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2 OK, sometimes, I guess.
3 A solid choice.
4 An exceptional unit.
5 Put this in your army.
This is part of a group of polls on how powerful various units are to help me in the writing of my new tactica. I am not going to post my opinions straight away as I don't want to influence people.
This poll is about the Fast Attack choice Reaver Jet Bikes. To get a better handle on what the voting scale represents you can read it in its entirety Here
Jetbikes are a little odd. 3 isnt that great. 6 is awsome. 2D6 S6 + 4D3 S4 attacks is nasty. Especially when you roll an 11 on the 2D6. Clearing out a unit and instantly gaining a pain token isnt bad at all. Just try to target things with no better than a 5+ save.
Add in the fact that, even if you dont want to take the caltrops, they are a very fast moving way of getting a couple of blaster shots down the board and i think im always going to take 1 squad of 6. Just keep them out of close combat. Once they have their pain token a 3++ save from turbo boosting and 4+ FnP save makes them pretty survivable. And they are on drugs too.
Yes if you want to use them as anti tank 3 with a heat lance would be my recommendation. However if you are intending to use their blades to weaken enemy units, especially troop choices, 6 is definetly more useful. Ive found killing 2 3rds of the unit is way more than twice as good as killing 1 3rd.
Otherwise I'd be inclined to classify them as a 4, but the high pricetag -which just gets higher as you give them more bells n' whistles- bumps it down a notch to 3. Even so in a 1750 game I like to run either 6 or 9 of them with two Blasters and a Champ with power weapon (in case I get lucky with drugs). They used to have grav-talons but after the errata... I'll have to find a way to rip them off, they just waste points now.
they are a 'good' unit but mine tend to blow up one or two tanks and then get blown to bits, excellent distractions though, especially since most of my opponents are mech, i dont mind them but i just think making their save 5+ instead of the old 4+ has reduced their utility somewhat, even with pain points which are hard to get when everyone is mounted in tanks. Or those pesky guard vetrans who simply refuse to die because of carapace armour.
just my opinons
It still sounds like a reaver with grav talon makes an additional d3 attacks with its bladevanes, which cause pinning. They don't replace the bladevanes, like the cluster caltrops do. Or that's how I interpret the rules anyway. I'd rate these guys with a 3, they look very solid, but I haven't really gotten around to playing with them yet.
EDIT: Ok, upon re-reading the FAQ, it does indeed seem like they're not getting that extra d3 attacks, which really sucks. I don't know if cluster caltrops are worth it, they're so expensive. Now I don't know what I'd rate these guys as. Probably still a 3 though.
Last edited by Necrontyr; February 1st, 2011 at 23:06.
"I have seen you humans, trying to forge an Empire in the name of a corpse"