Nusquam Posted November 7, 2016 Share Posted November 7, 2016 It is, but it's still a support squad option. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4555788 Share on other sites More sharing options...
shandwen Posted November 7, 2016 Share Posted November 7, 2016 Calivers and Chargers are support, Culverins are heavy Also next ZM game I'm trying Furies with a Jump Vigilator and recon armor. Being able to ignore ZMs dangerous terrain is going to be murderous. I thought ZM had a specific rule that negated all rules that ignore/auto-pass dangerous checks? Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4555789 Share on other sites More sharing options...
Nusquam Posted November 7, 2016 Share Posted November 7, 2016 No, everything is just dangerous for things that move over 6". Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4555794 Share on other sites More sharing options...
Gyem Posted November 8, 2016 Share Posted November 8, 2016 Also next ZM game I'm trying Furies with a Jump Vigilator and recon armor. Being able to ignore ZMs dangerous terrain is going to be murderous. The special rule is pretty specific on that, bunch of buffs for the unit if a model got it, but only the model with the rule get to ignore the dangerous terrain test. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4557550 Share on other sites More sharing options...
defl0 Posted November 8, 2016 Share Posted November 8, 2016 Wait. What? The Recon armor gives move through cover to the whole squad per core rules. So don;t they then have it per model? What did I miss? Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4557593 Share on other sites More sharing options...
Nova_chron Posted November 9, 2016 Share Posted November 9, 2016 I've yet to get any ZM in with raven guard but it feels like just the environment for Kades Next. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4557710 Share on other sites More sharing options...
SkimaskMohawk Posted November 9, 2016 Share Posted November 9, 2016 "A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests." The unit gets 3d6 pick the highest and doesn't get -2" from charging, but only the individual models with the rule ignores dangerous terrain defl0 1 Back to top Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4557839 Share on other sites More sharing options...
Nusquam Posted November 9, 2016 Share Posted November 9, 2016 My lifes been a lie. I don't think i've ever seen it played that way since 6th landed. Back in 5th it was just units with this rule roll an additional d6, as opposed to one model, and had nothing about dangerous. The it got expanded and I and others got stuck on "containing at least one" verbiage in the beginning. Oh well. I suppose AL can take Coils, MtC mutable, rewards Dark Furies, and AMs for troops to satisfy the need to have the deepstrike ability and go to town since they aren't required to actually deepstrike. Still going to try Furies in a ZM list though. They're still a steal points-wise for what you get, and risking one turn of dangerous isn't a big deal to get far around that corner to get an important charge, or using the packs for the charge to get HoW. Probably still going to take a Vigilator just for the scout move. Sabotage is a nice bonus. Between infiltrate and scout won't really miss using the packs every turn. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4557862 Share on other sites More sharing options...
SkimaskMohawk Posted November 9, 2016 Share Posted November 9, 2016 Yea dangerous is a joke now that it's a 1/6 to still get your armour save. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4558072 Share on other sites More sharing options...
defl0 Posted November 9, 2016 Share Posted November 9, 2016 "A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests." The unit gets 3d6 pick the highest and doesn't get -2" from charging, but only the individual models with the rule ignores dangerous terrain Enlightening SkimaskMohawk! I think with an Apothecary though, you are still in pretty good shape. 1/6 then 3+ then 5+fnp? What's that 3%ish? Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4558287 Share on other sites More sharing options...
Gyem Posted November 9, 2016 Share Posted November 9, 2016 "A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests." The unit gets 3d6 pick the highest and doesn't get -2" from charging, but only the individual models with the rule ignores dangerous terrain Enlightening SkimaskMohawk! I think with an Apothecary though, you are still in pretty good shape. 1/6 then 3+ then 5+fnp? What's that 3%ish? I get 3.7% per model per use, with 11/12 guys it's still reasonable. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4558338 Share on other sites More sharing options...
Gyem Posted November 22, 2016 Share Posted November 22, 2016 (edited) The real FAQ is here ! https://www.warhammer-community.com/wp-content/uploads/2016/11/40K_The_Rules_v1.2_Nov16.pdf And they confirmed one grenade in close combat. FW you're our only hope ! But... Q: How do special rules like Hatred, Preferred Enemy and Monster Hunter work when targeting a mixed unit that contains models your special rule effects as well as models it doesn’t?A: The rules mentioned are used if any model in the target unit is of the appropriate type. Decapitation Strike is gonna be insane ? Edited November 22, 2016 by Gyem Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4569695 Share on other sites More sharing options...
SkimaskMohawk Posted November 22, 2016 Share Posted November 22, 2016 Go Decap Strike. But then again, how many Independent Characters are usually in units? Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4569743 Share on other sites More sharing options...
Gyem Posted November 22, 2016 Share Posted November 22, 2016 Well gaining PE vs deathstars (with primarch or just the primus medicae) is going to please my plasma support squad. Or any mandatory HQ hiding in a 20 man blob. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4569752 Share on other sites More sharing options...
