[1,850] Raven Guard Rapid Strike - Warhammer 40K Fantasy
 

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  1. #1
    The Pacifist Wargamer Quick's Avatar
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    [1,850] Raven Guard Rapid Strike

    As befits my usual modus operandi of coming up with lists based solely on fluff and a cool concept, then finding out that they don't actually stand a chance in practice, I have come up with a neat Raven Guard Rapid Strike Team led by Captain Kayvaan Shrike.

    Concept: After reconnoitering for some time, the Raven Guard's scouts discern the weak point in their enemy's disposition. Subsequently, they call down the assault forces to shatter the enemy at that point.

    In practice: I like the idea of setting up entirely after my opponent is done. The Scouts infiltrate, as does Shrike. All others Deep Strike. It's what I picture a Raven Guard force to be: compact, fast, hard-hitting.

    HQ:
    Traits: (Raven Guard, Fierce) Blessed be the Warriors; No Mercy, No Respite; Flesh Over Steel

    Capt. Kayvaan Shrike
    -- Shrike's Wing (x4)

    Elites:
    Terminator Assault Squad (x4), 3 pairs of Lightning Claws, 2 Thunder Hammers & Storm Shields
    -- Sergeant, Pair of Lightning Claws

    Assault Squad (x8), Furious Charge, 2 Plasma Pistols
    -- Veteran Sergeant, Powerfist (Master-crafted), Plasma Pistol

    Troops:
    Scout Squad (x9), Frag Grenades
    -- Veteran Sergeant, Powerfist, Plasma Pistol

    Scout Squad (x7), Sniper Rifles
    -- Sergeant, Sniper Rifle

    Scout Squad (x7), Sniper Rifles
    -- Sergeant, Sniper Rifle

    Fast Attack:
    Assault Squad (x7), Furious Charge, 2 Plasma Pistols, Meltabombs
    -- Veteran Sergeant, Powerfist, Plasma Pistol

    Assault Squad (x7), Furious Charge, 2 Plasma Pistols, Meltabombs
    -- Veteran Sergeant, Powerfist, Plasma Pistol


    So, could this work, or is this just something that would look cool in a diorama?



    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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  3. #2
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    I think you need some more fire support - speeders or dreads

  4. #3
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    Well if you really plan on fielding this your going to have to get some more anti-tank. Now I see your powerfists but they really aren't going to cut it alone. One thing I would defiantly recomend is switching your termies to regulars. The assault ones are good but they overdo it for you. The normal ones provide some decent shooting, and can kill tanks, especially if given chainfists.

    Other than that your list just seems kinda of fragile. You do have plenty of marines but it just doesn't seem to have the staying power you'll want. The big thing you'll have to watch out for are hordes and skimmers. Shrike's wing can screw up a normal static army but if its fairly mobile, like tau, you'll have some trouble. The hordes might just bowl you over. Your list does have good speed though, so if you pick a side and hit it hard you might crush a flank before they can bring their full force to bear. Well then thats all I can see for now.

  5. #4
    The Pacifist Wargamer Quick's Avatar
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    Thanks for the input, fellows!

    If I were to replace the Assault Terminators with regular Terminators, geared-up for anti-armor (i.e. Chainfists) I think I would have enough anti-armor capability, seeing as I also have eight Meltabombs at my disposal.

    To do so, however, I think I would have to reduce the Scout Squads' numbers by one each. A regular squad of Terminators tends to cost more than Assault Terminators, what with the weapons upgrades. (unless I don't add that well.)

    My plan was to use the Sniper Rifles to take down the high-Toughness creatures I encounter, as well as the Rending ability of Captain Shrike, himself. I have had my Nightbringer laid low on occasion by a barrage of Scout Sniper fire.

    Horde Armies would pose a problem, yes. Highly mobile armies, though, I feel I can outmaneuver them. Additionally, the speed that this list has is able to engage the enemy quickly and rob them of their mobility.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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