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![[Post New]](/s/i/i.gif) 2013/09/09 02:32:30
Subject: Raven Guard Tactic
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Ambitious Space Wolves Initiate
North Carolina
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Fire a fusillade of Stormstrike Missiles so that the blast template covers multiple units and cause a Concussive hit.
Then follow-up with Assault/Vanguard Squads with Winged Deliverance moving12 then re-rolling Assault distance and failed Hammer of Wrath wounds.
It might be a one trick pony but it will have a big effect on the course of the game. Unless the Storm Raven is dropped out of the sky to interceptor shots.
The next turn Command Squads or Sternguard/Tactical Squads will be able to deploy from the Ravens assault into any units not locked up by the Assault squads and take down more targets while the Ravens fly off the table or find new targets.
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Fenris forever. |
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![[Post New]](/s/i/i.gif) 2013/09/09 04:21:56
Subject: Raven Guard Tactic
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Dakka Veteran
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Where are you getting the blast template of the stormstrike missiles from? They're Heavy 1, concussive, one use only.
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![[Post New]](/s/i/i.gif) 2013/09/09 13:16:02
Subject: Raven Guard Tactic
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Huge Hierodule
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The winged deliverance rule for Ravenguard is very nice for jumpers, but i think the best use of RG chapter tactics is the ability to outflank with EVERY TROOP you bring to the table. Tactical squads do great when they're in rapid-fire range and can get some shots on side/rear armor or a poorly defended heavy weapons team. Being able to outflank with grav, melta, flamers, is very powerful.
Add in the turn 1 stealth, and units like scouts with camo cloaks can hide behind a ruin for a 2+ save while they wait for reinforcements. Overall a very sneaky tactic, that hits like a hammer on turns 2 and 3 with outflanks and jumper assaults. If the enemy is moving forward, Turn 1 assaults with jump packs become very possible.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2013/09/09 16:32:40
Subject: Raven Guard Tactic
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Sybarite Swinging an Agonizer
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I wanna make sure of how this works; with Raven Guard tactics I can use Jump Infantry in such a way that I
1) move 12" (dangerous terrain tests and all)
2) charge 12"
3) get Hammer of Wrath
or do I still roll random charge distance at step 2?
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Eldar (Craftworld Sahal-Deran) 2500pts. 2000pts Fully Painted.
Dark Eldar (Kabal of the Slashed Eye) 2000pts. 1250pts Fully Painted. |
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![[Post New]](/s/i/i.gif) 2013/09/09 16:36:22
Subject: Raven Guard Tactic
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Preacher of the Emperor
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RancidHate wrote:I wanna make sure of how this works; with Raven Guard tactics I can use Jump Infantry in such a way that I
1) move 12" (dangerous terrain tests and all)
2) charge 12"
3) get Hammer of Wrath
or do I still roll random charge distance at step 2?
Still a random charge in step 2, but jump packs allow you to reroll the charge distance when used in the assault phase. The big benefit for Ravenguard is that you can now move 12" and still get the rerolled charges and HoW where every other jump packer can only move 6" to get the same bonuses.
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![[Post New]](/s/i/i.gif) 2013/09/09 16:42:44
Subject: Raven Guard Tactic
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Sybarite Swinging an Agonizer
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So I can still semi-reliably get 17-19" charges WITH Hammer of Wrath? Hello-hello viable assault tactics
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Eldar (Craftworld Sahal-Deran) 2500pts. 2000pts Fully Painted.
Dark Eldar (Kabal of the Slashed Eye) 2000pts. 1250pts Fully Painted. |
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![[Post New]](/s/i/i.gif) 2015/03/10 17:35:41
Subject: Re:Raven Guard Tactic
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Implacable Black Templar Initiate
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Confusion on the winged deliverence rule in the BRB, I believe it says that Jump Pack Troops move 12 then role 2d6 for the charge. Winged Deliverence does allow TWO 12 inch moves, One in the Move and One in the Assault, the rule DOES NOT say move 12 then roll 2d6 for charge distance.
RancidHate was correct the first time.
"Winged Deliverance:
Jump Infantry models in this detachment may use their jump packs in both the movement and Assault phases of the same turn. Furthermore, they must re-roll failed To Wound rolls caused by their Hammer of Wrath hits"
They roll 2d6 in the charge is what BRB jump pack troops get, NOT Raven Guard. They get this AS Well in step three, then reroll Hammer of Wrath.
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"Some people call me the space cowboy" |
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![[Post New]](/s/i/i.gif) 2015/03/10 18:44:53
Subject: Raven Guard Tactic
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Fireknife Shas'el
Lisbon, Portugal
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Scouting/outflanking Rhinos filled with ObjSec guys is quite good. The jump rules aren't that great
stealth turn 1 is good even if you lose initiative
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2015/03/10 21:08:30
Subject: Raven Guard Tactic
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Prophetic Blood Angel Librarian
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Jp raven guard are not all that impressive in melee either.
Personally I think Raptors are the better CT. They get the scout (+outflank) and stealth but also get heavy 1 rending bolters if they so choose, but best of all, access to Issodon.
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![[Post New]](/s/i/i.gif) 2015/03/10 23:58:22
Subject: Raven Guard Tactic
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Using a jump pack in the assault phase constitutes re rolling charge distance and grants hammer of wrath.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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