Greetings brothers. Well,
although I wasn't expecting to have to write any Astartes-related articles
until Heresy time, GW have pulled not one but two surprises out the hat with
the Tau release. First and largest of these is the Raven Guard release, which
has given them not only a new Captain model but a wealth of new rules. About
time the Sons of Corax got some proper love. This is a fantastic new precedent
set by GW which expands upon that set with Flesh Tearers in Shield of Baal this
time last year and the snippets in WD we got for Salamanders, Crimson Fists and
Black Templars. It focusses more on making them more than just Black Space Marines
while utilising the new Detachment structure and formations found in Codex:
Space Marines. Hopefully all the first founding Chapters will get the same
treatment. Without further ado, on with Raven Guard, with Whitescars featuring
next time.
Talon Strike Force:
Much like the Gladius, the Talon
is a 3 tier system allowing you to Choose from the following. So it operates on
the same principle as all the new style detachments, allowing you to make a
compilation of formations from the book, with this one being a combination of
new formations and ones from the SM codex.
Those marked with an asterisk are new and will be discussed below, the
others are from codex SM. Obviously, they must all be Raven Guard. It's also
worth noting that the formations below work especially well within the
detachment, but are not specifically Raven Guard Formations and so can be used
individually in other Space Marine armies.
Core (1-2)
Battle demi company
Pinion battle demi-company*
Command (0-2)
Strike force command
Reclusiam command squad
Auxillary (1+)
1st company task force
10th Company task force
Shadowstrike kill team*
Raptor Wing*
Skyhammer orbital strike force*
Shadow force*
Bladewing assault brotherhood*
Ravenhawk assault group*
Stormwing
Anti-air defence force
Supression force
All the models in the detachment will benefit
from the following command benefits:
Extensive planning - if Warlord
in this detachment, can reroll mission, deployment and who goes first. Yep, all
3, so pretty good for having the game on your terms.
Know when to strike - can roll
for reserves from turn 1 on a 4+. Excellent for alpha strikes - especially in
conjunction with some of the formations below.
Know when to fade - can always
choose to fail morale checks. So the old Ultramarine Chapter tactics, which I
actually liked a lot but admit were better suited to a Chapter like Raven
Guard. Great for getting out of a scrape when you're outgunned and about to be
charged.
Pinion battle demi-company
More restrictive than a regular
Battle demi -company, but better suited to Raven Guard. You choose 1
Captain/Chaplain (no terminator armour) an optional command squad, 3 tactical
squads, 1 assault and 1 Devastator. In other words, no Dreadnought or
alternative assault/dev options. The last element is 1-5 scout/scout biker
squads. Interestingly, the Captain may be swapped out for a multitude of
Characters in the SM codex, suggesting that while the Talon is exclusive to
Raven guard, the Pinion can see more widespread usage.
The special rules are scout
support and wayfinders. Scout support allows each scout sergeant to spot for
another unit from the formation within 9" granting it ignores cover until
the end of the phase. Wayfinders allows each scout/scout bike squad to lead
another unit in reserve (from this formation) onto the battlefield when it
itself enters from reserve. This includes outflanking. They both arrive at the
same time and the unit being led gains stealth so long as it is within 9"
of the scouting unit.
So, on the on hand we have no Objective
secured, no free transports (if taking 2), less options within the formation
and no Tactical benefits, such as you get with the regular demi-company. On the
other hand, you get to include the same amount of scouts you could normally
take as an auxillary, but the benefits are very much in fitting with the Raven
Guard. Don't forget also that Raven Guard Chapter tactics give shrouded on turn
1 and the detachment allows reserves to come on from turn one. So potentially,
you get a better chance of first turn, bring on paired reserves with ignore
cover and +3 to their own cover saves on the first turn. Nasty.
