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== On The Tabletop and why are Reivers so odd? == Reivers are also considered one of the worst units in all of Warhammer 40k right now. While this may be a classic over-reaction Reivers have a lot of odd things holding them back from being a rather neat backline disruptor objective grabber. For Starters, Reivers while having the [PHOBOS] keyword for some reason [[Derp|do not have the concealed positions special rule]]. [[Wat|Apparently the super stealth commandos can't hide in a bush]]. This contradicts with Reivers in the fluff as they are said to be devastating melee troops who sow terror and death behind enemy lines. So yeah 'devastating' melee super troopers with.....[[Fail|AP 0 D 1 Combat knives]] (keep in mind, fucking ''INCURSORS'' have AP -1 combat knives). Oddly enough a major thing going for Reivers is their Special Issue Bolt Pistols (S4 AP-2 D1) can reach AP-4 if you use specific chapters and Doctrine buffs effectively making their bolt carbine option rather useless. Reivers have 2 war gear options that being a Grav chute that lets you deep strike, and grapnel launchers. [[Grapnel Launcher]]s are very weird in that unless you are playing on a table with Infinity tier terrain you wont get a lot of use out of them unless you like outflanking, because yah grapnels let you outflank. The grav chutes are the typical deep strike fair and will be the loadout you wanna rock. Reivers did get some slight changes when it came to 9th edition. Their "Terror Troops" Aura has been morphed into a rather interesting 2 CP Strat which effectively will remove all objective secured and any special rules regarding holding an objective agasint enemy units. This is freaking <u>MAJOR</u> for 9th edition and the focus on objectives. Also, their leadership debuff was changed, with any reiver within 3' of an enemy unit must roll 2d6 if the outcome is higher than the enemy unit's leadership once the target fails all actions. However, again most people suggest you run a single Reiver Lt. Over an entire squad if you really wanna get the most of the rule and many consider the rule will not be that game changing as it sounds. The Shock Grenades remain the same for 1 CP that it prevents Overwatch AND gives the opponent -1 to hit in combat. Overall, an odd unit that has some odd rules holding it back however you are still playing space marines so it's not all that bad unless you wanna be really competitive. Most Comp players suggest using that single Reiver Lt. however if you like the models themselves they are not horrible you just gotta play to their strengths. That all being said however the Reiver kit it self gets a tentative recommendation for those of you who like kit bashing models. Reiver's can take either bolt carbines or knives and pistols, but the carbines require two hands, meaning if you get one reiver kit you get 20 set's of arms, including tacti-cool bolters, to put on other marine's of your choice. [[Category: Warhammer 40,000]] [[Category: Imperial]] [[Category: Space Marines]] [[Category: Primaris Marines]] {{Primaris Marine-Forces}}
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