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Made in ca
Frenzied Berserker Terminator





Canada

Here is what I have so far...

Chaplain on bike
3 attack bikes w/ bolters
5 marines w/ melta
5 marines w/ plas gun
5 assault marines

So that is the beginning on the Raven Guard list. I want to add a Jump Captain and Razorbacks for the Tacs. What else should I do with this list? I figured maybe these guys could be a mechanized army, don't want to do drop pods because that's my plan for wolves. I have an IH army too that needs finishing off but I liked dreadnoughts for them more so maybe this army could be more about the tanks? I don't know, anyone got an RG army that they want to share?

Anyone care to weigh in on how to proceed from here?
   
Made in us
Stealthy Sanctus Slipping in His Blade






Mech RG are pretty nice if you make the most of the chapter trait, which allows RG in power armor to scout. The other half focus of the CT focus on jump packs. So a combination of both mech/jp will get you the most out of the RG. Your mileage of jump packers may very though. I've really come to enjoy them in a RG army. Hate Shrike though, I run a JP/Chapter Master and Korvydae (FW Raven Guard JP/Captain) who makes assault marines troops so long as you have one scout squad.

Mech rush RG are pretty nasty, though maybe Kor'sarro and Scars are better for it.

A ton of armies and a terrain habit...


 
   
Made in ca
Frenzied Berserker Terminator





Canada

Yeah scars and khan seem to do a lot of things better, but bikes are not cheap. None of it is really, and so I guess that why I want to do mech RG, haha. It's all gonna cost an arm so might as well do the stuff I want to do.

I'm not a big believer in AM, but certainly they have a place in an RG list. Scouting the whole army rocks, big time. Pushing all your infantry forward into Bolter range before the game begins is swell.



Gets along better with animals... Go figure. 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Scars Tac spam with Khan does what RG can but better. Having 18 Obsec units scouting up is good. All the Combat Squads also having Hit and Run is even better.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Stealthy Sanctus Slipping in His Blade






darkcloak wrote:
Yeah scars and khan seem to do a lot of things better, but bikes are not cheap. None of it is really, and so I guess that why I want to do mech RG, haha. It's all gonna cost an arm so might as well do the stuff I want to do.

I'm not a big believer in AM, but certainly they have a place in an RG list. Scouting the whole army rocks, big time. Pushing all your infantry forward into Bolter range before the game begins is swell.


Just to clarify, ASM's with packs DO NOT gain the benefit of scout with the RG chapter traits. Scars without bikes, with Kar'sarro tagging along, still do mech better than the RG traits.

A ton of armies and a terrain habit...


 
   
Made in ca
Frenzied Berserker Terminator





Canada

Yeah, they lose out on scout because of the bulky rule, but gain some other benefits. Codex at home, so not sure what, reroll how hits I think.

Not really a matter of how much better Khan and his boys are at doing RG tactics, but a matter of using RG because well, they're allready painted! Haha!

But seriously any tips for getting the most out of the RG tactics would be great.

I figure having a bunch of rhinos/ razors packed full of Tacs and maybe Devs would be a great way to get stuff in range. Maybe this is the list where I can fit in a Stormraven? That would also be fitting to the theme. Stealth in, tie them up with Bolter Fire and jump marines, land the big old Raven in the middle and laugh maniacally. Could be fun.

Also want to do so wing different from my other 2 marine armies, so mechanized assault seems fitting.



Gets along better with animals... Go figure. 
   
 
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