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Made in us
Fresh-Faced New User






Hello gang, like most I am new to the game so after spending tons of time doing research and such I finally feel comfortable to come to you guys and ask some questions as my local shop only meets once a month and doesn't give time to ask many questions.

As you can see I would like to run a fluffy raven guard. I have a 750 build I think is pretty good, but has like most I have thoughts and questions.
1. When to start using pods/rhinos/ vehicles in general. 750, 1k, 1.5k
2. When should you start thinking about the need to add flyers? 1k 1.5k?

3. Moving on and up to a eventual 1k-1.5k army I figure adding a Sterngaurd in a Razorback to make 1k and for 1.5k something with Shrike and some Termis (figure Termis since RG are a original chapter they would still have a few even though it doesn't scream RG.) Or just Shrike and some Flyers, Perhaps some reinforcements like LoTD since I have a squad I bought before I really got into the actual game.

+ HQ +
* Chaplain

Boltgun, Jump Pack Melta Bombs , Power Armour

+ Elites +

* Vanguard Veteran Squad

Jumppacks (
* Veteran
2x Lightning Claw
* Veteran
2x Lightning Claw
* Veteran
2x Lightning Claw
* Veteran
Bolt Pistol, Chainsword, Stormshield
Bolt Pistol, Chainsword, Stormshield

+ Troops +

* Scout Squad
Camo Cloaks Missile Launcher no flakk , 4x Scouts), 3x Sniper Rifle
* Scout Sergeant
Sniper Rifle


* Tactical Squad

Flamer , Missile Launcher, 9x Space Marine
* Space Marine Sergeant
Chainsword, Plasma Pistol

+ Fast Attack +

* Land Speeder Squadron
* Land Speeder
(Deep Strike)
Heavy Flamer, Typhoon Missile Launcher
Land Speeder Squadron
(Deep Strike)
Multi-Melta ( Typhoon Missile Launcher

I apologize if this is "Whoa slow down wall of text to many questions" I like to get it all out instead of follow-up questions after question.
   
Made in us
Fresh-Faced New User




I love Raven Guard. Currently working on my own 1850pt infiltration list.

I think you're putting too many points into your Vanguard. Remember that the rules for saves require you to have more stormshields than anything else in order to benefit from their save to survive shooting. In close combat that will matter less since you'll be dumping so many attacks on them that hopefully you'll be striking first (you will be striking first, right?)

Also, Storm Shields mean you will NEVER benefit from having two CC weapons (Pistol and Chainsword).

On top of that, you're putting a lot of points into a single squad of 5 marines.

I would say just spend that kind of money on a 10-man ASM squad. Give them two flamers. Give the Sergeant Dual Lightning Claws.

ASM and Vanguard are not CC specialists. They are there as assault denial against other armies. In CC, ASM/Vanguard will die against specialists.

What kind of enemies are you expecting?

Also, giving your Chaplain a Jump Pack and a Boltgun defeats the purchase of the Jump Pack. Boltguns are rapid fire, which means if he uses it, he can't assault. He already has his Crozius, so just let him keep his bolt pistol.

Lastly, besides that Land-Speeder with the Melta, you have AV-13/14 on 5s or better. A couple of Predators or other army equivalents will wreck your day.

The scouts will help in dealing with IC because of their sniper rifles. I would recommend ditching the Missile Launcher on them and giving them a 5th Sniper Rifle.
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





^Most of what he said is good advice.

Besides those points, you have a huge problem with your Land Speeders.

They are going to Deep Strike, right? So they will most likely die right? So it's a suicide squad in a way? So you want them to do something? What is the only benefit of TML? The range, you said? Then why on earth are you DSing the longest ranged weapon of your army?

Sorry to be harsh, but seriously. You can have TML-speeders hang back since you pay extra of their range you should never have that on a speeder getting up close. Take one with dual-MM and another with dual-HF and they're good to go.

4000p
1500p

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Made in us
Regular Dakkanaut




New Orleans, LA

I'm guessing you're combat-squadding the tac squad, but are you sure you want the sergeant geared for close combat without a means of getting up close safely/quickly?

Maybe a combi-weapon would serve better, something like a Combi-plasma + plasma gun.

This message was edited 1 time. Last update was at 2013/11/27 22:44:44


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Made in fi
Homicidal Veteran Blood Angel Assault Marine





What makes you think he's combat-squading? Keeping them together is still a vaille option.
But still, combi-gun > pistol for Tac Sgt's

4000p
1500p

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Made in us
Fresh-Faced New User





Ty guys for the feedback, as I said I am brand new to the game and I am in a wh40k dead zone tbh, so the feedback is super grateful .

Mirehn
- I was going with 2X ASM but on another forums I was suggested to swap with the Vangaurds w/2 shields to soak up dmg. Of course the plain will to be to strike first, fast and painful!
- As for enemies, the 3 game days I have been watching at the comic shop were Eldars, Orks, Chaos,Necrons, I think a dark angel too. As for strats sorry I don't really know as I have never played a game.
- The Chappy was a mistake ty for catching that.
- The Land Speeders where originally 2x flame 2x multiMelt but like the vanguard I took the suggestion from the same poster and take the missiles for large hordes. I figured I would deepstrike them and get some free back line free be hits.
- I gave the scouts the rocket just in case for the rogue vehicle.

Soomemafia
- The Land Speeders where originally 2x heavy flame 2x multiMelt but like the vanguard I took the suggestion from the same poster and take the missiles for large hordes. I figured I would deepstrike them and get some free back line free be hits.

Vaerros&soomemafia
- Ty for that fellas I will have to cut off the weap and reglue on a combi plass.

Thank you again fellas it seems I should start over.
   
Made in us
Slippery Scout Biker




Mirehn wrote:
Remember that the rules for saves require you to have more stormshields than anything else in order to benefit from their save to survive shooting. In close combat that will matter less since you'll be dumping so many attacks on them that hopefully you'll be


This is incorrect. Shooting wounds are allocated to the closest model. In the case of mixed armor saves, the model being wounded rolls the save individually. If, for example, your models were placed like this where * are the shields, # the VG w/ claws, and the V's the shooting unit:
V V V


* *
# # #

You would get to make both 3++ saves before being forced to take wounds on the remaining VG.

With that being said, the unit is very expensive for the points total and I'd have to agree with MIrehn on that. You also need a way to move that tactical squad around, I think a Rhino would be a nice pickup for them.

This message was edited 1 time. Last update was at 2013/11/28 14:20:05


 
   
 
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