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==={{W40Kkeyword|[[Raven Guard]]}}, {{W40Kkeyword|[[Raptors (Chapter)|Raptors]]}}, and {{W40Kkeyword|[[Space Sharks|Carcharodons]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Raven_Guards_Livery.jpg|100px|left|]]In the grim darkness of the far future, death comes from the shadows.<br> Thematically, these guys are THE specialist of covert operations and rapid deployment, striking their enemies before they can react.<br> On the tabletop, these guys are well-suited to picking off characters, either from long range sniping, mass Jump Pack assaults, or smash captains flipping entire units by themselves, and either way they're tricky to actually land a hit on. Thanks to a wealth of deployment and redeployment options, they will constantly be moving in to attack from multiple directions, and they are one of the few chapters that can reliably deliver Primaris units into close quarters without relying on transports.<br> ''If you want your marines to '''get the jump on the enemy''' then keep quiet, and stalk the shadows with the Ravens.'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Shadow Masters:''' Your units get the benefit of light cover if they're being shot beyond 18" (i.e. the Stealthy Successor Tactic). If they're {{WH40Kkeyword|INFANTRY}} and entirely on or within a terrain feature, and they're being shot from more than 12" away, they benefit from dense cover. **Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as it is basically good on ''everything'', from units that can pick off opponents from afar to melee units that need to cover long distances to reach their intended targets, preventing them from being shot up quite as badly. Note that the less you rely on terrain-hugging infantry, the more you'd be better off as a successor with Stealthy. **While it's a nerf from the old -1 to hit (it being restricted to far-away cover), a 2+ save still helps, and your vehicles get cover in the open. It's also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks (well, just the HQs and Eliminators), as opposed to just Scouts, and they'll all enjoy that +2 to saves at 18". Turns out that Salamanders don't have a monopoly on infantry that can ignore AP-1. *'''Combat Doctrine - Surgical Strikes:''' While the Tactical Doctrine is active, all your models add +1 to hit and wound rolls when targeting a character. Unlike most doctrines, this isn't restricting you to any particular method of fighting... though you can typically snipe a character earlier than you can reach it in melee. Of nearly no benefit to your snipers, since their ability to inflict mortal wounds on an unmodified 6+ isn't helped at all by being better at wounding, and especially bad on Eliminators, who are already BS2+. **Surely you've noticed the severe lack of synergy between RG tactics and their doctrine, right? Raven Guard are particularly compelling as ''successors'' - you lose access to Shrike and need to spend CP to get your hands on the RG relics, but you get to choose any two Successor Tactics, while keeping the RG Doctrine, WL Traits, Psychic Discipline, etc, all of which are much more disposed towards melee murder than the RG tactics are. You can get a ''lot'' of work done with Hungry for Battle + Whirlwind of Rage RG successors, in particular - it's just that your doctrine bonus will make you great at murdering characters earlier, rather than waiting until your melee weapons have better AP on them. **This rule is an absolute nightmare for opponents running large, monstrous characters. Knights with relics, Greater Daemons, Hive Tyrants, Mortarion, and Magnus were already fire magnets, and this makes the situation far worse for them. **Melee you say? A librarian in Phobos armor, Lias Issodon, any model/unit with jump packs or terminator armor can get within 9" of a character by turn 2. If you went first (which you should be with low model count army and RG) Surgical Strikes can be activated turn two, right when your models jump into melee. When using Lias Issodon, the Hungry for Battle successor tactic, or Master of the Vanguard WL trait you can net up to +3" to charges. This is a complex and risky combo, but you can soften up any characters with turn 1 snipers and then decapitate them with turn 2 deep strike charges. The best part is that you don't have to build around this combo, as you can opt out of melee or simply sit back and rely