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Made in us
Fresh-Faced New User




Terminator Captain 160
Teeth of Terra, Storm shield

Tactical (10) 200
Flamer, Lascannon, Rhino

Tactical (10) 200
Flamer, Lascannon, Rhino

Assault Terminators (5) 455
3w/ THSS, LRR

2x Thunderfire Cannon 200

Devastator Squad 180
4xlascannon

ADL w/ Quadgun


Okay so captain goes with termies in the redeemer and both squads are combated, one sits on objective, second goes with ADL. Devastators sit in ADL and thunderfirre cannons pick good cover spots hopefully with good line of sight. 3 tanks start out front, all three tanks make their scouting move of 12 in. First turn, move flat out and sit. in boxes while they eat 6 lascannons, a quad gun and two thunderfire cannons. Next turn, Move 6 disembark 6, fire and assault while continuously pumping the gunline into scoring units, mcs, and tanks.

Thoughts? Improvements?

Thought about going Iron hands, but I'm not sure the 6 FNP save is worth it with as few bodies as I have and if they want my tanks dead, they will most likely be dead. Hoped to create two threats (gunline, assault line) at 1850 will ad in a beefed up DP sternguard with a libie to get FB and clear out as many as possible.
   
Made in us
Sneaky Lictor




Wherever they tell me

I don't think Raven Guard fits this list very well TBH. Iron Hands seems better because it'll make your Land Raider seriously hard to kill (and it will need to be because it's a redeemer.) Also, I don't think you can scout the Land Raider because Terminators are Bulky.

As for list changes, I'd trade your Tac's lascannons for multi-meltas. Getting that close will make their high AV targets nice and juicy. Something that most people forget: Lascannons are awful at taking out Land Raiders.

With that, you've got an answer to most everything but mass FMC. Granted though, that's a very difficult thing to counter so i think you're doing alright. Maybe trading a TFC for a hunter or stalker would be good. I think you're pretty good vs horde units so long as you don't let your terminators get tarpitted.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in ca
Dakka Veteran






If you want lascannon, take a tri-lasc predator.
If you want devastators, take plasma cannons. Multi-melta are to dangerous on Dev. squad if not using drop pods or something like that because you'll be shot from afar, and lascannon aren't that needed nowaday (mech is pretty out, and multi-melta are better).
Take multi-melta for your Tact squads in rhino. If you can't (for whatever reason), take a meltagun and then in heavy weapon take either a plasma cannon, a heavy bolter, or way better, a missile launcher. Like that you keep the AT/AH hybrid.
The terminator captain should try to have a AP 2 weapon if you plan on fighting TEQ or even MEQ.
If you really really need multi-melta, take Venerable Dradnought in Drop pod with multi-melta and drop them behind vehicules. Sadly, AT is more an aggressive thing than a defensive one, and as such, you want the melta, and yu want to bring it in range of the tank.

This message was edited 1 time. Last update was at 2013/09/23 19:19:22


 
   
Made in us
Fresh-Faced New User





Post 2013/09/23 19:14:46 Subject: Re:1500 pt Ravenguard Mech (PLease advise)
If you want lascannon, take a tri-lasc predator.
If you want devastators, take plasma cannons. Multi-melta are to dangerous on Dev. squad if not using drop pods or something like that because you'll be shot from afar, and lascannon aren't that needed nowaday (mech is pretty out, and multi-melta are better).
Take multi-melta for your Tact squads in rhino. If you can't (for whatever reason), take a meltagun and then in heavy weapon take either a plasma cannon, a heavy bolter, or way better, a missile launcher. Like that you keep the AT/AH hybrid.
The terminator captain should try to have a AP 2 weapon if you plan on fighting TEQ or even MEQ.
If you really really need multi-melta, take Venerable Dradnought in Drop pod with multi-melta and drop them behind vehicules. Sadly, AT is more an aggressive thing than a defensive one, and as such, you want the melta, and yu want to bring it in range of the tank



I neglected to mention, that my main opponent is an eldar player that runs wraithknight and wraithlord, three warwalker, and firedragons in a wave serpent, plus farseer and avatar and scoring units. I figure the str 9 lascannons are better than missle launchers agaisnt wraith and warwalkers. And against the wave serpent, its going to be glance anyway, and i feel that ill actually get hits with lascannons.

I see how good meltas are, but i never get to fire multimeltas. they are heavy so you can't move even in a tank and still fire with any accuracy, so it ends up being a waste of points right?
I want to put them in, but I'm not great with using them, do you have any tips with those?

Also, should I just go for power axe on the captain?

I did decide to switch to Iron hands btw
   
Made in gb
Lone Wolf Sentinel Pilot





UK

titanictomato wrote:
Terminator Captain 160
Teeth of Terra, Storm shield

Personally, I'd just take a Thunder Hammer instead, because there are few glass cannon melee units that that have less initiative than you that pose a threat really.

Tactical (10) 200
Flamer, Lascannon, Rhino

Tactical (10) 200
Flamer, Lascannon, Rhino

Fine, but I'd take a combi-flamer on each as well because Tacticals aren't that effective with only a single special.

Assault Terminators (5) 455
3w/ THSS, LRR

LR is down to choice, but just remember this unit can't scout full stop, regardless of how the USR works.

http://www.dakkadakka.com/dakkaforum/posts/list/553832.page - Read that if you want to be sure.

2x Thunderfire Cannon 200

Pretty good for wiping infantry off objectives, but your flamers already do that, so I'd think only one TFC is sufficient.

