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I was reading something earlier today and wanted a few more opinions based on what i read from a different source who were discussing the chapter tactics overall and commenting basically that the following has occurred:

 

Salamanders are the best bikers over White Scars(ability to effectively level fire from the bikes before cc occurs).

White Scars make better jump pack assault troops then Raven Guard.

While Raven Guard now excel at long range battle line compared to Imperial Fists.

 

 

Do you feel that this is currently the case or is this off the mark?

 

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I think it shows the flexibility in the new CT's

Yes the long range elements of an RG list certainly benefit from the -1 to hit @ >12" and given their likely deployment will benefit it for a good portion of a game

However so do "lurking" / deep striking elements which start their turn outside of 12" and then move 6'-12" closer for the charge

I think it shows the flexibility in the new CT's

Yes the long range elements of an RG list certainly benefit from the -1 to hit @ >12" and given their likely deployment will benefit it for a good portion of a game

However so do "lurking" / deep striking elements which start their turn outside of 12" and then move 6'-12" closer for the charge

And again, this is where 19" is the magic number, especially if you are going second. Using either Concealed Positions or Strike from the Shadows, at 19" the enemy moves 6" yet are still outside of 12" forcing that -1 to hit. Now versus Heretics, some of whom can move, advance, and still charge, we may have to be more careful. Still, it is fun to deploy at 19", they move up, and on my turn I fall back, and usually the other guy takes the bait, and I pull him into a kill zone.

:lol:  Caption this:

 

(Captain whispers-screams to the squads) "Ok, on three, pew pew, and then run that way."

 

(Squad 1 Sergeant whisper-screams) "I'll get the one lifting the thing."

For me, the CT we have and the stratagem really play into (what I at least) interpret as the 'fluffy' Raven Guard style.

I mean the CT obviously helps our long-range stay safer - as if they had burrowed in sensibly and taken cover somewhere, whilst the SftS lets us manipulate the enemy position.

 

I think that when coupled with safer Deep Striking, we can really help manipulate where the enemy hit - as Jacques and duz have both mentioned. To me, that symbolises the Raven Guard style of disrupting and being guerilla style.

I was reading something earlier today and wanted a few more opinions based on what i read from a different source who were discussing the chapter tactics overall and commenting basically that the following has occurred:

 

Salamanders are the best bikers over White Scars(ability to effectively level fire from the bikes before cc occurs).

White Scars make better jump pack assault troops then Raven Guard.

While Raven Guard now excel at long range battle line compared to Imperial Fists.

 

 

Do you feel that this is currently the case or is this off the mark?

 

I think you gotta ask what best/better means in these circumstances. Yes, Salamander bikes do have a greater ability to shoot in comparison to the White Scars, but that is true of every unit with that chapter tactic. What they can't do is get is way better mobility, and a really good stratagem for locking up in combat. White Scars DO have the fastest jump pack units (which is fluffy, imo), but Raven Guard units don't have to be fast because they are sneaky. The Imperial Fists certainly had some drift in the fluff, but they do a much better jump vs Infantry in cover than Raven Guard. 

 

A chapter isn't just a unit, but a tactic, strategem, relic and warlord trait. And those do a lot of make things different.

Also, these chapter tactics are broader, so we do not get pigeonholed into certain playstyle. And, if the new editions encourage players to add new units to their collection, then guess what, a model company just sold more models. Isn't it funny how that works?!

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