D-Cannons vs. Dark Reapers - Warhammer 40K Fantasy

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  1. #1
    Favored of Tzeentch Viktor's Avatar
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    D-Cannons vs. Dark Reapers

    In my newly created Ulthwé Strike Force i am about to include one of these heavy support choices, and i can't really decide which one i should use. I may get both at a later time, but for now...

    They are almost exactly the same points, 4 Dark Reapers or 3 D-cannons.

    D-cannon pros:
    Can stay out of sight, thus more survivable
    Destroys tanks easy
    Can take warlocks (yes, in USF you can)

    D-cannon cons:
    Short range, not good in an army where you take the battle to the enemy
    If they run due to casualties they can never regroup. Ld 8...

    Dark Reaper pros:
    Lond range, can shoot enemies from turn 1
    Better morale, they are not lost when the start to run. Ld 9 too.

    Dark Reapers cons:
    Fragile beyond words, imagine 4 howling banshees in a wood begging for fire.
    Need line of sight and good firing positions.

    Can anyone think of anything more that will tip over the favor of the other?

    Warhammer Fantasy: Warriors of Chaos, High Elves
    Warhammer 40k: Eldar, Space Marines, Orks

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  3. #2
    LO Zealot TheWamp's Avatar
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    They have different purposes. It really depends on what else you have in your army. Could you post that, so we can see (or summerise it)
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    Member LostZaku's Avatar
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    though I would say right off the bat, dark reapers will always be a killer unit to have. D-cannons are more tempramental

  5. #4
    LO Zealot Nebulas's Avatar
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    Can take warlocks (yes, in USF you can)
    Note that any Eldar army may attach a Warlock to a Support Weapon Battery.

    Ultimately, they do different things although they are both heavy firepower units. You have to decide what the rest of your army lacks, and then pick the one which fills up the place of what you lack.
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  6. #5
    Favored of Tzeentch Viktor's Avatar
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    Quote Originally Posted by TheWamp
    They have different purposes. It really depends on what else you have in your army. Could you post that, so we can see (or summerise it)
    The rest of my army has been posted in the Army list section for a while.
    [1500] Ulthwé Strike Force (first attempt) is the name of the thread.

    Well, both are there to take out heavy infantry right? Even though D-Cannons can take out practically anything...
    Warhammer Fantasy: Warriors of Chaos, High Elves
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    LO Zealot Nebulas's Avatar
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    Well, both are there to take out heavy infantry right? Even though D-Cannons can take out practically anything...
    Then you have to choose between a gamble and reliablity. The Reapers will reliably kill plenty of Marines every turn, but the D-Cannons shorter range and Scatter means it's a bit of a gamble as to whether you'll actually hit anything, however the D-Cannon Battery is stronger.
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  8. #7
    Favored of Tzeentch Viktor's Avatar
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    Quote Originally Posted by Nebulas
    Then you have to choose between a gamble and reliablity. The Reapers will reliably kill plenty of Marines every turn, but the D-Cannons shorter range and Scatter means it's a bit of a gamble as to whether you'll actually hit anything, however the D-Cannon Battery is stronger.
    I know, it all puts me in a dilemma on which to choose. The Dark Reapers are good early in the game giving covering fire to my seer council racing up the board to deploy the wraithgate, but they are likely a 148 point unit begging to be shot, especially when there is not much else on the table. But the D-cannons are more useful later in the game, when they're in range. But then i should be in close combat or close to the enemy making it more risky. They are far more likely to survive nonetheless, making them reliable in that aspect.
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  9. #8
    Member El-Kingo's Avatar
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    then you have to ask if you're ever facing 2+ armour and how often, reapers a great vs regular marines, but give them 5 turn vs terminators you'll be lucky to kill more than 2, so to summarise.

    Armour 3+ = Reapers

    Armour 2+ = D-Cannons

    (incendetally if you are taking then to break heavy infantry for 4 extra points you can take a squad of 8 rangers - good in cover - can infiltrate - can pin stuff - can wound anything on 4+ - can have AP1 - good cover saves - more resistant to shooting ie more of them)

    It's worth pointing out I play alaitoc rangers, so I am a little biased but it's always an option, frees up a heavy support choice too. (take a war walker with 2 starcannons for ultimate ((but fragile)) anti heavy infantry one of those can chalk up 3 termies a turn on average)
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    LO Zealot TheWamp's Avatar
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    Quote Originally Posted by El-Kingo
    then you have to ask if you're ever facing 2+ armour and how often, reapers a great vs regular marines, but give them 5 turn vs terminators you'll be lucky to kill more than 2, so to summarise.

    Armour 3+ = Reapers

    Armour 2+ = D-Cannons
    But he doesn't need anti-ap 2 stuff. A few starcannons can kill the few termies that his enemy will throw at him.. He needs regular infantry killers and tank killers. each has their own specific purpose
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    LO Zealot Nebulas's Avatar
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    This thread has kind of lost it's purpose seeing as Viktor seems to have made up his mind, why don't you go and see his Army List that this question was related to?

    Viktor's 1500 USF list. ([1500] Ulthwé Strike Force (first attempt))
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