Raven Guard Legion
Tactica: The Legion and Units Part One v1.1
Raven Guard were my first army back
when I started Warhammer. When the Horus Heresy expansion came out I
instantly fell in love with it. I knew the day would come for Raven
Guard to get their legion tactics and units. When they came I could
not have been happier. I'll be drafting this up and posting them as
more eyes can help point out errors and the like. Now this obviously
isn't the be-all-end-all of a Raven Guard tactica but I've done some
research and played a fair amount of games. So it should at least
serve as a starting point.
Before I begin, allow me to paint the
Raven Guard mindset for those unfamiliar or new to the XIXth Legion:
While World Eaters go after anything
that moves, Emperors Children find the most grandiose way they can to
dance around their opponent, Imperial Fists seek the Warlord and
other worthy opponents, we Sons of Corax exploit weakness. Fighting
fair is for the glory seekers. We are about getting the job done
efficiently and quickly. We may not have the biggest Death Star or
the toughest units but we are really, really good at killing
anything better
than any other legion. Our Rite of War is perfect for
alpha strikes. Our unique units, rules for superior positioning and
mobility are perfect for applying the correct counter to your
opponents units when and where you want.
In terms of game-mechanics the RG
legion is one of the two most adaptable and variable Legion list. The
other being Alpha Legion. The RG list strengths lie in it's ability
to hit what you want, with the most effective unit for the job when
you want to. The options for doing so are numerous. While you can
reasonably expect certain things from other legions, especially when
they take a RoW, a Raven guard list can vary wildly while still being
strong at hitting first and hard. They can be a shock-tactics style
list with numerous Drop Pods supported by infiltrated units, a
mechanized infantry list with infiltrating rhinos, or a infantry
based list where everything is perfectly infiltrated to ambush your
opponent. Or any combination of those tactics. All from the same
Rite of War: The Decapitation Strike.
Legion Rules
Army-wide Furious Charge for anything
in Terminator Armor, with a Jump Pack or on a bike and Infiltrate and
Fleet for anything else makes for a highly adaptable army that hits
hard from unseen quarters.
“The First Axiom of Stealth is to
be other than where the enemy believes you to be. ” -Corvus
Corax
Infiltrate* is a deadly advantage. This
means heavy Support Squads with optimal cover and firing angles, or
Destroyers getting up close and personal.
“The First Axiom of Victory is to
be other than where the enemy desire you to be.” -Corvus Corax
Apart from traditional “sneak guys
in” it allows for mechanized armies, anything that's in a dedicated
transport, to get into great positions and keep mobility.
Furious Charge for the heavy hitters is
simple yet brutal.
Our Rite of War is stellar;
Decapitation Strike easily among the best. Being able to re-roll the
die to determine who goes first from Predatory Strike is highly
advantageous and plays well to the armies strengths. Preferred Enemy
Independent Characters makes enemy HQ units think twice about
exposing themselves. Deathstorms moving to elites helps with the fact
we only get one Heavy Support slot, but that's minimal.
The true gold lies in most units
ability to take Drop Pods as dedicated transports. Seekers in Pods
can wipe out entire units, especially when equipped with
combi-weapons. Tactical Support squads armed with Plasmaguns can make
for a more economical version. Legion Drop Pods also don't force
occupants out like their 40k equivalents. So units that come down
have ablative AV12 to help keep them safe from retaliatory fire, or
from getting fragged by any Deathstorms you dropped down with them.
Alternatively you can take advantage of
Predatory Strike in a more ambush-oriented list. Infiltrate things
like Quad Mortar Rapiers, Sniper Mor Deythan, Seekers and such.
The only limits are the hard ones, only
one Consul and one Heavy Support. The requirement to have more units
with the infantry type than tanks will never get in your way.
Where as you know you'll see breachers
and/or warders in an IF RoW list for example; the RG RoW is less
predictable. Almost every unit can benefit from the combined buffs
from the Legion rules and our RoW. Our unique ones even more so. The
only thing you can reasonably expect from a Raven Guard list is that
it will exploit any weakness that it can. And when it does it will do
so with precision, power, and without mercy.
