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Hello my felow space marines
I just started playing SM im use to playing DE so im good with fast attack. I want to start a Raven Guard. So this is my 500 pts list
Hq- Captain- Jump pack, Power wep, Frag, Potl pistol total= 97
-5X space marines heavy bolter plasma gun = 90
-5X space marines heavy bolter plasma gun = 90
assoult squad= 5x space marines 2 plasma pistol=120
attack bikes= 2x bikes heavy bolter= 100
im trying to theame this army on a assault sqaud core so thx 4 any advice and may the emperor b with u
Don't mix weapons in your Tac. Squads. Assign one role to the squad and stick with it, don't mix the Heavy Bolter and Plasma Gun. One is an assault weapon, the other is a heavy.
Me personally, I like Snipers so if you can, get 2 5 Man Squad of Snipers with a Missile Launcher.
The Raven Guard are mostly known for their Assault Squads, so try to focus on them more than the bikes really.
Try to bring in a Chaplin as well, as they are one of the best HQ's, and if you attach your Chap. to your assault squad, you get to re-roll your rolls to wound. Throw a Term. Honours on him as well so you can get a bonus Power Weapon attack with him.
Hope that helps. =)
I disagree with Melchid. HB/PG is a legitimate combo for flexibility, and sniper scouts suck. And Raven Guard are known for Fast Attack in general, so the bikes are a good choice.
I like your list. That's a good start for Raven guard, I think.
But, in case you did want to try using a chaplain, I'd just drop the HB's in the tac squads and replace the Captain with a chaplain. He's got the same equipment but with an invulnerable save and he makes the assault marines better in combat.
And you may want to exchange a plasma gun for a missile launcher for a little bit of AT power.
And I thought Raven Guard were more known for their Assault Squads fluff wise... meh...
Anyways, you should still consider some snipers, as pinning is good against most armies. It'll give you more time to bring your CC Units in and reign hell onto them.
Keep the bikes if you want. They're good anyways, I understand that.
I guess really a Plasma Gun and a Heavy Weapon is ok, but I was told mixing weapon types in a squad is usually a good thing, but do what you want, your army. Do consider Grotstompa's idea and throw in a Missile Launcher. You have the option of high damage and the ability to take out mutliple infantry.
I agree much more with Grotstompa, but there are some things I disagree with.
Firstly, for 500pts, I would be playing with combat patrol rules, but that is probably just me.
I agree with trying to get points for a chaplain, they are much more efficient for thier points, especially in small games. However, captains are much more fluffy for Raven Guard, so it's up to you really.
Your Tactical Squads are nice, plas/HB is a solid combo in small games, where you aren't likely to encounter too many tanks, and if you do then it means your opponent is skimping on troops :yes:
I agree with Grotstompa about scout snipers. they are too expensive for what they generally achieve, and there are too many armies around with Fearless or Ld10 to make pinning a viable tactic, IMO.
Assault Squad is fine, but too small for my likings. Around where I play (several eldar players) the squad probably wouldn't survive more than two turns, without some really lovely terrain to help out.
I personally see 8 as a minimum squad size for them, but 5 can work if you have 2 squads, and make it unclear as to which one the chaplain/captain is going to join, so the opponent either has to split fire, or choose the 'wrong' one.
Try and get some points freed up for a veteran sergeant with power fist, but it probably isn't hugely important at this points level.
The bikes are nice, but I would swap them for a Land Speeder Tornado (HB/Assault Cannon) if you're going for a competative list. These babys can handle everything, from light infantry to tanks (mmm, rending), and are even fairly effective vs. MEQs. They are also probably slightly more hardy than the Bikes, and definately more irritating for your opponent.
I know I've made a lot of suggestions that involve finding extra points, and few that involve freeing up points, but hopefully you will see them as simply suggestions, based on my personal experience :yes:
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The arguement for attack bikes is that they are usefull for assaulting when required, and their extra toughness and 2 wounds (and no shaken/stun/immobilize/weapon destroyed problems) make them fairly survivable while retaining full combat prowess every turn until destroyed. Can't argue with an assault cannon's effectiveness, but that also makes it a high priority target.
I've had good experiences with HB attack bikes; then again, I've mostly played against Tau, Eldar, and Orks... But they did well against Dark Angels too--shooting down landspeeders!