Switch Theme:

[2000] - Raven Guard - Soup  [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
Regular Dakkanaut




I was flipping through the RG dex trying to think how to make use of their strats to get close or potentially turn 1 charge and it occurred to me that if doing that I really wasn’t leveraging their doctrine at all and not too much from doctrines in general, so why not combine with the other smash chapter for more turn 1/2 flying goodness?

Edit: Created the list in Battlescribe and revised the list slightly. Now RG successor instead of RG.


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 5CP, 190pts] ++
Regimental Doctrine: Regiment: Cadian
+ HQ +
Company Commander [2 PL, 30pts]: Chainsword, Laspistol
Company Commander [2 PL, 30pts]: Chainsword, Laspistol
+ Troops +
Infantry Squad [3 PL, 40pts]
Infantry Squad [3 PL, 45pts]
. Heavy Weapon Team: Mortar
Infantry Squad [3 PL, 45pts]
. Heavy Weapon Team: Mortar

++ Battalion Detachment +5CP (Imperium - Blood Angels) [24 PL, 4CP, 417pts] ++
Armoury of Baal [-1CP]: 1 additional Relic of Baal
+ HQ +
Captain [6 PL, 124pts]: Jump Pack, Storm shield, Thunder hammer
Captain [6 PL, 124pts]: Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer
+ Troops +
Scout Squad [4 PL, 55pts]
. 5x bolters

Scout Squad [4 PL, 57pts]
. Scout Sergeant: Storm bolter

Scout Squad [4 PL, 57pts]
. Scout Sergeant: Storm bolter

++ Battalion Detachment +5CP (Imperium - Space Marines) [70 PL, 2CP, 1,393pts] ++
**Chapter Selection**: Hungry for Battle, Raven Guard Successor, Whirlwind of Rage
Relics of the Chapter [-2CP]: 2x Number of extra Relics

+ HQ +
Chaplain [5 PL, 90pts]: 6. Canticle of Hate, Benediction of Fury, Bolt pistol, Jump Pack, Litany of Hate
Chapter Master [6 PL, -3CP, 103pts]: Chainsword, Champion of Humanity, Jump Pack, Storm shield, Stratagem: Chapter Master, Stratagem: Hero of the Chapter, Teeth of Terra
Lieutenants [6 PL, -1CP, 87pts]
. Lieutenant: Bolt pistol, Jump Pack, Power fist, Stratagem: Warlord, Master of the Trifold Path, Master of Ambush, Shadowmaster, Raven's Fury

+ Troops +
Intercessor Squad [5 PL, 94pts]: Auto Bolt Rifle
. 4x Intercessor
. Intercessor Sergeant: Power sword

Intercessor Squad [5 PL, 94pts]: Auto Bolt Rifle
. 4x Intercessor
. Intercessor Sergeant: Power sword

Scout Squad [4 PL, 73pts]
. Scout Sergeant: Combat knife, Sniper rifle
. Scout w/Heavy Weapon: Heavy bolter
. 3x Scout w/Sniper Rifle: 3x Sniper rifle

+ Elites +
Aggressor Squad [10 PL, 222pts]: 5x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber

+ Fast Attack +
Scout Bike Squad [3 PL, 71pts]
. 2x Scout Biker: 2x Twin boltgun
. Scout Biker Sergeant: Storm bolter, Twin boltgun

+ Heavy Support +
Eliminator Squad [4 PL, 74pts]
. Eliminator Sergeant: Camo cloak, Instigator Bolt Carbine
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Thunderfire Cannon [4 PL, 92pts]
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter

++ Total: [107 PL, 11CP, 2,000pts] ++

That gives an army that can almost entirely scout up or DS, mostly fly over things, and a ton of CPs to fuel things. It also has 2 sources of turning off overwatch and enough punching power to drop even IH vehicles if everyone makes their charges. Obviously being screened out is the largest worry but that’s what the horde clearing shots are for.

I realize nearly this same list could be done with 3 pure RG smash captains instead of the 2 BA and that would give back the super doctrine, but then I'm losing the higher attack smash captains and relying on the psychic power to turn off overwatch. Other option being swap the BA/AM portion for White Scars, get the bike captain who moves like a jump character, etc. I'm guessing that's probably the better pick, but I don't have the WS codex nor the bike models.

I’m usually a gunline player not melee, so tell me if you think this will work.

