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		<title><![CDATA[Latest posts for the thread "Raven Guard Successors (take 3)"]]></title>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ So I'm in the works of making a themed 1850 Raven Guard successor. The goal is to play like the fluff, but not gimp the army. To do this, I am using Raven Guard allied with White Scars.<br /> <br /> This is what I have so far:<br /> <br /> Raven Guard Detachment:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Korvydae - 155<br /> <br /> Elite:<br /> Vanguard Vet Squad - 235<br /> ---5x Storm Shield<br /> ---5x Power Lance<br /> <br /> Troop:<br /> Tactical Squad - 205<br /> ---7x Bolter<br /> ---1x Plasma Cannon<br /> ---1x Plasma Gun<br /> ---Sergeant<br /> -----Bolter<br /> ---Drop Pod<br /> <br /> Tactical Squad - 195<br /> ---7x Bolter<br /> ---1x Missile Launcher<br /> ---1x Flamer<br /> ---Sergeant<br /> -----Bolt Pistol & Chainsword<br /> ---Drop Pod<br /> <br /> Scout Squad - 98<br /> ---7x Camo Cloaks<br /> ---7x Sniper Rifle<br /> ---Sergeant<br /> -----Sniper Rifle<br /> <br /> Assault Marine Squad - 120<br /> ---2x Bolt Pistol<br /> ---2x Chainsword<br /> ---2x Flamer<br /> ---Veteran Sergeant<br /> -----Bolt Pistol & Power Sword<br /> ---Drop Pod<br /> <br /> Fast Attack:<br /> Stormtalon - 125<br /> ---Skyhammer Missiles<br /> <br /> Stormtalon - 125<br /> ---Skyhammer Missiles<br /> <br /> Land Speeders - 170<br /> ---2x Typhoons<br /> ---2x Multimelta<br /> <br /> Heavy Support:<br /> Thunderfire Cannon - 100<br /> <br /> <br /> White Scars Detachment:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> "Duelist" Captain - 185<br /> ---Bike<br /> ---Artificer Armor<br /> ---The Burning Blade<br /> <br /> Troops:<br /> Bike Squad - 135<br /> ---5 man squad<br /> ---2x Grav Rifle<br /> <br /> <br /> Total = 1848<br /> <br /> So assuming I have the points right, I feel this is a pretty balanced list. I'd never take it to a tournament, so Korvydae would have Raven Guard tactics assuming my opponent agreed to it.<br /> <br /> <br /> Tactics:<br /> -Everything starts on the board, with a solid piece of terrain to fortify and place the scouts and Techmarine in.<br /> -Scouts hold an objective and provide some anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> if needed. Not the best at it obviously, but they have the range to help out most anywhere on the board while holding a home base objective.<br /> -Techmarine is there for crowd control, taking out hordes. T: 7 with a 3+ save and 4+ cover save is going to take a while to knock out. Barrage means I can hide it as well.<br /> -The two tactical marine squads would drop into the opposing deployment zone on the first turn.  First turn stealth will help their survivability and help make sure the heavy weapons get set up.<br /> -Korvydae and the vanguard vets would be the bullies of my army.  Taking out backfield units with ease.  They'll also have the survivability to put the hurt on low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> units that would threaten other parts of my army.<br /> -The Assault marines would drop in with good accuracy thanks to the drop pod.  With the 6" disembark they can set up great for their flamethrowers.  The following turns they can assault in to push backfield scorers off of their objective.<br /> -My duelist captain would primarily be a counter <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and counter deathstar unit. They've got the speed to stay away from things that can threaten them in assault (with grav guns to take them out from range) or catch up to other fast units.<br /> -The stormtalons establish air superiority, then work on transport hunting.<br /> -Finally, the typhoons hunt heavy vehicles and provide S: 8 goodness when I need it.  They are my primary counter to <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, being suicide units if absolutely needed.  There should be enough ways to glance down <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 in my army that I'm not incredibly worried.  They could be suicide units if there are multiple <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 though.<br /> <br /> <br /> I would really like some critique on the army if anyone is willing; both the list and the tactics. This is the army I plan on running for quite a while, so avoiding clipping arms would be very beneficial haha. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 18:14:19]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ I would really appreciate feedback on this.]]></description>
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				<pubDate><![CDATA[Fri, 27 Sep 2013 11:41:26]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ Bump for great justice.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 17:28:56]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ I wouldn't use your captain to hunt <span class="glossaryitem" onmouseover='gp(93);'>mcs</span>. They'll insta gib him with smash attacks. While drops are awsome, they are kinda taking away from the advantages being raven guard gives you, such as scout and winged deliverance. Not sure about multi-meltas and typoons having much synergy, dual melta speeders are much more effective against AV14 and will save a few pounts. Maybe drop a <span class="glossaryitem" onmouseover='gp(221);'>ss</span> and lance on 1 command squad member and upgrade to an Apothecary for <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, will make the unit more survivable and save you a few points. If you make those changes you'll save 20points. Drop one scout to save a further 14, and with the 2 you have spare you will be able to afford eternal shield for your White Scars cap... Now he can hunt <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>! Plus hes far more reliable in a challenge with a 3++.<br /> Apart from that, it is a nicely rounded list.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 23:15:33]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ Thanks for the feedback <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Very good point on the captain.  I forgot about the S: 10 smash attacks <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"><br /> <br /> Eternal Shields are 50 points, so I can either free up the points or change my tactics.  I'm in favor of the latter because I'm not a huge fan of hero-hammer; however, I'll strongly consider it.  Probably pending a play test on that one.  Definitely something to consider though, so thanks for pointing that out.<br /> <br /> Also, I didn't think that command squads could have jump packs?  I would love to get some <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> on that squad, but I think I'm out of luck.<br /> <br /> Lastly, I actually think being Raven Guard gives me a fantastic first turn strike with the drop pods.  I'll have stealth when I first land so I can get some really nice cover if I go first.  Granted, if I go second that's a little wasted unfortunately.  However, I can plan accordingly if that's the case.  Namely deploying drop pods a little more defensively and my flyers will have a better affect (especially against other flyers.)]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 01:45:49]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ No probs. Yeh I suppose that could work to your advantage. You're right it is 50pts... for some reason I had it in my head that it was 35. If you drop 1 more scout and with the extra point left over you can then afford it. Thats if you dont decide to change your tactics.<br /> Yeh the command squad cant have <span class="glossaryitem" onmouseover='gp(457);'>jps</span> for some utterly unexplained and non sensical reason. I was meaning the assault squad for winged deliverance.<br /> Oh 1 more thing - ive never played lances so i wouldnt know but many claim they are pants compared to the other 3 options. You might hav found different in actual play though.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 10:36:36]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Raven Guard Successors (take 3)</title>
				<description><![CDATA[ If you want a beefcake White Scars <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> make him a Chapter Master with the relic Storm Shield on a Bike. He will be expensive but take the heat and kill stuff.  If I were you I would go full Raven Guard and enjoy your bonuses to the Jump Infantry units.  I'm convinced it can happen ...  ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 20:58:44]]> GMT</pubDate>
				<author><![CDATA[ evildrspock]]></author>
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