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Monday, February 7, 2011
The Stormraven: An Analysis & Review
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So with the new plastic kit, Grey Knights and the potential rumor running around that Stormravens will at some point be added to all Marine books (I don't think they will be but you never know) this post is long overdue (particularly since I keep saying it's coming!). What this post will look at is a brief overview of the Stormraven in general and how it can be effectively used on the tabletop. Because the Stormraven is confirmed for at least two books I won't go into specifics in lists for each book but rather look at a general overview of the unit itself. I'll also review the weapon loadouts and upgrades possible with the Stormraven.
To start with we have a 200 point AV12 all round fast-skimmer that has melta protection, can carry a unit (including Jump Packs and Terminators) plus a dreadnought and is an assault skimmer. Skies of Blood lets you do some nifty disembarks as well whilst going quickly and power of the machine spirit allows you to keep firing whilst on the move at a higher rate than usual. The Stormraven is also capable of deep-striking which adds some deployment options to the controlling player but with its size and movement potential isn't too special. Overall seems pretty good, maybe a bit overpriced (for 200 base points I'd like extra armor as well) but not horrendously so. What is often overlooked I think is the amount of weapon systems the Stormraven has. It comes standard with two heavy weapons, can take a 3rd sponson system and has four bloodstrike missiles. That's an insane amount of shooting which can split fire and fire on the move (all weapons at 6", 2 at 12" and 1 at 24"). Importantly as well you can run both anti-tank and anti-infantry weapon systems and with PotMS you can pop a tank and gank infantry elsewhere. Before we look at how to run the Stormraven let's check the upgrades possible.
Stormraven Upgrades:
Extra armor is a must. I don't care if you're running it as a gunboat or assault transport (discussed later), take EA. Again, I feel this should of been included in the points cost; water under the bridge. EA allows the Stormraven to always keep moving and with PotMS, this means move and shoot. Whether you are a gunboat or assault transport being able to always move is a huge plus and can really hurt armies which rely on combat for anti-tank. Locator beacon makes disembarking whilst going flight out (Skies of Blood) a lot more reliable obviously and is an excellent upgrade if you are planning on running Stormravens as an expensive Air Cav force. This is obviously expensive but has the merits of a good follow-up assault the next turn. From there you've got two weapon systems to look at. You can add a third (hurricane bolters) for 30 points and I would generally recommend this as it adds some nice anti-infantry and another weapon system. Both good things. Otherwise you start with a TL-heavy bolter and twin-linked assault cannon. Both bring pretty good dakka to the table and combined with the Bloodstrike missiles provide a good mix of firepower but both also have upgrades.
The TL-heavy bolter can be upgraded to a TL-MM (free) or Typhoon Missile Launcher (25points). The MM upgrade for free is always a given...it's a free and mobile MM damn it (and twinlinked)! The TML is nice, particularly at 25 points, but with the Bloodstrikes already it's not as flash a deal. It is certainly an option for a stand-offish Stormraven though as it outranges the MM by 24". The TL-assault cannon can be upgraded to a TL-PC (free) or TL-lascannon (free) which gives you three really good options. With twin-linked both the lascannon and assault cannon are pretty decent suppression fire whilst the PC becomes excellent at taking out infantry in the open. The assault cannon is really the only gun with duality built into it but with PotMS the Stormraven can take specialist guns and split fire. With the understanding that the MM is in the other slot, taking the TL-PC seems like the best bet as it offers up the ability to drop an AP2 blast on any clumped infantry which jump out of a transport. Otherwise the TL-LC adds some more long-ranged punch if you're looking for a stand-offish gunboat style Stormraven.
Stormraven Uses:
So how to run the Stormraven? Obviously you want to take advantage of its special abilities as much as possible which generally means pushing forward to assault, assaulting out of the vehicle with things like Jumpers and Dreadnoughts whilst not really caring about melta and being a mobile gunboat. This last role is underutilised IMO as many people seem to simply throw their Stormravens at their opponent (or design them to do this). Whilst they are cheaper, faster and more durable against meltaguns than Land Raiders, they are still quite expensive in this role and often quite expensive with both the Stormraven, Dreadnought, squad inside and quite often a character to join them. On the other hand simply running a 200+ point gunboat which has all those good abilities for getting close becomes pretty expensive for something which isn't that hard to suppress. Like many things in the end, a balance between the two is your best bet.
Whilst running a full Stormraven list with Dreadnoughts and Jumper squads (or any assaulted based squad really) as a pure in your face offensive list is possible, it's generally not too balanced and if any opponent drops one or two of your Ravens early, a lot of your punch is lost. This issue arises from spending points on three units yet combining them into 'one.' This is a 'problem' with most transports obviously but most transports aren't 200+ points and don't carry two units which can easily be over 350 points combined. It simply becomes a problem of too much firepower localised in one point. Therefore, instead of running both a Dreadnought and assault unit in the Stormraven, running one or the other makes the Stormraven cheaper but also still capable of throwing units forward and then acting as a gunboat and/or ferry later game. This keeps the cost down, allows for more saturation and lowers the priority of the Stormraven in terms of your opponent's shooting.
