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![[Post New]](/s/i/i.gif) 2014/10/03 22:35:10
Subject: DE: What to do about Ravagers?
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Fixture of Dakka
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I have 3 like most DE players...
With them losing Aerial Assualt (Move at Cruising speed and still fire all guns at full BS) and going up 20pts for 3xDL.
Are they still Viable now with all the other options out there? (I understand they are viable, but I mean are they a "Prime Choice" now)
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![[Post New]](/s/i/i.gif) 2014/10/03 22:38:28
Subject: DE: What to do about Ravagers?
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Auspicious Daemonic Herald
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No. They stopped being good when 7ed came out and now they got nerfed even more.
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![[Post New]](/s/i/i.gif) 2014/10/03 23:08:22
Subject: DE: What to do about Ravagers?
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Fixture of Dakka
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CrownAxe wrote:No. They stopped being good when 7ed came out and now they got nerfed even more.
I play in a highly competitive area and always did great with them. We also play at 2k+ wish might make a difference.
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![[Post New]](/s/i/i.gif) 2014/10/03 23:12:11
Subject: DE: What to do about Ravagers?
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Stone Bonkers Fabricator General
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Amishprn86 wrote:I have 3 like most DE players...
With them losing Aerial Assualt (Move at Cruising speed and still fire all guns at full BS) and going up 20pts for 3xDL.
Are they still Viable now with all the other options out there? (I understand they are viable, but I mean are they a "Prime Choice" now)
they certainly arent a prime choice.
losing mobility, losing surviability, and going up in price by 20%. The meta has been moving away from them for a while.
I am not sure you will get laughed off a table if you bring one, they arent terrible, but most people are shelving them in favor of other things if they can.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2014/10/03 23:50:59
Subject: DE: What to do about Ravagers?
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Fixture of Dakka
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Exergy wrote: Amishprn86 wrote:I have 3 like most DE players...
With them losing Aerial Assualt (Move at Cruising speed and still fire all guns at full BS) and going up 20pts for 3xDL.
Are they still Viable now with all the other options out there? (I understand they are viable, but I mean are they a "Prime Choice" now)
they certainly arent a prime choice.
losing mobility, losing surviability, and going up in price by 20%. The meta has been moving away from them for a while.
I am not sure you will get laughed off a table if you bring one, they arent terrible, but most people are shelving them in favor of other things if they can.
I wasnt planing on taking them anymore, but Love seeing other people opinions on it. I am going to do a few test game with them used as Reapers and seeing how that goes, I may convert them (once the reaper faq comes out).
I might not even need Ravagers or Reapers at all, with Cheaper bikes that get Blaster/lances, Scourges, razorwings and I wana try 2 Talos+1Crons walking combo (T7 3+/4+ FnP MC's sounds like fun).
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![[Post New]](/s/i/i.gif) 2014/10/04 02:28:35
Subject: Re:DE: What to do about Ravagers?
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Longtime Dakkanaut
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Keep in mind Fast Vehicles can fire 2 weapons at full BS. So if you only upgrade 2 two DLs (and keep one Dissie) you can make them a bit cheaper and still have similar mobility.
Also, Nightshields for 3+ Jink and 4+ normal cover is a thing. Sure, Jinking makes you snap shot, but generally when Ravagers are taking incoming fire it's likely going to kill them if they don't Jink.
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![[Post New]](/s/i/i.gif) 2014/10/04 02:48:16
Subject: Re:DE: What to do about Ravagers?
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Stone Bonkers Fabricator General
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ShadarLogoth wrote:Keep in mind Fast Vehicles can fire 2 weapons at full BS. So if you only upgrade 2 two DLs (and keep one Dissie) you can make them a bit cheaper and still have similar mobility.
Also, Nightshields for 3+ Jink and 4+ normal cover is a thing. Sure, Jinking makes you snap shot, but generally when Ravagers are taking incoming fire it's likely going to kill them if they don't Jink.
If you are only going to upgrade 2 darklances, you might as well just take 2 raiders for the exact same points.
double the targets, double the hull points
jinking one does not endanger the others
Nightshields are kind of expensive on an already expensive model. They add some durability, but durability that can be taken away.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2014/10/04 03:17:48
Subject: Re:DE: What to do about Ravagers?
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Longtime Dakkanaut
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If you are only going to upgrade 2 darklances, you might as well just take 2 raiders for the exact same points.
double the targets, double the hull points
jinking one does not endanger the others
That's a fair point, although there are some opportunity costs for those Raiders that are not shared by the Ravager. Plus, you still have the one Dissy and AV 11.
Nightshields are kind of expensive on an already expensive model. They add some durability, but durability that can be taken away.
You could say the same thing for Eldar and Tau vehicles, but they are quit ubiquitous on both.
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This message was edited 1 time. Last update was at 2014/10/04 03:18:02
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![[Post New]](/s/i/i.gif) 2014/10/04 13:05:14
Subject: Re:DE: What to do about Ravagers?
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Fixture of Dakka
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Exergy wrote:ShadarLogoth wrote:Keep in mind Fast Vehicles can fire 2 weapons at full BS. So if you only upgrade 2 two DLs (and keep one Dissie) you can make them a bit cheaper and still have similar mobility.
