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Made in gb
Lone Wolf Sentinel Pilot





UK

I was thinking of different ways to use the otherwise lackluster Raven Guard chapter tactics and came up with the following idea.

Basically, you start by taking a Ravenguard allied detachment with a HQ or two of your choice, though its probably best as the Master of the Forge with a combi-weapon.

Then, take an Ultramarines primary detachment with 1-2 Devastator Squads armed with 4x Multi-meltas, a combi-grav/plasma and preferably some ablative wounds. Strongly consider taking Tigirius.

During deployment, outflank the two Devastator Squads with the RG Master of the Forge(s) attached; they grant scout to the unit and by extension outflank. Come the time when they're available, you'll re-roll the reserves dice (good), they'll arrive, and you immediately activate the Devastator Doctrine.

Your Devastators walk on and can fire their Multi-Meltas at full ballistic skill, their combi-grav at full firepower and the MotF's combi-weapon (say a Plasma) and TL pistol. That's 10 high strength AP2 shots, 4 of which can kill any tank in the game with ease within 12''. If they get assaulted, the MoTF has some CC capability and a flamer, and you're re-rolling ones on your overwatch. If you get interceptor'd, you've hopefully got ablative wounds, or if you have some drop pods in your list they may have felt compelled to use up their fire on them in the previous turn.

In addition, if you took Tiggy you can attach him to this unit and use his 'Storm of Fire' warlord trait on them to give them re-rolls to hit. This unit pumps out enough fire to average killing a Riptide. If your opponent sends a Helldrake after the unit you can position Tiggy and the MoTF to suck up those wounds.

A unit of 7 Devs with Combi-Grav, 4 MM's and MoTF with Combi-Weapon costs 248 points, which is relatively cheap for this sort of shenanigan. You can use other heavy-weapons as well though I can't see much merit in doing so.


I came up with this example list:

HQ

Chief Librarian Tiggy - CT:UM -165

MoTF with combi-plasma -CT:RG -100

MoTF with combi-plasma -CT:RG -100

Troops

Sniper Scouts with one ML -75 -CT:UM

Sniper Scouts with one ML -75 -CT:UM

(In buildings with 1+ to their cover save from bolster defences)

Tactical Squad with Razorback with TL HF, Plasma Gun, Combi-Plasma -CT:RG -150

Tactical Squad with Razorback with TL HF, Plasma Gun, Combi-Plasma -CT:RG -150

(Gets 36'' across the board turn 1 and fries those Firewarriors alive if possible)

Tactical Squad with drop pod, Combi-Plasma, Plasma Gun -CT:UM -130

(Can use Tactical Doctrine on the first turn for extra hurt)

Fast Attack

Storm Talon Gunship with Skyhammer ML -125 -Ct:UM

Storm Talon Gunship with Skyhammer ML -125 -CT:UM

Heavy Support

Devastator Squad with 4x MM, 2 extra bodies -148 -CT:UM

Devastator Squad with 4x MM, 2 extra bodies -148 -CT:UM

1500

Thoughts?




This message was edited 6 times. Last update was at 2013/11/09 22:13:48


 
   
Made in us
Executing Exarch





McKenzie, TN

Cool. I like it.

Alternatively you could scout a rhino with MM devs in it using the RG CT. Could be pretty amusing.
   
Made in us
Bounding Assault Marine




brooklyn, NY. USA

What happens if they don't come in the same turn, which will happen one in three times I believe.

Why not just drop pod in a 5 man command squad with 5 melta guns?

There is only the Emperor! He is our shield and protector.

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Made in us
Wicked Wych With a Whip




 Brother Sergeant Bob wrote:
What happens if they don't come in the same turn, which will happen one in three times I believe.

Why not just drop pod in a 5 man command squad with 5 melta guns?


Raven Gaurd IC confers scout and outflank to the squad they join.
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Brother Sergeant Bob wrote:
What happens if they don't come in the same turn, which will happen one in three times I believe.

Why not just drop pod in a 5 man command squad with 5 melta guns?


A DP MCS costs 185, is almost guaranteed to die after it fires (if it fires effectively, because it needs to be within 6'' to be effective against vehicles) there is the capacity for it to be interceptor'd to death or ineffectiveness by something like a Riptide very easily, and unlike the Devs every kill reduces its effectiveness by 20%; since in practicality you may have to deepstrike into cover to avoid being wiped, that'll slow your move out of the DP, meaning you might not even get the range again in the first place.

It also only has about half the AP2 firepower; shaving off less than 2 wounds average on a Riptide whereas the Tiggyless-Dev Squad scores 3.7 on average; 4.8~ with Tiggy.

This message was edited 1 time. Last update was at 2013/11/09 23:52:17


 
   
Made in il
Warplord Titan Princeps of Tzeentch






This list is illigal sadly.
You cant have 2 RG MoTF and 2 UM dev squads. allies rules and all.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 BoomWolf wrote:
This list is illigal sadly.
You cant have 2 RG MoTF and 2 UM dev squads. allies rules and all.


I double checked, and yes you can only have one allied HQ but I also checked the Codex and I found another easy way to do it is by getting a Tech marine who doesn't' take up FOC for the second MoTF.
   
Made in us
Long-Range Land Speeder Pilot





What happens if your opponent deploys with a denied flank? You won't even be able to outflank onto the edge you need to be on. I prefer meltas to be deep struck instead.

I feel a better use of RG devastators would be to Scout LCs or PCs into position.

Hail the Emperor. 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

 Mr.Omega wrote:
 Brother Sergeant Bob wrote:
What happens if they don't come in the same turn, which will happen one in three times I believe.

Why not just drop pod in a 5 man command squad with 5 melta guns?


A DP MCS costs 185, is almost guaranteed to die after it fires (if it fires effectively, because it needs to be within 6'' to be effective against vehicles) there is the capacity for it to be interceptor'd to death or ineffectiveness by something like a Riptide very easily, and unlike the Devs every kill reduces its effectiveness by 20%; since in practicality you may have to deepstrike into cover to avoid being wiped, that'll slow your move out of the DP, meaning you might not even get the range again in the first place.

It also only has about half the AP2 firepower; shaving off less than 2 wounds average on a Riptide whereas the Tiggyless-Dev Squad scores 3.7 on average; 4.8~ with Tiggy.


The Ravenguard MotF + devastator combo is 248 points, shows up on the "wrong" flank 1 in 3 times, and has an effective range of ~18" from a board edge. The drop pod unit can land anywhere, arrive on turn 1, and doesn't chew your allied choice. They can also move around and do stuff the turn after arriving, whereas the devastators are pretty static post-arrival. Both need to get so close that they are pretty much guaranteed to get splattered the following turn.

Hell, for 220 points why not just run 4 multi-melta attack bikes? Faster, tougher, don't have to gamble on an outflank....etc.

It's not a bad idea, it's just inferior to other choices.

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