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.
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at 20 years of age the will reigns,at 30 the wit, at 40 the judgement |