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


Claws and Effect

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So I'm really curious about the supplement now, because with today's reveal the Incursor's weapon also negates the cover portion of our CT... right? So now there's an entire unit that any marine army can field that strips us of the cover benefit... or am I reading something wrong?

So I'm really curious about the supplement now, because with today's reveal the Incursor's weapon also negates the cover portion of our CT... right? So now there's an entire unit that any marine army can field that strips us of the cover benefit... or am I reading something wrong?

You read it right. Oculus Bolt Carbines deny cover.

But how many other Marine armies are going to bother taking Incursors? That's OUR unit, honestly. We're the ones who can maximize their usage.

 

The comms relay option for the Infiltrators is interesting, but feels like a trap. You pay points for those Phobos Captains and Lieutenants, and the temptation is to park them in a hidey hole and let the comms arrays work. But I think it'll be better to have them out and fighting while they last, with the comms as a bonus.

I'm honestly toying with the idea of the custom CTs. Take the 3" range to everything and keep the +1 to cover outside of 12. That means you can infiltrate and deepstrike but keep a lot of the heavy hitters in range and still get some benefit of cover.

 

That walker will be hitting at 15" with the heavy flamer it has.

I'm actually toying with the idea of dropping all my non-phobos stuff to run these guys

I see a lot of synergies here which would work really well and be true to the lore of stealthy followed by overwhelming firepower and some close combat for good measure! :biggrin.:

 

I think I'm going to struggle a lot with list building because I want to take all the toys, I really like the dreadsuit weapon profile too! It's going to do a lot of work, especially if it can scout or infiltrate! :ohmy.:

 

Edit:

Just properly read the article:

"Because their design makes them so stealthy that they can even set up in a concealed forward position like the Infiltrators and Incursors!"

Yay! The Impulsor with a 4++ is a scary prospect too! Perfect way to deliver from Flamestorm aggressors :tu:

I'm actually toying with the idea of dropping all my non-phobos stuff to run these guys

I see a lot of synergies here which would work really well and be true to the lore of stealthy followed by overwhelming firepower and some close combat for good measure! :D

 

I think I'm going to struggle a lot with list building because I want to take all the toys, I really like the dreadsuit weapon profile too! It's going to do a lot of work, especially if it can scout or infiltrate! :O

I'm in the same boat.

 

I'm thinking I'm going to go pure Phobos with my RG now and repaint my other Primaris units into Iron Ravens.

I've considered the same. I don't have a lot painted up as my Spectral Sicarii right now so I could leave it at a kill team and just switch to focusing on Phobos stuff for the time being.

 

The the idea of loading up three aggressors into the transport and dropping it off at your opponents front door is really nice. (if it can take them).

That was a long article today, I missed a lot skimming through earlier! :O

With the Tactical doctrine Marines are now in a good place to seriously clear some chaff!
Even mini marines will get AP-1 back to their Bolt weapons, while standard Intercessors will auto kill any Sv5+!
Thats huge!!! :woot:

 

As a Guard player it has me somewhat worried! Fortunately I play with a lot of tanks :confused:

 

I'm actually toying with the idea of dropping all my non-phobos stuff to run these guys

I see a lot of synergies here which would work really well and be true to the lore of stealthy followed by overwhelming firepower and some close combat for good measure! :biggrin.:

 

I think I'm going to struggle a lot with list building because I want to take all the toys, I really like the dreadsuit weapon profile too! It's going to do a lot of work, especially if it can scout or infiltrate! :ohmy.:

I'm in the same boat.

 

I'm thinking I'm going to go pure Phobos with my RG now and repaint my other Primaris units into Iron Ravens.

 

I think phobos stuff will be popular its just i think your still going to need some guys who can pump out the firepower and inflitrators just do not have a ton of shots.  This means take territory with the infiltrators or the new Incursors then stfs Cents or sternguard or maybe some scout bikes to deliver the dakka.

Yes my posts previously were quite rash and inflammatory, in particular to the last post of @Nusquam so I'd like to apologise to him personally for it and to my fellow Ravens. Never intended to be rude, rather was trying for sarcasm, or to throw the topic off course. In my defence I was quite worked up over the imo incredible naysaying within the last few days about our CT. 

