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Raven Guard

 Post subject: Raven Guard
PostPosted: Tue May 20, 2008 2:14 am 
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just a quick thing below this: RG1.1 Raven Guard Special Rules

it says "The following special rules apply to Chaos formations and units."

now unless i'm mistaken about the direction you want to take the list you may want to fix that  :D or do you know something about Raven Guard that we don't? :laugh:  :laugh:  :laugh:

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 Post subject: Raven Guard
PostPosted: Tue May 20, 2008 2:08 pm 
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(rose4100 @ May 20 2008,01:45)
QUOTE
No LR or Dev formations (too heavy for Guerrilla/Drop forces)


LR's are in the upgrades list in the PDF.

They can be taken as upgrades for Termies, but not formations or as upgrades for any other formations.  Do you think they should be removed as a Termie option as well?

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 Post subject: Raven Guard
PostPosted: Tue May 20, 2008 2:15 pm 
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I say remove 'em... they're not fast enough for the Raven Guard.

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 Post subject: Raven Guard
PostPosted: Tue May 20, 2008 2:52 pm 
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Yeah, give 'em scout transports instead :) Saying that they could be there as an airdropped/planetfall formation?

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 12:12 am 
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ANy further movement on the Raven Guard?

I'd liek to play some marines with nifty special rules rather than my standard Raptors using the Codex list.

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 2:46 pm 
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The version I posted to the wiki file gallery is the most recent update I've done.  There are 3 intended changes, all quite minor:

1) taking the Land Raider option off the Terminators
2) adjusting the Land Speeder Transport to correspond to the eventual 40K version (name and transport capacity)
3) Raven Guard Assault formation goes to 175 points

==

The change in the RGA formation cost is for a couple reasons.  First, 4-unit formations combined with the Raven Guard's improved planetfall ability means that the "Drop Pod Bombardment" tactic will be wicked.  Second, even though they are Assault Marines without the Jump Packs, they gain Rhinos which adds units and will normally keep them mobile.  They lose a bit by becoming vulnerable to AT fire but overall they should be a bit better than Assault Marines on the ground.  They won't be quite as good in an air assault because they won't have mobility afterwards, but I think that's an okay trade-off for a drop-pod option.  All that adds up to +25 points, the same price as Jump Pack Assault Marines.

I've also been wondering what to do with the size of the Assault  formations.  Ravenguard are supposed to be light on manpower based on the background, but in true GW fashion they ignore that and make them focus on Assault Marines.  Everyone knows the 4-strong Assault formations are not very good for the points, so I've considered an "Assault" upgrade to add 2 more, similar to many of the variant lists with "Fast Attack" as an option.

And actually... now that I am thinking about air assault and planetfall options, the THawk Transport would fit stylistically with this army.  It's best with small formations and it would allow the RG to Planetfall per the background but bring their vehicles with them.

So, possible changes would include:

1) an "Assault" upgrade of 2 units of Assault Marines for 75 points
2) adding the Thunderhawk Transport to the list

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 2:57 pm 
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Ravenguard are supposed to be light on manpower based on the background,


Not true. With the current Codex they are supposed to be light on vehicles. Marines semselfe they have enough after Corax has reinforced his Chapter with the desasterful consequences we know.
And don't forget that the Raven Guard has a few successor Chapters. The Salamanders havn't any and both where badly mauled at the Dropsite Massacre.




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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 3:37 pm 
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All Raven Guard spacecraft may transport Speeders as part of their normally allotted transport capacity (Speeders count as a single unit).


I read that as the Land Speeders being able to count towards either the infantry transport capacity or the vehicle transport capacity. Was that intended? I would think they should only count against the vehicle transport capacity.

Also, what are your thoughts on a teleporting heavy scout or tactical formation?

Less vehicle choices would fit the fluff as well, and make for an interesting to play marine army.




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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 5:01 pm 
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Quote: (Dave @ 11 Jul. 2008, 15:37 )

All Raven Guard spacecraft may transport Speeders as part of their normally allotted transport capacity (Speeders count as a single unit).


I read that as the Land Speeders being able to count towards either the infantry transport capacity or the vehicle transport capacity. Was that intended? I would think they should only count against the vehicle transport capacity.

It should be vehicle capacity and you're right that it is confusing.  I'll fix it.

Also, what are your thoughts on a teleporting heavy scout or tactical formation?

I dislike the proliferation of "teleport-as-ambush" mechanics.  It's okay occasionally for a really exceptional unit that supposed to be almost supernatural in their abilities, like Tyranid Lictors, but I think it should be used very sparingly.

Less vehicle choices would fit the fluff as well, and make for an interesting to play marine army.

What do you think should be cut?  The Vindicator formation and the LR formation and upgrades have been removed.  That only leaves Preds, Whirlwinds and the Vindicator upgrade.

I thought Vindis went well with the assault theme.  They're supposed to be close support and they are only available attached to other formations.  Whirlwinds are obviously quite good with drop and air armies and would seem to be a logical choice for the Raven Guard to make sure they were available as often as possible, even with reduced equipment levels.  Plus, fast mobile arty seems very "guerilla" to me.

I could cut the Predators, but that's really paring down the fire support options to just Speeder Tornadoes (Devestators were also cut).  It cuts down on the available slots for Hunters as well.

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 5:05 pm 
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Quote: (Hena @ 11 Jul. 2008, 16:24 )

Neal, do you think that the Speeder Transport is not underpriced for 25 a pop? IMO it feels better than Razorback. Possibly 125 or 150 for 4 Speeder Transports and 25 for extra? Would make a bit cluttered upgrade, but I think it's possibly needed.

I can see your point, but I didn't think they were that much better than Razorbacks.  They are better as a transport (even with LV status they are faster, skimmer and have a better armor save), but it's armed with a single heavy bolter instead of twin and there's no option for AT.

I'd like to test it before changing.

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 5:13 pm 
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The Transport Land Speeder is, according to fluff, called Land Speeder Storm.

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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 5:45 pm 
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I dislike the proliferation of "teleport-as-ambush" mechanics.  It's okay occasionally for a really exceptional unit that supposed to be almost supernatural in their abilities, like Tyranid Lictors, but I think it should be used very sparingly.


That's fine, I just thought it would add a new element to the Marine list.

What do you think should be cut?  The Vindicator formation and the LR formation and upgrades have been removed.  That only leaves Preds, Whirlwinds and the Vindicator upgrade.

The Vindicator upgrade would be my choice, only because of their speed.

Should all the Titan's be there as well? The WS only have Warhounds, as they are both fast striking armies I think Warhounds would be enough for Raven Guard as well.

I also agree with Hena's point but would suggest removing the part about Land Speeder Transports from the Raven Guard Speeders special rule. It seems odd to include a new datafax and then have a note to add Planetfall to it in the same document.




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 Post subject: Raven Guard
PostPosted: Fri Jul 11, 2008 6:18 pm 
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Hena:  The loss of Razorbacks for the Scouts was intentional.  Since the Storm can only be used with other Scout units, including Scout on it shouldn't change the effectiveness of the formation to speak of, though it might on occasion.

Dave:  Thanks.  I think the titan issue is a good point.  Battle titans are supposed to spearhead big offensive moves.  Linking up with Scout titans seems more in character, so I'll probably cut the battle titans.  I think I'll leave the Vindicators for now, though.

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