Dan-e
08-17-2009, 06:15 AM
I would like to get anyones's input on a Raven Guard list i am thinking about using for small 1000 point games.
HQ
Captain Shrike
Chaplain (Jump Pack)
Elite
Ironclad Dreadnought (Ironclad Assault Launchers, Hunter Killer Missiles x2)
Transport: Drop Pod
Troops
Scout Squad ( 3 Snipers, 1 Missle Launcher, Camo Cloaks)
w/Telion
Scout Squad ( 4 Snipers, 1 Missile Launcher, Camo Cloaks)
Fast
Landspeeder Storm
Vanguard Veteran Squad (Jump Packs, Melta Bombs x2, Stg. w/Lightning Claw)
Since i haven't yet played this list yet, i can't really say how well it will work but at 1000 points i think i have a good range of flexibility in the list to deal with armor and hordes, at least 1000 points worth of either.
The assumed tactic for this list are as follows.
Use Shrike to infiltrate with the Vanguard Veteran Squad into a spot to assault enemy units that are exposed or isolated that would be able to reach the scouts with ranged fire or any enemy assault unit not in a transport. Along with a Chaplin on Jump Pack, i believe my ability to re roll hits and wounds will be very deadly.
(i know the rules arguments against infiltration with Shrike and a none infiltrate unit, but i subscribe to the belief that it is legal to do and so do the people i play with, so assume it is legal if you chose to post, don't want this to be railroaded into that)
Deep Striking the Ironclad into the enemy formation just seems like fun and a good way to distract an army that can really move and get at my scouts. with 13 F/S armor i figured it would be hard to kill if i can keep his back to me and not to them. In the case of fast skimmers or jetbikes, i could even use my Vanguards if i have to, stacking them up on his rear to give him a cover save. The over whelming fire power of two Hunter Killers Missiles and Melta gun first turn will surely make sure i destroy any Tanks or Transports that i feel need to go, and in the case of Transports it would give my Vanguard the option to assault something ASAP.
Also, Deep Striking Dreadnoughts follows the army background tactics, so i want to do it. Anything that would let me keep the army close to Canon i like.
The Heavy use of Scouts is based on three facts, its cheap, its in line with the chapters background, and it has great range and the chance of pinning. I think this is important to target any stray units that have the option of shooting my Vanguard or Ironclad because of the chance to pinned, leaving the at the mercy of my assault units.
The combined Scout and Infiltration options gives them good chance to really get into a spot to fire, leaving the Landspeeder Storm as an evacuation and extra fire platform. Also, in case i feel i need to, Loading up scouts to claim last turn objectives or just flying her in alone to contest anything i feel will swing the points into my favor.
I think the heavy use of Missiles from scouts and the Ironclads awesome abilities & strengths will let me handle a lot of different army types at such low point level, but again i haven't had a chance to play or test so if anyone have any thoughts. i would love to hear them before i spend money on buying this list.
Side Note:
A possible 1.5k upgrade of this list would be a squad of Vanguards all with Lightning claws, and leaving the original Vanguard from the short list to Deep strike. Loading out anything and everything with Location beacon to allow them to preform their special option to assault after deep striking by making sure they don't scatter. An extra Scout squad to ride permanently in the Land speeder with Shotguns to give the thing extra Punch at short range plus the option to score objectives. Upgrade the weapon on it to a Multi-melta upgrade or assault cannon depending on the force i am facing. I don't see this army going over 1.5k and still being valid except in certain cases.
PS, thanks BoLS for having those Decal sheets for Raven Guard, i wasn't even going to make this army until i saw you had those as i wanted to do the army right or not at all.
HQ
Captain Shrike
Chaplain (Jump Pack)
Elite
Ironclad Dreadnought (Ironclad Assault Launchers, Hunter Killer Missiles x2)
Transport: Drop Pod
Troops
Scout Squad ( 3 Snipers, 1 Missle Launcher, Camo Cloaks)
w/Telion
Scout Squad ( 4 Snipers, 1 Missile Launcher, Camo Cloaks)
Fast
Landspeeder Storm
Vanguard Veteran Squad (Jump Packs, Melta Bombs x2, Stg. w/Lightning Claw)
Since i haven't yet played this list yet, i can't really say how well it will work but at 1000 points i think i have a good range of flexibility in the list to deal with armor and hordes, at least 1000 points worth of either.
The assumed tactic for this list are as follows.
Use Shrike to infiltrate with the Vanguard Veteran Squad into a spot to assault enemy units that are exposed or isolated that would be able to reach the scouts with ranged fire or any enemy assault unit not in a transport. Along with a Chaplin on Jump Pack, i believe my ability to re roll hits and wounds will be very deadly.
(i know the rules arguments against infiltration with Shrike and a none infiltrate unit, but i subscribe to the belief that it is legal to do and so do the people i play with, so assume it is legal if you chose to post, don't want this to be railroaded into that)
Deep Striking the Ironclad into the enemy formation just seems like fun and a good way to distract an army that can really move and get at my scouts. with 13 F/S armor i figured it would be hard to kill if i can keep his back to me and not to them. In the case of fast skimmers or jetbikes, i could even use my Vanguards if i have to, stacking them up on his rear to give him a cover save. The over whelming fire power of two Hunter Killers Missiles and Melta gun first turn will surely make sure i destroy any Tanks or Transports that i feel need to go, and in the case of Transports it would give my Vanguard the option to assault something ASAP.
Also, Deep Striking Dreadnoughts follows the army background tactics, so i want to do it. Anything that would let me keep the army close to Canon i like.
The Heavy use of Scouts is based on three facts, its cheap, its in line with the chapters background, and it has great range and the chance of pinning. I think this is important to target any stray units that have the option of shooting my Vanguard or Ironclad because of the chance to pinned, leaving the at the mercy of my assault units.
The combined Scout and Infiltration options gives them good chance to really get into a spot to fire, leaving the Landspeeder Storm as an evacuation and extra fire platform. Also, in case i feel i need to, Loading up scouts to claim last turn objectives or just flying her in alone to contest anything i feel will swing the points into my favor.
I think the heavy use of Missiles from scouts and the Ironclads awesome abilities & strengths will let me handle a lot of different army types at such low point level, but again i haven't had a chance to play or test so if anyone have any thoughts. i would love to hear them before i spend money on buying this list.
Side Note:
A possible 1.5k upgrade of this list would be a squad of Vanguards all with Lightning claws, and leaving the original Vanguard from the short list to Deep strike. Loading out anything and everything with Location beacon to allow them to preform their special option to assault after deep striking by making sure they don't scatter. An extra Scout squad to ride permanently in the Land speeder with Shotguns to give the thing extra Punch at short range plus the option to score objectives. Upgrade the weapon on it to a Multi-melta upgrade or assault cannon depending on the force i am facing. I don't see this army going over 1.5k and still being valid except in certain cases.
PS, thanks BoLS for having those Decal sheets for Raven Guard, i wasn't even going to make this army until i saw you had those as i wanted to do the army right or not at all.