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2015/10/25 20:41:31
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Would wreck most Blood Angel armies. It's not a real solution, especially for people that already have vanilla armies and got Blood Angels to play Blood Angels...
2015/10/25 21:08:40
Subject: (40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
SharkoutofWata wrote: Would wreck most Blood Angel armies. It's not a real solution, especially for people that already have vanilla armies and got Blood Angels to play Blood Angels...
*Raises hand* I have my Crimson Fists for my Vanilla Marines. I got Blood Angels for them to be Blood Angels.
casvalremdeikun wrote: Technically, the Detachments aren't available to Successor Chapters either.
I hope we see some of these other Detachments. The book says they are still all Codex Astartes compliant. I want one for Blood Angels.
Just play your blood angels as codex-compliant space marines painted red
Raven Guard? Blood Ravens! White Scars? Crimson Scars! Black Templars? Red Templars!
That doesn't work for Death Company and Sanguinary Guard. No Furioso either. Would wreck my army.
Well, it would be totally unfair to be able to take Centurions and Sanguinary Guard in the faction, right? So I field them *either* as one or the other (not both at the same time). Where you save on is a lot of the grunt work, stuff like razorbacks and power armor guys (assault, tactical, etc.). The elites/fast attack... build moar!
Automatically Appended Next Post:
SharkoutofWata wrote: Would wreck most Blood Angel armies. It's not a real solution, especially for people that already have vanilla armies and got Blood Angels to play Blood Angels...
Yeah, technically, I have (fully painted) Ultramarines, Grey Knights, and Blood Angels with a smattering (about 50 models each) of Dark Angels and Space Wolves -- but I like my Blood Angels models the best, especially the grunts, so, for instance, if I'm going to build a Stalker, I'd rather theme it blood angels than add it to my ultramarines.
I do get what you're saying, though.
This message was edited 2 times. Last update was at 2015/10/25 21:12:17
2015/10/25 21:12:07
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
casvalremdeikun wrote: Technically, the Detachments aren't available to Successor Chapters either.
I hope we see some of these other Detachments. The book says they are still all Codex Astartes compliant. I want one for Blood Angels.
Just play your blood angels as codex-compliant space marines painted red
Raven Guard? Blood Ravens! White Scars? Crimson Scars! Black Templars? Red Templars!
That doesn't work for Death Company and Sanguinary Guard. No Furioso either. Would wreck my army.
Well, it would be totally unfair to be able to take Centurions and Sanguinary Guard in the faction, right? So I field them *either* as one or the other (not both at the same time). Where you save on is a lot of the grunt work, stuff like razorbacks and power armor guys (assault, tactical, etc.). The elites/fast attack... build moar!
Naw. I will just stop collecting Blood Angels until they aren't bottom tier anymore.
casvalremdeikun wrote: Naw. I will just stop collecting Blood Angels until they aren't bottom tier anymore.
That works too
Ironically, I'm modelling Blood Angels right now precisely because they're one of the least powerful factions (and I love their power armor bits). Adds some challenge to the game!
2015/10/25 22:49:11
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Though you could probably just find the pages on 4chan now, I actually have a copy of the epub version of Kauyon.
So here's the White Scars stuff:
Spoiler:
Scarblade Strikeforce (White Scars Detachment): Restrictions: All models must have the Space Marines faction and they all must be drawn from the White Scars chapter. The Detachment has 1-2 Core choices, 1+ Auxiliary and 0-3 Command.
Command Benefits: Lightning Assault: All models can re-roll failed Initiative tests for Hit & Run. Ride the Wind: Vehicle that Flat Out or Bikes the Turboboost move an additional D6". For Fast vehicle the bonus is instead 2D6". Maximum Impact: When a uni charges an enemy within 8" they gainHammer of Wrath. if they already had HoW then they may re-roll failed To Wound rolls when resolving HoW attacks.
