Switch Theme:

[2000] - Space Marines - Sneaky Dudes  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Camouflaged Zero





Auckland, New Zealand

At first I was a bit disappointed with Raven Guards chapter tactics change and started toying with Imperial fists. But thinking about it again, I didnt always want to scout those TAC rhinos up and ultimately they still didn't do a huge amount. Having big cover saves (even for just a turn) and better scouts makes me think it could still be workable. Plus they always felt a bit more 'reasonable' than their other codex counterparts.
Mind, I use a chapter of my own devising, a RG successor so dont worry about it thematically. Its just coincidental there's a guy very similar to Shrike. There's also a couple of points I'm unsure to make of.

CAD
[185] Shrike
[105] Chaplain - jump pack

[217] 6 Vanguard vets - 2 dual LC+meltabombs, 2 SS+Maul, 1 SS+Relic, 1 regular

[110] 5 Scouts (shotguns) - meltabombs, LSS w MM
[110] 5 Scouts (shotguns) - meltabombs, LSS w MM

[100] 5 Assault Marines - JP, meltabombs, 2 flamers
[150] 3 Attack bikes - MM
[195] 3 Landspeeders - AC

[345] 3 Predators - LC sponsons
[100] Thunderfire

10th Company Task Force
[70] 5 Scouts (bolters) - ML
[70] 5 Scouts (bolters) - ML
[70] 5 Scouts (bolters) - ML
[70] 5 Scouts (bolters) - ML

1897

Not quite sure what to do with the last 100. Had thought of either adding another Thunderfire or taking an extra Vet and TL LC on the predators. Leaning towards the extra thunderfire as the 3 Tri-las predators are very expensive for one unit.
As much as I want him to, I believe the chaplain cant go with the Vets if they team with Shrike? (Shrike joins before deployment, gives them infiltrate, chaplain joins during deployment but cant join infiltrators?) So if he's relegated to the standard assault marines would it be better as a jump librarian or something else entirely. The assault marines are planned as a speed bump more than anything, with a librarian I guess they'll become meatshields for a psyker.

I dont expect the formation to do a huge amount other than act as a small annoyance, but it should be easy enough to camp out in 2 or 3+ cover saves. Making it a lot harder to shoot them off than they're worth. For the Vets squad, the plan is to leave 2+ saves to other things than give them a bunch of unwieldy weapons. I feel they aren't durable enough to make a dent on those and survive the return hits.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I would consider a cheap Librarius conclave (3x65 pts) to prescience various units
You could even use your predator unit for anti-air!
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Oh yeah, hadn't considered the conclave when fishing around to try finish it off. I had already intended to use the predators as a rough type of anti air, and if they brought a bunch there's not much I could do so, eh. But prescience could make it a lot better for that and more. If I try scrounge a few more points, maybe drop a MM bike, would it be a silly idea to give all the conclave jump packs and chuck them in the assault squad? From my sort of weird inexperienced view I think it could work, but haven't ever run a conclave, let alone a jumping one.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Regular Dakkanaut




With all those scouts you might want to spend that last 100 points on some camo cloaks.

I'm a Raven Guard player myself and was none too pleased about the loss of scout move. The only way I can see using the new rules effectively is to use Korvydae to spam assault marines giving me, at best assault marines and vanguard vets with a 3+ cover save in the open (if you combine first turn Shrouded and Night Fighting). Which, big whoop, they already have a 3+ armor save.

Anyway end rant, Let me know how the new rules work out for you, haven't had a game in a while myself.
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

That is a similar feeling I have, in order to make it worthwhile I feel like I need to be aiming for 2+ cover saves. I think that should be possible on the units with shrouded and stealth, namely the vets and the formation scouts. I'm not too sure whether cloaks will be that useful on the scouts, for the ones in the formation the hope is to more or less keep them static so they have stealth anyway. For the ones in the storms, I doubt it would make a difference.

Having been thinking about the librarius conclave, I do wonder whether taking Korvydae and a number of min ASM with a jump librarian each would be interesting or just useless. Being just ASM I'm inclined to think it'll be closer to useless but may give it a shot and see.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
Forum Index » 40K Army Lists
Go to: