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Reaver Class - What is it good for?

 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 4:23 am 
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Has anyone ever considerred or taken a Reaver Class Titan (whether marine, imp guard, or chaos) over the costs of the Warlord or 2 Warhounds?

The Reaver Class Titan for me seems to sit in a class that you would not consider (maybe I am wrong).

For ~200 points more I can take a Warlord Class that gives me a significant boost that I would argue is well worth the points

For less than the cost of the Reaver Class Titan, I can take two units of Warhound Class Titans that would give me an activation benefit, as well as more points for the rest of the army.

Taking a Reaver Class is also a bit of a risk if the opposition takes a Warlord Class Titan in that there is a very real possibility that all your points in the Reaver class will be spent hiding behind cover in fear of being decimated. At least with Two Warhounds you have awesome movement and an extra activation.

So this brings me to the question, why chose the Reaver Class (for marines, imp guard and chaos) over the other two options?

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 5:37 am 
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Well for starters it's a mid-cost option if you want to field other units and can't afford a warlord.

Warhounds are reasonably fragile and wouldn't stand up to the firepower a Reaver would. e.g they wouldn't hold an objective as well.

Reavers are still hard to kill and are usually a BTS. I spent 2+ turns with 4-5 formations each turn trying to kill one with my Tau, once upon a time....

They bring the "Yikes!A big-ass War Engine!" psychological factor.

Just some things that I've learned against a couple anyway.  :yay:


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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 6:13 am 
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The reaver used to be the default choice for the AMTL because it was cheap and could pack a good punch until the god machines rule killed it because it is still relatively easy to take down. Now, it's alright but in a 3k list I find warlords and warhounds to better. If the god machines rule changes I might go back to taking a few of them with a warlord for BTS.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 6:44 am 
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Quote: (Dobbsy @ Jan. 14 2010, 13:37 )

Reavers are still hard to kill and are usually a BTS. I spent 2+ turns with 4-5 formations each turn trying to kill one with my Tau, once upon a time....

Really?

I leave War Machines such as this alone and they rarely make up their points in effectiveness.

All they seem to do is prevent 3 objectives. So I personally work on the other two and most times take out the game doing so. When a War Machine is used to prevent 3 game objectives being taken, it's range and effectiveness is quite limited.

I guess we all play differently..

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 7:43 am 
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Reavers are quite regularily seen at UK tourneys - as a strong BTS for SM without as much of an impact on your number of activations as a Warlord.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 8:42 am 
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Being a new player, I must say my opinion doesn't carry much weight, but I'll toss in my thoughts anyway. :)

I regularly field a Reaver in a 3K SM list. Makes a great BTS (as noted) and usually (though not always) forces my opponent to "deal" with it -- if they ignore it, one round of shooting from it will generally make them re-think that decision fairly quickly. It's pretty good at making units go away or at least piling on the BMs.

Plus...I just like the way it looks. I have a Warhound (the non-FW variety) and I'll be honest, part of the reason I haven't put it on the table yet is because it just looks...dumb. Really, GW? Dog-heads? Overdose on bad 70s Japanese action shows or what? :)

Having said that, I don't own a Warlord mini so I haven't tested it. I have to agree that for just a few more points (well, in "Epic terms" anyway) the Warlord does have some tasty upgrades over the Reaver -- and once I lay hands on a Warlord mini I'll test it out. Maybe I'll prefer it even with the higher cost...but I'm thinking with the cost of the Reaver already so high I won't be able to squeeze out the points from somewhere else in my list to do the Warlord with as much "list synergy" as I have now (which ain't much, mind you, but being new I have to take every little bit I can claim!).

So I guess in some ways, the points cost is also a factor.

But the REAL reason I play a Reaver? Because I want to. Titans are what drew me to Epic in the first place. In fact, when I started researching non-computer games to pick up as a new hobby (I'm a network engineer and man I NEEDED a hobby that didn't involve starting at an LCD panel for even MORE hours a day) the CONCEPT of Epic -- and the ability to play these hulking god-machines of war stirred my imagination. After hitting the local hobby stores and finding out the number of Epic players locally was very, VERY low I decided to pick up 40K instead. I don't regret it, I love me some 40K, but I finally hooked up with good group of Epic players here locally so I now I get to do both. I consider Epic to be my "fluffy" army list game, and have built my list around stuff I like and less around list optimization concepts (I have 40K for that, thanks!). So: long story short: I like Titans. I have a Reaver. Therefore, I field a Reaver. I've yet to lose it in a game, but it's never won a game for me, either. YMMV. :)


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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 9:27 am 
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Quote: (CrusherJoe @ Jan. 14 2010, 16:42 )

Being a new player,

Welcome to fun house CrusherJoe    :D

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 3:50 pm 
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I regularly use Reavers over Warlords, mainly because of the points case. An extra activation or two can potentially make a big difference. Plus, for me a Warlord usually doesn't earn back the points spent on it.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 4:01 pm 
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When I take Warlords, I tend to nuke enemy formations, but I also tend to lose the games.

When I take Reavers, I just tend to win. :)


Those extra 200pts (and the more specialised Anti-Tank role) spent on the Warlord make it a bit harder to use than the more generalist Reaver... combine that with the lower speed of the Warlord and the Reaver is a bit easier to get good results from.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 10:43 pm 
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Hey cats, I'm sorry if this is the wrong place for this, but I'm trying to understand this thread and keep getting stumped at the acronym "BTS" - what does it mean? I looked it up on Google, but the results didn't seem to fit the usage here:
British Thoracic Society
Base Transceiver System
Back To School

Please help!  :_(

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 10:47 pm 
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BTS refers to one of the objectives, Break Their Spirit.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 10:49 pm 
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BTS stands for "Break Their Spirit", which is one of the five objectives available to you when you play the "Grand Tournament Scenario" from the rulebook.

When you kill the enemy's most expensive formation (in points, not pounds!) you have "broken their spirit", and claimed a point.

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 Post subject: Reaver Class - What is it good for?
PostPosted: Thu Jan 14, 2010 10:59 pm 
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Thanks doodz, it all makes sense now!
So I guess the notion being discussed is the value of the Reaver (or Warlord) as a hard to kill unit that can deny the enemy from achieving break their spirit.

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