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![[Post New]](/s/i/i.gif) 2013/09/19 15:45:45
Subject: RG Chapter Tactics and Jump Pack squads
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Battleship Captain
Oregon
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I don't have much experience with jump pack units, so just how significant is the RG bonus?
Is it worth building an army around?
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![[Post New]](/s/i/i.gif) 2013/09/19 16:14:19
Subject: RG Chapter Tactics and Jump Pack squads
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Preacher of the Emperor
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Extremely significant. Ravenguard are now able to move twelve inches and then charge with Hammer of Wrath attacks and rerolling charge bonuses. This makes assault squads actually worth taking as you get essentially 4 attacks per marine on the charge and you now have the mobility to get there.
The second half of their chapter trait is also money as all your supporting infantry (tacticals, devestators, sternguard) get scout and stealth. You can reposition your shooting units into ideal threat ranges to soften up the intended targets for your assault squads and stealth gives you a nice boost to surviving your opponents firepower on turn 1.
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This message was edited 1 time. Last update was at 2013/09/19 16:14:36
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![[Post New]](/s/i/i.gif) 2013/09/19 16:26:51
Subject: RG Chapter Tactics and Jump Pack squads
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Loyal Necron Lychguard
Netherlands
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It's awesome
You also reroll the HoW-attacks, so you it's almost as if you have an extra attack all the time.
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![[Post New]](/s/i/i.gif) 2013/09/19 18:33:55
Subject: RG Chapter Tactics and Jump Pack squads
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Battleship Captain
Oregon
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So it's worth basing an army on?
I've always wanted a Chaplain led jump pack squad so I'm hoping it's viable.
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![[Post New]](/s/i/i.gif) 2013/09/19 18:40:35
Subject: RG Chapter Tactics and Jump Pack squads
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Preacher of the Emperor
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I'd say its viable. You can build a solid base around 2x tactical squads, 1x devastator squad and an assault squad or two. Tactical squads scout forward in Rhinos to be in bolter range turn one, devastators deploy/scout into a good support by fire position and assault squads follow behind rhino wall for protection. Tacticals and devastators use shooting to weaken targets and turn two your assault squads should be in good positions to start taking down units. The points are also cheap enough that you can throw in plenty of other shooty support.
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![[Post New]](/s/i/i.gif) 2013/09/19 19:13:15
Subject: RG Chapter Tactics and Jump Pack squads
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Loyal Necron Lychguard
Netherlands
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Depends on what you call 'worth it'. It probably won't win you a tournament.
Especially not if those tournaments ban FW since you really WANT Korvydae in that army.
But you will surely have fun, I actually played this last week and it was entertaining.
HQ: Shrike + Korvydae
Command Squad on Bikes (Gravs and Apothecary)
Troops:
1x ASM with Shrike (PF-Sgt) - infiltrated them
1x ASM with Korvydae (Power Axe Sgt since we did WYSIWYG)
1x Scouts /w Snipers that hid in a 3-floor building - infiltrated them and then scouted so they were in perfect cover + close to objective
2x Combat Squading Tacticals with a Razorback (Assault Cannon)
1x Tacticals in an outflanking Rhino
My biggest 'issue' with those HQ's is the lack of
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