| | #1 (permalink) |
| Junior Member Join Date: Mar 2006
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After collecting random figures from all sources, I have finally decided upon creating an actual army. I enjoy the sci-fi look of the Space Marines, but I also like the idea of wading into battle as though I was a Khorne army. I think the helmet-less Space Wolves look somewhat silly, so I finally decided upon a Raven Guard army with a swarm of Assault Marines I have several questions specifically, although any input in general would be very very welcome. First: I don't really know what to use for my HQ, but would the Veil of Time be useful? Second: I don't really know what to do with the troops, since I can't put Assault Marines there, but I suppose the Scouts can fill some sort of role. Third: If I keep the Scouts, should I give Terminator Honours to the Seargant? If so, what weaponry and equipment? Fourth: I believe I can basically add assault squads to this setup up into the 1100+ range, after which, if I still feel like expanding, I can take Shrike and his posse. What are your thoughts on them? HQ: Librarian Codicier with Veil of Time 110 points TROOPS: 5 Scouts armed with Frags. Seargant with Terminator Honours, Power fist/weapon 93 points 5 Scouts armed with Frags. Seargant with Terminator Honours, Power fist/weapon 93 points FAST ATTACK and/or ELITES: 5 Assault marines with Melta-bombs and "Furious Charge" 135 points (take multiples of the above squad until I have enough points filled out) |
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| | #2 (permalink) |
| Senior Member ![]() Join Date: Dec 2004 Location: So. Ill., USA Age: 34
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I'm not sure what size games you'll be playing, but I think the librarian is a little much for games below 750 or 1,000. For the same amount of points, you could take a reclusiarch with a jump pack, which would go along nicely with your assault marines. What weapons do the scouts have? What kind of role do you envision for them? Right now, it looks like they're there to take up the two troops slots in the FOC. ![]() I know you gave your assault marines melta bombs, but I think you're going to want to look into some dedicated anti-vehicular firepower. Skimmers and fast vehicles will probably be pretty hard to catch even with an assault squad, and you can bet more marine opponents than not will have at least one LST in these lower point games.
__________________ We all carry on, When our brothers in arms are gone. So raise your glass high For tomorrow we die, And return from the ashes you call. |
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| | #3 (permalink) | ||||||
| seņor brushman! ![]() Join Date: Mar 2005 Location: b-town
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Note: I'm relativley new to Space Mariners, therefore I don't have much game experience with them so my advice may not be 100% correct. Anyway, goodluck and enjoy your new space marine force! Cheers! Ben | ||||||
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| | #4 (permalink) |
| Senior Member Join Date: Mar 2004 Location: Brisbane, Aus
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I would take a l.s.t and I would give the codicer bolt pistol (for the extra attack) and f.o.t.d. Also DDEADMARSH there is nothing wrong with the h.q points cost. Its around what people usually spend (unless there chaos )
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| | #5 (permalink) | |||||||
| LO Zealot ![]() ![]() Join Date: Nov 2004 Location: Montreal, Quebec Age: 27
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__________________ Mentor of Space Marine Commanders far and wide. Efficiency VS Point Cost VS Ease Of Use - Your best bets: 1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant 2) 8 man Devastator squad - 4 missile launchers 3) Land Speeder Tornado - HB + AC | |||||||
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| | #6 (permalink) |
| Junior Member Join Date: Mar 2006
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Thanks for the inputs! As I've said, I don't know what to do with the Scouts, so I've just put in something that would assault, like the rest of my army. If anyone has any suggestions on what holes they may fill that the assault marines can't cover, that would be much appreciated! I had hoped that I would not need shooters to take care of tanks, but it appears that is inevitable. Finally, what should I equip the chaplain with? I suppose he must have a jump pack, but what else? |
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| | #7 (permalink) |
| Prodigial Stoic Guard ![]() ![]() Join Date: Feb 2006 Location: Yeppoon, QLD, Australia Age: 21
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Just give him a power fist or plasma pistol to go with that crozier.
__________________ Post your army lists in the ARMY LIST section! Not that hard! Tactical Avante-Garde 48W/7D/11L IMMORTAL VANGUARD Character Design Sheet |
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| | #8 (permalink) | |||
| LO Zealot ![]() ![]() Join Date: Nov 2004 Location: Montreal, Quebec Age: 27
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You can also go with terminator honours for the extra attack if you wish. I wouldnt put a powerfist or plasma pistol on him in such a small game. He likely wont need it, it costs quite a few points, and in the case of the plasma pistol, can get your 100+ point model killed.
__________________ Mentor of Space Marine Commanders far and wide. Efficiency VS Point Cost VS Ease Of Use - Your best bets: 1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant 2) 8 man Devastator squad - 4 missile launchers 3) Land Speeder Tornado - HB + AC | |||
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| | #9 (permalink) |
| Prodigial Stoic Guard ![]() ![]() Join Date: Feb 2006 Location: Yeppoon, QLD, Australia Age: 21
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True...
__________________ Post your army lists in the ARMY LIST section! Not that hard! Tactical Avante-Garde 48W/7D/11L IMMORTAL VANGUARD Character Design Sheet |
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| | #10 (permalink) |
| Junior Member Join Date: Mar 2006
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Here is a revised list with some considerations from the feedback. HQ Reclusiarch w/ Bolt Pistol, Jump Pack, Frag Grenads 107 ELITES 9 Assault Marines w/ Furious Charge 225 TROOPS 5 Scouts armed with (1 power fist, 3 sniper rifles, 1 missile launcher), Terminator Honours 118 5 Scouts armed with (1 power fist, 3 sniper rifles, 1 missile launcher), Terminator Honours 118 FAST ATTACK 3 Bikes with 2 Melta-guns 116 This adds up to 700 points. Please note, 700 points isn't my limit, it's simply my "core", upon which I will add more things, like another 9 or 10 man Assault squad, for instance. I now have listed infiltrated missiles and the bikes as anti-armour, as well as the suggested chaplain. |
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