Dawn of the reapers

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They are also VERY weak to melee should a troop close in (mainly jump troops, but light infantry melee troops can also rush them down if caught out of position).Īs it happens, that same role can be filled to an extent by Wraithguard who also offer tanking, higher burst, AV damage, and somewhat more reliable suppression (pinning fire does not suppress instantly) at the cost of being easier to target as they stand at the front instead of in the back.ĭR are not a bad unit, just fairly situational one relying on a certain enemy composition and having a frontline to sit behind, which Eldar aren't great at providing thanks to being made of paper. Due to their somewhat low hp for a T2 unit, lack of escape mechanisms, and some anti-synergy with your other forces (slightly slower in general, meaning your other troops have to stay with them and protect) it makes them a niche unit who's main role is to be used for ranged superiority against a primarily HI/SHI enemy army.

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The reason people don't use them often is because they are fairly fragile, cost about as much as a Warp Spider to reinforce (and any Eldar player can tell you, losing WS models hurts a lot in the long run), lack any kind of natural mobility (no fleet/teleport/etc), and while they are better against infantry than they used to be, they are still primarily focused on anti-HI/anti-SHI.