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Hello, I'm new to this section - and space marines.
I'm currently in the process of starting up a small force of Space Marines, Raven Guard is what currently has my attention.
This will most likely be a small force, 1000p perhaps? No tournament play, just friendly games with my buddies.
I tend to build my army with units that are cool and look good, not necessarily the best game-wise, though I suspect that when it comes to space marines the cool units are usually the good ones.
Now, I got some questions BEFORE I rush of and buy blisters and boxes, heck, I haven't even bought the SM Codex yet - I wanted to get some opinions and answers before that.
Raven Guard looks like an assaulty chapter, I like assault and close combat, and love the idea of jump troops with screaming jetpacks.
1.) Does the Raven Guard chapter have any restrictions unit-wise, are there some units not allowed?
I'm thinking of have a force with Assault troops, Tactical troops, a unit of close combat terminators, a dreadnought, and perhaps vanguard veterans (as captain's shrike's retinue?) and maybe sternguards. I don't like tanks in particular, bikes looks cool on the other hand. And the sniper scouts are too cool to pass up.
Simply, are there any unit choices I'm not allowed to field, like honor guards and such?
2.) Nowadays, must I buy a lot of GW drop pod models if I'm going to deploy my force that way? Or can I simply refer to some rule and place my brave soldiers on the table?
3.) Can I have vanguard veterans as Captain Shrike's 'wing'?
4.) I like to have a chaplain or perhaps a librarian, no issues with that right?
5.) Don't really know how to play them though, if I should go with drop pods only or simply use as many fast attack choices as possible together with infiltrated scouts, I don't know.
Would be grateful for some basic pointers, and I apologize for the newbieish questions (I'm quite sure there will be more...)
The concept of restrictions placed on certain chapters was part of the 4th Edition Codex's trait system. For example, the Raven Guard under the 4th Ed codex were only allowed to field one tank in the army.
All this has changed with the new 5th Edition codex. There are no traits anymore, so all marine armies are chosen from the basic army list. The only way to customise your army is by using the special characters, as they have rules which apply to the whole army. So, someone who plays Raven Guard will often use Captain Shrike in their army, and if you include him, your army gets the Fleet special rule, to make the army faster like the Raven Guard should be.
So, in answer to 1) all units in the codex are allowed.
2) You should have some sort of model to represent a drop pod. Simply placing your models on the table happens when you deep strike, but with a drop pod you need to physically have one on the table. Before the new model came out, people often converted their own.
3) Yep, thats perfectly fine
4) Yep, thats fine too. Remember you have 2 HQ choices, so if you take Shrike you can have one more HQ unit.
5) That depends on how you want to play it. Raven Guard are supposed to be very fast as an army, and often make use of drop pods, assault units, landspeeders and the like, but really you can play any sort of list that you want to. Raven Guard vets can give you better pointers than I can.
Thou shalt remember:
Warhammer Fantasy armies do NOT have Codices. They have Army Books.
LINK - Guitarists of LO Group
As a fellow Raven Guard player, I'm excited to see yet another joining the fold. =)
Typical RG armies boast at least one Assault Marine squad, with Captain Shrike (SC) attached. The rest is made up from other fast moving units and the required two troop options. Sniper scouts are also very nice when their shots hit =)
Dreadnoughts that arrive via drop pod are good too! =)
The army you field is down to you, however i use one or two 10 man assault squads depending on the size of the game, along with a couple of dreadnoughts, tactical squads and scouts. The Dreads and Tacs all drop-pod in (see codex for drop-pod assault!) and shoot like crazy while Shrike + Chaplain + Assault squad make for a first turn charge on what ever didnt die from rapid-firing bolters. The rest turn up to clean up the board.
Other tactics are to field as many fast attack units as possible (helpful to take a captain on a bike - see codex!), and just hit the enemy as hard as possible in one location, breaking each enemy unit one at a time under sheer strength and power. In this type of list, splitting forces to tackle different enemy units isnt such a good idea =)
Hope that little rant of mine helps out.
If you need any RG-related info or advice, give LostNemesis or myself a shout and we'll always be happy to help =)
1) No restrictions any more, field what you like.
2) If you want to deploy via Pods you'll need a few. For 1000 points 3 or 5 will suffice, especially if you have other units deploying normally. Half of your Pods deploy on turn 1 (rounding up) so always get an odd number. You can even leave empty Pods in reserve and deploy their unit normally.
3) You can, but I wouldn't recommend it. Vanguard are ridiculously expensive and die as easily as normal marines. If you join Shrike they can't use their Heroic Intervention (a nice gimmick, but hardly a reliable ability). A normal assault squad or Assault Terminators benefit more from Shrike.
4) No problem, beyond being limited to 2 HQ choices.
5) If you bring Shrike, Drop Pods plus Fleet is a nasty combo. 3 Pods (2 Dreads, 1 Tac Squad), some Scouts, and Assault Marines should be sufficient. Drop armor on the enemy's head with infiltrating Assault Marines and Scouts in their face for a nice alpha strike. Bring in the Tacticals late to hold an objective. For tank busting throw in some MM Speeders or Attack Bikes and you're golden.
Check out ==My== blog: www.bnhblog.blogspot.com
Thanks for all the answers :-)
Looks like I'll be picking up the codex soon enough and start to mentally build a task force from the 3rd Company. Usually takes some scouting in the stores and on the net before deciding what models/units to pick.
My only sorrow is that Raven Guard lacks a cool sprue with 'chapter pieces' like Dark Angels and Black Templars.
Hmm, I wonder if the Dark Angel sprue could be assimilated and used... there's a lot of wings on it after all...
I play Raptors (Raven Guard successor)
Just to stick with the last part. You could really play them any way you want. A cool thing about RG is that they seem to attract a more specific playstyle than most other codex chapters whether you want to use Shrike or not.
I'm still experimenting with my list but I use a decent base of mostly static shooting units. 10 tac, 10 sniper scouts, and 10 devs, pure angry assault units of 10 assault marines with Shrike and 5 lightning claw terminators, and then 3 drop pod units including Sternguard, another tac squad, and a dread to augment whichever end needs help.
So it's a lot like what you might have been thinking.
LostNemesis has a Raven Guard user group up for talking all things RG. It pittered out when he took his break but maybe now that he's back things will start moving again. There's a good amount of list discussion, some battle reports, and general tactics in there right now.
*Here's the link* (Sons of Deliverance)