*A note on Infiltrate:
As the RAW vs RAI debate on if an IC can infiltrate a unit that does
not have Infiltrate rages on I'll be writing this under the
assumption that they can. Backed-up by the fact that's the way I see
it played most often, my personal interpretation, and big events such
as Adepticon specifically allowing it.
The
Armory of the Raven is extensive and deadly. For the cost of a Melta
Bomb Cameleoline offers Stealth to ICs and Infravisors gives out
Night Vision to any character. Raven's Talons are Master Crafted
Lightning Claws with Rending. Any LC or pair can be upgraded to them
for the cost of two Melta Bombs. These are what Shrike has in 40k.
The
Fractal Harrow Blade is at first glance pretty standard; S+1 AP3
Rending, Bloody Ruin(wounds by the bearer are doubled for combat
resolution). Our relic is unique, even among relics, in that it is
one of the few melee weapons that have a passive ability. The bearer
need only have it equipped to have the effect of Bloody Ruin take
place. This means a character can have this and an AP2 weapon and
choose which to use for the current fight.
Now let's get to specifics. Corax made
sure that his legion was adaptable and could function independently
when needed. Keep in mind the XIXth was a full legion with access to
all the goodies any other legion could field. So in this tactica I'm
going to discuss units and ways to utilize them in tandem with our
rules to their maximum potential. Usually with our RoW in mind. There
will be other times when you don't use it, but with so many benefits
and few drawbacks it's always worth considering when possible.
Alternatively you might want forgo stealth and just field a dozen
tanks in an amored spearhead and use the Onslaught FOC. Use whatever
you learn here as a spring board and go for it.
HQ's
Praetor – Standard beatstick
character. Not much to be said here. A Paragon Blade equipped Praetor
with the Harrow Blade will make units disappear quickly. Strike
Captain Maun will likely be the go-to for unlocking our RoW and
you'll see why.
Centurions – As our Rite of
War only allows one Consul choice even the generic Centurion can
prove to be deadly if you need to throw in a few more one-man force
multipliers.
Consuls -
- Chaplain – A normal Chaplain but with Fearless at a premium and ATSKNF non-existant they are even better in 30k. Plus their Crozium can be an axe, sword or maul. One of the stronger choices for RG, especially attached to Dark Furies or Terminators. Bonus points for taking the Fractal Harrow Blade to destroy units in CC or Void Shield Harness to negate most Overwatch.
- Vigilator – Not only are they fluffy, but can dish out Sabotage! attacks. While RG already have infiltrate, his scout armor upgrade is less mandatory for this Consul.
- Moritat – The Raven Guard, especially Terran-Born XIXth legionaries, were notorious for brutal and effective strikes. The RG were among the first to deploy Moritats and they fit well with the list. Infiltrate and Scout can put them in prime position to Chain Fire some unsuspecting units.
- Siege Breaker – They combo well with infiltrated Heavy Support squads for premiere shots on armor and the added Tank Hunter bonus.
- Master of Signal* – His bombardment and ability to dish out +1BS is nice, but competition for the sole Consul slot in a RG list is high.
- Champion – A bruiser plain and simple. A Chaplain would serve you better for Fearless and Zealot. Other legions make better use of Champions.
- Forge Lord – His ability to take Rad Grenades goes well with Furious Charge on our Terminator and Jump Units. Furious Charge, plus a power axe with Rad Grenades can double-out FnP on marine units and cut bloody swathes through W2 terminators and Tactical Blobs with attached Apothecaries. If you wanted some Castellax, he can take a Cortex controller and unlock them. Which offers some of the toughest and dangerous units to support the back or midfield.
- Librarian* – Another solid choice for any RG list. Telepathy is extremely effective in 30k. It's ability to break or rally units is game-wining. Not to mention it's primaris power is deadly and can “fired” at separate target from the unit. It's alpha strike potential and buffs/debuffs make for a deadly and adaptable addition to any forward unit.
- Primus Medicae – A good unit for any list. With the addition of relics, namely our unique one and the Nanyte Blaster, any IC can be turned into an offensive element. This made the PM from a less optimized Consul for RG style warfare to one that can always be considered.