Command Options: Strike Force Command (See Codex: Space Marines)
Reclusiam Command Squad (See Codex: Space Marines)
Librarius Conclave (See Codex: Space Marines)
Core Options Battle Demi-Company (See Codex: Space Marines)
Stormlance Battle Demi-Company: 1 Captain or Chaplain (including the named Captains and Chaplians, Vulkan, Pedro Kantor and High Marshal Helbrecht.) 0-1 Command Squad 3 Tactical Squads 1 Devastator Squad 1 Assault Squad, Bike Squad, Attack Bike Sqaud or Land Speeder Squadron
Clear and Sweep: Re-roll To Hit rolls in the shooting phase when targeting an enemy unit within 3" of an objective marker.
Mobile Firebase: Units with bikes or jump packs can move 2D6" after they shoot in the Shooting phase. Other units only move D6". They may embark upon transports using this move. If they use this move they can't charge in the Assault phase.
Hunting Force: 1 Captain (including Kor'sarro, though he must be riding Moondrakkan) 0-1 Chaplain (including Kor'sarro, though he must be riding Moondrakkan) 0-1 Command Squad 2-5 Bike Squads 1-3 Attack Bike Squads 1-3 Scout Bike Sqauds
The Hunters' Prey: Pick an enemy HQ to be this Formations primary target, then pick to other enemy units to be their tertiary targets. The primary target is the Formations prey at the start of them game. Once they are killed then the tertiary targets both become their prey instead. Units from this Formation may re-roll failed To Hit and To Wound rolls against their prey and have the Furious Charge special rule until the end of the phase if they charge them.
Thunderous Assault: If their unit contains 5+ models, models in that unit make 2 HoW attacks instead of 1.
Auxiliary Options:
Strike Fore Ultra (See Codex: Space Marines)
Storm Wing (See Codex: Space Marines)
Land Raider Spearhead (See Codex: Space Marines)
Anti-Air Defence Force (See Codex: Space Marines)
Suppression Force (See Codex: Space Marines)
10th Company Task Force (See Codex: Space Marines)
1st Company Task Force (See Codex: Space Marines)
Armoured Task Force (See Codex: Space Marines)
Stormbringer Squadron: 1-3 Land Speeder units 1-3 Scout Squads (that must take Land Speeder Storms as DTs)
Locate and Secure: Scout Squads (but not their DTs) have Objective Secured.
Outrider Support: Land Speeder Storms from this Formation get +1 to the Jink rolls if they are within 6" of a Land Speeder from this Formation.
Rapid Deployment: Scouts can disembark from the their Land Speeder Storms as long as the Storms didn't move more than 12".
Speartip Strike: 1-3 Land Speeder units 2 Bikes Squads, Attack Bike Squads or Scout Bike Squads
Strategic Spearhead: At the start of the shooting phase, pick one of the following options: - Pick an enemy unit. If 2+ units from this Formation shoot them then the selected enemy unit must take a Pinning test at the end of the phase, with a -2 modifier for each unit from this Formation after the first 2 that shoot them. OR - Any unit that suffers one or more unsaved wounds from a unit that is a part of this Formation must take a Ld test at the end of the phase. If they fail they can choose to either Go To Ground or be Provoked, which forces them to move as far as possible towards the nearest unit from this Formation in their next shooting phase.
Warlord Traits: 1 - Add 1 to any Jink saves the Warlord makes. If they don't have a bike they have the 'Deadly Ambush' trait instead. Deadly Ambush trait 2.
2 - You may +1/-1 to your reserve rolls if the Warlord is on the battlefield or in Reserve.
3 - Warlord has Tank Hunter and Monster Hunter.
4 - Warlord has HoW. If he did already then he makes D3 HoW attacks instead of 1.
5 - +1 S/A while in a challenge. Re-rolls failed To Hit rolls if they are fighting the enemy Warlord in a challenge.
6 - The Warlord and all friendly units within 12" of him may re-roll their Sweeping Advance rolls.
