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Stormraven as Gunship


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Now that Stormravens got a strong boost in resilience when they use the flier rules, it might be worthwhile to use them as a versatile Gunship.

 

What about this:

 

Stormraven

- Synchro Multimelter

- Synchro Stormcannon

- 6 Synchro Bolters

- Psi Ammunition

- 4 Missiles

- Searchlight

-- 256pts

 

Anti Air: Shock behind a Vendetta and fire 16 Synchro Str5-7 shots vs rear armour 10. That one should be dead. Might even kill a Squadron of two. And then there is still the Multimelter that can hit another target via PotM.

 

Anti Ground: We can Multimelter a tank via PotM and eradicate a fragile scoring unit in one go.

 

Anti Psyker: 72" range anti Psiker Missiles. Not bad, but will likely be negated often by Look out Sir.

 

Searchlight: About 50% of games will have night fight in the last rounds. At this point cheap ground vehicles carrying Searchlights often will be destroyed. A model with 72" range (as long as you keep a missile for this purpose) Searchlights, elevated and mobile is really good to spot the enemy. And you can keep your Dreads in the dark.

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I personally believe using Stormravens as "gunships" instead of as transport is a wise decision. Putting it in hoover mode will reduce its survivability and its effectiveness as "Close Air Support".

Beside the FAQ does not mention any the "shodow skies" rule, so we don't know if it works when the Stormraven zooms. We could assume it functions like the similar rule in C:BA (it has been included in the FAQ)

 

Anyway you configuration may seem a little expensive, epsecially in an "elite army" like GK. I thought to add hurrican bolters too. They may help to mitigate a weapon destroyed result on the chart. S5 means you can glace AV11 flyers, though.

 

You should try it and see how it performs. You will see if it is too expensive or if it is worth every of its points.

I think Stormravens are a wonderful addition to a GK (I doubt I'll enter the battlefield without a couple of them in 6th edition matches)

 

A note of Psymissiles and Look out sir. Look out sir function with wounds (unsave or not, if I'm not mistaken). Psymissiles inflict perils of the warp to the model you hit. We have to see if a character can use look out sir with a peril of the warp wound.

I would have thought 'Look out Sir' would fail on 2 counts;

 

a) As Cmdr Shepard stated, its a Perils of the Warp attack, how does he protect someones mind?

:D Surely, the model performing 'Look out Sir' is under the template as well? It would be a crazy gamer who suggests that the guy on the outskirts of the squad has the prescience to run to protect his Psyker.

I would have thought 'Look out Sir' would fail on 2 counts;

 

a) As Cmdr Shepard stated, its a Perils of the Warp attack, how does he protect someones mind?

:) Surely, the model performing 'Look out Sir' is under the template as well? It would be a crazy gamer who suggests that the guy on the outskirts of the squad has the prescience to run to protect his Psyker.

 

Well I think "Perils of the Warp" function like a check on stats. If your model fails a S or I check. Beside I don't see how a friendly model can help the psyker. One thing is taking a bullet instead of the "beloved leader" an other is to protect his mind. Anyway even if the look out sir works you inflicted an additional wound with no save allowed. Not bad, in any case ;)

Yeah, I think anyone saying you can look out sir the perils check is taking the piss, it's not a shooting attack or an assault attack and obviously you can't take a look out sir roll against it normally in the same you you can't look out sir things like dangerous terrain tests which also allocate wounds to individual models.
Blood Angels versions though don't have psybolt ammunition, which makes the assault cannon and hurricane bolters particularly deadly. In addition, their missiles are one shot only (depends on how many shots you're wanting to take as to how big a deal that is).
Also consider that a typhoon missile launcher is a possible upgrade, which has 2 shots as opposed to the twin-linked, but is also twice the range and against lighter flier armor the melta capability of the multi-melta isn't a huge deal. Granted you do lose the bonus on the damage table that way, but meh... six a one half dozen of the other.
Yeah, I think anyone saying you can look out sir the perils check is taking the piss, it's not a shooting attack or an assault attack and obviously you can't take a look out sir roll against it normally in the same you you can't look out sir things like dangerous terrain tests which also allocate wounds to individual models.

...though that would be a cool benefit to add to "brotherhood of psykers"

Won't happen, of course - just sayin' .....

What do you think about the Hurrican Bolters plus psyblots?

 

Also consider that a typhoon missile launcher is a possible upgrade, which has 2 shots as opposed to the twin-linked, but is also twice the range and against lighter flier armor the melta capability of the multi-melta isn't a huge deal. Granted you do lose the bonus on the damage table that way, but meh... six a one half dozen of the other.

I always found Typhoon a nice weapon for "interceptor role". Sometimes I don't have the points available for the upgrade, though. :P

I have two Stormravens right now: one is armed with Multimleta as "nose weapon", the other features a Typhoon ML.

Typhoon ML works perfectly against low armoured infantray as well: two AoE attacks are always appreciated when you deal with infantry.

The best ability of hurricanes is the fact the are str4 so can always fire unless going flt out. psibolt ammo kind of ruins their use in my opinion

 

I haven't read the Flyers part of the rules yet, but is weapon strength even relevant anymore? There are no defensive weapons, so what does it matter if you upgrade them with Psybolt ammunition to S:5? It doesn't affect normal vehicles, but maybe Flyers are different?

 

Valerian

The best ability of hurricanes is the fact the are str4 so can always fire unless going flt out. psibolt ammo kind of ruins their use in my opinion

 

I haven't read the Flyers part of the rules yet, but is weapon strength even relevant anymore? There are no defensive weapons, so what does it matter if you upgrade them with Psybolt ammunition to S:5? It doesn't affect normal vehicles, but maybe Flyers are different?

 

Valerian

 

Hmm I need to read up on the 6th ed vehicle changes in detail it seems

Aye, Defensive Weapons are gone, a Flyer can now just shoot 4 weapons (Stormraven 5 with Power of the Machine Spirit) unless they moved Flat Out, which includes up to two missiles per turn. Psybolts on a Stormraven with Hurricane Bolters and an Assault Cannon turret make more sense now; pretty good against most flyers, light vehicles and ground infantry.
I havent modeled Hurricane Bothers on mine but what arc of fire do those have? It doesnt look possible for them both to target the same enemy or even fire straight ahead....

 

According to rulebook they have a 45° arc of fire. If the enemy is a very small unit or is on your side it may be problem to target it with both platforms. If your target is ahead you shouldn't have problems, esepcially if it's an enemy flyer.

45° arc of fire should be enough to have a line of sight towards your target. Remember you have power of machine spirit ;)

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