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How would you equip the stormraven ?

Twin AC or LC ? twin multimelta or twin plasma cannon ?

Twin assault cannons provide amazing dakka for their points and can mulch infantry and light vehicles. They are cheaper than the lascannons and with a fast force like BA's, I like to leave the busting of tough targets to meltas.

 

So for me the optimum SR loadout would be Assault Cannons, multimeltas and hurricane bolters. That loadout works with the aim of staying within 24" of targets and prefferably 12" for maximum hitting power. This matches well with using it to drop off assault units. If you are planning to fly close and drop off units, it make sense to maximise your short-ranged firepower.

Edited by Karhedronuk

Thanks,

 

that was my intent (twin AC, Twin MM and Hurricane Bolters), but when discussing that option with my brother (necron filth), he thought this equipment too musch infantry-aimed and thought the Land raider was a more adaptable tool (quite polyvalent).

 

If I go for the Stormraven, twin AC/twin MM/ hurricanes bolter are gonna be my choice of weapons ;)

Thanks, first time a read the part on page 175.

 

I´ve also thought long and hard about getting the Storm Eagle instead of the Fire Raptor. But I came to the conclusion that a Storm Eagle filled with, lets say my 8 man DC squad and 2 HQ, that´s over 800 points. Having 800 points in one unit makes it to easy for my future opponents. It would probably be the first target to get focused down. Instead having a Fire Raptor and the same DC squad buffed with 2 or more HQ and maybe the Vanguard squad as well, deploying on the table and moving forward trying to get in cover, forces your opponent to make some tough decisions. Either focus down a flier, trying to kill off some of the hard hitting CC units charging forward or split fire between different units enabling them to last longer and shoot more :P. I mean the DC units really puts out a lot of attacks and dmg, even more when buffed with Unleash Rage, plus 1 str and re-roll failed hit rolls.

 

The same really applies for the Stormraven, thus It´s nice to transport a dread. 

 

But that´s just how I reason.

It's true the Stormraven is cool looking :)

How would you equip the stormraven ?

Twin AC or LC ? twin multimelta or twin plasma cannon ?

I run mine with Hurricane Bolters every time now for anti-infantry, I've swapped out my twin multi-meltas for typhoon missile launchers because I value the versatility and am building lists on a 'take all comers' approach, the stormstrike missiles come stock and deal high damage, and... I vary the turret. Missiles are high S, bolters are low S, typhoon can be either, so in a tournament setting I'd probably go twin assault cannon for mid S to round-out the load out. :-)

In my opinion, the problem with the stormraven is its toughness of 7: strengh 4 weapons wound it on 5+, as for the LR, they need 6+ and its save is 2+

I'll often be facing bloody Necrons ...

 

I think the Stormraven will be added when going for 2500pts, along with a DC dreadnought.

In my opinion, the problem with the stormraven is its toughness of 7: strengh 4 weapons wound it on 5+, as for the LR, they need 6+ and its save is 2+

I'll often be facing bloody Necrons ...

 

I think the Stormraven will be added when going for 2500pts, along with a DC dreadnought.

You also get a 3+ save against said str 4 weapons.  Also, if you're in Supersonic mode you're opponent is at -1 to hit.  I use my raven in every game above 1850 pts and I'll never look back.  Until it gets nerfed that is.. The ability to transport dreads is nothing to scoff at.  I just played a game recently where a fragioso dropped off by a raven handled a 30 strong squad of Boyz without losing a wound (my round of shooting plus overwatching).  I can't state the value of the raven enough.  I plan on adding a second very soon. 

Regarding raven equipment - the Twin Heavy Plas is one of the very very few plasma weapons that dont kill the vehicles outright.  If you're playing a Captain or Dante nearby, then this is even better.  2d3 S8, AP3,2Dam shots is really, really solid.  Its also much cheaper.  Highly recommended for most vehicles and for heavy infantry.  

Plasma is so good in this edition. Been toying with the idea of running multiple plasma vets with a company ancient. When they die on a 4+ they get to shoot again. Could make for some amusing momemts with overcharge and makes it a bit more awkward to shoot them the following turn. 

Plasma is so good in this edition. Been toying with the idea of running multiple plasma vets with a company ancient. When they die on a 4+ they get to shoot again. Could make for some amusing momemts with overcharge and makes it a bit more awkward to shoot them the following turn.

For an extra 11 points you can get a Captain to reroll those 1s and greatly cut down your risk of overheats as well as generating extra hits for your shooting.

 

Company Vets with plasma are good but how do you plan to run them? JPs and Transports are fine but if you are thinking of foot-slogging then Hellblasters begin to look attractive. For an extra 7ppm you get an extra wound and an extra 6" range.

Posted · Hidden by Morticon, July 14, 2017 - poor posting quality. adds nothing to discussion
Hidden by Morticon, July 14, 2017 - poor posting quality. adds nothing to discussion

Unless someone proves he is not friendly he can.

So he can as long as he's not an arsehole?

Posted · Hidden by Morticon, July 14, 2017 - poor posting quality. adds nothing to discussion
Hidden by Morticon, July 14, 2017 - poor posting quality. adds nothing to discussion

That bratty jerk in the Swallow garbage book wouldn't have been able to heal himself in that case...

 

Plasma is so good in this edition. Been toying with the idea of running multiple plasma vets with a company ancient. When they die on a 4+ they get to shoot again. Could make for some amusing momemts with overcharge and makes it a bit more awkward to shoot them the following turn.

For an extra 11 points you can get a Captain to reroll those 1s and greatly cut down your risk of overheats as well as generating extra hits for your shooting.

 

Company Vets with plasma are good but how do you plan to run them? JPs and Transports are fine but if you are thinking of foot-slogging then Hellblasters begin to look attractive. For an extra 7ppm you get an extra wound and an extra 6" range.

 

 

Used them with jump-packs in fives games, mostly with Dante. They are a high priority target, so usually die the following turn. The ancient would give them slighly more dmg output on the drop compared to a captain. But in opponents turn you can potentially get another full round of shooting in their turn making target priority more diffcult. Not sure how strong it would be in practice, but seems like a fun combo :)

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