Relics: (Models that can takes items from the Standards wargear list may take the Banner of the Eagle instead. Can take both WS and SM relics in the same Detachment, but not on the same models. No restrictions to how many WS relics a single model can have.) Banner of the Eagle: (30pts) Models that can take items from the Standards list only. Friendly White Scars units within 12" of a model with the Banner of the Eagle have Fleet and Furious Charge.
Glaive of Vengeance: (30pts) Range - | Str+3/+1* | AP 2/3* | Melee, Master-crafted *Str+3/AP2 on the charge, otherwise Str+1/AP3
The Hunter's Eye: (20pts) +1 BS and ranged weapons of both the wielder and his unit have Ignores Cover.
Mantle of the Stormseer: (20pts) Librarians only. Grant Adamantium Will and knowledge of the Psychic Maelstrom power (from Telekinesis) in addition to other Psychic powers they know. Doesn't count toward Psychic Focus.
Scimitar of the Great Khan: (25pts) Range - | Str+1 | AP 3 | Melee, Warblessed, Master-crafted Warblessed: +3 WS to the wielder if they are in a challenge.
Wrath of the Heavens: (25pts) Is a Space Marine Bike. Can't be taken by models with a Jump Pack or Terminator Armour. If they turboboost, a model with Wrath of the Heavens passes over models and terrain as if they were a Jetbike and can move up to 18"
size=18]Tactical Objectives:[/size] 11 - When generated, choose an Objective Marker that is not within 18" of friendly models or if that isn't possible choose the marker that is the furthest away. Score 1 VP if you control it at the end of your turn.
12 - If you caught and destroyed 1 or more enemy units with a sweeping advance in your turn, gain 1 VP.
13 -If a friendly bike unit completely destroys an enemy unit in your turn, gain 1 VP. If 3 or more enemy units are destroyed by friendly Bikes, gain D3 VPs.
14 - If at least one friendly unit successfully Hit & Runs, gain 1 VP.
15 - If you killed an enemy model that had 3+ wounds remaining at the start of your assault phase, gain 1 VP. If they had 5+ wounds remaining, gain D3 VPs instead.
16 - If you killed an enemy in a challenge in your turn, gain 1 VP. If they were the enemy Warlord, gain D3 VPs instead. If your Warlord killed the enemy Warlord in a challenge, gain 3+D3 VPs instead.
Raven Guard stuff:
Spoiler:
Talon Strike Force (Raven Guard Detachment): Restrictions: All models must have the Space Marines faction and they all must be drawn from the Raven Guard chapter. The Detachment has 1-2 Core choices, 1+ Auxiliary and 0-2 Command.
Command Benefits: Extensive Planning: If your Warlord is part of this Detachment, you may re-roll the Mission, Deployment Zone type and the dice result when rolling off to see who deploys first.
Know When to Strike: Units from this Detachment that are arriving from Reserve can choose to attempt to arrive on turn 1. Make a Reserve roll for any units you choose; on a 4+ they arrive.
Know When to Fade: Units may always choose to fail Morale Checks.
Command Options: Strike Force Command (See Codex: Space Marines)
Reclusiam Command Squad (See Codex: Space Marines)
Core Options Battle Demi-Company (See Codex: Space Marines)
Pinion Battle Demi-Company: 1 Captain or Chaplain (including the named Captains and Chaplians, Vulkan, Pedro Kantor and High Marshal Helbrecht.) 0-1 Command Squad 3 Tactical Squads 1 Assault Squad 1 Devastator Squad 1-5 Scout Squads or Scout Bike Squads
Scout Support: Scout Sergeant or Veteran Scout Sergeants from this Formation can spot for another friendly unit from this Formation within 9". Weapons carried by the spotted unit have Ignores Cover for the phase.
Wayfinder: Scouts and Scout Bike units from this Formation in Reserve can lead another unit from this Formation into battle. Units being led cannot Deep Strike. When making Reserve Rolls, do no roll for the unit being led, instead they arrive at the same time as their leading scout unit. Both unit arrive on the same board edge and may outflank. The led unit has Stealth on the turn they arrive as long as they arrive within 9" of the leading unit.
