Fenric Posted October 28, 2013 Share Posted October 28, 2013 http://www.forgeworld.co.uk/New_Stuff/FIRE_RAPTOR_GUNSHIP.html Really been thinking of adding one of these too my list for that anti air we don't really have. It's a really good flier and not overly easy to kill and have massive firepower. No transport capacity but it's also a bit cheaper than a Storm Raven and has much better shooting(imo). Very nice model as well but a hefty price tag. Now I just want a contemptor that we can use since I love Dreadnoughts but the old ones we have are not that great and the armor 13 front helps a ton. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/ Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 i Want one! Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506174 Share on other sites More sharing options...
DanPesci Posted October 28, 2013 Share Posted October 28, 2013 Aye was reading the rules for this the other week, seems like itll be a pretty nasty piece of kit. Puts out like 17 twin linked shots a turn or something (with bout haf of that being able to shoot at independent targets). Is a nice model as well, usually not a fan of any of the space marine flyers, but this one i do quite like! Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506179 Share on other sites More sharing options...
Rift Blade Posted October 28, 2013 Share Posted October 28, 2013 Agreed. The Fire Raptor has a lot of potential & I really like the model.We have a Contemptor we can use, it's just needs wolf'd up a bit. I use one fairly regularly & love it. Again, it's pricey pts wise but worth it. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506180 Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 Agreed. The Fire Raptor has a lot of potential & I really like the model.We have a Contemptor we can use, it's just needs wolf'd up a bit. I use one fairly regularly & love it. Again, it's pricey pts wise but worth it. I have been thinking of getting one, i am curious to know which weapons you give your Contemptor. I was thinking of giving mine x2 Kheres assault cannons. 12 rending shots and give it presceince. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506198 Share on other sites More sharing options...
Fenric Posted October 28, 2013 Author Share Posted October 28, 2013 Is there any free rule sont he contemptor or where do I find it? I know we had one more melee oriented one a few years back but was waiting to see if we got a new one with soem anti air capabilities or proper long range guns. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506224 Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 http://www.forgeworld.co.uk/Downloads/Product/PDF/c/Contemptor.pdf Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506229 Share on other sites More sharing options...
DanPesci Posted October 28, 2013 Share Posted October 28, 2013 Agreed. The Fire Raptor has a lot of potential & I really like the model.We have a Contemptor we can use, it's just needs wolf'd up a bit. I use one fairly regularly & love it. Again, it's pricey pts wise but worth it. I have been thinking of getting one, i am curious to know which weapons you give your Contemptor. I was thinking of giving mine x2 Kheres assault cannons. 12 rending shots and give it presceince. I dont think you can, those rules you linked to..it seems that you can only replace the heavy bolter with a KAC, not the CCW arm as well (you may have used to be able to, but they seem to have rather elegantly black markered over a couple of the options) My housemate occasioanly runs one of these, love the model for it, much better than the standard dread. Sometimes its dead useful, although in one game i did manage to explode it on the first turn with 1 lascannon shot Reckon the best setup for it would be in a big game, with a conversion beamer :) Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506307 Share on other sites More sharing options...
Ishagu Posted October 28, 2013 Share Posted October 28, 2013 The rules for the Raptor are marked as experimental - not yet sanctioned. I would not allow my opponent to field one! Space Wolves are better off taking a small allied detachment of Iron Hands and an Aegis: -Master of Forge (Repairs on 3+ and has it will not die) -5 Tactical Marines (6+ FnP) -StormRaven (it will not die) -Aegis Defence Line with Quad Gun Presto, very effective and tough AA Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506331 Share on other sites More sharing options...
DanPesci Posted October 28, 2013 Share Posted October 28, 2013 Tis a fair enough solution aye, but i really dont like the stormRaven model, and not everyone is keen on taking allies. So for a solution that we can take using the space wolves dex (albeit with forgeworld allowance)...its still looking pretty tasty. Also, the raptor rules at the moment (obv they may change!) have it so its not just anti-air, but seems pretty effective against a variety of infantry/light armour too (nose cannon for power armour, undercarriage guns for hordes, missle pods for anti flyer/light armour) Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506423 Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 the only thing i do not like about the raptor. Is that yes we are gaining access to a flyer, but it has no fricking ap2 weapons. I feel that we can deal with hordes already, even ap3 we are good with since we rock long fangs. GIVE ap2 PLEASE! Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506449 Share on other sites More sharing options...
DanPesci Posted October 28, 2013 Share Posted October 28, 2013 Caestus Assualt Ram? AP1! Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506453 Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 hohoho yes true......... lol large blast ap1 but 230 pts i think Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506491 Share on other sites More sharing options...
DanPesci Posted October 28, 2013 Share Posted October 28, 2013 230pts aye but you can also put 10 terminators inside it :D Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506499 Share on other sites More sharing options...
Sohail187 Posted October 28, 2013 Share Posted October 28, 2013 I just find it said that an assault vehicle ( flyer ) cannot assault form it till turn 3..... :( CRY Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506514 Share on other sites More sharing options...
