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Old April 11th, 2006, 17:14   #5 (permalink)
Chaosbrynn
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Quote:
Originally Posted by nalrush
First: I don't really know what to use for my HQ, but would the Veil of Time be useful?
Yes, but not as useful as a chaplains litanies of hate ability. You should really go with a chaplain. Cheaper (important im small games) FAR more effective with assault squads (important for raven guard) and better survival chance in close combat with fewer upgrades (rosairuses 4+ invulnerable save).

Quote:
Originally Posted by nalrush
Second: I don't really know what to do with the troops, since I can't put Assault Marines there, but I suppose the Scouts can fill some sort of role.
Well, you only have 2 options really. Tactical squads or Scouts. Yes scouts are cheaper in the end, but your troop selection is a very important backbone of your list. As your playing ravenwguard, wich focuses on assaults, you should take tactical squads with anti-tank weapons to soften up your oponents before your assault squads get to them. Be sure to check out the tactical squad tactica.

Quote:
Originally Posted by nalrush
Third: If I keep the Scouts, should I give Terminator Honours to the Seargant? If so, what weaponry and equipment?
That really depends on what else your fielding and how large the scout squads are. At the moment, I think it owuld be in your best interest not to and just give them bolters. Of course, I think you should ditch emm for some long range tactical shootiness instead.

Quote:
Originally Posted by nalrush
Fourth: I believe I can basically add assault squads to this setup up into the 1100+ range, after which, if I still feel like expanding, I can take Shrike and his posse. What are your thoughts on them?
Rule #1 of close combat squads: ALWAYS field the maximum number of models in the squad. This will ensure your squad has enough models when it reaches close combat, will protect your hidden fist for that much longer (rule #2 of close combat squads is always give a fist to the sergeant) and wont be outnumbered as easily at the end of combat. It ios doubly important with an attached chapain as his abilities make having more attacks quite effective and of course, making the squad fearless, if they are outnumbered, they will take wounds instead of falling back.

Quote:
Originally Posted by nalrush
HQ:
Librarian Codicier with Veil of Time
110 points
Switch for chappy with jump pack bolt pistol and frag grenades.

Quote:
Originally Posted by nalrush
TROOPS:
5 Scouts armed with Frags. Seargant with Terminator Honours, Power fist/weapon
93 points

5 Scouts armed with Frags. Seargant with Terminator Honours, Power fist/weapon
93 points
If these are gonna stay and stay as close combat squads, they need more men in them. As is, it is far to easy to annihilate the entire squad ESPECIALLY when you consider their 4+ armor save.

Quote:
Originally Posted by nalrush
FAST ATTACK and/or ELITES:
5 Assault marines with Melta-bombs and "Furious Charge"
135 points
(take multiples of the above squad until I have enough points filled out)
Again, requires more men. I would drop the melta bombs in favor of some long range anti tank fire. Melta bombs allow your oponent to set the to hit roll (by moving the vehicle) chances are, it will require a 6 to hit with the melta bombs while if you shoot the darned thing, you will always hit on a 3+ and can start doing so in most cases from turn 1.
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Efficiency VS Point Cost VS Ease Of Use - Your best bets:

1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

2) 8 man Devastator squad - 4 missile launchers

3) Land Speeder Tornado - HB + AC
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