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![[Post New]](/s/i/i.gif) 2010/05/23 16:09:26
Subject: ravengers questions for tyranid players
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Oozing Spawning Vat
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ok i just noticed this rule in the codex. that a ravenger can take 15 extra points to have a gun out of the thorax. is it worth the points to have guns on the ravengers. i need help and advice on this rule cause i dont want to rip guns or models apart if it is stupid to have it on them
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![[Post New]](/s/i/i.gif) 2010/05/23 16:23:48
Subject: Re:ravengers questions for tyranid players
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Infiltrating Oniwaban
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Wrong forum. Questions like this go in 40k tactics.
Anyway, the conventional wisdom on raveners is that you don't take a thorax weapon. It adds to their cost and most of the time you'll want to use the shooting phase to run instead of shoot so you'll get very little benefit.
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2010/05/23 22:33:46
Subject: ravengers questions for tyranid players
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[MOD]
Making Stuff
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Moving to tactics...
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![[Post New]](/s/i/i.gif) 2010/05/23 22:40:05
Subject: ravengers questions for tyranid players
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Spinefists...4 shots a piece...dang...the gun was made for raveners...they can get up close shoot the crap out of anything and assault the crap out of it...
good thing about a thorax weapon...doesn't really need to be modelled all too much...
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![[Post New]](/s/i/i.gif) 2010/05/24 00:26:15
Subject: ravengers questions for tyranid players
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Nihilistic Necron Lord
The best State-Texas
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You really shouldn't be taking guns on Raveners.
Since they are beasts, and have a 12" assault range and fleet. You should either be running, or well within charge range by turn 2. Those extra points could go to rending claws, which make Raveners much much more effective.
You would also probably be better off not deepstriking them as well, since that leaves them in the open, during that turn. As said earlier, with fleet, and a 12" assault, getting into combat should not be a problem.
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![[Post New]](/s/i/i.gif) 2010/05/24 01:10:12
Subject: ravengers questions for tyranid players
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Wicked Canoptek Wraith
Vancouver, BC
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Raveners are great as a fast assault unit. They shouldn't shoot at their target, even if they're not fleeting, because you don't want their target to run away after failing a morale check. So yeah, skip the guns.
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http://gamers-gone-wild.blogspot.com/
riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other
lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb |
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![[Post New]](/s/i/i.gif) 2010/05/24 02:27:41
Subject: ravengers questions for tyranid players
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I am also all for not deepstriking...because if you want to have a lot of fun with...say 9 raveners...mishap is a good probability
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![[Post New]](/s/i/i.gif) 2010/05/24 18:54:42
Subject: ravengers questions for tyranid players
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Longtime Dakkanaut
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I'm curious. How viable would using Raveners in a 2k Swarmlord list be? Strip the Rending option, in favor of having Swarmlord give them Furious Charge to turn them into idiotic Beastly cruise missiles for stunlocking enemy vehicles?
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![[Post New]](/s/i/i.gif) 2010/05/24 19:52:54
Subject: ravengers questions for tyranid players
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Pragmatic Primus Commanding Cult Forces
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It occurred to me recently that the Swarmlord is the one way to get "adrenal glands" on Ravs. Still, I wouldn't drop the RC or build a plan around this. There's a good chance the Swarmlord will need to use the Swarm Leader power elsewhere, especially since preferred enemy is so useful.
Similarly, I think using Ravs in combo with Tervigons with Onslaught would potentially allow some turn 1 Rav shooting while not hurting your closing speed. But that's similarly an opportunity thing and thus more of a potential tactic than a feasible plan.
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This message was edited 1 time. Last update was at 2010/05/24 19:53:59
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![[Post New]](/s/i/i.gif) 2010/05/24 20:22:40
Subject: Re:ravengers questions for tyranid players
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Loyal Necron Lychguard
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And really, ravs with rending do pretty well anyway for stopping vehicles if you can keep them from getting ID'd before they get to it. There's really no need for AG or FC.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2010/05/24 23:24:59
Subject: ravengers questions for tyranid players
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Committed Chaos Cult Marine
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it would be nice to see 36 tl shots from a brood of 9 I'd allmost be tempted to do it. infact I will give it a try!
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And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.
Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole |
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![[Post New]](/s/i/i.gif) 2010/05/26 20:53:50
Subject: ravengers questions for tyranid players
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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There you go!
It's one of the cheapest guns in the book and suits raveners so well...do tell me how you fair...
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![[Post New]](/s/i/i.gif) 2010/05/27 17:35:37
Subject: ravengers questions for tyranid players
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Oozing Spawning Vat
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i like how the spinefists with the multi shots works but i was just wondering if the extra 15 points was worth it. Plus i totally forgot about the swarmlord with the Adrenal glands and how he affects the ravengers to. a lot to consider
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![[Post New]](/s/i/i.gif) 2010/05/27 17:35:45
Subject: ravengers questions for tyranid players
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Oozing Spawning Vat
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i like how the spinefists with the multi shots works but i was just wondering if the extra 15 points was worth it. Plus i totally forgot about the swarmlord with the Adrenal glands and how he affects the ravengers to. a lot to consider
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![[Post New]](/s/i/i.gif) 2010/05/27 19:22:32
Subject: ravengers questions for tyranid players
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Stubborn Dark Angels Veteran Sergeant
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I've modelled mine without thorax guns; there's an argument for either Deathspitters or (probably better) Spinefists, but neither option is especially good. I think you're generally better off with more Raveners. Rending claws are a must -- dual scything talons would be nice in a few cases, but the versatility of rending means I will always take it.
I quite like reserving them, but bringing them on from my table edge rather than deep striking them. They can potentially get halfway across the table that way, which means your opponent has to worry about them if he is anywhere in your table half from Turn 2 onwards. If he isn't, you are bound to be able to run them into cover, and get a charge the next turn.
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![[Post New]](/s/i/i.gif) 2010/05/27 20:27:52
Subject: ravengers questions for tyranid players
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I am not seeing where they cost 15 points a piece...I see 5...
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