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Stormraven vs land raider load outs


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Im not going competitive here as you can probably tell by the title.

 

But I'm looking to put both a land raider and a stormraven in my 2k list.

But I'm really trying to figure out what's the best load out for both?

 

The raven I want to solely use as a gunship with twin las and typhoon launchers. Means I can stay away a good distance and shoot (which is why I've not bothered with side bolters or melta)

 

But I was wondering, had anyone math hammered the load outs? Maybe I'd be better off with weight of dice with twin assault cannon, heavy bolters and hurricane bolters?

 

Then the same train of thought has progressed to the landraider. Do I go twin lascannon? Or do I go with the different variants?

 

And if you could only take one of these in your list, which would it be? The raider or raven? Interested to know and why.

 

Both these vehicles have machine spirit so aren't affected by moving and firing heavy. Which is probably why its making it so difficult for me to choose.

Edited by Captain Coolpants
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You already have weight of dice from all your infantry thanks to Stormbolter on everything. Your vehicles need to make up for the lack of infantry based anti-tank .


If I could take only one in my list it would always be the Raven though. The Landraider is not an efficient weapons platform and as transport it suffers from spending lots of points on weapons it can't use when getting too close to the enemy thanks to having no FLY or similar. The only thing the Landraider is good at is at being durable and at transporting Terminators (not that you'd want a super expensive unit in a super expensive transport though).

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Hmm. Well storm Ravens are faster and got more movement options than the landraiders, though they are limited to 2 per most detachments by being fliers and rule of 3 (and points) keep you from being able to "overload".

 

I'm kicking over the idea of maybe running the smaller fliers, with assault cannons and the missiles to be a fast moving cover force for a primary force of Paladins

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I've been toying with a list that has a Stormraven (lascannons, multi-melta an HB), a Land Raider Crusader full of Paladins (plus Chaplain, Banner and Bro-Cap support) and a GMDK, along with a blob of Interceptors and some Strike Squads. The idea is that while the Land Raider is an obvious target, by shunting the Interceptors and using GOI on the Dreadknight, you force your opponent to either deal with those imminent threats, or accept that they will be in their lines. This, theoretically, takes some pressure off of you Stormraven, giving you (hopefully) a few turns of fire from it, during which time you'll have either a Paladin "deathstar" or a GMDK tying up their big shooty stuff.

 

The Crusader variant is cheaper than the standard, and is a "viable" transport for lots of Terminators. Plus its loadout gives you an edge against larger hordes.

 

As mentioned above, Grey Knights lack anti-armour, I'd build any flyers (Stormraven or other) accordingly, to get the most out of them.

 

While both are expensive options, if you can force your opponent to let them be, they all of a sudden become "valid".

 

That being said, none of this is foolproof!

 

Good hunting!

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Interceptors won't take away pressure from the Landraider though. Anti-tank would go to the Landraider and anti-infantry to the Interceptors.

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Of course. What I meant is that if you can lock up anti-tank units in close combat, anti-tank potential is reduced. If you're lucky and can also take out some anti-infantry as well, the opponent could be forced to use light anti-armour (eg. Autocannon, plasma) to deal with those Interceptors. The real magnet, and hopefully absorber, of anti-tank is of course the Dreadknight with 3++ save.
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Furthermore if he does choose to target the Land Raider (which can be protected through Sanctuary... And ignore wounds strat? Unless it is only mortal wounds I forget) with what anti-tank he has available, then your Stormraven isn't being targeted, neither is your GMDK, both of which are valuable assets.
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Yeah but you can always only protect one unit properly. If you protect the Landraider he simply shoots at either the Stormraven or the GMNDK. I just named the Landraider because you did. It's not like it's a particularly important target compared to the other two anyway.

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Unfortunately, nowdays even not top-tier list usually have enough anti-armor to take down landraider and SR in a single turn. With GMNDK - it depends how good you are at throwing 3++. 

 

I used my SR with Hurricanes, twinlas and twinmelta. Hurricane Bolters are auto-include - to good for their points to ignore. Both las and melta have the same problem - only 2 shots. One fails to-hit, other one to-wound or opponent makes 6+ save. We don't have rerolls to-wound to make it reliable enough. Taking AC and Bolter instead will make SR cheaper, which is critical sometimes. Stormstrike missiles can be thrown to fishish off damaged vehicles. But if you want reliable anti-vehicle, look at venerable dreads - at least they hit on 2+ and can reroll ones.

 

For landraiders - 4 lascannons will give you more than 2 more hurricanes. Because LRC is not SR and it won't be shooting at full strength turn 1. It could be used before Bolter Discipline was nerfed for Vehicles, but now it is not worth it. However, LRC is better if you want to gate it turn 1 with paladins and heroes on board. 

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After the nerf to hurricane bolsters, I think the stormraven is now favored over the crusader (as you want to be within 12”, and that risks the landraider getting pinned in melee as it doesn’t have FLY).

 

So, that leaves any landraider as the standard godhammer.

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It's not about getting in short range, it's about staying out of it. Of course a Landraider can get close enough to rapid fire hurricane bolters ... it doesn't want to be this close to the enemy though!

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