The opposite style of this would to run the Stormraven as a gunboat. Whilst a 200+ point gunboat is pretty point efficient, placing a small scoring unit inside it suddenly makes it a ~300 point scoring gunboat. It's still pretty expensive but with the mobility and firepower (imagine 3 scoring Stormravens + Typhoons) it's a very nice addition to a force. With its melta protection as well, the Stormraven is quite happy to push if needed later game to disrupt your opponent and/or own/contest objectives. Even combining the two roles of gunboat and assault transport with a scoring assault unit (large or small) such as Assault Marines or Sanguinary Guard in a Dante list allows the Stormraven to sit back and use its three weapon systems + missiles to full effect whilst being a scoring unit. As the game unfolds the Stormraven can move forward and drop off an assault unit on the fly. This is a bit more expensive than normal but adds quite a bit of flexibility to the list.
Another role the Stormraven can fill is a ferry. Whether it is 'designed' as a ferry (i.e. gunboat role) or does this after it has dropped off its cargo, a Stormraven can pick up a wide variety of units across your army and move them quickly. This is particularly important for Dreadnoughts. Being able to rapidly reposition dreadnoughts up to 24" is a great boost when they are stunned/shaken or in some other way incapacitated (i.e. Furiosos not getting Wings off) or simply moving units more rapidly than they normally could from midfield. This isn't really a primary focus of the Stormraven however but it is a great utility for a Dread heavy army. Whilst Blood Angels will have issues with this as Stormravens compete with Dreadnoughts for the Heavy Support slots, other armies might have more options available to them.
Summary:
In the end you need to make sure you keep your Stormraven combo as cheap as possible without making it too weak (i.e. 5 man scout assault units). Although the Stormraven can be a really good flexi-unit, AV12 isn't super survivable like a Land Raider so I'd pick a role and build your list with that role in mind. Whether it's operating as a scoring gunboat with ferrying and assault transport as utility or operating as an assault transport with gunboat and ferrying as utility really is up to personal preference and the list. But keep it simple. Don't load up on upgrades, a super combat unit, a Dreadnought and an IC to lead the attack otherwise you'll find your army becomes two massive rocks which can be halted with two separate lascannon shots.
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The Stormraven: An Analysis & Review
2011-02-07T23:35:00+11:00
Unknown
Analysis|Blood Angels|Tactics|
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wndl · 738 weeks ago
Zjoekov 74p · 738 weeks ago
You can't move "Flat out" after you embarked with a unit. (so the Dreadnought 'fast' reposition gets a little less fast, still quicker than walking though, so potentially usefull)
I can hardly think of any situation in which you want to Deepstrike the Raven... Moving Flat Out while coming from reserves seems superior to me pretty much all the time; mostly because it's not risky and because you'll get a cover save in that way. (Raven hasn't got smokes so)
I tend disagree with calling the Raven an efficient Gunboat; it's way too expensive for that while it's still Av12. That's the whole problem I'm having with the thing: It's very usefull overall, but you need to pay for all it's uses while you can't upgrade it's survivibility... This is also why I'm against taking Hurricane bolters: It will still be Av12 and you make it even more expensive this way. The gain isn't that huge either...
Antebellum · 738 weeks ago
I'm triyng to think of places a Stormraven could be put where they are not the only armor on the board (a three raven list).
abusepuppy 121p · 738 weeks ago
In 2K, though (where the twin Stormraven stops being a gimmick and starts being more of a real army), backing it up with a swathe of Razorbacks gives you some armor saturation and the shooting to help suppress the enemy enough to hopefully get a package delivered.
FearTheWarPigs · 738 weeks ago
What do you mean by this Kirby? A model deploying from a Stormraven using Skies of Blood may not assault that turn.
Kirby 118p · 738 weeks ago
Skies of Blood + Loc Beacon is basically an expensive Air Cav with the added benefit of having Marines/Dreads drop out which are then scary in assault.
blabla · 738 weeks ago
So here we go:
1) Ravens are transport, not flying gunboats. They are more transports than landraiders. Expansive Dreadnought and one expansive unit can assualt after transport = 2 or 3 dead enemy units on arrive. Death company with chaplain, DC dread, librarian dreadnought, terminators with librarian... Keep it in reserve move forward and obliterate enemy units. You dont need pay for 2 transports = drop pod dread couldnt assault, land raider = slower, may be shot on the way, this is the price for sr. Dont spend points on upgrades sr but on units inside. Dont tranport one unit only, its againts hugest benefit for this unit.
2) Firepower - 4 nearly infinite ap1 s8 range? Look at sm where can you get this, this is the price for sm, can buy a lot of points back in one misiles salvo. Target enemy transport and assault inside unit with cargo.
Twin linked assault cannon? Another transport death for 2nd unit. Gunboat really dont need another weapon, they are meant for 1 turn for open 2 transports to have 2 targets for your cargo assault. Dont buy aditional weapons, you can use them when you go fast. Your biggest advantage its not to shoot hurricane boltes but fly behind your enemy and shoot 1 tl assault cannon from position where your another unit has no chance to make it because doesnt fly.
