- When a squad of 6 Reavers explodes a Chimera, they can charge in and eat the Guard squad inside easily enough. This isn't true of only 3 Reavers- they might win, but they also have a great chance at failing (especially when striking last, which is usually the case in this scenario)
- A squad of 6 Reavers has 4 wounds as a cushion before the weapons start being affected. A squad of 3 has only 2... which makes an enormous difference when being rapid fired. Even bringing into the equation that you'll be wielding 2 squads of 3 instead of 1 of 6, it's kind of the equivalent of making the following agreement with your opponent: Alright, every time you wound me 3 times with one squad, I'll take a save on a Heat Lance, even though normally you'd need to wound that squad 5 times to get that result.
- Kill Points are also a factor. Normally I'm not a huge proponent of worrying about Kill Points, but a couple 3-man squads will go away the second any gunline even looks at them. Killing 6 is a rather bigger investment of effort. Trust me, KP games in a competitive setting are hard enough as Dark Eldar player. No need to make it more difficult.
- 3-man squads are unreliable. Sure, you might kill a tank. You honestly have a great shot at not hitting in the first place though. If it comes to the point that they need to be relied on, a single S6 melta isn't going to do the trick.
- The main thing is that whereas a 6-man squad can take 3 (even 4!) wounds and still be at optimal tank-killing capacity (since that's why they exist, in the end), two 3-man squads can only take 2 wounds before they start being reduced in effectiveness.
You could do that by dropping a Trueborn Blaster squad (3 blasters and no combat ability/survivability/shootability (if their ride gets shaken) vs. 2 heat lances and some reasonable combat/resilience) and turning one of the Raiders you have elsewhere into a Venom instead. Wow, awesome runon sentence, right?
Less shooty, more practicality. Or something like that, lol.
I'll eventually write some sort of article on Reavers vs. Blaster Trueborn, since I feel like the two play extremely similar roles despite handling rather differently. As it is, I don't think that the Trueborn are a bad choice, just a different one than I personally would make. They certainly make your life easier against things like Storm Raven spam (haha, as in, if your opponent takes... 2... of them), Paladin Stars, etc.
If you don't want to add more Reavers, you could always drop them for something weird like more incubi, more Warriors in Venoms, more Trueborn/blasters in each squad, etc. You could even do something crazy like add another Wrack squad (for an extra scoring Venom, essentially) and upgrade a squad of Warriors up to 10 w/ a Dark Lance. I mean, 10 warriors is fun, right? At least, until someone rolls up with a melta and rolls a 4+, lol.
As they're currently configured however, I don't see them being much more than a detriment to your overall goal.
So, just a couple tweaks. Wow, I went on a while about those tweaks though, didn't I? Whoever said an asthmatic can't be long-winded?
Otherwise, looking good, thanks for the email, you'll have to let me know how you end up doing with it, I'm hoping that Hellions start becoming trendy:-p
Other comments, questions, concerns, corrections, etc?
Let me know :)