on shooting for a few rounds depending on terrain or any screens you cant clear, such is the versatility of RG. Keep your opponent guessing!!! <big>'''Crusade Additions'''</big> <big>'''Secondary Objectives'''</big> ====Stratagems==== <tabs> <tab name="Mobility"> If White Scars are the masters of speed, Raven Guard are the masters of deployment. *'''False Flight (2 CP)''': One {{W40kKeyword|Raven Guard}} unit can now shoot and charge after they fall back. There's plenty of utility here, from making a fighting retreat to double-dipping on any charge bonuses you get. *'''Infiltrators (1 CP)''': At the start of the first battle round, but before the first turn begins, choose an infantry unit and move them. As long as you finish more than 9" from enemy models. Each unit can only be selected for this once per battle. As your turn hasn't begun you can use this multiple times on different units. **Best utilized on Jump Infantry, though as Concealed Positions also happens before the first turn, it can also be used to reposition an infiltrating unit. *'''The Raven's Blade (1 CP)''': Allows you to re-roll all charge rolls against one enemy unit. Useful for removing an important enemy unit by charging several of your melee units into it simultaneously. *'''Strike from the Shadows (1 CP)''': Lets you place a {{W40kKeyword|Raven Guard Infantry}} unit in ambush, allowing them to deep strike. **This is infinitely spammable, which only you have access to of any chapter - White Scars can spam outflank on anything, Space Wolves can spam outflank on their infantry, and Deathwatch can deep strike 1-3 (2 in 2k points games) infantry/biker/dread units, but all of those are inferior to your version. You're the ''only'' chapter that can just keep paying CP to deep strike infantry that shouldn't be able to deep strike, like dropping 3 units of Eradicators in your enemy's lap to watch them squirm. *'''Strike from the Skies (1 CP)''': Start of the Charge phase. One {{W40kKeyword|Raven Guard}} Jump Pack unit can charge even if they advanced and adds 1 to the charge rolls. </tab> <tab name="Offense"> Compared to other chapters, the Raven Guard have only a few Stratagems that enhance their damage output, and they are either limited to once per turn or very narrow in scope. *'''Lay Low the Tyrants (1 CP)''': Use during the melee phase. Pick a {{W40kKeyword|Raven Guard}} Infantry or Biker unit. When they resolve a melee attack against a character that is not a vehicle or a non-vehicle unit with a model that has 4 or more wounds, add 1 to the wound roll. Stacks with Surgical Strikes, giving you +2 to wound against enemy Characters. *'''Vengeance of Istvaan V (1 CP)''': A {{W40kKeyword|Raven Guard}} unit can reroll all attack rolls in melee when targeting a Word Bearer, Iron Warrior, Alpha Legion, or Night Lord unit. Avenge the Drop Site Massacre. ”Come on you fucking pansies! Fight us face-to-face! For Corax! For Brothers lost! CHARGE!!!”- Master of Shadows Kayvaan Shrike, battle for Hope’s Pyre against Word Bearers. *'''Ambushing Fire (2 CP)''': Use at the start of your moving phase if the Tactical Doctrine is active. Until the beginning of the next battle round, all {{W40kKeyword|Raven Guard}} units shooting Rapid Fire and Assault weapons in your army improve their AP by 1 on an unmodified wound roll of 6. Can only be used once per battle. </tab> <tab name="Disruption/survival"> While most armies have stratagems aimed at utility or defense, the Raven Guard emphasize disrupting your opponent's plans and making it harder for them to use stratagems, target your units, and take/score objectives. *'''Stranglehold (2 CP)''': Use during the first turn of the game to screw over your opponent's stratagems. You must have {{W40kKeyword|Raven Guard}} Scouts or Phobos units in your army. roll 1d6 each time an opponent spends a command point on a stratagem. on a 5+, the opponent must spend an additional command point or the stratagem is countered and cannot be used again this round. Only works during the first turn. *'''See but Remain Unseen (1 CP)''': Use this stratagem at the end of your turn. Select one Raven Guard unit that did not make any attacks. Subtract 1 from any hit rolls that target them. You could possibly be a dick and use this on transports working as meat shields for your army, you're not gonna miss a few WS 6+ attacks or less than 10 Storm Bolter shots. Works especially well if you position your