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Made in us
Irked Necron Immortal






Did a little searching and didn't turn up a whole lot on the topic.

With TL Multimelta and TL Lascannon it can fill the antitank void the codex has. With Psybolts TL AC/TL HB + Hurricane sponsons you can dish out a ton of hurt.

Anyone take a storm raven in their 1,850 lists? Have you experienced success with them or do they just not live up to expectations?

Mathhammer is NOT Warhammer.
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Made in ca
Lethal Lhamean





somewhere in the webway

the problem with them is this: they are expensive armor 12 hulls. easy to shoot down, and when that happens you just lost a good fraction of the points.

imho the stormraven works best naked, with maybe a laz and multimelta swapped for free. this way, you can zoom around at 24" and use potms to fire your antitank weapon, and benefit from a 4+ obscured save. doing this, means that other weapons rarley fire, and psybolt hurricane bolters are offensive weapons. better to upgrade a crusader to the role of "gunboat" where you get assault cannons and armor 14. (for almost same cost as a stormraven fitted like this)

the other thing to consider is that a single storm raven will get singled out and EVERY antitank wepaon on the table will shoot at it. you need to provide some alternate targets for those weapons to fire at, so you can hopefully extend its life span. a 2nd SR might help, or some razorbacks (wich are also good sources of lazcannon)

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Blackclad Wayfarer





From England. Living in Shanghai

I use 9 vehicles in my 1850 list. It's not spam, but a serious all-comers. 2 chimeras, 3 razorbacks, 2 ven dreads, 1 regular dread and a stormraven.

I use the Stormraven to carry 7 DCA, my GKGM and a my regular dread (multimelta, DCCW). Stormraven has Multimelta and assault cannon. So far it's working beautifully. The rest of my list is very shooty and anything that spends it time trying to blow the stormraven out of the air isn't knocking down my fire support. It's also very hard to knock it out before it gets the contents to where they need to be.

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Irked Necron Immortal






Why ven dreads over the standard ones? Do you take a squad of purifiers or something like that? Cause I find the extra cost of venerable hard to justify. Curious om your thoughts. How does that list work out for you?

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Blackclad Wayfarer





From England. Living in Shanghai

Well my list is

GKGM with grenades + servo skulls
Coteaz

2x ven dreads (psyfleman variety)

(2x) 3x henchmen w/ melta in chimeras with extra armour

2x strike squads. Both 5 man, both in psybolt razorbacks, both w/ psycannon, 1 has hammer

7 DCA

Stormraven (multi melta, assault cannon)

Regular dread (multi melta, DCCW)

Purgation squad in psybolt razorback. 4x incinerator + hammer

I like ven dreads for the durability. They can sit in front of my AV 11 vehicles and give cover saves. Most of my opponents know not to shoot at them now since they can absorb a LOT of punishment before they finally go down. Generally your opponent has to rely on AP1 weapons to do the job since anything else just bounces off. Yes they are pricey but fortitude with the venerable rule stacks really well and makes them well worth the cost. BS5 and reinforced aegis are icing, though the aegis is more reliable as well since the ven dreads are so hard to take out.

As you can see form my list it's mostly shooty, though there are counter assault elements. The DCA coming out of a stormraven with GM and Dread assisting is a nasty combo. People tend to panic when they see it. If they do then the psycological aspect of the game just paid off. They are determined to deal with it regardless of what else is shooting and closing in. Too late they realize that the list has an additional 6 meltas 8 TL BS5 shots, 9 TL BS S6 shots and another 6 S6 BS3 shots a turn.

Then for the hordes incinerators do a great job with backup from chimera heavy flamers. If it comes to it I can also disembark my troops too for additional shots or just throw a ven dread into cc and tie up something nasty giving me time to deal with something else.

A nasty little trick with incinerators is (if you get first turn and playing hordes) scout them 12", first turn move 12" then disembark and flame something.

Sorry, kind of went off on a tangent there. I don't think that stormravens make a list, but they do give it a little extra something. Used to play without it and my list wasn't as effective at all.

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Made in us
Charing Cold One Knight




Lafayette, IN

Ven dreads are actually more efficient per points while under fire than regular dreads. Being able to downgrade shots to shaken/stunned, then ignoring those results with a simple test means you can fire with them much longer than you would normally expect. IIRC the mathhammer worked out that 2 ven dreads out preform 3 regular ones while under fire (the increased BS helps too, 2 TL auto cannons hardly ever miss on vens).

