Thursday 25 February 2016

Further Raven Guard List Analysis

So I need to come to some sort of conclusion on the changes I plan to make on my list after the LVO and DM3. I also plan to reply to the really interesting comments by Jjpwyrm in this post.

As mentioned in my last post the main issues I found with the list were problems with flyers, problems with intercepting Tau, and fragility of the vanguard. I concluded that there was little I could do about flyers, adding in a grav centurion squad might work versus intercepting Tau, and trying to squeeze in 3 more Vanguard would allow me to combat squad one of the units creating a naked 5 man unit who could eat over watch.

So, after long hours with battle scribe, I’ve come up with a couple of options.


The list I took last weekend was 

Talon Strike Force

Battel Demi-Company

Chaplin, bike

Tac Squad, melta, combi melta, Drop Pod, Locator Beacon
Tac Squad, melta, combi melta, Drop Pod, Locator Beacon
Tac Squad, melta, combi melta, Drop Pod, Locator Beacon

3 Man Bike Squad

Dev Squad, Drop Pod, Locator Beacon

Shadowstrike Kill Team

5 Scouts, Bolters
5 Scouts, Bolters

7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw

Combined Arms Detachment

Techmarine, Bike

5 Scouts, CCW, Land Speeder Storm
5 Scouts, CCW, Land Speeder Storm

Drop Pod
Drop Pod

What I’m trying to do is create points for 2 things – first, swapping the naked dev squad in the demi company into a unit of 3 grav cents, and adding 3 more bodies to one of the Vanguard units. So I need to find 236 points! That’s going to be hard!

First things to go are the Land Speeder Storms. Next I could take out one of the tactical pods, and the special and combi weapon on that squad. Next to go would be the locator beacons on the other three pods. I could swap the CAD for the Flesh Tearers Strike Force, which means I only need to take one scout unit, saving an additional 55 points, giving me 230 points. Finally I can swap the Techmarine for a Sanguinary Priest.

With these changes it comes to 1851pts….! How irritating! I could swap one of the power first on the Vanguard for a lightening claw to get the points. The list then looks like this

Talon Strike Force

Battel Demi-Company

Chaplin, bike

Tac Squad, 
Tac Squad, melta, combi melta, Drop Pod
Tac Squad, melta, combi melta, Drop Pod

3 Man Bike Squad

3 Grav Cents

Shadowstrike Kill Team

5 Scouts, Bolters
5 Scouts, Bolters

7 Vanguard, 2 Storm Shields, 5 Bolt Pistol and CCW, 2 Power Fist + Lightening Claw, 1 double Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw

Flesh Tearers Strike Force

Priest, bike

5 Scouts, 

Drop Pod
Drop Pod
Drop Pod

So now I have the Cents coming down with the Vanguard to give an intercepting Tau army something to worry about, and a small 5 man Vanguard Squad to soak up over watch before the heavy hitters pile in. However, I’ve gained this at the expense of 5 Ob Sec units (the Tac’s Pod, and the 2 units of scouts in their Land Speeders). The only mobile Ob Sec unit I have now, is the bike squad with the Chaplin and the Priest. That bike squad has also lost what little combat punch it had, without the techmarine’s servo arm, I’ve also lost the ability to bring in the tac squads in a first wave of 3 pods, holding the scouts and the cents in reserve along with the Vanguard. Finally, I’ve lost the locator beacons on all the pods, which worked so well at the LVO.

So essentially, I’ve lost mobile Ob Sec and tactical flexibility for the Cent’s killing power and to make the Vanguard a little more durable. Hmmm…!

An alternative would be to put the standard CAD back in, swapping the scout squad for two 3 man bike squads in the troops slot. The problem would be I don’t have the points to then take the extra vanguard. The lsit would look like this

Talon Strike Force

Battel Demi-Company

Chaplin, bike

Tac Squad, 
Tac Squad, melta, combi melta, Drop Pod
Tac Squad, melta, combi melta, Drop Pod

3 Man Bike Squad

2 Grav Cents, one Heavy Bolter Cent

Shadowstrike Kill Team

5 Scouts, Bolters
5 Scouts, Bolters

7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw

Combined Arms Detachment

Techmarine, bike

3 bikes
3 bikes

Drop Pod
Drop Pod
Drop Pod

This comes to 1,836pts. I needed to drop a grav cannon on one of the Cents to make it work.

The difference between this list and the last one is that I now have 3 mobile Ob Sec units (the 3 bike squads) at the expense of the 3 extra vanguard. So t he question – are the 3 extra Vanguard worth dropping for the mobile Ob Sec?

Jpwyrm’s commets were

·         Don’t I need reserve manipulation
·         What about running 2 units of 10 vanguard, rather than 3 of 7, saving some points by trimming the gear.
·         What about weapons on the Devs
·         Do I need the locator beacons?

Taking each in turn

·         Reserve Manipulation. This would be nice, but the minimum cost for this would be 70pts (bunker and comms relay). I couldn’t do this and include the Cents. Ultimately I think the ability to bring in the VV whenever I want, is so good, I don’t need a comms relay.
·         Vanguard. I did think about the Vanguard load out long and hard, and I think it’s is pretty optimal …. but I could be persuaded. I’ll discuss this further below.
·         I now have weapons on the Devs!
·         Locator Beacons. They are now out to find points, but I would really like to put them back in if I could. They  were invaluable for those games at the LVO when I didn’t have first turn, and didn’t want to risk bringing the Vanguard down turn one and scattering. However, now that I can bring the Vanguard down and deep strike off the podding scouts, I don’t think they are nearly as useful. Maybe one!

