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6th Ed C:SM Raven Guard 1250pts Mechanized Competitive  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Lone Wolf Sentinel Pilot





UK

The points values in this list are based on the rumours and the elites section clearly visible in the WD.

Chapter Tactics : Raven Guard.

Read up on it and alternatives here:
http://pinsofwar.com/warhammer-40k-space-marines-rumors-warlord-traits/

It is vital to the success of this list, in short.

HQ

Captain with power weapon, artificer armour, storm shield.

Elites

Stern guard squad of 7, 4x Combi-grav Rhino

Troops

Tactical Squad
7 Men, Rhino

Tactical Squad
7 Men, Rhino

Tactical Squad
7 Men, Rhino

Fast Attack

Storm Talon Gunship with sky hammer missile launcher.

Storm Talon Gunship with sky hammer missile launcher.

Heavy Support

Tri-Las Predator

Tri-Las Predator

(Same cost as 3 Centurions with Grab cannons for reference)

Tactics:

Chapter Tactics Ravenguard gives all my Tactical Marines and Stern guard and their respective transports the Scout USR. As a result:

12" deployment, 12"" scout, 12" move means you are literally sitting on the edge of the enemy deployment first turn. You have 3 options from there:

1) After scout, move 6", disembark, move men 6" and fire first turn
2) Move full distance after scout and then flat out to be 6" form their board edge by turn 1
3) Move full distance after scout, pop smoke and get a 4+ cover save. All Raven Guard models get stealth first turn, boosting the 5+.

Alternatively, outflank.

This is significant as you can be in the 12" sweet spot on the first turn regardless of circumstance with your Tactical, or take most objectives. Gun Lines may get one turn or none at all if you exploit method 1.

The Captain is an unusual choice, but has simple reasoning. No divination Libbies means there's literally no real coherent strategy to taking them and they give up STW a lot easier. The Captain absorbs fire for the Sternies, ties up units and takes on some on his own. I'd be far more likely to send a Captain against 10 Fire warriors than a Libby.

The Stern guard are MC and heavy infantry hunters. Method 1 and outflanking allow you to snipe pesky impossible to kill units like Riptides early.

The Storm Talons provide AA, iirc they still have escort craft so they're compatible with the outflanking squads, and general fire support.

Tri-Las Predators unleash fire on vehicles and MC's, finishing off what the Sternies have started or decimating something else.

What do you guys think? Is this a competitive strategy?


   
Made in gb
Lone Wolf Sentinel Pilot





UK

Noone? I'd really like some commentary on this idea.

   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

Based on the rumours for the new dex, its certainly an original take on how to play marines.

The issue i have with this is you are putting all your eggs in one basket, and for me its going to struggle.

Heres why i think so.

Horde armies like orks can easily field upwards of 90+ boyz plus toys, what you are proposing essentially is to put 28 marines within rapid fire range turn 1 and unleash bolter death.

Say you do (currently ignoring special ammo:

56 shots= 37 ish hits= 18-19 wounds= 1 weaken unit of boyz (assuming no cover save to boot)

the rest of the boyz will retaliate with shooting as well as an assault, clearing just about everything.

others may disagree but i see the list as lacking real fire power.

And frankly if it cannot halt orks, tervigon nid lists will smile and lick its lips at the prospect.


All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 mixer86 wrote:
Based on the rumours for the new dex, its certainly an original take on how to play marines.

The issue i have with this is you are putting all your eggs in one basket, and for me its going to struggle.

Heres why i think so.

Horde armies like orks can easily field upwards of 90+ boyz plus toys, what you are proposing essentially is to put 28 marines within rapid fire range turn 1 and unleash bolter death.

Say you do (currently ignoring special ammo:

56 shots= 37 ish hits= 18-19 wounds= 1 weaken unit of boyz (assuming no cover save to boot)

the rest of the boyz will retaliate with shooting as well as an assault, clearing just about everything.

others may disagree but i see the list as lacking real fire power.

And frankly if it cannot halt orks, tervigon nid lists will smile and lick its lips at the prospect.



Do you think it would be a good idea to insert flamers/combi-flamers in for the Tacticals then? Some rumours are also hinting that heavy flamers may or may not end up in Tactical squads. I think the Storm Talons will effective support as well, if I dedicated both to a mob I could probably kill about 10 or so.

I dont think MC spam is going to pose much of a problem with this list. Between the Combi-Gravs, the Preds and the Talons I think I should be alright.

This message was edited 1 time. Last update was at 2013/09/03 12:51:19


 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

Difficult to say, i would have thought this sort of list would be better suited to deploy in drop pods personally, though how effective these sorts of lists are in 6th i have no experiance so cannot say one way or the other.

Also the ravenguard rumoured chapter tactics wouldn't really synergise well with pods.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

I could switch to pods, sure, but that would be quitting. I'd look at them this way:

RG Rhinos vs Pods:

Rhino's:
More flexibility in tactics
No interceptor problems unless outflank is used
At times maybe more precise and reliable - even a dp can scatter off.
Greater threat saturation early on - Having that many Marines in deadly threat range turn one, and having to deal with the Preds? Could prove more difficult to deal with.
Can stay in the metal box to counter any moves or relocate
Relic shenanigans - Have it on your side by the end of turn 2 with clever planning and positioning.

Pods:
Unstoppable alpha strike -unless interceptor ruins your day
Automatic arrival
Can appear behind their lines - but risky if near the board edge

   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I believe it is a cool idea and will surely put fear to the hearts of many opponents, but you definitely need some special and combi-weapons in your tacticals.
Marines have the luxury of tactical flexibility. Noone forces you to rush towars an assault horde list.
   
Made in us
Sneaky Sniper Drone






Utah, USA

I plan on making a RG list too but I fear that the CT might not be as powerful as this. The rumor on the CT seems to imply that the (non-bulky) infantry have will have stealth, but the rhino's won't as they don't have CT. I can't see them not allowing jump pack marines to get stealth and allow rhino's to get it. I sure hope that is a slightly wrong error in rumors though and everything gets stealth (it's only 1 turn anyways, come on!).

Outflanking rhino's with escorting Storm Talons will be pretty sweet though. Here's hoping that we get HF in tacticals.

 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 BlueRift wrote:
I plan on making a RG list too but I fear that the CT might not be as powerful as this. The rumor on the CT seems to imply that the (non-bulky) infantry have will have stealth, but the rhino's won't as they don't have CT. I can't see them not allowing jump pack marines to get stealth and allow rhino's to get it. I sure hope that is a slightly wrong error in rumors though and everything gets stealth (it's only 1 turn anyways, come on!).

Outflanking rhino's with escorting Storm Talons will be pretty sweet though. Here's hoping that we get HF in tacticals.


The TWG one says 'models' with no exceptions,which I would class as everything, but even if that is the case Method #1 (move, disembark move) can still be used to put your infantry into cover with stealth. Bonus points if its a ruin.

'I can't hear you over the sound of my 2+ GTG cover saves!' Suck on that Tau.

This message was edited 2 times. Last update was at 2013/09/05 00:41:39


 
   
 
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