units such that your opponent must engage the transport. Also makes an Infantry unit in terrain with Smoke Grenades ridiculously survivable at -3 to hit (>12"). *'''Decapitating Blow (2 CP)''': Use when you kill the enemy warlord with a {{W40kKeyword|Raven Guard}} unit. For the rest of the game, enemy units are at -1 leadership. *'''Deadly Price (1 CP)''': Use at the end of your turn to boobytrap an objective. If an enemy unit tries to take it, roll a d6. On a 2-4, they take d3 mortal wounds. On a 5+, they take 3 mortal wounds instead. Can't be used on the same objective more than once per battle. *'''Force their Hand (1 CP)''': Tactical objective shenanigans. Force your opponent to discard a tactical objective and draw a new one. You need to have a bike or infantry unit on a objective in your opponent's deployment zone to use this. A lot of hoops to jump through to make this work. </tab> <tab name="Universal"> All Chapters Supplements include some variation of the following three stratagems. *'''Masters of the Trifold Path (1 CP)''': Non-named characters can generate a second warlord trait. No duplicates. once per battle *'''Favored of the Ravenspire (1 CP)''': A {{W40kKeyword|Raven Guard}} Sergeant can take certain relics *'''Token of Brotherhood (1 CP)''': The standard successor relic sharing stratagem. </tab> </tabs> ====Warlord Traits==== #'''Shadowmaster''': The enemy can't fire overwatch against your warlord, enabling him to make the charge first, selflessly (and [[Reasonable Marines|safely]]) ''screening his retinue from overwatch''. Works on any kind of warlord... but it's obviously better on those who re-roll charges, like Shrike (who must take this WT if he is your Warlord) or a {{W40Kkeyword|Jump Pack}} Captain with the '''Raven's Fury'''. Do keep in mind characters with auras that buff charging should charge ''last'', or their retinues will no longer benefit from them one they're out of range...''like Shrike's''. #*Questionable now that overwatch is a one-use ability, but Tau are a thing. #'''Master of Ambush:''' At the start of the first battle round, but before the first turn begins, remove your warlord and 1 non-Centurion {{W40Kkeyword|Raven Guard infantry}} unit and place them anywhere on the battlefield more than 9" away from the enemy's deployment zone and more than 9" away from any enemy models (the two units don't need to be anywhere near each other). 6 Eliminators??! ''Yes.'' Note that it allows a Chaplain, Chapter Master, or anyone else with a Command Phase ability to infiltrate and then apply said ability. #'''Swift and Deadly''': Friendly Raven Guard units within 6" of the warlord can be chosen to charge even if they advanced. Jump Packs? No, let's try bikes! Amazing if you're a Hungry for Battle Successor. #'''Master of Vigilance''': When resolving an attack made by a melee weapon by this warlord, an unmodified hit roll of 6 inflicts a mortal wound in addition to any other damage. #'''Feigned Flight''': When this warlord falls back, they can move across models and terrain as if they weren't there. In addition, the warlord may shoot and charge in a turn that they fell back. #'''Echo of the Ravenspire''': Our Codex: Space Marines trait - once per battle, at the end of your movement phase, the warlord can vanish into the gloom if they are more than 6" away from any enemy models. When it does, remove it from the battlefield and set up the warlord again at the end of your ''next'' reinforcement step of your next move phase anywhere on the table that is more than 9" away from enemy models. This means your Warlord spends a turn off the table, but there might be situations where it's worth it. ====Psychic Discipline: Umbramancy==== Most of these are so bad they're not worth talking about, so take this discipline if and only if you have use for an Enveloping Darkness/Shadowstep Librarian, which combine to being best on a Librarian with poor mobility trying to help support Vanguard Veterans or the like. #'''Umbral Form''' ''(Blessing, Warp Charge 5)'' - The psyker gains a 4++. #*This is bad, there's no sugar-coating it. #'''Enveloping Darkness''' ''(Malediction, Warp Charge 7)'' - One visible enemy unit within 18" cannot fire Overwatch and subtracts one from their hit rolls. Basically a psychic Shock Grenade. #'''Spectral Blade''' ''(Blessing, Warp Charge 5)'' - Until the start of the next psychic phase, the psyker's Strength is equal to their Leadership. In addition, they have AP-4 when resolving an attack against a unit with a lower Leadership. In most cases, this will make your Librarian Strength 9, and you can guarantee the AP bonus by using one of the numerous Leadership penalty sources available (suddenly, Fear Made Manifest gets better as a warlord trait). #*''Never'' put this on a Force Axe wielder - S11 is a waste of your time. You'll murder harder with a Primaris Librarian with Force Sword than anything else, but as this benefits less from the AP buff than a normal Librarian with Force Staff does, the latter is more likely to find situations where it's worth casting this over Smite, which is still very rare - in either case, you need everything to line up perfectly: the target has to be of a T where you double your output (so T6-9 for a Force Sword, T8-11 for a Force Staff) ''and'' you need to qualify for the AP improvement ''and'' the full AP-4 has to apply, so Sv2+/6++ or 7++ only. Skip this power if possible. #'''Shadowstep''' ''(Blessing, Warp Charge 7)'' - One {{W40kKeyword|Raven Guard Character}} within 18" of your Librarian redeploys wherever he wishes while 9" away from the enemy. Once again, it can be used to send a Chaplain to support infiltrated Marines, or to teleport around a Terminator or Gravis Smash Captain. Did anybody say, Chaplain Dreadnought? #*Works on bikes (and vehicles) just fine, and of course works on the Librarian if you want to line up a second power, like Smite. #'''The Abyss''' ''(Witchfire, Warp Charge 6)'' - Select one visible enemy unit within 18". Roll 3d6; for each each roll of 4+, the target takes a mortal wound. If any models are destroyed, then the unit suffers a -1 penalty to their leadership for the rest of the turn. #*Deals 39/36 (1.08) MW on average; if you're targeting a W1 unit (so even 1 MW gets you the penalty), the odds of killing at least one dude for the penalty is net 63.19%. #'''The Darkness Within''' ''(Witchfire, Warp Charge 6)'' - Select up to 3 enemy units within 18"; roll 1d6 for each unit. On a 4+, they take a mortal wound. If you rolled a 10 or higher on the psychic test, add 1 to the d6 rolls. #*Worse than Smite, of course. Deals 0.39 mortal wounds per unit (so any given unit probably won't suffer a single wound); against 3 units you'll manage 7/6 (1.17) MW on average, but that doesn't mean the usually single mortal that gets through will be on the unit you really want it to be on. Worthless - not even as good as The Abyss, which deals fewer Mortals on average but lets you pick where they go when they do happen. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Relics of the Ravenspire"> *'''The Armour of Shadows''': Treat AP-1 attacks against the wearer as AP0. In addition, an unmodified hit roll against them of 1, 2, or 3 always fails (i.e. it's harder for elite units to hit you, but worse units won't notice). Watch as your opponent's BS2+/WS2+ smash unit hits as well as a guardsman. *'''The Ebonclaws''': Replaces Lighting Claws. SU AP-3 D1d3 A+1, re-rolls wounds; slightly worse than Shrike's claws, which are these but D2. *'''Ex Tenebris''': Replaces a mastercrafted stalker bolt rifle, mastercrafted occulis bolt carbine, or mastercrafted instigator bolt carbine. Replaces the profile with 36" Assault 3 S4 AP-2 D2, it can target enemy characters even if they are not the closest, and it adds 1 to its hit rolls and ignores cover. Was made by Corax and supposed to be given to Konrad Curze. Probably would have helped his shooting. Consider putting this on a Primaris Captain who's supporting your backline to snipe characters, or even better, a Primaris Lieutenant (+1 to hit increasing him to 2+ to hit) since he's cheaper and his buffs stack with the Phobos Captain, who also has a sniper rifle. Since it's a relic, it sadly does not stack with the Marksman's Honors trait. **The +1 to hit bonus stacks with the Combat Doctrine, allowing even a Lieutenant to ignore a -1 to hit penalty on other sneaky characters. So it's wasted on a Captain. *'''Oppressor's End''': Replaces a combat knife with S+1 AP-2 D1 A+1. Against an enemy character, the damage improves to 3. Not shabby, but the only HQs that can this are the Phobos Captain and Lieutenant... and they'd probably rather take Ex Tenebris. Worth thinking about if you're taking a Reiver lieutenant. *'''The Raven Skull of Korvaad''': Once per turn, you can re-roll a hit roll, wound roll, or damage roll. In