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		<title><![CDATA[Latest posts for the thread "Raven Guard codex "]]></title>
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				<title>Raven Guard codex </title>
				<description><![CDATA[ Right now I am an ork player but ive been dying to start a space marine army. The only thing is that my favorite chapter is that of the Raven Guard and it seems that they will never get rules that will give them the quality's on the game board that I soooo much appreciate about them. It is for this reason that I decided to write my own codex for them, only could proble play friends with it but good enough for me. It does not seem like it would be too complicated just some general beef-up rules that would optimize an assaulting full army. Here are some of the rules Im possible gonna write in.<br /> <br /> <font color='orange'>Vanguard/Honor Guard group:this would simply be Vanguard that would could have the option of having a captain, or dare I say, Raven Guard Chapter Master, while maintaining the ability to assault out of deep strike . This would include relic armor and weapons, mostly power claws, if you catch my drift.</font><br /> <br /> <font color='cyan'>Special Characters</font>:Chaplains/Apothecaries/Liberians in Jump packs, Raven Guard Chapter master, Characters that allow troops or maybe even termis, jump packs, maybe even a dreadnought.[/color]<br /> <br /> <font color='violet'>General Rules:Hit and run for anybody in a jump pack. High initiative focus on Raven Guard Special Characters, Options for banners that give higher initiative or lower initiative on enemy's. Definitely more power claw options, Duel power claws is the "Ravens Way"</font><br /> <br /> I know this could SEEM a little over powering, just think of all the new improved rules for Tau and Eldar. This Raven Guard team would probable end up like the Eldar, hard-hitting till something goes awfully wrong. Please let me know if you guys have any suggestions for new or mods listed above.]]></description>
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				<pubDate><![CDATA[Sun, 2 Jun 2013 19:07:01]]> GMT</pubDate>
				<author><![CDATA[ Mojo1jojo]]></author>
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				<title>Raven Guard codex </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/530887/5689422.page"><b>Mojo1jojo wrote:</b></a><br/>Right now I am an ork player but ive been dying to start a space marine army. The only thing is that my favorite chapter is that of the Raven Guard and it seems that they will never get rules that will give them the quality's on the game board that I soooo much appreciate about them. It is for this reason that I decided to write my own codex for them, only could proble play friends with it but good enough for me. It does not seem like it would be too complicated just some general beef-up rules that would optimize an assaulting full army. Here are some of the rules Im possible gonna write in.<br /> <br /> <font color='orange'>Vanguard/Honor Guard group:this would simply be Vanguard that would could have the option of having a captain, or dare I say, Raven Guard Chapter Master, while maintaining the ability to assault out of deep strike . This would include relic armor and weapons, mostly power claws, if you catch my drift.</font><br /> <br /> <font color='cyan'>Special Characters:Chaplains/Apothecaries/Liberians in Jump packs, Raven Guard Chapter master, Characters that allow troops or maybe even termis, jump packs, maybe even a dreadnought.</font><br /> <br /> <font color='violet'>General Rules:Hit and run for anybody in a jump pack. High initiative focus on Raven Guard Special Characters, Options for banners that give higher initiative or lower initiative on enemy's. Definitely more power claw options, Duel power claws is the "Ravens Way"</font><br /> <br /> I know this could SEEM a little over powering, just think of all the new improved rules for Tau and Eldar. This Raven Guard team would probable end up like the Eldar, hard-hitting till something goes awfully wrong. Please let me know if you guys have any suggestions for new or mods listed above.</div></blockquote><br /> The Vanguard Honor Guard makes total sense for me. Raven guard are known for their "not here, here and gone again" tactics. Maybe add in a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> style drop in.<br /> <br /> I can dig it. Maybe no <span class="glossaryitem" onmouseover='gp(382);'>SC</span> dreaddy, but I could see something like the Blendernaught. Termies as troops is more left field for them, but I could see Assault Marines. Maybe like a 2-squad limit on it though, they use tact squads as often as most Chapters, they are just all more <span class="glossaryitem" onmouseover='gp(457);'>JP</span>-ready than say, the UM.<br /> <br /> I think upping the cost by +1 pt for a <span class="glossaryitem" onmouseover='gp(457);'>JP</span> would make things fair, maybe 2. The initiative boost should be for the <span class="glossaryitem" onmouseover='gp(757);'>RG</span> units, wont make sense for others. I could easily see new <span class="glossaryitem" onmouseover='gp(757);'>RG</span> characters. Maybe give everyone from Sgt up the ability to have dual claws for +25 points<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 2 Jun 2013 20:29:28]]> GMT</pubDate>
				<author><![CDATA[ Thatguyhsagun]]></author>
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				<title>Raven Guard codex </title>
				<description><![CDATA[ Good input, im gonna start building stuff after I'm done with the mcats.]]></description>
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				<pubDate><![CDATA[Fri, 14 Jun 2013 07:14:28]]> GMT</pubDate>
				<author><![CDATA[ Mojo1jojo]]></author>
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