Post by Frosty the Pirate on Feb 1, 2018 8:01:26 GMT -5
Dark Reapers - Getting To The Root of the Issue
DISCLAIMER: I am writing this article purely a an expression of one players opinion and viewpoint. I've played Eldar for nearly 14 years and own a substantial collection. I've owned and used Dark Reapers in nearly every edition of 40k even when they were not great for most of them. While I do agree that Reapers do need an adjustment, I'm writing this article because I believe the area of true problem is not with the basic Reaper themselves, but with how certain aspects of the unit's design can be abused.
Background:
I was reading around the interweb recently as I'm easing in to 8th edition after a bit of a hiatus from 40k. and came across this article:
www.belloflostsouls.net/2017/12/40k-meta-houston-we-have-a-dark-reaper-problem.html
What this article concludes is that the recent buffs to Dark Reapers amount to why they are being spammed. They move & shoot heavy weapons at 3+ and ignore the current meta of stacking negative to-hit modifiers. Breaking LOS is no help because the Tempest Launcher ignores LOS and rains down 2D6 shots anyways (through at lower range, strength and damage).
So why does everyone think Dark Reapers are "broken" and just digustingly better than every other similar unit?
Problem Misconception 1) They can move and shoot heavy weapons with no penalty
There are plenty of other units in the game that can move and shoot with similar weapons. Guard Tanks don't suffer accuracy penalties on their turret weapons for moving, Hellblasters have what argubly was a heavy weapon profile converted to rapid-fire & assault options to enable moving and shooting, Tyrannofexes can also move & shoot without penalty and even has access to support psychic powers that let them advance and shoot heavy. In fact every 8th ed codex released so far has an ability to take a heavy-support slot unit that has or can have the ability to move & shoot heavy weapons without penalty. This is something every codex has or is probably getting in 8th. This feature by itself is not the problem everyone makes it out to be. As the reamining 8th ed codexes appear, this will become normal.
Problem Misconception 2) They are really undercosted and need a big points hike
A unit of 5 Dark Reapers plus Exarch with Tempest Launcher (6 models as configured in the unit box) costs 167 points. A 5 man Hellblaster Squad with Plasma Incinerators costs 165. Russ Varients start at 168 with sponsons. Considering these things are all FAR more durable than Dark Reapers, I think the basic reaper cost is reasonable. It's possible GW will adjust reapers slightly upward, but the "huge points adjustment" that people think will happen isn't here. Adding a couple points per guy (I'd expect any points hike to be less than 5 points per model) isn't really going to reduce spam.
Problem Misconception 3) They ignore my negative hit modifiers
Reapers got this ability because their AP and cover ignoring abilities got nerfed/removed. All the way back to 3rd Edition, Dark Reapers had AP3, which in 8th ed terms is -4 AP. They also ignored cover/jink saves for a long time as well. These days they are just -2 AP, through with multi-damage as a signicant upgrade. Again, by itself this isn't game breaking. Lots of other units have multi-damage weapons with similar/better AP at a similar or slightly higher points cost. Reapers got these changes to give Eldar a tool to deal with Primaris Marine bodies, and they work fairly well against Bikers and many Monsters/Vehicles as well, but against single-wound bodies, they suffer from being ineffcient firepower and will struggle to chew through even a mid-size unit. Reapers might ignore negative hit modifiers, but they don't ignore cover bonuses anymore.
So what's really the problem?
Real Problem 1) "Cat Lady" Yvraine -> The staple kingpin in every "Reaper Spam" list, her Word of the Pheonix psychic power essentially reading as "Choose a unit to shoot with now, that unit can still shoot again normally in the shooting phase". With this power being WC6 to cast and her having a +1 to all psychic tests, it's going to go off very reliably, and she's going to choose that 10 man guided reaper squad to just mash any target to pieces and start the domino chain of soulbursting units around the board. I suspect in either the Ynarri codex or in the next Chapter Approved we'll see a BIG adjustment here. She is INSANELY good at her current ~130ish points cost, and I wouldn't doubt seeing an adjustment to her psychic powers as well.
Real Problem 2) Tempest Launcher -> A 5 point upgrade to go from 2 to 2D6 shots AND Ignore LOS? Sure you lose a point of strength and give up 12" of range. But that upgrade is so good it's worth taking a minimum sized squad just to get it! Most Reaper Spam lists do their real damage by spamming minimum sized squads and taking as many Tempest Launchers as they can get to blow enemy troops off of objectives. This upgrade either needs a points hike, or a nerf. I personally think changing it from 2D6 to 2D3 shots to reduce it's power level or bumping it up from 5 extra points to 15 or 20 extra points would be in order. As it stands today, this upgrade is basically an auto-take at this points value.
