Quote Originally Posted by Razgriez View Post
Yea, admittedly, this is a case of "I have a box of 10 Reivers I picked up for Kill-Team", and as stated, I'm pretty much on the "Primaris-Only" train for future Astartes purchases and army building (unless I can find some useful place to stick what Firstborn marine models I still have that I can still field, both from a "having to fix them up from early years of bad painting, or missing parts" and a "Are these guys even still worth the Force Organization slot/points?" perspective. And well, DW Black and Silver is looking tempting for that if I want to keep my classic Ultramarines Firstborn rolling).

My main concern with Knife-Reivers still is that they're a unit which should probably still be deployed by mid-game, specifically to chase ObSec units off the board, but they really don't ramping up until Turn 3-4 (and as you pointed out, playing a Ranged combat chapter and flipping to Assault immediately is a tough strategy to play around. More so when relying on Infiltrators for the time being as my troop choices, I need Tactical Doctrine to give a bit more bite to their Marksman Carbines.

I guess the better way to phrase it in my case is this: For Ultramarines, should I build Reivers All Knives, All Carbines, 5 with knives, 5 with Carbines? And also, which mobility option should I pick with each?
for Reivers, the answer is pretty much knives and grav chutes, grapnels are optional. Like Cheese said, they need to be in melee for their best abilities to do anything, and the carbines are just bad. The fact you might not ever move to Assualt doctrine isn't a real deciding factor. Also in Kill team you take a single Reiver Sgt as a Combat specialist again with knife for a blender that makes hilarious "tink" noises.