Jump to content

Recommended Posts

This started out as random thought .... then it went down the rabbit hole ;)

 

Between Infiltrators for Bladeguard and Assault Intercessors and SftS for Eradicators, I’m spending 7 CP (MoA) before choosing HQs.

 

I feel I’m missing something or stuck in a rut with army building. I’ve thought about a couple Impulsors but that’s a 5 man unit of Aggressors or Inceptors, 2 units of Intercessors or Incursors. I’ve yet to see a game yet where an Astartes basic transport (Rhino/Impulsors/Razorback) lasted til T3 but that point cost saves 4 CP.

 

So my question is at which is more valuable to you? CP or Points? What’s the Point value of a CP or vis-a-versa?

Link to comment
https://bolterandchainsword.com/topic/365620-raven-guard-points-versus-cp/
Share on other sites

For me, I generally operate on the principle that I want to save roughly half my CP for in-game action.

 

I don't see the debate being as points Vs CP, but what that CP does. Although other armies have Strategic Reserves now, I still feel our deployment options are more flexible - if you're getting use from the CP and dropping in troops, then that justifies it and outweighs the cost.

 

To use one of your examples, I'd rather have the Aggressors than the transport.

 

I don't think there's a direct point value, as it's more what it adds to a unit. StfS is still worth its weight in gold as it can help a unit nearly guarantee arriving where it needs to, which is all you can ask.

This started out as random thought .... then it went down the rabbit hole :wink:

 

Between Infiltrators for Bladeguard and Assault Intercessors and SftS for Eradicators, I’m spending 7 CP (MoA) before choosing HQs.

 

I feel I’m missing something or stuck in a rut with army building. I’ve thought about a couple Impulsors but that’s a 5 man unit of Aggressors or Inceptors, 2 units of Intercessors or Incursors. I’ve yet to see a game yet where an Astartes basic transport (Rhino/Impulsors/Razorback) lasted til T3 but that point cost saves 4 CP.

 

So my question is at which is more valuable to you? CP or Points? What’s the Point value of a CP or vis-a-versa?

 

The transport performs two roles for you (maybe three, depending on how you look at it I suppose) - keeps a softer unit safe® for delivery to an objective at a better speed, it soaks up enemy dice to eliminate it, and it theoretically might hull/body block for you a turn or two and help shape the battlefield.  So, if that's a fair assessment, even if it only lasts 2 turns, so long as it meets the first two requirements generally speaking it's a success.

 

I only say all of that to say that I don't know that establishing a CP - Points exchange rate will ultimately help you with your list building.

 

I'd offer up, it's more effective to decide the criticality of a capability, your schedule of earning points (what keeps you on pace to win), and the cost against those critical capabilities based on your priorities.

 

Personally, at this point I'm typically starting with only 7 CP at the start of the game (sometimes 5 if forced to swap an assassin via Shadow Assignment), and I've yet to run out of CP.  Probably me not doing a great job of optimizing my strategem use, but overall I feel like I'm doing alright with it. Admittedly, you're much lower lol.

I mean, it is one of the reasons to player RG really, it is by far the most defining stratagem we have along with MoA. I mean it is a core part of what we do, would be like an Imperial fist player debating between Grav cannons or Heavy bolters on their centurions, a lot of list building comes down to playing around with things.

 

The issue is that with RG, the other elements we have are objective/CP annoyance and melee. The only other unique element there is our ability to mess with the opponents ability to take objectives and their CP. Stranglehold and Callidus assassin can be fun, possibly making any stratagem cost +2 but in reality making any CP they use in turn 1 being regularly +1. That would depend on what army you face but all things considered, 17CP being taxed over the long game may not be much though pushing them quicker to only having 1CP per turn could be a deal breaker depending on how 9th shapes up.

The other element being Haywire Mine Spam with Objective Traps. With how important objectives are now, since primary is always taking and holding objective markers that means half the game is in that meaning that laying out a field of these objects along with trapping your own objectives in your opening turns could be powerful for later game as enemy units may not be able to afford taking regular D3 mortal wounds (raise the banners being another factor in making the opponent want to take your objectives).

 

The last part being melee is questionable. Its not that RG have bad melee, have good melee but other factions likely do melee focus better than RG such as BA, SW and BT. Only reason to do melee RG is purely because you love RG and won't change (and thats valid and I agree. To be honest, I don't fancy trying to build around White Scar stuff ether).

 

However I do understand. My RG lists are currently mainly dropping 12 centurions on my opponent out of deep strike and giving them the business with no chance to shoot my thicc bois. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.