Nusquam Posted November 22, 2016 Share Posted November 22, 2016 (edited) The grenade thing is dumb, the only throw in the assault phase is in overwatch, the rest is explicitly clamping. But on the flip side, changing things in favor for Decapitation Strike is insanely good. Kaedes Nex, since he doesn't have the Lone Killer rule, is just about guaranteed to hit all 12 times against a chosen prey that's an IC or in a squad with one. That makes him worth taking now. Dark Furies just got even more terrifying. Thinking more on it. Won't need Seekers to hunt HQs in a decap strike list as much. Plasma support is a bit cheaper and their weapons and PE aren't one-use. Though I suppose you could PE a non IC unit with Seekers(Perhaps a unit with an Apoth that was Chosen Prey for Nex to stack VPs) and then plink away with Scorpius bolts. Veterans with sniper, combiflamers, and pods will reroll 1's. Still not as potent as Mor Deythan, but savings and pod and all that. Quadmortars using frags to accost gunline HQs will like the wounding on 3s(most of the time) and rerolling 1s. PE on Darkfire Castellax, or Automata in general, sounds tasty.It's a good day to be a Raven and a bad one to be an enemy HQ. mfw: Edited November 23, 2016 by Nusquam Charlo, Gabriel Santar, Marshal Loss and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4569849 Share on other sites More sharing options...
Fangbanger Posted November 24, 2016 Share Posted November 24, 2016 Hey Fellow Ravens Having some trouble with my Maun lists... I want him to start on the table and in reserve will be dark wing Deythan, melta squad pod, lightning and fire raptor. In the board couple of tac squads in rhinos and a damoclease. The problem I'm having is what unit to get to put Maun in? He needs to survive a turn, maybe even 2 out in the open so he can use his vox and reserve roll re-rolls so what does he go in? Rappiers seem the most obvious due to the survivability, but they don't really fit my list. Reacons seem too squishy, tac squads too large a footprint and more Deythan too high a priority target Any thoughts? Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571281 Share on other sites More sharing options...
ddarz Posted November 24, 2016 Share Posted November 24, 2016 Last game I played was a decapitation strike. Maun started middle of the table holed up in a ruin with 5 barenones seekers Due to the presence of other threats they survived the entire game and with their ap2 Scorpius rounds accounted for more than their points cost by the end :) Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571322 Share on other sites More sharing options...
Fangbanger Posted November 24, 2016 Share Posted November 24, 2016 Nice, like it. Didn't think about the added ap2 threat. I love the idea of that.. centre of the board as a last stand and then suddenly.. reinforcements have arrived! Maun calls in the hurt.. never worried Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571334 Share on other sites More sharing options...
Nusquam Posted November 24, 2016 Share Posted November 24, 2016 Put Maun in the Damocles Rhino if you have no other place.I usually put in him a Vexilla Tac squad with camo to score a homefield objective. When an opponent has things like Mor Deythan, Seekers, and Furies breathing down their neck they aren't very concerned with a a lonely Tac squad. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571743 Share on other sites More sharing options...
Fangbanger Posted November 24, 2016 Share Posted November 24, 2016 Yeah I agree. The problem I have is a lot of that stuff is likely off the board to start. I think I need to shift a few things to have more threats on from the start I guess Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571924 Share on other sites More sharing options...
Nusquam Posted November 24, 2016 Share Posted November 24, 2016 Infiltrate will help keep them out of range for most things, then GtG and Stealth for a 2+ in ruins. Unless you're fighting a Stormsword or something. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4571961 Share on other sites More sharing options...
Fangbanger Posted November 25, 2016 Share Posted November 25, 2016 Good point there. As a world eater player, I forget that going to ground is a thing... Nusquam 1 Back to top Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4572072 Share on other sites More sharing options...
SkimaskMohawk Posted November 27, 2016 Share Posted November 27, 2016 So anyone else realize how good of a counter mor deythan are to Leviathans in Pods? If they stay embarked you can Fatal Strike the Pod with combi flamers and hit the Dread via No Escape. The Twinlinked will generate a ton of rends and you should be able to kill the pod and the dread Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4574127 Share on other sites More sharing options...
Slips Posted November 27, 2016 Share Posted November 27, 2016 S4+D6+D3 vs a 4++? If you have the weight of dice, I guess. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4574153 Share on other sites More sharing options...
SkimaskMohawk Posted November 27, 2016 Share Posted November 27, 2016 It depends really on how you play dreadpods. If you play that you shoot the dread, as its intended, then you get something like 7 + 7d6 hits, plus 6 plasma guns and you can position for rear armour. Assuming of course 7 combis and 3 plasma. Link to comment https://bolterandchainsword.com/topic/290168-hh10-raven-guard-tactics/page/55/#findComment-4574185 Share on other sites More sharing options...
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