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Is the Ravenwing Attack Squadron still neccassary


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8 replies to this topic

#1
Grimdark_Garage

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As the name suggests. I was hoping that the strategems from Vigilus would make it into our PA update but alas no.

 

"Signal the Attack" has been replaced somewhat with the strategem to allow us to re-roll hits against a target within 12" of a Speeder. Which is actualluy great as it is a bonus for your entire army. Though, if like me you dont have Speeders (i do have TM and Sableclaw), "Signal the Attack" is still a massive bonus and doesnt require positioning a Speeder in DELETE range.

 

"Swift Strike" However hasnt been replaced or included in PA and could be used extremely well in conjunction with the new Warlord Trait to allow WL and RW unit to move 12" before the first turn.

 

Similarly, if you use "Speed of the Raven" to allow Advance/Shoot/Charge, you get even more benefit over the new warlord traot as you can still charge! (Again, this is using on a bike blob not a Speeder or Flyer Squadron)

 

For exmaple, take a blob of Black Knights:

  • Move 12" after deployment, Move/advance 20", Charge up to 12", Attack, Run away 14" / 20" !
  • This is a possible 64" move!!! 
  • 66" if you take an Ancient and the new relic!!

 

Seeing as i use a supported blob of Black Knights alongside my greenwing, i feel i still should spend the CP for the Attack Squadron and use Speed of the Raven, Signal the Attack and Swift Strike over the new Strategems and Traits.

 

if ive missed something glaringly obvious that really mitigates the Attack Squadron then please let me know :)

 

 

 

 

 



#2
Phaeton

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RWAS is still needed, because swift strike unlock some crazy shenanigans, especially with "fight again" stratagem.
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#3
Grimdark_Garage

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Oh do explain?
Oh, do you mean stick in combat, weather the attacks back, attack again and then use swift strike?

#4
Phaeton

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Oh do explain?
Oh, do you mean stick in combat, weather the attacks back, attack again and then use swift strike?

 

Two gimmicks:

1) Declare charge against multiple targets, move to one. Black Knights made their attacks, probably kill one target. Swift strike immediately after attacks and move to be within 3" of second target and more than 1" of it. Enemy has no models within 1", so cannot activate. In the end of fight phase use "Honour the Chapter", pile in and strike second target. OR you charge one beefy target, didn't kill it and don't want to be beaten. Strike for the first time, swift strike outside of 1" within 3", strike for the second time with "Honour the Chapter".

2) This is especially nasty against gunlines. Charge 1st target, strike your attacks, kill the target maybe. Swift strike deeper into the enemy formation within 3" of juicy Leman Russes or other shooty units. Use "Honour the Chapter". You didn't declare that shooty unit as a target for charge, so you can't strike attacks against it. However, due to fight sequence, you can still pile in and consolidate, bad touching that unit and potentially wrapping it. With this nastyness with RWBK unit you can bad touch units within - let's check - deployment + 12" pre-game move + 20" advance + 7" average charge to 1st target + 20" advance with Swift Strike, if you killed 1st target (or 14" fall back) + 3" pile in = 62". Yes, 62" to bad touch from your deployment zone.

You see the necessity of Ravenwing Attack Squadron now? smile.png


Edited by Phaeton, 23 January 2020 - 06:03 PM.

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Loyalty is it's own reward - Lion El'Jonson
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#5
Grimdark_Garage

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I never ever got onto the fact you can essentially fall out of counter-attack range and then pile right back in! I mean it's an expensive strategy but could very well come in useful.

The 2nd option is, as you say, especially nasty!

#6
Zustiur

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The movement is very impressive, but I don't see any Ravenwing as combat capable. I'm my experience black Knights are very unimpressive in combat especially without support. The circumstances described rule out any possibility of support.
What are you really achieving here other than putting your expensive plasma unit within counter assualt range of the enemy's entire army?

#7
Grimdark_Garage

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The movement is very impressive, but I don't see any Ravenwing as combat capable. I'm my experience black Knights are very unimpressive in combat especially without support. The circumstances described rule out any possibility of support.
What are you really achieving here other than putting your expensive plasma unit within counter assualt range of the enemy's entire army?

I agree for the most part. Your Knights are not going to touch a tough unit.

However, a decent blob can delete a small unit easily enough.

 

My general strategy is to delete something with plasma, charge a softer target and kill it, run and hide.

With the input from @Phaeton above, and if the planets allign, to try and delete 2 softer units.

 

All in all, the unit has the potential to Kill a Prime target and 2 soft targets in one turn.

 

But i digress. i would only put them in combat if i have a prime target for their combat abilities.

Similarly, i dont want to leave them in a DELETE zone for my opponents turn.

 

Regardless of the position you leave your knights, theyre always THE target of your opponents offense.

With the range of their plasma, theyre generally in a threat zone come your opponents turn anyway. If theyre tied up in combat, this could be a bonus.


Edited by Grimdark_Garage, 24 January 2020 - 08:35 AM.


#8
Phaeton

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Also, 31 s5 ap1 1d/d3 attacks from 10 black knights is nothing to sneeze at, especially if you manage to cast Righteous Repugnance on them (and it is totally manageable with infiltrating phobos librarian).
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#9
Grimdark_Garage

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Take the new warlord trait on a RW Ancient to put them in Assualt Doctrine and you have 41, S5, AP-2, 1D/1D3 attacks






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