Real Problem 3) Squad Size -> Dark Reapers fluff-wise are suppose to operate in small groups. This would reduce the amount of force multipler recieved from psychic support. 10 Guided Reapers is just nasty, and there's nothing better to spend 2CP to shoot at newly arrived deepstrike unit than a 10 man reaper squad. If squad size was to be reworked to say be 3 to 6 members, it would greatly reduce the effects of the psychic support Dark Reapers recieve without having to change reaper's point costs or abilities. They would still be a great choice instead of the dust-collectors they were for most of the game editions, and the overly abusable large units would be gone.
So how do I deal with Dark Reapers until something changes?
Well, until the next chapter approved or a Ynarri codex arrives, things aren't going to change. Dark Reapers in a regular craftworld list are quite a good choice and many players will take them, The don't get especially broken until you take them in full-strength units (or take several MSU units with tempests) and get downright silly with the psychic support available in a Ynarri list. The best thing to do is point some long-range firepower with a couple points of AP on it at Reapers. T3 3+ W1 is not that tough, even with -1 or -2 to hit, Reapers die pretty easily even when well protected. If you have a chance to shoot them, you should probably take it. Snipers with a chance to deal Mortal Wounds, Heavy Bolters & Assault Cannons, and other similar weapons will easily put down a few reapers and take the sting out of the unit.
If you can't dedicate firepower to them, stand in cover! Reapers unlike previous editions only have -2 AP on all their weapon profiles. Standing in cover or granting yourself a cover bonus negates half of their AP bonus and basically turns them into 2 shot Heavy Bolters. Unless I'm just living under a rock, Heavy Bolters really don't scare too many folks these days unless you've got a ton of them.
In conclusion, I think the calls that Dark Reapers are "going to get nerfed into the ground" are wildly inaccurate. The unit does need adjustments, but the problem doesn't lie in the Reaper's special rules or point costs, it's in a combination of psychic support, certain Character's abiltiies, exarch wargear and unit size that the unit goes from solid/reasonable to clearly overpowered.
DISCLAIMER: I am writing this article purely a an expression of one players opinion and viewpoint. I've played Eldar for nearly 14 years and own a substantial collection. I've owned and used Dark Reapers in nearly every edition of 40k even when they were not great for most of them. While I do agree that Reapers do need an adjustment, I'm writing this article because I believe the area of true problem is not with the basic Reaper themselves, but with how certain aspects of the unit's design can be abused.
Background:
I was reading around the interweb recently as I'm easing in to 8th edition after a bit of a hiatus from 40k. and came across this article:
www.belloflostsouls.net/2017/12/40k-meta-houston-we-have-a-dark-reaper-problem.html
What this article concludes is that the recent buffs to Dark Reapers amount to why they are being spammed. They move & shoot heavy weapons at 3+ and ignore the current meta of stacking negative to-hit modifiers. Breaking LOS is no help because the Tempest Launcher ignores LOS and rains down 2D6 shots anyways (through at lower range, strength and damage).
So why does everyone think Dark Reapers are "broken" and just digustingly better than every other similar unit?
Problem Misconception 1) They can move and shoot heavy weapons with no penalty
There are plenty of other units in the game that can move and shoot with similar weapons. Guard Tanks don't suffer accuracy penalties on their turret weapons for moving, Hellblasters have what argubly was a heavy weapon profile converted to rapid-fire & assault options to enable moving and shooting, Tyrannofexes can also move & shoot without penalty and even has access to support psychic powers that let them advance and shoot heavy. In fact every 8th ed codex released so far has an ability to take a heavy-support slot unit that has or can have the ability to move & shoot heavy weapons without penalty. This is something every codex has or is probably getting in 8th. This feature by itself is not the problem everyone makes it out to be. As the reamining 8th ed codexes appear, this will become normal.
Problem Misconception 2) They are really undercosted and need a big points hike
A unit of 5 Dark Reapers plus Exarch with Tempest Launcher (6 models as configured in the unit box) costs 167 points. A 5 man Hellblaster Squad with Plasma Incinerators costs 165. Russ Varients start at 168 with sponsons. Considering these things are all FAR more durable than Dark Reapers, I think the basic reaper cost is reasonable. It's possible GW will adjust reapers slightly upward, but the "huge points adjustment" that people think will happen isn't here. Adding a couple points per guy (I'd expect any points hike to be less than 5 points per model) isn't really going to reduce spam.