- Praevian* – Masters of Automata. They form a unit with your choice of Battle-Class automata(Only Castellax and Vorax at this time). If he hits a target with a shooting attack he gives the automata Preferred Enemy against it(remember each different weapon is resolved individually and consecutively so take a combi-bolter for him and have him shoot first). Each legion confers their unique rules or part of it to the unit. For RG the automata gain Infiltrate and Scout. Surprise Castellax with Targeting Arrays and Darkfire cannons for 2+ rerollable accuracy anyone? Brutal. Infiltrating Vorax in Zone Mort or a Raid mission wouldn't be too bad either. Also he can't leave the unit or be joined.
- Delegatus – The guy you call in, give him anything he asks for, and let him go to town. He can take a RoW and has no limit on gear options. Build your own budget Praetor essentially. Designed for smaller games like Zone Mortalis and Strategic Raid missions. The possibilities
are endless. Though take note: he uses up the one available consul slot we have for our RoW.
*These have the Support Officers rule so keep in mind you'll need another HQ
Strike Captain Maun – He is,
in a word, synergy. He sports an average HQ statline. Despite his
fluff you don't want him getting to close in the mix unless he's
supported by a lot of units. He only has a power sword and no
invulnerable. It's his other gear
and special rules that make him great. His warlord trait
allows one to re-roll failed reserve rolls for deepstriking units. It
also gives any unit that disembarks from a deepstriking transport
Counter-Attack. The second wave of a Drop Pod Assault is almost
guaranteed to come in. It gets better, his unique vox allows friendly
units to deepstrike without scatter in an 18” bubble and re-roll
failed seize the initiative rolls. Drop Pods full of Seekers or
Plasma Support Squads land around him and deliver enemy units from
their mortal coils. Flyers too, such as Lightnings and Fire Raptors,
deepstrike perfectly to get the best angles on their targets.
Moritat-Prime Kaedes Nex – The
king of Moritats. Which is not to be taken lightly. He has the
typical Moritat rules, but with BS6, a 5++ and Shroud Bombs, and can
never join another unit. His name translates to “Murder and Death”
and if that's not enough reason to taken him sports two Fulcrum Hand
Cannons. They are AP4 bolt pistols with rending and concussive. He
also can wield them in CC like Cypher. The recent nerf to Plasma
Pistol Moritats, this makes him one of two Moritats that have
anything close to reliable AP2 for chain firing. The other being an
Alpha Legion Moritat with their relic pistol. Similar to Seekers, he
gets to chose a unit as his prey, an enemy HQ or Elites choice, if he
kills the unit or causes a wound in the phase they are killed you
score an additional Victory Point. He has a unique way of deploying
as well. He get's to deploy within 18” of his chosen prey so long
as he is out of line of sight for any enemy unit. This special
deployment circumvents things like Augery Scanners and Djinn-Sight
that would normally prevent a unit to get close in deployment. Should
he be deployed this way he has Shrouded, which goes well with his
Stealth from Cameleoline. Placing him well, coupled with a pod full
of Seekers, can almost guarantee 2+ Victory Points on your first
turn. I wouldn't want to be on the receiving end of him in Zone
Mortalis either. Especially if there's void combat(+1 to rending).
Elites
Apothecaries are
straight-forward buff characters. As RG you will be evasive and
mobile, so Apothecaries will likely only serve you well in Zone
Mortalis games or special missions such Planetstrike that have a
chance for high casualties.
The Flesh over Steel rule limits the
amount of tanks we field; as such; other units will win out for
consideration before Techmarines as the RG list caters to offense
rather than defense.
Rapier batteries are points efficient
and deadly. Since the crew has the Legiones Astartes rule RG can
infiltrate them and put some hurt on a unit. The frag shells(AI) and
shatter shells(AT) from a Quad Mortar are equally deadly for their
intended targets and having both makes Rapiers highly adaptable.
Taking graviton rapiers can dish out haywire, useful for the age of
flare shields and armoured ceramite.
