Switch Theme:

BA 6th very fast Dual Stormraven list  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in dk
Fresh-Faced New User




So after reading the New rules I decided to drop my razorspam list and hail the return of the jump pack. Also I was happy to see the new Flyer rule, as I already had two Ravens in stock:

The Goodbye Lenins (Blood Angels)

HQ - 130
Reclusiarch (130)

Elites - 200
Furioso Dreadnought (135)
Frag cannon, Heavy flamer

Sanguinary Priest (75)
Jump Pack

Troops - 495
9 Tactical Squad (170)
Missile Launcher.

9 Assault Squad (210)
Jump Pack; Flamer; Power Weapon

5 Death Company (115)
Power Weapon.

Fast Attack - 210
3 Attack Bikes (150)
Multi-melta.

1 Landspeeder (60)
Heavy Flamer; Tornedo Pattern (Heavy Flamer).

Heavy Support - 430
Stormraven (200)
TL AssCan, Twinlinked Multimelta.

Stormraven (230)
Twinlinked Plasma Cannon; Heavy bolter, Huricane Bolters.

1.475 points

The idea is to put DC, rec and dread in the AssRaven for an all out assault on the enemys main big unit, and i let the other fly around shooting at lessiure for the duration of the game (now i am so confident, that it wont get blasted from the sky).

The bikes/speeder go straight for MC/infantry killing and the tacts and assaultmarines go for objectices if any.

You would probably note the lack of psykers/hoods, but I have favoured a strong assault instead of the now weakened psychic hood.

You will also notice my love for templates (dread planting 3 s5/6 temp., and speeder 2 s5). Maybe I have overdone it in this list.

Any thoughts on the list, how to improve it and what to do with the remaining 25 pts would be appreciated! And it is an All-comers list by the way. (though I mainly got problems against a very skilled tyranid player in my club).

Tanks a lot!
   
Made in gb
Excited Doom Diver






Shrewsbury

Okay, so;

Reclusiarch
Furioso Dreadnought
5 Death Company
Stormraven
Stormraven

are all in reserve.

That's fine, but what happens if your stormraven with 380 points of models is wrecked or blown up by interceptor fire on the turn of entry? Or indeed by anything with Skyfire (other flyers, for instance) or reasonable amounts of S7/8 twin-linked ground fire? S10 no armour save per model, that's what. Which can't be good.

Sanguinary Priest
9 Tactical Squad
9 Assault Squad
3 Attack Bikes
1 Landspeeder

start on the board.

I don't see that what you start with on the table is enough to give a decent chance of neutralising an enemy Aegis emplaced quad gun -- which will fire as soon as your plane comes on, before it itself may fire at it -- and even if they do (through exposing themselves to counter-fire), you still have the threat of enemy fliers or other ground fire destroying not just 200 points of Raven (which is just par for the course) but nearly twice as many more points into the bargain.

I actually really like ravens, I just don't think they're good transport choices for more than token cheap units in 6th. In 5th, they were absolutely the way to bring assaulty HQ, elite assaulters and dreadnought to the fight. Not no more, I think.

Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in dk
Fresh-Faced New User




Good point. Havent read that rule yet. Though against orks and tyranids this wont be a problem. And against the quadgun, i might be able to arrive from reserve outside of its range due to premeassure and as read the interceptor rule it only comes in play in the turn units arriving from reserve.
   
Made in gb
Excited Doom Diver






Shrewsbury

Interceptor does only work on the turn you come on, and you're right, you can possibly (depending on where the line is deployed) come on in a way that keeps it out of range (if it's the quad gun).

Still, next turn you have to get up the table and you'll take fire from the ground. If it does bring the raven down while zooming you're back to losing a massive amount of important points; If you flat-out in hover instead, you'll possibly be surrounded and wiped out if the flyer is assaulted.

On orks: I'd worry about massed Lootas.

I'd be interested to know how running ravens as troop carriers works out on the table though.

Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in dk
Fresh-Faced New User




It worked great great in 5th, not stabil because Thy are a bit fragile, but could really bring the hurt fast and far. We are running 6th ed test games start august after vacation, and I will try it out and let you know. Thanks for the advice. Any suggestions for how to deal with the interceptors first turn?

This message was edited 1 time. Last update was at 2012/07/22 08:38:59


 
   
Made in gb
Excited Doom Diver






Shrewsbury

Yeah, in 5th ravens were ideal for assaulty type squad delivery.

I use autocannon dreadnoughts to take out Aegis interceptor guns, but sometimes (night fight, say) you just have to take the hit. And that's far more risky when you have a squad inside.

Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

A few points here...

The Reclusiarch isn't what I'd call a great choice, since his "power" weapon is now AP4. A BA Librarian can cast Prescience, allowing rerolls to hit on the turn they charge, AND subsequent rounds of combat as well. The whole time having an AP3 weapon. You do lose the 4+ Inv Save though. Dante is also a strong choice, giving his squad hit and run.

Since you have a squad of DC, a DC Dread is a better buy than the Furioso Dread. You gain Fleet, Furious Charge and what is essentially an upgraded Extra Armor for free.

The single land speeder is screaming "Get First Blood from me!" You're going to give up that easy +1 Victory Point often with that. Losing this from the list to free up some points for a stronger HQ may be an option.

I love attack bikes. Strong choice.

The tactical squad you'll probably find to be pretty lack-luster. Yes, you need scoring units. Use it in a couple games, you'll find that they don't do much at all for their points. It's hard what to say to switch this out for though, as you have a lack of scoring units already. If you always combat squad the assault squad in objective missions and play for objective denial/tabling while keeping your assault squad out of harms way, you could theoretically swap the tactical squad out for a strong Devastator unit.

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in au
Trigger-Happy Baal Predator Pilot






Sydney South West

my advice is that you try and fit a sniper scout squad in there and pin the unit controlling the interceptor gun so the cant fire at the ravens coming in
   
Made in dk
Fresh-Faced New User




Thanks for good advice! Here is a revised list:

The Goodbye Lenins (Blood Angels)

HQ - 145
Reclusiarch (145)
Power Fist.

Elites - 210
Sanguinary Priest (75)
Jump Pack.

Furioso Dreadnought (135)
Heavy Flamer, fragcannon
(or DC dread with talons and Flamer)

Troops - 531
7 Assault Squad (156)
Jump Pack; Flamer, power weapon

10 Tactical Squad (170)
Missile Launcher.

5 Death Company (115)
Power Weapon.

4 Scout Squad (90)
Sniper Rifle; 5× Camo Cloaks.

Fast Attack - 100
2 Attack Bikes (100)
Multi-melta.

Heavy Support - 520
Dreadnought (120)
2 Autocannons.

Stormraven (200)
Twinlinked Plasma Cannon; Twinlinked Multimelta.

Stormraven (200)
Tl asscan, Twinlinked Multimelta.

1.506 points

I put a power fist on the rec, droped the landspeeder (good point lormax). A lot more units in turn 1 to take out some anti-air before the Ravens enter. I am determind to bring DC to the fight in a raven. At least for the first couple of games, and definitely against nids, and I Will let you know how it went


Automatically Appended Next Post:
Thanks for the good advices!

Here are a revised list:
The Goodbye Lenins (Blood Angels)

HQ - 145
Reclusiarch (145)
Power Fist.

Elites - 210
Sanguinary Priest (75)
Jump Pack.

Furioso Dreadnought (135)
Heavy Flamer, fragcannon
(OR DC dread with Flamer)

Troops - 531
7 Assault Squad (156)
Jump Pack; Flamer, power weapon

10 Tactical Squad (170)
Missile Launcher.

5 Death Company (115)
Power Weapon.

5 Scout Squad (90)
Sniper Rifle; 5× Camo Cloaks.

Fast Attack - 100
2 Attack Bikes (100)
Multi-melta.

Heavy Support - 520
Dreadnought (120)
2 Autocannons.

Stormraven (200)
Twinlinked Plasma Cannon; Twinlinked Multimelta.

Stormraven (200)
Ass can, Twinlinked Multimelta.

1.506 points

I gave the rec a power fist, dropped the speeder (good advice there!) made room for scouts and rifledread by cutting the assaults and 1 bike. A decent amount of units to take out antiair in turn 1, and i am determind to bring DC to the fight in a raven. At least just to try it a couple of games. I Will let you know how it works out

This message was edited 1 time. Last update was at 2012/07/23 11:44:13


 
   
 
Forum Index » 40K Army Lists
Go to: