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Made in us
Heroic Senior Officer





Western Kentucky

 Colonel Cross wrote:
Aren't the Raven Guard the ones with the -1 to hit outside of like 12 or 18"?

Do you know how brutal that would be for my infantry based guard army to deal with? I barely hit anything as it is! haha.

MrMoustaffa gave some sound advice.

And my AT is quite atrocious, surprisingly to most of my opponents. Unsurprisingly, I can't do much against flyers either. And I always take a Hydra in my TAC lists these days. They are great against units with the fly keyword but actually quite lackluster against flyers.

And I also struggle against 2+ armor saves and models with storm shields. I eventually get through, but I have to put on my thinking cap when I maneuver units around. I recently had a Sanguinary Guard death star hit my lines and the fact they could fly out of combat and over my units allowed them to get to my juicy center. It was a smaller game so I couldn't fill up my deployment zone. Pretty sure Shrike with some termies or deep striking assault oriented units would be quite brutal, provided you can get into combat.

The Raven guard chapter tactics is absolutely brutal to a guard gunline, I can assure you. We shoot like orks past 12", leaving you with an awkward choice of get close enough to hit and then get charged or stay back and have worse accuracy. Alpha legion will give us similar problems soon.

I've been playing against a new player who mains ravenguard and his army has been the toughest to crack with my infantry horde. He can essentially pick a flank and there's not a lot I can do to stop him. In addition, his scouts are incredibly difficult to shift and have a good chance of sniping a character a turn. I've had to switch to lord commissars just to get another wound, his snipers are that scary.

Last game against the Raven guard player I crushed him, but that was mainly due to a lucky seize on my part and the fact that Move move move is an amazing order for the Relic mission when your deployment was only 9 inches away. He still managed to snipe a character almost every turn, distract my line with the snipers and vanguard vets, and in general took a hellish amount of firepower to slow down. I ended up having to use 6 of my 9 command points just on morale tests to keep conscript from running since no one I put near y lasted for more than a turn or so. Had it been a normal mission with objectives or a maelstrom one I think it would've been much worse for me.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
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