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		<title><![CDATA[Latest posts for the thread "[1500/1850] - Ravenguard - Talon Strike Force"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1500/1850] - Ravenguard - Talon Strike Force"]]></description>
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				<title>[1500/1850] - Ravenguard - Talon Strike Force</title>
				<description><![CDATA[ Hello Dakka,<br /> <br /> I am putting together a Ravenguard talon strike force.  I've been wanting to play a ravenguard list for a while now, and have started building it.  I am trying to really focus this army around assault marines, and would like to get a rarely seen chapter tactics out and fighting.  I dont think I have ever seen a ravenguard army in the last few years, which is sad.  <br /> <br /> What I am trying to avoid is using those units that are always suggested to be in a force, such as Chapter Master Smashy, <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Cents, etc. Here is the start of the force, trying to figure out where to go from here.  I would like it to hold up well enough in a tournament, but still be able to play in friendlier games with just a couple tweaks.  <br /> <br /> Here is what I have so far<br /> <br /> Talon Strike Force. 1060 points (*May roll for reserves on turn 1 on a 4+, can choose to fail morale, and can re-roll the mission, reroll for deployment, and reroll for choice to deploy 1st)<br /> <br /> Battle Demi Company<br />   Chaplin - Raven's Fury<br />   Tactical Squad, Melta, Combi Melta, Drop Pod<br />   Tactical Squad, Melta, Combi Melta, Drop Pod<br />   Tactical Squad, Melta, Combi Melta, Drop Pod<br />   Devastator Squad, 4x Lascannons<br />   Assault Marines, Jump Packs, Flamers<br /> <br /> Shadow Strike Kill Team (on target on time... chose if they pass or fail reserves, vanguard vets can assault the turn they deepstrike, and if deepstriking w/in 9 inches of scouts then no scatter)<br />   Scouts - Stock<br />   Scouts - Stock<br />   Vanguard Vets, Jump Packs - still unsure how to load these guys yet... points account fro bolt pistol + chainsword on everyone<br />   Vanguard Vets, Jump Packs - still unsure how to load these guys yet... points account for bolt pistol + chainsword on everyone<br /> <br /> The idea is bringing lightning fast assaults and high power weapons to bear on turn 1, using the rules from the talon strike force with the vanguard vets to choose to come in and assault turn 1.  Couple that with meltas in drop pods and long range lascannons to cripple the opponent on turn 1. <br /> <br /> So, a few blaring questions. Where to go from here for the build? Obviously more assault marine/vanguard vets, but how to incorporate them?  to get to 1500 and 1850? <br /> and, how to load my Vanguard Vets that make them efficient, but still deadly?<br /> <br /> I will intend to bring this list to tournaments once it is built, but like i said, make it tweakable (ie put it in a combined arms detachment) to take the edge off if needed to for a friendly game. <br /> <br /> How would you get it to 1500 pts? 1850? and how have you been succeeding with vanguard vet loadouts?]]></description>
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				<pubDate><![CDATA[Wed, 21 Sep 2016 05:04:09]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>Re:[1500/1850] - Ravenguard - Talon Strike Force</title>
				<description><![CDATA[ The best success I've had with Vanguard Veterans so far is having 3 units of 7-8 Veterans in the 1st Company Task Force (Raven Guard <span class="glossaryitem" onmouseover='gp(436);'>CT</span>). Just telling you this so you know why I chose the loadout I did. they would usually start in cover with a 2+ Cover save. Since I had 3 units I would usually use two separate loadouts so I could be a bit more tailored to the task.