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Raven Guard

 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 5:40 pm 
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Quote: (Evil and Chaos @ Sep. 29 2009, 16:00 )

You have the Land Speeder Storm transporting Tactical and Devestator units... it is only able to transport 5 scouts in 40k, not Tacticals of Devestators.

It wasn't that I intend them to run around in it, but that it was capable of carrying them.

Unless power army renders them too bulky.

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 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 5:42 pm 
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Quote: (GlynG @ Sep. 29 2009, 16:02 )

suddenly every Land Speeder squadron - and loads could be taken - is going to be kicking out AA fire and enemy aircraft are going to quickly get covered in blast markers.

Good point.

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 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 5:50 pm 
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Quote: (The_Real_Chris @ Sep. 29 2009, 16:46 )

Oh for hit and run I would I thought the classic hit and run for marines is attack, thawk out, get stuck back in. Any way of making this more attractive?

Since the rules were specifically created to prevent that, I doubt it.  If you have ideas I'll listen.

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 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 6:09 pm 
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Just weighing in on the Storm, as stated above, it is limited to transporting 5 scouts and no more. No tacticals or anything else, otherwise, nobody would bother putting scouts in them.

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 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 7:08 pm 
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Fair enough.

Also, I was thinking about the ubiquitous 30cm AA.  I don't think it will be a problem.  Flakwagons create the same situation.  I've played Orks with flak in nearly every formation and it's still not enough to stop air.  It will occasionally make it sub-optimal, but nuisance effects are pretty much the limit.

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 Post subject: Raven Guard
PostPosted: Tue Sep 29, 2009 9:01 pm 
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Quote: (nealhunt @ Sep. 29 2009, 17:50 )

Quote: (The_Real_Chris @ Sep. 29 2009, 16:46 )

Oh for hit and run I would I thought the classic hit and run for marines is attack, thawk out, get stuck back in. Any way of making this more attractive?

Since the rules were specifically created to prevent that, I doubt it.  If you have ideas I'll listen.

Actual ideas? Come on! :)

Top of my head can only think of two. 1 is a mod to the planetfall rule so any formations retrieved in previous turns and off board can join a drop. The other is any retrieved formation automatically rallies and clears all blast markers off board.

Quote: 

Also, I was thinking about the ubiquitous 30cm AA.  I don't think it will be a problem.  Flakwagons create the same situation.  I've played Orks with flak in nearly every formation and it's still not enough to stop air.  It will occasionally make it sub-optimal, but nuisance effects are pretty much the limit.


But in the case of say air assaults having a bm going in against marines is particularly trying thanks to their errata. Also having a lot of AA about means it should be fairly easy to ensure all planes get 2 bms each turn they come on.

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 Post subject: Raven Guard
PostPosted: Wed Sep 30, 2009 3:15 am 
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I found some interesting concept sketches on Bolter and Chainsword for the Storm Eagle and I take back all my bad thoughts about the design based on the upper sketch towards the end of the post. I'm now in love.  :love:

Linky

Using the person holding the mock up, you can get a better feel for the size of the model.

Cheers,

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 Post subject: Raven Guard
PostPosted: Wed Sep 30, 2009 1:32 pm 
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The link just goes to the top of the forum, not to the thread, probably due to the boards monkeying with the ampersands in the url.

===

TRC:  You could planetfall, activate the formation, then load them up in a Thawk for disengage.  Realistically, that's probably only ever going to happen for Tacs and maybe for non-jump-pack assault formations.

===

I've been looking at the assault formation.  It's just goony.  Having the options for both a jump pack assault formation and a ground pounder formation crammed into one unit makes for some weird potential combinations.  I appreciate the streamlining idea from Chroma but I think they need to be split apart to stay thematically appropriate.

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 Post subject: Raven Guard
PostPosted: Thu Oct 01, 2009 1:06 am 
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Short interview with Darren Parwood about the Storm Eagle: http://www.youtube.com/watch?v....bedded#

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 Post subject: Raven Guard
PostPosted: Thu Oct 01, 2009 3:32 pm 
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so from that do we think the storm eagle will be a transport for terminators? sounds to me like power armour only, just like the Valkyrie can't carry Ogryns.

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 Post subject: Raven Guard
PostPosted: Thu Oct 01, 2009 3:38 pm 
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Sounds like Power Armour to me.

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 Post subject: Raven Guard
PostPosted: Thu Oct 01, 2009 3:39 pm 
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Is it a land speeder variant or an aerospace vehicle do you think?

I would be tempted based on nothing than is what in my head to have it as a (rhino/razorack equivalent in some ways) planetfalling, move 35, save 5+, AV, CC6+, FF5+, twin lascannon, skimmer, carrying 10 power armoured marines, would think a Tactical formation with them would cost 350-400 points.




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 Post subject: Raven Guard
PostPosted: Thu Oct 01, 2009 3:44 pm 
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Quote: (nealhunt @ Sep. 30 2009, 13:32 )

TRC:  You could planetfall, activate the formation, then load them up in a Thawk for disengage.  Realistically, that's probably only ever going to happen for Tacs and maybe for non-jump-pack assault formations.

Yes I do it a fair bit with terminators verses some armies. I just thought sticking in a line saying 'Raven Guard automatically rally and remove all blastmarkers when air extracted' would be a small fluffy boost (as of course normally you remove bm's on a 1+ and rally on a 3+ when off board).

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 Post subject: Raven Guard
PostPosted: Fri Jan 08, 2010 11:26 pm 
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Anyone played any games with this yet?

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 Post subject: Raven Guard
PostPosted: Tue Jan 12, 2010 4:09 pm 
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Neal,

I could try a game with it tomorrow. Anything specific you'd like me to focus on? Where's the latest list BTW? Are there any playtest changes to it or is everything in the list?




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