View Full Version : Reaper Mk I vs Mk II
12-05-2009, 09:02 AM
I was looking at the mk II cards the other day when I noticed that the wording for drag on the reaper has changed. In Mk I it specifically stated that only small and medium sized bases could be affected, where as in Mk II it says equal and smaller sized can be (its a large base). Also in Mk I it says that the model being dragged cannot be hit with free strikes, but it loses that part of the description in the update. Will I be safe in assuming that the reaper can now drag large and smaller sized base models towards it and the dragged model can now be hit with free strikes?
12-05-2009, 09:09 AM
I believe no free strikes are given since it equates to a push movement done by you
12-05-2009, 09:34 AM
"Drag - If this weapon damages a model with an equal or smaller base, immediately after the attack is resolved the damaged
model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one
normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks
during its combat action."
"Remember that a pushed model is not advancing and
therefore cannot be targeted by free strikes during this
12-05-2009, 09:50 AM
Whats even better is you get a free melee attack after the ranged. Sounds like a fun model to play with!
12-05-2009, 10:28 AM
As mentioned, no free strikes but you can absolutely drag large models. Nothing like having your opponent set up his Behemoth just outside the charge range of a unit of Bane Thralls then having your Reaper drag it closer to let the charge happen :)
12-05-2009, 01:19 PM
Well the no free strikes is unfortunate, but I think this one is still a keeper. The idea of manipulating your enemy's unit placement just sounds like fun.
Oh yes, thanks for the info everyone.
12-05-2009, 01:38 PM
Reaper is my favorite jack...nothing to add to the conversation, I love love my poon ;)
12-06-2009, 12:56 AM
Aside from the ability to drag a large base, the other huge change is that you can drag through rough terrain. Before a model could be in a forest and drag couldn't do anything to it.
12-07-2009, 03:22 AM
The Reaper has also benefitted immensely from the MAT and RAT bumps, and from not losing its crippled systems entirely. It doesn't always need two boosts to guarantee that its gimmick works, and it doesn't lose the gimmick and thus half its effectiveness from one luckily-placed hit.
I'm using one again, look at it like that. Haven't done that since I first started playing.
12-07-2009, 04:17 AM
Reaper has really stepped up IMHO.
I have been trying him a bit in my recent games and he has claimed a Warpwolf twice, and Morghul. MAT and RAT boosts really come in handy.
The drag to get in range of other units is very useful.
12-07-2009, 02:35 PM
Reaper is very nice. Even though it can now drag large based enemies, it still has to damage it before doing so. With a power of 12, this means you may have to spend focus for boost damage to some big 'jacks. But, this is a relatively small price to pay to set something up for charge attacks w/out overextending yourself.
12-07-2009, 02:58 PM
One of the things I like is that the reapers melee weapon now has reach, so you don't have to drag them into .5" to hit them. You can drag them up to 2" away and beat on them.
This is good, because it allows you more freedom in positioning your models, as well as the dragged model.
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