Auxiliary Options:
Storm Wing (See Codex: Space Marines)
Anti-Air Defence Force (See Codex: Space Marines)
Suppression Force (See Codex: Space Marines)
10th Company Task Force (See Codex: Space Marines)
On time...: VVs from this Formation units can choose to pass or fail Reserve Rolls.
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Restrictions: Maximum of 30 models may be in this Formation. All models must have Jump Packs.
On Wings of Fire: Once per game in your Movement phase all units from this Formation on the battlefield may enter Ongoing Reserves, even if they are locked in combat.
Thunderhawk Assault: Units from this Formation arrive from Reserves/Ongoing Reserves at the same time.When they arrive from Reserve draw a straight line from a point on any table edge to a point on the opposite table edge. Each unit from this Formation must try to Deep Strike onto a point on this line, and may re-roll the scatter dice when Deep Striking.
Skyhammer Orbital Strike Force: 3 Tactical Squads in Drop Pods 1-3 Land Speeder units.
Dropsite Clearance: At the start of your first turn, before any Drop Pods arrive via Drop Pod Assault, pick a point on the battlefield to mark the center of this Formation's dropsite. Units from this Formation re-roll To Hit and To Wound rolls of a 1 against enemy units within 12" of this point. Drop Pods from this Formation that arrive with 12" of the point only scatter D6"
Shock Assault: Tactical Squads from this Formation can Run and then shoot on the same turn they disembark from their Drop Pod.
Targeted Strike: When the first unit from this Formation is deployed or arrives from Reserve, nominate a unit in the enemy army to be the Assault Group's target. Units from this Formation may re-roll failed To Hit rolls against this unit.
Vertical Insertion: The Stormraven has the Deep Strike special rule. If it Deep Strikes, it must Hover on the turn it arrives.
Raptor Wing 1 Land Speeder unit 2 Stormtalons
Incoming Support: If the Stormtalons are in Reserve, they automatically arrive at the start of the second turn.
Priority Target Received: Once per turn, the Land Speeders can nominate an enemy unit within 18" and in LoS. Until the Land Speeder designate a new target, the Stormtalons can re-roll failed To Wound, Armour Penetration rolls and Glancing Hits against the nominated unit.
Shadow Force 1 Captain (including named Captains, Vulkan, Pedro Kantor and Helbracht) 1 Sternguard Squad 1 Vanguard Squad 1 Land Speeder unit
Acute Senses
Move Through Cover
Scout
Swift Redeployment: Non-vehicle units from this Formation may re-roll the dice for Run moves. Vehicles from this formation can move an additional 6" when they Flat Out.
Warlord Traits: 1 - When the Warlord's unit is the target of a shooting attack, it can move up to D6". Models that are in cover a the end of this move have +1 cover against that shooting attack. The firing unit cannot change their target, even if this move takes the Warlord's unit out of their range or LoS. You can only make this move once per turn and can't do it if you are Falling Back or charging.
2 - At the start of the Charge phase (? guessing they mean sub-phase), pick an enemy unit in LoS of the Warlord. Raven Guard units may re-roll charge rolls against that unit.
3 - Once per game in you Movement phase as long as the Warlord is on the battlefield you can make it Night Fighting until the start of your next turn.
4 - Enemies that wish to fire overwatch must pass a Ld test. If the Warlord is charging through cover, the enemy unit have -2 Ld for the purpose of this test.
5 - When rolling for Variable Game Length, you may +1/-1 the result as long as the Warlord is on the battlefield
6 - Once per game the Walord and his unit can Run and charge in the same turn.
Relics: (A single Vet Scout Sergeant can replace his Boltgun with Nihilus. Can take both RG and SM relics in the same Detachment, but not on the same models. No restrictions to how many RG relics a single model can have.) Armour of Shadows: (35pts) 2+ Armour save. Bearer has Stealth, or Shrouded if they didn't Move/Run/Charge in their previous turn.
