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Dark Talon tactica


CyberC1

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I'm curious about how folks are using their Dark Talons, especially on turn one and two. Two ways I've been playing them is either fly them over to the other side of the battlefield so it gets to drop a status bomb early in the game, or keep it tighter flying with the ravenwing force benefiting from Sammael and the Talonmaster.

 

Wondering what folks' preference has been for using Dark Talons, and if there's something I missed with their usage aside from the two I mentioned above.

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Those are my two preferred strategies. The real art is deciding when it's more valuable to do one or the other (although I like to run at least 2 DTs, so i can run one forward and keep one back if i want.

 

Some related tricks and tips I've developed over the last year include

- if you are running the dark talon forward, use speed of the raven on it to gain a further reach, and a 4++ to make up for being outside the darkshroud protection bubble

- while getting a bombing run off remains the main reason to run a DT forward, if the opportunity presents itself you can also run forward to make a key character the closest unit

- if you are holding back to stay in range of all the buffs, and especially if you are running more than one, you can use the bases to block off the enemy so they can't charge your bikers etc. Just watch out for enemies that can fly, as they might just d dude to charge your DT instead!

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Character sniping is a good tip I love, I would also add

 

- Hurricane bolters are separate weapons so you can split fire if necessary to finish off a character or something.

- The strategem to roll a save for mortal wounds on vehicles for a turn can be a savior if youre facing a lot of smite

- Make sure to plan a few turns ahead for your trajectory

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If using the Attack Squadron with a Dark Talon, it is worth keeping in mind, that the Talon will need to stay fairly close to the target you want to light up with +1 to hit, so the strategy of going far forward becomes less interesting. I'm not saying you shouldn't, just something to keep in mind if you want the rift cannon to hit on 3's or 2's (if targetting something that does not have FLY).

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Ah yes - the old charge with the flyer tactic.  It's pretty good actually - most people are very confused when that happens :)

 

 

A bit of a strange one but I love speed of the raven in a hovering tallon and charging a gun line of tanks. That extra d6 advance and a 4++ makes it a real pain to deal with. Situational but your opponent doesn’t expect it.

Tactics above are also very good . Epic little flyer

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