Legion Veteran Tactical squads are the
“build your death squad” type of unit. They have a wide arsenal
of weapons to choose from, both ranged and melee, and have the
Veteran Tactics rule which allows you to choose a USR from the
following list and apply it to them: Fearless, Furious Charge,
Sniper, Outflank and Tank Hunters. Fearless and Sniper are popular
choices. Their benefits being obvious. What makes them better as
Raven Guard is how they are used. Drop Pods from Decapitation Strike
can put them in positions to clear or take objectives as they're
scoring. Sniper also helps put the hurt on non-vehicle units. Always
wounding on a 4+, unless their weapons strength would wound on a
better score thanks to the recent FAQ, with AP2 on a 6 makes them a
threat even to the mighty Castellax. With Precision shots thanks to
sniper they can even pick out Apothecaries and Vexilia bearers. Or
even Independent Characters; combined with Preferred Enemy from our
RoW makes them a threat to everything living. They can also take a
Darkwing Pattern Storm Eagle as a dedicated Transport.
There's not much to say about
Terminators that hasn't been said in a generic tactica.
Furious Charge and access to Ravens Talons gives us a leg up in
combat. A Darkwing as a dedicated transport without the need of a RoW
will help them get where they need to go and perhaps blind a unit
before charging them. When the fists
fly having Furious Charge doesn't make a lot of difference when
punching other
terminators
or even bikes, but it does when hitting high AV and automata like
Castellax and Thanatar.
Destroyers: a vastly
misunderstood and underestimated unit. Being Raven Guard makes them
extremely effective. Whether it's infiltrating them close or using
Rad Grenades and Furious Charge if equipped with Jump Packs, they
will inflict maximum casualties. They also have access to a Land
Raider Proteus as a dedicated transport, another under-appreciated
unit. Now lets apply some XIXth thinking: While it doesn't have an
Assault Ramp it can take an Explorator Augury Web. It drops the
capacity to 8 but gives it Scout and can give -1 to enemy reserves or
allow you to re-roll any reserve roll you make. Manipulating reserves
can be game-winning, if Maun is your warlord than you can just keep
it in disruptor mode as your reserves are likely deepstriking. The
Scout ability goes well with infiltrating the Destroyers in the
Proteus. They can infiltrate 12-18” away, Scout 12”, disembark 6”
and toss a Phosphex Bomb and unleash some Rad Missiles on some poor
unit. Since you Scouted you can't assault and won't miss that Assault
Ramp. The Proteus also has two lascannons and can take a multimelta
to pop a light or medium transport to allow the Destroyers to get to
the meaty insides. Bonus points for attaching a Moritat or an IC with
a Nanyte Blaster. This can be extremely effective in the new
Strategic Raider Missions or in Zone Mortalis, minus the Land Raider
of course.
Mor Deythan, the Shadow Masters.
Easily my favorite unit in the game. Coming stock with Stealth,
Scoring, BS5, Scout, and Fatal Strike. Fatal Strike is a once per
game ability that Twin Links their attacks and grants them rending,
in the case of sniper rifles becoming AP2 on a 5+. They can be kitted
out to do anything; they must take a combi-weapon, shotgun or sniper
rifles and 1in3 can take a Missile launcher with Suspensor Web with
Frag/Krak, meltagun, flamer or volkite charger. If you want
anti-GEQ/MEQ look no further than combi-flamers. Twin-Linking a
template weapon effectively gives them shred, with ignores cover from
being a template weapon and rending they will do serious damage.
Combi-Plasmas will give you coverage against a large variety of
units. The MLs with webs, while only having the range of a bolter,
are great for shooting from the hatch of an infiltrated and scouted
rhino or hitting hard and fast in games of Zone Mortalis. Speaking of
Zone Mortalis: Mor Deythan are at their deadliest in it. Blast and
template weapons have shred so you can save the Fatal Strike for the
best unit. Void warfare improves rending of S4+ weapons by 1, so when
you Fatal Strike something you'll rend on a 5+. Imagine that on some
combi-flamers? The MLs are also nice has frag missiles have obvious
benefits, added Pinning in void warfare, but can also be used to take
out the two toughest units in ZM from a distance: Dreadnoughts and
Doors.
They are also also be made to be better
Recon Marines when equipped with sniper rifles. They come base with
Stealth, Infiltrate, BS5 and can Fatal Strike something. All while
being cheaper than an
identically equipped Recon squad.
