konate wrote:
Ravenwing Attack should have the option to be constructed, with upgrades, rather than 350 pts for an inflexible list (4 bikes, 2 AB, 2 Tornadoes - 350); SW - (6 bikes, switch out 2 for attack bikes with multi-meltas and 5 typhoons - 400) are arguably better, all with more flexibility - with promotes the choice and likelihood to be seen on the table than the more famous RW. The Ravenwing are less flexible than the SW list, but the RW are more celebrated bikers. Sure, there are other factors (scout is awesome), but if players are going to use them (as the fluff would dictate there would be in a DA army) then people have to want to take them; they need more flexibility.
Well, for starters the SW comparison is slightly flawed as the SW options are Swiftclaws with a 2+ initiative and a "must consolidate towards enemy" rule which often makes them hard to control. It's not the best comparison. Also, all the RW bikes get
Scout and the bikes get a teleport homer. That's a big difference.
All this said, I
do see a possibility for a less rigid RW build though.
konate wrote:
Yes, Tornadoes are the 'signature' Landspeeder, but its not the only one. Why not allow them MM landspeeders? Why is there a 25 point upgrade to a squad of Tornadoes from regular Landspeeders when SW don't pay for such an upgrade? Why are DA not allowed the MM attack bike while SW are? Where is there ANY fluff showing a SW preference for MM attack bikes?
The SW list incorporates them because of 2 reasons. 1/From the fluff, Swiftclaws like to attack with the biggest bang they can as a speartip attack at the head of the SW column. 2/Not having access to Warhounds I feel the extra MM option helps them cope a littel better towards dealing with WE and still be fluffy. As to the 25 point upgrade, I'm not sure why that is but it could be a typo or a hold-over from when the Marines paid for the upgrade. You'd have to ask A_o_C.
konate wrote:
Tactical squads. Plasma is very nice, and yes it has a limitation. Statistically, even with the slow to fire, its better than a missile launcher firing every round vs. tanks, but worse vs. infantry, fair trade to me. But, since the DA have access to a lot more ancient tech than most chapters, why wouldn't they still have the option of some of the more typical tech. Why not give them an option of either plasma or missiles.
I find it's a bit of a trade off for fluff when you design an Epic list. To make a list more specific than the codex list you need to give it some apparent differences. If the Plasma works out better, why is that a bother?
konate wrote:
Also, their 'Special Rules', should actually read 'Special Limitations'.
Wow, I always felt the Hold =
Fearless to be a nice ability and Teleport Homers are a neat addition.