addition, if the model carrying this relic is destroyed by an enemy unit, you can add 1 to the hit rolls of any Raven Guard unit targeting that enemy unit for the rest of the game. Kind of begs for martyrs, which should be easy to find with Templars, but this does have its uses regardless. **Might be an interesting pick for a Master Marksman Phobos Captain due to re-rolls, even more so if you gave Korvidari Bolts to another Character/Sergeant. *'''Raven's Fury''': Jump Pack model only. Can charge even after advancing, and re-rolls failed charge rolls. It also inflicts a mortal wound on its charge target on a 4+. While its extra speed might be ignored so your other Jump Infantry can keep up, and Champions don't have access to them, it is of great help to a Shadowmaster RG Warlord to get that charge. </tab> <tab name="Special-Issue wargear"> These are available to Successors without spending CP on '''Token of Brotherhood'''. *'''Adamantine Mantle:''' FnP5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Shadow Master Cloak:''' 3++ while completely within a terrain feature. Good on Lieutenants and Librarians for the same reason as Artificer Armour, the choice depends entirely on the availability of terrain. *'''Shard of Isstvan:''' +1 attack, and when a morale test is taken for a chapter unit within 6", the test is automatically passed. </tab> <tab name="Sergeant Relics"> These relics are Special-Issue Wargear, so successors get them, but also they can be handed out to Sergeants via the stratagem '''Favour of the Ravenspire'''. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). ''4D Thunder Hammer!'' *'''Korvidari Bolts:''' Select one bolter weapon from Codex Space Marines that model is equipped with; when that model is chosen to shoot you can fire a Korvidari bolt. The weapon's range is increased by 6" and can target units that are not visible, but only one attack can be made with the weapon. Great on a Phobos Captain, as he only gets one shot anyways, or an Eliminator sergeant, where it's downright amazing. *'''Silentus Pistol:''' Models with a bolt pistol or heavy bolt pistol only, replaces it with 12" Pistol 2 S5 AP-2 D2. It also ignores Look Out, Sir! and grants +1 to hit with it. **Since it doesn't fully synergize with the Combat Doctrine (it gets the to hit and to wound bonuses but not the AP bonus), it works better on a Successor Chapter. </tab> </tabs> ====Special Units==== <tabs> <tab name="Raven Guard"> *'''Primaris [[Kayvaan Shrike]]:''' He’s finally a Chapter Master. He buffs your jump pack and phobos dudes within 6" to re-roll charges, including himself, and when he charges something, he can roll a d6 to deliver 1 mortal wound to 1 unit on a 4+. He's armed with master-crafted lightning claws with an additional AP on them and a shiny pistol, 18" Pistol 2 S4 AP-2 D2, ignores Look Out, Sir, does mortal wounds on a 6+ (''modified'', so at least ''he'' benefits from your Combat Doctrine when sniping). Oh, and the usual grenades. In addition, he now has 6 wounds and a ''14" move''. He's Phobos, so his Captain aura (but not his Chapter Master ability) works with an Infiltrator Comms Array. </tab> <tab name="Raptors"> *'''[[Lias Issodon]](Legends):''' Chapter Master. Lias is the king of Infiltration Fuckery. He has a 6" aura that adds +1" to all move, advance, charge, and fall back moves to all '''Raptors Core Infantry'''. His weapon ''Malice'' is a 30" Assault 3 S5 AP-4 D1d3 murdermachine with ignores cover for save, which he can fire after retreating from melee with Hit & Run. In addition to all of this, Lias essentially has a 1+ save while sitting in any cover. Plus he has a master-crafted power sword, just in case he needs to run interference to protect your ambushers from small opportunistic chargers. Tragically you can now only give him the +1 Ld bubble Warlord Trait from the core book. **Sadly (though justifiably, his old rules made for wild game plans) now longer gives 3 units infiltration ability. He is better used as a sniper character that runs alongside Footslogers with Chainswords. **'''Successor Tactics:''' Inheritors of the Primarch works just fine for them, and are perhaps even better built for them than their parent chapter! Inheritors are also absolute cheese on Issodon’s deepstrike force (put them down in cover and you have a group of 15 lascannon-toting Devastators who reroll all failed hits, with -1 to hit and a 2+ save, along with Issodon’s 0+ and -1 to hit). If you feel like mixing it up, however, Tactics like Preferred Enemy, Long-ranged Marksmen, and, of course, Stealthy are all fluffy and effective picks. Consider that the Hungry For Battle Trait, combined with the Master of the Vanguard Warlord Trait and Lias Issodon's built-in +1 to charge can give your reserve force a respectable 6" charge out of deepstrike, season with Raven's Blade for a re-roll to taste. </tab> <tab name="Carcharodons"> *'''[[Tyberos the Red Wake]]:''' Chapter Master. An unholy, terrifying murder machine whose melee damage went through the roof in this edition. Comes with Hunger and Slake. Chainfist/Power Claw combo, 6 S7 AP-4 D2 attacks that re-roll wounds. He grants all {{W40Kkeyword|Carcharodons core}} and {{W40Kkeyword|Carcharodons Character}} units within 6" +1S, including himself. Tyberos excels at fighting other marines and HQs due to his damage output. Keep an assault unit of some sort alongside him and together they should destroy any MEQ or TEQ unit with absolute ease. While ''very'' expensive, Thunder Hammer armed Vanguard or Assault Termies become more effective at killing high toughness units when alongside Tyberos. ''(The S9 they get from Tyberos' buff combined with the Thunder Hammers means they'll go from wounding T8 and T9 units on 4+ and 5+ respectively to wounding them on a 3+ and 4+ respectively (this means they can wound even a Warhound Titan on a 4+). A squad of 5 will put out 11 S9 AP-3 D3 hits that can cause a maximum of 33 damage and they get to re-roll misses due to Tyberos. That's a potential of 48 damage in a single fight phase between them and Tyberos using Hunger (15 from Tyberos, 33 from the hammer unit).'' **If Tyberos is your warlord, you should really be pumping everything you can into his attacks - his hitting power is strong, but his overall volume of attacks quite low by comparison. Cast Might of Heroes on him for another +1A and +1S. **Since Sharkboy has '''no ranged weapons at all''', not even a bolt pistol, any turn where he isn’t wrecking face in cc is a waste of his less substantial 160 points cost - so absolutely invest in a transport to get him up the board as quickly as possible. Bonus cool points if you play [https://youtu.be/lV8i-pSVMaQ his favorite song] while disembarking. **'''Successor Tactics:''' Whirlwind of Rage is an absolute must here, Tyberos benefits too damn much from it. Great choices for your second Tactic include Hungry for Battle, to get into melee ASAP, or Tactical Withdrawal, to keep Shock Assault up and working for you. Fearsome Aspect is a fluffy but less brutal option. </tab> </tabs> <big>'''Tactics'''</big> *'''Objective Defense:''' The Ravens can defend an objective simply because of how difficult it is to hit them. You can take things to an extreme with just a couple vanguard troops: keep them close and have a squad use their smoke bombs (and thus not shoot) and use '''See But Remain Unseen'''. Next, have a Phobos Librarian use '''Shrouding''' on the other squad to <u>force the enemy to target the -3 to hit squad</u>. ''That's an auto-miss on BS4+''. And '''Deadly Price''' stacks with Incursor mines, meaning your units can barely be shot at, and anyone who wants to contest the objective is greeted by a flurry of mortal wounds. On top of now being too close to Incursors. Happy haunting! **While not so viable as per 9th Edition with modifires capped at -1/+1, Raven Guard still have a lot tricks for mind games with its opponent. *'''Aggressor Rush:''' ''The First Axiom of Victory is to be other than where the enemy desires you to be''. Your enemy doesn't want Aggressors near his lines, or defending the objectives he placed. ''The First Axiom of Stealth is to be other than where the enemy believes you to be.'' Your enemy believes Chaplains cannot move quickly without giving up their litanies. 10,000 years later, Corax's tennets remain true. Risky, but devastating when your enemy isn't prepared to meet & greet six Aggressors buffed by a Chaplain. Add support to it, like a couple of Invictors, and your enemy simply won't be able to take care of your stealth ball of hate fast enough. The enemy HAS to move back to avoid the charge, and that more than 5" (Aggressor move) + 7" (average charge) = 12". Congrats, your mere presence FORCED the enemy back and gave you cover in the open (>12") to top it all! </div></div>
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