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Well, I still have my unopened and unassembled box of Raptors that I purchased because I thought they'd be cool, but as it turns out they are insanely expensive, and not to rant much but I'm trying to come up with the most efficient way of configuring the squad and using them is. I've toyed with it a bit but I always come up with super expensive squads. I am thinking 6 man with 1 AC with 2 LCs and 3 meltas and furious charge would be pretty nice. Then again, I am thinking I should change the LCs for a Power Fist if they have meltas and are supposed to be for tank busting.
I play Iron Warriors and I'd really like to fit them into the mold somehow. Either as an anti-tank unit, or just a unit that can wander around and harass forces in hiding or forces that are running away. I've also considered using them as an anti-assault option. So... since I'm not coming up with anything remotely under 200 points ... hlep please!
I'll give you the advice I give everyone, configure them in the way they either do Tank Hunting or Infantry killing. Decide if you army is lacking in either types of units.
In the end, it really depends on what the rest of your list is like. What does your army lack, and how can the Raptors fill that need? Counter charges? Tank Hunters? Flanking units?
I run mine as such, but only in 1850 points games -
Mark of Chaos Undivided; Infiltration; Furious Charge
2x Meltas; 4x Bolt Pistols
Champion w/ Power Weapon & Pistol; Daemonic Strength; Mutation
I use them as a harassing unit, taking out expensive units and Heavy Weapons units, like Devestators. The Meltas allow them to do a bit of Tank Hunting as well. Obviously, in an IW army, you'll have to choose between the MoCU or one of the Vet Skills.
Some options for you are -
3x Bolt Pistols & CCW; 3x Meltas
That one comes out to 228, and is used solely for Tank Busting. Considering that Iron Warriors rarely lack other forms of Tank Busting, this unit seems to be a waste. Alternatively, you could use Plasmaguns instead, but that makes for a very expensive suicide unit. It may or may not pay of for you, depending upon your opponents.
If you need a Counter Charge unit, take a unit like mine above and use Furious Charge and MoCU. Special Weapons may not be needed in this unit, though Flamers might be handy.
Speaking of Champions - It is my belief that all Raptor Champions should be armed with a Power Weapon and Daemonic Strength. Paired with Furious Charge, this combination allows the Champion to wound MEQs on a 2+ at a quicker Init than most, allowing you to keep precious Raptor models from recieving counter attacks. The Powerfist shouldn't be used on a Champion, since you don't have cheap ablative wounds in the squad like other units. Lightning Claws are nice if you have the points, but a Power Weapon will suffice in most situations for half the cost.
I faced this very same dilemma pretty recently. Except that I never bought any raptors so my decision was to but them out of the list in favor of something more efficient. Before I did that I come to a couple of conclusions. One is that theyr'e better off in an anti-infantry capacity. Not that they aren't good at taking out armor, but they're extremely expensive when kitted out in such a way and are a high priority target. And... I won't bore you with the others. Anyway, the unit I ended up looking at was this...
It's a decent countercharge unit for taking out lightly armoured assaulters like scouts, gaunts, cultists or whatever you happen to be facing. The fact that it's taking on infantry means you get to put demonic visage to work. The lack of an aspiring champion could make people overlook the unit but it still has a fair bit of bite. Frag grenades also help in this role, and in a pinch they can use krak grenades to take out tanks. But it's still damned expensive, which is why I ended up dropping it.
"You challenge me knowing that I am Xiahou Dun!?"
I think Anti-Infantry sounds the best, especially since i'm IW!
What about this config:
6 Raptors, MoCU, Furious Charge, including
1 AC with D. Str, Pwr Weappon
Obviously about 2x a expensive as a corresponding unit of ground troops, but i'm hoping the versatility of the unit can make up for the difference. I've also been toying with the idea of having my lord/lt join the raptor unit, although I'm not sure this is the best option since they will lose hit and run...
The only two options for special weapons that will not in turn kill your expensive raptors are the melta gun and the flamer. I've always favored the melta gun, because flamers are hit or miss, depending on the opponent's army. Plus, one good shot against a vehicle can really help to make a raptor squad's points back.
Spambot kill tally. . .337
I guess adding 3 meltas wouldn't affect the price of the squad too much, 30 points only represents like 1/8th of the points already invested lol. The only thing i am worried about is killing the entire enemy unit in one round and not being able to hit and run away... I've never used them before so I really don't know how they will work. I mean, i'm not planning on using them to assault an 8 man tac squad or anything, just stragglers or tanks and other heavy point enemy units.
proxy them with something else and see how they perform for you, and what you like to use them for.
Raptors have to work with the rest of your army also, you can't really just stick them on and expect magic.
So, as tempting as it is to glue them all, just proxy them first to see how which configuration helps you the best.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
So I finally got around to proxying my raptors. I wanted to try something new so I put together a random 1200 point list basically consisting of a Statured Lord, 3 Oblits, Predator, 3x AC havoc squad, 1 CC squad, 1 Plasma Squad, and 1 Raptor squad. This wasn't really the most coherent force in the world, but I hate playing the same army list twice, and since we were playing random game I wanted some level of mobility.
For my raptors I chose the 258 point configuration: 6 Raptors total including 1 AC with Pwr Weapon and D. Strength and then 3 Meltas. The squad did have Furious Charge and the MoCU. I think I really got lucky with them but they were absolutely killer. One thing I didn't like, however, was that they weren't really good at tank busting or close combat. I couldn't charge a tank with a Power Fist that I failed to destroy, and likewise when I charged infantry I wish I had the extra CCW attack.
They did work quite well for taking out devastator squads, and I used my squad mainly to hunt down my opponents Land Speeders, sine we ended up doing Alpha level cleanse. Overall I was very impressed with the hit and run, but I am not sure I will be using them again in the future. I like my squads having specific purposes and specific complementary roles, and in this list that they worked in it was quite the clustering of randomness.
I think next time I will have to go with either more raptors or pure infantry hunters. Thanks for the advice, just thought I would give an update on how I put into practice all the great advice.
Spambot kill tally. . .337