmouseover='gp(627);'>HoW</span> attacks but can throw them at vehicles if needed. Being jetbikes with the Skilled Rider <span class="glossaryitem" onmouseover='gp(136);'>USR</span> makes them a bit tougher than your average space elf and, very fast and gives them a 3+ jink and no dangerous terrain tests.<br /> <br /> Scourges tend to be a little better at anti-tank and having deep strike means you can get them where you want without them being shot to bits before hand so I'd take the Scourges if you need the anti-tank or the Reavers if you need the all round usefulness.]]></description>
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				<pubDate><![CDATA[Sun, 3 Jan 2016 13:13:48]]> GMT</pubDate>
				<author><![CDATA[ Imateria]]></author>
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				<title>Reavers vs Scourges</title>
				<description><![CDATA[ If you play Maelstrom then I'd pick Reavers over Scourges in most cases. They are amazing for grabbing objectives.<br /> They're also decent vs <span class="glossaryitem" onmouseover='gp(9);'>AV</span>, but I find that Scourges do a better job of that.]]></description>
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				<pubDate><![CDATA[Sun, 3 Jan 2016 15:10:36]]> GMT</pubDate>
				<author><![CDATA[ vundere]]></author>
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				<title>Reavers vs Scourges</title>
				<description><![CDATA[ At your point value Reavers pull ahead, but at higher ones it's suicide to run pure <span class="glossaryitem" onmouseover='gp(27);'>DE</span> without Scourges. They are by far our most reliable anti-tank with Haywire Blasters, they regularly put 2/3/ hull points on any vehicle before cover saves. Might not seem like much, but Lances are actually very mediocre at taking out vehicles and usually only end up knocking a hull point off, so Scourges are vital for picking off those weakened vehicles. <br /> <br /> But at low points, you're not likely to face a Knight, Ironclad or Land Raider and Reavers <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 <span class="glossaryitem" onmouseover='gp(627);'>HoW</span> vs rear armour is effective vs rear armour up to 12 (rending). So pick these guys, as they are also nails at anti-infantry and more survivable with 3+ jink. ]]></description>
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				<pubDate><![CDATA[Sun, 3 Jan 2016 22:54:57]]> GMT</pubDate>
				<author><![CDATA[ ALEXisAWESOME]]></author>
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