View Full Version : StormRaven: Transported Units
Mycroft Holmes
02-07-2011, 10:29 AM
I've been writing up lists that include the StormRaven lately and I'm unsure about what the best transported units would be. I had intended to use the transported unit as a CC attacker.
Terminators: My standard choice for assaulting out of a LandRaider, but the StrormRaven doesn't include Frag Assault Launchers so assaulting into difficult terrain means Int 1. I run mostly lighting claws and join a Sanginary Priest/ Librarian to allow Int/Str 5 Reroll Hit and Wound every turn.
Death Company: My second choice due to it's highly reliable damage, but the squad is subject to Rage which makes it a poor objective denying unit. Definitely requires a Chap. On the positive side taking a DC unit allows access to a Death Company Dread; which is one of the better choices for the SR to transport.
Assault Squad: Only six can fit in the SR if they have jump packs and they're not that good in CC. You can fit an entire squad in the SR if they don't have jump packs, but at this point you're loosing the -35pts to a transport.
Vanguard Vets: Perhaps the best choice? Definitely not as effective in CC as Terminators or Death Company, but can put more bodies on the tabel then Terminators, have frag grenades and are not subject to Rage so they can hold points. Unfortunately they need a ICs to be effective in this role (chap for fearless/reroll and Sanguinary Priest for FNP/FC) but they're still not as deadly/survivable as Term/DC.
What does everyone else do with their Storm Raven?
Transport a CC unit into combat?
A scoring unit transport for late game denial?
Mycroft
somerandomdude
02-07-2011, 11:14 AM
I don't believe a Storm Raven will be able to survive regularly enough to be an objective denier/grabber, and that's an awful lot of points you'd be spending to do it.
I don't think Vanguard Vets are a good option because you miss out on their Heroic intervention on Turn 2, which is huge, and saves your ICs for other squads that get larger benefits (scoring units with FNP or DC with double rerolls).
My friend who plays BA uses DC (no jump packs) with Astorath. It's expensive and I'm not sure how practical it is, but it keeps his other units alive while the focus is on the Storm Raven. The best counter to FNP is S8+ weaponry, and that's also what needs to shoot at the Storm Raven.
However, Terminators would probably be one of the better choices. Yes, the lack of Frags can hurt, but not everything is going to be in cover, so you should end up with assault options. Also, as a little bit of advice I'd run at least one TH/SS terminator in that squad, just to give you an option against tanks. If you multi-assault vehicles that are nearby you might not have to travel into terrain versus a unit (depending on the exact set-up).
DarkLink
02-07-2011, 11:45 AM
Death company.
They're not there to survive or contest objectives. Let the rest of your army do that. You set the Death Company loose once you've popped a transport or two, and just let them run wild. A well equipped squad can kill nearly anything in the game. Works especially well if you can lure out your opponent's main CC unit first.
Mycroft Holmes
02-07-2011, 12:41 PM
Also, as a little bit of advice I'd run at least one TH/SS terminator in that squad, just to give you an option against tanks.
Yep, that's what I do; 4 LC and 1 TH/SS. Plus the Lib takes the str 10 power so it can contribute vs vehicles and monstrous creatures.
Death company.
They're not there to survive or contest objectives. Let the rest of your army do that.
I've considered that as well. I've just always found that sending in the Terminators was one of the best ways to really take and deny objectives.
I'm thinking that the DC probably are the best choice with the SR. Allowing the DC Dread to be brought in as well just seals the deal.
Mycroft
I run mine with th/ss treminators and a furioso with blood talons... They balance quite well.
Mycroft Holmes
02-07-2011, 04:56 PM
I run mine with th/ss treminators and a furioso with blood talons... They balance quite well.
Do you bother to put any ICs with Terminators?
Sanguinary Priests: You would obviously lose the Int bonus, but would retain the Str increase/FNP as well as possibly extend the FuriousCharge bubble to the Str 6 Dread
Chap/Lib: Rerolls to hit/Fearless/Int 4 PW hits
Any: giving them an extra Infernus Pistol
I expect not, but thought I would ask.
Also; do you give your Furioso the Magna Grapple or upgrade to the Heavy Flamer? Do you ever find that the lack of Fleet is a hindrance to reaching your target?
Mycroft
lowdog
02-08-2011, 10:54 AM
Using terms though, why not just run them in a dedicated land raider and save the heavy support slot?
DarkLink
02-08-2011, 01:33 PM
Putting an IC and an assault squad and a Dread all in a 200+ point vehicle is asking for trouble. Land Radiers can shrug off anything short of a railgun, and by the time melta is in range you're close enough to deliver your target. SRs can't do that, so you need to be more economical.
SRs can, however, drop stuff in your opponent's face turn 2, which is why you would take one as opposed to a Land Raider.
Raiders are more reliable, but Ravens are faster.
plawolf
02-08-2011, 03:21 PM
Death Company is a solid choice.
Rage only really kicks in when you are some distance from the enemy and need to hoof it across the board. This gives your opponent the space to bait or kite them.
With an SR dumping the DC right in the middle of their army, there should not be any room for him to try any baiting or kiting shenanigans. All he can do is try to limit the damage and kill off the DC asap before they rampage through his entire army.
That gives the rest of your army almost a free pass to do their stuff, be it legging it up the board to join in, or taking objectives or whatever you fancy.
Vanguards are a total waste in an SR, they loose HI, which is the primary reason why you would want to take them in the first place and are also handicapped by the small squad size limit on account of the jump packs.
You are far better off taking Honor Guard if you want to dump a load of blinged up CC veterans in the enemy's face that are more reliable/controllable than the DC.
Termies are also a great choice, and if you take SS/TH termies, the lack of frag launchers really isn't an issue at all. But termies are your hammer unit, you should be using them to go smash up big bad expensive things. Leave the enemy scoring troops hiding in cover for the rest of your army to root out.
My personal choice would be the DC, as it is the most effective and reliable way to use this pretty dangerous and distinctive unit.
11 DC with chappy and DC dred kitted out with bolters and PW/PF/TH can cause an unholy amount of damage and even more disruption and confusion.
Sometimes your opponent is so intent on getting his guys away from the rampaging DC, he does not realize he is making them easy prey for another of your units following up.
Its also more fluffy, as all those dudes you just dropped alone into the enemy's army is almost certainly all going to die, and thats what the DC is for.
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