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ravanors and why they should be feared

 
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tashaehero



Joined: 15 Apr 2008
Posts: 8



PostPosted: Fri May 23, 2008 11:29 am    Post subject: ravanors and why they should be feared Reply with quote

hi every one for those of you who dont know me im marks (former doomsday) girlfriend. what a lot of you dont no is when mark plans to to an army or yugioh deck he puts in a lot of planning and i thort it would be a good idea to post a sample of one unit he has done recentley in the hopes that it will help som people and may be get a new section started where these articals could get more use as mark just bins them after he is finished.

Unit name: Ravanor  
Race: Nids
Force org choice: fast attack
Stat line Ws 5 Bs 3 S 4 T 4 W 2 I 5 A 3 Ld 10 Sv5+
Cost 30 points (basic).

Overview.

At only 30 points for a base beast that is more then capable of holding up or killing a light infantry squad in combat.

Movement:

The ravanor unit has two special movement rules that make this unit useful in combat these are:

Beast (page 57 in the 40k rule book): They can move 6 inches then shoot with an assault weapon or use fleet (page 74 in the 40k rule book) in stead of shooting giving them an extra D6 movement in the shooting phase. Then assault at 12 inches giving them an effective range of 18 inches plus weapon range or a flat out assault range of between19 inches to 24 inches using fleet. They also fall back 3 D6 which also reduces there chances of being destroyed by a sweeping advance if beaten in combat (and out of range of a brain beast). But also improves there chances of falling back in to range of a brain beast and automatically regrouping at the start of my turn.

Deep strike (page 84 in the 40k rule book): when available in a mission the unit starts the game in reserve until they be come available. They then can deploy anywhere on the field but may not move or assault but can shoot that turn and when given the right gun this can be devastating. (Note they still get beast movement in subsequent turns)    

Also note that there speed makes them good at capturing table quarters and objectives.

Shooting:

The ravanor has three ranged weapon bio morphs which are:

Death spiter cost 6 points range 24 inches S5 AP5 assault 1 blast.
This gives you a medium ranged template weapon  (al so the longest ranged weapon this unit can have) but with out the wait of fire power of the devourer and this is the weapons down fall for this unit but consider giving this to warriors.

Spine fists cost 6 points range 12 inches S 4 AP5 assault 3 twin linked.
This weapon has the shortest rang of all 3 at 12 inches with 3 shots re rolling to hit but not to wound makes this gun a little poor for me.

Devourer cost 10 points range 18 inch S 3 AP – assault 6 living ammo.
With this gun the ravanor becomes a suppressive fire machine. Whilst hitting on 4s and wounding T4 enemies on 5s with re rolls to wound and at 6 shoots per unit means sooner or later the enemy unit is dead.  

Close Combat:

Ravanor’s have WS 5 S 4 I 5 and 3A as standard which means when they go up against space marines they strike fist in combat. (Unless the enemy unit is a character or a HQ choice then they go at the same time) hitting on 3s and wounding on 4s. But they also MUST have one of the following weapons:

Two sets of scything talons cost 8 point.
These give the ravanor a plus 2 close combat attacks which makes 5 attacks standard (6 when charging). And when going against light infantry (4+ Sv) in large numbers you are more or less guaranteed to win the combat.

One set of scything talons and rendering claws cost 10 point.
Now it doesn’t matter if its infantry or vehicle’s, as on a roll of a 6 against infantry it becomes a power weapon and against vehicle’s you get an extra d6 on the AP roll. Giving you 2 D6 + 4 for pen rolls that’s a range of 6 to 16 you also get an extra attack from the scything talons making 4 attacks standard and five when charging.

The problem is when the enemy gets to strike back as while they may have 2 wounds and toughness 4 they only have a save of 5+ making them venerable to counter attack in combat and Ap5 weapons in shooting which is almost every think.

Recommended unit:

Unit number 4
Cost 120 points
Upgrades scything talons with rendering claws and Devourer for 80 points.

This is a nice well rounded unit that gives me 24 shots in the shooting phase re rolling to wound and 20 close combat attacks with any 6s to hit being power weapon attacks or getting a bonus on vehicle pen rolls at initiative 5. This should be more then enough to take out a 10 man squad.



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insectsrule



Joined: 14 Feb 2008
Posts: 274


Location: malvern link

PostPosted: Fri May 23, 2008 6:57 pm    Post subject: Reply with quote

what this list shows is a classic bit of fast attack choice for the tyranids although i would probably go with a unit of around 6 just because of thier lack of survivability.

  With the new 40k rules that are out on the 12th july when they deep strike they can now elect to run during the shooting phase instead of shoot which means they can deep strike and then move D6" making them even better for gettin in close or moving into cover (something very useful for these guys with thier lack of armour)
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tashaehero



Joined: 15 Apr 2008
Posts: 8



PostPosted: Thu Jun 05, 2008 8:53 pm    Post subject: info Reply with quote

good info on topic it is hard to start a army and info is useful when look at a codex they dont make much sense at first



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