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Difficulty of Dark Reapers
View Poll Results: How difficult is it to master Dark Reapers?
1 0 0%
2 2 12.50%
3 8 50.00%
4 2 12.50%
5 0 0%
6 1 6.25%
7 2 12.50%
8 1 6.25%
9 0 0%
10 0 0%
Voters: 16. You may not vote on this poll

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Old 27 Mar 2007, 15:48   #1 (permalink)
Shas'Ui
 
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Default Difficulty of Dark Reapers

Please assume the following with Dark Reapers; aspect powers, weapons, and no psyker support. Remember to back up your vote with a post explaining why.
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Old 27 Mar 2007, 15:57   #2 (permalink)
Shas'Ui
 
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Default Re: Difficulty of Dark Reapers

I give Dark Reapers a 3. They are very straight forward. Find a good shooting postion sit and fire away at the enemy. They have a very good save of 3+ and if you can get them into cover they can have a 5+ cover save as well.

Dark Reapers are survivable and they can make their points back fairly well. Couple that with the fact that most opponets fear them and they become a great fire magnet.

They are less survivable with out a Farseer casting guide and fortune on them, but that does not mean they fall easily to shooting. You are going to want to make sure that you keep them out of close combat as they are the true shooting unit of the Eldar.

They have excellent range and firepower. Arm the Exarch with a EML and fast shot and mow down the enemy.

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Old 27 Mar 2007, 20:09   #3 (permalink)
Shas'La
 
Join Date: May 2006
Location: Newark, Delaware
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Default Re: Difficulty of Dark Reapers

I gave them a 4, only because every time I field them, my enemy usually try's to take them out first. So I sometimes must work on a defense with them.

Stupid Rail Guns.. Otherwise they handle with ease, and lots of devastation!

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Old 27 Mar 2007, 21:00   #4 (permalink)
Shas'Ui
 
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Default Re: Difficulty of Dark Reapers

Three. They're a powerful shooty unit with plenty of armour. The only drawbacks are their reputation (they die first) and their points cost.
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Old 27 Mar 2007, 22:56   #5 (permalink)
Shas'O
 
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Default Re: Difficulty of Dark Reapers

Quote:
Originally Posted by Kalesh of Altansar
I give Dark Reapers a 3. They are very straight forward. Find a good shooting postion sit and fire away at the enemy. They have a very good save of 3+ and if you can get them into cover they can have a 5+ cover save as well.

Dark Reapers are survivable and they can make their points back fairly well. Couple that with the fact that most opponets fear them and they become a great fire magnet.

They are less survivable with out a Farseer casting guide and fortune on them, but that does not mean they fall easily to shooting. You are going to want to make sure that you keep them out of close combat as they are the true shooting unit of the Eldar.

They have excellent range and firepower. Arm the Exarch with a EML and fast shot and mow down the enemy.

i agree, i give a 3 too
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Old 28 Mar 2007, 09:53   #6 (permalink)
Shas'La
 
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Default Re: Difficulty of Dark Reapers

I would give them an 8. Why you scream? well

-Points people! what 230 points for five guys that will we target number one. Wouldnt 200 points be put somewhere else?
-There are far more effective HS support choices around eg wraithlord or FP
- There only good for meqs and nothing else.
-There exarch powers are inda poor

LEERS
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Old 28 Mar 2007, 11:14   #7 (permalink)
Shas'O
 
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Default Re: Difficulty of Dark Reapers

I'd give them a 2.


The only thing you need to consider when using Dark Reapers is where you deploy them and in what capacity you're using them.


It doesn't even matter if you don't get off a single shot because the way they affect the flow of battle (due to their reputation and psychological reasons) is already well worth 200 points.
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Old 28 Mar 2007, 20:36   #8 (permalink)
Shas'Vre
 
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Default Re: Difficulty of Dark Reapers

Hey all,

I love reapers; once you get past the Exarch selection it's pick a fire-lane, point and shoot. It doesn't get much easier than this. Lets go into detail on these two point then:

1) Exarch Selection:
Basically you have 4 Choices: No Exarch, Reaper Launcher Exarch, Missile Exarch, tempest Exarch; even Fast/Crack shot are ambiguous choices.

a) No Exarch - Reapers do just find without him, and by the time you pay for a weapon, exarch upgrade, and powers you could have bought an extra reaper... They're mission becomes simple: Destroy all MEQ's and/or infantry in their firelane; and draw the fire and the ire of half your enemy's army. Don't despair that they will be targeted immediately, factor it into your plan.

b) Reaper Launcher Exarch - No Real change from above, just more accurate. Add Fast shot or crack shot for a little more oomph. Crack Shot is probably better here as you can ignore cover and re-roll wounds.

c) Missle Exarch - Now we add some versitility to your squad. You have a chance to ding some vehicles, and vape some characters on top of your ususal fare. Again Crack Shot and fastr shot are almost ambiguous. Fast shot lets you send more misslles down range; while Crack shot allows your plasma missiles to burn those Tau Fire Warriors in the bunker; and maakes your Krak rounds more effective against armor.

d) Tempest Exarch - Now we can have a radical departure from previous tactics. You can drop an anti-MEQ mortar barrage from behind cover. Keep a min-squad size, hide, and enjoy the damage. Crack Shot means that you can blow that Devestator Squad right out of cover, and Fast shot means 3 templates. :sadnshocked: - ouch! It's kind of a waste of the points in your two "escort" Reapers, but the psychological damage this combo wreaks is not to be underestimated. I'll bet your opponent thoguht his troops were safe in that bunker... >

This brings us to battlefield Position: Position determines what the reaper squads' purpose in life is:
a) Reapers as Bait: Placed forward, in cover, but near counterassault units. The reapers are a high-value target that are hard to dig out of cover. (Especially if supported by a Fortune Seer) This will draw enemy fast/assault assets like flies to honey. Pull the for into the breach and splat 'em!

b) Reapers as Support: Pick a long Fire Lane and flambe anything that dares to poke it's head out. Use your superior LD stat to drop fire wherever you want. Crack shot goes a long way here, ignoring the cover of enemy firepower units; while fast shot can help thin out their numbers. Choose your fire lane carefully though, as you don't want to accidentally block your reapers with an untimely assault.

Simple, Straightforward, and effective;
Questions, Comments, Considerations?
Ged
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Old 29 Mar 2007, 04:01   #9 (permalink)
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Default Re: Difficulty of Dark Reapers

I gave Reapers a 3, due to the fact that anyone capable of figuring LOS via eye can put these guys where they need to go.
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