Gentlemanloser Posted January 30, 2012 Share Posted January 30, 2012 First a disclaimer. ^_^ I'm at work so don't have access to me 'dex. I hope I'm not misremembering either the rules for Teleport Homers or Shadowied Skies. As far as I can remember, the TH works with; Strikes, Interceptors and any units in TDA that deploy by Deep Strike (or close enough!). And Shadowied Skies deploys the unit disembarking as if it were Deep Striking. So, if you take a Homer on a Storm Raven, then any unit (Interceptors aside, they already don't scatter with SS) that a Homer works with, shouldn't scatter if you choose to deploy the unit within 6" of the final Position of the 'Raven. Assuming this is correct, and noting said units can't Assault, what units would you put inside a 'Raven to work in conjuntion with it's Homer? Strikes, Pallies or Termies? Which Special Weapon would you give them? Psycannons or Incinerators? Or would you just not bother and leave a small 3 man hencman squad (with Coteaz ofc) inside just to make it scoring? Or not bother with the Homer and just us Interceptors inside it? Link to comment https://bolterandchainsword.com/topic/246367-stormravens/ Share on other sites More sharing options...
angel of justice Posted January 30, 2012 Share Posted January 30, 2012 10 purifiers with 4 incinerators halberds and a thunder hammer with an attached grandmaster with incinerator halberd blind grenades and rad grenades Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981044 Share on other sites More sharing options...
Elric the Silvercoat Posted January 30, 2012 Share Posted January 30, 2012 10 purifiers with 4 incinerators halberds and a thunder hammer with an attached grandmaster with incinerator halberd blind grenades and rad grenades Don't forgot the Psybolt ammo on the Purifiers. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981059 Share on other sites More sharing options...
Gentlemanloser Posted January 30, 2012 Author Share Posted January 30, 2012 :lol: We don't have Melta Weapons (unless on Henchmen), so would the only use of using a SR to deploy like this to get Incinerators into Template Range? GKGM with Incinerator, or Libby with Warp Rift (and Shrouding for 4+ Save)? Edit: The only hang up with Purifiers, is they can't utilise Teleport Homers when they Deep Strike. :cuss Edit2: Ultra expesnive option, for the 'lulz'. 10 Paladin, 4 Incinerators. Combat Squad and stick the 4 Incinerators in the SR. Then add a GKGM with Incinerator or Libby with Warp Rift. :) Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981079 Share on other sites More sharing options...
guillaume Posted January 31, 2012 Share Posted January 31, 2012 To get this cleared up, I have a question. Must the teleport homer be on the stormraven or in the SR (via someone having a TH) for the shadow skies to work? Can the shadow skies work if the unit inside the stormraven is deployed within 6" of a mystic? Thks for clearing that Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981693 Share on other sites More sharing options...
Archon_77 Posted January 31, 2012 Share Posted January 31, 2012 I run two SR's in most of my upper point lists, and I run: Purifier rock units as above, delivery of I6 power death on the second turn (or earlier, see later) is brutal. Paladins/Terms with Libby: 36" bubbles of Psychic hood, 18" range on Might, Quicksilver, 24" range on Sanctuary. Your WINGS are part of your HULL (GW FAQ), what's not to love? 5 man GKSS squads: 100 pts of ultra mobile scoring with 36" of anti deepstriking Warp Rift. Situational, but still good Couple of things to remember/tricks I have learned: 1. We have a fast skimmer here.. that means 12" regular movement. If you can spare it, the GKGM giving a Raven with first turn the Scout USR will often give alpha strike to any rock unit you include, in just about any deployment I can think of. 2. Servo skulls ALSO prevent deepstrike mishaps, so though not as good as homers for accuracy you can still shadow skies 12" near them for less scatter. They also let you counter somewhat enemy infiltrators and scouts. They are also only 5 pts. each, and in most cases you can take up to three. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981807 Share on other sites More sharing options...
jeffersonian000 Posted January 31, 2012 Share Posted January 31, 2012 1. We have a fast skimmer here.. that means 12" regular movement. If you can spare it, the GKGM giving a Raven with first turn the Scout USR will often give alpha strike to any rock unit you include, in just about any deployment I can think of.2. Servo skulls ALSO prevent deepstrike mishaps, so though not as good as homers for accuracy you can still shadow skies 12" near them for less scatter. They also let you counter somewhat enemy infiltrators and scouts. They are also only 5 pts. each, and in most cases you can take up to three. 1. Stormraven cannot be given Scout via the Grand Strategy. 2. Servo-Skulls are the shizzle. They make just about everything better. SJ Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981817 Share on other sites More sharing options...
