What is the most competitive Fast Attack - Warhammer 40K Fantasy
 

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View Poll Results: Which Fast Attack do you prefer?

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  • Hellions

    6 13.95%
  • Scourges

    4 9.30%
  • Reaver Jetbikes

    27 62.79%
  • Beastmasters

    6 13.95%
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    What is the most competitive Fast Attack

    Let the discussion begin.


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    Senior Member Serbi's Avatar
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    Reavers. Ability to move 38'' in a turn, cheap, higher toughness, ability to get 3+ cover through movement.
    Worse save than scourges, but I'd say the ability to get a 3+ cover save is worth the trade of any day.
    Nurgle, the freshmaker.



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    Looking at the options I can say I'm not impressed with the hellions as much as others. I'm torn between the Reaver Jetbikes (w Heat Lances) and Scourges (w Haywire Blasters). I think both have their strengths. Jetbikes have an amazing movement which is key to getting heat lances in the right spot. Plus the ability to hide after shooting is always helpful. Scourges have haywire blasters which is really DE best solution against Vehicles with 14 armor especially the Monolith. I think beastmasters certainly have their uses but I tend to use fast attacks for more vehicle destruction than infantry killers. So in my 2k list I field Scourges and Jetbikes so I get the best of both worlds. Love to hear your thoughts on what you bring to the table and how you equip them.

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    Agreed. Reavers for the win. Hellions are by far the best looking but function over form all day. Scourges have more options but overall the the reavers are just perfect. The are really fast and can do serious damage to vehicles. Also the ability to do damage while running and hiding is always fun.

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    LO Zealot goldenS's Avatar
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    reavers, the ability to have more anti- tank weapons in a squad of 6 without having to get rid of a Heavy Support unit means that they can earn their points back without too much trouble. when they are shown the right target, they can do some srious damage. ie. they are sent to destroy a basilisk/whirlwind/deathstrike/manticore firebase at the other end of the table, slashing with their baldevines as they posistion themselves in the right place.
    "if he fails, at least he fails while daring greatly. So that his place shall never be with those cold souls who know niether victory or defeat" - Theodore Roosevelt 1859 to 1919

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    Senior Member WyteNite's Avatar
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    I'm a fan of the beastmasters, myself. They provide a BIG SCARY HORDE THING on the table. For about 200 points, you can get a SERIOUSLY INTIMIDATING mass of terminator-sized bases. Sure, we have faster close-combat units. Sure, we have units with power weapons and armor saves abounding... but when the skinless dogs and giant clawed beasts start moving down the field, murder in their eyes... your opponent might fire a few shots off at them... only to realize that he is adding attacks to your big ones...

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    Member Archon Anastari's Avatar
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    reavers, there is good duality in the unit plus they make the best use of the best tank killing weapon in our army with speed able to get up close quickly and being able to move 6" in the assualt phase.

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    Slave to the flesh The_Outsider's Avatar
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    The winner is....beastmasters.

    Why? Low cost with high damage output as well as having a hard counter to a fair few unit types the majority of other DE CC units cannot take head-on.

    All what reavers bring to the table is a consolidated package of gear that can be found elsewhere in the codex.

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    Member Archon Anastari's Avatar
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    Quote Originally Posted by The_Outsider View Post
    The winner is....beastmasters.

    Why? Low cost with high damage output as well as having a hard counter to a fair few unit types the majority of other DE CC units cannot take head-on.

    All what reavers bring to the table is a consolidated package of gear that can be found elsewhere in the codex.
    beastpacks have no duality what so ever and there ability to deal with infantry isn't that much better compared to reaver bladevane attacks especially when you consider that the reavers can move in and out without ever being shot at(or assaulted) by close range fire weapons whereas beasts will just be sitting there with their thumbs up there butts looking stupid as they are subjected to a plethora firepower to blast them away.

    Also whats this crap about a package of gear that cant be found elsewhere? As far as I recall the elites, troops, and Hq slots cant take heat lances( aka the beast anti tank weapon in our army) and we might as well throw in the HS because honestly how many taloses are you going to see in competitive game play.

  11. #10
    Slave to the flesh The_Outsider's Avatar
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    Quote Originally Posted by Archon Anastari View Post
    beastpacks have no duality what so ever
    So? DE aren't marines, we can afford to sacrifice duality, it helps a unit to perform to it's maximum potential and drastically undercut its target for cost.

    there ability to deal with infantry isn't that much better compared to reaver bladevane attacks
    It is better, that is all we really need to worry about for such a squad.

    especially when you consider that the reavers can move in and out without ever being shot at(or assaulted) by close range fire weapons whereas beasts will just be sitting there with their thumbs up there butts looking stupid as they are subjected to a plethora firepower to blast them away.
    Last time I checked ravers only had a 5+ armour save, even with turbo boosting they are not as durable as a reasonably kitted beastmaster unit of similar cost.

    Also whats this crap about a package of gear that cant be found elsewhere? As far as I recall the elites, troops, and Hq slots cant take heat lances( aka the beast anti tank weapon in our army)
    You need to stop, step back and look at the codex again. The heat lance is a red herring - there is no denying it is good but it should be nothing more than a support weapon to the battery of dark lances a DE list will have. Its usefulness is limited as - even with the ability to move in the assault phase - you are going to be getting only 15" inches away from an enemy to use it to its maximum potential, that is awfully close for a unit that is 22 points a head and just meatshield for said heat lances when used in this role.

    and we might as well throw in the HS because honestly how many taloses are you going to see in competitive game play.
    I lol'd. Why? Partly because that statement is totally retarded without the context to go with it, and partly because the talos always has been - and remains - one of the most cost effective MC's in the game.

    Hell i'm waiting for the day all those old school pure wych cult players sort their stuff out and re-create a list that when it worked was nigh unstoppable.
    Last edited by The_Outsider; March 17th, 2011 at 16:52.

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