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Thursday, March 10, 2011

Comparison: Dark Eldar Reaver Jetbikes and Scourges


We haven't gotten to the Fast Attack section of the Dark Eldar review yet so I thought I'd chuck these two units up as a comparison post. Why? They seem similar but are not and both play a very vital role in Dark Eldar armies. The majority of Dark Eldar anti-tank comes from S8 AP2 lance weapons. Whether it's the long ranged Dark Lances or shorter-ranged Blasters and Blast Pistols, there is very little firepower outside of this statline. Both Scourges and Reavers bring to the table one of the weapons which is importantly different from the darklight weaponry and are both on fast platforms in the Fast Attack slot. Ergo the similarities. This weapon is the heat lance which brings melta status (and lance) + AP1. This is very important for breaking vehicles. Whilst 20+ S8 lance shots is going to cause quite a bit of damage and suppression to vehicles, they are not reliably going to bust open tanks (you need 27 Darklight shots to drop 3 AV11 tanks on average, assuming no cover). This is where AP1 comes in which is easiest to get for Dark Eldar in the Fast Attack slot with Reavers or Scourges (Talos in Heavy Support can also take heat lances and Harlequins in Elites can have Fusion pistols). AP1 gives you that bit of extra oomph and reliability against armor and the melta status helps ensure those shots are getting through. So let's get down and dirty with both units.

We've covered how they are similar (fast platforms with melta options) now let's cover how they are different. We'll start with the Reavers.

Reaver Jetbikes

The first thing we notice is we are getting one special weapon per three models. This means at certain model counts the Reavers have access to more weapons (i.e. three and nine models) but need an extra model (six total) to access the second special weapon and have a lower ceiling compared to Scourges. Reavers only have two weapon options however, heat lances and blasters. As mentioned before with the saturation of darklight weaponry elsewhere in the Dark Eldar army, heat lances are really the weapon of choice for Reavers here.



Reavers are also more mobile than Scourges thanks to their Jetbike status and combined with skilled rider, this makes them vastly more survivable as they can enter terrain reliably and get a 3+ turbo-boost save. Combined with the 6" assault move in any direction and Jetbikes can blow up a tank or infantry unit and hop out of harms way (to an extent at least). Add in the extra mobility with the 36" turbo-boost and Reaver heat lances are going to be in your opponent's face from Turn 1. Make sure you protect them behind cover if you aren't going first though. This 36" move is also capable of doing damage to opponents thanks to Bladevanes and upgrades like Grav-talons and Cluster caltrops. Whilst not  a huge amount of damage, being able to go extremely fast and damage a single unit is an excellent bonus to have.

Furthermore, Reavers are much more combat capable than Scourges. Reavers come with two close combat weapons for +1A and also have I6 compared to I5 on the Scourges. Having 3A on the charge plus combat drugs and effective T4, Reavers aren't too shabby in combat considering the units they will be engaging are generally backfield units. This adds some excellent utility and means they aren't completely useless against all foot lists. That being said they only have a 5+ save in combat so without a pain token they are pretty vulnerable.

Scourges


Scourges have two main differences compared to Reavers. They have a 4+ save standard (so don't die to boltguns if caught in the open) and they have a lot more weapon options. Scourges are able to access two of these weapons for every five models so are better at getting double special weapons and have a higher ceiling than Reavers. Although the 4+ save is better than the Reavers 5+, the lack of turbo-boosting and ability to enter cover reliably actually makes them weaker in defenses. However, the 4+ means the Scourges aren't dying to AP5 weapons if they need to go into the open to drop tanks. This is especially important if they deep-strike.

Whilst Reavers are more mobile due to their Jetbikes, Scourges are capable of deep-striking. This can work very well in a Duke list without a webway portal as they are able to significantly affect the game the turn they come in (rather than zooming on from the board edge). Even in more normal lists, the deep-strike option gives them a bit more flexibility in placement compared to Reavers coming on from the board edge. Outside of this however, Reavers are generally going to be a better option for a heat lance delivery system (unless you're really tight on points). However, Scourges have access to a much greater variety of weapons such as splinter cannons, dark lances, and haywire blasters. All of these are ranged weapons where the Scourges are better able to protect themselves (cover) and still remain effective. Splinter cannons and haywire blasters are particularly good on Scourges as they can move and shoot (unlike Dark Lances) and provide excellent anti-infantry or suppression fire.

Scourges also come with better standard anti-infantry guns and have a higher ceiling in terms of anti-infantry potential. Although Reavers are able to affect infantry with their Bladevanes and in combat, Scourges come with shardcarbines and when combined with weapons such as splinter cannons, can put out a lot of poisoned shots at range and put a lot of pressure on infantry.


Summary


Reavers are generally going to be the better delivery system for heat lances. Although a tad more expensive due to needing six models to access the second special weapon, the increased mobility, survivability, ability to go into terrain more reliably and combat potential makes them much better at harassing an opponent's backline and damaging infantry and tanks alike. Whilst Scourges can be used as heat lance delivery systems, particularly in reserve based armies without a Webway Portal, their greater access to special weapons such as haywire blasters makes them an effective ranged infantry support option.

