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Stormraven Dreadnought


9x19 Parabellum

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So I reviewed the numbers for Dreadnoughts disembarking and charging from Stormravens...

 

3" disembark + base of the model (~2.5") + 6" move (or 8" for DC Dread) + 7" charge (or 9" for DC magna grapple) + 1" melee threaten = the ability to reach out and touch enemies 19" away (or 21"-23" for DC dread).

 

With a little luck, or Lemartes, or both, that's the entire gap between deployment zones.  That means DC dread could potentially be taking down tanks 1st turn out of a Bird.  At the very least he could pound into chaff and then consolidate into a tank, forcing it to fall back on it's turn.

 

Are my numbers right?

Anyone tried this?  

 

 

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Disembarkation rules say that the models must be within 3" of the transport. So the 2,5" base needs to be completely inside that 3" range, which reduces the dreadnought threat range by 2,5".

 

Interesting idea though.

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Disembarkation rules say that the models must be within 3" of the transport. So the 2,5" base needs to be completely inside that 3" range, which reduces the dreadnought threat range by 2,5".

 

Interesting idea though.

 

Within != completely/wholly within. When a rule just says within without specifying it further to mean completely etc it's fine to have even just 0,1" of the base within that range.

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Kaese, that's what I had thought, but I reviewed the language, and sfPanzer is right (hence my shock/surprise and posting it on the boards here).

 

From the Main Rulebook Errata page 2.

 

Q: Can you clarify what the difference is between ‘wholly within’
and ‘within’ for rules purposes?
 
A: If a rule says it affects units/models that are ‘wholly
within’ then it only applies if the entire unit/model is
within. If it just says ‘within’, however, then it applies so
long as any part of the unit/model is within.
 
So if any part of the model's base is "within" 3" of the transport, the model is said to be within.  Thus it has legall disembarked. Given the large footprint of the dreadnought base, that allows you to squeeze out quite a bit of extra distance.
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I also had to check the rulebook again, and GW apparently uses ”within” in multiple places where it is clearly understandable that it refers to distance between the two models. I always thought that within literally means completely inside something.

 

This information would have been really helpfull last Sunday when I tried to fit a dreadnought and 12 marines completely within the 3” from a stormraven base :)

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Don't forget that furiosos have the additional move also, you can maybe get in frag cannon and flamer range, then charge a second target.

 

Yeah that would definitely work. Probably also more reliable than having to rely on the charge roll!

 

The only concern I have with the Dreadnought+Stormraven combo is the one I always have when it comes to Stormravens used as transports for an important unit ... it's a lot of points focussed in one single model.

Just a Dread and the Stormraven alone already are about 500p. Then take a properly sized Sanguinary Guard or Deathcompany unit to support your Dreadnought charging at the opponent, the character support as well of course and that's already about half your army in very few models and if the opponent goes first, has sufficient screening ability, mean reserves himself or you simply whiff your rolls (advancing, charging, hitting, wounding ... so many chances to screw up) it's basically game over for you.

 

If I recall correctly some people tried the Dread+Stormraven combo early after the Codex release or even just with the Index rules, but I don't remember whether it got dropped in favour of better working strategies or because it was too easy for the opponent to put a stop to it.

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Don't forget that furiosos have the additional move also, you can maybe get in frag cannon and flamer range, then charge a second target.

Do you mean an advance roll? Only, you can't charge after that.

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Don't forget that furiosos have the additional move also, you can maybe get in frag cannon and flamer range, then charge a second target.

Do you mean an advance roll? Only, you can't charge after that.

He means they also have an 8" movement Jole. Or that's what I gather he means...lol.

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Don't forget that furiosos have the additional move also, you can maybe get in frag cannon and flamer range, then charge a second target.

Do you mean an advance roll? Only, you can't charge after that.

He means they also have an 8" movement Jole. Or that's what I gather he means...lol.

 

 

That's how I interpreted it as well lol

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Indeed - furiosos have the 8" move, same as DCD's...and Redemptors

 

Edit. In fact Redemptors have much bigger bases 100mm?? Than castraferrum, so you gain another inch or so there?

 

Edit edit. Forgot it can't transport Redemptors. Leviathan?

 

Got FAQ'd out in IA:astartes, raven can't transport any dread with 13 or more wounds, so that blocks Deredeos, Leviathans and Redemptors.

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Librarian dread is your best bet. 3+2.5+6+12(WoS)+3(to charge, quickening)+2d6

 

26.5"+2d6. He's making it and can be in melta range and putting out 3+2d3 attacks.

 

A bit pricier than a smash captain but doesn't cost 5 command points to alpha. Maybe better to attack T2, flying over screens.

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Yeah but Librarian Dreads really don't need to cover that distance in one go due character protection. It's fine if they cover it in two turns with the rest of your army. ^^

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Yeah but Librarian Dreads really don't need to cover that distance in one go due character protection. It's fine if they cover it in two turns with the rest of your army. ^^

You can make the same argument for Cpt. Smash, reducing his CP cost a bit.

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Yeah but Librarian Dreads really don't need to cover that distance in one go due character protection. It's fine if they cover it in two turns with the rest of your army. ^^

You can make the same argument for Cpt. Smash, reducing his CP cost a bit.

 

 

One of Captain Smashs advantages was the rapid repositioning with Upon Wings of Fire and his small base. Hence why that Stratagem got made more expensive. Something the Librarian Dread can't do. ;)

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I have been considering an alternative use for the Storm Raven in giving it long ranged guns and using it primarily as a mobile firing platform. Lascannon turrets and typhoon missile launchers along with the Storm Strikes give it 6 anti-tank shots per turn. Hanging back where possible will help to keep it alive although I would still buy Hurricane bolters as they are cheap and make an effective counter for infantry later in the game.

 

Put something cheap inside like Scouts and use the SR to deploy them later in the game to grab objectives etc. You can also stick characters like Captain Smash in there for an extra 3" move on Turn 1. ;)

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Good chaff clearing can make a path for a T1 Libby dread charge.

 

A couple of games ago I went second, cleared a path to a SW relic Leviathan (twin storm cannons) and the Libby dread made the move and charge and smashed it. Libby got murdered T2 but it was a good trade.

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I have been considering an alternative use for the Storm Raven in giving it long ranged guns and using it primarily as a mobile firing platform. Lascannon turrets and typhoon missile launchers along with the Storm Strikes give it 6 anti-tank shots per turn. Hanging back where possible will help to keep it alive although I would still buy Hurricane bolters as they are cheap and make an effective counter for infantry later in the game.

 

Put something cheap inside like Scouts and use the SR to deploy them later in the game to grab objectives etc. You can also stick characters like Captain Smash in there for an extra 3" move on Turn 1. ;)

This is my go to tactic. I often 1st turn fly over my devastators hugging the edge from corner deploy to catch capt/lieutenant bubbles and maintain standoff range. Turn 2 decide if you need to push forward or hover and blast away. Look to block non fly units with your big base and hover charge enemy vehicles to tie them up. Storm Raven can really swing games when you utilise its full potential.

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