Also, Nightshields for 3+ Jink and 4+ normal cover is a thing. Sure, Jinking makes you snap shot, but generally when Ravagers are taking incoming fire it's likely going to kill them if they don't Jink.
If you are only going to upgrade 2 darklances, you might as well just take 2 raiders for the exact same points.
double the targets, double the hull points
jinking one does not endanger the others
Nightshields are kind of expensive on an already expensive model. They add some durability, but durability that can be taken away.
This was some Ideas I was talking about, this is a good points.
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![[Post New]](/s/i/i.gif) 2014/10/04 14:19:50
Subject: DE: What to do about Ravagers?
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Ladies Love the Vibro-Cannon Operator
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Well, at the end of the day, Ravagers are still a decent choice for anti-heavy-tank and/or anti-heavy-infantry.
Aerial assault is advanced techology which Eldar would be able to exploit but not a DE raiding party.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/10/04 18:31:05
Subject: DE: What to do about Ravagers?
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Killer Klaivex
Oceanside, CA
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What about running all Disintegrator Cannons and night shields?
125 points for 9 S5 AP2 shots.
AV11 with 3+ jink is a significant improvement (ignores S4, halves the effect of S5).
And honestly, if they are firing at the Ravarger(s), I'd be happy.
I'm not sold on DE needing heavy support at all. 1 or 2 ravagers for massed AP2 doesn't seem bad.
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![[Post New]](/s/i/i.gif) 2014/10/04 19:06:36
Subject: Re:DE: What to do about Ravagers?
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Longtime Dakkanaut
Indiana
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Especially with scourges being back to the 4 per 5 nd having those haywire launchers. Or just having significant amount of precision deep strike. Also ravagers and raiders get deep strike built in now, so you have some options.
Also it is still fast so it can fire all at 6 and 2 at 12. Not much of a loss.
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![[Post New]](/s/i/i.gif) 2014/10/04 19:46:29
Subject: Re:DE: What to do about Ravagers?
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Haemonculi Flesh Apprentice
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Leth wrote:Especially with scourges being back to the 4 per 5 nd having those haywire launchers. Or just having significant amount of precision deep strike. Also ravagers and raiders get deep strike built in now, so you have some options.
Also it is still fast so it can fire all at 6 and 2 at 12. Not much of a loss.
It's much bigger then you would expect, 6" on such a long vehicle with hull mounted guns runs into more problems then you would expect without that foot.
They got hit, but they weren't hit because of cost persay as much as the edition changes. They seemed lack luster at 105, but come on, what do you do drop them to sub 100 pts? I honestly expected them to gain a transport capacity of 6. that change would have made them MUCH better and still be cost appropriate.
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![[Post New]](/s/i/i.gif) 2014/10/05 21:00:10
Subject: DE: What to do about Ravagers?
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Screaming Shining Spear
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I think if you take one, Dissies are probably the way to go. Cheaper, and can still reliably get 1-2 hits when jinking. we should have enough AT between Reavers and Scourges now anyway.
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4000 points: Craftworld Mymeara |
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![[Post New]](/s/i/i.gif) 2014/10/05 21:46:09
Subject: Re:DE: What to do about Ravagers?
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Regular Dakkanaut
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My take is that Ravagers are now our devastating anti-heavy infantry/light vehicle unit. AV12-14 is now the domain of Scourges, Reavers, Flyers, Blasterborn, Taloi, or assaulting with our heavy hitters (Grots, Sslyths, Taloi, Reavers with Caltrops). Our basic poison weapons are good against normal infantry and anything with a 3+ armor save, but for TEQs, Riptides, Broadsides, Bikes, TWC, etc., 2-3 Dissie Ravagers parked in cover with Night Shields are going to be quite annoying. The new book has clearly shifted their role from anti-tank to anti-infantry. Also, as a a suicide unit, Deep Striking them into your opponent's backfield to get rear armor or just blow some troops off an objective also seems like it could be pretty fun. I'm not saying they are absolutely a must take, but for the high volume of AP 2 shots they put out, I think they still have their place on the table.
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![[Post New]](/s/i/i.gif) 2014/10/05 22:31:54
Subject: DE: What to do about Ravagers?
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Dakka Veteran
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15 dollar reaper kit from yoymart. 135 pts comes with a 7 ap3 gun that causes d3 haywire hits and instant death on a 5+. Mmm
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![[Post New]](/s/i/i.gif) 2014/10/05 23:01:59
Subject: DE: What to do about Ravagers?
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Stone Bonkers Fabricator General
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raoiley wrote:15 dollar reaper kit from yoymart. 135 pts comes with a 7 ap3 gun that causes d3 haywire hits and instant death on a 5+. Mmm
It's no waveserpant, but it is better than a Ravager
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2014/10/05 23:12:53
Subject: DE: What to do about Ravagers?
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Screaming Shining Spear
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Exergy wrote:raoiley wrote:15 dollar reaper kit from yoymart. 135 pts comes with a 7 ap3 gun that causes d3 haywire hits and instant death on a 5+. Mmm
It's no waveserpant, but it is better than a Ravager
Depends on the target, Against 2+ saves, id take a dissy Ravager.
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4000 points: Craftworld Mymeara |
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