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Hi again, well i've just started WH40k and want to play space marines, the chapter that has really gotten me psyched up are the Raven Guard. But i'm curious, is it better for me to make my own trait chapter instead of using the raven guard?
One of the main appeals of the raven guard is using Captain Shrike and Shrike's Wing, are they any good and are they tournament worthy? It would be really great if someone who actually plays raven guard could tell me about it.
I really appreciate any and all help provided :yes:
Thanks Adrian, i've just read that and it's been only so-so, I'm actually hoping for something more in-depth, perhaps advice on making a Raven Guard army thats tournament worthy. The article hasn't been everything i was hoping for. Please Help :cry:
Well, any army can be good if it's played right, so let's look at the Chapter Traits for the Raven Gaurd.
Looking at the traits, you can see that it runs large amounts of Assault Marines, and they are pretty angry ones at that.
But, as you know, Assault Marines get pretty pricey when playing in low to medium point games. The key to this is to buy the right amount of Assault Marines with a solid core of Tactical Marines to back you up.
So, to start out, a nice fluffy HQ would probably be the jump chaplain. Kit him to do some decent damage and place him with the Assault Marines
For the Assault Marines, I would bring them as Elites, so that you still have access to LandSpeeders, one of the best Space Marine Units in the game. This would probably be the best bet for the assaults:
Assault Marines (eight)
5x CCW; BP
2x Plasma Pistols
I wouldn't run any more than three of these in an 1850 list
Due to your disadvantage, you don't get much access to some good Long range Heavy Support, making you rely on devastators for shooting support. I'd take some of these for help. And probably a Whirlwind for the 1 vehicle, so that you can help your assault Marines by directing traffic.
You can take the route of Assaulty Tac squads, but that would require transport, which isn't very good for you as they take up Fast Attack Slots, we want those for speeders.
If you were to take Tac Squads for assault, I'd kit them with a hidden powerfist and a meltagun, for extra 'urtiness.
But, I'd suggest using tac squads for long range support. Use the Lascannon team setup.
Tactical Squad (5)
Nice and cheap, and helps with the support you need.
I'd also take Dreadnoughts for Long range.
That's pretty solid advice. My only difference i'd make is if your going to dedicate your army to assault marines then fill all the slots. Yes the landspeeder is excellent and well rounded, but it can go down in 1 shoot. Several squads of assault marines can engage several targets at the same time, and thus limit shooting while tying up the enemy troopers. Additionally you have the availability of power firsts and melta bombs if necessary.
My feeling is i'd rather use 6 squads of assault marines and engage on my terms than have a land speeder or 2 adding additional fire support, that's just my feeling though and my gut. In assault purposes i'd also personally perfer 2 chaplains on jump packs leading the squads instead of 1 shrikes wing squad. Although Shrikes wing is deadly i feel its incredibly over priced when similar results can be achieved with a chaplain with crozius and a sgt with a power weapon leading a assault squad.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
I totally agree with MouseC112.
I just suggest taking the Land Speeder route when playing lower point games (less than 1500pts) that way you can build a solid core of troops.
And I'd advocate for massed assault marines, most opponents wouldn't know what to do with so many Jump Packs!
I'd use Shrikes Wing in only large games, where the points aren't that much of a factor (2500+ pts) Otherwise, the price per Marine and the cost of Shrike himself is too high to be effective in other games. But they are burly.
I totally agree that Shrike and his wing are too expensive, however I totally disagree that they are overpriced. They are actually a really good bargain. If you calculate what they have, they get about 15 to 20 points of free stuff.
However, no matter how much free stuff they get, you never want 1/3 of your points in 1 unit, unless you know it will totally take your opponent by surprise.
Thanks guys .
Anyway, I've been reading around and i've noticed a few things, first the Chaplain led Assault Squad is crazy (36 Attacks in 1 charge), but i also noticed that Commanders are pretty good(looks pretty good with dual lightning claws), so i was wondering a few things. Would i be able to equip my Chaplain with dual lightning claws? and Would it be good?
Also, i keep reading about this thing called a hidden powerfist, what is that ?:wacko: Is it better than the regular powerfists?
Last edited by Katie Drake; December 1st, 2006 at 17:57.
Chaplains can indeed take a pair of lightning claws
Hidden powerfist is phrase that means that when a powerfist is taken on a squad upgrade character (like a Veteran Sergeant), it can't be picked out in CC, which means that you can keep the powerfist protected, and do alot of damage in CC.
Powerfists are not good for Independent Characters, as they can be picked out in CC as per the IC rule.
Yes, you can equip your Chaplain with Lightning claws. I know a lot of people do things like that, I never do, and don't recommend it however. One of the greatest things about the Chaplian is he is so effecient becuase he comes with a power weapon and the Invulnerable save. If you give him Lightning Claws you are wasting the points that are built into him for his Power Weapon, because you don't get to subtract the points of his power weapon from the cost of the LC's.