Repeater and Reaper Bolt Throwers

By NikoWhite, in Warhammer Invasion Rules Questions

Apologies if this has already been answered, but I checked out the other Repeater thread and it wasn't covered.

Has there been errata issued to the Repeater Bolt Thrower that I missed? As it stands, it seems like it punishes you for having more than one development in your battlefield, since you can just play the ability over and over again for 1 with 1 development, why would you ever want to play more and force yourself to pay larger X's? Is it supposed to be once per turn? If you can really play the ability over and over, the card doesn't seem to me to make much sense.

In a lesser note, is the Reaper supposed to be once per turn too? It just seems very strong, but I'm less confused about this one ;)

You are correct. There is a competitive deck that uses the Repeater Bolt Thrower as a win condition and usually you only play 1 development in the battlefield. The "Repeater" bit is the key word in the name of the card...

My questions about the Repeater is, if my opponent activates it 10 times for 10 resources at 1x a pop when he has only 1 development (all on the same LIFO stack), then I destroy his development, does that mean that when it resolves X = 0 (since he now has 0 developments) and he it does no damage?

Clamatius said:

You are correct. There is a competitive deck that uses the Repeater Bolt Thrower as a win condition and usually you only play 1 development in the battlefield. The "Repeater" bit is the key word in the name of the card...

Am I wrong that you must pay X every time, then? It just seems bizarre that this is basically the only card in the game that seems to penalize you for playing developments. Just seems really strange.

Toberk said:

My questions about the Repeater is, if my opponent activates it 10 times for 10 resources at 1x a pop when he has only 1 development (all on the same LIFO stack), then I destroy his development, does that mean that when it resolves X = 0 (since he now has 0 developments) and he it does no damage?

Don't know, but I think your opponent should be punished for stacking them all into one sequence gran_risa.gif . I mean, if there is no reason to suspect you'll be facing resource-sucking cards (which are very few at this point), why not pay 1, let that action resolve (with no response), pay 1, resolve that action 10 times instead?

NikoWhite said:

Am I wrong that you must pay X every time, then? It just seems bizarre that this is basically the only card in the game that seems to penalize you for playing developments. Just seems really strange.

It might have been sweeter if RBT was worded "up to X" or something. But it's not the only card that forces you to spend up to X:

"#72 Swarm 'Em (Orc Tactic) X-OO

Action: Deal X damage to one target defending unit, where X is the number of units and developments in your battlefield."

Dam said:

Don't know, but I think your opponent should be punished for stacking them all into one sequence gran_risa.gif . I mean, if there is no reason to suspect you'll be facing resource-sucking cards (which are very few at this point), why not pay 1, let that action resolve (with no response), pay 1, resolve that action 10 times instead?

As for the does-it-do-1-or-0 question, I already sent it in to James.

That's the first question we answered to ourselves after started playtesting Thrower decks (when everyone was sayin' "No deal, it can't win")...Just a little bit of revenge, sorry. :)

Actually there's a VERY IMPORTANT reason why Repeater bolt Thrower is worded that way (and for the same reason, REAPER thrower is weaker than the cousin).

If you use 1 developement and your oppo has a single Unit with Toughness 1, you're out. :) Each trigger is a single activation. Pay 1, deal 1 damage. It's a complete action.

If someone wants to destroy it, all you have to do is create a chain of activations, 1 by 1 in response. You'll get all of your activations first, as usual with action chain.

REaper is weaker than the other cause you can't deal more than 2 damage, so, a Toughness 2 Unit quits the deal. :)

Toughness isn't really too much of an issue in the Order version of the deck. You just bounce all their units with Flames at the beginning of your turn, then let them have it - you typically kill in 1 turn with 25+ resources.

Clamatius said:

Toughness isn't really too much of an issue in the Order version of the deck. You just bounce all their units with Flames at the beginning of your turn, then let them have it - you typically kill in 1 turn with 25+ resources.

I'm playin' thrower deck and I wasn't arguing about it...I was just explaining the reason why RBT is worded that way. :)

Clamatius said:

Toughness isn't really too much of an issue in the Order version of the deck. You just bounce all their units with Flames at the beginning of your turn, then let them have it - you typically kill in 1 turn with 25+ resources.

Couldnt the Destruction version do basically the same thing using a 'Troll Vomit'?

If you don't have Flames, or your opponent has a way to cancel your flames, RBT still allows you to sort things out, albeit more expensively. I'd rather have the option and not need it than need it and not have the option.

I have not yet understood the practical advantage of the Repeater BT over the Reaper BT? In both cases I usually have to "clear" the table first by cards like Flames or Troll Vomit. After that I am allowed to trigger the action as often as I want, Am I not?

If, for some reason you can't get a table clearing card like flames, you will need more than one development to get past the toughness sometimes. The bolt thrower has strengths and weaknesses for each number of developments you play, really.