Problem Misconception 3) They ignore my negative hit modifiers
Reapers got this ability because their AP and cover ignoring abilities got nerfed/removed. All the way back to 3rd Edition, Dark Reapers had AP3, which in 8th ed terms is -4 AP. They also ignored cover/jink saves for a long time as well. These days they are just -2 AP, through with multi-damage as a signicant upgrade. Again, by itself this isn't game breaking. Lots of other units have multi-damage weapons with similar/better AP at a similar or slightly higher points cost. Reapers got these changes to give Eldar a tool to deal with Primaris Marine bodies, and they work fairly well against Bikers and many Monsters/Vehicles as well, but against single-wound bodies, they suffer from being ineffcient firepower and will struggle to chew through even a mid-size unit. Reapers might ignore negative hit modifiers, but they don't ignore cover bonuses anymore.
So what's really the problem?
Real Problem 1) "Cat Lady" Yvraine -> The staple kingpin in every "Reaper Spam" list, her Word of the Pheonix psychic power essentially reading as "Choose a unit to shoot with now, that unit can still shoot again normally in the shooting phase". With this power being WC6 to cast and her having a +1 to all psychic tests, it's going to go off very reliably, and she's going to choose that 10 man guided reaper squad to just mash any target to pieces and start the domino chain of soulbursting units around the board. I suspect in either the Ynarri codex or in the next Chapter Approved we'll see a BIG adjustment here. She is INSANELY good at her current ~130ish points cost, and I wouldn't doubt seeing an adjustment to her psychic powers as well.
Real Problem 2) Tempest Launcher -> A 5 point upgrade to go from 2 to 2D6 shots AND Ignore LOS? Sure you lose a point of strength and give up 12" of range. But that upgrade is so good it's worth taking a minimum sized squad just to get it! Most Reaper Spam lists do their real damage by spamming minimum sized squads and taking as many Tempest Launchers as they can get to blow enemy troops off of objectives. This upgrade either needs a points hike, or a nerf. I personally think changing it from 2D6 to 2D3 shots to reduce it's power level or bumping it up from 5 extra points to 15 or 20 extra points would be in order. As it stands today, this upgrade is basically an auto-take at this points value.
Real Problem 3) Squad Size -> Dark Reapers fluff-wise are suppose to operate in small groups. This would reduce the amount of force multipler recieved from psychic support. 10 Guided Reapers is just nasty, and there's nothing better to spend 2CP to shoot at newly arrived deepstrike unit than a 10 man reaper squad. If squad size was to be reworked to say be 3 to 6 members, it would greatly reduce the effects of the psychic support Dark Reapers recieve without having to change reaper's point costs or abilities. They would still be a great choice instead of the dust-collectors they were for most of the game editions, and the overly abusable large units would be gone.
So how do I deal with Dark Reapers until something changes?
Well, until the next chapter approved or a Ynarri codex arrives, things aren't going to change. Dark Reapers in a regular craftworld list are quite a good choice and many players will take them, The don't get especially broken until you take them in full-strength units (or take several MSU units with tempests) and get downright silly with the psychic support available in a Ynarri list. The best thing to do is point some long-range firepower with a couple points of AP on it at Reapers. T3 3+ W1 is not that tough, even with -1 or -2 to hit, Reapers die pretty easily even when well protected. If you have a chance to shoot them, you should probably take it. Snipers with a chance to deal Mortal Wounds, Heavy Bolters & Assault Cannons, and other similar weapons will easily put down a few reapers and take the sting out of the unit.
If you can't dedicate firepower to them, stand in cover! Reapers unlike previous editions only have -2 AP on all their weapon profiles. Standing in cover or granting yourself a cover bonus negates half of their AP bonus and basically turns them into 2 shot Heavy Bolters. Unless I'm just living under a rock, Heavy Bolters really don't scare too many folks these days unless you've got a ton of them.
In conclusion, I think the calls that Dark Reapers are "going to get nerfed into the ground" are wildly inaccurate. The unit does need adjustments, but the problem doesn't lie in the Reaper's special rules or point costs, it's in a combination of psychic support, certain Character's abiltiies, exarch wargear and unit size that the unit goes from solid/reasonable to clearly overpowered.