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Thoughts on Reaver Jetbikes

by Darkenedsquire on Nov.22, 2009, under

"My jetbike is my life. It is no less a part of me than an arm or a leg"


 As I paint the models I will be using for my upcoming game I would like to spend a fe moments discussing why I have chosen each and hopefully have any glaring flaws in my assessment of each unit pointed out to me.

The Reaver jetbike is a fast attack choice and that really does sum them up well "fast". Being able to turbo boost 36" a turn is really their big trick conferring a 3+ cover save on the unit when it does so. During their movement they can use their bikes as weapons slashing at their foes with bladevanes attached to the bike in a stunning display of Aeriel carnage. This attack deals D3 S4 AP - hit per jetbike on the first unit it passes over during a turbo boost this can be further upgraded to D6 S6 AP - hits for each bike who has the cluster caltrops wargear. This is one build I was considering just flying in and harassing units as I fly around the board dancing out of harms way:

9 X Reaver Jetbikes with a grav-talon and two bikes with cluster caltrops - 248 points

This is designed purely as a fly by unit get in deal damage (and thanks to the grav talon possibly pinning the unit) and then get away out of the range of rapid firing bolters which will tear Reavers apart even with the 3+ cover save from the turbo boost.

However for the upcoming game I'm playing against blood angels and that means pistols, lots of pistols and the AP - hits from  the bladevanes will bounce off most power armoured troops. So for the upcoming game I have opted for the following load out:

9 X Reaver Jetbikes with 3 Blasters - 243 points

I chose blasters over the heat lance and I don't fancy getting super close to a Land Raider with the heat lance for the melta effect, where as the higher strength blaster with the longer range appealed to me the most as I can always shoot troops and negate their armour save and at 18" I will be out of the range of most pistols.

However this does mean I won't be turbo boosting as much so will miss out on the built in 3+ cover save so will be relying on natural cover for the squad my plan is to move up into position to shoot at my enemies, fire and use the jetbikes ability to make a 6" move in the assault phase to jump back into cover, (Dark Eldar Reavers have the skilled rider ability so won't be crashing in dangerous terrain) or jumping out of line of sight. Once the enemy gets too close to me turbo boosting away and using the bladevanes then. The only fear I really have is being assaulted and jump troops seem perfect for that as my blasters are 18" range and jump troops can easily move 12" followed by a 6" assault move so I'm thinking I will have to jump backwards to cover and hope they don't get a lucky run roll.

So guys how sound is my logic? any help veteran Dark Eldar players could give someone who is just starting out preparing for my first game would be most appreciated. Also as always comments and Criticisms regarding my painting are most welcome.


6 comments more...

6 comments

  • Anonymous

    I'm not sure the black is a good colour to use fit the background on these as the models are mostly black it can make the detail difficult to see. They blend is all. But hey that's just my opinion

  • Darkenedsquire

    Yeah I think I'm going to re do the pictures this weekend the black was a test that hasn't panned out and the light for the diffuser box was a bit off due to one of the halogen bulbs blowing so I've bought some LED replacements and will go back to the white background I think.

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