Comments (15)

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The jump move is really overlooked, in conjunction with a slightly up-ranged melta weapon. It basically means you can meltarange something and not be chargeable in return.
2 replies · active 734 weeks ago
willydstyle's avatar

willydstyle · 734 weeks ago

I didn't realize with the new codex that they were still considered "Eldar Jet Bikes" and had the assault-phase movement.
As Mike says it's huge. Particularly since you can jump in and out of terrain reliably with skilled rider. I'll take those odds for clear mleta range shots and then at the worst, a 4+ cover save.
At first l like scourges for AT, but I feel you get better efficiency with Trueborn running 5 man with dual Dark Lances. That way you do not have to cram 10 units into cover. Also Trueborn have a better Leadership so they are not as likely to get run off the board. So I use reavers since they have plenty of utility once you parking lot someones transport motor pool. Reavers are even better when you take a He-man and apply a Token on them.

On your comments about the Duke with Scourges, I am of the opinion he is actually better utilitzed with Reavers since he can add another buff with combat drugs. I think wyche armies with reaver support, or Baron/Duke with Hellions and Warrior backup is the stronger use.
1 reply · active 734 weeks ago
Yes oddly Duke works very well with Reavers as well thanks to his combat drug bonus. He also works very well with Scourges too as they compliment the playstyle many of his lists go for. In the end you really have to look at how you want your fast attack to operate when you roll with Duke.
"This adds some excellent utility and means they are completely useless against all foot lists."
Did you mean aren't?
1 reply · active less than 1 minute ago
One type-o always seems to slip through the cracks...

Fixed.
When it comes to vulnerbilities of both units. You mentioned scourges get that 4+ save and thus are not as vulnerable to bolter fire. It should also be mentioned that Reavers are extremly vulnerable to flamers of any type. Quick moving flamers can wipe out a bunch of them quickly with no saves of any kind. Also scourges recieve a 6+ invul save from thier ghostplate, even though this doesnt generally save a ton of guys.

Also scourges when set up to deepstrike can choose to use webways. This gives you great options for where you want to appear on the battlefield. Your opponent should be afraid of 4 heat lances being able to come in from virtually anywhere. Reavers however are great at clearing bold opponents from trying to block a webway, and you can do this during your movement phase to clear it out so that other reserves can come through (sometimes). Reavers coming out of webways/ table edge, really can threaten the entire board.

Just my two cents, I love Dark Eldar fast attack choices.
1 reply · active less than 1 minute ago
Good points.
Scourges are amazing when I have used them. Two haywire blasters gives them an effective 36 inch threat range to shut down a vehicle. I have people hiding their land raiders and dreadnaughts from my scourges. It is really quite impressive.
Bladevanes are pretty good. 6-Reaver squad overflying a Terminator squad kills one on average... if you upgrade 2 of your 6 Reavers to Cluster Caltrops, make that 2 dead termies (or 4 dead marines, or 10 dead Orks).
I find Reavers to be generally disappointing and have been in my experience clearly the WORST of the FA choices. They have a lot of tantalizing abilities and options, but the whole is just not there. T4 isn't that great when you a 5+ save or even a 3++ cover save. You are still Ld 8 (unless you have the Arena Champ) and thus vulnerable to running away after a couple casualties. Not so hot for an in-your-face unit that can't fire the first turn it gets close unless it comes out of a WWP. In assault, they are T4 wyches without the invulnerable save. In other words, not awesome-sauce. Bladevanes? Great for the one time you get to use it before being torrented off the board or assaulted by a counter-assault unit. Scourges are just better all around as FA choices for heavy/special weapon support, and both Beastmasters and Hellions run circles around Reavers as anti-infantry. I really don't see much reason to field Reavers outside of giving better units a cover save.
2 replies · active 678 weeks ago
T3/4+ isn't exactly survivable either and both Beastmasters and Hellions do something completely different to both of these units.

As a melta delivery system they are generally better than Scourges because of the aforementioned stats. No they aren't super durable, even with a FNP token but not much of DE is. They are however capable of maximising their durability and maximising their potential with heat lances. Scourges are still a good delivery unit but are also an excellent ranged support platform (see haywire blasters like lethlis mentioned).

The worst FA choice IMO is Hellions because all they do is anti-infantry. Move them to Troops and they are a lot better IMO because you can still fill out other slots with anti-tank (i.e. heat lances).

They aren't perfect but to call them the worst FA choice in a packed FA slot...
IMO Reavers are not designed to "in your face duties", not even assaulting backfield units. I run a 6 strong squad with a pair of blasters. The way I use them is keeping them the safest posible using jump shoot jump. I prefer the blaster over the heat lance because the blaster works at full power in his max range. The most distance I keep with the enemy, more room to manouver and surely avoiding been assaulted by fast units, less probabilities to get cornered.
I love reavers plain and simple. I run 2 squads of 6 with 2x heat lances and 1 Grav-Talon. I dont expect these guys to win the game for me but having them zoom to the back of the board and start speed bumping long fangs, dev squads, Master of ordinance, anything that tries to stay in the rear, etc. A possible 18 s4 hits a turn is enough to make any heavy squad stay in their vehicle. and if I loose a few to a flamer then the remainder start going tank hunting. Scourges I find are a one trick pony. They hit the ground and threaten tanks, then usualy thay are in a crap position to get torrented, assaulted, tankshocked, whatever before they get another turn of usefullness.
Dark eldar is all about having backup for your back up and redundency (sp?) for every assignment. Anti-tank shopuld fall to your lance spam first, then your AT sprinkled around the rest of the army (heat lances, haywire grenades, drugged up wyches) The scourges to me fall into a backup category and therefore aren't really needed in there where as the reavers have a definate primary assignment of suppressing/occupying enemy rear area units.
Ever speed bump an ethereal turn 1... its hilarious

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