Reeves of Orboros
Template:Circlebox2 Template:4P
Reeves know every inch of their native wilderness' streams and groves, for their survival rests on their instinct, cunning, and expert marksmanship as they hunt their lands. Armed with a powerful double crossbow that can punch through the thickest armour and can fire in rapid succession before reloading, Reeves bring their skills and weapons to bear against the enemies of Orboros.”
Basic Info
Abilities
- Everyone
- Hunter
- Text required.
- Officer only
- He has a better statline
- Template:Officer
- Template:Tactics (Template:War-Tempered-alt)
- Template:Go to Ground
- Standard only
Weapons
Leader, Grunts, & Officer |
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Standard Bearer |
Theme Forces
Thoughts on Reeves of Orboros
Reeves in a Nutshell
Reeves each shoot twice and can combine their attacks to damage harder targets. Two shots lets them scythe through cannon fodder, the CRA to-hit bonus can give them game vs high DEF light infantry, and the CRA to-damage bonus can give them game vs medium infantry and light warbeasts.
Circle has a lot of choices for sweeping light infantry off the board but these guys are the favorite because of their range and flexibility ... that was, until themes became such a huge part of the game. Now they're still great, don't get me wrong, but the number of lists they're going into is much less.
Thoughts on adding the CA
The Chieftain is normally taken because he protects them against blast damage and gives them a chance of shooting into melee (remember that CRAs can normally never do this, and most of the time Reeeves want to be doing at least a 2-man CRA). 4 points can be a hard sell when the unit loses both access to the mini feat and war tempered.
The standard bearer allows the unit to spread out a bit as all standards do, but given the range and pow on the guns you always have to consider if volume of shots or safety vs blasts and e-leaps is more important (except on mini feat turn).
Combos & Synergies
Reeves vs 1HP models under Tanith's Affliction | ||
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Enemy DEF | Without aiming | With aiming |
13 | 16 dead | 20 dead |
14 | 13 dead | 18 dead |
15 | 9 dead | 16 dead |
16 | 6 dead | 13 dead |
So, for example, 5 aiming Reeves could reliably wipe out ten DEF 13 models, leaving the rest of your unit to go after non-Afflicted targets. |
- Wolf Lord Morraig gives them +1 to attack rolls, getting their RAT up to Nyss Hunter level.
- Reeve Hunter gives them Quick Work and gunfighter (although why you want to be in melee in the first place is a good question).
- Argus Moonhound removes stealth and has Mark Target so really opens up what they can reliably shoot at
- Tanith can put Affliction on a hard target, mountain king getting you down? Land twenty points of damage on him.
- War Wolf can be sent after things they hit - or use their bolts to charge deep and then charge the enemy support after that.
- Grayle the Farstrider gives them Tactician, letting them see and shoot through each other, Warpborn Skinwalkers, and Wolves of Orboros
- Any warlock that hands out mass debuffs, with special mention to Tanith and her Affliction spell:
- They become effective RAT 7 (9 if aiming), and can clear 22 one-wound infantry models off the table. See table on the right.
- Or they can put 22 points of damage into any heavy/colossal, regardless of its ARM value.
Drawbacks & Downsides
- Not a lot of killing power in melee
- Vulnerable to blasts outside of Go to Ground
- Each model lost means the loss of 2 attacks
Tricks & Tips
- Their RAT is a little low, so normally they need to either aim or make two-person CRAs to have decent odds of hitting.
Other
Trivia
- The unit & the CA were both released in Hordes: Evolution (2007)
Other Circle models
Rules Clarifications
Template:RC Pathfinder Template:RC Combined Ranged Attack Template:RC Hunter
Template:RC Officer Template:RC Granted Template:RC War Tempered Template:RC Go to Ground Template:RC Standard Bearer