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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
| Reeves of Orboros |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Unit / Officer |
| BASE |
Small |
| SPD |
6 |
| STR |
5 |
| MAT |
5 / 6 |
| RAT |
5 / 6 |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
13 |
| CMD |
7 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
1 / 5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
6 or 10 +2 CA |
| COST |
9 or 15 +4 CA |
| 1.6 pts each (incl CA) |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Officer only
- He has a better statline
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Officer
- Tactics: War-Tempered - Models in this unit gain War-Tempered. (War-Tempered - A model with War-Tempered can make combined ranged attacks targetting models in melee.)
- Go to Ground [ Minifeat ] - This model can use Go to Ground oncer per game at any time while in formation during its unit's activation. For one round or until they move, are placed, or are engaged, models in this unit that are currently in formation gain cover, do not suffer blast damage, and do not block LOS.
- Standard only
- Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
Weapons
| Leader, Grunts, & Officer
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| Double Crossbow
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RNG
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ROF
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AOE
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POW
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12
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2
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-
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10
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| Battle Blade
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RNG
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POW
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P+S
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0.5
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3
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8
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| Standard Bearer
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- Unarmed - This model has no weapons.
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Theme Forces
Recent Changes
2021 10 Mega Update
- Base unit dropped to 9/15 points (from 10/16)
- +2 POW on the bows
- War Tempered cleaned up to no longer mention the "rerolling if you miss a shot into melee"
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
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| 13 |
16 dead |
20 dead
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| 14 |
13 dead |
18 dead
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| 15 |
9 dead |
16 dead
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| 16 |
6 dead |
13 dead
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| 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.
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- 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
Other Circle models
Rules Clarifications
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Rules Clarification : Unarmed (Edit)
- Since this model has no weapons it does not have a melee range.
- This means it can't engage other models, declare charges, or make free strikes
- Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
- However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
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Rules Clarification : Combined Ranged Attack (Edit)
- CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
- If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
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Rules Clarification : Hunter (Edit)
- Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)
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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.
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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. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : War-Tempered - None yet. (Edit)
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Rules Clarification : Go to Ground (Edit)
- Other than being an "Any Time" ability and having a 1-round duration, Go to Ground is identical to Dig In, so I've put those rules clarifications below.
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Dig In and/or Foxhole Buddy (Edit)
- Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
- Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
- Being pushed counts as moving. (Locked thread)
- If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
- You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
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Rules Clarification : Standard Bearer (Edit)
- If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
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Note to Editors
To edit the CA's tagged abilities, Click here
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