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Made in ca
Frenzied Berserker Terminator





Canada

So I just dropped even moar money!

Say hello to my Raven Guard army fellas! These guys can scout move and outflank... now why the heck did I wanna do that again?

How can I better use my Chapter Tactics? I've kind of figured out that you can eat up a lot of distance on turn 1 but what other strategies can I employ with this seemingly harmless USR? I outflanked some Tac squads yesterday but how do I really make use of that?

edit: Oh yeah, rerolling HOW wounds is awesome!

This message was edited 1 time. Last update was at 2014/04/25 19:29:04




Gets along better with animals... Go figure. 
   
Made in de
Masculine Male Wych






You can also outflank a Land Raider Redeemer with Assault Termies. This can cause some real trouble... and before you ask:

- Get a captain or chapter master in artificer armor and some gear of your liking... Storm shield and Powerweapon for example. Due to the fact that he is not bulky and has the chapter tactics Special rule he gets Scout and outflank.

- Put him into the squad of termies, so they get Scout too.

- Put them into the land raider you bought as DEDICATED Transport. So the LR gets the special rules too and bam... have some fun.


Besides that there some other Units you should think off. Sternguard for example. Put a combat squadded team of 10 into a rhino and let them outflank. Kit them out for different roles. One for tank hunting (combi Melta) and the other one for AI (2 heavy flamers). While one squad disembarks on Arrival and shoots its selected target, the other one can shoot from inside. (Just as example)

The question is: Why not take a droppod instead?

With droppods you can deploy everywhere on the field and half of them wont let you wait till turn 4 to appear. But the Major drawback is, that you loose mobility and flexibility. If you take rhinos with scout you can react to youre opponent. You are not forced to outflank while you are forced to deep strike with pods. Instead of outflanking the rhinos you can Scout them 12", move 6", disembark 6" and start Shooting. To sum it up:

Droppods are the more reliable reserve. They deploy where you want them and most of them show up early, so you get a better Alpha strike.
Rhinos with scout give you more mobility and more flexibility.


Some other things you might think off: An outflanking Razorback with twin linked heavy flamer and a 6 man Tacs Squad inside is a nice option to clear off and hold objectives behind enemy lines.

This message was edited 2 times. Last update was at 2014/04/26 14:19:34


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

The sad thing is that White Scars can do everything MasterofGaunts said. They only need to buy Kor'Sarro, getting Bikes as troops and Hit & Run to everyone except Termies and both flavors fo Centurions. If you're not using Assault Marines, there's really little reason to use Raven Guard.

Of course, this is in a ruleswise view; if you care about fluff and paint more than cost-efficiency, then by no means go as RG. I really like their background (way more than WS), but the rules weren't nice to RG, if you compare them to the other Chapter Tactics (even Drop Pod, another speciality of RG, are better served with IF/Sallies)

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.
 
   
Made in us
Quick-fingered Warlord Moderatus






BlitzKrieg! Rush the Rhinos up the field don't look back GO GO GO GO!!

Ahem.


Scout moving around the board can be fun to catch the opponent off guard/ go to a different side of the board turn 1.

Also, heavy weapon units can scout move up terrain and still be able to shoot everything at full BS.

This message was edited 1 time. Last update was at 2014/04/26 21:33:38


"Do you really think 7th edition was the best edition?"

"Yes, and I'm tired of thinking otherwise."

 
   
Made in ca
Frenzied Berserker Terminator





Canada

Well the current list I'm running is as follows, maybe help give any readers (no one reads my posts, lol) an idea of what I'm working with.

1x Captain on bike w/ PW and Arti, relic blade and s.shield
3x Attack Bikes w/ HBs
2x 5man Tacs w/ flamers, grav pistol & p.sword
1x Devs w/ 2 las, 1 ML, and 1 HB, plus a meat shield
1x 10man Vanguard w/packs, 2 p.axes, 2 p.fists

And before y'all start jumping up and down about what a terrible list this is you have to remember that I'm broke! This is just the beginning of my RG army and for the most part this list was designed as an Allied Detachment for my IH army. I ended up getting a free Tac Squad from a very awesome retailer and there just wasn't any point in my mind in having 4+ troop slots in one army so... I began mathhammering! The results are what you see above.

