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Best use of "strike from the shadows"


greatcrusade08

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Hi guys

as the title asks, whats the best use? can it be done multiple times?

As i read it, it happens after deployment before the game starts, how does that fit in around the roll for first turn?

 

Which unit is a good option?

Wuld rievers be any good, thier shock grenades look tasty

Aggressors man! They do good things for me from the Shadows. Bring a Lt. or captain or Shrike or a Libby with Veil or any combo and you've got something beautiful. If you get first turn you will probably even get a charge in and those power fists hurt! They threaten hordes from a distance and vehicles up close so I love them.

 

Chances are you might lose them after use, but the enemy needs to pour some serious firepower into them to get them and that means the rest of your army gets spared and they're really not too expensive.

 

I also use some plasma inceptors in support of them, it causes a lot of panic with my opponents.

Cheers guys

@Race, that is uber awesome, means if you don't get first turn, you can deploy them elsewhere

 

To clarify I use scouts, a lot of scouts, so if I take a non scout unit it has to be relatively thematic or a conversion.

 

Q: how do you get the benefits from the characters, do we use a second command point for them as a separate unit. I wasn't even sure we could use it twice tbh.

you can use it as often as you have CP. However take into account the reserve rules (halve PL, units). But yeah, you can put characters out there as well, but it'll cost a separate CP per unit. You can use 2 Lt.'s for one though, so they're a decent unit to SftS if you like to go that route.

I like Shrike and twin claw Vanguard, Maybe 2 squads of them.

 

It can also be used to place Devastator squads with shorter ranged weapons like grav cannons and multimeltas.

 

Assault Terminators are a good option too. Since they can move after they are placed they can waddle 5" forward and have a 4" charge. With the way charges work now you need to roll 3 or better on 2d6 to make it.

Shrike looks good in this edition. most of the time i run a chapter master on bike with plasma pistol and thunder hammer with the armour of indomitus.

Hes an absolute beast if im honest.

 

What do people make of reivers, good enough for thier points?

What do people make of reivers, good enough for thier points?

 

They are a toss-up imo. Against opponents with large blobs of infantry the CC variant Reivers do a respectable job of carving through garbage. Also against opponents that have long range static shooting units that don't have fly, they are great at tying them up and removing your opponents shooting. For all this utility, they are priced fairly cheaply, given their statline.

 

Now with all that positive, the negative: some opponents you play them against they will basically be wasted points. Tougher units, units with fly, good CC units left nearby to counter this tactic will all turn your Reivers to mush.

 

I personally don't find them on paper that great. I think Blood Angel Reivers with knives are an above-average performer for their cost. Which is sad because the sculpts themselves are gorgeous (albeit static).

As said Aggressors probably gain the most from Strike From the shadows, because of the double shoot if they don't move.  I have also been running a captain with TH/SS and Jump pack with the Ravenguard Relic and warlord trait.  Put him 9" away, he gets a 13-18" move then can charge (re-rollable) and is immune to overwatch.  I use him to jump over screens and try to hit opponents heavy shooting squads to tie them up and do some damage.  Especially good against tanks and such.

 

Prior to the beta rules I would often deepstrike jump pack  characters in to save on CP.  Now with more CP and the lack of ability to deepstrike those characters on turn 1, I can see using CP to put them forward.

 

As for the PL issues with reserves, remember things like adding 1 scout to a 5 man squad ups the PL of that squad from 6 PL to 10.  So 3 x 6 scouts is 30PL for 198 points.  6 aggressors a captain and LT are only 22-24 points depending on gear on the captain LT.  So if you wanted too you could add another  6 if you include 5 more scouts (or really anything else that starts on the table).   Which essentially gives you 633 points in SfS, while only spending 264 on other units.

 

Essentially if you are concerned about PL look for ways to increase the PL of your on table units for minimal.  Dev squads go to 11 PL at 6 models, Tacticals 9PL for 6 models, Intercessors 10 for 6 models.  Essentially you want to look to maximize your Points per PL for reserve units, and minimize your points per PL for on table units.  Which means never do things like take 1 additional model in a reserve squad, but do it in on table squads.

For reivers I continually think about them.  They are interesting as a SfS unit for close combat screen killing, but Vanguard vets are probably a better choice overall as they get the same number of attacks but a Jump pack for the same points.  I'm not sure either are great choices, but having more CP to use for the fight again strat makes them intriguing.

 .  .  .  most of the time i run a chapter master on bike with plasma pistol and thunder hammer with the armour of indomitus.

Hes an absolute beast if im honest.

 

I would love to see a similar option for Primaris characters. I miss Thunder Hammers :(

Cheers guys

@Race, that is uber awesome, means if you don't get first turn, you can deploy them elsewhere

 

To clarify I use scouts, a lot of scouts, so if I take a non scout unit it has to be relatively thematic or a conversion.

 

Q: how do you get the benefits from the characters, do we use a second command point for them as a separate unit. I wasn't even sure we could use it twice tbh.

 

 

GC08- last time I played it was my gaming groups mini tourney/ campaign. I ran 5 5 man scout squads, a rifleman dread, bike scouts, a dakka predator, 4 bike scouts, chaplain and captain with Raven Guard chapter tactics since we do not have Raptors chapter tactics. I played STFS on the characters every game. My friends found it really annoying dealing with the -1 to hit at over 12" and all my scouts having camo cloaks.  When I get around to working on them again im dropping the shotgun and melee squads for more bolter squads and dropping the grenade launchers off the bikes and power maul sgt for a storm bolter. 

 

Your scout army should do fairly decent harassing your opponents

yeah I purposely didn't take the AGLs on the bikes, pure dakka bikes at close range is 54 shots, 18 of which could be S5, if you've got a captain or chapter master near them they are great.

Im struggling to include storms, I really love the models and ive put a lot of time into converting them up with repelling scouts on a scenic base. but at near 100pts just for the speeder (which dies to a stiff breeze) that has unreliable shooting, it just feels wasteful.

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