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Originally Posted by Revised RG Tactica Raven Guard have access to the same choices many other chapters have as far as HQ choices, but I’ll outline how to give this your HQ choice a genuine Raven Guard flair. Just remember that while it may be cool to portray your army’s leader as a hot-headed berserker, this is not the Raven Guard way. Commander: This is a pretty popular option among custom Chapter players, but not as popular as the Chaplain. This is probably due to the Chaplain’s special rules, but I’ll cover that in his entry. Commanders, with the Rites of Battle special rule, are excellent for filling that tactician role and fit in perfectly with Raven Guard fluff. I’ll give us some sample methods of equipping your Commander. Assault Leader
Master (dual lightning claws, jump pack, Terminator Honors, Iron Halo, frag grenades, melta bombs) 171 points
The Assault Leader is a perfectly viable option in games of 1,500 points or higher. His lightning claws aren’t master-crafted because his WS is high enough to allow him to hit under most circumstances anyway, so it’s not worth paying for one reroll. Thanks to Rites of Battle, every Marine on the board can use the Master’s Ld 10 for any tests they may have to make. He’s the second-best choice for leading an Elite Assault Squad into battle, right behind the Chaplain. The Assault Leader will have six power weapon attacks when charging, all delivered at WS5 S5 I6 thanks to the Elite Assault Squad’s Furious Charge skill, and he can reroll any failed to wound rolls. Skirmish Coordinator
Master (bolt pistol, power weapon, Terminator Honors, combat shield, jump pack) 136 points
This is a toned-down variation of the Assault Leader, so you can fit it in lists as low as 1,000 points. Instead of sticking him in an Elite Assault squad, have him join a regular Assault Squad so you can fit more bodies in your Troops choices where you may be lacking. Everyone on the board will still test on the Master’s Ld10 (before any modifiers, of course), so you should be good when the time comes to roll that Morale test. The combat shield is a cheap and effective method of giving the Skirmish Coordinator another degree of protection if he needs it. Small-Scale Raid Leader
Captain (bolt pistol, power weapon, Terminator Honors) 91 points
This Captain should take the field when games start getting below 1,000 points in size. He has just the basics, which leaves plenty of room to get more Marines. He has one less wound and slightly lower Leadership than the Master, but every Marine on the board tests on that Leadership of 9. Sometimes, that one extra point can make all the difference. Just have him join a Tactical Squad and he should be fine. Captain Kayvaan Shrike & Shrike’s Wing
I don’t use Shrike, but that’s because I don’t like ready-made characters. The Raven’s Talons are just glorified master-crafted lightning claws, so I see no reason to use them for that. He uses the Master’s profile, which is good as far as Leadership and close combat are concerned. Using Shrike and his Wing, you could get a first turn assault thanks to Infiltrate and Scout rules, but only if the scenario allows Infiltration. Even if you did, you’d essentially throw at least 379 points into close combat unsupported. That’s generally not a good idea unless your commander is suicidal. You can opt to place Shrike in an Elite Assault Squad if you wish, but the Assault Leader will do the same damage and last longer. Chaplain: This is easily the most popular option among assault-oriented Space Marine armies, and it’s easy to see why. Rerolls on the charge and Fearlessness are two things that really make the Chaplain a monster in close combat. What’s more, he grants this ability on whatever squad he joins. He still has the old power weapon and invulnerable save, which saves us the trouble of deciding what to arm him with. Avenging Angel
Master of Sanctity (bolt pistol, crozius arcanum, rosarius, Terminator Honors, jump pack, frag grenades, melta bombs, adamantine mantle) 177 points
The Avenging Angel is the best option for leading an Elite Assault Squad into battle. He gets six WS5 S5 I6 power weapon attacks on the charge, and the whole squad is able to reroll any failed to hit rolls thanks to the Litanies of Hate. The Honor of the Chapter also allows them to stay in the fight until one side is wiped out to a man. One of the best things about him is he will not get auto-killed by a lucky lascannon shot. He should be making appearances in games of 1,500 points or higher. Shadow Paladin
Reclusiarch (bolt pistol, crozius arcanum, rosarius, Terminator Honors, jump pack, frag grenades,) 122 points
The Shadow Paladin is a toned-down version of the Avenging Angel, so you can fit it in lists as low as 1,000 points. Instead of sticking him in an Elite Assault squad, have him join a regular Assault Squad so you can fit more bodies in your Troops choices where you may be lacking. You still have the added plus of the Litanies of Hate and the Honor of the Chapter, so this guy packs a respectable punch for the points. Librarians: Despite getting a massive revamp, Libarians are still shunned by many players if favor of Chaplains or Commanders. I don’t see why, since a Librarian in a Raven Guard force can be downright mean to the enemy. He carries a force weapon, so he can insta-kill anything in the game. Even those immune to instant death are can be felled so long as he scores at least one wound. He’s also an excellent defense against enemy psykers thanks to the psychic hood, and he really comes into his own against Eldar. Wraithmage
Codecier (bolt pistol, force weapon, psychic hood, Terminator Honors, jump pack, Iron Halo, frag grenades, melta bombs, Might of Heroes) 172 points
This is another option for leading Elite Assault Squads in games of at least 1,500 points. When you charge, have the Wraithmage cast Might of Heroes on the Veteran Sergeant, resulting in up to seven attacks with the hidden power fist. This can potentially wipe out a whole squad with minimal return damage. Ethereal Raider
Epistolary (bolt pistol, force weapon, psychic hood, Terminator Honors, jump pack, Iron Halo, frag grenades, melta bombs, Might of Heroes, Veil of Time) 227 points
As you can see from the massive point cost, the Ethereal Raider is only an option in larger games, at least 2,000 points. He has more survivability than the Wraithmage and is more skilled at manipulating the Warp. Again, have him join an Elite Assault Squad and cast Might of Heroes on the Veteran Sergeant. If you really have to get somewhere and the only way is through an enemy squad or vehicle, have him cast Veil of Time so he can help his mates get there with a crapload of rerolls. These rerolls only apply to the Librarian during the turn he uses it, but it can affect the outcome of the game. Dire Banshee
Codecier (Storm Bolter, force weapon, psychic hood, Terminator Armor, Fear of the Darkness) 135 points
This Librarian build is killer when used with a Terminator Command Squad. It’s intimidating for the Imperial Guard/Tau/Eldar opponent you face and the models of said armies on the table. Why? Because once the Dire Banshee works his psychic mojo, the enemy is almost certain to run while urinating in their pants. If there was one model that had the capability to win the game in one roll (by you, of course), it would be this bad boy. If something does end up charging him (e.g. a Farseer & Seer Council), then the Dire Banshee can hit back with two power weapons (one from the Terminator Sergeant) and three or more power fists. I don’t know what you think, but that is one hell of a punch. I’d take this as a secondary HQ in games of 1,850+ points, and you should too. Command Squad: This entry of the codex also got a massive do-over, and it has all sorts of new shiny wargear available to it. It can be a real asset for shooty armies such as Dark Angels, but if you want to get stuck in you need a transport. We all know transports take a Fast Attack slot, so choppy Command Squads are pretty much out of the picture if you’re planning a massive charge of Assault Marines and close-combat Scouts. I’ll lay out an example of a Command Squad with a counter-charging role for shooty Raven Guard. Ethereal Champions
Command Squad (Veteran Sergeant w/power fist, Standard Bearer w/Company Standard & bolt pistol, Company Champion w/power weapon, combat shield, & bolt pistol, 1 Space Marine w/meltagun, 2 Space Marines w/bolt pistols & close combat weapons, Furious Charge ) 193 points + cost of HQ w/o jump pack
This unit works best with a Master who doesn’t have a jump pack. You deploy him in the middle of your battle line and the Company Standard grants a re-roll to anyone within it’s influence. For those of you who can’t quite figure out what this means, this is a re-rollable Morale or Pinning check made on the Master’s Leadership of 10. This is almost impossible to fail unless a squad is seriously outnumbered and under half-strength. If something threatens a vital part of the battle line, this squad can easily react and charge them. The worst thing that can happen is the squad is locked in for three or four turns, during which time nothing can shoot them. Another great option for a leader is a Chaplain, which makes this squad Fearless and other Marines still have a re-roll. Terminator Command Squad: This is a new addition to the codex, and it’s quickly become popular as a Morale-breaking unit with great close combat potential. You know what the crazy thing is? That’s what this squad was made for. You stick a Dire Banshee (see above) in this squad, drop it right in front of your foe’s battle line, and watch his men flee in warp-induced terror. This works best against enemies with low Morale and little-to-no Fearless units (e.g. Tau & Imperial Guard). If something is foolish enough to charge you, then it won’t live to see the look on your face when it’s cut down. The absolute best method of delivery is teleportation. Banshee’s Bodyguards
Terminator Command Squad (Terminator Sergeant w/storm bolter & power weapon, 2 Terminators w/assault cannon & power fist, 3 Terminators w/storm bolters & power fists) 280 points + cost of Dire Banshee
The plan for this unit is simple. Just Deep Strike it in within a foot of a large portion of the enemy battle line and work that warp! The rest of the squad should fire at a Leadership-enhancing unit like the Command Squad of an IG Infantry Platoon. |