But back to the topic at hand though. Yes, Drop Pods are super reliable, but there are ways to make reserves a bit more steady too. Namely a Comms Relay, or whatever that thing is that comes with an Aegis Line... I could easily build one of those. But back to scout moves...

So that is maybe something to think about when placing objectives, the ability to take a late game objective with a cheap solution like a Rhino seems really playable. Here was my idea.

If you can, place one objective near either table edge you can outflank onto. This means you won't have to gamble and you're guaranteed an easy take. Use your main force to draw the enemy away from those objectives either by shooting them down or forcing them to move. If you can challenge the midfield enough then this will force your opponent to either reinforce his front lines or risk losing valuable assets and positions. When those back two objectives are cleared then you can safely outflank for linebreaker and easy points. But what if your outflankers come in right at turn 2? Well either be tough enough to take those positions outright or go for what you can kill. Sometimes you'll get both units coming in from both sides and I think that either way you know, it's still good. You just have to be ready to adapt to it, either a pincer attack or the classic hammer and anvil.

As for the front lines, I can see plenty of potential for ripping up Tau with all that speed. I hadn't realized you could scout around inside transports, and this really makes Rhinos much more appealing. What I envision however, more so than an all out assault, is a kind of Romanesque, very neutral initial deployment where I can sort of have access to all area of the board. Place units in such a way as to confound the enemy and leave their intent a mystery. That's some real Sun T'zu stuff right there! What that really means though is simply don't make it obvious where you're going to scout move to, so that when you do move that unit your opponent goes "what the heck". I think that this is probably more the intention of the RG than anything else, WS can probably do it "better" but they seem more like a wave of Mongols surging forward, doing that really wild shoot-from-under-the-horses-neck type thing. RG seems more like dynastic Chinese armies, sending out scouts to set traps on bridges and catching entire armies in cunning traps.

edit: Also, I will mention that I have a sideboard planned for this list which swaps out the Bike Captain for Shrike and swaps the Bikes for Assault Marines, brings the two Tacs up to 10 and adds Pods. But that will be expensive and I have other projects planned before that.

This message was edited 1 time. Last update was at 2014/04/26 22:29:46




Gets along better with animals... Go figure. 
   
Made in us
Stealthy Sanctus Slipping in His Blade






Until the Inquisitor with three servo skulls shows up and ruins your chapter traits for 34 points.

A ton of armies and a terrain habit...


 
   
Made in ca
Frenzied Berserker Terminator





Canada

 dracpanzer wrote:
Until the Inquisitor with three servo skulls shows up and ruins your chapter traits for 34 points.


What about this is relevant to the conversation?



Gets along better with animals... Go figure. 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

darkcloak wrote:


What about this is relevant to the conversation?


Servo skulls deny scout.

Raven Guard tactics give scout.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Quick-fingered Warlord Moderatus






Not everyone will have that, so can we still talk tactics?

"Do you really think 7th edition was the best edition?"

"Yes, and I'm tired of thinking otherwise."

 
   
Made in us
Been Around the Block





I run RG as well and I make use of their chapter tactics a few ways.

-2x Rhinos with 10-man Tact Squads, 1x Plasma Gun and 1x Combi-Plasma for each. I rush them both up the board as far as I deem safe. Use the 2 firing points that the Rhinos before I fire the Plasma/Combi-Plasma guns, soften the enemy up a bit. Then disembark when safe the rest of the squad for bolter fire.

-2x ASM Squads with 2x Flamer and 1x Power Weapon use the Rhinos as cover and hop & skip behind cover to get into CC with the enemy. Using the Jump Packs for movement and assault allows the close on the enemy fast. Yes HOW re-rolls are great.

-Also use the "scout move" to move Scout Snipers, Devastators and other long range support into a better firing position after your enemy has deployed.
   
Made in ru
!!Goffik Rocker!!






Tacticals in rhinos with scout are not bad. Actually, one of the best things you can get out of tacticals now.
   
 
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