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Flight of the Stormraven


Red Lost Soldier

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I am curious about this then, since it's an assault vehicle, can you deploy and have the dready assault that turn? if you could, that could be alot of hurt dished out very quickly in an assault combined with a CC squad or whatever

A Stormraven cannot deep strike and then have its passengers assault in the same turn, no. The SR rules are very clear on this.

 

sorry, to clarify I didnt mean after a deep strike, but after a normal movement.

 

Red Lost Soldier

So essentially you can assault ramp a dreadnought? HA, that is awesome

Played a 1000pt game on the weekend, using a Stormraven. Here is the list I used:

 

Ordo Malleus Inquisitor, Psychic Communion, Force Sword, Hellrifle, Servo Skull

3 Plasma Cannon Servitors, 1 Jokaero Weaponsmith, 8 Warrior Acolytes

Grey Knight Strike Squad (10), 2 Psycannons, Psybolt Ammunition, Master Crafted Nemesis Daemonhammer

Grey Knight Terminator Squad (5), Nemesis Warding Stave, Nemesis Daemonhammer, 3 Nemesis Swords

Grey Knight Stormraven, Twin Linked Multimelta, Twin Linked Lascannons

Grey Knight Dreadnought, Multimelta

 

Played Vs. 1000pt Tyranid list, which from what I recall included:

 

Prime, Lash Whip/Bone Sword

3 Warriors, Lash Whip/ Bone Swords

10 Termaguants

18(?) Hormaguants, Poison

Tervigon

6 Ymargl Genestealers

2 Hive Guard

2 Hive Guard

 

Was a narrow win in the end, KP mission.

 

Tyranid player went first, and spawned another 16(!) or so Termagants. I was swiftly becoming outnumbered and I knew I was most likely going to lose something to the Ymargls in the near future.

 

I had my Terminators and my Dreadnought inside the Raven on my left flank. I moved it forward slightly to get in range for the Multimelta (this was my mistake as I didn't even quite make it anyway), and unloaded on the Tervigon, which was in cover. The lascannon missed (yes twice), but 3 out of 4 mindstrike missiles hit and cause 3 instant wounds. The Inquisitor unit opened up next, and the Tervigon went to ground after all 3 cannons, and a hellrifle hit and wounded. Unfortunately only did 2 wounds with 3+ cover so I had to use the Psycannons on my GKSS to finish it, which they only just did. The psychic backlash killed another 12 or so guants from both squads.

 

The point of this truncated battle report was the 'Raven allowed me to kill that Tervigon first turn, plain and simple. It did half the work, and it took basically all the rest of my shooting (all 455pt worth of models!) to finish the job. That not only earned me the first kill point, it also neutered 2 squads of guants, kept that FNP spell that frustates bolter fire so, and lastly killed a Shadow in the Warp model, damn I hate that ability.

 

It would have also given me a multi assault had I not been silly enough to try get the Multimelta in range. One Hive Guard unit managed to immobilise it, though the following turns the stuff inside still charged out and did really well, and I kept shooting the Warriors with the weapons but only killed one all game thanks to cover, but it did keep the unit back from my gunline.

 

Food for thought.

How does a Stormraven compare to a Land Raider though? Similar roles, the Crusader can pack as much firepower.

 

I'm considering a transport for DCAs with an Inquisitor, and at the moment the Frag Launchers on a Crusader win out over the speed of a stormraven (I think).

I wouldn't recommend using a SR against a heavy IG gunline though, it will get shot out of the air in a hurry. Manticore rocket launchers and exterminator leman russ's can reach out and touch it from across the board. You'd better be lucky with that cover save.

 

Also, I didn't realize that when a skimmer came in off deep strike they count as have been moving at cruising speed. Would have been nice to know when I had 2 vendetta's slag my psyrifle dread on sunday.

 

Also forgot to pop smoke on my LRs :lol: been a while since I played.

Its a good thing Hive Guard guns have a mere 24" range (I guess any further and that "no LOS" would become pretty OP), good to see the SR getting some use.

