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For my part, I've always loved Reapers. I haven't fielded them in a year though, because my SM opponents complained so much. Since that time though, we've had the new IG, Space puppies, and now Nids coming out. As the march of new codices kicks more armies up to the 5th ed power level, I'm starting to consider finding a place for them again. I've always felt that when properly supported, Dark Reapers are a silver bullet against MEQ armies, and out of the newest batch of codices I think there's some new prime targets for them to be pointed at. Particularly, Thunderwolves and the new TMCs.
In the past I would have never considered Reapers against Nids; the MCs were generally too tough or had a 2+ save (or both), and against the swarmy stuff they were serious overkill. But with the ability to take so many T6 multi-wound models in the new dex, combined with their maximum 3+ save, there's both a need and an opportunity for Dark Reapers now. I've written up a list right now that uses a combination I'd never considered in the past for the reaper Exarch-- EML and fast shot. Two BS5 missile shots against an MC is invaluable, and two plasma templates against swarms will be really handy. With just Guide, a full squad with this setup should have no problem dropping a carnifex a round, and will seriously put a dent in a Trygon or Tervigon.
If you guys have had anything like my experience with them, Thunderwolves are a serious pain in the ass. In the great 5th ed trend of Nob Bikerz and TH/SS termies, they're a rockhard unit that takes considerably more than it's points worth of firepower to take down. In the past I've used a combination of Spiders and Dragons to take them down. It's effective but if you don't get all them in one round, even one or two remaining models will charge and stand a good chance of wiping out a squad of aspect warriors.
Reapers with their range can help put some hurt on them at a safe distance, and hopefully with a round or two of shooting you can do some serious damage. The Reapers low rate of fire combined with TWC being multi-wound means unfortunately they aren't a silver bullet. At worst, the reaper fire is a good way to soften them up for another squad (like Spiders or Dragons) to deliver the killing blow. If the TWC are in cover or are otherwise not a viable target, you're still facing an MEQ army-- you can reach out and touch some Longfangs
I'm not suggesting Reapers will work for everybody's army-- they're not mobile at all which certainly doesn't fit with everbody's playstyle. They also require a bit of babysitting from a Farseer to be truly effective-- but that's pretty common with a lot of Eldar units. But I've always found them to get their points back when supported properly and be quite the scourge of an MEQ army. From the looks of it, I'll also be excited to see their effectiveness against the new Nids.
Last edited by Archon Charybdis; January 5th, 2010 at 17:48.
Dark Reapers are the reason I originally wanted to start out with Eldar. Long range, heavy firepower units that can smash through pretty much any infantry your opponent brings.
Exarchs get two shots with an EML, not three (you wish ) but still two BS5 shots with a missile are rather devastating. And as stated, will put MCs down like nobody's business.
The issue I see is people worrying about their effectiveness against mech. Use them as a one-two punch. Zap the transport with a lance/EML then blitz the disembarked troops with reapers. Against units that aren't mechanized but still try and cross the field on foot, they are even more nasty. The time I played eldar v.s. CSM, I popped a rhino, and evaporated 2/3s of the squad inside, from across the board, turn 1. I honestly don't see why this shouldn't be a more common occurrence
Agreed, at somepoint during the game units are going to disembark their transport. Either it'll get blown up, or they'll have to get out in order to actually do things (like shoot and assault). The Reapers may have to wait a round or two for an opportunity, but often a single shooting phase is all it takes for them to devastate an enemy unit.The issue I see is people worrying about their effectiveness against mech. Use them as a one-two punch. Zap the transport with a lance/EML then blitz the disembarked troops with reapers. Against units that aren't mechanized but still try and cross the field on foot, they are even more nasty. The time I played eldar v.s. CSM, I popped a rhino, and evaporated 2/3s of the squad inside, from across the board, turn 1. I honestly don't see why this shouldn't be a more common occurrence
Something to keep in mind though. Reapers are a shooting unit, and only a shooting unit, getting them caught in CC is a massive waste of their potential, so watch out for high speed/ds assault elements.
On the other hand, if they're in cover, they are rather durable, that 3+ save really gives them an edge when the flamers come out. A nice high perch in some area terrain/cover to give them a nice vantage point makes them highly effective. Consequently instead of fast shot on the exarch, crack shot allows him to punch through cover saves with a reaper launcher. This sort of attention really puts the heat on enemy sniper/heavy weapon units, as even that tree they're hiding behind won't protect them from S5 ap3 death.
There are a couple of Eldar units that just appeal to me for no other reason than I think they are cool, such as Wraithguard. Dark Reapers are one of these units...in fact DR, along with Fire Dragons, played a big part in the first ever White Dwarf battle report I saw Eldar in way back in 1991/92- and i've thought they were immense ever since!
And if Marine players whine about them then tell them to be quiet, its not as if Marines are short of powerful units is it? as Alzer just pointed out, they are a long range shooting unit, so there are simple ways for opponents to negate their potential.
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
I think that they are a perfectly wonderful unit - with lots of LOS, a cover save, and serious distance between them and their target; a nice, MEQ-TEQ sort of target.
For that situation they are perfect and wonderful and holy.
For everything else; they are not relentless, so they either move or shoot. They are overkill on hordes and lacking against big units ('fexes, tanks, any Monstrous Creature really...). They fulfill their niche very well, but bad placement, blocked LOS, no middling-toughness, middling-save units in sight, or fast-moving tarpits can all render DR useless.
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
LO rules in a nutshell: Don't post unit costs, be polite, rep posts containing of win.
hmm.... i was actually reconsidering dark reapers for my full mech list.. tank shock an enemy to bunch them up and then hit them with a tempest launcher... wonderful!!!
I play marines and my friends uses a fie man squad against me (sometimes he adds eldrad and put his eml warwalkers next to them). They are very scary.
A tempest launcher is 2 BS5 blasts that kill my marines on 4s, and with crack shot re-roll wounds and ignore cover (he never takes fast shot on tempest because it is less efficient.
Alternatively he gives exarch missile launcher and fast shot and pops all my tanks and then the infantry.
The 3+ save is really difficult to kill, especially when their in cover.
And when my guys arrive in drop pods, to assualt dr next turn, well, I don't want to talk about that.
Overall, they are a necessity for a eldar shooting army and a great asset to any other tactic (probably the least effective when coupled with mech). A seriously underestimated unit.
if i wasn't playing the theme of army i was, i would make room for reapers for their cool factor.
but like any eldar unit, they need to work with the rest of the army, which is why they do not appear in competitive army lists as the tourny way to go at the moment is mech, which means reapers don't fit in with the mobility.
i think a squad of reapers fits in well with a hybrid or ground pound army, maybe with warp spiders, scorpions and guardians.