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What are you looking forward to most in the RG supplement?


Claws and Effect

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I still have 6 from 6th ed lol, swinging back around to full meta.

Well, now that you can deploy them in full rapid fire range of enemy units on turn 1 and fire 24 Grav Cannon shots re rolling wounds and damage, alongside the bolters, I'd say it's time to put them back on the table!

 

If turn 1 isn't convenient teleport them in on turn 2

Is that (or either if they're separate) self cast only, or can you hand it out?. Because that's the kind of thing I think will turn shrike into a fairly respectable threat.

 

 

Psychic power Spectral Blade is cast on the psyker himself. Unfortunately.... 

 

 

Still seems like we lack a reliable way to deep strike a unit. I honestly thought we were getting a deep strike within 3" or move D6" after deep strike like GSC have. The only thing I heard was a strat to let Jump-pack units advance and charge with +1 to the roll. 

 

 

Also Shrike has the no-overwatch warlord trait, but if you charge him in first then any units he is with cannot benefit from his re-roll charge aura. That seems like a ridiculous oversight that was identified in the first iteration of the codex but apparently not fixed?!?!   

 

I'm honestly not feeling it...  my Emperor's Shadow Raven Guard successor may go on an extended training rotation with the White Scars who can at least deep strike and make charges. I'm not saying people won't make competitive raven guard armies, I just want to play a deep strike close combat oriented army, and It does not seem like raven guard is it.  

 

 

Is that (or either if they're separate) self cast only, or can you hand it out?. Because that's the kind of thing I think will turn shrike into a fairly respectable threat.

 

Psychic power Spectral Blade is cast on the psyker himself. Unfortunately....

 

 

Still seems like we lack a reliable way to deep strike a unit. I honestly thought we were getting a deep strike within 3" or move D6" after deep strike like GSC have. The only thing I heard was a strat to let Jump-pack units advance and charge with +1 to the roll.

 

 

Also Shrike has the no-overwatch warlord trait, but if you charge him in first then any units he is with cannot benefit from his re-roll charge aura. That seems like a ridiculous oversight that was identified in the first iteration of the codex but apparently not fixed?!?!

 

I'm honestly not feeling it... my Emperor's Shadow Raven Guard successor may go on an extended training rotation with the White Scars who can at least deep strike and make charges. I'm not saying people won't make competitive raven guard armies, I just want to play a deep strike close combat oriented army, and It does not seem like raven guard is it.

We have a way to take any infantry unit off the board during deployment and put it in pseudo deep strike...

 

Unless you mean assault from deep strike? That's supposed to be unreliable by design...

 

 

 

Is that (or either if they're separate) self cast only, or can you hand it out?. Because that's the kind of thing I think will turn shrike into a fairly respectable threat.

 

Psychic power Spectral Blade is cast on the psyker himself. Unfortunately....

 

 

Still seems like we lack a reliable way to deep strike a unit. I honestly thought we were getting a deep strike within 3" or move D6" after deep strike like GSC have. The only thing I heard was a strat to let Jump-pack units advance and charge with +1 to the roll.

 

 

Also Shrike has the no-overwatch warlord trait, but if you charge him in first then any units he is with cannot benefit from his re-roll charge aura. That seems like a ridiculous oversight that was identified in the first iteration of the codex but apparently not fixed?!?!

 

I'm honestly not feeling it... my Emperor's Shadow Raven Guard successor may go on an extended training rotation with the White Scars who can at least deep strike and make charges. I'm not saying people won't make competitive raven guard armies, I just want to play a deep strike close combat oriented army, and It does not seem like raven guard is it.

We have a way to take any infantry unit off the board during deployment and put it in pseudo deep strike...

 

Unless you mean assault from deep strike? That's supposed to be unreliable by design...

For 1 cp you add 1 to the charge of a jump pack unit and with Shrike you get re rolls. It's decent

Why make Shrike the warlord? Make a smash captain the warlord and give him the ignore overwatch trait. Then give a second character (maybe a slaplain? or whatever we decide to call the librarian that’s using his leadership as strength) the “units within 6” can charge even if they advanced” trait?

 

Easier to get everyone into position and smash can deflect the overwatch if you need to. And Shrike no longer needs to go in first.

Ishagu where are you getting your crazy movement values for shrike? Is there a start that lets you run and charge?

You can cast a psychic power on him to move and advance in the psychic phase. After that he can move and advance in the movement phase and for 1 CP he can then charge with a +1 bonus to the charge distance.

 

So that's 28 + 4D6 + 1 assault range. Pretty awesome on a flying character.

Ishagu where are you getting your crazy movement values for shrike? Is there a start that lets you run and charge?

 

He's saying best case scenario movement. 14" move with a 12" advance roll and then other buffs. It's not reliable and shouldn't be counted on.

 

 

Ishagu where are you getting your crazy movement values for shrike? Is there a start that lets you run and charge?

He's saying best case scenario movement. 14" move with a 12" advance roll and then other buffs. It's not reliable and shouldn't be counted on.
No, no. He's a Phobos character, so he can benefit from Temporal Corridor for double movement, and a Strat allows a charge after advancing with a further bonus. A 40" move is possible with average dice.

Thanks for the heads up; looks like I was right and there's a slew of maneuverability and character killing stratagems. Even an additional -1 to be hit strat for that enhanced survivability to set up turn 2.

 

Why they previewed their old stuff I have no idea.