 

I guess against some races the SR would be good - Orks come to mind immediately; rokkits are generally BS 2/3 and Klaws are going to have issues hitting a SR. Nids maybe, as some of their more popular guns (Zoans/Hive Guard) aren't too long-ranged. However, I'd be a little concerned about taking it in a situation where you don't know what you would be facing, just in case you run into a shooty army. Heck, even non-shooty armies with good shooting support (e.g. Long Fang ML spam, Psyfledreads, etc) would give you pause.

Comparing a SR to a LR:

 

They may have similar jobs, that is delivering a unit into enemy lines and providing fire support, but they do it in very different ways.

 

A LR is slow, big, and difficult to kill without special weapons designed for the job. Problem is everyone has those special weapons. All of the Imperial factions and most Xenos have Melta, combined with even better Xenos ones such as Railguns or Lances. AV14 is not the behemoth it once was. Also LRs have two other big weaknesses, they can be immobilised when moving through terrain, and they can be blocked by any unit. A common tactic I use is merely to turbo boost a light skimmer right in front (1") of a LR. Now the LR can either shoot it, wasting all movement hoping to kill it. Other units can shoot it but the LR still has a chance to immoblise. It can go around, losing movement and often having to go through other terrain. Lastly it can ram, with low S and the skimmer can dodge and still block movement.

 

A SR is fast, and can ignore terrain. It cannot be blocked by enemy units. It can fire one extra main gun in similar movement speeds to the LR. It can generate it's own cover save while still firing one of it's weapons. Lastly it can carry two units. It is however more vulnerable to long range weaponry, weaponry that nominally targets Rhinos/Chimeras/Equivalents. It also loses the Frag Assault Launchers, so if you are running DCA you may want to stick with the LRC/LRR as striking last with DCA is bad news.

 

I don't have my rulebook on me, but if an enemy unit is engaged in combat with a different friendly unit, and you charge another friendly unit it, does the enemy unit get the benefits of cover from both units or just the initial one? Wondering if you could charge the Dreadnought from a SR in, the follow charge with the DCA. May have to wait a turn however.

 

I think the Hive Guard guns have 24" for the same reason our Psycannons have 24" range, game balance. Against a shooty army, such as IG, you only really need one turn of movement then you are in their lines, and you cannot be blocked by a Chimera wall. With the Flat Out save, the SR has the ability to shrug of quite a few shots, even better if you bring a Librarian along for the ride. I have a double game this afternoon, 1500 GK + 1500 SoB vs 3000 Eldar, plan to bring the SR will see how that goes. I'm expecting some farseers so the mindstrike missiles have been prepared.

 

This is my list:

 

Inquisitor, Rad Grenades, Power Sword

Grey Knight Terminators (5), Nemesis Warding Stave, Nemesis Daemonhammer, 3 Nemesis Force Halberds

Grey Knight Strike Squad (10), 2 Psycannons, Master Crafter Nemesis Daemonhammer, Psybolt Ammunition, Rhino

Grey Knight Strike Squad (10), 2 Psycannons, Master Crafter Nemesis Daemonhammer, Psybolt Ammunition, Rhino

Stormraven Gunship, Typhoon Missile Launcher, Twin Linked Lascannon

Grey Knight Dreadnought, Assault Cannon, Extra Armour

Grey Knight Dreadnought, 2 Twin Linked Autocannons, Psybolt Ammunition

Grey Knight Dreadnought, 2 Twin Linked Autocannons, Psybolt Ammunition

1500pt.

Played 1500 GK + 1500 SoB vs 3000 Eldar last Friday. The Eldar player took two 1500pt armies to keep things fair in case he wanted more than 3 FOC choices like we had. I played the list below, but I didn't have a combat dreadnought so swapped it for a Vindicare by dropping master crafting. SoB list looked something like this:

 

2 Exorcist

Retributers with Heavy Bolters

Seraphim with flamers

Canoness

2 SoB squads, 1 Rhino, 1 larger squad on foot.

1 plasma IST squad with Chimera

Inquisitor Lord with Hood, Gunline Squad and Chimera.

