Doom Reaver Swordsmen

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Golab (1 year review) Tanith1 (battlebox strategy)


Khador Logo.jpg

Doom Reaver Swordsmen
Khador Doom Reaver Unit
Greylord Escort
Command Attachment

The Doom Reavers are convicts chained to infamous Orgoth weapons, the gibbering Fellblades. These swords whisper constantly to their wielders, turning them from ordinary crooks into insatiable engines of destruction. Doom Reavers terrorize the battlefield and mow through enemy models like weed whackers through grass.

Only the most courageous of Greylords are chosen to accompany the barbarous Doom Reavers into battle. These escorts are invariably experts in the field of Orgoth studies as well as formidable arcanists. Moving amidst the Doom Reavers like a handler of vicious beasts, the Greylord carries a staff of Orgoth origin. His will is exerted through this dark artifact, restraining the Doomreavers from murdering one another when they rip into the enemy. He channels that rage to provide a necromantic imperviousness to the effects of injuries. Gaping wounds close of their own accord as the Orgoth weapons chatter obscenely amongst themselves.

Basic Info[edit]

Doom Reavers[edit]

Doom Reaver Swordsmen
Missing Info
33017 DoomReavers WEB 0.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 14
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 +1CA
COST 10 +3CA
1.7 each
1.9 with CA
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Spell Ward - This model cannot be targeted by spells.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.

Weapons[edit]

  • Fellblade - 2" reach, POW 5, P+S 12 melee attack

Greylord Escort[edit]

Greylord Escort
Missing Info
33070 GreylordEscort WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT N/A
M.A. 7
DEF 13
ARM 13
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Advance Deployment
  • Spell Ward
  • Greylord - This model is a Greylord model. However, the unit remains a Doom Reaver unit.
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Immunity: Cold - This model does not suffer cold damage.
  • Combat Caster - When this model's unit receives the Press Forward order, before its Normal Movement, this model can make one Magical Ability special action or special attack. It can then run or charge normally.
  • Granted: Silence - While this model is in formation, models in its unit gain Silence. (Silence - This model doesn't have to make additional attacks due to Berserk.)
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast a single spell.
  • Sacrificial Pawn [Doom Reaver] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Doom Reaver model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects.

Weapons[edit]

  • Orgoth Staff - 2" reach, P+S 10 melee attack

Spells[edit]

COST RNG AOE POW DUR OFF


Death Strider

(★ Action) - Unit - Activation -
Models in this unit gain Relentless Charge for this activation.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
Fell Curse

(★ Action) - (★) - Round -
While within 5˝ of this model, enemy models lose Tough and cannot have damage removed from them. Fell Curse lasts for one round.
Frostbite

(★ Attack) 8" Spray - 12 (Cold) - Yes
This spell deals Cold Damage.

Theme Forces[edit]

Wolves of Winter - This unit can potentially gain Apparition in this theme.

Recent Changes[edit]

2019.01 Cornucopia Errata

  • Reavers went down to 10 points (from 13)
  • Escort got buffs:
    • Lost Granted: Rise
    • Gained Combat Caster, Death Strider, Fell Curse, Sacrificial Pawn

Thoughts on Doom Reaver Swordsmen[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Doom Reaver Swordsmen in a nutshell[edit]

Doom Reavers are your hammer, when it comes to striking at the enemy lines. They cannot directly be buffed by spells, but their raw damage output, plus the fact, that enemy spells will rarely harm them provide an adequate compensation.

Equally adept at damaging high ARM targets, and mulching infantry screen thanks to Berserk, they are rightully feared, even by the strongest gunlines and the best armoured brawlers. AD + Tough assures them reaching the front fast and in-tact, while their UA now mainly helps them to get the job done, even after getting knocked down by a Tough check.

