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Made in ca
Been Around the Block





So, this past weekend I played two games in a tourney before I dropped.

Iron Hands TOP level player smoked my whole army and tabled me turn 3.

After that...bottom table Ultra successor beat me in 4 turns.

Im not gonna bother with my list there because I saw many trash elements in the list. I used to be a competetive player in previous editions but just picked the game back up after a two edition hiatus.

Ive been watching what worked and have implemented some advice. I just want to know if you guys think what Ive vot here might be competetive in the current meta. So please, critique all you like.

Here goes an overhauled list....


++ Battalion Detachment +5CP (Imperium - Space Marines) [70 PL, 8CP, 1,340pts] ++

+ No Force Org Slot +

**Chapter Selection**: Raven Guard

Battle-forged CP [3CP]

Detachment CP [5CP]

+ HQ +

Captain in Phobos Armour [5 PL, 99pts]: 6. Marksman's Honors, Camo cloak, Korvidari Bolts, Master-crafted instigator bolt carbine, Warlord

Librarian in Phobos Armour [5 PL, 101pts]: 2) Enveloping Darkness, 4) Shadowstep, Camo cloak, Force sword

+ Troops +

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

+ Elites +

Centurion Assault Squad [16 PL, 312pts]
. Centurion: Hurricane bolter
. . Flamers: 2x Flamer
. Centurion: Hurricane bolter
. . Flamers: 2x Flamer
. Centurion: Hurricane bolter
. . Flamers: 2x Flamer
. Centurion: Hurricane bolter
. . Flamers: 2x Flamer
. Centurion: Hurricane bolter
. . Flamers: 2x Flamer
. Centurion Sergeant: Hurricane bolter
. . Flamers: 2x Flamer

+ Fast Attack +

Suppressor Squad [4 PL, 90pts]
. 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute
. Suppressor Sergeant: Accelerator autocannon, Grav-chute

Suppressor Squad [4 PL, 90pts]
. 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute
. Suppressor Sergeant: Accelerator autocannon, Grav-chute

Suppressor Squad [4 PL, 90pts]
. 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute
. Suppressor Sergeant: Accelerator autocannon, Grav-chute

+ Heavy Support +

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Relic Leviathan Dreadnought [16 PL, 321pts]: 2x Heavy flamer, 3x Hunter-killer missile, Storm cannon array, Storm cannon array

++ Battalion Detachment +5CP (Imperium - Space Marines) [40 PL, 4CP, 659pts] ++

+ No Force Org Slot +

**Chapter Selection**: Raven Guard

Detachment CP [5CP]

Relics of the Chapter [-1CP]: Number of extra Relics

+ HQ +

Chaplain Venerable Dreadnought [11 PL, 167pts]: 5. Recitation of Focus, Litany of Hate, Twin lascannon
. Melee weapon: Dreadnought combat weapon, Storm bolter

Lieutenants in Phobos Armor [5 PL, 81pts]
. Lieutenant in Phobos Armour: Ex Tenebris
. . Occulus Bolt Carbine and Bolt Pistol: Grav-chute, Master-crafted occulus bolt rifle

+ Troops +

Scout Squad [4 PL, 65pts]
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle

Scout Squad [4 PL, 65pts]
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle

Scout Squad [4 PL, 65pts]
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle

+ Heavy Support +

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

++ Total: [110 PL, 12CP, 1,999pts] ++

Created with BattleScribe

Playable on middling to top level tables with practice? Suggestions?
   
Made in us
Longtime Dakkanaut





Low lying fruit in the advicing here is to point out that you can't have 4 eliminators.
Furthermor, the relic dreadnaight isn't really a ravengaurd speciality, it doesn't get -1 to be shot, it doesn't get good engineer support to keep it up, its a good distraction carnifax but not that much tougher than an angry tank and likely to be all alone in a heartbeat when your ravengaurdly scouts and troops storm forward. It can be bad touched!

As big a fan as I am of chaplain dreads, they cannot be redeployed by ravengaurd on turn 0. A normal chaplain CAN be, master of ambush, whipping the centurions into position 9 inches from enemy deployment zone and bringing them (infiltration 9 inch move) to the actual EDGE of that deployment zone on turn 0. They can then move (4) and charge (2+d26) after shooting. This is a really good thing for your side BUT gets better. Making the charge turn 1 is much better for you than a more expensive dreadnaught that ends up walking towards the foe from waaaay over there, plinking with lascannon and not supporting the herohammer ball of doom you seek to unleash at the front. Chaplain has to be on the board to get canticles on turn 1, so you can't start him sneaky pete in deepstrike or in a drop pod, but MoA will get him + cents to the fight.
Phobos captain can scoutdeploy start there too, for free, but not phobos lieutenant.
Now you have the option to do something really cool, I think.

so -1 chaplain dread +1 chaplain with jumppack (77 points freed up) and -1 elim (74 points freed up).

you have six scout units that are ok as they are -- but they are also a rocking cool alpha strike if you set up that way. Some armies, its a no brainer that you want to simply pour maximal blam into them on turn 1.
6 scout squad with 30 camo cloaks and 12 stormbolters costs 39 points more than your current scouts mix, and you could then add back in (if you liked) 18 snipers across the 6 squads.
Turn zero, you can either have them all cowering in cover across the board (if its gonna be that kind of game) or you can set them all up so that without moving, they benefit from bolter discipline and fire all their sniper rifles into the enemy.
Instead of 30 bolter shots and 15 sniper shots, you now have 6 squads evenly spread, all in camocloaks, with 48 bolter shots and 18 sniper shots. This burns 36+39 or 75 points, roughly the cost of the eliminator. Your "useless" 3 scouts gain a new life as both anti-horde and anti-character, and are tougher to shift for the foe. No one individual scout unit is better or worse than any other, they are all fairly low threat looking items, and an enemy has to figure out which to kill based on ... well, it doesn't matter, theyu are all the same.
Remember, Ravengaurd scouts are ALWAYS in cover if beyond 12 inches, so EVERY scout counts as a 2+ save if at range, and EVERY scout benefits from a -1 to hit if you take the minimum precaution of putting them in actual cover. This far more strongly plays to your factoin's basic capabilities than 3 dedicated sniperscouts and 3 easykill scouts without camo cloaks save, placed as chaff. One of the weaknesses of sniperscouts is their very poor antihorde, and you have basically deleted that problem -- 11 shots a scout pile is as good as normal scouts, I reckon, in killing lots of foes, or at least, its twice as better as 5 sniper shots into hordes..

Well, the "tuned" scout squads would fit even if you don't drop the chappy dread, but I think you are in much better shape overall if you have a chaplain that can start on the board, AND a canticle for better charges AND you can master of ambush him with the cents into position to wreck face. Even if you don't swap chaplains, you still can afford the upgraded scout force. As to if or not its better, that is up to your local meta, I guess.

This message was edited 2 times. Last update was at 2020/01/13 13:47:54


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Been Around the Block





Why cant you have a 4th Eliminator squad?
   
Made in us
Longtime Dakkanaut





Matched play rules .. you did say you wanted competitive, which I interpreted as "for local tournaments or larger ones" .. limit you to 3 of any non troop, non transport unit. You can only have 3 command squads, or 3 manticores, Every tournament I have ever heard of requires matched play rules.
Aka "the rule of three" in 40k. (or 2 at lower point values).

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in nl
Fresh-Faced New User




Suppressors are decent when Iron hands, cause they don't get movement penalty for moving with heavy weapons and reroll one's. Ik would not bother bringing them with any other chapter.
   
Made in us
Ultramarine Scout with Sniper Rifle




Seattle

I will provide my high level advise as an Iron Hands player.

1. I've completely eliminated scouts from my lists because they are too easy to kill in the ITC format. Intercessors if you want them to stay back or incursors if you want to push forward are better. Everyone should have easy access to intercessors with low investment, so maybe go that route.
2. Leviathans are great, but you only have one and no great way to protect them. You also don't have enough immediate threats. I can probably screen out and deal with your centurions first turn and your leviathan second turn when it finally gets in range.
3. You need more assault or at least in your face threats. Lots of options here. Vanguard Vets, more centurions, aggressors, invictus warsuits. All of which will make your list better.
4. Drop the suppressors. They aren't especially efficient and don't do a ton for your list. Maybe keep one unit if you're hoping to shut down overwatch, but that won't work on the really scary things like charging a leviathan.
5. I like the chaplain dreadnough, but again, not in this list. It wants to stay back and you primarily want to push forward with Ravenguard. Convert to jump pack chaplain or jump pack captain.
6. You might need a way to clear screens. Invictus warsuit or indirect fire. The best Ravenguard list I've seen uses Whirlwinds and Thunderfire cannons to clear chaff with heavy bolter centurions and assault centurions to come in on turn two (I believe they can deep strike as a strategem). Take that for what it is worth.
7. Finally, you probably don't need that many command points. One battalion should be enough. More than that and you are often throwing away points on troops that don't do what you want.

This message was edited 1 time. Last update was at 2020/01/14 20:14:42


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





First, you should not have dropped from the tournament. You probably learn just as much in the 3rd game (possible loss) as you would from any soap boxer here (including myself).
I'm taking a Ravenguard "lite" list to LVO next week, but I did OK in a local event 2 weeks ago (against bad matchups too).

As mentioned above...immediate pressure is great, plus maybe a Turn 2 counter surge too. I have 2x Incursors and 2 Invictus suits for my pressure, plus a unit of 6 aggressors, although I put them in deepstrike all 3 of my last games due to not going first. I would drop the scouts and take Intercessors, Incursors or infiltrattors. As mentioned, too easy to kill. you have enough sniping with your Eliminators (also mentioned, 3 units max).

I wanted to like Korvidari Captain in my list (so fluffy), but truth be told, he's too unreliable. I swapped mine out for a smash captain. I also have a Chaplain with JP to get +2" charge litany off for my deep strikers or first turn aggressor shunt.
I also have some vanvets to give me a threat to flyers etc.

I don't expect to win many games since I'm taking a tamer list, and have not had as many games with it, but i expect to be at least semi-competitive.
   
 
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