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  1. 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!
  2. Gather, children of Corax. Gather within the shadows you have mastered, away from prying eyes, and plan out with your brothers your next strikes against those who dare to oppress mankind, be they xenos or traitors. We are all the sons of the Nineteenth Legion, regardless of the colors we choose to wear when we slit the enemy's throat. + The goal of this thread is to bring together players of the Nineteenth Legion, whether they collect the legion before the Second Founding or one of its successor chapters, as well as provide an index of all Raven Guard-related project logs on this forum. As such, please provide a link to your workshop when you come to name your company here. I've been helped by Flint13, SlaveToDarkness and forte. Speaking of the latter, he's improved the badge I'd prepared for the occasion for all those who wish to bear it: I'll use my name for exemple to show what it will look like: Ask here if you want your own badge. And now starts the documentation of the Nineteenth Legion's might! + +RAVEN GUARD LEGION+ 1st Battalion, 7th Chapter - White Ravens - Komrk 2nd Battalion, 7th Chapter (Post-Istvaan) - work in progress - KBA 9th Shadow Company - The Pale Magpie - Flint13 10th Battalion, 1st Tactical Wing - chaplain mortis 21st Shadow Company - old work in progress - The Hydra 99th Veteran Assault Company - The Psycho Company number unknown - Ghosts of Istvaan - jeremy1391 Company number unknown - post-Istvaan force - Barn Company number unknown - Strike Force Nightfall - Nusquam Company number unknown - work in progress 1 - work in progress 2 - angel robertson Company number unknown - suxdavide Company number unknown - Tyrant's Bane - Knight of the Raven +RAVEN GUARD CHAPTER & SUCCESSORS+ Raven Guard 1st Company - SyNidus Raven Guard 1st, 2nd and 5th Companies - work in progress - Shrieker Raven Guard 1st, 3rd, 8th and 10th Companies - Damo1701 Raven Guard 1st & 4th Companies - 4th Company detachment - The Call of the Hunt Raven Guard 1st & 4th Companies - work in progress - Voron Raven Guard 2nd Company - work in progress - GreyCrow Raven Guard 2nd Company - work in progress - Uginius Raven Guard 3rd Company - work in progress - