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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ <br /> Hello gang, like most I am new to the game so after spending tons of time doing research and such I finally feel comfortable to come to you guys and ask some questions as my local shop only meets once a month and doesn't give time to ask many questions.<br />  <br /> As you can see I would like to run a fluffy raven guard.  I have a 750 build I think is pretty good, but has like most I have thoughts and questions.<br /> 1.  When to start using pods/rhinos/ vehicles in general. 750, 1k, 1.5k<br /> 2. When should you start thinking about the need to add flyers? 1k 1.5k?<br /> <br /> 3. Moving on and up to a eventual 1k-1.5k army I figure adding a Sterngaurd in a Razorback to make 1k and for 1.5k something with Shrike and some Termis (figure Termis since <span class="glossaryitem" onmouseover='gp(757);'>RG</span> are a original chapter they would still have a few even though it doesn't scream <span class="glossaryitem" onmouseover='gp(757);'>RG</span>.)  Or just  Shrike and some Flyers, Perhaps some reinforcements like <span class="glossaryitem" onmouseover='gp(83);'>LoTD</span> since I have a squad I bought before I really got into the actual game.<br /> <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + <br />     * Chaplain <br />        <br />         Boltgun, Jump Pack  Melta Bombs , Power Armour<br /> <br /> + Elites + <br /> <br />     * Vanguard Veteran Squad <br />       <br />         Jumppacks (<br />         * Veteran <br />             2x Lightning Claw <br />         * Veteran <br />             2x Lightning Claw <br />         * Veteran <br />             2x Lightning Claw <br />         * Veteran <br />             Bolt Pistol, Chainsword, Stormshield <br />             Bolt Pistol, Chainsword, Stormshield <br /> <br /> + Troops + <br /> <br />     * Scout Squad<br />         Camo Cloaks  Missile Launcher no flakk , 4x Scouts), 3x Sniper Rifle<br />         * Scout Sergeant <br />             Sniper Rifle <br /> <br /> <br />     * Tactical Squad <br />    <br />         Flamer , Missile Launcher, 9x Space Marine <br />         * Space Marine Sergeant<br />             Chainsword, Plasma Pistol<br /> <br /> + Fast Attack + <br /> <br />     * Land Speeder Squadron<br />         * Land Speeder <br />             (Deep Strike)<br />             Heavy Flamer, Typhoon Missile Launcher <br />  Land Speeder Squadron <br />             (Deep Strike)<br />             Multi-Melta ( Typhoon Missile Launcher <br /> <br /> I apologize if this is "Whoa slow down wall of text to many questions" I like to get it all out instead of follow-up questions after question.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 17:09:30]]> GMT</pubDate>
				<author><![CDATA[ trublood]]></author>
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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ I love Raven Guard. Currently working on my own 1850pt infiltration list.<br /> <br /> I think you're putting too many points into your Vanguard. Remember that the rules for saves require you to have more stormshields than anything else in order to benefit from their save to survive shooting. In close combat that will matter less since you'll be dumping so many attacks on them that hopefully you'll be striking first (you will be striking first, right?)<br /> <br /> Also, Storm Shields mean you will NEVER benefit from having two <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons (Pistol and Chainsword).<br /> <br /> On top of that, you're putting a lot of points into a single squad of 5 marines. <br /> <br /> I would say just spend that kind of money on a 10-man ASM squad. Give them two flamers. Give the Sergeant Dual Lightning Claws.<br /> <br /> ASM and Vanguard are not <span class="glossaryitem" onmouseover='gp(19);'>CC</span> specialists. They are there as assault denial against other armies. In <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, ASM/Vanguard will die against specialists. <br /> <br /> What kind of enemies are you expecting?<br /> <br /> Also, giving your Chaplain a Jump Pack and a Boltgun defeats the purchase of the Jump Pack. Boltguns are rapid fire, which means if he uses it, he can't assault. He already has his Crozius, so just let him keep his bolt pistol.<br /> <br /> Lastly, besides that Land-Speeder with the Melta, you have <span class="glossaryitem" onmouseover='gp(9);'>AV</span>-13/14 on 5s or better. A couple of Predators or other army equivalents will wreck your day.<br /> <br /> The scouts will help in dealing with <span class="glossaryitem" onmouseover='gp(67);'>IC</span> because of their sniper rifles. I would recommend ditching the Missile Launcher on them and giving them a 5th Sniper Rifle. ]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 19:12:42]]> GMT</pubDate>
				<author><![CDATA[ Mirehn]]></author>