Ex Tenebris: (10pts) Range 24" | Str 4 | AP 5 | Assault 3, Rending Precision Shots
Nihilus: (15pts) Veteran Scout Sergeant only. Range 36" | StrX | AP 3| Heavy 1, Sniper, Armourbane, Shadow-shot Shadow-shot: A model equipped with Nihilus can shoot at a different target to the rest of their unit. Counts as Str6 when shooting a vehicle.
The Raven Skull of Korvaad: (15pts) +1 WS/Ld. If the bearer dies, note their last position. Friendly Raven Guard model have Hatred and Rage whilst they are within 6" of this position.
Raven's Fury: (15pts) Jump Pack. HoW attacks made by the bearer have +2 Str and Strikedown.
Swiftstrike and Muder Replaces a model's boltpistol and Melee weapon. Both Swiftstrike and Murder are weapons with the following profile: Range - | Str User | AP 3 | Melee, Flurry, Shred, Specialist Weapon Flurry: After attacking with this weapon, make a number of bonus attacks equaling the number of hits caused. These bonus attacks do not generate more bonus attacks.
size=18]Tactical Objectives:[/size] 11 - 1 VP if 1+ Raven Guard units with the Jump type or that disembarked from a Drop Pod destroys 1+ enemy units in your turn.
12 - 1 VP if at the end of your turn all non-vehicle units are either embarked in a vehicle, building or are within 1" of a piece of terrain (that isn't Open Ground)
13 - 1 VP if 1+ enemy units failed a Morale, Pinning or Fear test in your turn
14 - D3 VPs if you've destroyed the enemy Warlord, Super-Heavy or Gargantuan Creature in your turn.
15 - 1 VP if 1+ enemy units were charged and destroyed by a Raven Guard unit in your Assault phase. D3 VPs instead if 3+ enemy units were charged and destroyed by Raven Guard units in your Assault phase.
16 - 1 VP is you destroyed an enemy FA choice or Dedicated Transport. D3 VP instead if 3-4 were destroyed. D3+3 if 5+ were destroyed
This message was edited 3 times. Last update was at 2015/10/26 00:05:17
2015/10/25 22:54:36
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
People in other rumor threads have done a similar thing before and from what I've seen haven't gotten in to trouble, as long as they didn't take pictures and upload them to the gallery. Hopefully paraphrasing the rules and collecting them together is all right.
2015/10/25 23:06:26
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Matt.Kingsley wrote: People in other rumor threads have done a similar thing before and from what I've seen haven't gotten in to trouble, as long as they didn't take pictures and upload them to the gallery. Hopefully paraphrasing the rules and collecting them together is all right.
Yeah that seems to be fine, and thanks a lot for doing the RG stuff too!
2015/10/25 23:47:08
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Really? People are seriously moaning about the Raven Guard and White Scars actually losing? You are aware that this whole campaign comes right off the back of the last Warzone Damocles book where the Ravens and White Scars and Knights absolutely crushed and humiliated the Tau at Voltaris. Where Kor Sarro almost killed Shadowsun and almost made Aun Va take command away from her. Remember this is a direct follow on from that story, it would be a rehash if the RG and WS won again. I mean nothing could threaten the Imperium if three companies of marines and a few knights could defeat any army.
Plus it completely ignores the fact that this means they're going with the formula of Shield of Baal. Book 1 Xenos win Book 2 Imperium wins. The only difference is that instead of Imperial Guard and SoB getting pawned its marines and apparently god forbid they be portrayed as capable of screwing up and needing another faction (my money is on Admech BTW) coming to save them.
Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
2015/10/25 23:54:45
Subject: (40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
This message was edited 3 times. Last update was at 2015/10/26 00:11:59
2015/10/26 00:31:34
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
I can't say I have looked at ANY of the formations presented here without salivating.
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
I can't say I have looked at ANY of the formations presented here without salivating.
I could be wrong, but I did some quick math and LSS scouts with the vanguard/scout formation would give the vanguard vets a 66 inch threat range
Really? People are seriously moaning about the Raven Guard and White Scars actually losing? You are aware that this whole campaign comes right off the back of the last Warzone Damocles book where the Ravens and White Scars and Knights absolutely crushed and humiliated the Tau at Voltaris. Where Kor Sarro almost killed Shadowsun and almost made Aun Va take command away from her. Remember this is a direct follow on from that story, it would be a rehash if the RG and WS won again. I mean nothing could threaten the Imperium if three companies of marines and a few knights could defeat any army.
Plus it completely ignores the fact that this means they're going with the formula of Shield of Baal. Book 1 Xenos win Book 2 Imperium wins. The only difference is that instead of Imperial Guard and SoB getting pawned its marines and apparently god forbid they be portrayed as capable of screwing up and needing another faction (my money is on Admech BTW) coming to save them.
Oh yea, they totally won the last book! Nevermind the fact that they lost the Planet that the majority of the campaign was based on, or completed none of their objectives. The trap that Shadowsun willingly walked into because she was hearing voices from Agrellan is totally equatable to:
Spoiler:
1: The Chapter Master of the Raven Guard being offed, (though, if Shrike gets buffs in game later...)
2: The Obsidian Knight dying.
3: Shadowsun packing on Plot Armour equivalent to Draigo.
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
I can't say I have looked at ANY of the formations presented here without salivating.
I could be wrong, but I did some quick math and LSS scouts with the vanguard/scout formation would give the vanguard vets a 66 inch threat range
It's the only good thing in the book for non-Raven Guard and White Scar marines. And god damn does it make me want to get some Vanguards.
This message was edited 1 time. Last update was at 2015/10/26 01:55:20
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
2015/10/26 02:04:25
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Really? People are seriously moaning about the Raven Guard and White Scars actually losing? You are aware that this whole campaign comes right off the back of the last Warzone Damocles book where the Ravens and White Scars and Knights absolutely crushed and humiliated the Tau at Voltaris. Where Kor Sarro almost killed Shadowsun and almost made Aun Va take command away from her. Remember this is a direct follow on from that story, it would be a rehash if the RG and WS won again. I mean nothing could threaten the Imperium if three companies of marines and a few knights could defeat any army.
Plus it completely ignores the fact that this means they're going with the formula of Shield of Baal. Book 1 Xenos win Book 2 Imperium wins. The only difference is that instead of Imperial Guard and SoB getting pawned its marines and apparently god forbid they be portrayed as capable of screwing up and needing another faction (my money is on Admech BTW) coming to save them.
Oh yea, they totally won the last book! Nevermind the fact that they lost the Planet that the majority of the campaign was based on, or completed none of their objectives. The trap that Shadowsun willingly walked into because she was hearing voices from Agrellan is totally equatable to:
Spoiler:
1: The Chapter Master of the Raven Guard being offed, (though, if Shrike gets buffs in game later...)
2: The Obsidian Knight dying.
3: Shadowsun packing on Plot Armour equivalent to Draigo.
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
I can't say I have looked at ANY of the formations presented here without salivating.
I could be wrong, but I did some quick math and LSS scouts with the vanguard/scout formation would give the vanguard vets a 66 inch threat range
It's the only good thing in the book for non-Raven Guard and White Scar marines. And god damn does it make me want to get some Vanguards.
I can only imagine a 10 man squad with 7 pairs of lightning claws and 3 with th/ss dishing out 29 lc (assuming sgt is equipped with them) and 12 th attacks on a first turn charge. Then add in a potential re rolling HoW attacks if they are RG
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
Even better, if they are taken as a part of the special detachment they can CHOOSE to Deep Strike turn 1, and I'm pretty sure nothing prevents them from charging.
2015/10/26 03:59:56
Subject: Re:(40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
...On Target: VVs from this Formation can charge on the turn they Deep Strike. They do not scatter if they are placed within 9" of at least 2 of the scout squads from this Formation.
Oh god yes YES!!!!
