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Made in us
Omnipotent Necron Overlord






If so. Who utilizes it best?

Is towing a dreadnought good idea?

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Regular Dakkanaut




Depends on your definition of "good". They're an AV12 flyer that costs not quite as much as a Land Raider. They can pack a solid punch but coming in from Reserves hurts their utility some; you always risk bad rolls keeping them off till Turn 4. Their Assault Vehicles however whatever they're transporting can't assault until the turn after they come on, which means means turn 3 at the earliest and even then you have to hover to sp it, making the SR a much easier target to hit.

As far as transporting anything in them, be it Marines or Dreadnaughts, you're exposing even more points in your army list to possibly bad reserves rolls, not to mention if your opponent manages to shoot down the SR before you've deployed the contents then the crash could do some serious damage to them. However, zooming a SR in 30"+ can give you some great mobility for ground forces.

Overall, I think they bring some good options to a SM army and can really mess with your opponents strategy but you take some big risks to maximize those options. If you run them then Iron Hands are probably the best chapter tactics since it gives the SR It Will Not Die. I don't any other chapter tactics apply to Vehicles

   
Made in gb
Prophetic Blood Angel Librarian




Or BA. As BA now have 2 formations which allow you to roll for the ravens to come on turn 1. Also allowing you to re-roll your reserve roll. Beats having IWND hands down.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

You can also start on the board using a Skyshield Landing Pad with "Ready for Take Off"

Space Wolf Player Since 1989
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Locked in the Tower of Amareo




I used to be really down on them, but now I'd say they are an average choice. They are powerful, but have downsides, unlike many other powerful units in the game. That's why they are only average.
   
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Infiltrating Broodlord





Oshawa Ontario

Martel732 wrote:
I used to be really down on them, but now I'd say they are an average choice. They are powerful, but have downsides, unlike many other powerful units in the game. That's why they are only average.


They kind of got a pseudo buff in 7th edition with the nerfs to skyfire and interceptor making fortifications largely crappy. Now they are facing less effective anti-air, and with you still needing effective AA there's not really a lot of choice left here.

Not great, but compared to other stuff out there, not awful overall. They are basically a "sub optimal against everything, but awful against nothing" choice. Tactical marines of the sky?
   
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Steadfast Ultramarine Sergeant




 Xenomancers wrote:
If so. Who utilizes it best?

Is towing a dreadnought good idea?


I usually put my Ironclad in droppod, because putting a dreadnought in SR will make your dreadnought charging into emeny on T3 at earliest. Furthermore, I usually put Locator Beacons on 1st wave droppods and put Grav-Cents and Tiggy in SR, sky of fury them out of the flyer on T2 near the beacon and both the flyer and Cents open fire like no tomorrow. This Alpha-Beta-Strike combination help me killed lots of heavy tanks squadron and TEQs and MCs like Wraithknight , but usually what's left on broad in T4 is the SR only.


Automatically Appended Next Post:
 Carnage43 wrote:
Martel732 wrote:
I used to be really down on them, but now I'd say they are an average choice. They are powerful, but have downsides, unlike many other powerful units in the game. That's why they are only average.


They kind of got a pseudo buff in 7th edition with the nerfs to skyfire and interceptor making fortifications largely crappy. Now they are facing less effective anti-air, and with you still needing effective AA there's not really a lot of choice left here.

Not great, but compared to other stuff out there, not awful overall. They are basically a "sub optimal against everything, but awful against nothing" choice. Tactical marines of the sky?


I participate two tournaments in my local gaming store, out of all the games I played, my SR only got brought down once, that was by a really lucky single Str7 Ap2 Vector strike hit from a Heldrake, as my opponent rolled a six on penetration roll and another six on vehicle damage result.


Automatically Appended Next Post:
Natec wrote:
Depends on your definition of "good". They're an AV12 flyer that costs not quite as much as a Land Raider. They can pack a solid punch but coming in from Reserves hurts their utility some; you always risk bad rolls keeping them off till Turn 4. Their Assault Vehicles however whatever they're transporting can't assault until the turn after they come on, which means means turn 3 at the earliest and even then you have to hover to sp it, making the SR a much easier target to hit.

As far as transporting anything in them, be it Marines or Dreadnaughts, you're exposing even more points in your army list to possibly bad reserves rolls, not to mention if your opponent manages to shoot down the SR before you've deployed the contents then the crash could do some serious damage to them. However, zooming a SR in 30"+ can give you some great mobility for ground forces.

Overall, I think they bring some good options to a SM army and can really mess with your opponents strategy but you take some big risks to maximize those options. If you run them then Iron Hands are probably the best chapter tactics since it gives the SR It Will Not Die. I don't any other chapter tactics apply to Vehicles



Imho, if player putting that many points in SR and its passagner, it may be good to get something to make good the reserve rolls, such as bringing Tigirius, Captain Sicarius, or ADL with coms relay, or maybe even use IG as ally and take Master of Fleet in the CCS, just my two cents.

This message was edited 2 times. Last update was at 2014/12/28 07:00:27


 
   
Made in gb
Dakka Veteran





I have only used one once (proxied) but they are in my opinion not worth the points unless you are really going to use the transport and dreadnought then they seem hugely overpriced to me. They can be wiped out easily by an opponent rigged for anti flyer.

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Ravens range from pure gold (gk) to ok (IF chapter). I personally love them.

Unless someone is particularly well equipped to deal with flyers and you haven't removed those tools prior to arrival, the raven is nearly untouchable. It can shoot like a full squad of split fliring long fangs and switch modes late game to take/deny objectives by virtue of its size. And it acts as an alternate means of delivery for other units which is situational admittedly but sometimes fantastic. Then consider it provides anti aircraft..

Weighed against similar costed units its in the top half easily.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






Im a BA player, and i usually bomb around with Cassor the Damned as one of my troop choices, so i make full use of the stormraven. There are so many ways to have it reliably come in now that if you have a relatively cheap assault unit to ride across the table, its fully worth it. Even when hovering av12 with jink and ceramite plating is actually really durable. And it brings some really impressive firepower.

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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I am still experimenting with the Landing Pad in 7th with mixed results using a Stormwolf [They are very close in defense], the problem is the mixed results have all been Fluke Things.
Game-1: Turn 2 receive 3 Glancing Hits and fail all three Jink Saves.
Game-2: Turn one receive 4-5 Glancing and Penetrating hits while still on the pad from multiple sources. Make all the 4++ Saves, but the last save, taking a Immobilized Hit.

In 6th though my Stormravens did real good getting my "Assault Units" Into combat quickly and safely.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
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Stealthy Grot Snipa





Poly Ranger wrote:
Or BA. As BA now have 2 formations which allow you to roll for the ravens to come on turn 1. Also allowing you to re-roll your reserve roll. Beats having IWND hands down.


I am aware of the one with 3 plus 3 Tac squads, but what is the other one?

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
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Rapacious Razorwing



Los Angeles, CA

If FW is allowed I'd rather just take a Fire Raptor personally. Better firepower and I can get transportation for cheaper elsewhere.

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Proud Triarch Praetorian





I use it as a gunship, to great effect

usually it comes on, fires MM & 2x Stormstrikes into something I want dead, and PotMS the AssCan away at something else, or it stays forward if something has to die (Looking at you, flyrants)

then if I go into hover mode to bring the Hurricane Bolters to bear an infantry unit usually gets atomized

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Steadfast Ultramarine Sergeant




 Anpu42 wrote:
I am still experimenting with the Landing Pad in 7th with mixed results using a Stormwolf [They are very close in defense], the problem is the mixed results have all been Fluke Things.
Game-1: Turn 2 receive 3 Glancing Hits and fail all three Jink Saves.
Game-2: Turn one receive 4-5 Glancing and Penetrating hits while still on the pad from multiple sources. Make all the 4++ Saves, but the last save, taking a Immobilized Hit.

In 6th though my Stormravens did real good getting my "Assault Units" Into combat quickly and safely.


That is quite unlucky.
By the way, are you fighting against Tau? They may give serious threat to flyers even that is SR or Stormwolf with missile broadside. Especially those of the Firebase formation with all missiles and EWO and VT, which statistically has a very high chance to glance SR out of the game before it can even fire one shot. My current only solution now is keep more than 36 inch away from them and use Stormstrike missiles and TL LC to thin them before getting the SR close.
   
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Fixture of Dakka






 Thud wrote:
Poly Ranger wrote:
Or BA. As BA now have 2 formations which allow you to roll for the ravens to come on turn 1. Also allowing you to re-roll your reserve roll. Beats having IWND hands down.


I am aware of the one with 3 plus 3 Tac squads, but what is the other one?


Maybe he's thinking of the Blood Rain Strike Force, which doesn't have T1 special rules (but it does have some neat special rules).
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Neophyte2012 wrote:
 Anpu42 wrote:
I am still experimenting with the Landing Pad in 7th with mixed results using a Stormwolf [They are very close in defense], the problem is the mixed results have all been Fluke Things.
Game-1: Turn 2 receive 3 Glancing Hits and fail all three Jink Saves.
Game-2: Turn one receive 4-5 Glancing and Penetrating hits while still on the pad from multiple sources. Make all the 4++ Saves, but the last save, taking a Immobilized Hit.

In 6th though my Stormravens did real good getting my "Assault Units" Into combat quickly and safely.


That is quite unlucky.
By the way, are you fighting against Tau? They may give serious threat to flyers even that is SR or Stormwolf with missile broadside. Especially those of the Firebase formation with all missiles and EWO and VT, which statistically has a very high chance to glance SR out of the game before it can even fire one shot. My current only solution now is keep more than 36 inch away from them and use Stormstrike missiles and TL LC to thin them before getting the SR close.

Mostly just Guard.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Omnipotent Necron Overlord






dominuschao wrote:
Ravens range from pure gold (gk) to ok (IF chapter). I personally love them.

Unless someone is particularly well equipped to deal with flyers and you haven't removed those tools prior to arrival, the raven is nearly untouchable. It can shoot like a full squad of split fliring long fangs and switch modes late game to take/deny objectives by virtue of its size. And it acts as an alternate means of delivery for other units which is situational admittedly but sometimes fantastic. Then consider it provides anti aircraft..

Weighed against similar costed units its in the top half easily.

In a 2k I was considering taking two SR holding 2 venerable dreds with MM HF to go along with my 3 dreadknights with PC INC. Maybe putting a few min strike squads in them to for objective grabbing. 3 dreadknights seem to do pretty well surviving a turn of ranged fire - so starting them out on the field shouldn't be too risky. Or maybe just hide a Term squad with a grand master or Libby with gates in a corner out of range and in cover and deep strike the knights. I don't know. I already have 1 storm raven - I feel like you really need two to get something out of them.


Automatically Appended Next Post:
 Anpu42 wrote:
I am still experimenting with the Landing Pad in 7th with mixed results using a Stormwolf [They are very close in defense], the problem is the mixed results have all been Fluke Things.
Game-1: Turn 2 receive 3 Glancing Hits and fail all three Jink Saves.
Game-2: Turn one receive 4-5 Glancing and Penetrating hits while still on the pad from multiple sources. Make all the 4++ Saves, but the last save, taking a Immobilized Hit.

In 6th though my Stormravens did real good getting my "Assault Units" Into combat quickly and safely.

What is the cost of a landing pad?

This message was edited 1 time. Last update was at 2014/12/29 15:28:04


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Prophetic Blood Angel Librarian




Talys wrote:
 Thud wrote:
Poly Ranger wrote:
Or BA. As BA now have 2 formations which allow you to roll for the ravens to come on turn 1. Also allowing you to re-roll your reserve roll. Beats having IWND hands down.


I am aware of the one with 3 plus 3 Tac squads, but what is the other one?


Maybe he's thinking of the Blood Rain Strike Force, which doesn't have T1 special rules (but it does have some neat special rules).


Exterminatus still hasn't arrived. I thought the 1 sternie + 2VV formation had a T1 arrival?
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Xenomancers wrote:
dominuschao wrote:
Ravens range from pure gold (gk) to ok (IF chapter). I personally love them.

Unless someone is particularly well equipped to deal with flyers and you haven't removed those tools prior to arrival, the raven is nearly untouchable. It can shoot like a full squad of split fliring long fangs and switch modes late game to take/deny objectives by virtue of its size. And it acts as an alternate means of delivery for other units which is situational admittedly but sometimes fantastic. Then consider it provides anti aircraft..

Weighed against similar costed units its in the top half easily.

In a 2k I was considering taking two SR holding 2 venerable dreds with MM HF to go along with my 3 dreadknights with PC INC. Maybe putting a few min strike squads in them to for objective grabbing. 3 dreadknights seem to do pretty well surviving a turn of ranged fire - so starting them out on the field shouldn't be too risky. Or maybe just hide a Term squad with a grand master or Libby with gates in a corner out of range and in cover and deep strike the knights. I don't know. I already have 1 storm raven - I feel like you really need two to get something out of them.


Automatically Appended Next Post:
 Anpu42 wrote:
I am still experimenting with the Landing Pad in 7th with mixed results using a Stormwolf [They are very close in defense], the problem is the mixed results have all been Fluke Things.
Game-1: Turn 2 receive 3 Glancing Hits and fail all three Jink Saves.
Game-2: Turn one receive 4-5 Glancing and Penetrating hits while still on the pad from multiple sources. Make all the 4++ Saves, but the last save, taking a Immobilized Hit.

In 6th though my Stormravens did real good getting my "Assault Units" Into combat quickly and safely.

What is the cost of a landing pad?

About 85 points.
I usaly aftetr the Stormwolf leaves it I park some Long Fangs, Land Speeders or a Drop Pod in a Riflemen Dread to give them the 4++ Save.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
 
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