<br /> <br /> Veteran Sergeant - Jump Pack(3), Relic Blade(15), Stormshield(10) Meltabomb(5)<br /> Veteran - Jump Pack(3), Stormshield(10) Power Axe(5)<br /> Veteran - Jump Pack(3), Stormshield(10) Power Axe(5)<br /> Veteran - Jump Pack(3), Power Fist(15), Lightning Claw(5)<br /> Veteran - Jump Pack(3)<br /> Veteran - Jump Pack(3)<br /> Veteran - Jump Pack(3)<br /> <br /> Veteran Sergeant - Jump Pack(3), Stormshield(10), Thunder Hammer(15),<br /> Veteran - Jump Pack(3), Stormshield(10) Lightning Claw(5)<br /> Veteran - Jump Pack(3), Stormshield(10) Lightning Claw(5)<br /> Veteran - Jump Pack(3), Power Fist(15), Lightning Claw(5)<br /> Veteran - Jump Pack(3)<br /> Veteran - Jump Pack(3)<br /> Veteran - Jump Pack(3)<br /> <br /> Switch out the Lightning Claw's with Staffs/Axes to fit your fancy and maybe add another guy with some good weaponry (either another Stormshield/Thunderhammer or a Powerfist/Lighning Claw). I've found that this formula gives me most bang for my buck as it has extra wounds to spend that aren't a point sink and some cheap Stormshield guys to sacrifice. The Sergeant and the Powerfist/Lighning claw do most of the work and can survive 3-4 rounds of combat against some pretty good opponents such as Necron Wraiths (but they will die eventually). For a first turn charge, I'd invest a bit more in equipment, but wouldn't go overboard. Always leave 2-3 guys completely unarmed. Always take 1 Meltabomb just in case you meet AV13+<br /> <br /> Maybe something like this?<br /> <br /> Veteran Sergeant - Jump Pack(3), Stormshield(10), Thunder Hammer(20)<br /> Veteran - Jump Pack(3), Stormshield(10), Power Maul(5), Meltabombs(5)<br /> Veteran - Jump Pack(3), Stormshield(10), Power Maul(5)<br /> Veteran - Jump Pack(3), Stormshield(10), Power Maul(5)<br /> Veteran - Jump Pack(3), Power Fist(15), Lightning Claw(5)<br /> Veteran - Jump Pack(3), Power Fist(15), Lightning Claw(5)<br /> Veteran - Jump Pack(3)<br /> Veteran - Jump Pack(3)<br /> <br /> This unit will cost you 296 pts and is tooled up to multi-charge Light Vehicles, Bunkers, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and Death Stars alike. Because you will find a hodge-podge of units when you come down for that turn 1 charge and will want to pull off some not-so-disordered disordered charges. Should be 12 Str8 attacks at <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2/1. Just add another Thunderhammer if you think its a bit weak. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> After that I would either go <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> (white Scars) for a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurion/Librarian in Drop Pod. You need that ignores cover. Or else you could add an additional <span class="glossaryitem" onmouseover='gp(671);'>VV</span> squad and expand on your Tactical Squads/ Scouts. Or you could add a Storm Wing for ignores cover or even a Raptor Wing for good dakka and mobility. 4+ to come in first turn and will come in turn 2, Tank-, and Monster-hunter.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Sep 2016 08:06:16]]> GMT</pubDate>
				<author><![CDATA[ Corvus_corax]]></author>
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				<title>[1500/1850] - Ravenguard - Talon Strike Force</title>
				<description><![CDATA[ I've used the Kill Team with great success with two 10-man units of vanguard, each with 3 x fist-claw combo, 2 x shields, the rest naked. To accompany them, I either go strict minimum with two scout squads with no upgrades, or I commit fully to the alpha strike and take 3 units in land speeder storm. That way you can outflank with the storm and you are guaranteed to have at least two units come in from the same table edge. This helps you get the best out of the ...On Target special rules.<br /> <br /> If possible, I would recommend adding a couple of locator beacons to the drop pod to mitigate the lost of your scouts. Sure they won't help you for a turn 1 alpha strike, but sometimes it's worth it to hold your hammer for a turn and let your opponent make his move or bring in his own reserves and the strike.]]></description>
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				<pubDate><![CDATA[Wed, 21 Sep 2016 13:07:44]]> GMT</pubDate>
				<author><![CDATA[ jpwyrm]]></author>
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