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ok so i know this hasnt been talked about so i was wondering why? i have to admit when i first saw reavers i did not think all that much of them after id heard the could not shoot when moving flat out however on second glimpse i am noticing a potentially very powerful unit when equipped right. so i was working a few combos and this came to mind 6 reaver 2 caltrops and 2 heat lance/blaster, i know it is prolly the most talked about and used but on average it kills 4 marines on a pass by which is great. anyway i would like to hear more about these guys b4 i include them in my army..., so any advice on how to equip them or your own combos that have worked would be fantastic one tactic i was thinking of was a combo with them and wytches, reavers run over the marines then wytches assult, afterward my reavers with thier 6 inch assult move jumping behind the combat and thus becoming immune to most fire.
I always play my reavers. I love them. They are quite good at harassing but you have to wait to trigger them. They work great as a reserve unit, then speeding onto the table where you need them to and smaking a unit on the way in. They are very fragile however and will usually die to a stiff breeze. Remember that you cant use your 6" jetbike move after you boost. So you have to make sure that they end up in a favourable position to mitigate possible retaliation from the enemy.
I've yet to field them - the pitiful save and turbo-boost save scare me. Perhaps if you could turbo-boost from cover to cover you could rely on the nifty bladevanes etc. to do the damage rather than shooting, or could you rely on the jetbike move + shoot + move back into cover to save you from retribution?
I don't always take them, though, they aren't important enough to be a must-have, merely a "want."
They are an incredibly flexible unit.
6 reavers, 2 blasters, arena champion, and pw is 182pts
For a unit that has incredible mobility. And has reasonable survivability as long as you use their turboboost, skilled rider and eldar jetbike assault move to make sure they always have a cover save. With the amount of cover in 5th ed I'd rather be t4 with a 5+ save then t3 with 4+.
Bladevanes: I see these as a bonus, you can land a few hits whilst in transit to your intended target, or when getting out of trouble. That being said they are very effective, 6d3 str 4 auto hits is nothing to be sniffed at.
Cluster Caltrops: I'm not keen on cluster caltrops, for 2 points more you can get an extra bike, 2d3 str 4 hits, an extra wound, splinter rifle and more attacks is better then 1d6 str 6 hits in my opinion. Another thing to consider is if you take cluster caltrops, there is no point in taking any other upgrades as they should be turboboosting every turn.
Blasters: I prefer these over heatlances because I find heat lances force the unit to be suicidal. With blasters you can always stay 24" away and be effective. Also the instakill vs tyranid warriors, ork nobs, crisis suits and other T4 multiwound models is far more useful. What I like best about blasters is once your unit of reavers gets wittled down to 2 models you can just retreat and hop in and out of cover firing blaster shots, making them still contribute to the fight without risking a kill point. In objective missions they can just hang back and turnboboost in the last turn to contest an objective. Blasters ensure combat effectivness right until the end.
Shouting: splinter rifles are a great weapon, the fact that reavers a relentless meaning they can assault after firing rapid fire weapons and also fire at max range on the move further improves their effectiveness. Also the fact that they always wound on a 4+ means that your not wasting any shots when you choose to engage high toughness models with your blasters.
Assault: Reavers are now s3 but they come with a pistol/ccw so have gain an attack. Also the fact that combat drugs will almost always boost there combat effectiveness makes them a reasonable CC unit. Add a few pain tokens and your gonna be putting the hurt on most non dedicated CC units. More importantly reavers have such good mobility they can almost always pick their fights. Which means they should never end up in a fight where the odds are not stacked in their favor.
Powerweapon: Reavers are one of the few units where I don't take the default agoniser. Firstly the agoniser does not give them any more punch against t3 units, renders the +1S FC and/or the +1 S from drugs useless. For a unit that might not necessarily see close combat in a given game I find the agoniser too much of an investment. As mentioned previously reavers can pick their fights so they shouldn't be in a fight were they need an agoniser to win. The power weapon gives them a needed boost in CC without being wasteful.
All in all I think reavers are great in this edition, a true multi roll unit that gets better the more skilled the user is.
Last edited by Mushkilla; November 17th, 2010 at 13:24.
The turbo boosters rule states that they get a 3+ cover save when turbo boosting anyway, so I dont think there "turbo boost save" is all that puny personally.
I have used 2 squads of 3 to great effect. With simply a heatlance and caltrops. The passovers had excellent results on the marines, adn my heatlance got one cheeky shot off immobilising a vindicator.
Thanks everyone - just goes to show I should read the stats and rules more closely. The reavers are back in!
A quick question related to reavers
can I start the game with a haemonculus in a unit of reavers, then in my first movement phase move the haemonculus out of the unit and leave the pain token on the reavers? adding feel no pain from turn 1 will really go a long way in negating the fragility of reavers. (3+ TB save 4+FNP sounds nasty with caltrops)
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
Take a look at my modeling, painting, and terrain blog
The Iron Cage
And never forget to make appropriate "vroom" or "zoom" sounds when turboboosting with the Reavers =D
Ahem... More on topic, I think using Blaster equiped Reavers in conjunction with Dark Lance toting Ravagers might be a good idea. Pull a pincer move by turboboosting the Reavers and your opponent faces a tough choice in dividing his firepower. one way or the other, you should get to fire into a side or maybe even rear armor on the following turn. Worth a shot, I think...