Experimental 'Typhoonwing' Lists

20 February 2011 | 5th Edition

Typhoons in action
Typhoons sweep in to get a good firing solution.
Models by VanSan.

With the introduction of the DA Update FAQ of Jan 2011 it was time to look at extending pure Ravenwing lists in an attempt to take advantage of new unit, weapon and wargear changes.

From the look of it Typhoons now rule the roost as being thefire support unit(s) of choice here.

Games Workshop have thrown the DA a bit of a lifeline. And things have looked up for the Ravenwing — not in such a dramatic way as the Deathwing admittedly — but Feel No Pain and the 2 shot Typhoon missile system (now at Str8 for kraks) some revision was required. Indeed the title used here has given the game away although 'Typhoonwing' might be pushing it a bit as their are only three being used! But probably three more than you've ever used before.

These aren't intended as definitive lists by any means but are just broad concepts.

Squadron compositions

What to put into which squadron hasn't changed much from pre the FAQ, so we'll cover this when each list is picked apart.

For Sammael's 'Command' squad such as it is, I've included the pretty much mandatory Apothecary upgrade. Feel No Pain is a great boost to small units that take a lot of massed mid-strength mid-AP shots. The Feel No Pain of the Apothecary is frankly a no-brainer as unfortunately as the boosted storm shield is not an option here so biker squads are not immune to being shot to pieces. T5 helps though. The Ravenwing standard — if you want one then fine, for me cc is not the best place for to be with a small(ish) Fearless bike squadrons.

You may prefer to load your squadrons with powerfists and make other special weapon changes, for instance replacing the two meltaguns in the 'Command' Squadron with plasma guns. That's fine as there is some wriggle room in each list. Plus you may prefer heavy bolters to multi-meltas on your attack bikes. Again your mileage may vary depending on your local metagameor individual opponent.

OK onto business…

List 1: 2000 points

A speeder-heavy Ravening set up.

UnitPoints
Sammael
in speeder
205
Ravenwing Attack Squadron 1 (6-bikes)
Power fist, 2 meltaguns, Apothecary upgrade
Attack Bike w/ multi-melta
330
Ravenwing Attack Squadron 2 (6-bikes)
Power weapon, meltabombs, 2 meltaguns
Attack Bike w/ multi-melta
Tornado
410
Ravenwing Attack Squadron 3 (6-bikes)
Power weapon, meltabombs, 2 meltaguns
Attack Bike w/ multi-melta
Tornado
410
Ravenwing Attack Squadron 4 (6-bikes)
Power fist, 2 flamers
Attack Bike w/ multi-melta
Tornado
410
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
  1990

It's a very speeder-orientated list — boasting seven in fact — designed for good alpha-strike capability and for what the Ravenwing does best: high mobility firepower and melta firepower at that. It has plenty of both anti-tank and anti-infantry capability. Smaller three-man bike squadrons might well enhance the special weapon and Attack Bike count but at the expense an attached Tornado or two. If broken down into combat-squads it could have a very healthy 15 scoring units.

The most distinctive features though are the Typhoons that each occupies a Fast Attack slot. This is really the mainchange to RW lists post January 2011's FAQ. These beauties are pretty handy tools now, capable of a combined six missile shots per turn. The multi-meltas aren't that good a synergy with the missiles but are a solid threat to vehicles. If your metagame lacks transports or heavy armour then consider swapping one or maybe two to heavy bolters. Remember that as a Ravenwing army you can carry melta weapons pretty much anywhere — the HBs are thus added weight of fire v horde and non-MEQ opponents.

At the core of the force are the four 6-man Attack squadrons. Four have two meltaguns each, one has two flamers. The roles of these squadrons are thus pre-defined. The sergeants also have slightly optimised wargear. The 'Command' squadron and the flamer squadrons' sergeants both have power fists. The latter as the flamers are fairly short-ranged so that squad is likely to get pulled into close combat. All other squadrons have power weapons and meltabombs. Meltabombs are OK but suffer from only getting one attack against armour, whereas the power fist gets its full attack quota. Power weapons are fine on units not designed primarily for 'proper' close combat duties and are cheaper of course. But as there are 10 points to spare, one could upgrade two power weapons and meltabombs to power fists to bring the total to 2000 points dead.

Each squadron has a multi-melta Attack Bike, consider this the best 50 points you'll spend in your Ravenwing army as they are great at armour-sniping and as tough as nails. The attached RAS Tornados are in for their combination of high speed and supressive firepower. Despite rending not being what it was, the assault cannon can still cause havoc. At 100pts a pop they are expensive yes but not much matches them for sheer mobility and awesome firepower potential.

List 2: 1500 points

Typhoonwing cut down.

UnitPoints
Sammael
on jetbike
205
Ravenwing Attack Squadron 1 (6-bikes)
Power fist, 2 meltaguns, Apothecary upgrade
Attack Bike w/ multi-melta
330
Ravenwing Attack Squadron 2 (6-bikes)
Power weapon, meltabombs, 2 meltaguns
Attack Bike w/ multi-melta
310
Ravenwing Attack Squadron 3 (6-bikes)
Power fist, 2 flamers
Attack Bike w/ multi-melta
Tornado
410
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
  1480

The version above is striped down to 1500 by removing two RAS squadrons and three Tornados from the 2000 points List 1. This seems a bit drastic but the list still maintains the same lethal mix of fast moving Relelntless melta firepower — albeit in a smaller dose. You will notice that it hits 1500 spot on too. If this was broken down into combat squads there would be ten scoring units — half that of the 2000 point list.

By using smaller three-man squadrons one could increase the special weapons quota and give you more sergeants to kit out. The Tornado of Squadron 3 would be the prime sacrifice to find the additional points required. It's probably a sacrifice worth making.

Notice Sammael has taken to his jetbike. In smaller point Ravenwing armies he is better in this as main role will be the close support of the bike squadrons by both sniping with his plasma cannon and in close combat.

List 3: 1500 points

Including 3-man squadrons.

UnitPoints
Sammael
on jetbike
205
Ravenwing Attack Squadron 1 (6-bikes)
Power fist, 2 meltaguns, Apothecary upgrade
Attack Bike w/ multi-melta
330
Ravenwing Attack Squadron 2 (6-bikes)
Power weapon, meltabombs, 2 meltaguns
Attack Bike w/ multi-melta
310
Ravenwing Attack Squadron 3 (3-bikes)
Power weapon, meltabombs, 2 meltaguns
Attack Bike w/ multi-melta
205
Ravenwing Attack Squadron 4 (3-bikes)
Power fist, 2 flamers
Attack Bike w/ multi-melta
205
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
Typhoon
Multi-melta
75
  1480

The above is a version of List 2 demonstrating the use of three-man bike squadrons. The special weapons count is greater than that of List 2 by two and there is an additional Attack Bike, but overall it has the same number of scoring units (10). The 'Command' squad is maintained at six strong to take greater advantage of the Apothecary's Feel No Pain.

APOLOGIES:
It looks like a few math errors crept in here that screwed up List 1 and its adjoined explanation, and various small typo errors crept in elsewhere. This is unfortunate but should now all now be sorted out. Many thanks to those who pointed them out. Isiah.


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