Devastator Squad 180
4xlascannon

1) This unit comes to 150 points total, not 180
2) I'd go with Tri-Las honestly, as others have said, because they're only marginally less accurate and they're a lot less susceptible to the majority of your opponent's firepower.


ADL w/ Quadgun


Okay so captain goes with termies in the redeemer and both squads are combated, one sits on objective, second goes with ADL. Devastators sit in ADL and thunderfirre cannons pick good cover spots hopefully with good line of sight. 3 tanks start out front, all three tanks make their scouting move of 12 in. First turn, move flat out and sit. in boxes while they eat 6 lascannons, a quad gun and two thunderfire cannons. Next turn, Move 6 disembark 6, fire and assault while continuously pumping the gunline into scoring units, mcs, and tanks.

You can pull off a scout, move, disembark, fire attack first turn too, you know, and if you disembark them into area terrain you can go to ground for 2+ cover saves.

Thoughts? Improvements?

Thought about going Iron hands, but I'm not sure the 6 FNP save is worth it with as few bodies as I have and if they want my tanks dead, they will most likely be dead. Hoped to create two threats (gunline, assault line) at 1850 will ad in a beefed up DP sternguard with a libie to get FB and clear out as many as possible.


Chapter Tactics : Iron Hands is massively overrated, you're saving average one dude per full 10 man squad slaughtered. Woop de doo, he's still boned, and so is the unit.

It will not die is only of value on an EW Captain or better, and on weak vehicles like Rhinos its worthless, if they survive two turns of AT your opponent has done something wrong.

I'd definitely take something that gives you more special weapons if you can, like Sternguard, Bikers, Command Squads, the lot. I think you'd struggle to kill Riptides because the only real counter you can rely on is the Lascannon Devs- which will be the first to be targeted by it. I'd take 2-3 units that can take minimum 2 wounds average off a Riptide in a pinch and you'd be set, and have a hard cap of 1 in that factoring, because they're not too reliable.

Storm Talons and Ravens are pretty good AT/AA, and they're worth considering, but I'm not a great fan of the Hunter/Stalker at all. Its a 1/5 chance to outright destroy an AV10 flyer, and that's with BS4 and twinlinked. Too naff and your HS slots are too limited.

Finally, don't run heavy weapons in your metal boxes ever. They cost points now, and even if you get to fire them (which you probably won't for at least 2 turns) they're not that great. Sacrificing a whole unit to fire just a single non TL multi-melta is bonkers.

This message was edited 2 times. Last update was at 2013/09/23 23:02:13


 
   
Made in us
Fresh-Faced New User




LR is down to choice, but just remember this unit can't scout full stop, regardless of how the USR works.


:( So the ravenguard doens't work at all:(

What tactics should I use?
And what should I use the extra 100+points from the replaced units?


Automatically Appended Next Post:
Terminator Captain 150
TH/SS

Tac Marines (10) 205
Flamer, Combi Flamer, ML, Rhino

Tac Marines (10) 205
Flamer, Combi Flamer, ML, Rhino

Assault Terminators 450
2w/ TH/SS, LRR

Thunderfire Cannon 100

Devastator Squad 150
4x Lascannon

Predator 140
1 TL LC, SS LC

ADL 100
Quad Hun

Exactly 1500. Works the same, more lascannon shots, more flame, more armor. Iron Hands, though not great, is the only thing that makes sense, unless I do ultra marines tactics. Not sure if it's great or not. Remember also, the main person I play against runs one waveserpent as his only tank.

This message was edited 2 times. Last update was at 2013/09/24 03:18:35


 
   
Made in us
Road-Raging Blood Angel Biker






 rabid1903 wrote:
I don't think Raven Guard fits this list very well TBH. Iron Hands seems better because it'll make your Land Raider seriously hard to kill (and it will need to be because it's a redeemer.) Also, I don't think you can scout the Land Raider because Terminators are Bulky.

As for list changes, I'd trade your Tac's lascannons for multi-meltas. Getting that close will make their high AV targets nice and juicy. Something that most people forget: Lascannons are awful at taking out Land Raiders.

With that, you've got an answer to most everything but mass FMC. Granted though, that's a very difficult thing to counter so i think you're doing alright. Maybe trading a TFC for a hunter or stalker would be good. I think you're pretty good vs horde units so long as you don't let your terminators get tarpitted.


Why wouldn't you be able to scout the land raider? Your moving the vehichle not the troops themselves. Its kinda funky wording i'd check to see if there is a FAQ or something out.

------------------------------------------------------------------
Why would you deep strike a lander raider?

Because i can and hey it worked didn't it?

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Made in us
Sneaky Lictor




Wherever they tell me

Chapter tactics are only bestowed upon non-vehicles (with the exception of Iron Hands.) Raven Guard CT's say that models with bulky and very bulky do not benefit from their CT's.

So the LR doesn't get scout because it's a vehicle, and the occupants don't get scout becuase they're bulky.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in gb
Tower of Power






Cannock

Six lascannons (four which are in the same unit) and three scouting tanks on the first turn aren't that scary if I am honest. The Terminators inside won't be able to assault until turn 2 anyway and the Land Raider would have moved into melta/assault range. Two Rhinos aren't that hard to pop either.

For Raven Guard you want to work to their chapter strength and that is hammer of wrath for jump troops, scout and stealth for non bulky. Unfortunately Assault Marines are pants and so are the Vanguard and then they do not benefit from stealth etc. Instead I would add two Land Raiders for redudancy and then bulk up on Rhinos. However by the time you have done this you may as well go UM or IF as all you are gaining is stealth and scout.

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