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Inerrogator-Chaplain in Terminator Armour Brother Byron - 145
Master of the Ravenwing on Jetbike Brother Sammael - 205
Deathwing Terminators Repent - 245
1 Assault Cannon
Ravenwing Attack Squadron Raven Redemption - 415
Seargent with power weapon on Bike
Attack Bike w/ Melta
Land Speeder Tornado
Tactical Squad Plasmius - 235
Veteran Seargent w/ Power Fist and Plasma Pistol
7 Space Marines w/ Bolters
Land Raider Vengeance - 255
Total = 1,500 Points
The Sacred Standard will be mounted on the Attack Bike for supreme awesomness
I can take harsh words so feel free to tell me what you think
Last edited by Chris Engine; March 12th, 2007 at 02:18.
The second HQ unit i think are WAY to pricey. Don't take a Land Raider either, it will get blown up too easily, unless your VS nids. then you won't have much anti tanking guns. i think you should switch that for a dreadnought and a predator annihilater. But i'm not a marines player so my sugesstions may be pretty bad.
Well the master of the ravenwing is needed to get the ravenwing bikers and speeder as a troops choice but, i did want a pred and dread i just couldnt fit the points in if i can figure out how to squeeze them in ill post a new list but keep the comments coming for now
No one else has any advice?
I think the HUGE main problem is the lack of bodies, after a couple of turns this army will feel the pinch seriously, believe it.
I think the main problems are the Land raider and the Bike unit, those alone would give you a possible 3 more units of 10 men.
also ditch the plasma pistol on the the Veteran SGT, oterwise you may lose a power fist if it all goes wrong.
in all the thing that will lose you battles will be the lack of bodies for sure
Drop the Land Raider to get more bodies in there. A Dev Squad split into two combat squads with HB in one and Lascannons in the other will give you decent targeting opportunities and an extra point-scoring unit to boot.
Consider moving the Ravenwing unit to Fast Attack, dropping Sammael and the termy Chaplain, getting the cheaper Belial for your single HQ. That way you can field the DW Company Standard for the +5 attacks for the termy squad (that's a potential +30 attacks for the whole game), and take an Apothecary too (an excellent investment) to save a potential 6 wounds (that's 250+ points of termies) per game.
And... get some more Tacticals into the mix.
Keeper of the Dark Fortress
Member of the Inner Circle
Current armies: Deathwing and Grey Knights (I'd have more if my wife would let me)
Stella Cadente is right on the money. One of the main problems that many Space Marine players encounter, especially when starting out (and I don't mean to imply that you're starting out, except if you are. :p), is that they can't seem to strike the proper balance between their grunts and their specialists. A Space Marine list from paper to practice is a balance between these two, but to be fair, this is making it sound more complicated than it actually is.
Basically, what I would do is decide if you want to have a bog-standard army or a Ravenwing army. That should help you focus a bit and turn the power curve of your list. Judging from the fact that you invested in Master Sammael of the Ravenwing, I'm assuming that in your heart of hearts, you want to do a Ravenwing list. In this case, I would drop the Deathwing component altogether (meaning both the Interrogator Chaplain and his Retinue) as well as the Land Raider. These two are flashy, but only really have a place in armies above 1850 points (in my opinion) because of their point cost and their reputation amongst other gamers. They will draw more abuse than they can realistically take.
Now that we've decided on your army type, we can begin to shake things up. First of all, good job for investing in Ravenwing Attack Squads, now it's time to add another one. Maybe even a third. You'll find that if you're losing one too many games, you can increase your chances simply by another tactical squad (in this case a Ravenwing Attack Squad primarily because of the theme). I'd give one of the bikes a Plasma Gun if you can (I don't have the codex in front of me at the moment), never mind the Gets Hot! rule, the chance of your poor guy actually dying are quite slim.
The Tactical Marine squad seems out of place in a Ravenwing army but who's to say that you can't have it? Not I, certainly. But it will have to change. The Plasma Gun and Plasma Cannon are fine but I'd give the squad a barebones Razorback with a Lascannon to carry half the squad into the fray. This half will include the Power Fisted Sergeant (who should not have a Plasma Pistol) while the rest of the squad carries its heavy weapons and lays down covering fire.
Basically, the emphasis of your army has now changed to a fast-moving attack force that relies on speed rather than brute force to out-think and outmaneuver its opponents. Nothing moves slower than an Bike and those that do should have the weapon range to compensate for that fact. In light of this, I would consider adding a Devastator Squad equipped with Missile Launchers in order to more effectively destroy armoured vehicles. Other interesting options for consideration are the Ravenwing Support Squads, of which I would take lone Land Speeder Tornados in order to bolster your firepower. Ravenwing armies field considerably less firepower than a standard Space Marine army, after all.
Finally, I would put the bitz from your numerous bike squadrons (you will be buying many boxes) to good use and convert a Land Speeder for Sammael's use. You'll find that the Master of the Ravenwing's Land Speeder is actually very useful against non-Marine opponents, especially Tyranids or Eldar Harlequins, especially given that the Rites of Battle rule remains intact, the Land Speeder itself is exceptionally accurate and resistant to damage, and in terms of your army list, it is very affordable .
Last edited by NiteRabbit; March 13th, 2007 at 15:16.