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Reading through this forum I've noticed that most Eldar players do not add reapers to their lists and I'm curious to know why that is. Personally I use a 5 man squad that includes an Exarch with a tempest launcher and crack shot. I've played several games now (all at the 1.5k level) and on average this unit takes out 300-500 points of models per game. So far my reapers have only been taken out once.
Admittedly my games have been against Chaos marines, space marines and necrons with high value models. Even so, the ability to negate cover at a time when virtually everything gives cover seems to be extremely valuable. For my other heavy slots I have a fire prism and a wraithlord with a sword and bright lance. Combined with my reapers I feel that I have a pretty balanced mix against any variety of enemies. My prism has always made up it's points, whereas my wraithlord mostly has (once by tying up a sanguinar for three turns and another by keeping a nightshade busy for two turns and inflicting two wounds).
I think it is for two reasons. The first and perhaps the biggest is that their are so many other great Heavy Support choices in the Eldar Codex that they seem to not have a place or are over looked in favor of other units. Dark Reapers are good, but compared to Falcons, War walkers and Fire Prisms, many can't justify them.
The second reason is that most people use transports. A reaper squad can't really hurt units in a transport with their low strength. This leaves them sitting around doing nothing and just waiting to give up a Kill point for most of the game.
Army's used: Space Wolves, Tomb Kings, High Elves, Tyranids, Tau and Eldar.
I think the transport thing is a big factor.
They weren't so popular during the drop pod era either. Maybe because they don't stand up well enough to bolter fire and the like.
Though they've been around for a long time. I think underlying all this is that they're expensive models, you don't get that many, and you don't have any cheap ablative guys the way similar units in other armies do.
But if they were troops, or even fast attack for some reason, we'd all take some I think
The main reason I don't take them is that they're 35 points each, and more for the exarch powers. The Tempest Launcher with Crack or Fast shot is great of course but you're dumping so many points into a power that only the Exarch can use anyway. That's way, way too many points I could be using somewhere else.
Also as said, it's almost all transports in most play. They're sitting around doing nothing for probably 2 turns, and getting shot at in those 2 turns so you'd be lucky to even have them doing anything.
It must come down to the type of opponents I've been going against then. Only one actually had all his models in a transport, everyone else had 1-2 (every marine player had a devastator squad). I should probably invest in three war walkers with scatter lasers as replacements against pure mech lists, but so far my reapers have been doing really well.
They've got Heavy Weapons. This alone is the only reason I don't take them.
Their S5, AP3 weapons mean bunk when everyone's getting a 4+ save anyway. I'll admit, the tempest launcher is nice, and in friendly matches I'll field them occasionally, but even then I only ever run minimum squad size.
Pathfinders fulfil a similar role, are scoring, and a ton more durable.
It's just that most opponents these days seem to go mech, deepstrike, or space out in cover.
But hey, the people you play with are the people you play with
I think that's weird two. Every time I hear a battle report with reapers (admittedly, I haven't read too many), they manage to ruin the others side's early game, and it seems to me like transport isn't an issue since they have a big range... they are a bit pricey.
In a game against sisters they were amazing, taking out at least 500 pts (2k game), but against guard armor lists they spend most of the game doing nothing or hoping for 6s. They also suffer in dawn of war games or against enemies that keep their range. Otherwise the unit has great potential. Crack shot makes the tempest launcher deadly. Not only does it ignore cover and re-rolls wounds but, being barrage, forces a pinning check too.
Their obvious con is their static nature, which makes them undesireable for a mobile list, which is what most Eldar tend towards. Right now I have a more balanced build with a wraithlord and prism as my other two heavies. Being Ulthwe I also have a seer council so opponents rarely target the reapers that much and I've only lost them twice, after they dealt some damage.
I use them in maybe 50% of my games. They usually account well for themselves. I like giving the Exarch the EML and fast shot, that way if I have to worry about transports, I'm pretty sure he can handle anything AV 12 and below with no problem. Then whatever comes out of that transport is dead next turn.
We have a very heavy Marine population at my store, so their never really a bad choice to take.
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