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![[Post New]](/s/i/i.gif) 2013/09/08 06:39:41
Subject: Raven Guard 1000 Points with New Codex
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Space Marine Scout with Sniper Rifle
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I wont post any point totals, and feel free to ask questions/make corrections on what I'm posting, but this came out to 1000points for me.
HQ
Chaplain /w Jump Pack
Elite
Assault Terminators (4 Twin LC, 1 TH/SS)
Troop
Scout Squad (Sniper Rifles, Camo Cloaks)
Tactical(10 marines, heavy bolter,flamer, Sgt w/ Combi Melta, drop pod)
Tactical(10 marines, heavy bolter, flamer, Sgt w/Storm Bolter and melta bombs, Rhino)
FastAttack
Assault Squad (10 marines, Vt Sgt with Thunder Hammer and Combat Shield )
Things I'm contemplating:
Trying to save 50 points (Prolly drop Vt Sgt, TH, and Shield and melta bombs) to add a LS Storm as a DT for Scouts
Another drop pod instead of the rhino
A nice mobile firebase with the rhino sounds nice, but being able to drop another tactical squad into the opponents backfield or somewhere inconvenient after the first turn is also intriguing.
I would be using Raven Guard for Chapter Tactics.
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This message was edited 1 time. Last update was at 2013/09/08 06:59:45
Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp. Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company [See My Progress On the 3rd Company at http://paintingtheshadows.wordpress.com/ ] |
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![[Post New]](/s/i/i.gif) 2013/09/08 08:34:24
Subject: Raven Guard 1000 Points with New Codex
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Death-Dealing Devastator
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If you are going to use the TAC squad in to rhino as a mobil fire base don't take a flamer... take either a plasma or grav gun.
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Carcharodon Astra, by the Emporer it is willed. |
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![[Post New]](/s/i/i.gif) 2013/09/08 18:39:13
Subject: Raven Guard 1000 Points with New Codex
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Loyal Necron Lychguard
Netherlands
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Not sure how your group responds to FW, but Korvydae instead of the Chaplain would make the ASM scoring too.
I think that a single group of termies without transport is better left at home.
And I would play Droppods with a minimum of two (and never ever in even numbers).
But I enjoy the general idea of it! It's something I'm going to make too.
Have you considered Shrike? You can infiltrate him with the ASM.
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![[Post New]](/s/i/i.gif) 2013/09/08 22:17:08
Subject: Raven Guard 1000 Points with New Codex
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Ultramarine Chaplain with Hate to Spare
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To be honest there's nothing I like here:
Chaplain is OK I suppose. But a CC Captain or Chapter Master seem to be auto-include if you're going assault heavy.
Assault Terminators are only worth it if you can afford to make them all TH/SS. But they need a ride walking across the battlefield is a bad idea (deepstriking is a worse idea). Though in a Rave guard army they just don't fit.
Sniper scouts are OK but if you want a LSS shotguns or CCWs is the best way to go. With power weapon/fist a combi flamer/melta and a HF on the storm. This is a decent option for troops if you're going assault heavy but you need multiple units at least 3 really.
Tactical marines are a mess. Both in Rhinos or both in Drop Pods in either case you need 3+ to make them work (DPs and Rhinos not tac squads who you should never take more of than you absolutely have to). Also the sergeant doesn't need CC upgrades (like veteran status) but does need a matches combi-weapon to the special weapon.
Assault marines should never be taken if you have free elites slots. Vanguard are just flat out better these days by a significant margin.
So to sum up you need a clear vision for the list as a whole. Each unit needs a defined purpose and then you need to check that you have all the bases covered. Can you deal with TEQ (just about), MEQ (pretty well), Hordes (yes), light to medium mech (no), heavy AV (again no), MCs (no), Flyers/FMCs (no).
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![[Post New]](/s/i/i.gif) 2013/09/09 04:02:30
Subject: Raven Guard 1000 Points with New Codex
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Space Marine Scout with Sniper Rifle
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FlingitNow wrote:To be honest there's nothing I like here:
Chaplain is OK I suppose. But a CC Captain or Chapter Master seem to be auto-include if you're going assault heavy.
Assault Terminators are only worth it if you can afford to make them all TH/ SS. But they need a ride walking across the battlefield is a bad idea (deepstriking is a worse idea). Though in a Rave guard army they just don't fit.
Sniper scouts are OK but if you want a LSS shotguns or CCWs is the best way to go. With power weapon/fist a combi flamer/melta and a HF on the storm. This is a decent option for troops if you're going assault heavy but you need multiple units at least 3 really.
Tactical marines are a mess. Both in Rhinos or both in Drop Pods in either case you need 3+ to make them work ( DPs and Rhinos not tac squads who you should never take more of than you absolutely have to). Also the sergeant doesn't need CC upgrades (like veteran status) but does need a matches combi-weapon to the special weapon.
Assault marines should never be taken if you have free elites slots. Vanguard are just flat out better these days by a significant margin.
