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right, i know that Raven Guard are fluffy- but look closely and a lot of it makes sense. i have the pieces that make a Raven Guard Army (Shrike, Assault Marines, Scouts, etc.) the rest of the models are or are being converted to fit in.
i made this army with objective-grabbing in mind, so an all-rounder force with a big need for late-game strength.
so please, bear in mind that it is Raven Guard for scheme rather than theme, and post any suggestions to the list below.
HQ: Shrike 195pts
ELITES: 6 Sternguard in Razorback with twin linked lascannon 215pts
ELITES: Ironclad Dreadnought, seismic hammer/dreadnought weapon, meltagun/heavy flamer, two HK missiles, drop pod 215pts
ELITES: Dreadnought w. Plasma Cannon, Missile launcher, Extra Armour
TROOPS: 10 Scouts including Telion + missile launcher (sniper rifles) 200pts
TROOPS: 7 Scouts with combat blades, sergeant w. combi-melta/power 136pts weapon, melta bombs
TROOPS: 10 marines, missile launcher/ flamer, Melta- Bombs, Drop Pod 205pts
FAST ATTACK: 10 Assault marines, flamer, sergeant w. bolt pistol/pwr weapon
FAST ATTACK: 2 Land Speeder Typhoons 180pts FAST ATTACK: 5 Scout Bikers, sergeant with locator beacon/ cluster mines, Meltagun 105pts
HEAVY SUPPORT: Vindicator with extra armour and Siege shield 140pts
total: 1996 pts
I don't know, seems pretty fluffly to me anyway.
2000points is hard for me to judge really. There are armies with a hell of a lot of firepower at that level.
First I suggest that your troops aren't enough; Scouts die very fast because a 4+ save makes them toast to a whole range of things; from Heavy Bolters to Heavy Flamers, through Autocannons and Assault Cannons. I get that you have Fleet, but the Snipers seem pretty out of place.
Next I suggest Assault Terminators in there somewhere. They get Fleet! And Storm Shields give them the defence to make it where they're going.
Typhoons are cool as ever, and the Assault Squad is good. I prefer Powerfist as Powerweapons in 10 man squads are rubbish due to wound allocation, and the fist can take out Vehicles and IC's easy. Maybe drop the Flamer though as you'll be running not shooting.
The last thing I'd say is it's easy to go Assault crazy with Shrike lists and forget it's difficult to actually get enemies out of transports. Rifleman Dreadnoughts and Predators are good at this (I know you have a bunch of missiles but many factions can easily bring out a LOT of vehicles in 2000points)
Last edited by GoliathX; February 2nd, 2011 at 22:21.
i actually like the list, but i worry about your intended use.
i cant see the scouts surviving very long, especially until endgame without some sever casualties, and assuming you pod the drednaught in turn 1, you cant be sure when the tac will arrive.
for late-stage strength i would look at putting the 10man tac squad on holding duties, with a las razorback for support, keeping the 7 man scout squad with a missle launcher.
i feel your vindicator would be out there on its own and an easy target as your only real tank, and you might be better-served going for more infantry such as an assault termi squad.
I agree with both Goliath and Kloma here.
That single Vindi is just asking to get popped early in the game. Especially since the vindi and that razorback are the only tanks you have on the field.
I think that you might be better off giving the drop pod to the sternies and giving the razorback to you tac squad. Do give PF to the sarges of your troops though
The Ironclad has a nice chance of taking something down and I can see the idea behind the PC/ML dread but I have some doubts wether it is the best load out.
You have some good ideas in this list, but I'm not really seeing it work on the tabletop.
Some very good comments, cheers all! i completely get the power weapon- to fist change, and the way i figured with the IC dreadnought- with two close combat weapons and +1 penetration, good against a lot of hardass units (specially due to the extra A's) it drops on the first turn to drop two HK missiles into the back of the rear armour of enemy vehicles.
i understand the scouts, but Telion is amazing for sniping special weapon models/ commissars with his special ability to wound allocation, so maybe mod the scouts.
i think assault terminators would be overkill along with all the other medi/assault troops? but i like the models
i think il edit the sternguard, ive played it via drop pod before tho and they tend to be a bit too close to the enemy unless they have support...
what do i swap out the vindi for then? if i still need some real armour (for the S10 AP2 ordnance, mainly!) what would be a fitting replacement then? il remake the list as follows:
The one (and only) advantage of RG army over other types of SM armies is the ability to use Fleet and Infiltrate to get into enemy's face from round 1. Build on that. At the moment your list has following units which really benefit from this: CC Scouts and Assault Squad. Thus, each of these units should have meltabombs or powerfist for assaulting and de-mechanizing enemy. Moreover, get one more close-combat focused unit and equip it with meltabombs and/or PFist.
Once you've set this up between those three units and drop pods you can get right into enemy's face. Thats good. Then you need something to hold objectives. You got sniper scouts and tacticals... Thats not too much, really. I'd change the sternguards for one more tactical squad, even if its just a minimum 5-manner in laserback, it still can do what sternguard can't: Hold objectives.
One more thing is in your heavy support: Vindicator is no-no. Plasmacannon dread is very much no-no. Your strenght lies in getting close fast, one thing you DON'T want when you are close is chucking pie-plates there. Switch multimelta or lascannon into your dread and lose the Vindicator. Use the points from Vindicator into tank-buster version of Predator or something like that.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
okay, so taking into consideration everyone's comments, how about this?
-IC Dread with siege hammer/DCCW, 2 Heavy flamers, 2 HK missiles, Drop Pod -205pts
-Dread with Twin-linked lascannon, missile launcher, extra armour -125pts
-6 Scouts, missile launcher, sniper rifles, Telion -146pts
-7 Scouts w. combat weapons, sergeant with power fist -126pts
-10 Scouts w. combat weapons, camo cloaks, combi- flamer, melta- bombs -170pts
-10 marines, flamer/missile launcher, drop pod -205pts
-10 marines, flamer/missile launcher, drop pod -205pts
-10 assault marines, sergeant with power fist -215pts
2 Land Speeder Typhoons -180pts
5 Scout Bikers w. locator beacon and cluster mines, sergeant w. combi-melta -155pts
More Powerfists over power weapons in the squads, no vindi, three drop pods mean lots of confusion and hurt in the first few turns, no sternguard but instead two extra troop choices, ranged anti tank comes in the form of 2 HK missiles, 4 krak missiles (Typhoons) a missile launcher (Scouts) and the ranged Dread. when the tacs arrive via drop pod they can split to combat squads for increased killy, and the better to hold objectives. more scouts and squads mean more emphasis on close range. hows this then for an objectives match?
First up, I wish Dreads were that cheep the one you have there is 35points out!
Make it a 2xTLAC dread, it's cheeper and actually better against Transports (which is really important to an Assault Army). Two twinlinked S7 shots beat one regular S8 shot pretty much every time.
I like the idea of getting in so close turn one with pods and Assault troops, of course you lose effectiveness against fast armies (Dark Eldar for example will just move away and laugh as you run to try and catch up) but you should really mess up the average gunline.
Best way to find out is to test it and see