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		<title><![CDATA[Latest posts for the thread "Reivers as a CC unit"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Reivers as a CC unit"]]></description>
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				<title>Reivers as a CC unit</title>
				<description><![CDATA[ While I have been into the modeling and painting aspects of this hobby on and off for years now, I am finally trying to construct my first army. With this in mind, I was curious to yall's thoughts on the efficacy of the Reivers as a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit. Without any actual experience in game play (my first army is still under construction), they seem like a cheaper terminator at 18 points, 2w, 2a (+1 with combat knives) and 3+ save. I imagine we will be getting some sort of Primaris rhino (though...not the actual Primaris Rhino) or an ability to deep strike them and probably some upgrades in the future. While not as tough as termies, the ability to put together a 10 man unit (20 wounds, 31 attacks) at 180 points seems to me to be a decent unit. <br /> <br /> What do you guys think?  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/733185/9499799.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/733185/9499799.page</link>
				<pubDate><![CDATA[Tue, 18 Jul 2017 18:52:20]]> GMT</pubDate>
				<author><![CDATA[ Tday123]]></author>
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				<title>Reivers as a CC unit</title>
				<description><![CDATA[ I'll have to see the actual rules and what the transport costs (might be better for Hellblasters) but the only concern vs. termies is lack of an invuln save. If you miss that charge against a backfield unit you'll get shot to pieces.<br /> <br /> Might be better for dropping on an objective, or stiffening with a character.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/733185/9499818.page</guid>
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				<pubDate><![CDATA[Tue, 18 Jul 2017 19:02:29]]> GMT</pubDate>
				<author><![CDATA[ 3orangewhips]]></author>
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				<title>Reivers as a CC unit</title>
				<description><![CDATA[ Yeah, failing a charge (from what I have gathered) can be devastating. That's part of what is attractive about these guys potentially, a failed charge and subsequent mauling doesn't cost me as much as if it were some Termies. I also think that the shock grenades may help to mitigate that potential if I could get one to pop off.  ]]></description>
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				<pubDate><![CDATA[Tue, 18 Jul 2017 20:03:59]]> GMT</pubDate>
				<author><![CDATA[ Tday123]]></author>
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				<title>Reivers as a CC unit</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ea3e4ebf79464bc783e063d7182bc3fd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/733185/9499818.page"><b>3orangewhips wrote:</b></a><br/>I'll have to see the actual rules and what the transport costs (might be better for Hellblasters) but the only concern vs. termies is lack of an invuln save. If you miss that charge against a backfield unit you'll get shot to pieces.<br /> <br /> Might be better for dropping on an objective, or stiffening with a character.</div></blockquote><br /> <br /> That's the problem with Terminators though - their invulnerable save is almost useless given that almost everything shooting at them has a maximum of <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3. Terminators are only slightly more survivable vs plasma weaponry than Primaris marines are.]]></description>
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				<pubDate><![CDATA[Tue, 18 Jul 2017 20:04:01]]> GMT</pubDate>
				<author><![CDATA[ sossen]]></author>
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