This message was edited 3 times. Last update was at 2019/10/02 01:02:51


 
   
Made in us
Longtime Dakkanaut





It used to be that shrike, the ravengaurd guy with the claws, could also abnegate overwatch. Not ideal, but a backup to psychic.
The -1 to AP army wide is awesomesauce,. in a lot of ways,

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Regular Dakkanaut




They moved the ignore overwatch to a trait, which I gave to my Lieutenant. I believe it's still Shrike's default warlord trait, but you can't have both Shrike and another char who can ignore overwatch sadly, which was one of the greatest factors for souping in the BA. The BA strat to allow a single captain a first turn charge also combos great with the RG potential for a turn 1 charge, but honestly it's unlikely an opponent would give you the opening to do so.

And yeah, don't get me wrong, I'd like to keep -1ap, and even more +1 to hit/wound vs characters, but here is my thinking:
turn 1: -1ap to heavy doesn't matter if I have no heavies.
turn 2: -1ap to bolters is nice, this I regret.
turn 3: -1ap to melee, again nice, but I've hopefully done the important charging turn 2, so this isn't as crucial. I'm also mostly using high ap weapons, so this isn't as big a factor as if I was rushing with mass chainswords.

The whole thing with the RG book that I can't decide on is they have a bunch of strats to enable a possible turn 1, realistically turn 2 charge, yet you don't get your doctrine melee bonus until turn 3. If I want to wait until 3 anyways, I don't need a bunch of infiltrate up strats. And would hit harder as pure White Scars. It really feels like the best codex soup chapter...
   
Made in us
Regular Dakkanaut




Devastator doctrine benefits our sniper weapons (Scouts, Eliminators, etc) turn 1.

The Invictor Warsuits are pretty nice, but if you don't get first turn they have no ability to redeploy and will be brushed off of the table. Raven Guard have stratagems that benefit infantry much more than vehicles. Eventually you're going to get seized on, which is too much of a gamble for me to rely on the Warsuits.

You could easily do a Raven Guard Brigade, which would keep the CP and the chapter tactics. Use a couple squads of Assault Marines, Suppressors, Attack Bikes, etc for Fast Attack. 3x Eliminators for Heavy Support, etc.

You seem set on using characters for your smash element. They are easier to hide, but if you're counting on a turn-1 strike they will be just as vulnerable as jump pack infantry to withdraw+shoot-em-up. I'd also suggest an Assault Marine squad or two to wrap a unit up in melee and give your characters someplace to live for another turn.
   
Made in us
Regular Dakkanaut




It’s a fair point with the Invictors, that seems to be the primary awkward thing with the RG book in general, but I’m more assuming a turn 2 charge. Turn 1 would be great, but I assume the opponent would prevent that. If planning for turn 2 I can start the Invictors more out of sight.

Turn 2 also means the 15 scouts can be used for wrapping.

The RG brigade is honestly more likely how I’d actually play them, cause again I tend to prefer MSU shooty, but I wanted to think about how to make an army that wouldn’t be just a worse shooty than the IH castle.
   
Made in ca
Terrifying Wraith





Canada

bmsattler wrote:
Devastator doctrine benefits our sniper weapons (Scouts, Eliminators, etc) turn 1.

The Invictor Warsuits are pretty nice, but if you don't get first turn they have no ability to redeploy and will be brushed off of the table. Raven Guard have stratagems that benefit infantry much more than vehicles. Eventually you're going to get seized on, which is too much of a gamble for me to rely on the Warsuits.

You could easily do a Raven Guard Brigade, which would keep the CP and the chapter tactics. Use a couple squads of Assault Marines, Suppressors, Attack Bikes, etc for Fast Attack. 3x Eliminators for Heavy Support, etc.

You seem set on using characters for your smash element. They are easier to hide, but if you're counting on a turn-1 strike they will be just as vulnerable as jump pack infantry to withdraw+shoot-em-up. I'd also suggest an Assault Marine squad or two to wrap a unit up in melee and give your characters someplace to live for another turn.


I maybe wrong, but because of the Cadian regiment, he cannot use the devastaror doctrine.

 
   
Made in us
Regular Dakkanaut




Yup, no doctrines due to both the AM and the BA. So if taking 1, you might as well full soup. I was considering putting an assassin in too.
   
 
Forum Index » 40K Army Lists
Go to: