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Hello all! I've been a 40K fan since the 'Dawn of War' game series was released & got into the actual hobby sometime around 2009. Since then I've transitioned mostly to the tabletop, but I do log a few hours a week on 'Space Marine 2'. I'm mostly a 'Kill-Team' player, but that's mainly due to the fact that I'm more likely to finish a Kill-Team than a full-size army. It also gives me a bit more leeway with kit-bashing, as it's fun to try to make something unique that will fit within an established rule set. My interests tend to lie with Space Marines (tons of bits & options), and I've been into the Dark Angels, Raven Guard, Raptors Chapter & Deathwatch of late. I've historically been a big fan of the Imperial Guard as well, but the larger 'Primaris' marines are far easier for me to paint. I've also contributed some models to the 'War of the False Primarch' under various names via InstaGram. I'm excited to share a few photos on here as well, but that's my main medium of interacting with the community. Outside of 40K, I enjoy writing & have been an active message-board role-player on the 'NationStates' forums since 2002 & am always open to opportunities of that nature. IG: shaved_ape_paints Steam: WarDog87
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So over the years I have built and played multiple Adeptus Astartes amries. Time to combine all of the different threads into one. Inside you will find discontinued Raptors Project, XIXth Legion Raven Guard, Deathwatch, and Exorcists.
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So I am long time Dorn Fan with 3rd edition Black Templars, 4-7th Edition Crimson Fists and now I am returning to Sons of Dorn with Exorcists. 7th edtion to current I have been playing Raptors and last few editions GW kept kicking my army down the curb. All Scout army, Nope can't do it, All Phobos, Nope can't do it. So I was boycotting Space Marines. So as I return to Marines, Exorcists was my go to. While in my Head Cannon Exorcists are not Sons of Dorn but GW say they are so ok. So the Army will be Terminator Heavy with scouts, some other units, and lots of Librarians so here's my test model WIP 2025 Update So reviewing my Exorcists Chapter army as it stands what I have built/ need to built and what I need to purchase: Gravis Captain (need to build) * Librarian (built) Phobos Librarian (built) Terminator Librarian (built) Chaplain (built) Terminator Chaplain (built) Reiver LT (built) Phobos LT (built) ** Terminator squad (built) Terminator squad (built) Assault Terminator squad (built) Assault Intercessors squad (need to build) * Assault Intercessors squad (need to build) * Heavy Intercessors squad (need to build) * Heavy Intercessors squad (need to buy) Inceptor Squad (need to buy) Inceptor Squad (need to buy) Eradicator squad (need to buy) Eradicator squad (need to buy) Ballistus Deadnought (built) Brutualis Dreadnought (need to build) Infiltrator squad (built) Infiltrator squad (need to build) ** Incursor squad (need to build) Incursor squad (need to build) ** Reiver squad (built) Reiver squad (need to build) Eliminator squad (need to build) ** Suppressor squad (need to build) ** Scout squad (done) Scout squad (done) Exorcists Chapter- Angels of Death Kill team (built) *From Space marine Boarding Action box ** From Vanguard Space Marine box
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From the album: Raven Guard
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Hi! So I was given a random assault intercessor by my son, which I converted into a vanguard vet using spare parts I had in my bits box, including a sanguinary guard jump pack. This has inspired me to start a Raven Guard army, as I’ve always loved the idea of an all-beaky force. Here’s the first guy. I’m quite proud of the hand painted symbol on the shoulder pad. Found a great image at www.fromthewarp.blogspot.com which gave me a step-by-step method that made this really much simpler than I thought it would be. Also posted a screenshot of that image in case it’s handy for anyone. Next up will be my attempt at Kayvaan Shrike!
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Our Brother Chapter Master Valrak had an interesting take the other day. I’m just getting around to sharing it.
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Hi all, I've recently started collecting some photos models to build as RG. I'm looking to put a 1k thematic list together. I'm after any advise from those in the know, would this list have any play? There is always the question of if the list has enough anti tank and can pack a punch along with now possibly a lack of OC from not using battleline units. Here is my initial list. Any suggestions are much appreciated. Phobos (1000 points) Space Marines Raven Guard Incursion (1000 points) Gladius Task Force CHARACTER Kayvaan Shrike (110 points) • 1x Blackout 1x The Raven’s Talons Librarian in Phobos Armour (75 points) • 1x Bolt pistol 1x Force weapon 1x Smite Lieutenant in Phobos Armour (60 points) • 1x Bolt Pistol 1x Master-crafted scoped bolt carbine 1x Paired combat blades OTHER DATASHEETS Eliminator Squad (95 points) • 1x Eliminator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Las fusil • 2x Eliminator • 2x Bolt pistol 2x Close combat weapon 2x Las fusil Incursor Squad (90 points) • 1x Incursor Sergeant • 1x Bolt pistol 1x Occulus bolt carbine 1x Paired combat blades • 4x Incursor • 4x Bolt pistol 4x Occulus bolt carbine 4x Paired combat blades Infiltrator Squad (90 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 4x Marksman bolt carbine Invictor Tactical Warsuit (160 points) • 1x Fragstorm grenade launcher 1x Heavy bolter 1x Invictor fist 1x Twin ironhail autocannon 1x Twin ironhail heavy stubber Invictor Tactical Warsuit (160 points) • 1x Fragstorm grenade launcher 1x Heavy bolter 1x Invictor fist 1x Twin ironhail autocannon 1x Twin ironhail heavy stubber Storm Speeder Thunderstrike (160 points) • 1x Close combat weapon 1x Stormfury missiles 1x Thunderstrike las-talon 1x Twin Icarus rocket pod
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I've decided my second 40k collection (since my "hard hobby reset" back in October) will be Raven Guard. They have always been one of my favorite 40k factions that I never collected or played ... and I've owned, read, listened to everything Black Library has ever put out on them, like my other favorites. It will be slow going for now. I don't see myself seriously starting the collection for another month or so? In the meantime I whipped together a tactical squad sergeant as my Raven Guard test model; Sergeant Kyvus Garn of the 1st squad of the 3rd company Ghoststalkers. I'll probably also get Kayvaan Shrike, model him with the helmet that comes on his belt, and paint him up too in the near future. I will say there is a simple hobbyist/gamer pleasure of going with a standard codex compliant chapter versus the non-codex compliant ones! As someone who has owned and played Blood Angels and Dark Angels since getting into the hobby in late 2012. You don't have any unique chapter elite units that GW can and often screw up that you gotta sweat each edition, you don't have a small army of chapter specific unique characters that GW can screw up or you gotta sweat each rules edition or points update whether they get the shaft or not? I haven't played a standard codex compliant chapter since I collected/painted/played Crimson Fists back in mid 7th edition. I'm liking this feeling of having decided to do Raven as collection #2 next to my Black Templars. I've had two Horus Heresy Raven Guard legion transfer decal sheets for the last several years from when I was thinking of trying out Horus Heresy and doing the Raven Guard as my legion. Those decal sheets are quality! I don't think I need to buy a bunch of upgrade kits for this collection? Maybe one or two max? Painting Raven Guard, I think I got this!
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Do I paint Shryke I'm custom Chapter Colors or leave him as is. I'm also thinking of replacing his head with a reaver helmet I have somewhere
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I had a 3 v 2 match earlier today, kind of weird, especially as each side was limited to 3k points, so I had to squeeze as much as I could into that tiny amount. I went for what I considered a non-fluffy list, but what ended up as a quite effective army. HQ- Chap with jump pack and the codex relic armor Troops- 5 sniper scouts with a missile launcher 5 Tac marines in a rhino Elite- 5 sternguard with 4 combi flamers and a heavy flamer in a rhino 5 Vanguard a mess of equipment Heavy- Vindicator with siege shield Stalker My two team mates were tau, and white scars. Both of them had what you would expect from such, but the tau player was a particularly poor player. (He had no idea about rules, didn’t know anything about his own army, etc.) The enemies were a necron flyer list, and a space wolf army relying on two drop pods and a large unit of jump infantry with a tricked out character. We had the initiative