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Made in us
Been Around the Block




Chico

(1750pts)
Raven Guard Chapter Tactics
(1+1HQ, 2E, 2T, 2FA, 2HS) ~Storm Wing Dataslate~


HQ 13.43 %
Captain = 160 pts
Artificer armour, Combi-melta, Relic blade, Jump pack.
Warlord

Techmarine = 75 pts
Artificer armour, Servo-Harness, Bolt gun, Bolt pistol, Frag + Krack Grenades.


Elites 18.57 %
Vanguard Veterans x5 = 205 pts
Storm shield, 2x Plasma pistol, Power axe, Power sword, Power fist, Bolt pistol, Chain swords, Frag + Krack Grenades, Jump packs.

Dreadnought = 120 pts
Power fist, Storm bolter, Assault cannon.


Troops 25.14 %
Tactical Squad x10 = 260 pts
Veteran sg, Plasma Pistol, Power Axe, Plasma gun, Lascannon, Bolt guns, Bolt pistols, Frag + Krack Grenades.
Combat Squad.
Drop Pod: Locator Beacon.

Tactical Squad x10 = 180 pts
Power Fist, Flamer, Heavy Bolter, Bolt guns, Bolt pistols, Frag + Krack Grenades.
Combat Squad.


Fast Attack 15.14%
Stormtalon Gunship #1 = 140 pts
Twin-linked Assault cannon, Twin-linked Lascannon.

Stormtalon Gunship #2 = 125 pts
Twin-linked Assault cannon, Skyhammer ML.


Heavy Support 27.71 %
Stormraven Gunship = 200 pts
Twin-linked Plasma cannon, Twin-linked Multi-melta, 4x Stormstrike missiles.

Stormeagle Gunship = 285 pts
Twin-linked Vengeance launcher, 2x Twin-linked Lascannon, Twin-linked, Heavy bolters.



My thoughts:

This list if for the Norcon tournament. The basic idea is to play with a Raven Guard 7th Company themed force, make it Fluffy, competitive and fun. The 7th Company in a Codex compliant Chapter is a Reserve Tactical. From the 6th ed Codex we learn 'Squads of the 7th Company are trained to fight with Stormtalons'. I expand that to include the other gunships, the Raven and Eagle in my fleet. I hope to go 2nd and let my enemy deploy 1st. My entire force is held in reserve. Also i would like to have my list get close to what the rumors are for 7th Ed. I have 25% troops and am under 25% everything else except HS. Even there i'm at 27%. I would also like to think i have a good over all Composition

Reserves 100%

Group A, (260 pts) 15 %
Tactical Squad x10
My lone Drop pod will come down on my half of turn 1. I hope to use it to secure a Landing zone for my Storm Eagle and a beach head for my Raven held units to assault from. If that's is not a option then i will try and land as far away from my enemy as i can, grab a objective and let the Lascanon have a effect of the game.

Group B, Storm Wing Formation, (1025 pts) 58 %
Captain
Techmarine
Vanguard Veterans x5
Dreadnought
Stormraven Gunship
Stormtalon Gunship #1
Stormtalon Gunship #2

This is my main battle group. The Stormwing dataslate allows all of theses units to come on together with one reserve roll. All of the flyers get Strafing run witch i plan on using to neutralize any anti air units. The Raven will hover for a turn, as early as possible, to unload the Jump troops and Dreadnought. My Captain and co will search for softer targets of opportunity. They are not powerful enough to take out a 'Death Star', but can finish one off once they are softened up by the flyers.

Group C, Deepstrike (465 pts) 27 %
Tactical Squad x10
Stormeagle Gunship

The Stormeagle gunship is form the Imperial Armour 2, 2nd edition. After the zooming, deepstrike, the plan with it is to zoom around the table to get air superiority. I plan on off loading the Tactical combat squad for Objective grabbing, or to assist the other units in a assault. The initial dreepstrike should be within 6' of my drop pod to take advantage of the Locator Beacon.



NORCON
July 25th and end Sunday July 27th 2014.
Rounds: 3
Points: 1750
Single Force Org
Single Allied detachment, fortification or dataslate allowed.

You are allowed one Forgeworld Warhammer 40K approved unit in your main FOC. No Forgeworld fortifications or stationary turrets(units that cannot move on their own).




‘We are the skyborne, the angels macabre, the death that strikes from above. We cut the life-cords of our foes even before they realize the mortal danger they are in. We are the storm incarnate, and we will not be denied.’
– Captain Hougandez of the Mortifactors

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Made in us
Ragin' Ork Dreadnought




It looks pretty solid. If you face Orks, Tyranids, or certain kinds of guard though, you'll be pretty screwed. Your list simply doesn't have the weightbof fire to bring down armies with hundreds of models. As a soft-serve counter with my Orks, 150 Boys and some Biker Nobz, with 30+ Lootas to give AA and a Biker boss for S10. You have no real way of killing that many Ork boys, and with only 28 (By my count) models on the board, excluding vehicles, the Orks would not have a hard time finishing you off and strolling casually to the objective.

