The first thing to remember as we dig in here is that Kayoun hasn't changed the chapter tactic for these two chapters. However, each does offer a unique warlord table, 6 unique tactical objectives, an additional relic table available to each of these chapters, and unique formation detachment, complete with unique formations which can even be used outside of their detachment. Both have a little more flavor than the standard 'free transports battle company', and offer a good mix between 'codex adherent overlap' and 'unique yet appealing specific representation'. Another dominant theme to most of the formations is 'speed', and it comes through in the form of Land Speeders, and Scouts. Evidently neither of those kits are selling well (Speeders likely not since 5th, and Scouts not outside of the 'tournament crowd' in spite of their recent QOL buff to WS/BS 4). So, if you have scouts, scout bikers, land speeders, and land speeder storms, continue on. If not, well, maybe it's time to invest in some.
With the Raven Guard already having been the 'worst' chapter in the 6th edition codex, it was surprising to myself and many others that their chapter tactics got worse in the 7th edition book, and that their 'double jump' got appropriated by the Skyhammer. While I don't know if the options offered by Kayoun are quite strong enough to have warranted a nerf in the first place, I think they do a good job of being fluffy and further distinguishing the Ravens from their other jump pack equipped loyal brethren, the Blood Angels. Let's start with their warlord traits and relics before delving into their formations and detachment.
Their traits are as follows: 1 - Once per turn, when your warlord is targeted by enemy shooting, his unit gets a free d6" consolidation, and models that end in cover get +1 to their cover save (Holy cow!). 2 - At the start of each charge phase, your units can reroll distance against one unit in your warlord's LoS (Less valuable with the double jump). 3 - Once per game, turn night fight back on for a turn (neat enough to shield a CC army in the late game). 4 - Enemy must take a ld test to fire overwatch, and take a -2 if you charged through cover (super sneaky). 5 - Add or subtract 1 when rolling variable game length (remember the 'casual first' complaint?). 6 - Once per game, charge after running (Reach out and charge). All in all, youve only got one 'loser' and two that are just okay, but there are three that seem very strong to me, at least in the context of what the army plans on doing. So, we're starting off strong. Let's hope it keeps up with the Relics!

What then of the formations? We have access to a new core choice for starters. In addition to the standard demi-company, with all of its objective secured goodness, we can elect to bring a Pinion Battle Demi-Company, which compels a captain, an assault and devastator squad, as well as 1-5 scout (or scout bike) squads and three tactical squads. Note that this assortment does not offer access to a dreadnought (I guess having no knees hurts your stealth score). The scouts are quite special here, in that their sergeants can spot for other squads withing 9" granting them ignores cover. It's valuable for the devastators, but what about for the rest of the army? Well, any scout which outflanks may bring another unit on with it, and they confer stealth to the escorted unit for the turn they come on, so long as the 'follow unit' stays within 9" of the scouts. That's a potent way to have scout bikes make friends and get a one up on positioning against the enemy.
In the end though, it's a shame that one of the biggest boons of the formation detachment is getting to reroll on the mission table, if only because it highlights or underscores that this detachment, though interesting or otherwise compelling, is designed to be casual first, and competitive second. I wouldn't say I'd never take it to an event, but it would require me to invest far more into scouts and storms than I have at present. For the RG diehards, or people looking to for something significantly divergent from normal Space Marines, I'd expect to see this played, and I think it's 'good enough' in that it offers enough strengths in a balanced fashion, so as to not be pointless, worthless, or unplayable. At the very least, in terms of my rating scale from previous HtC posts, I'd at least log RG as Okay, if not Great under the right circumstances, and that's a huge step up from where they were. I'd even go so far as to say that RG now eclipse Blood Angels as the premiere jump pack army, which is in its own way unfortunate.
Next, we come to White Scars, and they've been on a bit of a wild ride these past few years. 6th edition gave them more than a little nudge, as far as their core concept of 'marines on bikes', and the 6th Edition Marine codex proper dialed them to 11, bringing them well and truly above the Dark Angels. But, as fate would have it, their tricks have been handed out part and parcel to other chapters, what with Grav going to both Angels, and Ravenwing being promoted to 'best on bikes' between their formation, black knights, and special rules. Where's that leave a founding legion with a penchant for bikes? Well, let's dive in, but remember, our chapter tactics haven't changed, our relics are mix and match, and we never have to roll on our warlord table.

Keeping moving, we've got the relics, the first of which is a banner which grants a 12" bubble of fleet and furious charge. It's reasonably priced, and if you're willing to bring a command squad (who isn't?) it's worth a peek. Next comes a lance, priced on par with a thunder hammer. It's +3S AP2 on the charge, and +1S AP3 standing, while remaining master crafted at all times. It's a cheaper out to a burning blade equivalent, especially with the H&R that comes mated to white scars naturally. Next comes our most talked about relic: the hunter's eye. It grants the bearer +1 BS, and he and his unit Ignores Cover. This is good not only for grav toting command squads, but it can be handed to a librarian who's part of a conclave, who then joins, say, black knights? This will see play, with anything from devastators, to centurions, it's the marine buff commander, especially when the librarian grabs prescience. Speaking of librarians, for a few points, we can buy them Psychic Maelstrom in addition to their other powers. I think the relic is a bit pricey for what it does, but it's out there. Next, we have a poser sword that gives +1S, master crafted, and +3WS in a challenge. For the cost of a power fist, I'd skip it. Finally, we round things out with a special bike that lets us 'jump' 18" when turbo boosting. Given what out formation detachment is about to bless us with, I'd absolutely suggest skipping this, leaving our relics with a clear winner, a consideration or two, and a few clear losers. But, again, we can still mix and match with the likes of The Shield Eternal and other options from the core codex, so we didn't need everything to be amazing.

Finally, we round out with the unique auxiliary choices, which, to me, underscore GW's drive to sell scouts and speeders. The Stormbringer Squadron is 1-3 of each Speeders and Scouts in Strorms, and grants the Scouts (but not the Storms) Objective Secured. Furthermore, the Storms get +1 to their Jink so long as they remain within 6" of a speeder, and Scouts can disembark so long as the speeder moves less than 12". Talk about giving your scouts some get up and go! The Speartip grants some unique anti-infantry options, but they're hardly necessary in the context of the raw volume of bolter fire and attacks in CC we'll have typically. To me though, the Scarblade seems to present with similar issues to Talon Strike Force: low volume long range firepower. We can remedy this in a variety of ways, not the least of which is the infamous Skyhammer, or we could go for the Armored Company. With the Armored Company, we lose out on our tactics, but we offer an alternative to our otherwise 'all toughness value' army. Similarly, once we fulfill our minimum core and auxiliary, we could go dip into other armies and detachments to seek long range power.
At the end of it all, I'll say that this gives the Scars a firm kick in the pants, even though the only army there were competing with at an immediate tactical level was Ravenwing, leaving them still with a Great score. Is it healthy for the two armies that Kayoun updated to get into an arms race with other, ally-able forces? Maybe not, but I think the fact that these options force your hand a little more in terms of army composition is a fair trade off for the potency of rules they grant you. Sure, the Scarblade is a little more of a blunt instrument, and the Talon is both a little more finesse-y and more casual, but they're valid, viable options: not wholly overpowered, nor wholly eclipsed by other factions, forces, or options. And I'll never complain about GW giving me more options, so long as they don't outright suck. Are these ploys to cover up the reprint of the Tau codex? I'd say. Are they marketing tools to sell speeders, and scouts? Almost certainly. But if the rules aren't for me, I don't have to buy in. And if the models aren't for me, the same is still true. In any case, GW is about at the point of granting Space Marines options faster than I can test them out, which is interesting, and it keeps me on my toes.
No comments:
Post a Comment