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Hello all. I'd have a list that I'd like to run by some people in the know. I'm returning to the game after 6 years and am really looking forward to it. New rules look great .
I'd love some constructive critism/discussion.
Nice to meet you all
Edit: Would just like to point out that I'm going for a fluffy army and trying to stay away from tanks.
1500 Pts - Raven Guard RosterCode:HQ: Shadow Captain Kayvaan Shrike Troops: Tactical Squad (240 pts) 9x (Flamer; Heavy Bolter) 1 Sergeant (Power Fist) 1 Drop Pod (Locator Beacon) Troops: Tactical Squad (230 pts) 9x (Flamer; Multi-Melta) 1 Sergeant (Power Fist) 1 Drop Pod Troops: Scout Squad (90 pts) 4x (Camo Cloaks; Sniper Rifle x4) 1 Sergeant ( Sniper Rifle) Fast Attack: Assault Squad (220 pts) 9 x(Chainsword x9) 1 Sergeant (Melta Bombs; Power Fist) Fast Attack: Land Speeder Squadron (180 pts) 2x (Heavy Bolter x2; Typhoon Missile Launcher x2) Elite: Dreadnought (185 pts) 1 Dreadnought @ 185 pts (Extra Armor; Heavy Flamer; Assault Cannon) 1 Drop Pod (Locator Beacon) Fast Attack: Land Speeder Storm (60 pts) (Heavy Flamer) Troops: Scout Squad (100 pts) 4x (Combat Blade x4) 1 Sergeant (Power Fist) Total Roster Cost: 1500
Last edited by Deso; November 5th, 2009 at 21:50.
Few things to switch around. First, turn your Flamers into Meltas. Turn the HB into a MM as well. The Dreadnought should have a MM as well, MM Dreads in Pods are nightmares for some armies.
Frankly the rest is all solid. Does Shrike go with the Assault Marines?
Ohh thanks for the fast responce. Yeah I didn't know what to put on the dreadnought really so I can definitly understand that.
But out of interest why do you say it's best for every squad to have a melta weapon? I had a feeling that 12" range wasn't going to be enough.
And yeah, Shrike will go with the assualt squad and infiltrate em, maybe near the scouts for coverfire.
Well a Flamer is shorter range than that and they can both move and fire. It's just the fact that many tanks kill Marines and you don't have buckets of models. It's very important to bust those tanks or at least do some damage and Meltas do that better than anything. A Melta/PF combo gives some reliable tank busting for you.
One question I do have is:
If the scouts disembark the storm and charge at the same time my assault marines do, will the cerberus launchers on the storm be damn useful in terms of combat results?
Um it wouldn't hurt. It'd really help against Necrons and other high Ld targets you want to break. They're free so they can't be bad. :]
Hey! Welcome back to the game, my fellow Shadow Captain. The list looks relatively solid as it stands, but everyone's got their own little twists; you'll find my comments below in royal blue:Overall a very solid list, with an admittedly heavy reliance on Land Speeders. I'm curious how well the list will perform, I haven't fielded large amounts of Land Speeders before. Keep us posted on that, and I hope my comments were of some value!Originally Posted by Deso
Thanks Nemesis for your detailed comments and the warm welcome.
I will take your advice on my tactical squads to heart as I have been very unsure about them. The droppodded multimelta sounds like fun though. I've always loved the heavy bolter, mainly based on looks and function. Do you think the missile launcher is by far better?
Again with the scouts, what does the rocketlauncher do that makes it your favourite? Boost snipers light AT or is it purely anti-infantry with the snipers?
I've taken the typhoons because of their versatility. 4 AT missiles or 4 frags + 6 heavy bolters while moving at 12" is too good to miss.
Do you think a dreadnought is better served with a multimelta or assault cannon?
You shotgun analysis makes a lot of sence, i'll definitly use that too.
Sorry for the amount of questions, I'm just feeling great getting back into the hobby.
I feel like the missile launcher is the most versatile weapon you can take, especially in a tactical squad. It has decent anti-infantry firepower (arguably better than the heavy bolter vs. horde armies) and it is pretty solid against most vehicles AV12 or lower, with still a chance at AV13/14.Originally Posted by Deso
As far as the scout squads go, I find that the missile launcher is good for the same reasons as above, and it gives them a bit of an extra kick than just the sniper rifles against things like tanks and monstrous creatures. Plus, it comes in the box and looks cool; a good enough reason to spend the few points!I feel like, for anti-tank, you may be better off with the standard multi-melta landspeeders, if you grab some Tornadoes with assault cannons/heavy bolters, they can mince infantry to pieces. Some food for thought if you're going to use the landspeeders!Originally Posted by DesoI personally prefer the assault cannon, as it specializes the dreadnought in mauling infantry, which I'm a big fan. However, the multi-melta is cheaper pointswise and can be a good anti-tank weapon for a drop pod dreadnought. I'd say give both a spin and see which you prefer, or if you need the extra anti-tank then go for that too.Originally Posted by DesoIt's not a problem; we're happy to help here on the forums, and I especially enjoy helping out when I can! If you have any additional questions, don't hesitate!Originally Posted by Deso
Just to confirm, a tornado can only be moving 6" and use all it's weapons (other than the frags on the typhoon) in 5th rules right? That seems to defeat the purpose of a fast skimmer.
Have you or anyone else had luck with tornadoes recently? 3 tornadoes does sound devistating to any approaching infantry and a speeder with a multimelta used well also sounds like a huge nuisance.