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Blood Angels' Fire Raptor


Jolemai

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Wow. That is different!

 

I really like the concept for the revelation missile, but I'm not sure it would really work out - like Ush says. I'm not sure it's something that can be made to work either, if you know what I mean. Still, I'll keep an eye out for when they have the rules for it finalised to see if they can make it work. It is a nice concept though!

Thinking about it, this would be a much better concept: The Revelation Warhead can be dropped like bombs during a bombing run, and all Blood Angel units arriving in the same turn via DoA will not scatter. Still not something our army is sorely missing, but a lot more useful ^^

you roll simultaneously, but then you bring them on one by one. So the rule would be such that you'd have to bring on the fire raptor first, drop the bombs and then place the jump squads smile.png

Maybe they'll adapt it, we'll see. But giving up 4 awesome missiles for a gimmick that will be almost useless most of the time (especially since most BA jumpers will arrive turn 2 thanks to DoA) is not very cool :/

I just want to confirm that my info isn't out of date... it is tough to keep up with which set of rules is current for FW.

 

BAs cannot take a standard Storm Eagle, but we can take the gunship version.

 

If this is correct, seems odd to me.

 

 

 

LFP

What on earth were they thinking with revalation battery? It's almost completely useless. While blind is interesting, you can't assault on the charge anyway.

If I've got this correctly? It arrives turn 2 (Hopefully!) hopefully your jumpers don't come in. Then we just get a precision deep strike next turn by which point if you had first turn blind wears off and we sit there. Surely only vanguard vets can even slightly make use of this.

Used as a gunship it looks sweet though.

Vanguard Vets can't really make use of this because the gunship can only fire the battery in the shooting phase, at which point it's already too late for the no-scatter... and hoping on that 5+ for blind (vs. marines) is not very cool either. Really bad thinking, I hope very very much that they fix this before finalizing the rules. Maybe we should write some emails ^^

And the fact that the blind lasts that long as well, yeah sure it's still not great but slightly more useful than some people are thinking. Although I do believe it needs work doing on it it could possibly be an interesting new skill to learn how to use effectively and you know what they say " variety is the spice of life " :-)

We just complain that too many things must happen for it to be even marginally useful (one of the problems being that squads can only use it in the turn after the raptor arrived), and that it's not worth giving up those 4 awesome missiles for the system in its current state smile.png

Jeez, I had to borrow my friend's blood angel codex to see what even gets the descent of angels rule...and the answer is pretty much nothing.  I really hope that FW/GW updates that rule so you get more benefit out of it.  

 

Here I was thinking that you could launch deathwind drop pods down at the target point for a massive round 2 infantry clearing vs horde armies, but apparently forgeworld/gw have a policy against ridiculously awesome tactics.

Well, the good thing is you don't HAVE to switch for the revelation missiles, you can just take the 4 stock Hellstrikes.  They are an option on Valkyries right now I think, something like an S8 ap2 missile?  or maybe its an S5 large blast and I'm getting them confused...

Yep, only ras, vanguard, sang guard, death co and anybody else with ajump pack... Not very many things at all.......

Forgive me, I should have worded it differently; also I'm speaking from a non-blood angel standpoint when I say the revelation battery could have been more tactically useful for you all if the special beacon missile effect would be applicable to units with descent of angels and  deep strike.  Suddenly you aren't locked into just units with jump packs (which in my findings are a gamble unit, and assault doesn't seem as viable as it was a few editions ago).  I'm sure some angels players out there would've liked the option for some flexability- maybe deploy a veteran squad via droppod, or a dreadnought, etc. in a tactically beneficial location and not necessarily be locked into assault units (and yes, I realize those squads have things like the special boltgun and inferno pistols, but those still have their issues like range for the pistols looking at the book)

 

What I'm trying to say is that this revelation battery had the potential to give the blood angels a lot more options for army list construction and possibly made blood angels stronger competitively.  I'm sure someone will find a way to make this work really well with your assault oriented units; just speaking from the perspective of c:sm/bt player- if the revelation battery had been opened up to all sm codexes and been applied to deep strike?  You'd see pedro kantor sternguard drop pod spam from last edition turned up another notch towards 11 on the dial; and other ridiculous things.

 

Sorry I wasn't more articulate earlier, a bad night's sleep will do that to your internet debate skills.

The major problem is that the earliest you can use the beacon aspect of the Revelation missiles is Turn 3.  And that's assuming your Fire Raptor showed up turn 2.

 

Its awfully hard to imagine a list that needs accurate deep strikes that late in the game, when all you really need at that point is any late-game objective grabbers to arrive turn 4.  All your firepower needs to come in turn 1-2 or you'll be shot off the board before it gets there.

That said, I want one.  Just for the Avenger Bolt Cannon, it would be worth its weight as a gunship.  Being able to take either 2 independent anti-infantry guns with 6 shots, or a pair or TL autocannons for light vehicle work would be just gravy on top of the anti-marine potential, especially with the codex lacking in the kind of kind of marine killing power that newer books (particularly grav guns) are capable of.

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