stolen, and the white scars player had quite a few bikes shot out because of it. In our first turn we managed to put quite the dent into the wolf guy’s longfangs, and nearly shot down two small squads of necron warriors (the wolf player forgot about bringing in his first drop pod... My marines did basically nothing this turn. I shuffled up the side of the board to push my rhino with tacs and stalker down the side, and brought my vindicator up behind the white scars bikes. Second turn started off with two drop pods, two necron flyers, a group of space wolf scouts, and an 11 man space wolf jump infantry rolling to arrive. The jump troops had a mishap and went into ongoing reserves, but the others came in, and a few got sniped out by the riptide. They did manage to kill a few bikes, but nothing serious. It seemed that the bikes drew all the fire, and they ignored my vindicator. At the start of my turn we managed to get a sunshark on, and my outflanking sternguard came on right next to the puppy scouts, dropping nearly all of them with a heavy flamer and a combi-flamer, and cleaning them up with bolter shots from the other rhino. My Vindicator managed to roll poorly on scatter and only kill one puppy elsewhere, but my vanguard and chaplain charged into them, and murdered all of them, my chaplain dying in a challenge where he killed the wolf-something-or-other at the same time. I lost one other vet. It was quite brutal. My stalker got a pen and a glance on a necron flyer, but he got lucky and jinx’d them both. From the third turn on it went bad, not by my units doing poorly, but by the white scar player having to leave, and that putting my team down by quite a few points. My vindicator did manage a good shot that killed a wolfpriest and his squad, but the stalker failed his next two turns of shooting, with nothing but 1s, 2s, and 3s rolled on the damage table. The tau player got rolled, and the necron player had managed to only have one of his 5? 6? Flyers brought down. The flyers basically picked of all my rhinos and whatnot from the on, it turned out ugly from there on. If the white scars player had stayed it would have been a good fight to the end, but without him we were at too far of a disadvantage. The ravengaurd tactics did not actually help me, other than outflanking sternguard. (Which would have probably done more as a drop pod unit, but I don’t have one of those yet.) I did find the vets to be worth it, and the stalker did a good job of hitting enemy flyers. (I just flubbed damage rolls.) I can’t say that there was too much for me to learn from a game as small as it was.
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I just played a 2k game against Black Templar with Imperial Fist allies. His was more of a test for IF allies, mine was a test for DA allies. My list: HQs Shrike Sammael(Corvex) Elites Vanguard Vet Squad - x10 Jump packs, 4x PWs, Sarge with P Axe and SS (RG) Venerable Dread - Drop Pod, MM Troops Sniper Scout Squad (DA) Tactical Marines - x10, Meltagun (RG) Scouts in LSS, Bolters (RG) Fast Attack Assault Marine Squad - x10 men, Meltabomb, CS, PW Ravenwing Black Knights x5 (DA) Heavy Stormraven - TLMM, TLPC(RG) Thunderfire ADL/Quadgun His list(Best I can recall): Emperors Champion IF Captain with PF Master of the Forge Conversion Beamer Command Squad with Apothecary Drop Pod x5 Man Crusader Squad x5 Man Sniper Scouts x10 Man IF Tac Heavy Bolter x10 Man IF Tac Heavy Bolter x9 Man Sternguard x5 Combi-melta x4 combi-plas Drop Pod x10 Man Vanguard with a large assortment of PW and SS loaded for bear ADL/Quadgun Mission: The Scouring Deployment: Dawn of War Deployment He won the roll off, he deployed first. There were a lot of ruins and some mysterious terrain. The objectives were almost perfectly divided. His ADL/QG were front on center with an objective behind it and a tall ruin. He put both Tac squads on either side of the QG behind the ADL with the MotF above and behind them in the ruin. The crusader squad was on my left in a ruin towards the left midfield objective. I deployed my TFC on my right flank in a ruin and the ADL/QG on my left using the ruin to box in an objective and put my AMs in it at the edge of my deployment. The BK/Sammael were outflanking. My Tac squad was in the 'Raven. I won the roll off for infiltrators. I put my Sniper Scouts in the ruin above the objective. Shrike on the VV infiltrated into a body of water 12" (LoS blocked by a ruin) from his right Tac squad, near the edge of my right and center tile edge. I put my LSS right next to them for the jamming beacon on the tile edge and behind another ruin. He put his Sniper Scouts in a ruin to my far right next to the board edge and an objective. I did not try to seize. The hunt had begun. Turn 1 Night-fighting in effect. The objective next to his IF tacs