Max_Dammit Posted October 28, 2013 Share Posted October 28, 2013 Fantastic, they removed the crammed in marine, now i want one even more Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506683 Share on other sites More sharing options...
Rift Blade Posted October 28, 2013 Share Posted October 28, 2013 If only one could win the lottery!!LOL!!! @ Sohail--unfortunatley right now our Contemptor can only have a Close combat arm & a gun arm plus the CML. I usually run mine with the upgraded CC arm with Hvy Fl. & either the plasma cannon(AP2) or the KAC. We are not even given the Conversoin beamer but I have one( the damn thing is just cool) & when I play Apoc with my friends they turn a blind eye to it. Hopefully with the upcoming Space Marine book from Forge World they will address some of the issues & give us some of the fancier toys. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506890 Share on other sites More sharing options...
Denison512 Posted October 28, 2013 Share Posted October 28, 2013 Just noticed something... it has Deep Strike which means you can drop down behind peoples flyers like the avenger strike fighter and blow them to kingdom come!!! Helldrake only AV10 on the buttocks? shame... Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3506932 Share on other sites More sharing options...
Durfast Spiritwolf Posted October 29, 2013 Share Posted October 29, 2013 The rules for the Raptor are marked as experimental - not yet sanctioned. I would not allow my opponent to field one! That seems fair enough for tourney play, but I can't see the issue in a friendly game. You'll face one eventually. So why not get ahead of the game... Fantastic, they removed the crammed in marine, now i want one even more No, he's still in there. You just get to chose to close the blast screen :) Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3507246 Share on other sites More sharing options...
DanPesci Posted October 29, 2013 Share Posted October 29, 2013 I just find it said that an assault vehicle ( flyer ) cannot assault form it till turn 3..... CRY ah really, is that with the new flyer rules then, i dont currently own any flyers so im not really read up on them. Take it... 1. flyers cant come on until turn 2 2. units cannot disembark/assault the turn it comes on? For me thats possibly not the worst thing...comes on turn 2...blows apart some tanks/transport with a large blast melta weapon, which then leaves you to assualt stuff turn 3 (which if i was using a landraider, would probably be doin similar. However, i suppose it could get shot up...armour 13 is nice, but it has to get so close to use its magna melta to full effect (8-9 inches away) that it aint gonna be that hard for something o manouver around it and get shot on the rear armour. So...birthday/xmas coming up...im finally looking at taking the plunge into getting some sort of flyer.. thoughts are fire raptor - shooty shooty, can take on other flyers or an anti-ground role caestus ram - 10 terminator capactiy, no real anti-flyer capability, but can annihilate tanks with magna melta. Just reaised under the preliminary rules...the fire raptor actually has more hull points that the caestus ram, which seems a bit overkill :D swaying towards the fire raptor at the moment, but what do folks think? also, hellstrike missiles...whats the stats for them? i think i read somewhere that they were the same as hunter killers, but with a more limited range? Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3507287 Share on other sites More sharing options...
Sohail187 Posted October 29, 2013 Share Posted October 29, 2013 I really do like the raptor, ashame it has no ap2 though :( boo hoo. It looks like i will have to go with a vendetta with squads of vets with plasma's. In regards to the rules, units arriving from reserves cannot assault the turn they do. It is such a risky tactic cause if you roll bad huge chunk of your army will not show up! and you are fooooked! Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3507327 Share on other sites More sharing options...
Durfast Spiritwolf Posted October 29, 2013 Share Posted October 29, 2013 No, but the caestus can ram on the turn in which it arrives. Turn x - ram something big and nasty. Turn x+1 - get out and mash things, caestus moves off in skinner mode to Magna melta things... Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3507416 Share on other sites More sharing options...
DanPesci Posted October 30, 2013 Share Posted October 30, 2013 true, my issue is though that in ramming something, its gonna be RIGHT up in the enemy lines, who if they can then manouver into hitting the rear armour of it, is gonna be a big problem, as if it dies with a 10 man squad of termies inside is not gonna be fun :) do flyers always trun up on turn 2? or do they roll for reserves like normal? Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3508613 Share on other sites More sharing options...
Sohail187 Posted October 30, 2013 Share Posted October 30, 2013 you have to roll. I would not bother with the ramming to be honest. Just shoot he magma blaster take out a sqaud of units with amour 2. Or use the missiles to kill blos of infantry. Then turn delpoy and let loose. Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3508638 Share on other sites More sharing options...
DanPesci Posted October 30, 2013 Share Posted October 30, 2013 aye for me, ramming is a resort to go to if you get weapon destroyed and the magma melta goes. dont have brb on me as im at work..but i presume if you ram (which is done in the movement phase) you cannot then fire weapons in the shooting phase? :) Link to comment https://bolterandchainsword.com/topic/282472-fire-raptor-gunship/#findComment-3508688 Share on other sites More sharing options...
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