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Made in ca
Space Marine Scout with Sniper Rifle




Toronto

Hihi. I'm returning to this game after almost a decade. I've stripped the paint from my blood angels and am looking to do my own chapter/colour scheme.

I realize that both jump pack 'rines and chapter tactics Raven Guard are not viewed as being very good... but I wanted to try them out since I think jump pack 'rines look cool and bikes look kinda lame. And also, the points cost for crappy jump packs has gone down to a more reasonable level since 4th edition. It used to cost so much to have troops that get shot before they do anything at all. So, will this list just get obliterated by most opponents? Any feedback is appreciated... I have not played a single game of 6th edition yet.

Raven Guard 1000pts

Librarian
-jump pack
80

Tac Squad (x10)
-plasmagun
-plasmacannon
-rhino
205

Scouts (x6)
- 5x sniper
- 1x Heavy Bolter
79

Vanguard (x5)
-jump
-2x Storm Shield
-1x grav pistol
-1x powerfist
-1x relic blade
195

Legion of the damned (x5)
-melta
-multimelta
-sarg. with power weapon and plasma pistol
175

Assault 'rines (x5)
- 2x flamer
95

Devastators (x5)
-2x ML with FLakk
-1x Plasmacannon
-rhino
170

TOTAL: 999 pts

Idea: If I'm not mistaken, both the vanguards+librarian and the assault squad can start in reserve. The Damned too, of course. This leaves 2 rhinos and some scouts on the board first turn, who all get scout moves. I can maybe set the scouts near a back objective and the tac and dev a bit forward. The Damned can deep strike down and take out something expensive and armoured hopefully. keeping the sarg back so that he might actually survive to the next turn (3+invuln might allow that to happen), cuz he's a bit of a beast in CC on his own. Since 3 squads are deep striking, if 2/3 or 3/3 of them come in at the same turn I might be pretty offense with them. If they come in 1 at a time I would maybe hang back a bit with the rest of the army.

...thanks for looking, any constructive feedback is appreciated. I also have these units; 6 shooty terminators, a land speeder, 7 CC scouts, and I can turn one of the rhinos into a predator.

But feel free to make suggestions outside of those units.

Oh, feel free to suggest different chapter tactics as well. I'm not married to the RavenGuard

   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First, Welcome to Dakka, and back to the hobby.

I’m not a big fan of starting assault troops in reserve. You can’t charge the turn you arrive, so get to stand around getting shot up. I’d rather start on the table, move up using LOS blocking terrain (like rhinos) and then assault.

If your tac squad is going to be on the move, you might want to consider something besides the PC. They can’t snap-fire, so you aren’t going to get a lot of use out of it. Might be worth swapping it back to the Devs for a ML.

I’m not sure the flakk missiles are worth the points. Also the rhino is an odd choice for a dev squad. If you are going to buy them a transport, consider a razorback. But I would just keep them on foot and find a cozy ruins to hide in.

In general I find plasma/grav pistols overpriced.

Your vanguard are expensive, but within reason. They should be able to mess up whatever they hit. Just be careful getting them there.

Like the Assaults, Scouts, and the LotD (although I’m not sure about the legion sarge)

   
 
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