Shadowstrike kill team
Consists of 2-4 scout squads and
1-3 Vanguard squads (with jump packs). The aptly named 'on time' rule, means
that you can choose to pass or fail your reserve rolls for Vanguard, useful
enough on its own but very handy when combined with the detachment rule giving
you first turn reserves. Not much good
when you have to stand there and get shot however. Unless of course, you have
the other rule, 'on target', which allows your vanguard to charge on the turn
they arrive from deep strike like the good old days,. If they arrive within
9" of two scout squads, they don't scatter either. In summary, with
careful planning and precision you can alpha strike the hell out of your
opponent.
Raptor Wing
Comprising 2 stormtalons and 1
unit of land speeders, there are 2 rules granted by this formation. Incoming
support means the stormtalons arrive automatically in turn 2 if not already on
the board. Priority target received allows a land speeder in the formation to
nominate a an enemy unit in 18" and LoS. Until this unit is destroyed or
another nominated, both the stormtalons get re-rolls to wound and to pen
against the target. Pretty nice to use in a regular marine army TBH, although
the Raven Guard detachment sweetens the deal.
Skyhammer orbital strike force
3 tactical squads in drop pods
and 1-3 squadrons of land speeders. Dropsite clearance means that at the start
of your first turn you can pick a point on the battlefield and you get rerolls
to hit and to wound of 1 against enemy units within 12" of that point.
Drop pods also only scatter D6 if arriving within 12" of that point.
Lastly, shock assault allows tactical squads to run then shoot the turn they
disembark. Good to clear out threat zones and control areas of the battlefield.
Shadow force
1 Captain, 1 Sternguard squad, 1
Vanguard Squad and a unit of Land Speeders. This is effectively the same as the
boxed set Formation (see below), with a few twists in that it allows any of the
Captains / Chapter Masters from Codex: SM to be taken, except Lysander or a
Terminator Captain. All units gain acute senses, move through cover and scout,
as well as swift redeployment , allowing non-vehicle units to re-roll run moves
(vehicles gain an extra 6" flat out). A mediocre formation more designed
to sell a boxed set ultimately, but at least it allows a relatively elite
strike force to get up close and personal relatively fast.
Bladewing assault brotherhood
This formation is meant to
represent a jump pack force deploying and redeploying from a Thunderhawk -
awesome for representing 8th company. It consists of one Captain or Chaplain
(including Shrike0, 1-3 Vanguard squads and 2-4 Assault squads, though must
number no more than 30 models maximum (Thunderhawk capacity). They obviously
all need jump packs too. On wings of fire means that once per game you can
disengage and leave the battlefield in your movement phase even if locked in
combat, ending up in ongoing reserve. Thunderhawk assault allows you to arrive
from reserve all at the same time using a single roll (if needed) - simply draw
a straight line from one table edge to another and deep strike each unit onto a
point on this line. The scatter dice can be re-rolled. So probably worth
starting the game on the table, hitting somewhere hard and then pulling out
before being hit by massive retaliation.
Ravenhawk assault group
This formation consists of 1
Sternguard squad, 1 Dreadnought/Ironclad/Venerable and 1 Stormraven. Targeted
strike allows you to nominate an enemy target when the first unit arrives from
reserve. The formation can then reroll failed to hit rolls against it for the
rest of the game. Vertical insertion allows the stormraven to deep strike but
it must then hover the turn it arrives.
Shadow Force Solaq
Exactly as per the shadow above
below, but specifically using the units below, all of which occupy the
equivalent FOC slots.
Shadow Captain Solaq
Captain Robotnik himself, this is
the limited model from the boxed set. He is effectively a standard Captain with
a power sword, plasma pistol, Angel of death as a fixed trait and the Raven
Helm, which means non-vehicle units targetting Solaq and his squad must pass a
leadership test or only be able to fire snap shots that turn.
Vanguard squad Darvos
From the boxed set, this squad
costs 185 points and has 5 jump pack Vanguard, 4 with twin lightning claws and
a sergeant with hammer and shield. In addition to all the standard Vanguard /
Raven Guard rules, they also get fear.
Sternguard squad Amerex
A 5-man squad with fixed loadout
- 2 standard veterans, one with sotrm bolter, 1 with heavy flamer adn the
Sergeant with a plasma pistol and power sword. As well as standard Sternguard
and Raven Guard rules, they also get 'one with the shadows ' granting shrouded
so long as it remains stationary that turn.
Land Speeder Darkwind
Stole a trick from the Ravenwing
here. This is a 75pt Land speeder with a heavy bolter and assault cannon which
has deep strike, scout and can reroll jink saves.
Relics of the Ravenspire
Armour of shadows - 35 - 2+ save
and stealth if moves / shrouded if stationary.
Ex Tenebris - 10 - assault 3,
rending, precision shots storm bolter.
Nihilus - 15 - armourbane, AP3
sniper rifle, which gets split fire and S6 vs vehicles. (for veteran scout
Sergeants only)
Raven skull of Korvaad - 15- +1WS
and LD - if removed as a casualty then Raven Guard have hatred and rage within
6" of the point he died.
Raven's fury - 15 - jump pack
granting S+2 strikedown HoW attacks.
Swiftstrike and murder - 35 -
pair of lightning claws which double the amount of scored hits.
Missions
11 - Strike from the skies - 1VP
if enemy unit destroyed by Raven guard unit with jump pack or that arrived in a
drop pod this turn.
12 - Keep to the shadows - 1 VP
if all non-vehicle units are embarked in a vehicle/building or within 1"
of a terrain piece.
13 - Let them know fear - 1VP if
at least one enemy unit failed a morale/pinning/fear test.
14 - Prioritise and destroy -
D3VPs if enemy warlord/super heavy or gargantuan creature destroyed.
15 - Highly mobile assault - 1VP
if enemy charged by Raven guard and destroyed in assault phase. (3+ = D3)
16 - Cripple the enemy - 1VP if
you destroyed one enemy FA or DT (if 3-4 = D3, if 5+ = D3 +3)
Warlord traits
1. Vanish into the gloom -
Warlord and unit can use when targetted, moving D6" - if in cover after
this move they gain +1 to their cover save against that attack. Once per turn
unless falling back/charging.
2. Concentrated attack - in the
charge phase an enemy unit in LoS of you Warlord can have charge rolls against
it re-rolled.
3. Master of Shadows - Once per
game in your movement phase, can effect night fighting until your next turn so
long as Warlord on battlefield.
4. Silent stalker - enemy units
firing overwatch at your Warlord must pass a leadership test. (-2 if he moved
through terrain)
5. Exit strategy - Can +/- 1 from
variable game length roll.
6. Swift and deadly - once per
game Warlord and unit can charge even if ran.
Conclusion:
Well, this is certainly a
pleasant surprise and hopefully will follow suit with the other Chapters in
future. An excellent way to expand the generic formations available to the
Astartes while at the same time making Raven Guard (arguably the weakest of the
SM Chapter tactics) more competitive with their exclusive detachment. It's
always great to have a few more ways to use existing units to keep them more
interesting and is especially good that these ones can be used best in the
Talon detachment, but also as individual formations in any Codex Marine army.
The Ravenhawk and Raptor wing are definitely ones I would consider using in my
Crimson fists army, and I will definitely try to use the Talon detachment alongside
a combined arms in my upcoming raven guard game. (great timing) Likewise, the
relics are great and I will definitely fit as many as possible into my lists.
Next time I will look at the Whitescar offerings. Cheers.
Good rundown. Some people have been complaining about the Ravenhawk one not being very good, but IMO the Vertical Insertion rule is about the coolest thing ever in terms of fluff. I really like the flavor of all these rules, even if some fall a little short on the table.
ReplyDeleteReally nice post! Congratulations!
ReplyDeleteThis may be a silly question, but can you use these formations with chapter tactics other than Ravengaurd?
ReplyDeleteThis may be a silly question, but can you use these formations with chapter tactics other than Ravengaurd?
ReplyDeleteYou can use the formations but not the Talon Strike Force and the bonuses that come with it I believe.
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