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I've finally decided to start painting up my Raven Guard. Eventually, I'll collect the whoe 3rd company (actually, I just need 10 more tactical marines & their transports and I'm done), but I have been trying to find a place to start painting them.
So the main goal of this army list is to make a Raven Guard list that can handle itself well against pretty much anyone, while at the same time staying fluffy and true to how the RG fight (see the guide by Lost Nemesis if you have any concerns).
A few concerns I have about the list:
1. There is an even number of Drop Pods in the list (I have 4), causing 2 in the inital drop and 2 more trickling in over time.
2. I am trying to work on the initial impact of Shrike - making it not too big or too small.
3. The list is also pretty troop heavy, which, while that's not a huge deal, isn't something that I'm necessarily stuck on. I'd like to get a nice range of models to paint and to play with, adding to the diversity of the list.
4. I'd like to take advantage of Fleet (typically in an alpha-strike type scenario with scouts & Assault Marines), while not limiting myself to straight fast CC squads in the entire army.
The hopes would be to get some constructive criticism that can let me have my 1500 pt list to play, as well as a list to direct my painting attempts towards. I look forward to any advice, and would really appreciate any and all comments.
So, without further fanfair, here is the list:
HQ:
Shrike - 195
Well, I know you don't have to take Shrike to be RG, but I just love the fact that I can fleet, and infiltrate a unit of my choice (even though I know there is some rule-lawyers who might say I can't). He's a pretty good captain as well, if a bit expensive. He's about the only thing in the list that I think has to stay for now. I usually infiltrate Shrike with the 5-man assault squad, and pick a pretty valuable infantry squad to go after. The 5-man suqad sometimes survives, but rarely makes it past the first turn of enemy fire (which is why I need to keep it cheap, or go the SS/TH route).
ELITE:
Sternguard Veterans in Drop Pod - 235
8-Men, basic weapons only
I added these guys in last as a 'suicidal drop squad'. I will always be dropping them as part of the first wave, and will select an infantry unit that I need to die. Typically, this unit is then hit by the assault scout squad as well. This allows me 2 high-impact infantry units (typically) dead in the first turn.
TROOP:
Tactical Squad 1 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
Tactical Squad 1 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
Tactical Squad 3 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
All of the infantry squads have the role of dropping in and taking out a vehicle. After that, I typically hunker down and maintain a 24" "zone of death" with the MM. I admit that it does limit the effective range of the squad, but it's amazing the trouble some people go through to avoid a MM shot to the head. Usually, I drop one with the sternguard, and the other two drop to claim objectives, or where they are needed the most. I'd be fine with dropping one of these squads, but I have no idea what else I'd take with the saved points.
Sniper Scout Squad - 100
5-man squad with Camo Cloaks & HB
This squad typically sits back on an objective in deep cover, utilizing their range and cover saves to try to hang on to the objective. Coupled with a tactical squad, I can usually hold 1objective without too much trouble. There BS is a problem with the Sniper Rifles though.
Assault Scout Squad - 100
5-man squad, PF on Sergeant
I usually target a 2nd infantry unit (or vehicle in desperate times) with this squad. They have yet to survive the first round of enemy fire, but considering they only cost 100 points, and can usually take down a rather effective unit, they are worth their points cost, especially when used in conjunction with the sternguard.
FAST ATTACK:
Assault Squad - 135
5-Man squad, Pair of LC, MB on Sergeant
I've been trying to get this unit to be effective, without breaking the bank. They usually don't survive past the first turn of enemy fire, but they do seem to destroy what I point them at (usually a command squad or some such thing). People have suggested switching them out for a 5-man squad with TH & SS, but I have a hard time justifying (fluff-wise) how a 5-man squad of huge men snuck their way into a good attack position.
TOTAL: 1500
So, what do you think?
So the main goal of this army list is to make a Raven Guard list that can handle itself well against pretty much anyone, while at the same time staying fluffy and true to how the RG fight (see the guide by Lost Nemesis if you have any concerns).
A few concerns I have about the list:
1. There is an even number of Drop Pods in the list (I have 4), causing 2 in the inital drop and 2 more trickling in over time.
2. I am trying to work on the initial impact of Shrike - making it not too big or too small.
3. The list is also pretty troop heavy, which, while that's not a huge deal, isn't something that I'm necessarily stuck on. I'd like to get a nice range of models to paint and to play with, adding to the diversity of the list.
4. I'd like to take advantage of Fleet (typically in an alpha-strike type scenario with scouts & Assault Marines), while not limiting myself to straight fast CC squads in the entire army.
The hopes would be to get some constructive criticism that can let me have my 1500 pt list to play, as well as a list to direct my painting attempts towards. I look forward to any advice, and would really appreciate any and all comments.
So, without further fanfair, here is the list:
HQ:
Shrike - 195
Well, I know you don't have to take Shrike to be RG, but I just love the fact that I can fleet, and infiltrate a unit of my choice (even though I know there is some rule-lawyers who might say I can't). He's a pretty good captain as well, if a bit expensive. He's about the only thing in the list that I think has to stay for now. I usually infiltrate Shrike with the 5-man assault squad, and pick a pretty valuable infantry squad to go after. The 5-man suqad sometimes survives, but rarely makes it past the first turn of enemy fire (which is why I need to keep it cheap, or go the SS/TH route).
ELITE:
Sternguard Veterans in Drop Pod - 235
8-Men, basic weapons only
I added these guys in last as a 'suicidal drop squad'. I will always be dropping them as part of the first wave, and will select an infantry unit that I need to die. Typically, this unit is then hit by the assault scout squad as well. This allows me 2 high-impact infantry units (typically) dead in the first turn.
TROOP:
Tactical Squad 1 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
Tactical Squad 1 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
Tactical Squad 3 in Drop Pod - 245
CbM, PF on Sergeant, Meltagun, Multi-Melta
All of the infantry squads have the role of dropping in and taking out a vehicle. After that, I typically hunker down and maintain a 24" "zone of death" with the MM. I admit that it does limit the effective range of the squad, but it's amazing the trouble some people go through to avoid a MM shot to the head. Usually, I drop one with the sternguard, and the other two drop to claim objectives, or where they are needed the most. I'd be fine with dropping one of these squads, but I have no idea what else I'd take with the saved points.
Sniper Scout Squad - 100
5-man squad with Camo Cloaks & HB
This squad typically sits back on an objective in deep cover, utilizing their range and cover saves to try to hang on to the objective. Coupled with a tactical squad, I can usually hold 1objective without too much trouble. There BS is a problem with the Sniper Rifles though.
Assault Scout Squad - 100
5-man squad, PF on Sergeant
I usually target a 2nd infantry unit (or vehicle in desperate times) with this squad. They have yet to survive the first round of enemy fire, but considering they only cost 100 points, and can usually take down a rather effective unit, they are worth their points cost, especially when used in conjunction with the sternguard.
FAST ATTACK:
Assault Squad - 135
5-Man squad, Pair of LC, MB on Sergeant
I've been trying to get this unit to be effective, without breaking the bank. They usually don't survive past the first turn of enemy fire, but they do seem to destroy what I point them at (usually a command squad or some such thing). People have suggested switching them out for a 5-man squad with TH & SS, but I have a hard time justifying (fluff-wise) how a 5-man squad of huge men snuck their way into a good attack position.
TOTAL: 1500
So, what do you think?