Gentlemanloser Posted January 31, 2012 Author Share Posted January 31, 2012 Just got my 'dex out to check. /sadpanda The Teleport Homer entry states it only works with units enterig play by Teleportation and not by any other methods (I was hoping 'Deep Stike' in general...). So wouldn't help with Shadowied skies. Oh well. In that case, looks like it's only Interceptors in SR then. :) As for Skulls, they might reduce scatter, but as you still scatter, the whole unit still takes a Dangerous Terain test. Which is what I was hoping to avoid. Oh well. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981847 Share on other sites More sharing options...
Zeratil Posted January 31, 2012 Share Posted January 31, 2012 If you have some way of casting psychic communion you can always run the raven empty with a homer and teleport units in from reserve. Less reliable sure, but if the raven gets taken down early you lose no bodies and can bring them in somewhere else. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2981901 Share on other sites More sharing options...
Dark Legionnare Posted January 31, 2012 Share Posted January 31, 2012 I am a big fan of mini-Deathstar in my Stormraven. I have 5 paladins with an attached Librarian. The paladins are 1 Banner carrier, one Daemon-hammer, and then 3 halberds, one with a psycannon. The attached Librarian is decked out with Shrouding, Might of Titan, and Sanctuary. What this does about 90% of the time is get my Stormraven zooming 24 inches across the map on my first turn giving the 4+ save. I then usually end up popping a predator, vindicator, or rhino with a salvo of assault cannon fire (multi-melta if I'm cloe enough for 2D6 penning) in the shooting phase. I then either weather the fusillade back from my enemy, or get popped by it. The former usually happens thanks to the shrouding giving the SR a 3+ save. While the fire is directed at them my foot troops are slogging ever close taking far less casualties. And if they do fire on my troops, the paladins and SR are far more likely to emerge unscathed. The next turn the SR flies right up to the most dangerous enemy unit, usually a shooty unit, pukes out the 6 TDA lads and then they proceed to melt from unit to unit. I try to avoid small units so that usually they have 2-3 guys left after my assault, keeping me safe in close combat. The Stormraven, meanwhile, is on anti-armor duty. Getting what side or rear shots it can with the assault cannon and front-armor shots with the multi-melta. I personally love the fun of this list, it's not a perfect army, it's just for funsies. But I love having the mini-Deathstar draw fire and cut a swathe through foes while the rest of my army just keeps trudging closer shooting all the way. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2982132 Share on other sites More sharing options...
Archon_77 Posted February 5, 2012 Share Posted February 5, 2012 I am a big fan of mini-Deathstar in my Stormraven. I have 5 paladins with an attached Librarian. The paladins are 1 Banner carrier, one Daemon-hammer, and then 3 halberds, one with a psycannon. The attached Librarian is decked out with Shrouding, Might of Titan, and Sanctuary. What this does about 90% of the time is get my Stormraven zooming 24 inches across the map on my first turn giving the 4+ save. I then usually end up popping a predator, vindicator, or rhino with a salvo of assault cannon fire (multi-melta if I'm cloe enough for 2D6 penning) in the shooting phase. I then either weather the fusillade back from my enemy, or get popped by it. The former usually happens thanks to the shrouding giving the SR a 3+ save. While the fire is directed at them my foot troops are slogging ever close taking far less casualties. And if they do fire on my troops, the paladins and SR are far more likely to emerge unscathed. The next turn the SR flies right up to the most dangerous enemy unit, usually a shooty unit, pukes out the 6 TDA lads and then they proceed to melt from unit to unit. I try to avoid small units so that usually they have 2-3 guys left after my assault, keeping me safe in close combat. The Stormraven, meanwhile, is on anti-armor duty. Getting what side or rear shots it can with the assault cannon and front-armor shots with the multi-melta. I personally love the fun of this list, it's not a perfect army, it's just for funsies. But I love having the mini-Deathstar draw fire and cut a swathe through foes while the rest of my army just keeps trudging closer shooting all the way. I have done this to great success a few times as well. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2985794 Share on other sites More sharing options...
spartan249 Posted February 5, 2012 Share Posted February 5, 2012 I'm surprised that no one has mentioned DCA in a stormraven. DCA provide the largest damage output in the codex for the points invested in the unit. Couple that with the Ordo Xenos Inquisitor with grenades and hammerhand, and you have a unit that can obliterate most targets handily on the charge, for cheapz. Given the speed of the SR and the ability to stick a Librarian inside for 3+ cover shenanigans to keep it alive, it seems like the most reliable way to deliver the super deadly cargo of DCA. The additional benefit to doing this is how many points you save to spend elsewhere while increasing damage output. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2985853 Share on other sites More sharing options...
