Hey @Luke1705 Thanks for checking out my list! I see you have a few questions! My boi @N_Watson seems to have covered my decision go go to 5 drops for Sheffield Slaughter (3rd), Heat 1 (1st) , my local 1 Dayer (1st) and recently this weekend the Justice GT (8th). I’ve lost 2 games all season. Both to Gristlegore piloted by top players. This is one of the primary reasons to be low drops.
However to your points:
1) The tax is irrelevant. It’s the only functional battalion we have that allows us to have 3 scoring heroes in arcane places of power. Not to mention it reduces the list to 5 drops. Reavers are not a tax. They are our answer to Gristlegore and need to be learnt. There is simply a difficulty curve in using them. I know many deepkin players arn’t me but trust me, learn to use this unit. 2 attacks each in combat and can be screens.
2) I rarely start my Eels off the board. The ability to move 20’ first turn and charge with +3 can hit any unit. Coming on limits your options. For a while a second scryer has been redundant for me. The Render can fight in combat and restoring models can keep your thralls in the fight and score objectives otherwise lost.
3) Yes command points are super important. Having 2, going to 3 turn 1 means you can guarentee your eels 20 if you need to. Not to mention inspire a screen against 1 drop Sylv alpha before restoring the unit in your turn. I cannot emphasise enough how useful these are to our army.
In regards to your list, I ran something similar with a Storm and some Heartrenders at Blood and Glory last year. Play what you enjoy!
See you on the Sea’s Deepkin bro x