A new take on Raven Guard 1750 - Warhammer 40K Fantasy
 

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  1. #1
    Member SyNidus's Avatar
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    A new take on Raven Guard 1750

    So, here is my proposed Raven Guard list. This list works on the principle of the Bolter being the true strength of the space marines. What i want to do with this list is to do as much damage in the first turn as possible, The bolter i think, is the best weapon to do this with. The 2nd wave, which comprises landspeeders and the surviving infiltrators will continue the assault covering the 3rd wave of assaulters.

    HQ:
    Shrike
    8 Shrike's Wing
    -532


    Elite:

    Veteran Assault Squad
    7 Assault Marines - 2 Plasma Pistols, meltagrenade, Furious Charge
    1 Sgt - 1 powerfist, meltagrenade
    -256

    Veteran Squad
    7 Veteran Marines - Melta Gun, Frag Grenades, Infiltrate
    1 Sgt - Power Fist, Frag Grenade
    -192

    Veteran Squad
    7 Veteran Marines - Melta Gun, Frag Grenades, Infiltrate
    1 Sgt - Power Fist, Frag Grenade
    -192


    Troop:


    Scout Squad
    9 Scouts - 9 Bolters, Frags
    1 Sgt - Powerfist, Frags
    -168

    Scout Squad
    9 Scouts - 9 Bolters, Frags
    1 Sgt - Powerfist, Frags
    -168


    Fast Attack:


    Landspeeder Squadron
    Landspeeder Tornado
    -80

    Landspeeder Squadron
    Landspeeder Tornado
    -80

    Landspeeder Squadron
    Landspeeder Tornado
    -80

    Total: 1748

    What do you guys think? The bolters will target enemy infantry and light vehicles. Since i'll have to start 18" away, and i can move 6, logically i'll be just within rapid fire range on turn 1.

    Please comment and critique on this list and my proposed style :cry:


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  3. #2
    LO Zealot Ironangel256's Avatar
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    What do you guys think? The bolters will target enemy infantry and light vehicles. Since i'll have to start 18" away, and i can move 6, logically i'll be just within rapid fire range on turn 1.
    take another look at the rules for infiltrate, they state that you must setup more than 18" away, so you will be just out of rapidfire range.
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  4. #3
    Member SyNidus's Avatar
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    Oh bugger...Any ideas now? I still would like to build a raven guard army that does the most possible damage in the first few turns of the game.

  5. #4
    Senior Member Lord Spanko's Avatar
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    You are also hoping to win the infiltration role or be in a mission with normal set up.

    Consider this you are playing me in a game where we set up 12 inches in on both sides of a 6' x 4' table (most of the games I play). I am going to pray to the dice gods I win the infiltration role. I am then going to set my infiltrators (two scout squads) up in the middle of the board. With this I can heard your infiltrators to one corner of the board unless you want to set them up behind your own guys in your deployment zone. Your three amazing elite squads are now going to foot slog across the board under a hail of fire. I really like infiltrating squads with heavy weapons. By setting up these squads last you will be able to position something like a heavy bolter next to one of my scout squads.

    I am not saying that your army is a bad one. Three LST alone will kill a lot of stuff. 2 full scout squads will be great.

    I think the biggest problem with your army is way too many points into HQ and no heavy weapons. You are going to have trouble beating most vehicle heavy armies and cc oriented armies.
    If you build a man a fire he will be warm for a night. If you set a man on fire he will be warm the rest of his life.

  6. #5
    Member SyNidus's Avatar
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    Hmmm...So what do you suggest? As for Vet squads foot slogging, they won't be as they infiltrate. I have 5 infiltrating units, 1 of which can deliver a first turn charge. 8 pairs of lightning claws(1 with rending) is nothing to sneeze at.

    However, i am open to suggestions as you guys are veteran SM players. :yes:

    Help me please :cry:

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