Joined
·
579 Posts
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.
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.