View Full Version : Rhoven and Co.
01-22-2010, 01:19 PM
So what are some opinions on Rhoven and Co.?
01-22-2010, 01:31 PM
Oh here is a very simple one:
Don't play them, except you have a plan for them.
Plan a) Kreoss D&P. With ignoring stealth and clouds drop & pod with a redeemer, choir and vassal works great.
Plan b) E-Severius Awarness Assasination. E-Severius can't let his jacks ignore stealth. Rhoven can.
Plan c) Arc Node support. Arc nodes can't look trough clouds. Caster casting trough Arc Nodes don't ignore stealth. With Rhoven one of this 2 things works. So with Severius they can be useful for A2A for example.
If you don't have any of the reasons above to play them, then just don't play them.
If you start the game and see, that they are not needed, then take them as second wave melee unit. They kill other units, even multi-wound models. They take apart jacks. We talk about 3 high pow attacks here with good Mat. This attacks are not worth 4 points. But you already payed them for an other reason and if this reason doesn't exist, then you can just hope, that they are useufl in an other way.
Rhoven is half support, half melee threat. Normally he helps me for one or 2 turns to ignore stealth. This alone would never be worth 4 points to me. But you also get the 3 melee fighters (2 weaponmasters). So he often is able to be worth the points. Often enough that I play him sometimes. This is the best I can say about him...
01-22-2010, 01:40 PM
the ability to ignore stealth/cloud effects is huge IF your running a heavy ranged list of Redeemers/Deliverers If your primary offensive is not based on ranged but you've got the points for them consider reworking your list to include a long range option.
outside of this their really isn't much use for them.
01-22-2010, 03:41 PM
They can also **** with Fury a bit, which is useful if you're facing a Shredder swarm and want to mess with the opposing Warlock, but all in all you probably won't use that ability much.
01-22-2010, 05:06 PM
I had all 3 of these guys tear through a winterguard unit with the UA in 2 turns.... late game at the beginning of the game they let my reckoner ignore stealth to pick off key enemy solos, then they follow up as a second wave of melee attackers once the range units get bogged down. All in all every time i have taken them they have preformed solid. set defense and battledriven on the bodyguards with their blessed reach weapons makes at least one of them stick around to wreck stuff when you get them into melee.
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