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		<title><![CDATA[Latest posts for the thread "Fluffy 1500 pts Ravenguard"]]></title>
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				<title>Fluffy 1500 pts Ravenguard</title>
				<description><![CDATA[ I'm trying to make a fluffy and fun Ravenguard list.  I'm only going to be using this in friendly games but I still want it to be fairly competative.<br /> <br /> The concept behind the army is an infiltrating force has identified their target and they've called in reinforcements as a force multiplier to take it out.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Shrike 195								<br /> <br /> ELITE<br /> Ironclad Dreadnought w/Drop Pod 185—Assault Launchers		<br /> <br /> TROOPS<br /> Tactical Squad w/Drop Pod (10 Troops) 205—Heavy Bolter, Flamer		<br /> Tactical Squad w/Drop Pod (10 Troops) 210—Multi Melta, Meltagun		<br /> Scout Squad (5 Troops) 100—Heavy Bolter, 2 Sniper Rifles, Camo Cloaks	<br /> Scout Squad (10 Troops) 155—Power Weapon, Close Combat Weapons, Bolt Pistols				<br /> <br /> FAST ATTACK<br /> Assault Squad (10 Troops) 240—2 Flamers, Power Fist, Combat Shield		<br /> Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter				<br /> Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter			<br /> <br /> TOTAL 1470<br /> <br /> The Shrike infiltrates with the assault squad.  Both he and the large scout squad get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as soon as possible.  I'm not looking to finish off troops necessarily, just bog them down until my deep striking Dread arrives.  The small scout squads stays in cover and fires while the tact squads drop onto objectives.  The landspeeders go for targets of opportunity using Krak on the side and backs of tanks and transports and Frags + Heavy Bolter on infantry.<br /> <br /> I'm concerned that I don't have enough armor killing punch and that the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> armed Scouts won't last long enough.  I'm also worried about my Frag Missiles Scattering on to my infiltrating forces.<br /> <br /> I have 30 pts left.  What do I use them on?  I've been thinking about some of the below changes but can't decide which ones I should use or if I should do any of them.<br /> <br /> 1. Change the Tyhoon to an assault cannon & multi melta<br /> 2. Add heavy flamers to the Dreadnaught<br /> 3. Change the Multi Melta in the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad to a lascannon<br /> 4. Give a power fist to the Sgt in the Melta armed tact squad so I can combat squad them and hunt armor.<br /> 5. Add a deathwind launcher to the Drop Pod w/the Dread<br /> 6. Give appropriate Combi Weapons to the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad Sgts<br /> 7. Change the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Scout Squad for another Assault Squad<br /> 8. Change out the Dread for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Termis and add a Teleport Homer to the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Scouts<br /> <br /> Suggestions?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 1 Aug 2009 11:41:02]]> GMT</pubDate>
				<author><![CDATA[ Nosferatu]]></author>
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				<title>Fluffy 1500 pts Ravenguard</title>
				<description><![CDATA[ <blockquote><div><cite>Nosferatu wrote:</cite>I'm trying to make a fluffy and fun Ravenguard list.  I'm only going to be using this in friendly games but I still want it to be fairly competative.<br /> <br /> The concept behind the army is an infiltrating force has identified their target and they've called in reinforcements as a force multiplier to take it out.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Shrike 195								<br /> <br /> ELITE<br /> Ironclad Dreadnought w/Drop Pod 185—Assault Launchers		<br /> <br /> TROOPS<br /> Tactical Squad w/Drop Pod (10 Troops) 205—Heavy Bolter, Flamer		<br /> Tactical Squad w/Drop Pod (10 Troops) 210—Multi Melta, Meltagun		<br /> Scout Squad (5 Troops) 100—Heavy Bolter, 2 Sniper Rifles, Camo Cloaks	<br /> Scout Squad (10 Troops) 155—Power Weapon, Close Combat Weapons, Bolt Pistols				<br /> <br /> FAST ATTACK<br /> Assault Squad (10 Troops) 240—2 Flamers, Power Fist, Combat Shield		<br /> Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter				<br /> Land Speeder 90—Typhoon Missile Launcher, Heavy Bolter			<br /> <br /> TOTAL 1470<br /> <br /> The Shrike infiltrates with the assault squad.  Both he and the large scout squad get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as soon as possible.  I'm not looking to finish off troops necessarily, just bog them down until my deep striking Dread arrives.  The small scout squads stays in cover and fires while the tact squads drop onto objectives.  The landspeeders go for targets of opportunity using Krak on the side and backs of tanks and transports and Frags + Heavy Bolter on infantry.<br /> <br /> I'm concerned that I don't have enough armor killing punch and that the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> armed Scouts won't last long enough.  I'm also worried about my Frag Missiles Scattering on to my infiltrating forces.<br /> <br /> I have 30 pts left.  What do I use them on?  I've been thinking about some of the below changes but can't decide which ones I should use or if I should do any of them.<br /> <br /> 1. Change the Tyhoon to an assault cannon & multi melta<br /> 2. Add heavy flamers to the Dreadnaught<br /> 3. Change the Multi Melta in the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad to a lascannon<br /> 4. Give a power fist to the Sgt in the Melta armed tact squad so I can combat squad them and hunt armor.<br /> 5. Add a deathwind launcher to the Drop Pod w/the Dread<br /> 6. Give appropriate Combi Weapons to the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad Sgts<br /> 7. Change the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Scout Squad for another Assault Squad<br /> 8. Change out the Dread for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Termis and add a Teleport Homer to the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Scouts<br /> <br /> Suggestions?<br /> <br /> </div></blockquote><br /> Lets begin with your ideas.<br /> To:<br /> 1.) No. Typhoons are fine. Maybe a multimelta instead of the heavy bolters?<br /> 2.) Possible and a common choice when deepstriking dreads.<br /> 3.) I dont think you need the range of the lascannon with <span class="glossaryitem" onmouseover='gp(471);'>DS</span> tacs.<br /> 4.) Depends if you like Pfists.<br /> 5.) definetly no.<br /> 6.) combi-weapons would fit. <br /> 7.) i would get rid of those <span class="glossaryitem" onmouseover='gp(19);'>cc</span>-scouts anyway.<br /> 8.) different theme. But <span class="glossaryitem" onmouseover='gp(19);'>CC</span>-termies should either <span class="glossaryitem" onmouseover='gp(471);'>DS</span>/infiltrate or have a ride.<br /> <br /> <br /> From the given list, i would change to :<br />  <br /> 2x dreads in pods, 1x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> in pod, 1x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> with transport, 1x scouts ( shooty ), 2x typhoons, 1x assaultmarines with shrike.<br /> <br /> the dreads keeping the target busy, the tacs  for close-support of  the dreads, other <span class="glossaryitem" onmouseover='gp(167);'>tac</span> / typhoons / scout as fire support, <br /> shrike & co as mobile backup.<br /> <br /> 2nd dread could be a standard multimelta one ( pod ).<br /> Combat shield is not really worth it, spend the points on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> seargents. Combi-weapons maybe?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 1 Aug 2009 12:26:23]]> GMT</pubDate>
				<author><![CDATA[ 1hadhq]]></author>
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