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Okay guys, decided to collect SM Ravenguard. Bought the codex today and ordered Shrike in. I've never written a list for SM and this is my first attempt. I don't know what works and what doesn't, I don't even know if this is 100% legal!
But that's why I'm posting it here, critize my work please
Shadow Captain Kayvaan Shrike
Terminator Assault squad
4 x Lightning claw (pair)
Sergeant /w Thunder hammer + storm shield
Iron clad dreadnought
Twin Linked Auto Cannon
Scout squad x 10
Scout squad x 10
Tactical squad x 10
Sergeant /w Powerfist
Scout bike squad x 4
Asartes Grenade launcher x 3
Sergeant /w Locator Beacon
Land Speeder x 3
Multi Melta x 3
Assault Cannon x 3
Assault Squad x 10
Plasma pistol x 2
Sergeant /w Powerfist
Gotta cut like 30ish points out at the moment but I'll deal with that in the forseeable future.
What do you guy's think? Raveny enough?
- Mostly scouts
- No units need to deploy normally
- Drop Pods
- Deep striking
- Lightning Claws
Anyhoo, suggest away
Putting the Assault Cannons on your Land Speeders is an interesting choice. Despite its benefits, I find it a bit costly for what it does. You may want to swap out the Assault Cannons for Heavy Flamers, as that seems to be the favourite choice of flexible Land Speeders.
For your Assault Terminators, consider adding in one or two more Thunder Hammer / Storm Shield models. They are a big boost to your survivability when you're being shot at.
You can almost never go wrong with Shrike, but keep in mind that he is by no means mandatory for a Raven Guard list. I plan on running my list without him most of the time, in fact; so while he's definitely fluffy and very useful with all of his special abilities and combat prowess, don't think of him as a requirement for your list. Feel free to experiment with the multitude of other HQ options you have.Originally Posted by GlavasI would recommend throwing in a few more Thunder Hammer/Storm Shield combinations. They just outperform (in my book) the Lightning Claws ever since the Storm Shields received their upgrade. Maybe three TH/SS pairs and two LC pairs could do the trick, I haven't played around with them too much.Originally Posted by GlavasI would probably recommend you drop this guy. The Ironclad strikes me as being more meant for siege warfare, similar to what the Imperial Fists like to do, and not really the lightning fast raids that the Raven Guard are accustomed to. I'm not saying (by any means) that the Ironclad is necessarily unfluffy, I just don't think it fits in with the list you are trying to go for here. If you were designing a siege warfare list (as I'm sure, though the Raven Guard despise it, they get locked into it on occasion) then this guy would fit in perfectly. Since you're shooting for what appears to be a more traditional Raven Guard list, I'd leave him at home.Originally Posted by GlavasI would take off the extra armour (too expensive for too little benefit anymore) and swap the autocannon back out for the DCCW arm with a heavy flamer. The turn the Dreadnought lands, that heavy flamer will do so much more damage than the autocannon if you can position it right, and it still poses a threat to enemy tanks with its close combat. It's my favourite variant of the Dreadnought and has proven to me time and again to be the most reliable.Originally Posted by GlavasMy absolute favourite Scout squad variant is a unit of snipers. You have the right idea here, but I feel you're taking too many for one squad (though you could combat squad them, of course). My favourite squad setup is a unit of five Scouts with sniper rifles, camo cloaks, and a missile launcher. Not only is this squad cheap (comes from the contents of a single box) moneywise, it is also cheap gamewise (only 100 points) and is a formidable objective holding unit that also has some relatively decent fire support capabilities.Originally Posted by GlavasWhat is your plan with these guys? I'd either swap them out for more snipers as above, or change up the unit a bit to be more of a combat oriented unit. Give four or so of them shotguns, then the rest bolt pistols and chainswords. Toss in a Sergeant with a power fist, and you can also most probably take off the camo cloaks, as they won't be needed when you get locked into combat.Originally Posted by Glavas
Remember, if you take a combat oriented Scout squad, they need support. They are not powerful enough in assault to win the fight except against the weakest of enemies (such as Tau or Imperial Guard).You have the right idea, but this squad is very expensive. The plasma gun is absolutely not needed, I feel; they are just too expensive compared to the alternative, the very cheap meltagun, which is a far more reliable anti-tank weapon in a Drop Pod squad than the lascannon. I would recommend to swap the plasma gun out for the meltagun, and then swap the lascannon out for the free missile launcher. That way you still have a potential anti-tank heavy weapon, but you have a more reliable anti-tank assault weapon you can fire on the turn you land. This is my favourite Tactical squad setup and it, like the Scouts, has not failed me yet. It's very versatile and relatively easy to use.Originally Posted by GlavasI've never been a gigantic fan of Scout Bikes, but I can understand their usefulness. I feel that you are maybe equipping this squad with too many upgrades, but again, I'm not very experienced with them so I would advise that you play around with them and see what happens. The locator beacon is not a bad idea at all, but I'm not sure how useful the rest of the setup will be, considering the Scouts' stats.Originally Posted by GlavasA couple of things with this squad. First, three Land Speeders in a single squad is way too much. If even one goes down, which is not a difficult feat, you're basically out three Land Speeders the rest of the game. One or two Land Speeders at the maximum are all you should roll with in a single squad, I feel. Two, the weapons are very odd together; the multi-melta is designed to penetrate the strongest of tank AV, whereas the assault cannon is primarily meant for chewing apart infantry. I wouldn't mix and match, instead I would specialize (this holds true for almost every squad you can take).Originally Posted by Glavas
I would either go straight up multi-meltas (keeping the Land Speeders cheap and anti-tank oriented) or swap them out for heavy bolters to go with your assault cannons, able to chew up infantry on the fly.I'm still not a fan of plasma ever since the new codex, I just feel like there are too many other useful additions to take. I would instead opt to take one or even two flamers over those plasma pistols, they will really put the hurt on enemy infantry units. Otherwise, this squad is good.Originally Posted by GlavasWhile the Raven Guard do have a "traditional" way of doing things, so to speak, you should never feel limited by that traditional fluff. If you want some more in-depth help with designing an army list that follows the traditional fluff, however, do check out an article I wrote about it (not to toot my own horn here): Designing a Fluffy Raven Guard Army List v2.0.Originally Posted by Glavas
If you have any other questions about the Raven Guard, please don't hesitate to let me know. They're my chapter of choice and I absolutely love the Sons of Corax. You can post here or send me a PM or anything like that, I'd be happy to help.
Cheers, and good luck!
Basically you assign hits to whichever models you want, as long as you split them evenly - so if a squad of 5 gets hit by 8 wounds, you'd assign 2 of the models 1 hit each, and the other three would be hit twice. You then roll whichever saves were appropriate.
There's a whole section in the rulebook on assigning wounds from shooting, that explains it pretty well.
I use an attack bike + Multi Mealta, dont have codex to hand but i think its really cheap and its proven extremelly effective on the table.
It can make fluffy sense to have some bikers depending on your playing style, for me it works great, swooping in and flying out once theve attacked,
W1 / L1 / D1