<1000 1500 and 1750 fluffy Raven Guard - Warhammer 40K Fantasy
 

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  1. #1
    Nurgling Nanny Luftwaffel's Avatar
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    81 (x1)

    1500 and 1750 fluffy Raven Guard

    How would you go about making a fluffy Raven Guard list? By fluffy I mean scouts, assault marines, drop pods and few/no tanks, but still be fairly useful as an all-commers-list.

    This is my first attempt, but since I usually play Chaos in its myriad forms, I'm not 100% on the SM fluff and units.

    HQ
    Shrike
    Librarian w/ epistolary upgrade and jump pack
    Chaplain w/ jump pack and melta bomb

    Troops
    10 Tac w/Flamer & missile launcher in pod
    10 Tac w/Flamer & missile launcher in pod
    10 Scouts w/sniper rifles & missile launcher & locater beacon

    Elite
    Dreadnought w/dccw & multi-melta in pod

    Fast Attack
    10 Assault marines
    10 Scout bikers w/grenade launcher & locater beacon

    This should come in at around 1700 or there about, giving room for some upgrades on sergeants and the like.
    What do you think? How could this be improved?


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  3. #2
    Senior Member Mad Cat's Avatar
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    951 (x8)

    HQ: You are only alowed two HQs. I would drop two of them. a single HQ should be enough. If you take shrike make the entire army out of units that can use fleet. bikes, dreads and tac squads dont really need fleet but assault squads, combat scouts and assault termies love it. If you dont like those units drop shrike and take a librarian.

    Troops: ditch the scouts. drop pods dont need a beacon as they can deviate and avoid enemy of freindly units.

    Elite: take a HF as well.

    Fast: add pw or pf to the assault marines. scout bikes are not great. take some MM attack bikes
    Quorn! - Protein for the Protein God.

  4. #3
    Nurgling Nanny Luftwaffel's Avatar
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    81 (x1)

    Ah, of course. I'm used to fielding 2 daemon princes and a greater daemon

    But how about using scout bikes to deep strike terminators and/or assault marines behind tanks and enemy lines? With Shrike that could perhaps work?

  5. #4
    Senior Member Mad Cat's Avatar
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    951 (x8)

    Tacticaly you dont need them to do that. assault marines shouldnt deepstrike. They can get to virtually anywhere on the battlefield by the end of your turn two. deepstriking assault marines and termies ont be able to charge until turn 3 assuming they turn up right away and there are some enemies around.Assault termies deploy 24" away at start, move 6"+D6" turn1 and 6"+D6"+6" turn 2. Who needs to deepstrike as the worst that can happen is that you assault t3 with an average move of 18+3d6+6.

    Deepstiking assault termies are good in dawn of war missions and a single locator beacon on the dread's drop pod should do it.
    Quorn! - Protein for the Protein God.

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