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Made in us
Fresh-Faced New User




I'm trying to make a fluffy and fun Ravenguard list. I'm only going to be using this in friendly games but I still want it to be fairly competative.

The concept behind the army is an infiltrating force has identified their target and they've called in reinforcements as a force multiplier to take it out.

HQ
Shrike 195

ELITE
Ironclad Dreadnought w/Drop Pod 185—Assault Launchers

TROOPS
Tactical Squad w/Drop Pod (10 Troops) 205—Heavy Bolter, Flamer
Tactical Squad w/Drop Pod (10 Troops) 210—Multi Melta, Meltagun
Scout Squad (5 Troops) 100—Heavy Bolter, 2 Sniper Rifles, Camo Cloaks
Scout Squad (10 Troops) 155—Power Weapon, Close Combat Weapons, Bolt Pistols

FAST ATTACK
Assault Squad (10 Troops) 240—2 Flamers, Power Fist, Combat Shield
Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter
Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter

TOTAL 1470

The Shrike infiltrates with the assault squad. Both he and the large scout squad get into CC as soon as possible. I'm not looking to finish off troops necessarily, just bog them down until my deep striking Dread arrives. The small scout squads stays in cover and fires while the tact squads drop onto objectives. The landspeeders go for targets of opportunity using Krak on the side and backs of tanks and transports and Frags + Heavy Bolter on infantry.

I'm concerned that I don't have enough armor killing punch and that the CC armed Scouts won't last long enough. I'm also worried about my Frag Missiles Scattering on to my infiltrating forces.

I have 30 pts left. What do I use them on? I've been thinking about some of the below changes but can't decide which ones I should use or if I should do any of them.

1. Change the Tyhoon to an assault cannon & multi melta
2. Add heavy flamers to the Dreadnaught
3. Change the Multi Melta in the Tac Squad to a lascannon
4. Give a power fist to the Sgt in the Melta armed tact squad so I can combat squad them and hunt armor.
5. Add a deathwind launcher to the Drop Pod w/the Dread
6. Give appropriate Combi Weapons to the Tac Squad Sgts
7. Change the CC Scout Squad for another Assault Squad
8. Change out the Dread for CC Termis and add a Teleport Homer to the CC Scouts

Suggestions?

This message was edited 1 time. Last update was at 2009/08/01 11:45:13


 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Nosferatu wrote:I'm trying to make a fluffy and fun Ravenguard list. I'm only going to be using this in friendly games but I still want it to be fairly competative.

The concept behind the army is an infiltrating force has identified their target and they've called in reinforcements as a force multiplier to take it out.

HQ
Shrike 195

ELITE
Ironclad Dreadnought w/Drop Pod 185—Assault Launchers

TROOPS
Tactical Squad w/Drop Pod (10 Troops) 205—Heavy Bolter, Flamer
Tactical Squad w/Drop Pod (10 Troops) 210—Multi Melta, Meltagun
Scout Squad (5 Troops) 100—Heavy Bolter, 2 Sniper Rifles, Camo Cloaks
Scout Squad (10 Troops) 155—Power Weapon, Close Combat Weapons, Bolt Pistols

FAST ATTACK
Assault Squad (10 Troops) 240—2 Flamers, Power Fist, Combat Shield
Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter
Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter

TOTAL 1470

The Shrike infiltrates with the assault squad. Both he and the large scout squad get into CC as soon as possible. I'm not looking to finish off troops necessarily, just bog them down until my deep striking Dread arrives. The small scout squads stays in cover and fires while the tact squads drop onto objectives. The landspeeders go for targets of opportunity using Krak on the side and backs of tanks and transports and Frags + Heavy Bolter on infantry.

I'm concerned that I don't have enough armor killing punch and that the CC armed Scouts won't last long enough. I'm also worried about my Frag Missiles Scattering on to my infiltrating forces.

I have 30 pts left. What do I use them on? I've been thinking about some of the below changes but can't decide which ones I should use or if I should do any of them.

1. Change the Tyhoon to an assault cannon & multi melta
2. Add heavy flamers to the Dreadnaught
3. Change the Multi Melta in the Tac Squad to a lascannon
4. Give a power fist to the Sgt in the Melta armed tact squad so I can combat squad them and hunt armor.
5. Add a deathwind launcher to the Drop Pod w/the Dread
6. Give appropriate Combi Weapons to the Tac Squad Sgts
7. Change the CC Scout Squad for another Assault Squad
8. Change out the Dread for CC Termis and add a Teleport Homer to the CC Scouts

Suggestions?


Lets begin with your ideas.
To:
1.) No. Typhoons are fine. Maybe a multimelta instead of the heavy bolters?
2.) Possible and a common choice when deepstriking dreads.
3.) I dont think you need the range of the lascannon with DS tacs.
4.) Depends if you like Pfists.
5.) definetly no.
6.) combi-weapons would fit.
7.) i would get rid of those cc-scouts anyway.
8.) different theme. But CC-termies should either DS/infiltrate or have a ride.


From the given list, i would change to :

2x dreads in pods, 1x tac in pod, 1x tac with transport, 1x scouts ( shooty ), 2x typhoons, 1x assaultmarines with shrike.

the dreads keeping the target busy, the tacs for close-support of the dreads, other tac / typhoons / scout as fire support,
shrike & co as mobile backup.

2nd dread could be a standard multimelta one ( pod ).
Combat shield is not really worth it, spend the points on the tac seargents. Combi-weapons maybe?


Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
 
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