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Made in us
Fresh-Faced New User




Been kicking around the idea of using 2 lictors and 2 squads of 3 raveners as support. Theory lictors deep strike and charge a unit and hold the unit long enough for raveners to deep strike and run in for support of the lictor.

Turn 2 is a 4+ to enter play for both lictors and 2 sets of raveners. With 2 rerolls allowed due to lictors. Roll  2 dice hoping to get at least one 4+ to put one lictor down then I can use my rerolls to try and get the raveners into play same turn. Lictor will charge, raveners will spit at something close by and if still alive next turn charge to help lictor(s). Having a crap load of other threats charging across the board makes it tough choice for the enemy to kill the raveners in the open or the horde coming.

anyone tried this combo?
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Frankly, if you're taking that many Lictors and Raveners I'm completely skeptical that you'll have a 'crapload' of other threats for your opponents to worry about.

Both of those units are rather expensive for the amount of damage they can soak.

And to be honest, Lictors can't take on really any enemy unit that fights back by themselves and hope to win.

In reality, here is what happens with your plan:

The Lictors charge a unit, maybe kill 1-2 guys and win the combat but the enemy holds and piles-in. The Raveners Deep Strike near an enemy unit and shoot it causing minor damage.

On the enemy's next turn they shoot the Raveners to death (especially as they're out of Synapse range they can be Insta-killed by S8 weapons) while the units that have surrounded the Lictors kill them in close combat.


Generally speaking, Lictors should never charge an enemy unit on their own unless you're desperate and Raveners should only ever deep strike out of line of sight from the enemy.


If you want a neat combo try swarms of scuttling spinegaunts. They generally charge the enemy by turrn 2 (turn 3 at the latest). You can time their charge along with your Lictors and if they are in combat with the Lictor they hit the enemy on a 3+.

With the Spinegaunts outnumbering the enemy unit you can usually break the enemy and run them down with the Lictors impressive Initiative.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in nz
Longtime Dakkanaut





New Zealand

Thanks Yak, might try that scuttling spinegaunts idea - I have a soft spot for the Lictor concept fluffwise but have heard so many bad stories about their fragility.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By Clang on 04/10/2007 10:48 PM
Thanks Yak, might try that scuttling spinegaunts idea - I have a soft spot for the Lictor concept fluffwise but have heard so many bad stories about their fragility.



I hope you enjoy it, I think its a fun little alternative to all the Godzilla lists runnign around.

Obviously a 7 point spineguant is less attractive than a 5 point one but the ability to often get into combat on turn 2 seems worth the points when combined with Lictors.

Of course, you'll need to provide Synapse to those Gaunts, so you'll either have to use a Flying Tyrant or make sure to chain the gaunts backwards to remain in Synapse range of whatever walking Synapse you have.

 

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
 
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