 

Played a objective based game, 6 objectives on the board which are numbered, however it was rolled at the start of turn 2, 4, and 5 to see which objectives actually counted.

 

Stormraven managed to kill 5 harlequins and get 3 perils tests on a Farseer with it's MS missiles, killed a Wave Serpent with Typhoon + Lascannon, delivered Terminators into a building filled with Eldar (who killed 3 squads then died), and zoomed into the other corner of the board to clear Jetbikes and claim the last objective with the remnants of a GKSS after its Rhino immobilised itself. Was quite happy with the performance. A lot of enemy tank fire was going into my allies Exorcists to be fair though, but the AV12 all round did ping some fire off, and the rear armour boost was invaluable against combat troops.

 

Vindicare just got shot off the board. Aegis doesn't do anything against Eldar with Runes, reinforced would have helped in several Doom tests though. Strike Squads with Psybolts ruin a T3 armies day.

 

I checked my rulebook later, the enemy has to be locked in combat from a previous turn in order for cover to be negated. So if you are looking at a transport for DCA, the frag assault launchers are probably going to swing the LRC/LRR in favour over the SR.

I don't play IG almost ever, which perhaps alters my perceptions of the model. I do fight other firepower armies though. Have you tried keeping the SR in reserve and perhaps also using Psychic Communion? The cover save will help immensely against the Vanquisher, which suffers from the same problem as the Tau railguns, being only 1 good shot. Similar with the Manticore, even against a model as big as the SR, you should only be getting 1 to 2 hits on it. You only need 1 turn of movement to get into enemy lines. Lastly armour saturation is the key. There needs to be other options for anti tank fire to take the heat of the SR. Rhinos filled with GK near his lines, Dreadnoughts killing his Chimeras etc. Make the choice hard.

 

On the positive side, if you ever come up against a Psyker Battle Squad, let a few MS missiles fly and watch the hilarity.

Funny thing, first move coming in off reserve, I failed my flat-out save and got knocked out of the sky by a manticore :)

 

Its still just a 4+, unless I have a libby inside, then I guess I could get a 3+... but still, you'd think the 2 landraiders, 2 rhinos, and the dreadknight would have proven enticing as well.

Bugger. It's going to suffer against some armies. Did the guys inside make it to enemy lines and actually do anything? I've had a few shot down, sometimes the Terminators make themselves known even without their ride. Need to find the points for a Psycannon for them.

 

No vehicle is going to survive if your enemy dedicates enough weapons on it, suppose just have to make it harder to do and hope enough shots get sucked up.

Thoughts on deep striking the SR? Obviously you wouldn't get a cover save but you'd be able to fire all available weaponry, including Hurricane Bolters, if added. Also, occupants could dismount and do the same. Depending on weaponry, and assuming two SRs dropped the same turn, you could effect a fair number of enemy units and/or vehicles.

A list im planning on using (waiting for models to arrive) at 1,500 using a stormraven.

 

Mordrak =400

ghost terminators x5

halberd x4

sword x1

 

Inquisitor (xenos) =85

psychic communion

rad grenades

psychostroke grenades

 

Death cult assasin x6 =136

crusader x2

warrior x4

 

Dreadnought =130

Multi-melta

incinerator (heavy flamer with psy ammo)

 

Stormraven =205

twinlinked multimelta

twinlinked lasacannon

 

Grey knights x5 =190

razorback w las/plas

 

Grey knights x5 =165

master crafted deamonhammer

razorback w psybolts (HB)

 

Purifiers x5 =189

master crafted deamonhammer

halberd x4

razorback w psybolts (HB) + searchlight

 

total=1,500 points.

 

As you can see i have 2 psychic communion's on the table to give me that 2+ second turn. However the main reason i have included a stormraven is to help me react to what is happening on the board. It can threaten any unit not within 12 of their board edge with a twin-linked mutlimelta shot and can get pretty much anywhere to help out my advancing razorbacks. Moreover i think the perfect unit to put in it are death cult assasins as grey knights are just too expensive for this role. The unit im putting is only 138 point yet can deal a lot of hurt. The cheep dread i think is also essential as it alows me to get that multi-melta in range, flame any units camping in cover and most importantly speed bump units that cannot hurt it. It also brings more armour to the table which has to be delt with.

