blue loki
User Aspirant
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Multiple Speeders - 2006/04/25 11:04
Hi all,
I'm about to finish painting 4 new Ravenwing speeders to add to my mixed wing force for a total of 5.
I have not decided how to use these yet within my regular force, and by no means do I NEED to use all of them at once!
I have had some success with my single Speeder by keeping him protected until a mid/late game strike/counterstrike. It can usually wipe out well over its cost in enemy models before falling to return fire. And, in fact, I have usually been able to keep it from being totally destroyed. But, I have never been able to field more than one up until now and I am looking for some advise as how to proceed.
So the question is, how would YOU use a plethora of RW Speeders, with any weapon combination, in conjunction with other units?
Do you like squadrons, or are they too fragile? (I'm thinking fragile, but I've never fielded a squadron.)
How do you keep so many speeders safe from enemy fire early in the game? Or, do you simply rush with them and pray that you do enough damage before they fall?
Another possibility in the near future is a pure Ravenwing force. All I need at this point is a Master o' the Ravenwing to lead my 5 Speeders, Bike Chaplain, 2 squads of bikes (each with one melta & a PFist Sgt), and pair of attack bikes (interchangable weapons).
For a viable Ravenwing force, what else would you suggest?
Do you prefer the Master to have a bike or a speeder? (I think I prefer Speeder, but knowing me, I'll probably build both.)
Any advise on Speeder and/or general Ravenwing tactics is welcomed!
"Thou art the whisper in the gloom, The hinting tone, the haunting laugh: Thou art the adorner of my tomb, The minstrel of mine epitaph." - The Dark Angel, Lionel Johnson |
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Broken_Cloud
User Aspirant
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Re:Multiple Speeders - 2006/09/24 12:59
hey man,
i dunno how many people read this forum, but i am building a new Ravenwing army and am very interested in what knowledge you may possess.
As far as i am concerned the MotRW on speeder seems really weak, i mean 250pts for a unit which can get shot down by a bolt gun, is, well, um... jus friggin weak. on the other hand he has a nifty extra use for the ravensword, 2" 'free kill'. this is amazing to take out heroes/masters/any big nasties. though many people also use him a lot for shooting purposes.
it depends how you wanna use him. my personality is an attacking persona. i can't hang back and 'snipe', as it is, riding around the edges and picking off my enemies is about as far as i am willing to go.
the bikes just look sooo damn cool. so my master will be on a bike, he will be offensive and spearpoint my attacks, so a bike is more practical here. though if you like sitting back and shooting a speeder is better.
the land speeders... dont push all of them into one sqaud. maybe max 2/per squad. i will use mine seperately to plug holes where my army needs extra firepower support. if i'm getting chewed up i want as many multiple helpers as possible.
if you limit the number of squads of speeders, you limit their maneuoverability, which is obviously a bad thing to do. let me know what you think of my ideas.
sorry for spelling, i'm ina hurry
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Astromarine
Moderator Moderator
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Re:Multiple Speeders - 2006/10/09 05:06
Hi mate. The answer to "How many people read this forum" is, well, pretty much me. This is a website that I made a year ago to try to gather a nice DA community, but then I screwed up with a contest I tried to make, the design is pretty but a bit unfriendly, and people just stopped coming here.
As for the MotRW, I wouldn't recommend doing anything with him at this point. Dark Angels are the next army to be updated after the Eldar come out, and reports so far indicate that the MotRW will have a new option in the new codex: a JETBIKE. He'll be pretty much the only model in "modern" 40K to have one. That's just too cool for words in my opinion
With the right revolting piety of tone The word "Freedom" Can make you want to lock yourself In a deep dark dungeon |
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Kris
User Scout
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Re:Multiple Speeders - 2006/10/20 14:43
Hey I still have you in my favs lol Although I think the resurection of b&c killed us off more then anything you did astro. We will have to do a big push just before the new codex comes out and I am sure the look of the site will get a few people intrested.
Post edited by: kris, at: 2006/10/20 14:48
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satlem
User Aspirant
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Re:Multiple Speeders - 2007/09/12 20:08
as a general rule for my speeder set up, i keep them either hidden behind terrain or parked at the back of the deployment zone. this is because i've had too many games where the other guy grabs 1st turn and the first thing to go are those speeders.
squadrons of speeders right now are very limiting. if you like to carry around the tornado speeders like i do then your stuck playing speeders alone or not useing the secondary weapon. in the new codex only 1 speeder can be upgraded to be a tornado while another speeder can carry the typhoon missle racks. i especialy like the tornado since it can be set up to do anything and since the new DA codex ravenwing can now send in Multimelta/Ass.Cannon which is just wonderful!
besides that i've also had too many games where my speeders have been penalized by being in squadrons, 1 speeder becomes stunned/imobalized and the second speeder is stuck having to keep within 3" or be writen off a loss. its just bad exp. and the current restraints that make me avoid speeder squadrons.
dont really have any exp. playing with the master of the ravenwing. so i'll leave that up to you and other ravenwing guys
protection: well before the new dex came out you could always put a small amount of hope in the ravenwing jink save. that got ripped out of the game. so really if you want to protect those hot shot flyboys its just keeping them moving. at +6" all shots go to the glanceing hit chart and if you do forgo the shooting to move the max 24" it takes 6's to hit ya.(the 24" move rule may be diffrent for you but thats how its been for me)
ravenwing bikers: if you want to give the bikers a punch upgrade at least 1 to carry a special weapon. to the sergeant thats up to you, for myself i generaly give all my sergeant/vet. sergeants the power weapon option. note attack bikes: the cool thing about these guys are that you can form them into their own squadron or in order to make room for the other choices in the army you can attach them to the regular bike squads. when added to the bike squads you've get the bonuses of 1 heavy weapon,an extra set of bolters, additional wound to soak up dammage plus an additional close combat attack all in one model.
if fielded as a seperate squadron you all the bonuses above (1 heavy weapon,an extra set of bolters, additional wound to soak up dammage plus an additional close combat attack) plus it tends to attract fire away from other units.
scout bikers: ....dont know since i've never seen any actually used, but could give an opponent a little surprise.
as for hq choices, the most obvious choice is the chaplains on bike or jumppack since their rule set is aimed towards getting them into close combat. but i've heard of people getting excelent results from bike mounted commanders, and the option is always open to model a jumppack/biker librarian.
in god we trust;all others must pay cash
at 20 years of age the will reigns,at 30 the wit, at 40 the judgement |
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