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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ ^Most of what he said is good advice.<br /> <br /> Besides those points, you have a huge problem with your Land Speeders.<br /> <br /> They are going to Deep Strike, right? So they will most likely die right? So it's a suicide squad in a way? So you want them to do something? What is the only benefit of TML? The range, you said? Then why on earth are you DSing the longest ranged weapon of your army?<br /> <br /> Sorry to be harsh, but seriously. You can have TML-speeders hang back since you pay extra of their range you should never have that on a speeder getting up close. Take one with dual-<span class="glossaryitem" onmouseover='gp(330);'>MM</span> and another with dual-<span class="glossaryitem" onmouseover='gp(336);'>HF</span> and they're good to go.]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 20:37:28]]> GMT</pubDate>
				<author><![CDATA[ soomemafia]]></author>
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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ I'm guessing you're combat-squadding the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, but are you sure you want the sergeant geared for close combat without a means of getting up close safely/quickly?<br /> <br /> Maybe a combi-weapon would serve better, something like a Combi-plasma + plasma gun.]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 22:40:45]]> GMT</pubDate>
				<author><![CDATA[ Vaerros]]></author>
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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ What makes you think he's combat-squading? Keeping them together is still a vaille option.<br /> But still, combi-gun &gt; pistol for <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Sgt's]]></description>
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				<pubDate><![CDATA[Thu, 28 Nov 2013 08:54:43]]> GMT</pubDate>
				<author><![CDATA[ soomemafia]]></author>
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				<title>Re:Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ Ty guys for the feedback, as I said I am brand new to the game and I am in a <span class="glossaryitem" onmouseover='gp(146);'>wh40k</span> dead zone <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>, so the feedback is super grateful .<br /> <br /> <u>Mirehn</u><br /> - I was going with 2X ASM but on another forums I was suggested to swap with the Vangaurds w/2 shields to soak up <span class="glossaryitem" onmouseover='gp(198);'>dmg</span>.  Of course the plain will to be to strike first, fast and painful!<br /> - As for enemies, the 3 game days I have been watching at the comic shop  were Eldars, Orks, Chaos,Necrons, I think a dark angel too.  As for strats sorry I don't really know as I have never played a game.<br /> - The Chappy was a mistake ty for catching that.<br /> - The Land Speeders where originally 2x flame 2x multiMelt but like the vanguard I took the suggestion from the same poster and take the missiles for large hordes.  I figured I would deepstrike them and get some free back line free be hits.<br /> - I gave the scouts the rocket just in case for the rogue vehicle.<br /> <br /> <u>Soomemafia</u><br /> - The Land Speeders where originally 2x heavy flame 2x multiMelt but like the vanguard I took the suggestion from the same poster and take the missiles for large hordes.  I figured I would deepstrike them and get some free back line free be hits.<br /> <br /> <u>Vaerros&soomemafia</u><br /> - Ty for that fellas I will have to cut off the weap and reglue on a combi <span class="glossaryitem" onmouseover='gp(166);'>plass</span>.<br /> <br /> Thank you again fellas it seems I should start over.   <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 28 Nov 2013 13:14:22]]> GMT</pubDate>
				<author><![CDATA[ trublood]]></author>
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				<title>Advice on a Raven Guard 750+ fluffy build</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/565432/6292173.page"><b>Mirehn wrote:</b></a><br/> Remember that the rules for saves require you to have more stormshields than anything else in order to benefit from their save to survive shooting. In close combat that will matter less since you'll be dumping so many attacks on them that hopefully you'll be </div></blockquote><br /> <br /> This is incorrect. Shooting wounds are allocated to the closest model. In the case of mixed armor saves, the model being wounded rolls the save individually. If, for example, your models were placed like this where * are the shields, # the VG w/ claws, and the V's the shooting unit:<br /> V V V<br /> <br /> <br /> * *<br /> # # # <br /> <br /> You would get to make both 3++ saves before being forced to take wounds on the remaining VG. <br /> <br /> With that being said, the unit is very expensive for the points total and I'd have to agree with MIrehn on that. You also need a way to move that tactical squad around, I think a Rhino would be a nice pickup for them. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 28 Nov 2013 14:18:55]]> GMT</pubDate>
				<author><![CDATA[ j0hnnyllama]]></author>
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