So to sum up you need a clear vision for the list as a whole. Each unit needs a defined purpose and then you need to check that you have all the bases covered. Can you deal with TEQ (just about), MEQ (pretty well), Hordes (yes), light to medium mech (no), heavy AV (again no), MCs (no), Flyers/ FMCs (no).
You make a lot of great points. I appreciate the honesty. My only opponent right now is running Orks. Boyz N Trukk, Big horde with boss, and some lootas.
So I've tailored my list toward horde killing creatures. (Maybe I'm misunderstanding the nature of Orks as well though).
Flamers, to help on overwatch if they try to get in CC range. Heavy Bolters to thin the herds. The scouts would attempt to handle problem targets, the lootas. As would the assault marines, chaplain to improve their cc. I took assault over vets because I thought the extra numbers would help makes ure they actually made it into CC. And then the termies are there to tie up the horde in case it comes for my tac squads. Its not the finest strategy but its a start.
I agree that I need some strong AP weaponry added to make this a take all comers list. I'm certainly going to look into obtaining the new vanguard kit and get some of them in. Can you elaborate on why the scouts in the storm should be cc? Is that just to take advanteg of it being an assault vehicle? I thought scouts were horrible in CC. I just like the idea of the storm as a way to zip them around the board to harass my opponent, but that might be a waste.
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This message was edited 1 time. Last update was at 2013/09/09 04:03:35
Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp. Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company [See My Progress On the 3rd Company at http://paintingtheshadows.wordpress.com/ ] |
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![[Post New]](/s/i/i.gif) 2013/09/09 04:36:10
Subject: Raven Guard 1000 Points with New Codex
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Lead-Footed Trukkboy Driver
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You would be far better off with a captain or Chapter master; preferably w/ either Burning Blade and Stormshield or Shield Eternal and Thunderhammer.
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![[Post New]](/s/i/i.gif) 2013/09/09 04:57:27
Subject: Raven Guard 1000 Points with New Codex
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Space Marine Scout with Sniper Rifle
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Madness! wrote:You would be far better off with a captain or Chapter master; preferably w/ either Burning Blade and Stormshield or Shield Eternal and Thunderhammer.
Can you elaborate or point me to a good explanation of why Chaplains aren't worth it compared to captains or CMs? I believe you, just want to understand further. Rerolling misses in CC sounds nice for my assault squad, but maybe a Captain just does so much more in CC that the rest of the squad is really just a meat shield.
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Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp. Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company [See My Progress On the 3rd Company at http://paintingtheshadows.wordpress.com/ ] |
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![[Post New]](/s/i/i.gif) 2013/09/09 09:52:39
Subject: Raven Guard 1000 Points with New Codex
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Ultramarine Chaplain with Hate to Spare
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I don't know your opponents army and you may be alright against him. But my advice in general is to build armies capableof fighting anyone.
Flamers are good but don't over estimate their overwatch on average it is 1 dead Ork. That's not going to change the result ofthe assault. In general you only fire your special weapons once or there is one critical turn when you need them to do their job. By taking a matched combi-weapon on your Sergeant you literally double the combat effectiveness of the unit that turn. They are a must. By diversifying the combi what happens is you end up with a 200+ point unit that can't deal with anything, it becomes a sort of threat to lots of things but an actual threat to nothing and you waste lots of points no matter what you shoot it at.
The LSS storm is a fast open topped transport with AV10 and 2 hull points. It makes a terrible bunker. Sniper scouts in general don't kill anything their job is to sit on an objective go to ground for a 2+ cover whenever they get shot at and otherwise annoy Monstrous Creatures. Their weapons can't move and fire and their camocloaks do nothing when they're in a vehicle. Hence the LSS doesn't fit them. The LSS is for one of 2 jobs. Drive bys with shotguns, using shotguns so you can finish stuff off in assault if necessary. Or plowing into assault. With a Heavy Flamer on the Storm, combi-flamer on the squad you should wipe a 20 man shoota boy mob in a round of combat. Why? Well the LSS fires its Cerberus launchers with blind making the Orks WS1 (due to I2 they should fail most of the time). Then 2 flamers hit that that should be about 7-8 Orks dead with the bolt pistols too say 8 dead. You charge 12 attacks 8 hits 4 dead Orks. Your Sarge has 3 attacks at the nob and should over kill him. Will most likely die in return too though  now 7 boys hit back 14 attacks about less than 5 hits less than 2 wounds maybe a scout dies. You've won combat by 4-5 he's leadership 2-3 at best runs and is swept. All yours for 145 points. Now if something shoots at that LSS it dies. Hence why you need multiples. Ork players often don't know what to do when 20 boyz get nailed in combat by 5 Scouts (used to use this tactic a lot in 5th Ed when you could assault those boyz turn 1).
As for the CM vs Chaplain. You basically nailed it the CM is worth it and the ASM are just a meat shield for him.
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![[Post New]](/s/i/i.gif) 2013/09/09 22:16:25
Subject: Raven Guard 1000 Points with New Codex
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Space Marine Scout with Sniper Rifle
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FlingitNow wrote:I don't know your opponents army and you may be alright against him. But my advice in general is to build armies capableof fighting anyone.
Flamers are good but don't over estimate their overwatch on average it is 1 dead Ork. That's not going to change the result ofthe assault. In general you only fire your special weapons once or there is one critical turn when you need them to do their job. By taking a matched combi-weapon on your Sergeant you literally double the combat effectiveness of the unit that turn. They are a must. By diversifying the combi what happens is you end up with a 200+ point unit that can't deal with anything, it becomes a sort of threat to lots of things but an actual threat to nothing and you waste lots of points no matter what you shoot it at.
The LSS storm is a fast open topped transport with AV10 and 2 hull points. It makes a terrible bunker. Sniper scouts in general don't kill anything their job is to sit on an objective go to ground for a 2+ cover whenever they get shot at and otherwise annoy Monstrous Creatures. Their weapons can't move and fire and their camocloaks do nothing when they're in a vehicle. Hence the LSS doesn't fit them. The LSS is for one of 2 jobs. Drive bys with shotguns, using shotguns so you can finish stuff off in assault if necessary. Or plowing into assault. With a Heavy Flamer on the Storm, combi-flamer on the squad you should wipe a 20 man shoota boy mob in a round of combat. Why? Well the LSS fires its Cerberus launchers with blind making the Orks WS1 (due to I2 they should fail most of the time). Then 2 flamers hit that that should be about 7-8 Orks dead with the bolt pistols too say 8 dead. You charge 12 attacks 8 hits 4 dead Orks. Your Sarge has 3 attacks at the nob and should over kill him. Will most likely die in return too though  now 7 boys hit back 14 attacks about less than 5 hits less than 2 wounds maybe a scout dies. You've won combat by 4-5 he's leadership 2-3 at best runs and is swept. All yours for 145 points. Now if something shoots at that LSS it dies. Hence why you need multiples. Ork players often don't know what to do when 20 boyz get nailed in combat by 5 Scouts (used to use this tactic a lot in 5th Ed when you could assault those boyz turn 1).
As for the CM vs Chaplain. You basically nailed it the CM is worth it and the ASM are just a meat shield for him.
I spent the weekend curled up with the rulebook and the new codex and after some soul searching (Or getting over I just painted two tac squads I'm not going to use for the near future, they may be retasked as sternguard in the future)
HQ
Chaplain /w Jump pack & plasma pistol
Shrike
Elite
Vanguard Vets 2 extra Vets, 2 plasma pistols,SGT TH/ SS Jump packs deploy with Shrike
Vanguard Vets 2 plasma pistols,SGT TH/ SS Jumppacks deploy with Chap
Troop
Scouts x5 sniper
Scouts x5 ccw /w combiflamer and LSS w/ heavy flamer
Scouts x5 ccw /w combiflamer and LSS w/ heavy flamer
Scouts snipers can sit back and camp any back field objective. And hopefully pick off a few models.
Two other scouts will deploy somewhere close to the enemy hordes or whatever else is squishy and hit them hard and fast.
Two Vet squads should split his attention as they seek out high tougher nuts to crack.
I'll infilitrate Shrikes on near my 2nd highest priority hoping he'll draw fire,I'm hoping stealth and some good cover or blocking LOS will help them survive a round since they can't charge when they infiltrate.
then send the other vets on the longer route to the top target, hoping they will go less noticed.
As Fling mentions you only going to get one chance so I tried to saturate the plasma in both squads to soften up high T units before the charge.
Chapter tactics should help me close to charging distance quicker. The scout/first turn stealth wont do much as I dont think the sniper scouts will be in range to be shot turn 1
Alternatively I could drop the chap, upgrade to a full on CM in a similiar configuration to shrike ( JP, 2x LC, Artificer armour, burning blade bolt pistol) and not have a hq to join up with the 2nd vanguard squad.
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Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp. Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company [See My Progress On the 3rd Company at http://paintingtheshadows.wordpress.com/ ] |
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![[Post New]](/s/i/i.gif) 2013/09/09 22:28:15
Subject: Raven Guard 1000 Points with New Codex
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Ultramarine Chaplain with Hate to Spare
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I would consider swapping the plasma pistols for grav pistols on the Vanguards really helps against Monstrous creatures due to concussive making them I1 so you can kill them in assault before they strike.
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![[Post New]](/s/i/i.gif) 2013/09/10 01:38:20
Subject: Raven Guard 1000 Points with New Codex
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Space Marine Scout with Sniper Rifle
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FlingitNow wrote:I would consider swapping the plasma pistols for grav pistols on the Vanguards really helps against Monstrous creatures due to concussive making them I1 so you can kill them in assault before they strike.
Ok, so you feel the thunderhammers would handle any high AV mech units then and those points are better used toward taking out MC instead of Mech. I'm down. Once again, thank you for forcing me to think more critically about what I'm really trying to do.
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Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp. Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company [See My Progress On the 3rd Company at http://paintingtheshadows.wordpress.com/ ] |
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