The ven gives exactly what the GK player needs, long range fire support that is very hard to stop.

 
   
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Willing Inquisitorial Excruciator






MD. Baltimore Area

Few things to note about the GK storm raven

1) I would take the Assault cannon over the Las cannon

Assault cannons do more damage to any AV value, and they deal more damage to most infantry as well. The issue is that the AC has short range, but since you are a fast skimmer, it is not such a big deal.


2) I would Always take the MM over the Heavy Bolter.

the bolter is okay, but Psybolt ammo is 20 pts for the storm raven. it is far too expensive to take Bolter+Cannon+Psybolt ammo. the MM is great as you can move 24" and then have a 12" 2D6 melta range. You can melta something 36" away which is a nice bonus.


3) They go well with a librarian.

with a 3+ cover save for going flat out, your opponent might be wary of putting shots into it. It can be an effective fire magnet depending on how well you roll your saves. Or it could go down to the first gun shot at it.


4) I would not put any GK Dreads into a Storm Raven.

GK dreads are not combat oriented. They are decent, but not that great. Just let thee dreads sit and shoot. It could be useful to put the dread in the Raven in DoW or if you go all reserves to get a good firing position

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From England. Living in Shanghai

I would have to say that the part about GK dreads not being great in combat is false. IMO it depends entirely upon what you are intending the list to do. My regular dread does it job perfectly of counterassaulting. It has a huge movement thanks to the speed of the Stormraven and it has added durability thanks to not being able to get shot at as long as it is embarked. Sure they aren't TH/SS terminators, but it does put the hurt on lots of other units that perhaps aren't prepared for a dread in cc. It can also get there reasonably reliably (again thanks to the Stormraven).

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Made in gb
Regular Dakkanaut





Would the most efficient use of a single stormraven in a GK army be the following?:

Stormraven

5 DCA, 5 Crusaders, Ordo Xenos with rad and psychotrope + Psychic Communion (if no GKGM), mystic

Paladin/Terminator unit.

DCA unit goes into the Stormraven and is delivered into assault.

DCA group survives the opponent's turn.

Mystic brings in deep striking Paladin/Terminator unit(s) without scatter.

Thus you double the delivery punch of the Stormraven, making its perhaps inevitable loss worthwhile.
   
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MD. Baltimore Area

Gk dreads will only have 2-3 attacks of which maybe 1-2 will hit.

they will not kill units quickly in combat.

That said, they can tie up units without powerfists okay or try to force weapon a MC with low INT

This message was edited 1 time. Last update was at 2011/06/23 08:53:32


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From England. Living in Shanghai

Well there are a lot of different things it can do. Pulling troops choices off an objective is a good one, as is tying up an IG blob with 3-5 lascannons. If you want it to be a cc powerhouse then look elsewhere but there are various other niche roles it can fill.

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Irked Necron Immortal






Interesting information about the venerable dread, I will take that into consideration.

Tl AC over las is a good idea since the MM is only 24" anyway.

As always i'm having a hard time getting everything I want out of the codex. I'm going to have to keep working on my list.

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Thinking of Joining a Davinite Loge







I use 3 in my 2000 pt GK list. They have yet to all be shot down in one game. Pair these baddies up with a libby for shrouding and you looking at a 3+ save.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Irked Necron Immortal






They are really big models to take three. I dunno if i'd spend 615 points out of 1850 for three models.

Do you (anyone) deep strike them or do you deploy with the entire army?

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Thinking of Joining a Davinite Loge







If I go first I deploy them. Believe it or not there are terrain pieces that exist that are big enough to obscure them. If I go 2nd I full on reserve them. Exception is DoW deployment. I just zoom in on turn 1. I would never deepstrike them. You turbo boost to get that 4+/3+ (stealthed) cover save and take pot shots with you guns. I generally will get them in my opponents face then in my next movement jump the dudes out and turbo boost away to keep getting cover saves. After assaults and what not are done I flyback and pick the guys up.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
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Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

As far as what the loadout should be on a GK Stormraven most everyone has it right; Multi-Melta and Assault Cannon/Plasma Cannon. You do this because the missiles are S4 and anti-infantry. The S4 makes them defensive weapons and the vehicle is "Fast" so the Stormraven can move 12", fire one weapon and all of the missiles in one withering salvo at a unit of infantry, and use Pattern of the Machine Spirit to fire the Multi-Melta at a nearby tank. Since the Stormraven's S4 missiles enable it to do this, it is better to split the weapons' focus by taking one anti-tank (Multi-Melta is the best) and one anti-infantry (Assault Cannon is strong but Plasma Cannon is great too).

If you have first turn you move 12" and proceed to nuke one infantry unit with your missiles and dorsal weapon while you do Pattern of the Machine Spirit on something valuable and dangerous with the Multi-Melta. If you are in assault range of your chosen target you can also disembark the unit(s) on board and start that party as well. If the opponent has a lot of ranged anti-tank, the Stormraven should spend the rest of the game turbo-boosting around the table for the 4+ cover save and using Pattern of the Machine Spirit to fire either the Multi-Melta or the Dorsal Weapon (one reason why I love the Plasma Cannons as they outrange the Assault Cannon and make this part a little more effective). If it manages to survive (and it may if it delivered some sort of close combat monster unit into the opponent's lines) then you can do your best eldar impression and flat-out to contest an objective.

Also, keep in mind that the Grey Knights Stormraven's missiles are not just essentially frag missiles but they also automatically cause Perils of the Warp when the hit psykers. The Stormraven is a powerhouse at singling out psykers as we just need to hit the model(s) with the blast template to almost automatically put a wound on them. Up against Mephiston hiding behind a land raider? Move 12" on turn one to hit him with everything you have. Since Mephiston doesn't have Shield of Sanguinius you just put 4 wounds on him before figuring out wounds from the missiles and the assault cannon/plasma cannon. Use Pattern of the Machine Spirit and the multi-melta to almost certainly do some damage to the Land Raider.

The Grey Knights Stormraven is a fantastic vehicle and plays far different than the Blood Angels one because of the different missiles. I can't speak about the effectiveness of a Dreadnought in a Stormraven as Grey Knights don't have anything analogous to an Ironclad or Furioso but given the right target for assault and I'm sure it could do well.

Edited/

This message was edited 1 time. Last update was at 2011/06/24 22:11:52


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The Grundel wrote:Did a little searching and didn't turn up a whole lot on the topic.

With TL Multimelta and TL Lascannon it can fill the antitank void the codex has. With Psybolts TL AC/TL HB + Hurricane sponsons you can dish out a ton of hurt.

Anyone take a storm raven in their 1,850 lists? Have you experienced success with them or do they just not live up to expectations?


The problem with the configuration you have above, is that you have spent a great deal of points on Armament you would rarely get to use.

You are either going to be moving 12" and firing both anti-tank weapons, or Both S5 hurricane bolters.

Basically do not pay for the Psybolt ammo on the Storm raven.

Also a better choice for n "all-rounder" Storm raven is what I like to call the Storm raven Crusader(or SRC); the Storm racven with Asault Cannon, Multi melta and Hurricane bolters is very, very similar in form and function to the Land raider Crusader(only this one is melta proof and a fast skimmer); 235 points for roughly equivalent protection(against the most common anti-tank weapons, meltas) and only slightly reduced transport capacity(12+1 dread vs 16). Being a fast vehicle with PotMS also means it travels much faster for the transport capacity while simultaneously laying down curtains of fire(Move 12" while theT-L assault cannons+Hurricane bolters firing at troops, with the MM firing at a vehicle vs the LRC's 6" move to do the same).

If you were to go with the lascannons and Multi-melta, leave the hurricanes off(they will not be firing at the same targets and you would be wasting one of the other guns to have them fire at troops), this keeps the SR nice and (relatively)cheap.

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Thinking of Joining a Davinite Loge







You cannot scout a SR. It is not a DT.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
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Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

pdawg517 wrote:You cannot scout a SR. It is not a DT.


Edited/

This message was edited 3 times. Last update was at 2011/06/24 22:12:06


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SonicPara wrote:
pdawg517 wrote:You cannot scout a SR. It is not a DT.


Why would that matter? Use Grand Strategy to give Scout to the Vehicle itself, the unit inside gets to ride along for free. IG Valkyries have Scout and can scout move/outflank while carrying Veterans so unless I have misunderstood something in Grand Strategy Stormravens with scout should be perfectly fine.


You are missing something about grand strategy:

"...choose that many infantry, jump infantry, monstrous creature, or walker units..."

so no scout for the storm raven
   
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Rohnert Park

omerakk wrote:You are missing something about grand strategy:

"...choose that many infantry, jump infantry, monstrous creature, or walker units..."

so no scout for the storm raven


Gotcha, thanks for the clarification. I'll edit out the relevant parts of my post.

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