Dreads and Contemptors. I'm
going to put them all together because the RG Legion doesn't offer
much in the way of direct buffs, but they can be made to synergize
well with RG strike tactics. The Anvillus Drop Pod is key. It can
deepstrike(perhaps in Mauns 18” bubble?), flatout 18”, then next
turn move 6”, the dread disembarks 6” and then charges 2-12”
inches. If you ever wanted to get a dread in the best place to punch
something, this is how. Mortis pattern dreads aren't a bad option but
will likely only make it in an infiltration-based RG list.
Bonus Round: Dark Furies
I had already written a blurb on them
so I'll include them in this part.
These guys are infantry shredders. Each
is equipped with a Jump Pack and pair of Lightning Claws. The Sarge,
The Chooser of the Slain, has a 2+ and Ravens Talons. They
automatically get a 5+ cover any turn they deepstrike, have Furious
Charge and get +1 initiative on the charge. Each marine can also
upgrade their claws to talons for some Master Crafted re-rolls on
hits and Rending. Ten of them can put some hurt on all but the
toughest of units. I've had success attaching a Chaplain with a Void
Shield Harness to them. Fearless and Zealot alone is a great buff to
them, but when you add a layer of ablative AV12 they can be deadly
and hard to kill. The AV12 will negate things like potential Fury of
the Legions and Overwatch. I recommend Deep Striking them so your
Infiltrated/podded units can take out or maim anything that can
easily pop the AV12 bubble before your Furies arrive. Then proceed to
sweep all your opponents scoring off the board in bloody melee while
your Mor Deythan, Seekers and Destroyers kill the tougher units.
Our Dark Furies are also surprisingly
points efficient, especially for being a Jump Pack-equipped unit in
30k. Initially each Fury costs only 5 points more than the price of a
pair of Lightning Claws. That extra 25 points over 5 pairs of claws
goes towards 5 marines, each equipped with a jump pack, a 5+
auto-cover when they Deep Strike, +1S and +1I on the charge and a
Sarg that has WS5, 2+ and Ravens Talons. The Sarge alone is worth 20
of those 25 extra points, if not all 25 from added WS5. You get each
additional marine(who has a jump pack, claws and special rules) for
the price of just the claws. And when you equip them with Talons they
are still at-cost for their melee weapons alone. So in actuality what
that 5 points pays for is for
all four of the initial
marines, the auto 5+ cover, +1S /+1I on the charge and the WS5 on the
sarge. All that for the 5 points? Glorious.
Raven
Guard Legion Tactica: The Legion and Units Part Two v1
Troops
Tactical Squads
will be the meat of many lists. Especially under the Decapitation
Strike RoW. They're tried and true. They can infiltrate up close, if
you're lucky, 12” and Fury of the Legion something turn one. Or put
them in a rhino and infiltrate or outflank them. Infiltrate them with
a vox to bring down flyers and Furies accurately if needed.
Alternatively if you pod them in remember that 30k pods don't force
occupants out upon landing.
Don't bother with
Recon Marines, just take Mor Deythan. If you already have RMs
then use them as sniper Mor Deythan. They are so much better and
cheaper.
Avoid Breachers
outside Zone Mortalis, where you can infiltrate them. Other legions
do them better in normal games. Use the points you save on taking Tac
marines to buy more or optimize your alpha strike potential
elsewhere.
Assault marines
are crazy expensive. They will probably get a rework as they seem
like they were the result of old rules back when they scope of the
game was smaller. Dark Furies are the way to go. If you're going for
thematics go for it, otherwise they are too expensive.
Tactical Support
squads can be a great addition to any legion. With RGs ability to
alpha strike through infiltrate on foot or in rhinos and pods they
can really put the hurt on first before taking casualties like other
armies that have to march them up the field. I can't emphasize enough
how much of a boon it is to be able to cherry pick units to go in
drop pods like in 40k with Decapitation Strike. Night Lords gets
something similar but is not as expansive as the RG selection of
eligible units.
It's hard for me to
make a list that does not have a pod full of combi-plas Seekers.
