Thanks, Jstr.
Jstr19 wrote:
We would add a design note in the doc. Stating that the list primarily represents the Raven Guard as an offensive force.
Fair enough (and the defensive force = Codex note as well).
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We have some issues with allowing Speeders to have planetfall. The fluff doesn't really support it
I disagree on the fluff. Speeders dropping from high atmo is in there. Jervis at one point noted that he had intended to work it in in some way.
Stylistically, I like the fact that it turns a scout unit into a main-line "assault" unit. That seems like an appropriately "lightning strike" sort of tactic to me.
I'm willing to ditch the Planetfall speeders if necessary. I'm just not there yet.
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We are also concerned with them using their scout ZOC to ring fence your opponent in their deployment zone. It is even more of an issue with allowing them to drop individually and reroll the scatter.
Has it been especially powerful, or is the problem more a sense of unfairness due to "gotcha" factor?
I chose the Planetfall mechanic over Teleport like the Eldar Swooping Hawks to represent a similar ability, as it makes it less precise because I thought precision would make it too powerful. Dave's previous tests seemed to indicate it was a little too much, so I put a point cost on the deployment option.
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We would also like to replace the garrison rule with one that states unless drop podding or teleporting all formations have to take transports. This would have the same effect.
I was already going with the "30cm minimum move" idea like the White Scars, so this might work. My concern is that it hinders the idea of commandos sneaking up on foot.
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Raven Guard Assault we would like to see scout added to this unit and give them a name change (Raven Guard commando's or operative something like that). The Raven guard typically wage guerrilla campaigns and rely heavily on scouting formations this adds a bit more flavour. We would also like to see the transport rule dropped from them (leaving the Caestus as the only ground transport option) and them added to the note allowing Terminators to use drop pods.
The unit is supposed to represent assault marines without jump packs so they can use alternate forms of transport, mostly drop pods. Making them Scout would be a very different kind of formation. That idea fits as well, but it shifts focus away from planetfall by removing an option.
What is the benefit of making them unable to use normal transport available to all power armor marines? Is the intent to focus them in some way?
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We would also like to restrict some of the upgrade to this unit.
The upgrades are intended primarily to support their use as drop troops (all can be used with Planetfall formations), and secondarily as a skimmer-mounted ground formation. Can I assume this is also related to shifting the focus of the formation (/list)? What upgrades would you prefer to cut?
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The Caestus is perhaps a bit overpointed. They haven't had much of an in game impact so far.
Agreed. Count on them being 50 points each.
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We can't see a reason for people to take the LS Typhoon over a Tempest when they cost the same and the Tempest is much better. Maybe a points change here.
Can you expand on this? The Tempest trades Scout ability and some AP firepower for a token 30cm AA6+ shot and AT fire. That makes the Tempest more flexible overall, I suppose, but at the cost of Scout. I understand that having 1 in a formation for the token AA is pretty much a no-brainer, but I don't understand the assertion that it's much better overall.
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4 Scouts with sniper are pretty cool but 6 puts their cost perilously close to tactical marines. Perhaps a slight points brake on the upgrade to encourage people to take larger units.
This, with the RG Assault comments above, gave me an idea about a different approach to scout units in the list. What would you think about 2 formations with delineated roles - a scout-sniper formation similar to the Codex list and an "assault scout" formation of some kind (maybe more like the Space Wolves Scout units)?
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We would like to remove Whirlwinds and perhaps bikes from the list. We would like to see preds as upgrades only. This as previously mentioned is because they are not typically used as offensive weapons.
I understand this. I limited them to 30cm move AVs so they only had blitz style armor. I'm open to further curtailment.
However, one of the reasons I did not add Preds as an infantry upgrade was to focus on skimmers as the primary close support. If the armor is cut, I think it has to be gone completely.
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There may be a reason to add in the variant TH's as the Raven Guard are supposed to have many more drop pods and TH's than a normal codex chapter.
The Thawk variants are possible, but the intent is to focus on planetfall and guerrilla operations. I'm afraid introducing the Thawk variants would push them back towards air assault.
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Thats the list of observations and suggested changes so far. Would love to hear your thoughts on them.
My main concern with the changes you suggest is avoiding overlap with the Blood Angels. I'm afraid that if I implemented the majority of the suggestions, RG would be a BA clone - infantry-focused lists, attached armor instead of a dedicated formations, assault marines as the primary fast attack option, a different "alternate Scout" formation (BA Bike scouts v RG assault scouts or whatever), and Caestus/Stormraven with essentially identical battlefield roles. That's BA in everything but Red Thirst.
The list is going to have elements of BA, Codex and White Scars (in terms of "lighting strike" play style more than units/force org). The trick is going to be staying away from all 3 enough that the scout/skimmer/planetfall aspects of the list shine rather than being "Army X + skimmers" or "Army Y + scouts".
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Angel_of_Caliban wrote:
What is a RG Heavy Scout? And why isn't in the list? Did it die somewhere along the lines?
It was marines in power armor, operating as infiltration/scout units (4+ armor, 4+CC, 4+FF, Heavy Bolter, Scout). However, I took them out at some point because the focus shifted. It could be back on the table.