was worth 4 points, mine was worth 3, the one on the left was worth 1 and the center-ish one was worth 3 and the one near my TFC was worth 2 and the one near his snipers was worth 2. His objective was a grav-wave generator. The others were too far away. He was going to drop his Stern/IF Cap next to Shrike but he realized my LSS had a jamming beacon(He had fallen for it a few games back already) so he tried to drop it exactly 12" away almost in the exact center of the board. It scatted 10" in front of his QG. Bonus! He disembarked them on the opposite side of my VV/Shrike towards his ADL. He shuffled his eft IF Tac into the ruin to join with the MotF. His snipers took a wound off my TFC. His Conversion Beamer wounded some AMs but I saved them all. I was too far away/out of LoS for anything else. My QG intercepted his stern and killed 1. My objective was also a grav-wave. Ven Dread came down right next to his DP and in front of the ADL. The Dread disembarked with his DP between it and the QG. My AMs jumped up towards his Stern. VV/Shrike jumped over the ruin and were right in front of the right IF Tac squad. LSS followed the VVs. Snipers killed 2 Sterns. TFC whiffed. Dread ate his DP. First Blood to me. AMs tried to assault his stern but were short, even with WD. I shouldn't have shot at the stern. Their casualties made me fail the charge. VVs easily got into CC with his IF Tac squad. My VV Sarg with PA/SS challened his IF sarge. I lost 1 plain VV and he lost all 9 tac marines. 4 from Shrike alone and the rest from PWs. My sarge died in the challenge. He tried to break but I caught him and we were locked in CC. WHich was good. Turn 2 None of his reserves came in. He moved his stern towards my AMs. He killed off my TFC and killed 3 AMs from everything that could shoot them. Sterns only used bolt pistols. Shrike watched while the VVs killed the IF tac sarge and consolidated 5" towards the ruin with the MotF/IF Tac squad in it. The sterns assaulted my AM's and we tied combat. His captain broke off to fight my dread but a failed invul ID'd him. My 'Raven and BKs came in. I moved the 'Raven up about 20" where a DP blocked LoS from his QG. The BKs came in from the left side, which is where I wanted them. I knew he would send his Champ after Shrike so I wanted to set up Sammael to intercept. Shrike and crew hopped into the ruin with the IF Tacs. My lonely Tech ran towards the snipers. The Snipers/BKs/'Raven killed the crusader squad on the left. PotMS missile took a wound off the QG. Shrike assaulted the Tacs and refused the challenge. His sarg had a PF and I wanted to take no risks with Shrike. the VVs killed all but the MotF and a random Tac. He tried to break but I caught him. My dread charged in with the Stern and my AMs and won 3-1 wounds. He passed morale. Turn 3 His VV and CS/Champ came in. He planted his CS/CHamp right next to the ruin with Shrike. Just as planned. his VV landed next to my Tech. No idea why he did that. My QG intercepted them and killed one. His snipers headshot my Tech. Shrike maimed the MotF and the VV killed the last Tac. I consolidated 5" out of the ruin away from is CHamp. Dread/AM lost combat 2-0 due to the Dread whiffing but didn't break. His VV ran towards the 2 point objective and it was sabotaged and exploded killing none. Sammael and crew moved up next to his ADL and CS/Champ and unloaded killing 2. 'Raven flew up and unloaded killing 2 more. Tacs stayed inside. LSS moved up, scouts jumped out and killed the QG. Shrike and crew joined my Dread/AMs and slaughtered the stern. Sammael made the charge into the Champ and the last Vet. The BKs killed the Vet and Sammael and the Champ did no wounds. Turn 4 My Tacs jumped out and grabbed the 4 pointer. My SNipers huddled around the 3 pointer. His snipers grabbed the 2 pointer and the VVs made a break for my snipers. They were over 48" away so I wasnt worried. At this point he knew it was over so we just did Sammael vs Emperors Champion. Sammael won. Eternal Warrior was key here. Victory 10-3 me. 7 Objective Points, 1 Slay the Warlord, 1 First Blood, 1 Line-breaker. He got 2 Objective Points and Line-breaker. Over all it was fun. I expected his Stormtalon but was surprised he didnt bring it. Shrike/VV and Sammael/BK were two unstoppable pain trains. The support from my 'Raven and Snipers were perfect. Going second with SHrike/VV infiltrating so close was great. My LSS jamming beacon probably won me the game as SHrike/VV got in CC without a single casualty and I only lost 4 VV the whole game as they were in CC every turn they made their points back and more. Sammael is the perfect HQ hunter and Shrike is the perfect assassin. Winged Deliverance did a bunch of wounds but he saved them all. The re-rolls for charge range didnt really affect the game but were a nice back up.
