![dawn of the reapers dawn of the reapers](https://uploads4.wikiart.org/images/jules-breton/the-reapers.jpg)
I would now always get Firedragons over Darkreapers. I feel they are a lot more glass than cannon atm. As every one said it's pretty weak and unreliable. the barrage is affected by suppression which is exactly the only thing it really should counter. On a squad that dies in the blink of an eye you need this thing to take effect instantly.
![dawn of the reapers dawn of the reapers](https://cdna.artstation.com/p/assets/images/images/035/582/202/4k/paul-kiesling-dotr-main-page.jpg)
pinning fire takes waaaay too long to suppress. Then you have the rest that is secondary : Then dark reapers cost 550/80, for this cost anyone in the right mind would rather get WG or FD or a falcon or WS. Dark reapers have nothing at all, one jump squad : you lose at least two models even with support available, one artillery shot/smite you almost lose the squad. DA have shields, rangers infiltration, FD range resist, WS have teleport, WG are low model high hp, most have fleet. The combination of those two things make reapers the most fragile eldar unit. no escape mechanism : that's not something that should be changed, no one expects dark reapers to fly like the wind but it's something that makes them retreat all the time at the slightest shadow of a threat.
Dawn of the reapers plus#
Plus contrary to SM or WG they have 5 models which makes them again exponentially vulnerable to AoE. only 175 HI hp, as riku is fond of saying HI on low health models is horrible, you die much harder to all the nasty nade, plasma, psychic and power melee damage that hits the field in T2. For the people saying they die fast watch them wreck un prepared tacs in 2 volleys/bursts. you have gates, speed, buffs, falcon to get them back in the field again. That means in t2 you have an answer to t3 units. Sure the damage output is high, but one wrong move and you find yourself in a economically very bad position.Ģ of them is almost always incorrectly to use.īecause they are t2 they are available to you even if the enemy gets outs t3 units. Way too fragile and way too huge investment. Gonna post some more insights then.Īlso about that reinforcement cost vs tacs: each dark reaper reinforcement costs also 5 power, and the exarch a whopping 85/25.ĭeflaktor wrote:I tried going double dark reapers which does not work at all. I have the idea of using pinning down + warp spiders = commander killer. I'm gonna try a few other build orders, especially ones with shuri involved so I have AV at t2 even with dark reapers. And by the time t2 hits, armies keep growing so it becomes harder to keep track of all your units. Taking your eyes off them for even one second can result in a few model losses. However this requires constant baby sitting. Yes, keeping them at a distance and letting them shoot without getting shot at is good. It is also the only eldar t2 unit without any AV capabilities so it is highly specialized. I always feel like any other purchase would have done a better job. With farseer they can be somewhat competent but I never felt like they were a game deciding factor. Sure the damage output is high, but one wrong move and you find yourself in a economically very bad position. I tried going double dark reapers which does not work at all. You can heal them, enhance them, Cloaking Shroud them, and warp throw melee or ranged enemies into or out of range.Ĭrack shot them, grav nade enemies, entangle enemies You can increase their ranged dmg, debuff enemies (with the doombringer), cast fortune on them, heal them with farseer, suppress enemies with ghosthelm, and more like the GUO or Termie variants. All orks, especially NOBS, GK regular Strike squad. Regular tacs, rocket tacs, regular CSM, Warriors broods, CSM with sgt but not upgrades, KSCM, ASM, Slight dmg to vehicles. For example, jump in a vehicle or structure or elder gate. If they jump or move in with melee counters. CSM TCSM 38įorce the tacs/csm/termies to fight you at their DISADVANTAGEOUS range. They shouldn't be firing and be fired at in return. I get them because in addition to my army it makes them more deadly. I don't get reapers TO COUNTER heavy armor.
Dawn of the reapers upgrade#
They just used power to upgrade units to counter only ONE of your units, because the rest are usually light infantry. If enemy counters by making heavy infantry dmg (plasma tacs, TCSM) that's not that bad. The fire dragons seem a lot more sturdier, do better damage and are more versatile (can counter vehicles) in my opinion. What heavy inf are there that are actually hard countered by dark reapers? They melt to plasma tacs and inferno csm. Deflaktor wrote:I already made a thread at the strategy subforum as I was not sure whether it is a balance issue or me playing bad.