 

Soooo OT, can i at least try for some vindication on a just cause for nerfing our CT? Look at those new Eliminators! :teehee:

 

They'll be 1+ (if I'm correct?) when more than 12" away. And -1 to hit when put in terrain, as they should always be.  The designers knew our CT would be too powerful if left as is.

 

The new infiltrator comm dude looks great! A few units of them with the comms guys and stick your Phobos captain and lieutenant in the backfield with your Eliminators. Carnage!

I'm not looking forward to anything specific, just hoping RG does in fact get a supplement codex and upgrade sprue with transfers.  A newer plastic shrike and/or a few RG specific characters would be nice too.  I've been on the fence on what chapter to build my primaris marines as, and this would really seal the deal for me to go with raven guard.

Yea, phobos is the new black  (or mark IV) for us. Inflitrators or Incursors (are these also a troop choice?) would be an interesting decision. Also Reviers with the assault doctrine and the new angels of death rules are now another interesting option and very similar to the claws jump pack unit 

I'm not looking forward to anything specific, just hoping RG does in fact get a supplement codex and upgrade sprue with transfers.  A newer plastic shrike and/or a few RG specific characters would be nice two.  I've been on the fence on what chapter to build my primaris marines as, and this would really seal the deal for me to go with raven guard.

 

We will, the WarComm article specifically states that first founders are getting a supplement and with the leak/not-a-leak of the IH aggressor shoulderpads in yesterdays article we can be quite assured that RG and salamanders will join UM, IF, WS, and IH with sprues.

A more specific hope of mine is that Shrike is given Phobos armor and comes with bonuses for Reivers in particular.

 

Reivers need help and Shrike's traditional role in the lore is to go after enemy leadership while the rest of his force keeps them jumping at shadows.

That was a long article today, I missed a lot skimming through earlier! :ohmy.:

 

With the Tactical doctrine Marines are now in a good place to seriously clear some chaff!

Even mini marines will get AP-1 back to their Bolt weapons, while standard Intercessors will auto kill any Sv5+!

Thats huge!!! :woot:

 

As a Guard player it has me somewhat worried! Fortunately I play with a lot of tanks :confused:

Eliminators with Las Fusils in cover with -1 to hit and a 1+ save should scare you even more.

I think phobos stuff will be popular its just i think your still going to need some guys who can pump out the firepower and inflitrators just do not have a ton of shots.  This means take territory with the infiltrators or the new Incursors then stfs Aggressors, Cents or sternguard or maybe some scout bikes to deliver the dakka.

 

 

 

Fixed ;)

5 Aggressors: Strike from the Shadows

5 Hellblaster and Captain: Roll up in an Impulsor.

 

The 5 Intercessors that have been ignored Advance and claim the Objective. 

 

Rinse Wash and Repeat on another midfield Objective

 

Meanwhile your Grav Lieutenant, 10 Reivers and 5 Inceptors and causing Havoc in their backfield. While your 10 Stalker Pattern Intercessors are laying down some serious D2 smack from 36"

 

 

That's the training wheels version of board control with units we know the cost for.

 

Now lets get the Codex and Supplement and see what we can do with the new points and abilities. I'm very interested in seeing if we can tailor a list that can counter the combination of Gene Stealer Cult, Eldar, Orks and Tau. Those are the Big Four when it comes to a Xenos threat and all are tournament competitive. If we can get 50 ish % wins this new not-just Primaris Codex will be a success for me.

Glad to read that the lemonators get better with S5 - if the squad size is increased, then it becomes quite powerful due to sergeant's options:

 

The sarge can just point fingers at what needs to die (instead of shooting), to buff the remaining squad (+1 to hit and wound). If the squad size is increased, it will be less of a tradeoff, at let's say 10 dudes. S5 means then they wound T4 on a 2+, with 5+ triggering MWs. Wounding anything in the game at 4+ is already fun with sternguard (those only at <T8), with Devastator doctrine that ramps it up to AP-3.

 

As pointy sarge won't need his rifle, he can take the instigator carbine to make the squad fall back from CC. Well...I converted one eliminator with said carbine as a captain stand-in, guess he will get demoted.

 

All in all, now they might actually kill stuff, and as RG they always run around with 1+ armour...

Thinking about this on the way home things that suddenly that were good that got a whole lot better.  Besides all our aircraft getting +1 save almost all the time,  the real winner is the leviathan one with 2 storm cannons assuming dreads get the tactical doctrine, even if  it does not +1 save will make it virtually immune to all small arms.

It occurred to me that there isn't a Phobos/Vanguard detachment, right? With all the Raven Guard nods in today's thread I would love a RG sneakybeaky detachment (that obviously can be used by successors).

 

The Eliminator covering fire rule is cool but out of left field. Feels very "attack, withdraw, attack again". Would have expected it on Infiltrators or Incursors. Seems like a power anomaly for Eliminators with their other buffs but I'll take it because I have 6. If this rule or a similar one reaches our supplement that helps space marines improve the action economy they suffer from.

The Eliminator covering fire rule is cool but out of left field. Feels very "attack, withdraw, attack again". Would have expected it on Infiltrators or Incursors.

It gives us a way to deal with a potentially very strong shooting unit getting locked in combat and rendered useless.

 

7" charge? Cool. Fire overwatch and move 6" making the charge impossible for most units.

 

If I were playing against Eliminators and they couldn't do that I'd throw something at them that will stalemate the fight phase for a couple turns. 2 turns of those guys not shooting Las fusils is worth spending a unit on.

I'm super excited to see what our psychic discipline holds. Hoping for something like "da jump" -represent ambushing aggressors or intercessors or "flurry of ravens" - move after attacking or fight in the psychic phase something cool.

 

I think the supplements will really let them crank up the chapters into something along 7th ed Angel's of death book.

A thought occurs, are doctrines based on detachment? Could I have the Dev doctrine online the whole game for my spearhead of devs, eliminators, and Contemptors mortis'?

 

Do I want to do double Battalion, split my squads and do MSU sniper scouts and infiltrators? Keep the Dev doctrine online in my heavy Battalion and shift to tactical turn two for my rapid fire Battalion? So much to consider.

A thought occurs, are doctrines based on detachment? Could I have the Dev doctrine online the whole game for my spearhead of devs, eliminators, and Contemptors mortis'?

 

Do I want to do double Battalion, split my squads and do MSU sniper scouts and infiltrators? Keep the Dev doctrine online in my heavy Battalion and shift to tactical turn two for my rapid fire Battalion? So much to consider.

:O

 

If that's the case the possibilities get even more crazy! I suspect not but I guess we'll find out in a couple of weeks

 

The Eliminator covering fire rule is cool but out of left field. Feels very "attack, withdraw, attack again". Would have expected it on Infiltrators or Incursors. Seems like a power anomaly for Eliminators with their other buffs but I'll take it because I have 6. If this rule or a similar one reaches our supplement that helps space marines improve the action economy they suffer from.

Eliminators being able to move after shooting is actually super realistic. Snipers aren't supposed to camp in one spot all day once they opened fire. Re-positioning is key. The only silly thing is that they can do it only after shooting overwatch which means they already got spotted long ago and stayed too long in one place. :P

My ideal sniper unit would only be able to shoot if it didn't move at all that turn (like the AdMech snipers) but then be able to move after shooting regularly. That would give them a very different dynamic of getting into position and trying to predict the opponents movement and the optimal fireline compared to other shooty units.

 

A thought occurs, are doctrines based on detachment? Could I have the Dev doctrine online the whole game for my spearhead of devs, eliminators, and Contemptors mortis'?

 

Do I want to do double Battalion, split my squads and do MSU sniper scouts and infiltrators? Keep the Dev doctrine online in my heavy Battalion and shift to tactical turn two for my rapid fire Battalion? So much to consider.

I doubt it. It's not impossible but I doubt it. If you could just have each detachment with a different Combat Doctrine active there would be no need for them to cycle through them and thus rendering the whole reasoning behind it void.

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