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Hey guys now that the new codex has been out for a while . Do you Dark Angel loyalist thing the Ravenwing is still competitive.
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Somewhat, the masters speeder is quite a bit better, the bikes are about the same, but the landspeeders where nerfed.Do you Dark Angel loyalist thing the Ravenwing is still competitive.
Really, this codex has been about the Dark wing, uniting all the forces.
That said, my ravenwing army was ruined, an not even legal anymore.
Its certainly a solid list. It just doesnt feel that different from a bikes trait army.
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Should have Skilled Riders. That's about the only major problem I can see with it.
Also, Land Speeders were nerfed - which is confusing. I mean, they were cheesy, but they were all you could take. They needed to be cheesy in order for you to have a chance. The set-up they have now is just confusing and nonsensical, with the fixed squads and the you-have-to-take-a-silly-Typhoon business.
Though the Master did get significantly better, I might add. Dark Angels now seemed to be geared entirely towards capturing table quarters - their jetbike HQ counts as scoring, they have Combat Squads, their bikes get a free move at the start of the game. So it's convenient that the latest White Dwarf battle report including Dark Angels was a table quarters mission against static Tau.
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Let me see about this, the ravenwings have the scout move and on the scout move, they are able to move their maximum distance which would be 12 inches. If they get the first turn, then they can move another 12 inches. So......they can cover 24 inches right off the bat. Hmmmm...quickly into H2H combat....yeah, seems competitive too me.
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I find it ironic that the rumored changes to the Blood Angels still allow for them to field LST squadrons in twos and they can still have attack bike squadrons. It would have been nice if ravenwing had that option too. Scout and Fearless are ok, but I'd still rather have Skilled Riders. That 12" scout + 12" move + 6" charge is nice right up until you lose a couple of bikes charging into those guys in cover! ;^)
Seem can be deceaving. I have not yet played my new DA, they are still in the box, but I know several that have. They are rather fragile in combat and don't do so well unless you are going against stuff like Eldar or IG. Sure you can get 24" move plus deployment distance. But that doesn't mean you want to.
What I think are some of the advantages of the scout move, is redeploying, moving up behind cover or along a flank, getting into a good position to bring down termis.
Otherwise the bikes are good at staying OUT of combat by out manuevering the opponent, and always shooting at 24". I think their fearless ability compensates for 3 man combat squads as well.
I'm looking forward to trying out some games with my RW. I know they are rather tricky to play with and not real forgiving if you make a mistake, but I think it will be fun and challenging compared to my other armies.
What is it that is illegal about your RW list? Can't you move the models around to make up the new squad configurations? The only thing I can think of that would be totally unusable is if you had attack bike squads, since now you can have so few of them. But lots of speeders can be used, one for each troop slot, squad of them in fast, not to mention the special speeder command squad you can make.
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I haven't read the new codex yet and no one plays DA or RW in our club. Can you turbo with the bikes on the scout move? It would be silly, but if you could turbo - you could in theory move 48" (two turbos) and then be destroyed by something.