Thoughts on the CA[edit]

The CA is quite a helpful tool that adds Relentless Charge and quasi Grievous Wounds to the unit, both of which are excellent on the Reavers. It is quite common to field two units of Reavers with CA and then 2-3 units without, as he's is not 100% required, since the GW bubble works on models outside of his unit too and not every unit will encounter terrain problems, depending on how the battlefield is layed out. It also synergises heavily with the Koldun Lord, which grants him Battle Wizard, which makes it so he can cast a spell, Press Forward, charge kill something, and then cast again.

Combos & Synergies[edit]

Caster

  • Sorcha1's feat will set up nice, stationary targets, while Fog of War helps against early shooting.
  • All of Vlad's incarnations can push their threats on the double.
    • Vlad1 gives Signs & Portents
    • Vlad2 is all about his feat, and a MAT10 SPD9 Doomie is not to be taken lightly. Especially not D3+3 of them.
    • Vlad3 can give them some extra speed and surprising attack vectors with Dash, so you can dig deep into the enemy lines, before start slicing them up. Wind Wall will also protect them from shooting, if you can place them close enough.
  • Irusk1 - It is impressive what Khador's premiere infantry caster can provide the fraction's deadliest troops with. Battle Plans for pathfinder. 4+ tough under his feat with no knockdown, paired with a MAT that rivals the Butcher's. Cover and tactician on Irusk2, as well as Solid Ground for some good old MK2-style Tough roll. And that is before counting the de-buffs for their targets.
  • Butcher2's token gathering feat can be utterly devastating. You can accumulate it from the kills of other units, such as the Widowmakers, or you can charge in, kill a few infantry, and get the token-train going. Few thing is as scary, as a charging Doomie with boosted attack roll and 4D6 on the damage roll... Maybe only a charging Doomie with 5D6 under Butcher1's feat.
  • Malakov2 can use his battle plans to buff them (as they're not spells), handing out prowl or allowing one to knock down a hard target for the rest to mulch with ease.

Non-caster

  • Saxon Orrik - They are advance deploying troops, they like to be in the front, they live to charge, and they lack Pathfinder without their UA.
  • Fenris - Despite the hefty price tag, he can keep pace with the running units, and hands them a useful rise aura aura.
  • The usual mercenary suspects (Aiyana, Gorman, Ragman) help them to cause even greater carnage, while Eiryss2 can remove annoying DEF buffs to make their hits connect. Keep in mind that you'll need Valachev to make Aiyana a friendly faction unit to benefit from Kiss.

Drawbacks & Downsides[edit]

  • One of the most expensive single wound infantry unit around (costing as much as a full unit of Winter Guard Rifle Corps)
  • Average DEF and ARM without the opportunity of boosting them directly with spells. Blast damages will likely trigger a tough check.
  • Enemies rightfully fear them, placing them high on the target list.

Tricks & Tips[edit]

  • Just because they cannot directly be targeted by spells, doesn't mean they cannot benefit from them. Spells like Signs and Portents or Fog of War will boost Doom Reavers without actually targeting them.
  • That goes the other way around too. Watch out for chaff/flanking units, who might run up as a target for the spells, just so your Doom Reavers can be damaged by sprays / AoEs / electro leaps.
  • Watch out for RFP effects and attacks, as well as Grievous Wounds and Snipers. If the enemy has any of them, you can be sure it will target the Doom Reavers.
  • The CA can Sac Pawn to Reavers that are in other units.

Other[edit]

Trivia[edit]

Other Khador models[edit]

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.01

Rules Clarifications[edit]

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
    In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Silence - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)

Rules Clarification : Frostbite - None yet. (Edit)


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Rules Clarification : Combat Caster      (Edit)

  • The unit has to receive the order before you can trigger Combat Caster, so you cannot use it if you are suffering from "cannot give/receive orders" (such as the Rebuke) or a "the order does not take effect" (such as the Pandemonium Arcana)
    • The Trollkin Sorcerer can't do use it while suffering Rebuke, even though one of his abilities makes spells on his unit expire.
  • You can still move and cast a spell normally, though.
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Rules Clarification : Death Strider      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Fell Curse - None yet. (Edit)

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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.


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