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2000pts of Raven Guard

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Post  miv305 Sat May 28, 2011 3:32 pm

Hey Guys,

I've always liked the Raven Guard and think it'd be sweet to see them on the table top. Below is a 2000pt list that hopefully captures what Edgar Allan Poe's favorite chapter is all about. Take a peek at the list, read my quick explanations and let me know what you think.

List:
Shrike! - 195 pts
(In case people aren't aware Shrike allows any unit he joins to infiltrate and gives the entire army the fleet USR).

Librarian Mike - 125 pts
Jump Pack
Null Zone & Force Dome
(He'll join up with Shrike and a 10 man Assault Squad to sneakily kick a unit in the back on the first turn, he can also choose to hinder my opponents saves or give his unit a 5++)

Command Squad - 240 pts
4 Flamers & Meltaguns
Apothecary
4 Melta-bombs
Drop Pod (Locator Beacon)
(An absurd unit that gets little play around these parts, choosing to either quad melta or flame a unit is probably fun for at least one player...).

10 CCW Scouts - 165 pts
Sgt (Power Fist)
(Another unit that gets a first turn charge due to infiltrating, scouting and fleeting).

5 CCW Scouts - 90 pts
Sgt (Combi-melta, Melta-bombs)
(These sneaky gits will ride a Land Speeder Storm to turn one ninja kick something).

5 Sniper Scouts - 90 pts
Camo Cloaks
(A backfield scoring unit that isn't easy to shoot off an objective)

5 Assault Terminators - 200pts
Thunder Hammers & Storm Shields
(If you need an explanation as to why these guys are even better with fleet you maybe shouldn't play 40k anymore Smile).

2 Ironclad Dreadnoughts - 190 pts each
Heavy Flamer
Drop Pod (Locator Beacon)
(More first turn pressure in the shape of angry, yet still somehow sneaky, giant robots. Don't underestimate the fact that these guys are AV13, come with extra armor and of course FLEET)!

10 Assault Marines - 250 pts
Sgt (Thunder Hammer)
2 Plasma Pistols
(Mike and Shrike's bodyguard).

5 Vanguard Veterans - 205 pts
Sgt (Storm Shield, Lightning Claw)
Jump Packs
3 Melta-bombs
(An iconic unit for Raven Guard, even though they suck I'm still going to take 'em. I don't want to mess with the bad karma caused by violating the rule of cool, a lesson Matt Kerr still hasn't learnt...).

Land Speeder Storm - 60 pts
Heavy Flamer
(Transports a small unit of scouts for a first turn smashin').

More ramblings:
As you can see this army puts a lot of pressure on a guy right from the word go; 2 pods, 2 units of CCW Scouts, Mike and Shrike's squad (+1 for awesome rhyming) all running around in my opponents grill should be fun. Hammernator's, Vanguard and another podding unit showing up where needed on later turns.

What do you guys think??
miv305
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Post  Timbo Sat May 28, 2011 7:07 pm

Sounds good in theory. Let's see it! I find the land speeder storm trick works against an opponent once. That is all. After that they deploy with bubble wrap, or even behind their rhinos. It's one of those units that's good against bad players. To get a first turn charge with the foot scouts you would need to be completely out of sight when you infiltrate, right? Otherwise you have to be 18" away? I guess you could pull it off, but again not against a canny opponent. That said, I really like the list. Anything that puts lots of pressure on your opponent will often force mistakes. Against your army I would likely just reserve my whole force anyhow.
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Post  Roland Sat May 28, 2011 9:53 pm

I thought the gwnerally accepted Assault Termie build for a Shrike army was to put them in land raider. 2" disembark, d6" run, 6" assault for a 9-14" threat. As it is, you're going to DS them on the Locator Beacon and... what exactly? Scare the enemy with the awesomeness of the unit and hope they forget you can't assault after DS? I like the idea of the list, but that one factor just seems off.
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Post  miv305 Sat May 28, 2011 10:21 pm

@Tim - I think the Scouts can use the Scout rule after they infiltrate 18" away, scout up 6 then move, fleet and assault. With regards to the LS Storm I think it's tough to bubble wrap when I pod in a 4 flamer HQ squad and am charging 2-3 things on turn one (in theory anyways...).

@Roland - It seems that you missed out on the flavor of the list (no tanks!), a Land Raider might be good but I've seen enough Hammernators stranded on the wrong side of the board because their ride got roasted. Don't forget that they have a 13-18" threat range and my opponent is a little busy dealing with the 4-5 units running around his deployment zone. I think the aggressive nature of the list will allow the Terminators to safely teleport in and charge the following turn.

P.S. Moar comments!!
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Post  Roland Sat May 28, 2011 10:34 pm

No I get the no tanks it, and I've tried working out a horde-marine list myself. and if they last that turn it's great, but what I'm saying is for that turn they drop, they're just standing there. They can't shoot, they can't assault, they can just try and make as many of those 3+ invuls as possible. I realize that's pretty effing resilient, but it just seems a bit risky. I know that's part of the list.

Just to make it clear, I like the list. I I'd much rather see a fun as hell- take risk than a copy-cat internet list. It's a damn shame command squads can't take Jump Packs.
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Post  Timbo Sun May 29, 2011 12:48 am

Mike, you're right. I forgot the 6" scout move. So unless you really crap the bed with a terrain/fleet roll you should get a first turn assault. Unless your opponent seizes...
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