 

Just my thought on the use of the stormraven

BigDunc:

Problem I see with Deep Striking is twofold: The model is so huge that mishaps are almost guaranteed if you scatter far, or even a little scatter takes you into (dangerous) terrain. Also the 'Raven itself is so fast where can you not be in one turn of movement, and get a cover save to boot? Coming on from reserve means almost half the board is within charge range of the contents, deep striking means you still shoot, but that's only half the store where GK's are concerned.

 

Also I don't have much experience with deep striking so it makes me nervous. Could catch people unawares

 

bl00d bath76:

Interesting list. I take it the Inquisitor comes in with Mordrack? Biggest thing that jumps at me is scoring units, only 2 5 man GKSS? Forces you to use GS to make the Purifiers and Dreadnought scoring, and that only brings you to 15 scoring bodies and 1 vehicle even if the Dreadnought counts. The other issue with using the SR for Inquisitorial warbands is the lack of frag grenade launchers, you really cannot afford to be striking last with DCA. Over 50% of your list consists of Mordrack and buddies, plus the SR. It's viable, you'll have to play really tight with such a small force however. I like the idea of the Incinerator Dreadnought though, will look into that for myself.

Bugger. It's going to suffer against some armies. Did the guys inside make it to enemy lines and actually do anything? I've had a few shot down, sometimes the Terminators make themselves known even without their ride. Need to find the points for a Psycannon for them.

 

Oh yea, my landraiders made it and deployed their cargo, although they managed to get themselves immobilized that turn because I totally forgot to pop smoke.

 

In the next game I scouted my Dreadknight and got into assault first turn (on spearhead deployment), and my landraiders rolled up into his backfield after my psyrifle dread had popped all his transports. Guardsmen go down pretty fast to incinerators it turns out.

Coming on from reserve means almost half the board is within charge range of the contents

 

Isnt their charge range from the edge of the board the same as a land raider? Landraiders can go 12inch and assault. If memory serves (and it might not) stormravens are going flatout above 12 inches which means that the dudes inside must deploy via deepstrike somewhere along the stormravens path (and thus cannot assault).

I honestly count on the Stormraven to die. My current plan is a GM + Librarian + 4 Paladins + Dreadnought in it. Yes, that is close to half of my army, but it hurts. Cast Shrouding and move flat out turn 1, hopefully Machine Spirit the Multimelta into something expensive. At this point I should be on my opponents lines. Even if it gets blown up I now have IC's, Paladins, and a Dreadnought in their face. The SR's primary job is deliver it's payload. After that it can die. I treat Land Raiders the same way. Being the biggest target on the board it is always the first thing my opponents destroy.
lordsloth: Yes it is almost the same. 12" move, 2" disembark (plus size of base) and 6" charge. Almost 20". The advantages of the SR is that it can ignore terrain (the LR is a big model and terrain is prevalent), get two units into combat with two different enemies, fire 2 main weapons at full speed at two different targets if you please, plus all it's defensive MS missiles.

Deep striking would be a more offensive approach to deploying the SR. Though you can reach any point on your half of the board by going flat out, you can only do so with one weapon per SR. A deep striking SR can fire everything, to include MS missiles and hurricane bolters. On top of that, a Dread and a unit can deploy from inside and add to the firepower. You give up the flat out cover save, but by deep striking you're giving yourself the opportunity to take out 3 vehicles and 1 infantry unit before your opponent can counter this firepower.

 

Mishap'ing with a full SR would suck, so you have to place pre-scatter somewhere safer than you would a landspeeder. The dread counters this safer drop by being able to place almost 6" closer to a target. For a multi-melta that could mean a nice melta ranged shot. Psycannons don't care about range in this situation, but now you're more likely to get side armor shots. Shoot the SR last at some kind of armor and unload with every anti-infantry weapon it has.

 

It's not without its risks but it seems like a viable tactic.

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