Regular Dakkanaut
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So ruminating on Dark Angels and Deathwatch has somehow brought me back to Ravenguard and a revamped list for 9th edition:
**++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Raven Guard) [100 PL, 7CP, 2,000pts] ++**
**+ Configuration +**
****Chapter Selection**:** Carcharodons, Hungry for Battle, Raven Guard Successor, Whirlwind of Rage
**Battle Size [12CP]:** 3. Strike Force (101-200 Total PL / 1001-2000 Points)
**Detachment Command Cost**
**+ Stratagems +**
**Relics of the Chapter [-1CP]:** Number of Extra Relics
**Relics of the Chapter [-1CP]:** Number of Extra Relics
**+ HQ +**
**Captain [6 PL, -1CP, 120pts]:** Astartes Chainsword, Jump Pack, Storm shield, Stratagem: Master of the Trifold Path, Swift and Deadly, The Imperium's Sword, Warlord
**Librarian in Terminator Armour [6 PL, -1CP, 110pts]:** 2) Enveloping Darkness, 4) Shadowstep, Force stave, Rites of War, Storm bolter, Stratagem: Hero of the Chapter
**+ Troops +**
**Assault Intercessor Squad 5x [5 PL, 95pts]**
**Incursor Squad 5x [5 PL, 105pts]**
**Infiltrator Squad 5x [6 PL, 120pts]**
**+ Elites +**
**Aggressor Squad 5x [12 PL, 200pts]:** 2x Flamestorm Gauntlets
**Centurion Assault Squad 3x w/ flamers+hurricane [9 PL, 195pts]**
**Primaris Apothecary [5 PL, -1CP, 95pts]:** Chapter Command: Chief Apothecary, Master of Ambush, Stratagem: Hero of the Chapter, The Vox Espiritum
**Vanguard Veteran Squad 10x, 3x chainsword+SS, 6x LC+SS, TH+SS on sarg [14 PL, 280pts]:** Jump Pack
**Vanguard Veteran Squad 10x, 3x chainsword+SS, 6x LC+SS, TH+SS on sarg [14 PL, 280pts]:** Jump Pack
**+ Fast Attack +**
**Attack Bike Squad w/ MM [2 PL, 55pts]**
**Attack Bike Squad w/ MM [2 PL, 55pts]**
**+ Heavy Support +**
**Eradicator Squad 6x w/ 2 MM [14 PL, 290pts]:**
**++ Total: [100 PL, 7CP, 2,000pts] ++**
The plan:
-Ambush aggressors up field w/ Apoth, keeping him near the action. 5 man unit for cheap transhuman/avoid blasts.
-Vanguards and jump cap use infiltrate move strat to move 13+d6 inches before game, then 13+d6 inches normal move, then 2d6+1 charge (swift and deadly aura for advance plus charge) for an average first turn charge of 41 inches, basically anywhere on the board turn 1, using normal moves and thus much more difficult to screen out. W/ the aggressors they make a brutal melee alpha strike.
-deepstrike eradicators, they aim at anything I dont want to assault. Can combat squad for flexibility. They stay well behind the front line, hopefully shooting for several turns because of it.
-deepstrike small centurion squad. They operate just fine without support (though they do like the apothecary) and thus can go after objectives farther from the action or counter on the home front.
-troop choices are meant to be cheap, flexible, and relatively independent. Important to have infiltrators to keep space open mid board for the ambush redeploy/before game move.
-librarians jumps around with shadow step, giving ob sec where needed, debuffing a key unit, providing a deny for a key power, maybe assaulting weak units if necessary. Shadowstep let's him participate in the alpha strike. Can also throw the captain or apoth around as necessary. Cap can do a rerollable 7" charge from deepstrike w/ strat. Unfortunately apoth revival happens in movement but still can get him where needed most for the next turn.
-attack bikes rove the back field annoyingly, plinking away and staying out of danger, maybe turbo boosting onto open objectives if needed. Cost effective zoning too.
Ideas to improve:
-change warlord from captain to librarian, dropping sword trait for psychic mastery to make WC 7 powers much easier? Losing charge reroll hurts somewhat.
-replace centurions with.... ?
-optimize troops better?
-primaris apoth w/ vox or Armor indomitus? Normal apoth and give librarian a combi weapon?
Any thoughts or suggestions?
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