I don't know the exact rules of that tournament, but judging by your wording you have to have at least 25% of your points in Troops, and no more than 25% in any other slot, or else you take a handicap? I might reccomend dropping the walking dreadnought for more models on the board, or at least give it a drop pod.
   
Made in us
Been Around the Block




Chico

Waaaghpower wrote:
It looks pretty solid. If you face Orks, Tyranids, or certain kinds of guard though, you'll be pretty screwed. Your list simply doesn't have the weightbof fire to bring down armies with hundreds of models. As a soft-serve counter with my Orks, 150 Boys and some Biker Nobz, with 30+ Lootas to give AA and a Biker boss for S10. You have no real way of killing that many Ork boys, and with only 28 (By my count) models on the board, excluding vehicles, the Orks would not have a hard time finishing you off and strolling casually to the objective.

I don't know the exact rules of that tournament, but judging by your wording you have to have at least 25% of your points in Troops, and no more than 25% in any other slot, or else you take a handicap? I might reccomend dropping the walking dreadnought for more models on the board, or at least give it a drop pod.


Thanks for the thoughts.

I agree that I would have trouble killing a massive hoard. I don't think i could make a list with out any weakness though. I think that I would have a low chance of fighting against such a list. In my area Orks are dead, i just don't ever see them and until their is a new codex, i don't see that changing. With nids I expect to see flying monsters more then anything. Another thing is that if i do fight a large model count army i would expect them to want to go first. Why have all those shots if you did not plan on a first turn of overwhelming shooting? That plays right into my most important strategy of needing to go 2nd. I would just have to hope i kill a larger part of their army then they do of mine.


The Rules for the event are this...



NORCON
July 25th and end Sunday July 27th 2014.
Rounds: 3
Points: 1750
Single Force Org
Single Allied detachment, fortification or dataslate allowed.

You are allowed one Forgeworld Warhammer 40K approved unit in your main FOC. No Forgeworld fortifications or stationary turrets(units that cannot move on their own).


The % restrictions are self imposed. I am trying also with this list to be ready for the rumored changes in the upcoming rules release. I think therir is a chance the event might occur after this release and i don't want to have to make to many, if any changes.

gallery_70393_10089_14705.png 
   
Made in us
Ragin' Ork Dreadnought




A clever opponent will see your list with everything in reserves except a tiny handful of men, and stop caring if they go first or second. While it's critical for *you* that you go second, to avoid being completely wiped if you use your prinary tactic, your opponent doesn't lose anything if they go first, they just get a free movement phase with nothing to shoot at. Your turn-one alpha strike capabilities are pitiful, though, so someone who knows what they are doing really has nothing to lose from letting you get in a hit.

You've definitely got air superiority, but in your 1-2-3 punch tactic, the one and three are both no more deadly than a stiff breeze. If I were building an alpha strike, I'd make sure that my very first attack utterly devestates my enemies tactics, rather than mildly inconveniencing them and giving away a target to be wiped off the map while they wait for everyone else to show upm
   
Made in us
Been Around the Block




Chico

I have the option to hold everything in reserve but I am in no way obligated to do so. Only the Flyers and the Drop pod, totaling 795 pts or 45%, of the list must be held in reserve. The rest i have the option before deployment to put on the table. Now I agree that the Alpha strike of the 55% that can deploy is underwhelming, even if you add on the fact that I use Raven Guard Tactics. I can scout move the foot troops up a bit and my Vanguard could get lucky and have a first turn target but that will not impress anyone.

Even still as you have said well, a Clever opponent will see that with so many flyers and the drop pod that i will get a advantage by going 2nd. I'm not sure they will see the Null deployment coming though. Having played this list, or ones very close to it, what i have found is that people are a bit shocked that I am taking 4 flyers, one of witch is from Forge World. When I tell them I am using Raven Guard CT they seem to think that means that my Tactical squads will be on the board to take advantage of the first turn Stealth. Most are unaware that my flyers have the Transport capacity to hold the rest of my force.

I would also ask that you reconsider the punch of my #3. A deep striking, Zooming, Flyer with 2 x twin Linked Lascannons, Twin linked Heavy Bolter, and a Vengeance Launcher, and Power of the Machine spirit, is the biggest punch in my army. It has been the star of most of my games Ive played with it and the unit that most of my opponents have talked about after the game. Deepstrike + Zooming is something that no one seems to be prepared for. Just about all of my opponents have asked if it is even legal.

In the end, my opponent has to be both lucky and clever to stop me in this, and ill take those odds.

This message was edited 1 time. Last update was at 2014/05/01 20:43:39


gallery_70393_10089_14705.png 
   
Made in us
Ragin' Ork Dreadnought




You can't get first turn charge with scout move unless you go second.
Also, I only just realized this, you can only hold half your army in reserves, excluding units which are forced to start in reserves and units in dedicated transports which have to start in reserve. By my count, you've got 5 units which aren't exempt. No, putting them in non-dedicated transports doesn't do a thing to affect the '1/2 rounding up' rule.

Is it a special rule that lets you deep strike and then zoom?

Lastly, 2 S9 AP2, 3 S5 AP4 and 6 S6 AP3 (That's the stats, right?) is nothing to scoff at, but it's not a crippling attack either. All three weapons have different ideal targets, and PotMS doesn't help with firing arcs. That's enough firepower to down one Carnifax, not an army.

   
Made in us
Been Around the Block




Chico

You are right about the no assault when you scout but as for the rest i think you are mistaken.

I do indeed have 5 units that are not, in of them selves, reserve only, but you are wrong about them counting against the limit if they are in transports ( non Dedicated), that have to start in Reserve. This topic is discussed in detail on a few threads here on DD.

http://www.dakkadakka.com/dakkaforum/posts/list/588203.page

http://www.dakkadakka.com/dakkaforum/posts/list/587477.page

I don't think there is a special rule that says i can deep strike and zoom, but there is none that says i can't. There is a FAQ that i find relevant though.

Q: Does a
Flying Monstrous Creature
that arrives via
Deep
Strike
count as arriving in Swoop mode? (p49)
A: Yes.

I find that Deep striking the Eagle solves a lot of fire arc problems. I can point it right were i need to to take the best advantage of the PotMS.

gallery_70393_10089_14705.png 
   
Made in us
Ragin' Ork Dreadnought




The vote of one person on DakkaDakka does not a rule make, however, I will quote a couple rules to you: (One of which was actually in one of those threads!)

Units that must start the game in reserve are ignored for the purposes of working out how many other units may do so. A unit and its Dedicated Transport are counted as a single unit for these purposes. Independent Characters are also counted as a single unit regardless of whether they have joined another unit or not.

Dedicated Transports and Independent Characters attached. I dare you to find me any rule or FAQ that disagrees with that or gives permission for non-dedicated Transports or non-attached HQs.

(Keep in mind, the FAQs no longer exist, and their validity is questionable if they have been rescinded.)

Of course, this depends on your interpretation of the rules, how much leeway you allow in the FAQ ruling, and (of course) the Tournament's ruling. With the 40k rules being so completely insane, florally written, and difficult to decipher, there's room for interpretation. RAI, I have no idea. RAW, my interpretation is that only dedicated transports matter, since I can't find a rule anywhere else.

As for the flyer thing:
40k is a PERMISSIVE ruleset. You need permission to do anything. You do not have permission to move after Deep Striking. Flyers are no exception to this, and there is no rule exempting them from not being able to move after Deep Striking.
You might *Count as* Zooming after you Deep Strike, sure. That is helpful, on account of the snap shots, but you can't Deep Strike and then move.

This message was edited 1 time. Last update was at 2014/05/02 05:27:29


 
   
Made in us
Been Around the Block




Chico

This is about more then just one person. I have a better thread and a FAQ

http://www.dakkadakka.com/dakkaforum/posts/list/548924.page
the faq from there is

"Q: Do units that are transported in a vehicle that MUST start in
reserve count towards the number of units that can be placed in
Reserves? For example, must I count the units in a Drop Pod or
Valkyrie towards the 50% of units I can place in Reserves? (p124)
A: No."



And for the Deepstrike / Zoom thing.....

I mean Counts as. Just like you said at the end. No way you can move after a deepstrike.

gallery_70393_10089_14705.png 
   
Made in us
Ragin' Ork Dreadnought




Care to show me the FAQ from the Games Workshop website?

(As for the zooming thing, I'm still not sure if that's allowed, but I'm not sure either way.)

Anyhow, my statement about your list otherwise still stands: Your ground forces are minimal and very easily dispatched, and your air forces aren't deadly enough to deal with big armies. Even something like 6 Wave Serpents with 60 guys inside will easily give you a hard time. You lack weight of fire, and since so much of your army is fliers, you lack board control.
   
Made in us
Been Around the Block




Chico

Fair enough. I will just have to work extra hard against large # army's.

Here is that FAQ. Half way down page 10 on the left.

http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/40K-RULEBOOK.pdf





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