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Warning, this is going to be a long post, so apologies in advance. I have divided my post up into smaller bites, so skip what you want to. There are a number of ideas and points I want to touch with regards to the RG that I’ve just figured out (hopefully enlightening other players, but more than likely stating the obvious for most generals). I think this would be pertinent with the Let’s Strive to Win a Major Tournament with Raven Guard post (thanks to Inquisitor Eisenhorn and all the contributors to that post). So, the game was Emperors Will (1 obj each) with Vanguard deployment. No night fighting on turn 1, I got first turn. Army points up to 1850. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My list: Chapter Master w/ jump pack, artificer armour, shield eternal, burning blade – 270pts Vanguard Vets w/ jump packs, storm shields, 4x claws, powerfist – 245pts Scouts x10 – 170pts Combat squad1: 5x sniper rifles Combat squad2: combi-melta, speeder storm with heavy flamer Tactical Marines x10 -215pts Combat squad1: missile launcher Combat squad2: meltagun, combi-melta, rhino, dozer blade Tactical Marines x10 -215pts Combat squad1: missile launcher Combat squad2: gravgun, combi-grav, rhino, dozer blade Assault Marines x10 w/ 2x flamers, power sword, melta bomb -200pts Stormtalon w/ skyhammer launcher -125pts Stormraven w/ hurricane bolters, multi-melta -230pts Thunderfire cannon -100pts Hunter w/dozer blade -75pts Opponents List (Chaos + Daemons) [this list is a bit fuzzy, he didn’t have a printed list so I’m going by my holey memory) Sorcerer Thousand Sons x10 w/ rhino Cultists x 15 w/pistols and clubs Cultists x 15 w/pistols and clubs Forgefiend x2 Heldrake w/ baleflamer Heldrake w/ hades cannon Changer of Ways w/ grimoure Pink Horrors x10 Screamers x8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ What I did: Deployed my thunderfire, sniper scouts and 1 missile combat squad in the back line with the objective in a bolstered ruin. Tucked my Hunter behind that ruin, but to the left side with some line of site. Stuck the other missile squad mid-field in my deployment in some ruins. Had my assault marines, vanguard with master and 2 rhinos deployed as far forward as I could. Had my stormtalon escort the stormraven for reserves. My opponent deployed his 2 fiends on the flanks of his force, his rhino tucked behind one of them. One set of cultists deployed in the ruins with his objective, with the Lord of Change just behind them (out of site). Had his screamers in front of the other forgefiend. He kept the one squad of cultists and horrors in reserve. Pre-turn 1: Opponent did not manage to seize, so I got Turn 1. Scouted forward my rhinos 12” (while my opponent looked on shocked, and I said “Bazinga” as I did it ). Infiltrated my speeder typhoon and scouted that forward as well. Scouted my hunter to the other side of the ruins, giving me better line of sight and denying his one forgefiend any shots to it. Turn 1: Moved my frontline forces forward and prepared some shooting. My hunter fired at the farthest (furtherest? Most far away? Eh) fiend and immobilized it! Speeder storm flamed the screamers, not doing much, while the scouts melta’d the other forgefiend, also immobilizing it. Tried to melta the rhino with my marines, no luck. Tried to grav it as well, no luck. Fired my thunderfire into the screamers and managed to kill 2, while my missiles seemed to be made of rubber. Ran my vets and assault marines forward into some cover and got ready for the pain. He drove his rhino forward, got out his Sons. Flew his Changer over my speeder, causing a single glance. Moved his cultists forward out of the ruins. Had his screamers move over my vets, which laughed at them. Now the hurting starts. He cast misfortune and enfeeble on my assault squad, and cast prescience on his sons. Shot them dead. Popped my melta rhino and my speeder. Assaulted my scouts which resulted in a drawn combat. He used the grimoire on the screamers. Turn 2: Got my vets to charge the thousand sons, killed his warlord and the squad. Scouts still sat in combat. Moved my rhino and melta squad forward closer to his objective, out of line of fire of the fiends. My two flyers came on and poured fire fire into the screamers (along with my cannon, missiles, etc) and only killed 1. Dang. His 2 flyers came on and he cast misfortune on my vets. The flyers popped my other rhino and proceeded to flame my vets and grav-gun squad off the board. My chapter master lost 2 wounds (ouch) and hung in there. Killed off the melta squad as well and then proceeded to my objective. Turn 3: My Chapter Master finished off the cultists in combat with my remaining scout and they consolidated near his