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Made in de
Been Around the Block




Hey guys,

What do you think about the new Ravenguards?

Strike from the Shadows seems pretty strong. I think about a unit of 6 Agressors placing up to 9" away from the enemy. Or a Hellblaster Squad.. just place Shrike or a Captain with jumppack next to them (deepstrike) and fire 10 shots overcharge in turn 1...

Or first turn charge Vanguards. So many possibilities. I also like the idea of a gunline for support our fast guys. The gunline will benefit from the -1hit rule and is much harder to kill.

Maybe some Devastors with Laser or Missiles.

Now it's your turn. What's the best for our Ravenguard?
   
Made in us
Longtime Dakkanaut





Connecticut

6 Agressors are one of the best, imo. 144 shots the turn they drop is incredible.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Longtime Dakkanaut






 Cephalobeard wrote:
6 Agressors are one of the best, imo. 144 shots the turn they drop is incredible.


when they drop ? or do they need to be stationary for a turn ?

 
   
Made in se
Road-Raging Blood Angel Biker




A Raven Guard list built around a turn 1 alpha or charge by using the infiltration stratagem multiple times is going to have to be very effective when it actually works. Playing with the core rules you have at most a 69% chance of getting turn 1, if you have fewer drops and your opponent is willing to use a CP reroll on the seize (which they should). Your infiltrating units have to be deployed on the table right before the first turn starts, meaning that you lose most of the benefit if your opponent gets turn 1. I think that this makes it too random to be worth building a list around.
   
Made in gb
Water-Caste Negotiator




 Cephalobeard wrote:
6 Agressors are one of the best, imo. 144 shots the turn they drop is incredible.


They don't actually have 2 of the auto boltstorm gauntlets, wargear just lists a single statline for the pair. So the squad would actually get 72 + 12D6 S4 shots on turn 1, rather than 144 + 24D6 shots. And those are all only S4 AP-.
   
Made in de
Been Around the Block




They can fire twice wenn they stay stationary in the movement phase
   
Made in us
Longtime Dakkanaut





Now am I right in saying you set their strike from the shadows using units up after the seize?

 
   
Made in gb
Andy Hoare




Norwich,England

Strike from the Shadows happens at the start of the first battle round but before the first turn whilst seizing initiative logically happens before this or the turn order would not be set.

   
Made in ru
!!Goffik Rocker!!






what's aggressors?

This message was edited 1 time. Last update was at 2017/07/23 08:55:44


 
   
Made in gb
Death-Dealing Devastator





right behind you

Those new gravis armoured guys with powerfists with underslung super bolters/flamers

1650 points approx. of deathwatch
2500 points aprox. of alpha legion and thousand sons
50 power admech
60 power salamanders
70 power thousand sons


 
   
Made in gb
Water-Caste Negotiator




Bluthusten wrote:
They can fire twice wenn they stay stationary in the movement phase


And they have assault 6 guns. Squad of 6 firing twice will have 72 + 12d6 shots.
   
Made in ru
!!Goffik Rocker!!






how much do they cost?
   
Made in us
Longtime Dakkanaut





Connecticut

Asura Varuna wrote:
Bluthusten wrote:
They can fire twice wenn they stay stationary in the movement phase


And they have assault 6 guns. Squad of 6 firing twice will have 72 + 12d6 shots.


Maybe I'm having a brain fart here, but each agressors has the assault 6 gauntlet, and the assault 6 launchers.

That's 12 shots each. Six to a squad. That's 72 shots, total.
They fire twice, that's 144 shots if they don't move.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Longtime Dakkanaut




 Cephalobeard wrote:
Asura Varuna wrote:
Bluthusten wrote:
They can fire twice wenn they stay stationary in the movement phase


And they have assault 6 guns. Squad of 6 firing twice will have 72 + 12d6 shots.


Maybe I'm having a brain fart here, but each agressors has the assault 6 gauntlet, and the assault 6 launchers.

That's 12 shots each. Six to a squad. That's 72 shots, total.
They fire twice, that's 144 shots if they don't move.


The grenade launcher is d6 shots, so, in theory they can get up to 144 shots if they don't move, but more likely to get 72 from the gauntlets and then ~36 from the launchers.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Cephalobeard wrote:
Asura Varuna wrote:
Bluthusten wrote:
They can fire twice wenn they stay stationary in the movement phase


And they have assault 6 guns. Squad of 6 firing twice will have 72 + 12d6 shots.


Maybe I'm having a brain fart here, but each agressors has the assault 6 gauntlet, and the assault 6 launchers.

That's 12 shots each. Six to a squad. That's 72 shots, total.
They fire twice, that's 144 shots if they don't move.

Launchers are assault d6 not 6.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Longtime Dakkanaut




sossen wrote:
A Raven Guard list built around a turn 1 alpha or charge by using the infiltration stratagem multiple times is going to have to be very effective when it actually works. Playing with the core rules you have at most a 69% chance of getting turn 1, if you have fewer drops and your opponent is willing to use a CP reroll on the seize (which they should). Your infiltrating units have to be deployed on the table right before the first turn starts, meaning that you lose most of the benefit if your opponent gets turn 1. I think that this makes it too random to be worth building a list around.


I agree, using the core rules mechanic on who goes first is going to greatly affect whether or not you use this stratagem. However, if you are going first, then it all but guarantee's a few first turn charges due to you being able to move in the first turn.

It becomes a little more tricky if you're playing ITC where you roll off for first turn.
   
Made in de
Been Around the Block




Yeah it's 72+12d6 shots...

Still pretty awesome for a alphastrike
   
Made in gb
Longtime Dakkanaut




My first thoughts are Reivers or something like hammer-nators for the top slots for Strike from the Shadows.

Being able to move in the first turn, means you can reduce the charge range to 3", and make use of the Shock Grenades.

A first turn, 3" charge by some terminators will also ruin someone's day, especially if you can hit a key target. Add in a warlord using the Raven Guard warlord trait to charge first, and, like the Reivers you can negate overwatch.

If you don't get first turn though, you'll have to end up dropping them in 13"+ away from the enemy, ideally in cover.
   
Made in de
Been Around the Block




I don't think you can get any key units at turn 1, cause every "good" list has its screening units, like 50 Concripts etc.

And we have Vanguard Veterans as our "key unit"- killer. I think a good way for Strike from the shadows is a solid firebase in the perfect spot.

I rly like the idea of 6 Agressors and some Hellblasters, sitting between my Vanguards and the enemy Army.

72+12 d6 str 4 shots + hit rerolls from Shrike can kill every screening unit in the game. Then just jump 12" forward and hope you can charge something "big" or sit back behind a LOS-Block and wait for the perfect strike
   
Made in gb
Longtime Dakkanaut




There are a lot of options for weight of fire now to kill screening units though - plus in some lists, they could be considered key units, especially if you tie them up before they can advance into the middle of the table.

Aggressors, everything i've heard about them from the reviews so far is that they are mega expensive. So, we'll have to wait and see for them.

How would you run the Vets? In 7th my squads were pretty expensive and never felt like they did enough before dying. I feel like it's going to be the same in 8th.
   
Made in us
Longtime Dakkanaut





Connecticut

Ah, okay, yes, I missed the blurry image showing the launchers as d6 opposed to 6.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Water-Caste Negotiator




They're 43 points each according to the PDF released by Warhammer community. This is with either weapon options. Very strong if you're looking for S4 firepower.
   
Made in us
Longtime Dakkanaut





108 * 2/3 * 1/3 * 1/3 = 8 Wounds to a Tank

108 * 2/3 * 14/36 * 1/3 = 9.33 with reroll wounds of 1

108 * 8/9 * 1/3 * 1/3 = 10.66 with reroll hits

108 * 8/9 * 14/36 * 1/3 = 12.44 with both of the previous

108 * 11/36 * 14/36 * 1/3 = 4.27 with both during overwatch

This message was edited 5 times. Last update was at 2017/07/23 15:32:13



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Can anyone see what the actually stat line of Agressors are? Wondering if they'll actually be formidable or whether they're just a glass cannon that will get pounded into the dirt the turn after they come in:


What it looks like to me:
M - 9"
WS - 4+
BS - 4/3+
S - 4/6
T - 5
W - 4/5
A - 3/4
Ld - 8/9
Sv - 4+

Anyone got any other ideas?

This message was edited 1 time. Last update was at 2017/07/23 15:20:33


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Longtime Dakkanaut





 mrhappyface wrote:
Can anyone see what the actually stat line of Agressors are? Wondering if they'll actually be formidable or whether they're just a glass cannon that will get pounded into the dirt the turn after they come in:

What it looks like to me:
M - 9"
WS - 4+
BS - 4/3+
S - 4/6
T - 5
W - 4/5
A - 3/4
Ld - 8/9
Sv - 4+

Anyone got any other ideas?

Pretty sure it's 5" movement, but they can Advance and Shoot with no penalty
BS/WS 3+ (really? You weren't sure if they would be be BS3?)
S4
W2
A 2/3 (Captain)
LD 7/8
Sv 3+

They are about as tanky as any Space Marine, which is fairly tanky considering they aren't really insanely expensive.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Talamare wrote:

Pretty sure it's 5" movement, but they can Advance and Shoot with no penalty
BS/WS 3+ (really? You weren't sure if they would be be BS3?)
S4
W2
A 2/3 (Captain)
LD 7/8
Sv 3+

They are about as tanky as any Space Marine, which is fairly tanky considering they aren't really insanely expensive.

These aren't my guesses, this is what I'm reading off of their datasheet, it definitely says WS4+ and I'm pretty sure the base version says BS4+ and the sergeant version looks to be BS3+.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in de
Been Around the Block




Kdash wrote:


How would you run the Vets? In 7th my squads were pretty expensive and never felt like they did enough before dying. I feel like it's going to be the same in 8th.


I take 1 5-man Squad: 2x Hammer/Plasmapistol, 3x Hammer/Stormshield

and 1 10-man Squad: 10x pairs of Claws

Together with Shrike and a Librarian with the Relic
   
Made in au
Been Around the Block




Strike from the Shadows...

1 CP to deply 9" away just before turn one of the game. Eeek!

Can this be used multiple times?

I know there is a restriction on using a strategem 1/ phase in Matched play.

How does this interact with the above? Can you only deploy the 1 unit using this strategem?
   
Made in us
Longtime Dakkanaut





Malifice wrote:
Strike from the Shadows...

1 CP to deply 9" away just before turn one of the game. Eeek!

Can this be used multiple times?

I know there is a restriction on using a strategem 1/ phase in Matched play.

How does this interact with the above? Can you only deploy the 1 unit using this strategem?


From what I have gathered there are some stratagems that happen before the game starts and the rulebook does state these can be used multiple times. So you could place however many units of these that you want using strike from the shadows. I do believe though you still need more than half you army on the board.

 
   
Made in gb
Longtime Dakkanaut




 Tibs Ironblood wrote:
Malifice wrote:
Strike from the Shadows...

1 CP to deply 9" away just before turn one of the game. Eeek!

Can this be used multiple times?

I know there is a restriction on using a strategem 1/ phase in Matched play.

How does this interact with the above? Can you only deploy the 1 unit using this strategem?


From what I have gathered there are some stratagems that happen before the game starts and the rulebook does state these can be used multiple times. So you could place however many units of these that you want using strike from the shadows. I do believe though you still need more than half you army on the board.


This is my understanding as well. The section relating to stratagems in matched play is on page 215 of the rulebook, and says that stratagems can only be used once per phase, however, this does not have any impact on stratagems used "Before the battle begins".


Automatically Appended Next Post:
Bluthusten wrote:
Kdash wrote:


How would you run the Vets? In 7th my squads were pretty expensive and never felt like they did enough before dying. I feel like it's going to be the same in 8th.


I take 1 5-man Squad: 2x Hammer/Plasmapistol, 3x Hammer/Stormshield

and 1 10-man Squad: 10x pairs of Claws

Together with Shrike and a Librarian with the Relic


Someone posted another imgur file up on reddit showing the Aggressor stat line amongst other units. (http://imgur.com/gallery/0HJDg)
M - 5
WS/BS 3+
S - 4
T - 5
W - 2
A - 2 (sergeant 3)
Ld 7 (sergeant 8)
Sv - 3+

This message was edited 1 time. Last update was at 2017/07/24 07:37:30


 
   
 
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