Post by akaiyou on Apr 5, 2009 17:43:06 GMT -5
RAVENER
My analysis
BIOWEAPONS
Rending Claws + Scything Talons - YES - This is THE configuration to take! You now will have the ability to damage almost anything in the game! Excluding AV 14 all around vehicles.
Scything Talons x2 - NO - This may be a cheaper set up however for 2 extra points you lose +1 attack and gain rending. Making this a bad deal. If you simply want more attacks you'd be better off investing in a group of 8 SpineGaunts for just about the same price.
WEAPON SYMBIOTES
Ranged
=========
Deathspitter - YES - This weapon is not so bad for raveners, The ravener statline is perfect for assaulting, so why spend 6 points on a weapon that's geared for mid-distance shooting? It is a better value than getting spinefists for the same price!, but you really do want your raveners to hit combat ASAP. However in some occasions you'll find that even if u RUN and get a 6 you wouldn't be able to assault your target so this is where this weapon comes in handy. Performs decently against open-topped light vehicles as well. With the 5th edition rules you can safely hide your raveners behind gaunts shooting deathspitters until you are in range of assaulting. In most cases killing just 1 enemy model with shooting will earn you the points spend on his weapon so why not take it?
Devourer - NO - This weapon is EXPENSIVE! costs almost 2x as much as the other two ranged weapons. However it is pretty effective against low T bad Sv enemies. you get 6 S3 shots that re-roll wounds. Sounds great right? However it's range is only 18"! At that range your ravener has 1/6th chance of assaulting the target! And the closer you get the better the odds for assaulting become, and with Raveners you'll make the most of them when you are in CC so it makes it really hard for this weapon to make it's points back, since most of the time you'll decide to gamble on a RUN result to attempt to assault.
Spinefists - NO - The ravaner can assault at 12" from an enemy which is also the effective range of spinefist. You CAN do both shoot and then assault, however you pay 6 points for an extra 3 S4 attacks? And lets remember that the ravener is just as vulnerable as a gaunt due to most guns in the game having ap5 or better. In most cases you'll forgo shooting with a ravener and instead RUN to make use of the Ravener fleet rule to extend your assault range.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Raveners are mix of a Warrior and a Hormagaunt. Like a Warrior they have a good offensive and defensive stat line and can take rending claws, and like a Hormagaunt they are amongst the fastest units in our codex and can support any other unit in gaining victory. They are what most would consider our BEST Fast Attack choice. It is a good idea to just take 3 and turn them into 3 separate units, this works well as the opponent would not desire to shoot at 1 single model instead of the hordes most of the time. But this can also hurt you greatly in Kill Point missions so its not as desired to use in this manner then.
3 Raveners
Rending Claws; Scything Talons (x1); Deathspitter
- This set-up is great! You get a S5 small blast template that you can drop on enemies nearly every turn from far away or even from within 12" range and then assault as normal. Try and avoid shooting withing 13" - 18" range of the enemy, as this is the distance where you really want to RUN and attempt to assault. Remember your main attack is CC not Shooting! The gun is there because it's cheap, can make it's points back really easy and it gives you versatility as well as added killing power before the assault. Rating 10/10
3 Raveners
Rending Claws; Scything Talons (x1)
- If you really don't want the extra shooting or can't afford the points then go with this basic set up. You'll be focused on using RUN and cutting the distance to the enemy every turn until you can assault. It's still a very effective set-up. Rating 8/10
Gargoyle Brood
My analysis
Gargoyles can no be customized sadly, but they are already good as is. Consider them to be Gaunts that you are paying 6 points to gain Bio-Plasma and Wings bio-morph for.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Take them either very small or very large groups. 10 for small squads and 20 - 30 for bigger squads. This will either present the opponent with a small threat that he could consider dismissing in favor of shooting something else, or a very large threat that he needs to focus lots of firepower into. In general gargoyles will get shot to hell standing on flying bases makes them easy targets but it also makes them VERY good cover for monstrous creatures. So consider adding gargoyles to your list next time you take a Winged Tyrant and you'll have a moving 4+ cover save for him, very deadly combination. Just keep in mind that gargoyles ARE expensive units and super fragile never ever forget that.
Spore Mine Cluster
My analysis
Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however).
Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10.
Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Take frag mines or don't take this at all and spend your points upgrading your other models. They'll be better spent on something else. Spore Mine Clusters are good as a sort of joke attack, lacks effectiveness in any battle compared to our other choices.
My analysis
BIOWEAPONS
Rending Claws + Scything Talons - YES - This is THE configuration to take! You now will have the ability to damage almost anything in the game! Excluding AV 14 all around vehicles.
Scything Talons x2 - NO - This may be a cheaper set up however for 2 extra points you lose +1 attack and gain rending. Making this a bad deal. If you simply want more attacks you'd be better off investing in a group of 8 SpineGaunts for just about the same price.
WEAPON SYMBIOTES
Ranged
=========
Deathspitter - YES - This weapon is not so bad for raveners, The ravener statline is perfect for assaulting, so why spend 6 points on a weapon that's geared for mid-distance shooting? It is a better value than getting spinefists for the same price!, but you really do want your raveners to hit combat ASAP. However in some occasions you'll find that even if u RUN and get a 6 you wouldn't be able to assault your target so this is where this weapon comes in handy. Performs decently against open-topped light vehicles as well. With the 5th edition rules you can safely hide your raveners behind gaunts shooting deathspitters until you are in range of assaulting. In most cases killing just 1 enemy model with shooting will earn you the points spend on his weapon so why not take it?
Devourer - NO - This weapon is EXPENSIVE! costs almost 2x as much as the other two ranged weapons. However it is pretty effective against low T bad Sv enemies. you get 6 S3 shots that re-roll wounds. Sounds great right? However it's range is only 18"! At that range your ravener has 1/6th chance of assaulting the target! And the closer you get the better the odds for assaulting become, and with Raveners you'll make the most of them when you are in CC so it makes it really hard for this weapon to make it's points back, since most of the time you'll decide to gamble on a RUN result to attempt to assault.
Spinefists - NO - The ravaner can assault at 12" from an enemy which is also the effective range of spinefist. You CAN do both shoot and then assault, however you pay 6 points for an extra 3 S4 attacks? And lets remember that the ravener is just as vulnerable as a gaunt due to most guns in the game having ap5 or better. In most cases you'll forgo shooting with a ravener and instead RUN to make use of the Ravener fleet rule to extend your assault range.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Raveners are mix of a Warrior and a Hormagaunt. Like a Warrior they have a good offensive and defensive stat line and can take rending claws, and like a Hormagaunt they are amongst the fastest units in our codex and can support any other unit in gaining victory. They are what most would consider our BEST Fast Attack choice. It is a good idea to just take 3 and turn them into 3 separate units, this works well as the opponent would not desire to shoot at 1 single model instead of the hordes most of the time. But this can also hurt you greatly in Kill Point missions so its not as desired to use in this manner then.
3 Raveners
Rending Claws; Scything Talons (x1); Deathspitter
- This set-up is great! You get a S5 small blast template that you can drop on enemies nearly every turn from far away or even from within 12" range and then assault as normal. Try and avoid shooting withing 13" - 18" range of the enemy, as this is the distance where you really want to RUN and attempt to assault. Remember your main attack is CC not Shooting! The gun is there because it's cheap, can make it's points back really easy and it gives you versatility as well as added killing power before the assault. Rating 10/10
3 Raveners
Rending Claws; Scything Talons (x1)
- If you really don't want the extra shooting or can't afford the points then go with this basic set up. You'll be focused on using RUN and cutting the distance to the enemy every turn until you can assault. It's still a very effective set-up. Rating 8/10
Gargoyle Brood
My analysis
Gargoyles can no be customized sadly, but they are already good as is. Consider them to be Gaunts that you are paying 6 points to gain Bio-Plasma and Wings bio-morph for.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Take them either very small or very large groups. 10 for small squads and 20 - 30 for bigger squads. This will either present the opponent with a small threat that he could consider dismissing in favor of shooting something else, or a very large threat that he needs to focus lots of firepower into. In general gargoyles will get shot to hell standing on flying bases makes them easy targets but it also makes them VERY good cover for monstrous creatures. So consider adding gargoyles to your list next time you take a Winged Tyrant and you'll have a moving 4+ cover save for him, very deadly combination. Just keep in mind that gargoyles ARE expensive units and super fragile never ever forget that.
Spore Mine Cluster
My analysis
Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however).
Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10.
Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Take frag mines or don't take this at all and spend your points upgrading your other models. They'll be better spent on something else. Spore Mine Clusters are good as a sort of joke attack, lacks effectiveness in any battle compared to our other choices.