objective. Hunter caused a pen on the flamer heldrake and my flyers managed to force it to fly off the board. Got a wound on the changer, but no passed his grounded tests. His pink horrors and other cultists came onto the board. Horrors deep striked right by my objective and his cultists walked onto the board by his objective. Tried to shoot my scout off his objective, no such luck! The changer and drake flew over and shot off my 2 flyers, while the screamers proceeded to eat through my marines. Turn 4: My chapter master cleaned up the other squad of cultists, and my marines put some more wounds on the screamers and changer. He continued to eat my marines and fly all over the board. Shot off my thunderfire cannon, and sniper scouts. His flamer dragon came on and killed my scout on his objective. Turn 5: Just out of spite I charged his one forgefiend with my master and nuked it good. Managed to put another wound on the changer, but he still flew around. Hunter killed the hades heldrake. He finished off my marines on my objective and consolidated. The End. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ What I should have done: Scouted my army back into my deployment zone and waited for him to come to me. That way I could have got the assault marines into combat where they belong and defended my objective a little better. I also should have used the Land Speeder Storm’s heavy flamer on the cultists, which would have made my scouts do far better in the combat that ensued. What I realised: The new Raven Guard rules mean I need to play some more finesse, rather than just jumping into the thick of things and hoping to win. I also play Dark Eldar with some success, so hopefully this won’t be too hard to do. I need to be sneaky and lure my opponent into my kill zones on my terms. The sheer stunned look on my opponents face when I scouted and got stealth (which saved my vehicles from quite a bit of firepower) for turn 1 was priceless. I could see that this threw his whole game plan into a spin. Applying pressure to that feeling would have helped me a lot, but I just didn’t capitalise on it. Hammer of Wrath attacks rock with RG! The re-roll to wound is fantastic and helps take out those extra models before combat gets really messy. The Hunter performed well, do not under-estimate the armourbane one STR7 as my opponent did. The Chapter Master is a beast! Expensive, but could take on just about anything and come out a winner. I believe the RG need some sort of psyker defence/offence. The amount of failed deny the witch rolls I got was crazy and that turned the game into my opponents favour. Maybe a librarian or Space Wolf allies would help that situation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, there you have it. C&C are welcome and hopefully this helps (someone) on the road to victory!
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Now, we all know that the RG are missing two organs and have a malfunctioning third that makes their skin go white and hair go black, which also represents my problem. Anyway, the skin. Is there some convenient plot device to 'cure' it for a successor (make it look normal, that is)? IIRC Raptors have better gene-seed since theirs got created by Corax before the Alpha Legion infiltrators messed everything up and the mutations kicked in. Seeing as Chapter need to donate a portion of their seed, wouldn't the AdMech have some 'stable' RG seed from the Raptors lying around somewhere? Now the Raptors do still have the pale skin problem, but to a lesser extend. Would it be possible for some Apothecaries or what-not to make a small fix (seeing as it isn't that messed up and doesn't require the Big E to remake it)? Or, for convenience, say that some unique genetic quirk of the new home world counteracts it. I wouldn't be able to explain why though, I have no idea about genetics^^ Anyway, which sounds more likely and what are your thoughts on this?
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This really grinds my gears, so I'm having a vent! Am I the only one at least a little annoyed by the way that essentially every 40k BL Shadow Captain is a direct clone of Shrike! Same equipment, same tactics, they're all just identical cyphers... Shrike - jump pack, lightning claws, sneaky. Aethon Shaan - jump pack, lightning claws, sneaky. Aremis Koryn - jump pack, lightning claws, sneaky. (are you seeing a pattern yet?) Reszasz Krevaan - jump pack, lightning claws, sneaky. EDIT - oooh, oooh I forgot the Captain from Cadian Blood - you know, the sneaky one with lightning claws! Please tell me that Corvin Severax isn't also identically armed... Just by default that makes my favourite captain Korvydae! I know that lightning claws are RG signature weapons, but enough already! /RANT.