I was always a fan of drop podding Sternguard back in 5th
and it carried on through 6th until I converted my 40k RG
to 30k. Their Marked for Death rule combined with a drop pod and
combi-plas can see just about anything short of Storm Shield Termis
and AV13+ disappear in a brilliant flash of light.
Fast
Attack
Outriders aren't
typical bikes. With scout, and by extension outflank, they have some
great deployment options that can supplement the RG playstyle well.
They're also one of the few units that that don't come with a sarge
and are at-cost when you buy the squad. Stock with TL bolters the
whole unit can purchase TL Plasmaguns instead. A unit or two of these
can harass backfield units via outflank or help in an initial push
when scouting. Every three can also take a power weapon to take
advantage of furious charge and augment their CC ability. If used
well they can take out enemy fire support units like Iron Havocs,
Heavy Support Squads and the like. They can also each buy a meltabomb
to take out enemy artillery and other backfield vehicles if they
don't pop them with plasma fire first.
A unit I haven't
seen much of, Attack Bikes are like your normal 40k variants
but have an option to take an autocannon. Nothing really special
here, the price of two autocannon bikes will cost more than one
predator tank and have the same amount of shots but have T5 instead
of AV13. But they are Fast Attack instead of Heavy Support.
Sky Hunter
Jetbikes are a contested unit. Arguably better than Outriders for
a few points more per bike after an initial unit “tax”. They
trade Scout for jetbike status and a 2+ armor save as of the little
red books. If Outriders are light skirmishers, hit and run tactics,
then Sky Hunters are heavy skirmishers. They can deepstrike in close,
looking at you Maun, and unleash a copius amount of heavy bolter
fire. One in three can swap out their HB; Volkite Culverins are a
good option to supplement their anti-personnel capabilities. More
jink friendly too as at least they can be snap-shotted. Plasmacannons
can help with groups of terminators or other beefy infantry units,
but are more reliant on alpha striking, which as RG is easier to do.
Ignore the Multi-Melta as anything worth protecting will have
armoured ceramite. They too can take melta bombs, but only the sarge
can take a CC weapon. Putting in a Primus Med with the Nanyte blaster
would keep them alive longer and help improve their anti personnel
abilities.
The Lightning
is a versatile craft with a large selection of weapon and upgrade
options. When equipped with 4 Kraken Penetrator Missiles, meltabomb
missiles essentially, nothing beats it at taking down anything with
armoured ceramite or a large amount of hull points. The stories of
Lightnings taking down Spartans and Knights in one round of shooting
is true. With optional Strafing Run and Tank Hunter upgrades you'll
be hard pressed to find anything better. The incoming Deredeo Dread
can and will put a hurt on Lightnings, but thanks to being RG you
have a good chance at taking it out turn one with infiltrated/scouted
units or a pod of plasma. Then using Maun's 18” bubble or
infiltrated vox's to deep strike a Lightning or two in prime
positions to take out you opponents armor in a destructive
alpha-strike.
Tarantula Sentry
Guns are interesting, but perhaps better served for more static
gunline armies with emphasis on defense. Can't be infiltrated like
Rapiers and their limited firing modes are a hindrance outside of
defending a key location.
I mentioned the
Anvillus earlier. There's not much else it offers beyond being
a great transport option for a Dread. Perhaps if you wanted to keep a
squad of Mor Deythan or Destroyer mobile but save points from taking
a Darkwing. Though the Darkwing will usually serve you better from
it's stealth, machine spirit and weapons.
Speeders in
30k have access to volkite culverins, havoc launchers and graviton
guns. These options will serve you the best in a RG list should you
desire to take them. With culverins and havoc launchers they can lay
down firepower from a distance and retain mobility using cover to
their advantage in order to avoid jinking. Alternatively you can
equip them with graviton guns for mobile haywire. I recommend
deepstriking them as they are fragile and the graviton weapon is a
blast, so no snap firing it after jinking. A unit of 5 can take out a
Spartan a turn and keep going, but it is expensive at 325 points.
Use them as support units to make sure they aren't alone if there are
threats around. Or if you do send them off make sure they aren't
overexposed.