3) dont buy upgrades. Why? storm raven is huge target and will be shot down on first turn it arrives after disembarking troops inside no matter of tactica. If enemy shoot at your one empty tl ass cannon and hb, he doesnt shoot on your another armors, it eats some shots and than it dies, your enemy dont make you luxury use benefit extra armor. If it miraclously survive 1 turn move at max speed and shoot some armor from behind.
4) Always begin in reserves. Later arrive = enemy has less units on table to counter two superunits inside. has targets closer your table edge.
5) So keep it cheap, keep it antitransport, make with it what are you not able to make with another units, forget to survive one turn of enemy shooting, keep expansive cargo.
abusepuppy 121p · 738 weeks ago
SneakyDan · 738 weeks ago
abusepuppy 121p · 738 weeks ago
Grovel · 738 weeks ago
To me it sounds like a BA specific rule. The blood reference is obvious, but it also meshes with the DoA rule as far as theme goes... Makes me think it's likely GK will get something tailored more to their own playstyle
nfluger 60p · 738 weeks ago
Kirby 118p · 738 weeks ago
nfluger 60p · 738 weeks ago
Also, overall, I like the article.
Keith · 738 weeks ago
Can the Storm Raven tankshock? Its listed as Unit Type: Vehicle (fast, skimmer), but not tank.
SneakyDan · 738 weeks ago
upgraded with EA and hurricane bolters, the raven can -reliably- destroy any medium vehicle in a devastating salvo of Str8 AP1 firepower. 5 shots, in fact, at 24", or 4 at further ranges, is a hefty alpha strike, and people would do well to remember that. 2 Min assault squads + a librarian makes those gunboats scoring, and gives them a 5+ cover save that your opponent will find hard to psy-hood first turn, if you set them up correctly. After the initial burst, you then have a Multimelta target per turn for anti tank, and an infantry target with your plasma cannon/hurricane bolters (Fast vehicle, so move and fire 1 main weapon, the plasma cannon. Then Fire the Bolter racks as defensive weapons, and the MM with power of the machine spirit.)
People who think its for transporting 5 TH/SS termis and a loldread into their opponents lines are retarded. You need to utilise its alpha strike to ensure that it can survive, then harry your opponent from roughly 24" away. Massed melta guns will still fry the 'Bird, as enough Str8 AP1 shots will drop a medium vehicle no worries, regardless of the melta protection.
Kirby 118p · 738 weeks ago
You can also fit ISTs in for cheaper scoring but no idea how long that option will stick around.
Stormravens can be used as assault transports but the amount of weapons they have access to makes them a great gunboat as well. Issues here being expense, only (only...) AV12 so not too hard to suppress and the opportunity cost of not using it's melta protection/assault transport/etc. I'll happily take that when you've got 3 weapon systems + 4 missiles.
Bartali · 738 weeks ago
Does the price justify it's use as a gunship ? No, as your paying for the assault ramp. It'll get outshot by equivalent gunships - IG can almost have two Vendettas with Heavy Bolters for the price of a chicken and Hurrincane Bolters.
Does the price justify it's use as an assault vehicle ? No, as your paying for all of those guns that you're never probably going to get a chance to fire.
GDMNW · 738 weeks ago
The challenge with the Stormraven is getting sufficient value out of it. I'm not sure either of the gunboat or assault vehicle options is sufficient on its own.
Kirby 118p · 738 weeks ago
If EA came standard or it was just that 20-odd points cheaper...different kettle of fish. As it stands I think it's workable as either but you have to be very particular with your list.
gdmnw 50p · 738 weeks ago
The increase in cost and decrease in apparent efficiency and value make the stormraven a more difficult prospect when it comes to inclusion in serious army lists.
abusepuppy 121p · 738 weeks ago
Bottom line, similar capacities and numbers don't make the two frames anything alike in how they are used. Hell, you could give the Stormraven three TL Lascannons and it still wouldn't be anything like a Vendetta, because the army that surrounds it is totally different.
jasonc · 738 weeks ago
a) Storm Ravens can cast a power and ignore any shaken/stunned results they have already obtained at the start of their movement (aka gunship awesomesauce)
b) Grey Knight troops can move 30 inches once per game with personal teleporters.
Assuming both of these are true, I would generally use them as gunships.
Also, just on EA, thought it was amusing that Valks/Vend come with EA standard, but a SR doesn't? Lol.
gdmnw 50p · 738 weeks ago
Roland Durendal · 738 weeks ago
And with the prevalence of massed ML's these days (particularly in SW lists) it's not hard to bring a Raven down in a turn of shooting.
abusepuppy 121p · 738 weeks ago
The cheapest unit you can really get away with is 5 Assault Termies (two Hammers), Libby, and Priest, plus a Furioso/DC Dread, which is 700 on the nose with the Extra Armor Stormraven. Is that a lot? Oh hells yes it is. But does it kill most anything it touches? Yup.
Kirby 118p · 738 weeks ago
You didn't link my article though /wrist.