| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2015/04/26 03:23:09
Subject: Outflanking Raven Guard?
|
 |
Frenzied Berserker Terminator
|
I have a small Raven Guard army, around 1000 points and I've been designing the list around outflanking troops in razorbacks. Just wondering if anyone else has any experience with this tactic, or outflanking in general with RG.
My list thus far comprises of 2 squads of 6 marines in DT razors with tl-las at the moment. I would like to use the assault cannon turrets but don't have them just yet. Backing up our outflankers is an attack bike squad with 3 heavy bolters and a squad of jump pack Marines. I don't run anything on the ASMs to keep them viable, no point putting toys on such a weak unit I feel. I also run a Dev squad with 3 plasma cannons, which is either awesome or totally a waste. As with all my lists I build in a level of adaptability, the ASMs can serve as Vets and my army can be lead by either a bike chaplain or a jump captain, or both for a slightly larger game.
As you can tell I'm not looking for a competitive list, I just want a fun army that doesn't fall on its face. Recent play testing versus my Sons of Medusa tells me that I have just the right idea, but I want some input from the veteran RG players I know are lurking here.
BTW, the Marines are packing a melta gun, the idea was to get some sweet rear armour double pen dice while the DT blasts away whatever infantry the ATBs and ASMs can't handle. I know I'm lacking serious anti tank, but hey, that's why I'm here right? Automatically Appended Next Post: Also, does this list have room for a rifleman dreadnought? I know the dreadnought is better served by IH tactics but my SoM army has so many elites I need to double CAD just to run them all! So I'm thinking a little more stand off and shoot will benefit the RG, who on turn one look a little weak. What say dakka?
|
|
This message was edited 1 time. Last update was at 2015/04/26 03:30:05
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/04/26 17:38:34
Subject: Outflanking Raven Guard?
|
 |
Sinewy Scourge
|
can they outflank? I don't have my codex on me, but the reason I say this is because does scout grant outflank, I though that was infiltrate? I might be mistaken, so take what I say with a grain of salt.
I have found that chaplains are pretty terrible, but can redeem themselves with jump pack and assault marines (making both units usable) but YMMV
Best of luck,
-Gummy
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/04/27 02:21:44
Subject: Outflanking Raven Guard?
|
 |
Slashing Veteran Sword Bretheren
|
Chaplains terrible?
Chaplains are great as a force multiplier. They are not meant to be close combat allstars. What they do it give you a cheap HQ choice that makes the unit they are in sooo much better. They also unlock a command squad if you want on.
So putting a chaplain on the ASM means they will hit harder in CC. however, you may find it difficult for them to get there without getting shot. Putting him on a bike is going to make him more survivable, and more mobile.
|
DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/04/27 02:36:19
Subject: Outflanking Raven Guard?
|
 |
Ruthless Interrogator
|
Shrike could definitely be viable with some assault marines if you felt like investing the points in him. The Chaplain can do the job pretty well as well if he can survive the trip (note putting him on a bike helps little due to majority toughness).
Most people I know that run ravenguard use tac/rhino spam and scout forward 12" turn 1 for all their units. Its not super competitive, but it is pretty cool.
I generally dislike putting heavy weapons on a platform as fragile as a razorback, and prefer ordinary rhinos myself and to invest the points elsewhere but YMMV.
I forget, can the devastators take a rhino? If they can then scout them up the board and disembark before moving T1 and lay down some dakka!
|
Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/04/29 07:15:33
Subject: Outflanking Raven Guard?
|
 |
Frenzied Berserker Terminator
|
Well thanks for the input folks!
I do believe having scout confers outflank to units held in reserve. Again no codex handy! Lol, but either way. Scout is still handy enough. Also, does the stealth from the CT stack with night fighting?
About Chaplains, I love them. They are so full of character and they fit any list. This list runs one full time, for now as the biker chap, but I'd like to have the option to run both the captain and the chaplain on either bike or pack.
The devs can take all 3 DT options, but since they are plas cannon devs I prefer to footslog them and scout move them as needed. Since most of the list needs to get close to shoot, I don't mind leaving the devs back, especially with the ATB squad and bike chaplain hanging around! The ranges are the same for both units except for the PW.
Automatically Appended Next Post: Also, I wanted the razorbacks because, if they can indeed outflank, I wanted more punch. A Twin linked assault cannon is no joke, even against rear armour you still have a good chance. Plus they fulfill a fluff role too. I figure RG are too stealthy for a 10 man squad!
In reality though, the rhino chassis can become anything I need with a bit of investment, and now I have 2 for the army.
Any takers on the rifle dread as a RG over an IH? Automatically Appended Next Post: Running Shrike, sorry to ramble, is always an option but I'm not sure my RG are 3rd Co. I kind of had this idea they were a sort of Raven Guard specialist cell that did far ranging scout missions with very little support from HQ, kind of like a long term guerilla unit. Maybe they are attached to a Crusade and that's how they run alongside the Sons, a former fleet based crusade oriented chapter.
Sorry to digress into fluff in a tactics forum, but as I said Shrike, he is good but what's the snafu with his rules? As a combat unit he is hard hitting but suffers from the same fragility that shows through in a non artificer armour captain, more so when run with Vets. Regular ASM seem a little too light for him, so a more dedicated jump list would benefit from him more I feel. With this list I wanted more of a mobile shooting army with jump marines for fluff and light duty CC.
I do appreciate the conversation though, so keep those ideas coming!
|
|
This message was edited 2 times. Last update was at 2015/04/29 07:41:05
Gets along better with animals... Go figure. |
|
|
 |
 |
|
|
|