Showing posts with label Ravager tactics FTW. Show all posts
Showing posts with label Ravager tactics FTW. Show all posts

Friday, July 6, 2012

6th Edition planning and insights

So FINALLY, I'll get to try some 6th edition and I'm really looking forward to it.

Currently I've read the book a few times, and picked out insightful ideas to try.  First thing I'm going to do is try and modify my webway list.  This shouldn't be a huge deal for me because most of what I had coming out of the portal was shoot then assault type units, like the Talos and Cronos, and Wracks.  I'll maybe put the scourges in the webway instead of deep striking for a little more control.

One thing that I usually ran was two 10 man squads of wyches one from the webway and one from a raider.  These are getting a couple slight changes, one unit will become warriors coming out of the webway.  That second unit in the Raider though, they are going to take a single upgrade and be run in the exact same 'take on anything' role as before.  Now most people have given up on assault because of snapfire, especially for light armoured units like wyches, but I found a gotcha.
Better than a Holy Hand Grenade

That brings us to our single piece of wargear, the Phantasm Grenade Launcher.  In case you don't know what it does, it is an upgrade for the squad character, the Hekatrix in this case, and it makes the unit count as having both offensive and defensive grenades.  5th Edition = meh, who cares, 6th ed though? Portable cover save vs snapfire.  One of the new quirks to 6th is a change to Defensive Grenades.

ShootingA unit equipped with defensive grenades has the Stealth special rule against all attacks targeting them. so long as:
  • They are within 8" of the unit firing at them.
  • They have not gone to ground

So what does this mean? With your average assault range being about 7" with the fleet reroll, you are going to want to be within 8" anyhow, so when you declare a charge you get a 'who can get the most 6s' roll off.  So this means you could get a 6+/5+FNP for your wyches.  

I'll give it a try this weekend and report back.

Friday, November 6, 2009

Don't Leave home without it.

Ron over at FTW was looking to put together another one of their great collective articles, this time about must have units. The only stipulation being a none compulsory choice.

I set about wanting to make a choice that applied to a Kabal list as much as to a Wych Cult list, that means that warriors and wyches are both out, as well as all the HQ. Which is tough because all those units are great. That left me with one obvious choice, the Ravager.

This is a pure and simple multipurpose gunboat. No matter what the strength of your army, the Ravager can bolster it, or fill the gaps of what you are weak at. The obvious downfall is that it's only AV 11 front and sides, with AV 10 on the rear. As a fast vehicle, it can move up to 6" and fire all it's main weapons or up to 12" and fire one main weapon. That means it can move around your back field and take advantage of it's range while people are more worried about the Raiders that likely moved 24" that turn.

Starting at 105 pts, it comes equipped with 3 Dark Lances. That's a bad day for any enemy armour. Any of those 3 Dark Lances can be upgraded to Disentigrators at 5 points each. The Disentigrator is a great multi-mode anti-infantry weapon. As a single shot it can fire a Str 7 AP 2 blast template per Disentigrator. Or it can fire in a sustained mode, that allows it 3 shots at Str 4 AP 3. That's right, it can count as a defensive weapon.

Generally, focusing on one way or the other works out the best, in a Wych Cult, it can really pack the anti-tank punch at range that you are missing. In a Kabal army, 3 Disentigrators make a mess of any type of infantry pretty quick.