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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

We have an IW beating thread and an IW imbalance thread.
But nobody has talked about RG in a separate thread.
SpikeyBits reported recently how good RG Eliminators are, see
https://spikeybits.com/2019/10/40k-competitive-are-raven-guard-eliminators-too-good.html
I'll try to play RG next time. Any thoughts?

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 
   
Made in gb
Regular Dakkanaut




Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max
   
Made in ca
Steadfast Ultramarine Sergeant






C4790M wrote:
Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max


Classic spikey bits lol
   
Made in se
Dakka Veteran




Probably about the same level as IH and IF eliminators. RG are better at killing characters turn 2+ but the others are a bit more versatile.

IH stay in Devastator so have better AP and they can move for better positioning and have rerolls to hit. Probably better allround.

IF gets exploding 6s and ignores cover and will also stay in devastator doctrine and have more ap. Also better against vehicles than RG. IF eliminators arent bad point for point against vehicles if there are no characters to be sniped.

Successors/Salamanderw with MA also works well with the eliminators.

Its just that some options like RG with eliminators look more obviously good even though there are many other good options but you have to think an extra step or 2 why they are good.

Probably only WS that dont have any bonus for eliminators worth mentioning. All the others have some nice buffs. Feels like RG have a lot of that. Some really good combos and they will win games turn 1 in certain matchups but they arent as reliable as the other chapters with their buffs. RG going first or second has a larger impact than any of the other chapters and probably why we wont see it dominating. You cant always get that nasty first turn with all your infiltrators charging t1

   
Made in us
Shadowy Grot Kommittee Memba






 fraser1191 wrote:
C4790M wrote:
Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max


Classic spikey bits lol


DAE think quadlas preds OP can do 24 damage to an IK!!!!

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Fresh-Faced New User




RG Eliminators are good for sure it I agree they aren't necessarily better than IF or IH versions though, plenty of scenarios where they are actually worse. Still very good at picking of lieutenants, farseers, librarians and what have you though.

From my (admittedly limited) experience the main strength of the Raven guard doesn't come from the super doctrine, or their chapter tactics, or their relics... it comes from the sheer number of shenanigans they can pull:
Master of Ambush means assault centurions with chaplain support in your face turn 1 for example.
Or strike from the shadows allowing infantry to appear when and where needed ( been on the receiving end of 10 auto bolt intercessors appearing in your back line, that'll mess up your plans let me tell you... Kiss goodbye to your objective holders).

Raven guard seem a lot less straight forward to use than IH or IF forces but on the upside in the hands of an experienced player you get a mobile, hard hitting force that can apply pressure where it needs to be and who can make themselves almost impossible to predict...
   
Made in us
Archmagos Veneratus Extremis




On the Internet

C4790M wrote:
Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max

I feel like the community has been chasing paper tigers recently. Only looking at the most theoretically broken something can be but not at what is a more realistic output of damage that could be expected for given units, while ignoring tactics, terrain and generally any of the real world stuff that can get in the way (except when they're trying to show off why something is basically unkillable, then all that stuff suddenly matters again).

It's been pretty draining and I feel like the community is reenacting Chicken Little too much because it gets clicks on sites like Spikey Bits, rather than actually playing the game and seeing what does and doesn't actually work.
   
Made in us
Steadfast Ultramarine Sergeant






the_scotsman wrote:
 fraser1191 wrote:
C4790M wrote:
Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max


Classic spikey bits lol


DAE think quadlas preds OP can do 24 damage to an IK!!!!


Preds are OP and need to be nerfed! A 175 point model can take down my 400+point model?! This game is so unbalanced!
   
Made in us
Decrepit Dakkanaut




I still refuse to use Eliminators simply because of the unit size being locked to the box itself. None of the other Primaris units have to deal with that.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Regular Dakkanaut




That article hurt my brain, and I'm running Raven Guard Eliminators.

I agree that Raven Guard's strength is their deployment and movement options. Many of these don't kick in until after the seize roll is made, so you can be 100% certain that you're going first or choose to go second and fade back out of LOS.

A lot of their strategims favor jump pack infantry, so Vanguard Veterans are my favorite unit for RG. They seem to be better than Assault Marines in just about every respect.

One of the things that I think will be strongest against Raven Guard are forward-deployed units that push the RG player back further from your deployment zone. I suspect with the popularity of marine armies, scouts will be fighting for places in the middle of the board.
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Slayer-Fan123 wrote:
I still refuse to use Eliminators simply because of the unit size being locked to the box itself. None of the other Primaris units have to deal with that.

Or having a fixed unit size stops scaling issues with the Sergeant's 'Guided Aim' ability?

This message was edited 1 time. Last update was at 2019/10/24 21:10:26


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Slayer-Fan123 wrote:
I still refuse to use Eliminators simply because of the unit size being locked to the box itself. None of the other Primaris units have to deal with that.

Suppressors do.

Also worth noting that the Incursors have the weirdness of no scaling on the Haywire Mines. It's one of the reasons I'm running MSUs instead of Combat Squadding like I do with Infiltrators and Reivers.
   
Made in us
Steadfast Ultramarine Sergeant






beast_gts wrote:
Slayer-Fan123 wrote:
I still refuse to use Eliminators simply because of the unit size being locked to the box itself. None of the other Primaris units have to deal with that.

Or having a fixed unit size stops scaling issues with the Sergeant's 'Guided Aim' ability?


I agree, could you imagine a 10 man squad with guided aim?
   
Made in us
Longtime Dakkanaut





Raven Guard have some pretty neat stuff, but it's a thinking man's force, not a one-click easy-button win force like Iron Hands. Instead of getting a bunch of rules for free, you need to use your army appropriately, or else it'll die just like space marines died before they got these supplements.

Use your deployment shenanigans and character targetting skills wisely and you'll do great
   
Made in us
Decrepit Dakkanaut




beast_gts wrote:
Slayer-Fan123 wrote:
I still refuse to use Eliminators simply because of the unit size being locked to the box itself. None of the other Primaris units have to deal with that.

Or having a fixed unit size stops scaling issues with the Sergeant's 'Guided Aim' ability?

OR perhaps since there's really other ways to get more wounds on a target and they're already 30 points a wound it isn't an issue, or maybe they shouldn't HAVE that ability in the first place?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ie
Regular Dakkanaut






Or maybe they work fine as they are...

   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Sentineil wrote:
Or maybe they work fine as they are...

Impossible. If that were true then people would be wasting their time being mad on the internet and we know they'd never do that.
   
Made in jp
Regular Dakkanaut





Dont discount RG defensive buffs on an already annoyingly defensive unit.

For some, like guard, it will be super annoying to remove.

You might have some complaints if the RG doctrine activated from T1 but it does so in T2 with no AP bonus. Its pretty fair.

This message was edited 1 time. Last update was at 2019/10/25 03:05:03


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





There is no Ravenguard issue


...slowly skulks back into the shadows....
   
Made in us
Decrepit Dakkanaut





 ClockworkZion wrote:
C4790M wrote:
Have you actually run the numbers on this? They really aren’t that scary. Notice how the don’t show average damage in the article, only the theoretical max

I feel like the community has been chasing paper tigers recently. Only looking at the most theoretically broken something can be but not at what is a more realistic output of damage that could be expected for given units, while ignoring tactics, terrain and generally any of the real world stuff that can get in the way (except when they're trying to show off why something is basically unkillable, then all that stuff suddenly matters again).

It's been pretty draining and I feel like the community is reenacting Chicken Little too much because it gets clicks on sites like Spikey Bits, rather than actually playing the game and seeing what does and doesn't actually work.


/thread
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Nbolo wrote:
RG Eliminators are good for sure it I agree they aren't necessarily better than IF or IH versions though, plenty of scenarios where they are actually worse. Still very good at picking of lieutenants, farseers, librarians and what have you though.

From my (admittedly limited) experience the main strength of the Raven guard doesn't come from the super doctrine, or their chapter tactics, or their relics... it comes from the sheer number of shenanigans they can pull:
Master of Ambush means assault centurions with chaplain support in your face turn 1 for example.
Or strike from the shadows allowing infantry to appear when and where needed ( been on the receiving end of 10 auto bolt intercessors appearing in your back line, that'll mess up your plans let me tell you... Kiss goodbye to your objective holders).

Raven guard seem a lot less straight forward to use than IH or IF forces but on the upside in the hands of an experienced player you get a mobile, hard hitting force that can apply pressure where it needs to be and who can make themselves almost impossible to predict...

Master of Ambush and Strike from the Shadow is a way to bring units forward.
Coupled with say three Warsuits this can be quite deadly.
What units would you prefer here?

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 
   
Made in gb
Dipping With Wood Stain




Sheep Loveland

Wait.

Are people seriously saying that Raven Guard are too strong? Apparently being able to hurt a Knight CHARACTER by hitting it on 2+ and wounding it on 5+ with bolters is too much.

40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company 
   
Made in dk
Loyal Necron Lychguard






Raven Guard have a 57% win-rate, definitely on the high end of acceptable there and a tonne of factions have tanked in win-rate because of the improved rules for Space Marines. Ultramarines technically have a 49% win-rate so if you nerfed all Marines you might have to buff Ultras in some way or just nerf the best sub-factions even more, I doubt UM have a worse than 50% win-rate against non-SM. Ideally GW would fix all the balance issues in one fell swoop with a perfect CA19, but it'll probably take a couple more years of Errata and CA before things are ironed out.

Lists that don't have a focus on characters or that can put them in DS or into Transports should do well against RG. I don't think RG will have enough of a meta presence that it's something you'll have the luxury of worrying about, up your chances against IF and IH as much as you can at the cost of everything else if you want to do well in competitive environments. RG, IH and IF combined I might start looking for units other than Tank Commanders if I played AM or at least run them as Tallarn to avoid some of the shooting from IF.

Don't take Relics or WL traits for your Knights against RG if you have other things to spend CP on in your list or at least don't spread around the love to give all your Knight the ability to heroically intervene, the improvement you get is probably washed out by the +1 to hit/wound and you'll have less CP.

This message was edited 1 time. Last update was at 2019/10/28 08:07:31


 
   
Made in gb
Fresh-Faced New User




 wuestenfux wrote:
Nbolo wrote:
RG Eliminators are good for sure it I agree they aren't necessarily better than IF or IH versions though, plenty of scenarios where they are actually worse. Still very good at picking of lieutenants, farseers, librarians and what have you though.

From my (admittedly limited) experience the main strength of the Raven guard doesn't come from the super doctrine, or their chapter tactics, or their relics... it comes from the sheer number of shenanigans they can pull:
Master of Ambush means assault centurions with chaplain support in your face turn 1 for example.
Or strike from the shadows allowing infantry to appear when and where needed ( been on the receiving end of 10 auto bolt intercessors appearing in your back line, that'll mess up your plans let me tell you... Kiss goodbye to your objective holders).

Raven guard seem a lot less straight forward to use than IH or IF forces but on the upside in the hands of an experienced player you get a mobile, hard hitting force that can apply pressure where it needs to be and who can make themselves almost impossible to predict...

Master of Ambush and Strike from the Shadow is a way to bring units forward.
Coupled with say three Warsuits this can be quite deadly.
What units would you prefer here?


Totally agree, my current plan involves a chaplain, a squad of assault centurions using master of ambush and 2 - 3 warsuits set up in as threatening a way as possible, likely backed up on the second turn by a smash captain, inceptors and a strike from the shadows intercessor squad arriving from deep strike. Back this up with Intercessors, eliminators and some dreadnoughts for fire support. If there's room i'd like to add some jump infantry to (maybe a vanguard squad to take advantage of the infiltrators start).
It's a bit all in and maybe a bit risky, but honestly it's a lot of threats that need to be dealt with and fast.

Not sure it's competitive but personally i'm an aggressive player that likes to be proactive rather than reactive and always be on the offensive so it suits my play style...
   
Made in ca
Commander of the Mysterious 2nd Legion





 vict0988 wrote:
Raven Guard have a 57% win-rate, definitely on the high end of acceptable there and a tonne of factions have tanked in win-rate because of the improved rules for Space Marines. Ultramarines technically have a 49% win-rate so if you nerfed all Marines you might have to buff Ultras in some way or just nerf the best sub-factions even more, I doubt UM have a worse than 50% win-rate against non-SM. Ideally GW would fix all the balance issues in one fell swoop with a perfect CA19, but it'll probably take a couple more years of Errata and CA before things are ironed out.

Lists that don't have a focus on characters or that can put them in DS or into Transports should do well against RG. I don't think RG will have enough of a meta presence that it's something you'll have the luxury of worrying about, up your chances against IF and IH as much as you can at the cost of everything else if you want to do well in competitive environments. RG, IH and IF combined I might start looking for units other than Tank Commanders if I played AM or at least run them as Tallarn to avoid some of the shooting from IF.

Don't take Relics or WL traits for your Knights against RG if you have other things to spend CP on in your list or at least don't spread around the love to give all your Knight the ability to heroically intervene, the improvement you get is probably washed out by the +1 to hit/wound and you'll have less CP.


before the raven guard supplement came out a lot of army lists tended to be very character reliant, using captains for re-roll auras etc. Raven Guard counter this pretty hard. I expect we'll see lists adapting though.

This message was edited 1 time. Last update was at 2019/10/28 10:17:14


Opinions are not facts please don't confuse the two 
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

I've played against RG once so my experience is limited, but their +1 to wound against characters doctrine and not needing LOS to snipe characters is a hard counter to my Craftworlds, where I need LOS to cast my psychic powers and even if I hide them, the high AP and damage from their weapons is enough to kill a Warlock a turn.

It's a very cool board control mechanic but it feels a little much when you take ignoring LOS into account.

   
Made in gb
Dipping With Wood Stain




Sheep Loveland

 Tyranid Horde wrote:
I've played against RG once so my experience is limited, but their +1 to wound against characters doctrine and not needing LOS to snipe characters is a hard counter to my Craftworlds, where I need LOS to cast my psychic powers and even if I hide them, the high AP and damage from their weapons is enough to kill a Warlock a turn.

It's a very cool board control mechanic but it feels a little much when you take ignoring LOS into account.


Warlocks, IG commanders and other T3, <5 wound characters will be demolished by Eliminators - the fact Raven Guard do it well is a bonus. These characters are the preferred target unfortunately. S5 shots means that the target has to be T7 before the eliminators lose effect, which is only for big characters anyway.

Also, on a side note, Chaplains can give an additional +1 to wound rolls from a litany, so not only will the eliminator RG squad hit on 2+, but wound T8/9 on 3+ causing mortal wounds on 4+ with the mortis round to characters.

40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company 
   
Made in pl
Fixture of Dakka




But isn't that a problem only for non marine players? non marine players already had their time this edition, when they armies were good. Maybe GW decided that it is time for marines to be good, and other armies to be bad. Maybe next edition the eldar and IG are going to be good again.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Dr. Mills wrote:
 Tyranid Horde wrote:
I've played against RG once so my experience is limited, but their +1 to wound against characters doctrine and not needing LOS to snipe characters is a hard counter to my Craftworlds, where I need LOS to cast my psychic powers and even if I hide them, the high AP and damage from their weapons is enough to kill a Warlock a turn.

It's a very cool board control mechanic but it feels a little much when you take ignoring LOS into account.


Warlocks, IG commanders and other T3, <5 wound characters will be demolished by Eliminators - the fact Raven Guard do it well is a bonus. These characters are the preferred target unfortunately. S5 shots means that the target has to be T7 before the eliminators lose effect, which is only for big characters anyway.

Also, on a side note, Chaplains can give an additional +1 to wound rolls from a litany, so not only will the eliminator RG squad hit on 2+, but wound T8/9 on 3+ causing mortal wounds on 4+ with the mortis round to characters.


Chaplains only work on the closest target though.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in pl
Fixture of Dakka




Then why not just drop a bit unit of centurions turn 2, alongside a chaplain, get them buffed by bolter drill, buffed by the chaplain, buffed from the RG trait and the doctrine, and then just unload 15 hits on avarge in to any character 12" away from the centurions?

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
 
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