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Stormraven with psibolts


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There may be a topic on this already, but I'm sure somebody has brought it up simply form how absurd this would be.

 

Stormraven armed with:

twin linked HB

twin linked AC

Hurricane bolter sidesponsons

Mindstrike

psibolts

 

at close range:

4 TL Str 7 AP 4 rending

3 TL Str 6 AP 4

12 TL Str 5 AP 5

 

Then mindstrikes, I forget their profile, but they are awesome

 

This spells mob murder and light armor murder. But would you ever consider taking it? It gets expensive AND would be a bullet magnet.

 

Also, since str 4 counts as defensive weps, and always get to fire at a moving distance of 6 inches regardless of other weapons fired, I would imagine the the str bonus from psibolts would negate the densive wep bonus, correct?

 

But just imagine if you remained stationary and fired all that goodness.

 

Personally, I would never take this, but it would be funny to see how it does

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There may be a topic on this already, but I'm sure somebody has brought it up simply form how absurd this would be.

 

Stormraven armed with:

twin linked HB

twin linked AC

Hurricane bolter sidesponsons

Mindstrike

psibolts

 

at close range:

4 TL Str 7 AP 4 rending

3 TL Str 6 AP 4

12 TL Str 5 AP 5

 

Then mindstrikes, I forget their profile, but they are awesome

 

This spells mob murder and light armor murder. But would you ever consider taking it? It gets expensive AND would be a bullet magnet.

 

Also, since str 4 counts as defensive weps, and always get to fire at a moving distance of 6 inches regardless of other weapons fired, I would imagine the the str bonus from psibolts would negate the densive wep bonus, correct?

 

But just imagine if you remained stationary and fired all that goodness.

 

Personally, I would never take this, but it would be funny to see how it does

 

I actually faced this with my Lamenters yesterday. Never let it move or fire; simply because I shot it out of the air first turn with a Krak Missile, and it exploded spectacularly.

 

While definitely being an awesome gunboat, it loses it's precious ability to zip around and go 'Weapon's Live" on everything because of the sudden lack of Defensive Hurricane Bolters. It's definitely great at holding a point or deterring any enemy, but the models sheer size and height usually negates it's benefits as it get's punched out of the air rather easily.

I have one set up like this, having hackes the assault cannon off to be replaced by infantry psycannon. I'd love to do something to show the rest of the weapons having the upgrade too, but no idea what.

 

I run this with a techmarine embarked, while its brother goes flat out carrying a librarian with shrouding and a teleport homer.

Being cut down to no more than 6" of movement if you want to fire everything does really hurt the Stormraven's ability to shoot-and-scoot. Also, given the optimal range for hurricane bolters 12", not getting to move at more than 6" before shooting everything can be hazardous; things like grenades and powerfists suddenly become dangerous again when they hit on a 4+ instead of the usual 6+. That protection from melee attacks is very nice to have if you're using your stormraven to deliver Purifiers/Terminators/etc. into close-combat range, not to mention you might just need the extra 6" of movement to get into position in the first place.

If you're taking hurricane bolters, don't take the psybolts because your hurricane bolters would no longer be defensive weapons. Thus your firepower becomes more limited when you move the vehicle. And you will be moving it each and every turn, right? :tu:

 

There have been a bare handful of army lists I've made where I didn't have the 30 pts available to buy me hurricane bolter sponsons on the stormraven, but I did have 20 pts available that I couldn't find a better use for. In those rare cases I bought psybolts for the stormraven for yuks. Upgrading the TL AssCan to be a TL Psycannon isn't all bad. ;)

yea thats what I thought, it almost has too many guns to be effective.

You would have to remain completely still to fire everything, and that just makes you vulnerable.

 

 

with psibolts

Stationary: all weps

6": all weps

12": 1 wep + PTMS so 2/4

 

without psibolts

Stationary: all weps

6": all weps

12": 1 wep + Def Weps + POTMs so 3/4

 

*Edit, corrected for fast vehicles

 

Yea, I dont see it as being worth it. Maybe the non psibolt version at low speeds if fighting mobs, but your sacrificing low armor killiness at that point, at 12" you pretty much just oging to be firing more awsome weps anyway like the AC and HB or mindstrikes.

 

I dont feel like the hurricanes would be used much, but if you did use them, you could kiss an enemy mob goodbye. But I dont feel like that situation would come across often enough. Storm ravens need to keep moving to be effective

You should double check the vehicle move+shoot rules Templar; don't forget that Stormravens are Fast Vehicles.

 

They can move up to 6" and fire everything.

 

Between six and twelve inches, they can fire one weapon + POTMS + any defensive weapons

 

At more than twelve inches, they only get their POTMS weapon.

You should double check the vehicle move+shoot rules Templar; don't forget that Stormravens are Fast Vehicles.

 

They can move up to 6" and fire everything.

 

Between six and twelve inches, they can fire one weapon + POTMS + any defensive weapons

 

At more than twelve inches, they only get their POTMS weapon.

 

 

Thanks for the correction, I use landspeeders so often, its engrained in my brain that its 2 weps. edit made

I think as far as vehicles go psybolt ammo is better all around on razorbacks or even a Crusader seeing you probably won't need to be moving them as much. If you really want to use the Stormraven as a quasi stationary gun platform then psybolts are a nice touch but I don't think that's the best bang for the points or from a tactical viewpoint either.

 

G :o

Psybolts work a lot better with the Cursader's hurricane bolters, since the Crusader either moves 12" to drop off it's cargo (where losing defensive weapon status on hurricanes is a non-issue) or doesn't need to move at all because it's already dropped its cargo off to carve a path through the enemy; it's rare to move your Crusader at combat speed, so defensive weapon status is on the hurricane bolters is less important.

 

Stormravens, by contrast, really want to move at cruising speed most turns, so losing defensive weapon status on the hurricane bolters hits a lot harder.

 

Of course, there's also the fact that the Crusader gets psybolt ammo for 1/4 the cost a Stormraven pays.

Keep in mind this problem is somewhat mitigated (not eliminated) by the use of the typhoon missile launcher upgrade, as the frag missiles are defensive potentially. So that helps a bit and depending on what you made your top turret (say a lascannon as an example which isn't firing at infantry anyway) could make it a non-issue.

 

Just something to consider. Going with lascannon, typhoon, hurricane bolters and psibolts means you're either sniping at tanks, or firing most everything into infantry blobs. Losing that one anti-tank lascannon isn't as big a deal. It all depends on your setup.

Any time I work up army lists with the Codex, one unit of about anything is uncomfortably close to 300 points ^_^ With the notable exception of non-Grey Knight Characters (including Assassins) and non-Ven Dreads, about anything in the Codex is 250 to 300 points ( MSU's also once you include their transports). Viewed in this light, it's not that bad of an option ;)

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