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Made in gb
Regular Dakkanaut




Hi guys.

After reading up on the new raven guard stuff ive decided I want a fun fluffy army based on them. And also after reading the skyhammer annihilation force I really want to use that!

The way I want to play is too use the first turn cover save as best as I can to position my army well to cover the skyhammer force when it lands.

Im not sure if I want to go use the battle company in bigger point games so I cant decide if i want to go with a command Squad/sternguard squad with my captain or librarian. For easiness ill use the list with the Captain and CCS so I can then turn it into the demi.

.



Captain
armour of shadows, power sword

Command Squad
apo and 3 plasma

Tactical Squad 1
plasma, and combi

Tac squad 2
plasma and combi

Tac 3
flamer and combi

Dev squad
3 lascannons

Skyhammer:

Assault squad
2 flamers melta bombs

Assault squad
2 flamers, melta bombs

Dev Squad
4 heavy bolters and drop pod

Dev squad
3 grav cannons and drop pod


This is bang on 1250 and i think it has a good mix of anti infantry and anti tank with an alright ratio of long range and short range fire power.

Is there anything you think I could adjust to streamline the list a bit better?

Or should I add in a dreadnought or 2 as distractions from the skyhammer?
   
Made in dk
Drone without a Controller



Denmark

Consider removing flamers from assaultsquads in skyhammer as they want to assault the turn they arrive and don't need to flame the opponent further away
   
Made in gb
Space Marine Scout with Sniper Rifle





Northern Ireland

You really don't want to be footsloging your tac squads.
Consider putting them in Drop Pods with support from your jump Infantry or stick them in Rhinos/Razorbacks again being covered by Assault Marines.
I know you're trying to make use of chapter tactics but will be more useful late game for grabbing objectives etc.
Don't put the Dev's in drop pods and leave them at the back.
Other than that seems like a balanced list.
Wouldn't do well as a tournament list as it doesn't specialize/focus on anything in particular and I think you'll struggle against deathstar units unless you can get enough plasma on it.
For fun games/local play will do reasonably well as it should be easy for you to hold objectives.

Salamander  
   
Made in gb
Hardened Veteran Guardsman




 spacemarinehero wrote:
You really don't want to be footsloging your tac squads.
Consider putting them in Drop Pods with support from your jump Infantry or stick them in Rhinos/Razorbacks again being covered by Assault Marines.
I know you're trying to make use of chapter tactics but will be more useful late game for grabbing objectives etc.
Don't put the Dev's in drop pods and leave them at the back.
Other than that seems like a balanced list.
Wouldn't do well as a tournament list as it doesn't specialize/focus on anything in particular and I think you'll struggle against deathstar units unless you can get enough plasma on it.
For fun games/local play will do reasonably well as it should be easy for you to hold objectives.


The Devs need to be in drop pods as they are in the skyhammer annihilation force and want a relentless alpha strike the assault marines also come in turn one and are allowed to charge
   
Made in gb
Regular Dakkanaut




I see the point about the flamers but was more of an objective clearer the turn after they arrive.
I know footslogging isnt the best option but I dont want to spend lots of money on razorbacks or rhinos atm so using ruins and the shrouded first turn will have to do.
Ive changed the list a little just to make it more mobile and a bit more in your face.

Captain
power sword, armour of shadows and auspex

CCS
apo and 3 plasma

Vangaurd
jump packs, 2 vets with twin claws, 1 power fist. sarg with power sword

Tac squad
melta and combi

Tac squad
melta and combi

Tac squad
flamer

Tac squad
flamer

Skyhammer:

Assault squad
melta bomb

Assault squad
melta bomb


Dev squad
4 multi- meltas, cherub and drop pod

dev squad
4 heavy bolters and drop pod

The idea behidn the auspex is my Captain is there as a combat deterent and can spend his shooting phase making units in cover easier to kill. I will most likely reduce the cover save of the HB dev squad target in the first turn or on any tanks for the meltas.

Vanguards too sweep around the side and support the rest of the army and hopefully scare off any potential charges on the CCS holding the mid game objectives

I do kind of want to make this a semi competitive tuned list and I probably will add in some transports later on but looking to mainly have fun for the moment
   
 
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