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===Fast Attack=== *'''Bike Squad:''' Gains the Ravenwing keyword. Gains objective secured with an all-Ravenwing Outrider Detachment, as well as benefiting from the Speed of the Raven doctrine, allowing for a Squad of these to threaten mid-field objectives. Equipping these guys with Flamers allows for very respectable Horde clearing with a 35' threat range. Meltaguns also make a fairly deadly alpha strike option, especially with a squad with a multi-melta attack bike. Plasma guns will cost you the same as a Black Knight without the Corvus Hammer, trading the Black Knight's assault plasma talons for a bit of range and the bike's boltguns. However, you'll almost always want to advance for that 4++ jink save. *'''Attack Bike Squad:''' Gains the Ravenwing keyword. *'''Land Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Primaris Outrider Squad:''' Gains the Ravenwing keyword. Gains objective secured in an all-Ravenwing Outrider Detachment. Since these guys lack any other weapons but carry chainswords and deal extra hits on the charge as well as being tougher than the firstborn bikers, you'll be needing them to lead the way. They may only be able to charge on turn two, pulling Full Throttle on turn one will guarantee that you'll clear that distance quickly - especially if you have a warlord that can keep up use Brilliant Tactician or Tactical Appraisal to maintain Devastator doctrine for a bit longer. *'''Invader ATV Squad:''' Gains the Ravenwing keyword. *'''Storm Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Ravenwing Darkshroud:''' A souped-up Land Speeder, having +1T and +3W over the regular ones. Its main shlick is the Icon of old Caliban rule, that provides a -1 to-hit aura for Dark Angel units within 6" against shooting - including the Darkshroud itself. You'll pay minimum 138 points to get almost the same defensive bonus that several sub-factions get by default, but hey, it's still better than nothing. Plus it's damn fluffy. Not much in the way of offensive potential though; it comes with a stock heavy bolter, which is almost never worth to upgrade to an assault cannon. Most of the time you'll want to advance for the 4++ save anyway, and since its 12" speed makes it a tad bit slower than the RW bikers, Knights and Land Speeders it supposed to protect. Unfortunately thanks to 9th edition, it no longer stacks with other -1 to hit penalties such as the Shroud of Heroes, Aversion or Hard to Hit as examples, in addition to itself, meaning that you'd still only be -1 to hit with multipple of them. Additionally, watch out for long range guns that hit on fix numbers (Dark Reapers), or those who get bonus against models with the FLY keyword (Onager Dunecrawlers with the Icarus array)- your Darkshroud will be a primary target for them, or any number of shooting weapons, especially if the -1 to hit bubble is being abused a lot. Still worth taking one though for anti-shooting, even with the nerfs to stacking the debuffs. *'''Ravenwing [[Land Speeder Vengeance]]:'''This is Fast Attack now. At T6 and 9 wounds this is more survivable than the basic land speeder, as anti-infantry weapons only wound it on a 5+/6+. The Plasma storm battery is a Heavy 2D3 at S8 -3AP 2D standard and S9 -3AP 3D supercharge with Blast and 1 mortal wound per overheat. So now you only take a small penalty for a failed overcharge as opposed to having a near useless flying rock with only 2/3 of its base wounds. This is probably the one plasma weapon you want to overcharge regularly, but all easily accessible sources of re-rolls don't work on it anymore since it lacks the core keyword, grab a Techmarine or Master of the Forge for +1 to hit on the move and maybe spare a command point for a re-roll. Very good for hurting big multi-wound models. Although tempting, not the best target for WoTDA due to the random number of shots and having to declare you're using the stratagem before you fire, however 6 S9 -3AP D4 shots if you roll well is sure to ruin anyone's day.
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