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Hey guys, just a pet project I wanted to work on in complement to my Mathhammer thread about the Winged Deliverance Chapter Tactic. This time, we look into the other half of out Chapter Tactics : Strike from the Shadows ! It all started with discussing tactical options between Rhinos/Razorbacks and Drop Pods for getting your Troops there. And I mentionned mapping the impact of the Scout rule on the battlefield. Strike from the Shadows is in my opinion an awesome rule ! It is, however, hard to visualize all the additional deployment options you can get with it. It is indeed a move for getting the upper hand early game, whether through proper placement or alpha striking at the enemy. In a nutshell, it adds 6" and 12" if the unit owns a dedicated transport to your deployment zone. In order to better visualize the impact, I have mapped 5 elements : - Your deployment zone - Where the Scout redeployment can take you, whether on foot or in a transport (different slides) - The maximum reach of your move Turn 1, either on foot or in a transport (different slides) - The maximum Rapid Fire range for each of the scenarios - The maximum 24" Boltgun single shot range for each of the scenarios Without delay, I invite your to take a look at the following slides ! Here are a few interesting points ! 1) In the DoW deployment, both options allow to threaten the entire enemy DZ, although only within a dedicated transport can you hope to cover the entire enemy DZ with Rapid Fire. 2) In the H&A deployment, scouting a transport allows you to cover all of the DZ, albeit only half within Rapid Fire range. Regular scouts will only be able to aim at the front line, while the back 12" will be secure for the enemy. 3) As expected, the Vanguard deployment offers the best area for protection, and it is especially clear when not in a dedicated transport. In this scenario, Drop Pods are more efficient to take the fight to your enemy in an alpha strike situation. 4) However, in all deployments, because you are in RF range also means the enemy is likely to be within its own RF range. If you engage units in that zone, you have to provide support or distraction in order to protect their advance. Otherwise, if they fail to cripple the enemy's striking power, you can be sure that they will be in serious trouble ! My analysis on the CT : 1) I would forget footslogging full 10-man Tacticals. The Rhinos is the weapon of choice there imho, because it is much easier to control the delivery of your tacticals in the "painzone" (aka Rapid Fire range). 2) I would only footslog fire support units such as Devastators, or long range Tactical fire support. 3) Between this and Winged Deliverance which highly hints at using your Jump Pack all the time, the Raven Guard is a fast moving army. Make sure you do not let your backfield elements out of relief range from your more forward elements. I would recommend keeping an 18" tops coherency between your different units, in order to take care of any threatening deep strikers. 4) Drop Pod load outs should not be geared towards expensive suicide squads, but as a delivery means towards supportive elements that are less mobile than the bulk of your force. I would seriously consider highly survivable units, such as a close range Dreadnought, or an HQ like a command squad, or a Tactical squad that is better to operate at closer range (melta/combi-melta squad ?) and for whom the scout move would not be enough to reliably reach its intended target. 5) I would also not forget to aim for cover when applying the scout move with our without a transport. That way, you can benefit from the stealth rule in order to avoid payback from AP3 weapons. However, this should only be looked at when you have a high density of AP3 that can get in range when you will be positionned for maximum effectiveness (ex : a unit of Chaos Marines with 3 plasma pistols !). Otherwise, your armour saves are as good as the best cover save you can expect from Turn 1 stealth, so don't cower and go ahead to show what Marines are made of !
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Howdy gents, the time has come to finally begin work on my chosen army of the Raven Guard. I have decided that a good portion of my troops choices will be scouts, most likely with sniper rifles and obligatory camo cloaks. That all being said, and it has been hashed out ad nauseum on many a forum, I can't stand the current plastic scout heads. I'm looking for a suitable alternative to the stock heads that maintain the "look" I'm going for. What is the "look" you ask? Well feast your eyes: I really dig the pale skin and the bird skull on this guy. You can barely see it on his right shoulder, but thats what the squad markings will look like. Any way, does anybody know of suitable alternatives? Or should I just try to get my hands on the much better looking old metals? Thanks!
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Hi guys, Just a quick link to my gallery of my Raven Guard models that I've done so far. I hope I've done the veterans of the RG some justice with my paint scheme. Feel free to comment and to hijack this thread to show off other RG models that you like. Link to my gallery: http://www.bolterandchainsword.com/gallery/album/9456-raven-guard/ Preview of a model in my gallery:
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Hi guys, I just finished Deliverance lost. I follow the Dark Angels primarily, but have had a curious interest in forming both a Iron Hand and Raven Guard army. Needless to say I've tried to soak as much information about those two legions up as much as possible. Sadly, after the lackluster, brutish portrayal of Ferrus in the book 'Fulgrim' I stopped reading the series. Reading how dull witted and inept pretty much all of the Iron Hands where in that novel really turned me off from the army. Not one character of the Emperors Children was slain in any of the battles, big or small, which only goes to show that they were either defunct in war, or there was just a horrible skew to the writing. As someone who loves fluff I was turned ff by the direction of the series. Anyway.. Spoilers alerts! Agree or disagree I'd love to hear other people's point of view. Thanks in advance.