Zeratil Posted February 5, 2012 Share Posted February 5, 2012 DCA are very good in a Stormraven...if they survive to get to the enemy. The problem of a stormraven stuffed full of DCAs is that it's likely to eat all the firepower your opponent can throw at it so as to strand your DCAs on the wrong side of the board, paladins and purifiers are still very effective even if they lose their flying predator ride early on. I prefer putting the DCAs in a LR for the extra survivability. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2986011 Share on other sites More sharing options...
spartan249 Posted February 6, 2012 Share Posted February 6, 2012 The points spent on that unit rarely go beyond 350ish points though, whereas a Stormie with Paladins/Purifiers can clock in at 550ish points minimum. This opens up some options for a larger army to take to the field, thus reducing the impact of a single lost vehicle. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2986325 Share on other sites More sharing options...
The Holy Heretic Posted February 6, 2012 Share Posted February 6, 2012 I second the DCAs. But I'd consider using a techmarine instead. He can repair damage, while also carrying grenades, comes with built-in Hammerhand and servoarms, and you could give him a warding staff to laugh at puny powerfists and PotW that would tear the head off a normal inquisitor - he costs a little more, but a psychic inquisitor grenade carrier ain't cheap either B) E.g 11 DCA/Crusaders + 'raven + tricked out techie = 465 pts. a little steep priced, but there is a lot of synergy :) Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2986486 Share on other sites More sharing options...
Dark Legionnare Posted February 9, 2012 Share Posted February 9, 2012 I tried out the DCA as a proxy over the weekend. Out of 3 games they only failed once. They did great when they got into CC with the Inquisitor attached. The one failing they had was, as mentioned, if the SR was popped across the board a good enough distance, the unit soon became a moot point. Trying to slog across the board, even with the Librarian Shrouding, didn't hold up enough to save their squishy hides from all that fire. Putting faith in 3+ versus the 2+ is obviously less than stellar. I will stick with the Pallies for, 1: They are far more hardy and can survive to still do decent to great CC damage if managed from cover to cover getting 3+ Shrouding saves from heavy weapons and using their 2+ to shrug off bullets all the way to the enemy, don't forget the 2 wounds per model too. 2: Because I actually already have their models primed for painting. 3. Because I picked up GK to have my old 3rd Ed. dream of nothing but Grey Knights fighting in the list. Point's made, the pally mini-deathstar or DCA swarm are both highly viable options. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2989081 Share on other sites More sharing options...
Red Lost Soldier Posted February 10, 2012 Share Posted February 10, 2012 The other issue with DCA in a Stormraven is the lack of assault grenades. I find myself most often putting GKT in my SR. Much cheaper than paladins for a similar damage output, and compared to DCA they can survive if the SR crashes and still perform on the battlefield. They don't hit as hard as DCA but 4 nemesis halberds and a deamonhammer still gives many units pause for concern. Another point in their favour is that they are a resilient troop choice that the SR can deliver to any corner of the board within a few turns, kill something and take objectives. Usually I only either upgrade them with an incinerator in case there are troops they can't handle in combat, who are usually vulnerable to those types of weapons (eg DE wytches) or a psycannon for backup in case the SR dies early. Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2989728 Share on other sites More sharing options...
f.desrochers Posted February 10, 2012 Share Posted February 10, 2012 I won't put anything other than my DCA + twin flamer acolytes + rad Inquisitor in there. I use a gunboat configuration (las + missiles); I typically the SR back on turns 1 and 2 and let the battle develop, using the DCA as a counter-assault unit and SR firepower at range to support my GKT, GKLR and Dread. The DCA lack of grenades is always cited and I can't remember it ever being an issue for me. I'll let the enemy move up while I develop the firing lanes and kill zones, pop the transports and hit them afterwards with a DCA charge. I most recently showed an Eldar army holding a mid-field objective with 3 squads what these guys can accomplish on a multiple charge; before that, the same against a 10-man Assault Terminator squad with Lysander (11 models down to 2 in one go - twin flamers and CC charge ain't shabby). ;francois Link to comment https://bolterandchainsword.com/topic/246367-stormravens/#findComment-2989810 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.