Switch Theme:

[1000] - Raven Guard - First New List  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Adolescent Youth with Potential




Mount Pleasant, MI

Hello Everyone this is my first list that I am putting together for my new raven guard army, any suggestion on improvements to the list or units that would help complement it would be greatly appreciated.


[Demi-Company]

Captain
Relic Blade
Combi-Plasma
[125]

Tactical Squad
10 men
Grav Cannon
Melta
Power Weapon
[200]

Tactical Squad
10 men
Multimelta
Melta
Powerfist
[185]

Tactical Squad
10 men
Plasma Cannon
Plasma Gun
Plasma Pistol
[185]

Bike Squad
[63]

Devastator
2 Lascannon
2Missile Launcher w/ Flakk
Auspex
Razorback
TL Lascannon
[240]

I am only using a lot of plasma because it is what came with the dark vengeance box, but am open to better ideas. Besides the models listed I also have a stormtalon, predator, terminators, a librarian, and a captain in terminator armor. I will also be getting a storm raven soon and probably some assault marines. Besides that I would welcome anyones input on models that I should avoid using/getting or any that should be a guaranteed in most lists.

This message was edited 1 time. Last update was at 2016/09/09 21:26:39


 
   
Made in gb
Death-Dealing Devastator






My advice is to find a Tactical Squad loadout you like and then stick to it, equipping your squads for a particular role. Sod's law dictates that your Melta squad will be a million miles away from any vehicles, while your expensive Plasma Squad gets run down by a Land Raider. My favoured loadout is a 10-man Squad with a Veteran Sergeant, Plasma Gun and Missile Launcher, all mounted in a Rhino; this isn't particularly 'optimised', but it is versatile and reliable. Experiment and find one that works for you.

Having said that, transport is always a pretty good idea. Space Marine squads are a bit too small and expensive to be reliable on foot, even with Shrouded in Turn 1.

The only other point I'd make is that your Devastators don't really need Flakk missiles. They're expensive and unreliable and you're unlikely to need them at 1000pts. Rather than taking them with a Razorback, I'd give some serious thought to Centurions. They don't look anywhere near as bad in real life, honest.

What you're really missing is focus. Ideally, each squad should have a specific part to play and should be equipped only for that role (with a few exceptions, none of which are in the army list above). Have a look around and see what other people are using (particularly me, because I'm great), then try a few different things in 500pt proxy battles before you commit loads of money and time to an army.

Best of luck in your new hobby. I look forward to seeing what you come up with.

This message was edited 1 time. Last update was at 2016/09/09 19:28:52


   
Made in gb
Steady Space Marine Vet Sergeant




England

I recommend this comment ^^^^

Also, I would give the Bikers something to take advantage of the Relentless 12" move platform, like Grav Guns or even Meltas. I also have to recommend against having a Razorback for the Devs rather than any other squad. Give them a Rhino so they can at least fire out of it, and try giving the Tacs a Rhino too so they can have a chance of utilizing the Sarge's CCWs.

The Captain also seems just to be there for the sake of being there. Have him go with a Combat Squad'd Tac squad in a Razorback so like before, he has a chance of making it into combat.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in us
Adolescent Youth with Potential




Mount Pleasant, MI

Spineyguy wrote:The only other point I'd make is that your Devastators don't really need Flakk missiles. They're expensive and unreliable and you're unlikely to need them at 1000pts. Rather than taking them with a Razorback, I'd give some serious thought to Centurions. They don't look anywhere near as bad in real life, honest.


I was slightly hesitant about these guys, but was interested so I will probably pick some up.

Are there any configuration that you would recommend for specific jobs for different units?

WarbossDakka wrote:Also, I would give the Bikers something to take advantage of the Relentless 12" move platform, like Grav Guns or even Meltas. I also have to recommend against having a Razorback for the Devs rather than any other squad. Give them a Rhino so they can at least fire out of it, and try giving the Tacs a Rhino too so they can have a chance of utilizing the Sarge's CCWs.


Currently I am using the bikes because they came with dark Vengeance, but would it be worth getting more of them or would assault marines be a better choice?

Also does anybody have any suggestions on what to add to increase the army?

Right now anybody who comes with weapon options is being magnetized so that I can switch them out with different load-outs when I want to try new things or need different tools for other jobs. . (The only exception at this point are the characters that were quick assemble unfortunately.)
   
Made in gb
Death-Dealing Devastator






 sercoach wrote:
Are there any configuration that you would recommend for specific jobs for different units?


It'll be a case of experimenting and finding your own way, but my thinking runs thusly: Your Tactical Squads are primarily going to be engaging other infantry, so lots of Melta weapons might be a bit of a waste. If you find yourself fighting a lot of enemies in Power Armour, consider Plasma or Grav weapons. Plasma has the edge on range, but Grav is less likely to 'splode your face. If you'd rather focus on dealing massed wounds (which will work against heavy infantry, but is really intended for use against light or medium infantry such as Guard or Eldar), consider a Flamer and Heavy Bolter. Missile Launchers are very versatile, but the flakk upgrade is a bit too expensive to be worth it. Any combination can work, though, so try a few out and see what you like.


Currently I am using the bikes because they came with dark Vengeance, but would it be worth getting more of them or would assault marines be a better choice?


Bikes are quite strong in this edition, but the Raven Guard rules are more geared toward Jump Packs. Bikes are more versatile, too, while Assault Squads are geared solely for combat. An Assault Squad would make an excellent accompaniment to a Captain, if you were to give him a Jump Pack, rather than a Combi-weapon.


Also does anybody have any suggestions on what to add to increase the army?


Some Scouts will allow you to turn it into a Pinion Demi-company, which is quite good. Five Scouts in a Land Speeder Storm is a great little unit for setting up a charge, can grab objectives quite handily, and will come in at less than 100pts. Two such squads will regularly win you games.

Alternatively, a Dreadnought in a Drop Pod can start ruining your opponent's plan from Turn 1, and can be equipped for all sorts of things, including Anti-Aircraft, with the Mortis pattern.

Have a look at my blog for some Battle Reports. <== shameless plug

This message was edited 1 time. Last update was at 2016/09/10 06:32:29


   
 
Forum Index » 40K Army Lists
Go to: