Andy brings out the Reeve Hunter from The Circle of Orboros, a cool little solo who’s armed to the teeth with his double crossbow, battle blade and cleft sword.
The War Wolf solo you love has an affinity with this guy, if its not in combat when a Reeve makes a melee hit, the war wolf can charge that model, which isn’t bad at all really
I beg to differ, for two points he can effectively take out quite a few infantry. Throw in two Warwolves with him and you got yourself a very fast and effective flanking unit (though it is three solo’s) albeit he won’t win the game for you, but he will make your opponent think twice.
Right. I think of him as the poor man’s Lord of the Feast. He could, if the dice gods smile and every attack was a kill, eliminate a good bit of infantry each turn. As havok and capsfan34 pointed out, pairing him with a couple of warwolves adds to that infantry threat.
I haven’t tried him yet (my Circle force is pretty small) but I imagine his only downfall is that once he does his job, if he succeeds, he will die next turn. But if he dies after removing 4 or 5 Winterguard, he’s earned back his points and then some.
I plan on getting him just for the sweet model, so I’ll see if he lives up to my expectations.
If you fail to kill all of the model that have you engaged (never send him in against anything with reach), Quick Work does nothing at all. The other issue is the low P+S of his weapons. Pretty much means you are stuck hunting down low to medium ARM single wound troopers or the squishiest of solos. For 2pts I think the Wayfarer is a much better choice, or a 2nd unit of Shifting Stones.
I like 95% of the model a lot. The sword is horrible. It would have been near perfect if they made both blades the same length. Still plan on getting one soon.
Now, to fuel the fire a little…which triggers first: Swift Hunter or Snap Fire?
I could be wrong (I have the ‘Forces of’ book for Circle, but I’ve never played with this model) but I think that the controlling player decides the order, since they both trigger when a model is destroyed by a ranged attack.
Seeing as how you never *have* to resolve either ability, I don’t see a chance for there to be a conflict (like the fights over preventing tough rolls, creating corpse/soul tokens, etc.) I think it’s intentionally interchangeable.
Maybe you’re referring to this scenario:
Reeve Hunter kills a target at range. Swift Hunter and Snap Fire both trigger. Taking advantage of Snap Fire, the Hunter fires another shot and kills again. Now he makes two Swift Hunter moves back to back.
I don’t think thats the intended resolution, and I could see your point if people are trying that.
I think when you kill a target you have a choice: either you make your move granted by Swift Hunter and then Snap Fire, or you just Snap Fire.
In the second case you would still get a Swift Hunter move, but only the one triggered by a second successful kill.
You can’t “bank” them.
In a perfect world, where you have a unit of def 12/arm 12 Holy Zealots spaced out just so, and the dice gods are smiling down, and every attack is a kill, you could destroy 6 of them with the Reeve Hunter.
It’s unlikely, it’s far fetched, but there you go. Combine that slot machine appeal with a really cool model, and you have the Reeve Hunter.
He really is a joy to paint, but I think he’ll rarely get out of the case. The lure of a second set of Stones, a Blackclad, two of the new Gallows Groves or Lanyssa; will be two much of a temptation. If he had stealth I think I’d be happier.
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It’s Circle Orboros, not Circle of Orboros 😛
Anyways… Average mat and rat combined with average attacks, nothing special there. The two points can most likely be spent better elsewhere.
As far as the model goes, it’s a damn good sculpt.
The War Wolf solo you love has an affinity with this guy, if its not in combat when a Reeve makes a melee hit, the war wolf can charge that model, which isn’t bad at all really
I beg to differ, for two points he can effectively take out quite a few infantry. Throw in two Warwolves with him and you got yourself a very fast and effective flanking unit (though it is three solo’s) albeit he won’t win the game for you, but he will make your opponent think twice.
Right. I think of him as the poor man’s Lord of the Feast. He could, if the dice gods smile and every attack was a kill, eliminate a good bit of infantry each turn. As havok and capsfan34 pointed out, pairing him with a couple of warwolves adds to that infantry threat.
I haven’t tried him yet (my Circle force is pretty small) but I imagine his only downfall is that once he does his job, if he succeeds, he will die next turn. But if he dies after removing 4 or 5 Winterguard, he’s earned back his points and then some.
I plan on getting him just for the sweet model, so I’ll see if he lives up to my expectations.
Damn good sculpt indeed !
His biggest problem is the lack of Gunfighter.
If you fail to kill all of the model that have you engaged (never send him in against anything with reach), Quick Work does nothing at all. The other issue is the low P+S of his weapons. Pretty much means you are stuck hunting down low to medium ARM single wound troopers or the squishiest of solos. For 2pts I think the Wayfarer is a much better choice, or a 2nd unit of Shifting Stones.
I like 95% of the model a lot. The sword is horrible. It would have been near perfect if they made both blades the same length. Still plan on getting one soon.
Now, to fuel the fire a little…which triggers first: Swift Hunter or Snap Fire?
I could be wrong (I have the ‘Forces of’ book for Circle, but I’ve never played with this model) but I think that the controlling player decides the order, since they both trigger when a model is destroyed by a ranged attack.
Seeing as how you never *have* to resolve either ability, I don’t see a chance for there to be a conflict (like the fights over preventing tough rolls, creating corpse/soul tokens, etc.) I think it’s intentionally interchangeable.
Maybe you’re referring to this scenario:
Reeve Hunter kills a target at range. Swift Hunter and Snap Fire both trigger. Taking advantage of Snap Fire, the Hunter fires another shot and kills again. Now he makes two Swift Hunter moves back to back.
I don’t think thats the intended resolution, and I could see your point if people are trying that.
I think when you kill a target you have a choice: either you make your move granted by Swift Hunter and then Snap Fire, or you just Snap Fire.
In the second case you would still get a Swift Hunter move, but only the one triggered by a second successful kill.
You can’t “bank” them.
In a perfect world, where you have a unit of def 12/arm 12 Holy Zealots spaced out just so, and the dice gods are smiling down, and every attack is a kill, you could destroy 6 of them with the Reeve Hunter.
It’s unlikely, it’s far fetched, but there you go. Combine that slot machine appeal with a really cool model, and you have the Reeve Hunter.
He really is a joy to paint, but I think he’ll rarely get out of the case. The lure of a second set of Stones, a Blackclad, two of the new Gallows Groves or Lanyssa; will be two much of a temptation. If he had stealth I think I’d be happier.