You can easily catch an opponent by surprise and assassinate a key character and another unit by fighting twice. I'd be willing to throw him at some of these Iron Hands heroes who bolster the castles lol

 

I would actually say that RG have a good shot at defeating Iron Hands precisely because they can close the distance quickly and can assassinate character units like the Iron Father or relic bearers.

At the end of the day the game isn't about killing characters, it is about killing enemy units. RG got almost nothing that helps that, it seems. 

Mine are going back on the shelf. I hear Ultramarines are good.....

Ravenguard can do fear shenanigans!!!!

 

Chapter Tactics:

Fearsome Aspect

Whirlwind of Rage

 

2-3x 10-man units of Reivers

Reiver Lieutenant

Jump Pack Librarian with Fear Made Manifest Warlord Trait and Leadership as Strength Psychic Power

Phobos Librarians with Mind Raid and Hallucination

 

The trick is to hit as many units as possible at once to shut down most ignore leadership stuff.

At the end of the day the game isn't about killing characters, it is about killing enemy units. RG got almost nothing that helps that, it seems.

 

Mine are going back on the shelf. I hear Ultramarines are good.....

They're no worse at killing units than other Marines.

 

And killing characters can cripple your opponents offensive ability.

 

At the end of the day, if you expect Raven Guard to play like a different Chapter, you're better off just playing that Chapter instead.

 

Or if you just want to play whatever you perceive as the strongest this month, leave your models gray and just play them as whatever. It will be cheaper in the long run.

Ravenguard can do fear shenanigans!!!!

 

Chapter Tactics:

Fearsome Aspect

Whirlwind of Rage

 

2-3x 10-man units of Reivers

Reiver Lieutenant

Jump Pack Librarian with Fear Made Manifest Warlord Trait and Leadership as Strength Psychic Power

Phobos Librarians with Mind Raid and Hallucination

 

The trick is to hit as many units as possible at once to shut down most ignore leadership stuff.

I think you mean "Random Custom Chapter" here, as nothing about the advice is Raven Guard.

 

Ravenguard can do fear shenanigans!!!!

 

Chapter Tactics:

Fearsome Aspect

Whirlwind of Rage

 

2-3x 10-man units of Reivers

Reiver Lieutenant

Jump Pack Librarian with Fear Made Manifest Warlord Trait and Leadership as Strength Psychic Power

Phobos Librarians with Mind Raid and Hallucination

 

The trick is to hit as many units as possible at once to shut down most ignore leadership stuff.

I think you mean "Random Custom Chapter" here, as nothing about the advice is Raven Guard.

I am looking at the Ravenguard Psychic powers, and the ability to get your units into your opponents face extremely quickly.

 

At the end of the day the game isn't about killing characters, it is about killing enemy units. RG got almost nothing that helps that, it seems.

 

Mine are going back on the shelf. I hear Ultramarines are good.....

They're no worse at killing units than other Marines.

 

And killing characters can cripple your opponents offensive ability.

 

At the end of the day, if you expect Raven Guard to play like a different Chapter, you're better off just playing that Chapter instead.

 

Or if you just want to play whatever you perceive as the strongest this month, leave your models gray and just play them as whatever. It will be cheaper in the long run.

I mean, they're factually worse at killing other units than iron hands or ultramarines during their doctrines. That's just how it works it out when you're ignoring the heavy penalties army wide, rerolling 1s for iron hands and getting extra shots from rapidfire weapons as ultras.

 

That being said, I'm glad to see that raven guard are given the tools to alpha, beta, and range snipe instead of having a tactic and stratagem that had anti synergy. I have the feeling that like the scars, the successor tactics are going to pull through for some very nasty things. Also combining the white scars tactic with raven guard descendents via my blood ravens might result in some shenanigans too.

Also combining the white scars tactic with raven guard descendents via my blood ravens might result in some shenanigans too.

If you are thinking of using Inheritors of the Primarch to use the White Scars Tactic, while using the Raven Guard Supplement, that's not how it works.

 

Whatever Primarch you Inherit, that's your Supplement, essentially.

You don't use inheritors, you use the rules presented in the white dwarf. As an unknown founding they can be descendants of anyone. And then, as blood ravens they're allowed to either use their own chapter tactic (relentless seekers, aka knowledge is power and stalwart) or explicitly allowed to use any of the chapter tactics in codex space marines.

One request from everyone. 

 

I know the supplement is going to bring new players in and some old players back to the sub-forum. I'm excited to see ideas from a lot of people that way not have been sharing ideas with us here for a while ... Just lets not act like the News and Rumor sub-forum. Lets maintain our heads and civility even with disagreeing om rule interpretation and mathhammering.

 

I've been at parents day at Ball State all day and excited to catch up to all the news that came out today. Sounds like we're going to have a fluffy army that is competitive ... and honestly being seen as a step down because of a learning curve to IF and UM is okay with me. Less chance of getting hit with a nerf bat ;)

At the end of the day the game isn't about killing characters, it is about killing enemy units. RG got almost nothing that helps that, it seems.

 

Mine are going back on the shelf. I hear Ultramarines are good.....

And yet there are multiple units I can list right now that are better at killing in a Raven Guard list.

 

-Centurions

-Hellblasters

-Chaplain Dread

-Eliminators

Etc, etc

 

Being able to deliver a unit into optimum firing or assaulting range without having that unit damaged or depleted in extremely valuable. If you fail to recognise the value in that it's your shortcoming as a player.

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