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Stormtalon Tactics


L30n1d4s

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Like many others, I am exploring all the possibilities of the new Ultramarines rules, in particular Scions of Guilliman and the ability to treat all units as if they had not moved when the Tactical Doctrine is active.

 

While there are lots of possibilities here, one unit that I think may be truly "kicked up" a level in competitiveness with this new rule is the Stormtalon Gunship with Dual Lascannons and dual Assault Cannons. Coming in at just over 200 points, in the past it has been significantly hampered by its -1 to Hit from moving and shooting Heavy Weapons (and all of its weapons are Heavy). Now that you can ignore this penalty whenever the Tactical doctrine is active (or, alternately, by using the "Big Guns Never Tire" Stratagem), I think the Stormtalon becomes quite a potent little gunship in multiple roles for your army, especially when combined with its Strafing Run ability, that

gives it +1 to Hit against all non-Fly units:

 

1) Character Assassins -- With a Move characteristic of between 20-50", you can get almost anywhere on the board in one turn, meaning that you can, with savvy positioning, make the nearest model to the Stormtalon be an enemy character (i.e. like his Warlord, for example). You can then proceed to hit that character with 2 X S9 AP-3 Dmg D6 shots and 12 x S6 AP-1 Dmg 1 shots... that is more than enough to, on average, snipe down a key enemy HQ that the rest of the army is hinging on.

 

2) Vehicle/Monster Hunters -- Storm Talons with support can reliably bring down even tough enemy vehicles. For example, with help from a nearby Chaplain for the +1 to Wound Litany and the Ultramarine Strat for re-rolls of 1s to Hit, a Stormtalon does an average of 10-11 damage to a normal "Rhino-chassis" I(i.e. T7 3+ save) in a single shooting phase. Alternately, three Stormtalons supported by a nearby UM Character with the "Seal of Oath" relic and shooting at a Riptide do an an average of 14-15 damage, which is enough to kill it in a single shooting phase (i.e. turn 1, before your opponent has had time activate its Nova Reactor for a 3++) 

 

3) Gunline Disruptors -- With their ability to Hover and still move 20", followed by a 2D6" charge, Stormtalons can be used to charge enemy gun lines, tie them up in close combat, and so deny them shooting for a turn. With 10W, T6, and a 3+ save a Stormtalon can quite easily absorb the Overwatch of a key enemy shooting unit (like a Leman Russ Tank Commander, or Chaos Obliterators, or Astartes Hellblasters, or even a squad of Dark Reapers) and get into combat turn 1, thus preventing them from shooting until the next Battle Round at the earliest. As for the Stormtalon itself, since it has Fly, it can just Fall Back and shoot as normal, with no penalties.

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Yes I think this can be quite a decent unit now. Not just for sneaky character sniping but also because the firepower is solid and with enough target saturation you can provide real problems for an opponent.

 

I think a pair of these, or 1 accompanying a Storm Raven, will be an absolute nightmare.

I see the potential of them as well, the only problem being they have to survive turn one to benefit from the tactical doctrine, so make sure to bring something more threatening in your list to absorb heavy firepower.

I would personally avoid charging obliterators. The overwatch can be pretty horrendous if your opponent rolls the 3 damage, and they have powerfists in CC as well. The chance of the talon dying is very real. Silencing tanks on the other hand is usefull. I would personally charge a small infantry unit and tag the tank while piling in if possible. That way it saves you the overwatch from a tank.

 

what about iron hands stormtalons, sure they lose "PotmS" doctrine but gain a 6++ and almost no degradation chart , and with 1 cp big guns never tire..

Not very Utramarines though :wink:

 

 

oh, sorry i found this tread by the search tool, didnt notice it was ultras tread, my bad

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