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Greetings ! Recent convert to the Ravenspire here! Has anyone got any ideas on the painting scheme for the white used in GW RG models ? It has that blueish hue and I'm wondering whether they've explained how they do it at some point or another. I've come against an article saying its a celestra gray base followed by white washed by thunderhawk blue and then white again, but I kinda think it is a lighter blue than thunderhawk blue. Any ideas? Also, what about the shoulder pad rim colours? Do these depend on the company ? There's a pic in the kayuon book with colours for various companies, does this hold? The lexicanum mentions green for tacticals, red for assault and yellow for devs, but I don't like green at all! What's your take on this ? Cheers
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Picture of full Raven's Talon Strike Force at 1850 Hi All, Been repainting everything for a little while now so I thought that I would share some images. Frugal use of Forgeworld RG upgrade bits and lots of Resin bases. I am doing the entire 2nd Company and have started with a small force led by Chaplain Torovac. I will post more as I go and the entire list within the posts of this thread. Thanks for looking GotR
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- Torovac
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I bought and downloaded Loss, the audio drama from this year's advent calendar offerings. It runs 20 minutes, and covers a skirmish between a Raven Guard Scout squad and some Dark Eldar. It doesn't seem to be set in any current timeline, as one of the Scouts is named...Corvin Severax. Not sure if it's THAT Corvin Severax, but . The story actually seems to tie in to the little snippet from the Dark Eldar codex, though it would be out of synch with the timeline if the Severax in this story is THE Corvin Severax. Overall, it's a very chaotic scene that unfolds with the Scouts fighting out of an ambush. No great story line or Chapter secrets revealed, He actually laments that development. One sort of hilarious point in the story is when shotguns start firing tracer rounds. In modern firearms, such a thing does technically exist, but they're a novelty item that has no combat application. Maybe in the 41st millennium they found a way to make shotgun pellets with a tracer core in them, but it just seems so pointless and silly. Unless you're a Raven Guard completest who must own and consume every bit of Raven Guard lore, I'd probably skip this one and save your $7.
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So my friend Paul wants to get in on 40K. Alex lent him basically the chaos marines from dark vengeance to play. We did a simple King of the Hill mission. I brought jump chappy, 10 tacs with heavy bolter, flamer, and combiflamer, 5 sniper scouts with cloaks, and 6 ASM with 2 flamers, and a vet sgt with claws. Vsgt and chappy both had meltabombs. Paul went first. I had made the rookie mistake of sitting on the objective, and not in hard cover within 3" of it. So he shot my scouts a lot. He got aggressive with the helbrute, and the chosen. I moved up the assault squad, and repositioned the tac squad. The tacs ate some chosen, and the snipers put a wound on the champion. His turn, he moved the helbrute up, one cultist mob, and the chosen up. I lost 2 tacs in shooting, 1 assault marine, and another scout. The helbrute charged the assault marines, and got blown up by a meltabomb for his trouble. Paul didn't expect that. He had moved up his cc cultists w/ warlord to join in next turn. My turn, I moved up the assault squad, tacs and last 2 scouts camped and shot. Whittled his chosen down to 2. Flamed the cc cultists, but failed the charge by an inch! His turn, he somehow managed to clip another scout, and I failed morale. His cultists and warlord got all my assault marines but chappy, Alpha Legion got to my dice. Then he charged chappy. Rosarius deflected the 2 power sword wounds he managed to inflict. Chappy killed him in the challenge, and swept the cultists. My turn, moved chappy to threaten the chosen, but my shooting did nothing. In the assault chappy fell to a power ax and lightning claws, without inflicting a single wound. His turn, chosen made it close to my tacs, but his shooty cultists were ineffective. He charged, and got me down to 3 tacs, and they broke from combat. My turn, moved scout sgt within 3" of objective is LoS-blocking cover, and shot up the chosen. It was a massacre all around, but I won 9-3 victory points. A good time was had by all, and Paul is hooked. I made sure to make plenty of rookie mistakes to make it fair, but Paul catches on quick.
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- Raven Guard Chapter
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I've got a 1500 point Raven Guard army now, and it's time I make some decked out Vanguard Veterans, so I wanted to show you the first three I have (almost) done. Aside from a bit of mold-line cleanup these guys are two squad-members away from seeing paint. http://i642.photobucket.com/albums/uu149/BrotherGrius/Raven%20Guard%20Army/2011-08-29010532.jpg http://i642.photobucket.com/albums/uu149/BrotherGrius/Raven%20Guard%20Army/2011-08-29010507.jpg Hope this inspires some. I don't mind any C&C either. :blink: