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Made in us
Lone Wolf Sentinel Pilot





Fort Benning, Georgia

OK so clearly it technically is possible to have a CC oriented Ravenwing army, but could one be at all effective? I've played imperial guard for ten years and recently started to dabble in chaos. But I love the dark angels and like the ravenwing. I'd like a fast army, but I'd prefer for that army to be a close combat one as well. So my question is, would an army of mostly black knights be at all competitive? If not, why? Some general black knight tactics would also be appreciated. Thanks all
   
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Sister Vastly Superior




Its more situationally assaulting to avoid enemy fire than an actual assault army.

Against something like IG or tau you should usually charge every turn, though.

I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. 
   
Made in us
Phanobi





Paso Robles, CA, USA

Give them the banner of fortitude and take the RW banner as well and you would have a list that is relatively resilient, good (not great) in cc, and can shoot the bejesus out of most other armies. You'll only have a handful of models, but it could work.

My name is Ozymandias, King of Kings.
Look on My works, Ye Mighty, and despair.

Chris Gohlinghorst wrote:Holy Space Marine on a Stick.

This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
Made in us
Perturbed Blood Angel Tactical Marine




Switzerland

I know this isnt DA, but nob bikers are fast, very resilient and great at CC. Why not give them a look? Otherwise, I dont think a CC oriented, as in the main focus, army for RW is competitive but can be done like Ozymandias suggested.

 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Ravenwing is really not the best list for close combat. Every single model you have is twice to three times the cost of a normal Marine, and apart from Hammer of Wrath they are just as "adequate". The trouble is because you're taking less of them you're going to have a hard time overwhelming anyone in combat except the Tau (even Guard can pull you down with numbers). Also bear in mind that in close combat, you don't get Jink saves and apart from Sammael and maybe another HQ character, nobody has an invulnerable save. Power weapons will ruin you.

There's a reason Ravenwing units have Hit and Run, and as Nobody_Holme mentioned, it's to charge in to avoid return fire - but you need to use Hit and Run to break away in the opponent's assault phase.

You can, of course, charge with the hopes of breaking and running down the survivors of a unit you've already picked on. Hit and Run is also useful for when that attempt fails.

I can't remember who, but someone else said it best that the list is played at its best when you play like a bully. Be merciless and throw everything you have at one small part of the opposing army. Overwhelm them, don't give them any kind of chance, then swiftly move on. If you get bogged down in combat you give your opponent a chance to bring greater numbers to bear.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Lone Wolf Sentinel Pilot





Fort Benning, Georgia

The point about low model count and no invulnerable saves is pretty convincing. There was just something about the idea of bikers crashing into the other army and tearing them apart. I appreciate all the help though. I will definitely be using this information. Thanks!
   
Made in us
Imperial Agent Provocateur





29 Palms

If I were to play a DA army, (or even a SM army) I'd be very into CC. Azreal or Belial as HQ to turn Termies into Troops, then use the teleporting homer on the Ravenwings to drop "Hammernators" uncomfortably close to the enemy on the second turn. If you use Azreal, the Ravenwings would be troops too. So as the Termies occupy the enemy troops, the bikes could secure objectives.

This message was edited 1 time. Last update was at 2013/06/19 22:39:44


"It is not the Horrors of war that disturb me, but the Unseen horrors of peace."

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Made in gb
Secretive Dark Angels Veteran






 Super Ready wrote:
Ravenwing is really not the best list for close combat. Every single model you have is twice to three times the cost of a normal Marine, and apart from Hammer of Wrath they are just as "adequate". The trouble is because you're taking less of them you're going to have a hard time overwhelming anyone in combat except the Tau (even Guard can pull you down with numbers). Also bear in mind that in close combat, you don't get Jink saves and apart from Sammael and maybe another HQ character, nobody has an invulnerable save. Power weapons will ruin you.

There's a reason Ravenwing units have Hit and Run, and as Nobody_Holme mentioned, it's to charge in to avoid return fire - but you need to use Hit and Run to break away in the opponent's assault phase.

You can, of course, charge with the hopes of breaking and running down the survivors of a unit you've already picked on. Hit and Run is also useful for when that attempt fails.

I can't remember who, but someone else said it best that the list is played at its best when you play like a bully. Be merciless and throw everything you have at one small part of the opposing army. Overwhelm them, don't give them any kind of chance, then swiftly move on. If you get bogged down in combat you give your opponent a chance to bring greater numbers to bear.


Probably me. Ravenwing Attack Squads aren't great in cc, but Black Knights are.

CC Ravenwing is extremely viable, and brutal against armies unprepared for it. Scout+Turbo means there's nowhere to hide, and you can get a turn 2 charge off (even turn one charges are possible). With my Black Knight list I've been regularly tabling opponents in turn 3-4.

This is slightly extreme, but a good example. You can build a slightly less extreme list with 4 BK units and 4 RW biker units. But if you're going CC never have less than 4 BK units (2 Command, 2 Fast Attack, 1 Darkshroud).

http://www.dakkadakka.com/dakkaforum/posts/list/531516.page

Mechanicus
Ravenwing
Deathwing

Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
Made in us
Dark Angels Librarian with Book of Secrets






Ravenwing Knights woukd probably be a better CC choice for assaulting bikers. Trying to make reguker RWs into assault units is like making tactical marines assault, it is not advisable. 3-5 attacks, only 1-2 could be upgraded, is not enough, even after Hammer of Wrath, charge bonuses, and possible extra attacks from the sergeant.

They are better at driving very quickly and shooting everyone. That's why they get Hit and Run, so if they do get engaged, they can back out and hit the throttle.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Black Knights *can* work... but it means using a very expensive unit for it, so it's very much an all-or-nothing approach. If you botch the assault by rolling badly you can usually kiss the unit goodbye (ok, so that holds true for a lot of assault units anyway).

That said, if I were taking Knights I would still use them to tidy up any remaining pockets of squads rather than plan to use them in all-out-assault to begin with. The plasma is just too effective and with the small numbers of models you can't guarantee getting those Rending hits.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Secretive Dark Angels Veteran






 Super Ready wrote:
Black Knights *can* work... but it means using a very expensive unit for it, so it's very much an all-or-nothing approach. If you botch the assault by rolling badly you can usually kiss the unit goodbye (ok, so that holds true for a lot of assault units anyway).

That said, if I were taking Knights I would still use them to tidy up any remaining pockets of squads rather than plan to use them in all-out-assault to begin with. The plasma is just too effective and with the small numbers of models you can't guarantee getting those Rending hits.


Bollocks.

How are Black Knights a 'Very Expensive Unit'?

Command Squad: 200 points for 5 (15 attacks base, Str 5 Rending)
BKs: 210 points for 5

Wraiths: 210 points for 6 (18 attacks base, Str 6 Rending)

Plague Drones: 210 points for 5 (Str 4 Poisoned)

Ymargl Genestealers: 210 for 9 (18 attacks base, Str 4 Rending)

Flesh Hounds, arguably the best CC unit in the game: 10 for 160. (20 attacks base, Str 5)

Point for point Command BKs are probably the most efficient units in the game. None of the above come with twin-linked plasmaguns, skilled rider, hit and run, jink up to 2+, and bikes.

Obviously you shoot them up and then you charge in. Why would you hold back except against... the Swarmlord?





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Ravenwing
Deathwing

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Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

I never said they weren't effective. But you can't claim a unit isn't expensive when per model it's more costly than:

Command Squads
Honour Guards
Terminator Squads
Sanguinary Guard
Jump pack Death Company

Taking armies around these units always ends up with the same advice - be bloody careful, because a bad mistake can cost you the game in the loss of just one unit. That's what I'm trying to impart here.

You wouldn't want to charge in against a unit that the firepower wasn't that effective against - the only reason you do is to avoid getting charged yourself. That's fair enough, but to construct your army around the idea that you want to assault with them as soon as possible is asking for trouble.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

I'm surprised nobody has mentioned their special grenades. Lowering either T by 1 or WS and I by 1 is pretty huge for these guys. BKs, against marines hit by a stasis grenade, will hit on 3s wound on 3s (rend on 6s) with 3 attacks a piece before the marines even attack back.

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