Ravengaurd are better at using their infiltrate strategem (which is turn zero -- before play) and can move jumppack or similarly fast models halfway up the board. On turn 1 they can then move again normally. Also, lord of deceit (phobos specifically) and master of ambush (any one character who has the trait and one infantry) can pregame reposition units. One can also simply start any vangaurd (meaning incursor, infiltrator, scout, eliminator, or victrix warsuit type units) on the board anywhere one wants outside the 9 inch line from the enemies deployment zone, and THEN infiltrate them (again, before turn 1 starts) a move as well. In a middle zone area, there is a ravengaurd psyker spell that can zip a character across the board as well, delivering him or her where they need to be to buff or support ... but not placing them out in the breeze if you end up getting tore up by your opponent who got to go first. Finally, turn 1 alpha strike with marines do exist -- you can load up to 10 into a drop pod and bring it down on turn 1 to unload them (again, a nine inch away rule is in play) but its a very powerful method to deliver longer ranged shooting units from complete safety. SFTS is not a BAD rule per se, its just less useful than all of the above in ravengaurd hands, and leaves you wondering if you will be able to find a place to go on turn 2 (after your hordelike enemy spreads out across 2/3 of the whole board).
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