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Well, this new run rule has got everybody talking about Rhinos, well, I ask, what about Raptors?
They're another mainstay of Chaos who's usefulness may be affected by this rule. What do you think?
Well when it all comes down too it, the new Chaos codex was made for 5th edition. So I would just say don't get to comfortable with it yet.
Well, the way I see it is that (once "run" is implemented) with a Rhino you pay the points for a TL bolter, a gauranteed extra 6" every turn, and an armored shell while you're on the way.
With Raptors you pay the extra points per model for the gauranteed 6" and the ability to charge after that distance. That, and the ability to jump over walls. I think the measly amount of points you pay up from Marine to Raptor will still be worth it.
Raptors will still be very useful.
They can sneak into places that Rhinos can't get, and they still pack some healthy fire power.
Also, they take up different slots to troops, not that this is really an issue with 6 troop slots.
Raptors are also individually fast, and not based on a vehicle or all out running.
The significance of this is that, one Krak Missile is all it will take to reduce a whole squad to running. Where, sure they can move fast, but they can't really engage in anything afterwards.
A raptor squad can take several casualties, and their aggregate movement speed remains unimpaired. Meaning that in the long term they will be faster for longer.
Finally, and this is my favourite, Raptors will always have a place in my twisted, mechanical, alien, lego, dark heart for their ability to deepstrike.
Alot of people will complain at an assault based unit deepstriking for whatever reasons. But if you've got balls like me, or you're stupid like me, then the results can be spectacular. You just have to know when to pull it off implement and enjoy the rush of taking risks.
But then again, it's just a game - and what's a game without fun?
I compleatly agree. I always field my raptors with meltas and deep strike them. I also give the champ dual L-claws and Icon of slannesh, that way they can get the first attack even againt their loyalist bretheren
After so serious research and some good old head scratching its been decided that the power fist is far superior to the lightening claws on the raptor champion. This is because with the melta guns, the fist meshes much better, you can follow through from the melta attack into a MC or vehicle, it is much better against all T5 and above and you still get a bolt pistol shot. Claws and flamers are for anti infantry.
You can have initiative 10 for all a carnifex cares. If you hit like a pansy, it doesn't matter when you strike because nothing is going to happen.But Slaanesh and higher initiative!
In the previous codex, it was important to protect Slaaneshi stuff as it was expensive, but back then champs were striking at S6 or at least S5.
But now, Slaanesh is as cheap as chips, so, throwing away the init bonus on a single model is well worth the squad rounding and destructive potential of a fist.
Considering I was talking about fighting loyalists and not a carnifex........
But, if I saw a squad without a fist, then it's a great chance to get a dreadnought stuck in. Admittedly, Raptors are on krak and often have melta guns, but, getting stuck against a dready without only limited means of attacking back is never good.
Also, if you're fighting Imperial marines, then Chappy led assault squads is another good reason to have a fist. Even with L'claws, you won't kill the chaplain, or have a very low chance to do it, and two turns will be all he needs to get you.
With a powerfist, you're by and large ending it in one blow.
There's also armour to consider too. Loyalists often take predators and razor backs and stuff. Meltas are great, bud sometimes just giving it a good punch will really get the job done decisively.
So.. while L'claws are best against other marines, there is still a massively strong case for Powerfists. It prepares your squad for ALL threats.