So, jp was spot on with most of his comments….but we need to talk about the Vanguard a little more.

I run the squads with 2 naked guys, 2 storm shields and 3 guys with power fists and lightening claws. My thinking is that this load out gives me enough ablative wounds, to maximise the value of the investment made in the power fists. Essentially, the naked guys are there to eat overwatch, and high initiative weapons in close combat, the storm shields are there to eat low AP wounds, and the killers are the guys with Power Fists. So, for example, I charge a Riptide – the naked guys eat the overwatch, the Storm Shield guys block the AP2 attacks at initiative 2, and the power fists kill it at I1. The Lightening Claw/Power Fist load out “only” costs 25pts – so essentially that’s 15pts for the Power Fist, and 5pts to give the power fist an additional attack! Bluntly I would pay 5pts for an additional attack on its own, but having the lightening claw also gives you the option to swing at I4 against things where you don’t need the Power Fist’s AP2 or S8.

More “sneakily” it also allows you to pull your punches – by this I mean using the lightening claw in circumstances where you don’t want the Vanguard to kill the unit you charge on the turn you charge, but in your opponents turn, so you can avoid a turn of shooting. So in the example above, rather than swing the Power Fists at I1, and kill the Riptide, leaving the unit exposed to devastating fire in your opponents turn, you could swing your claws at I4 (but more importantly AP3) do no damage to the Riptide, and then kill it in the next round of combat with the Power Fists (i.e. in your opponents turn, afterhe’s shot), leaving you free to charge something else in your turn. 

However, the big problem is attrition. If I lose a couple of naked guys to overwatch, and then a 1 or 2 Storm Shield guys to low AP weapons in combat – the Power Fist guys are pretty exposed.

Jp’s suggestion was that I take 2 units of 10, rather than 3 units of 7. The benefit this would have is being able to split the units into a unit of 5 naked guys, and a unit of 2 SS guys and 3 PF/LC. I could use the naked guys to draw overwatch. So rather than having 2 naked guys in each unit of 7 to eat overwatch, I have 2 units of 5 guys. You know what, that might just work. The unit of 5 guys could tie up more units, and there is a “stop loss” i.e. the maximum I can lose to overwatch is 5 naked guys, rather than a whole unit of Vanguard including the SS guys and the guys with Power Fists.  The down side is that it doesn’t really help with intercept – if the Tau player is smart, he will target the 5 man units with Storm shields and power fists.

Thoughts?

5 comments:

  1. Did you ever think about an Inquisitor with Liber Heresius?
    3 Servo Skulls help the Kill Team.
    Attach to Cents, they get scout 1st Turn.
    And for giggles you can make him a psyker and give Presience to your Cents.

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  2. I did consider an Inquisitor, largely for the skulls. However, being able to deep strike off the scouts largely means I don't need to worry about scatter, and putting the cents in a pod means that being able to scout them is not that useful. Presience is really attractive, but it would be unreliable with only 1 warp charge dice, and I can pop a tactical doctrine, which allows je to re roll ones....almost as good!

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  3. Hi there, stumbled here when looking for good analysis of talon strike force armies. Too bad I didn't see this earlier, could have chatted you up at LVO. I am working on a TSF army for the current ITC season and trying to decide on the direction I want to go.

    Some thoughts on what you have here.
    1) You mention in a previous post making the CAD HQ the warlord for the reroll on the warlord chart. Only issue here is you give up on Extensive Planning (reroll first turn and deploy zone) since the warlord has to be in TSF to benefit. Wasn't sure if you were aware, its something I struggle with when looking at flesh tearer CAD or Raptor/Issodon CAD for warlord bonuses.

    2) It seems like a lot of concentrated killing power and points on those fist/claw guys. Like if they happen to die (like in that eldar game) then thats the killing power of the unit. Seems like using a mix of cheaper axes, melta bombs, maces and such may work better? I dunno, totally untested idea.

    3) I like the direction you are going with the scouts and pods and cents. Flesh tearers seem like a really good option to pursue, they have access to some nifty relics (extra strategic warlord trait, no interceptor jump pack) and smaller barrier to entry -- gives up the storm though which is a bummer.

    Keep up the posts, best discussion on TSF on the net so far and nice work at LVO

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  4. @winterman - I totally missed the rule that 'extensive planning required warlord to be part of detachment. Duh!

    Intrigued by your thoughts on a mix of axes bombs and maces - the way I build the unit is 234pts for the 7 men, 2 shields, 3 Power Fists and 3 lightening claws. What are you thoughts on an alternative load out?

    EYIG

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  5. Pure theory hammer but looking at 10 man squad, 2 axe, 2 mace, 2 bomb, 4 ccw (could give two of those shields -- not been sure on that but seems like they work well for you). I'm not sure it has the killing power you are looking for, in my mind the rest of the list will need to do some heavy lifting also. That's where a cent unit in pod or similar is a good add with points saved (taking 2x 10 man).

    What I have been playing around with in battlescribe lately is something similar to what Nick Rose took to LVO last year but using the TSF and a CAD ally of somesort. Still playing around with ideas though -- some of this is based around models I have too.

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