I missed this from 5th Ed. I always loved dropping a squad of Vanguard Vets with claws right in the face of the enemy and fething gak up.
Though I assume I can't attach my Captain to them?
All I need now is my Kayvaan Shrike infiltrating and assaulting on Turn 1.
Alpha Strikes were always my favourite tactic.
Even better, if they are taken as a part of the special detachment they can CHOOSE to Deep Strike turn 1, and I'm pretty sure nothing prevents them from charging.
And, given that you have the reroll to deploy first, you have a pretty solid chance of having a brutal Alpha Strike.
Heck man, I'm imagining the most insane T1 Alpha Strike of all time. Talon Strike Force with Shadowstrike Kill Team and allied Skyhammer Annihilation Force. Look! 3+ units that can DS and charge on turn 1, the VVets with perfect Deep Strike if you Infiltrate the Scouts right. And of course the Devastators blowing stuff up. Bonus points if you can put in some more Drop Pods on the Tacs, and/or manage to add in a Skyhammer Orbital Strike Force (two things named Skyhammer...).
You'll have so much junk slamming down turn one and maybe even charging in that it's almost not even funny.
2015/10/26 04:17:46
Subject: (40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
Really? People are seriously moaning about the Raven Guard and White Scars actually losing? You are aware that this whole campaign comes right off the back of the last Warzone Damocles book where the Ravens and White Scars and Knights absolutely crushed and humiliated the Tau at Voltaris. Where Kor Sarro almost killed Shadowsun and almost made Aun Va take command away from her. Remember this is a direct follow on from that story, it would be a rehash if the RG and WS won again. I mean nothing could threaten the Imperium if three companies of marines and a few knights could defeat any army.
Plus it completely ignores the fact that this means they're going with the formula of Shield of Baal. Book 1 Xenos win Book 2 Imperium wins. The only difference is that instead of Imperial Guard and SoB getting pawned its marines and apparently god forbid they be portrayed as capable of screwing up and needing another faction (my money is on Admech BTW) coming to save them.
Oh yea, they totally won the last book! Nevermind the fact that they lost the Planet that the majority of the campaign was based on, or completed none of their objectives. The trap that Shadowsun willingly walked into because she was hearing voices from Agrellan is totally equatable to:
Spoiler:
1: The Chapter Master of the Raven Guard being offed, (though, if Shrike gets buffs in game later...)
2: The Obsidian Knight dying.
3: Shadowsun packing on Plot Armour equivalent to Draigo.
Spoiler:
1- Again, Agrellen is a parade of Speece meereens humiliating and effortlessly beating the tau. They kill thousands of tau and that's before we consider the unkillable knights. Since apparently the tau completely forget that they have manta and barracuda. Shadowsun falling into the trap is more to do with her beig under so much pressure because of her repeated humiliations at the hands of Kor Sarro. Also their goal was always to slow the tau advance until more Imp reinforcements arrive. Or do you really consider it reasonable that three companies should be able to stop the entire tau third sphere expansion? Honestly tey lose like a handful of marines at Agrellen.
22- Iam sorry, generic marine chapter master whose name you can't even produce gets killed by a Xenos special character. Perish the thought.
Oh the tau actually bring a D weapon to kill the knght this time? As opposed to the absurdity of one knight effortlessly killing te entire tau army?
3- As opposed to Kor Sarro or Shrike not being double tapped by a fusion blaster? I get the impression if it was Fatsight then you'd not be making this complaint about two nobodies dying.
Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
2015/10/26 08:52:50
Subject: (40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
I really want to like these Demi companies but I think that the loss of ObSec is just to much. Taking Tacticals that doesnt have ObSec feels like a complete waste...
I cannot believe in a God who wants to be praised all the time.
15k 10k
2015/10/26 08:56:21
Subject: (40k) Raven Guard and White Scars Releases (Kauyon Campaign Book)
I have to ask, are all of GWs .epub files as terribly formatted as Kauyon and the Tau Codex? So many words (especially the italicised ones) just run into one another, making those sections a mess to read.