Storm Eagles
are a good transport option, but with the option to take a Darkwing
it's hard to decide between the two. The Darkwing is 25 more points
over a lascannon-equipped Eagle but has Stealth and Outflank but a
decrease in capacity to 16. It's launcher also fires Eclipse missiles
which are Blind and Concussive but are S4 instead of 5. Blind got
nerfed from a test every time a unit is hit by a Blind weapon to one
test at the end of the phase. Still useful but no longer great as it
shot twice. The Darkwing is more survivable with a 3+ jink but dishes
out less fire power and holds fewer bodies. For clandestine
operations in heavily contested areas(I.E. You want to insert a
single unit like Mor Deythan to strike a unit) the Darkwings stealth
will serve you best, plus it's a dedicated transport for Vets, Termis
and Mor Deythan by default where as an eagle needs a RoW that's not
Decap Strike or eats up valuable fast Attack slots.
Javelins are
the slightly bigger brothers to standard speeders. AV11 keeps them
safe from Fury of the Legion attacks, but are still fragile speeders.
Stock with outflank and TL Cyclone Missile launchers they are great
at light and medium AT and light anti-personnel. Each one can take
two Hunter Killer Missiles for a few points so really rack up the S8
missiles. Between deepstrike, their speed, and outflank they have
good deployment options that work well with the flexible RG
playstyle.
Heavy
Support
Deathstorms
are brutal with the latest FAQ. When they come down thanks to the FAQ
they effectively shoot d3 times at
each and every unit within 12” at BS2(less concerning
with blasts). Their frag launchers are S5 with pinning and the turn
they come down force rerolls of successful pinning tests. With troops
able to stay inside pods in 30k, Deathstorms are always a great way
to accompany an initial drop pod wave. Krak launchers are expensive
and even though they shoot twice, so effectively d3x2 times when they
come down, it's still at BS2. The frag launchers have a lot more to
offer. Decap Strike allows you to take them as Elites where
competition for slots is fierce. The sole Heavy Support slot is also
usually taken by something like a Fire Raptor.
Speaking of Heavy
Support and Fire Raptors. There's not much else that works so
well in our sole Heavy Support slot. It's a gunship and it does it's
job well. Avoid Hellstrike missiles as they're Ordnance, and any
other upgrade that is not reaper Autocannon Batteries. Always take
them, they're cheap and effective. Deepstriking them in zooming mode
is a great way to maximize all of it's weapons firing arcs and place
shots exactly where you want them. Four tempest rockets can put the
hurt on things like rhinos, speeders and bikes while the avenger
cannon mulches some infantry and the twin AC turrets unload on
whatever else needs shooting. It's a whirlwind of weapons-fire.
If you're in need
of some AT power in a slower ambush-oriented list an infiltrated
Heavy Support Squad with Missile Launchers or Lascannons can
get some great shots in the opening game turns. Attach a Siege
Breaker for Tank Hunters if you want to maximize their potential.
Compared to Fire
Raptors and HS Squads; Predators lose out. The ability to
squadron helps with the one HS slot but their points add up and they
don't really offer much in a RG list that something else can't do
better. Raptors are more mobile and harder to kill while retaining
great firepower. HS Squads trade the mobility but will have superior
firing angles due to infiltrate. Land Raiders are in the same
boat as Predators. A single Vindicator won't do much either.
Artillery
Squadrons can be useful in an ambush list if you infiltrate a vox
in key locations. The basilisk and medusa are your best bet. The
first trades mobility for great range and will benefit heavily from a
vox is a great position. Medusas can be great for pushing the line
and taking out hard targets for other forward units, but aren't the
toughest vehicles around. Their 36” isn't small so be sure to take
advantage of barrage and a vox and keep them behind cover.
Rams would
be a good contender for out one HS slot, but with a Darkwing as a DT
for Terminators it's hard to justify it in a Decap Strike list. Pride
of the Legion lists are a different story; Go to town with those
Deliverers.
The two Sicaran
variants are great, but their draw back for RG is that they can't be
taken as a squadron. One by itself is limited compared to the Raptor
that can target 4 different units. In a non-DS list they are fast,
well armored and hit hard, and so complement thr RG style of play.
Next is going to be
allies, followed by example uses of units I will divide into modules.
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