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Made in us
Regular Dakkanaut




Going back to the Talon Strike Force and my RG standby. Let me know what you think of the list.

Pinion Demi Company

Shadow Captain Shrike
185 pts.

Assault Squad
Marines x9
Flamer x2
Jump Packs
Sergeant
Lightning Claw x2
210 pts.

Devastator Squad
Marines x9
Lascannon x4
Sergeant
Storm Bolter
Chainsword
225 pts.

Tactical Squad 1
Marines x5
Grav Gun
Sergeant
Combi-Grav
Razorback
TLAC
Dozer Blade
Extra Armor
Storm Bolter
204pts.

Tactical Squad 2
Marines x5
Plasma Gun
Sergeant
Combi-Plasma
109 pts.

Tactical Squad 3
Marines x5
Plasma Gun
Sergeant
Combi-Plasma
109 pts.

Scout Bike Squad
Bikers x2
Sergeant
Combi-Grav

Scout Squad
Scouts x9
Bolter x9
Sergeant
Bolter
Camo Cloak x10
130 pts.


Scout Squad
Scouts x9
Bolter x9
Sergeant
Bolter
Camo Cloak x10
130 pts.


Scout Squad
Scouts x9
Bolter x9
Sergeant
Bolter
Camo Cloak x10
130 pts.

10th Co. Task Force

Scout Squad
Scouts x9
Bolter x8
Heavy Bolter
Sergeant
Bolter
118 pts.

Scout Squad
Scouts x9
Bolter x8
Heavy Bolter
Sergeant
Bolter
118 pts.

Scout Squad
Scouts x9
Bolter x8
Heavy Bolter
Sergeant
Bolter
118 pts.

Which comes to 1850 points if my math serves me.

The cunning plan
10th Co. infiltrates into covered positions, they get Stealth without Camo Cloaks as long as they don't move (which they won't be doing since they're solely providing fire support) and they get Precision Shots for turn 1 (Heavy Bolters with Precision Shots? Yes Please!). Also Infiltrating will be Shrike with the Assault Squad (updated in GW FAQ yes this is allowed). The Dev Squad starts on the board with on of the 10 man Bolter Scouts spotting for them and giving Ignores Cover (and some more ablative wounds for those Lascannons). The remaining personnel will start in Outflanking Reserves (which thanks to Talon Strike Force I can roll for on Turn 1). The Scout Bikes will escort the Razorback so they can keep up and provide Ignore cover (which should apply to the TLAC as well) and the escorted units get Stealth on the turn they come in as long as they're close enough to the Scouts. So that's my cunning plan, only issue is that I'm heavily (totally) reliant on those Devastators for AT.

Comments? Criticisms?
   
Made in us
Neophyte Undergoing Surgeries




Canadia

I guess why are you playing so many scouts? You're fielding 54 models just of scouts, then another 25 regular marines. You want to paint this many models? You have an insane amount of Bolters for someone not playing Imperial Fists. I think you'll suffer against anti-tank, against MEQ, against flyers, anything that's not straight up infantry with a 5+ save or worse. A couple of Whirlwinds or Thunderfire Cannons will make your life very hard. A full Gladius opponent at 1850 will have Obj. Sec. and be much more mobile after T1. You also aren't really using the benefits of the Talon Strike Force (no reserves, few assaulters to make sure of Know When To Fade) or the Pinion Demi-Co to their fullest extent either.

Coolest/best use of the Pinion I think is your Scout Squads leading on Tacticals to enfilade by Outflanking, while your backline Scouts (maybe with Sniper Rifles) give Thunderfires or similar Ignore Cover. You easily have enough models for that strategy already, and you can take 1-5 Scout Squads inside that formation by itself. I would use your Auxiliary to add more oomph to your list, whether that's via a SSKT (one of the best delivery systems for Vanguard Vets in the game), a 1st Co Task Force with Sternguard and pods, anything that's packing more than Bolters. I'm not an RG expert by any means so I'm not sure what the best Talon lists look like, but I can't imagine this number of sheer infantry is recommended.
   
Made in gb
Water-Caste Negotiator




Stratford on avon

Im a bit confused as with the above post your using a list that takes away the advantages of the raven guard chapter tactics, only one unit will be using the rules fully, take out the 2 smaller tac squads and you have more assault marines again.

Try cutting down on the size of scout squads a bit and add in a LSS as a dedicated transort with multimelta, the blind launcher will help your Assault marines and the multimelta will add a bit to your AT (which is non existent) it also gives you a fast unit for capping objectives.

Careful I have CDO it’s like OCD but in alphabetical order LIKE IT SHOULD BE!!!!!!

Make it idiot proof and someone will make a better idiot.

4000Pts
3000Pts
1000Pts
2000Pts
1500Pts 
   
Made in us
Regular Dakkanaut




Automatically Appended Next Post:
 kezwick wrote:
Im a bit confused as with the above post your using a list that takes away the advantages of the raven guard chapter tactics, only one unit will be using the rules fully, take out the 2 smaller tac squads and you have more assault marines again.


You realize that all the units on the board will take advantage of "Strike from the Shadows"? all my units that start on the board will have either a 2+ or 3+ cover save. Also you're required to have 3 Tac squads in a Pinion Demi Co. You can't swap them for Assault Marines.


Automatically Appended Next Post:
 Inquisitor Alcyon wrote:
You also aren't really using the benefits of the Talon Strike Force (no reserves, few assaulters to make sure of Know When To Fade) or the Pinion Demi-Co to their fullest extent either.

Coolest/best use of the Pinion I think is your Scout Squads leading on Tacticals to enfilade by Outflanking, while your backline Scouts (maybe with Sniper Rifles) give Thunderfires or similar Ignore Cover.


Dude, all my tacticals and 3 of my Scouts (Scout bikers and 2 Scout Squads) are outflanking, they take advantage by outflanking and gaining stealth the turn they come in, which is potentially turn 1. Also you can't take Thunderfire in a TSF and sniper scouts suck.

This message was edited 4 times. Last update was at 2016/10/05 22:37:39


 
   
 
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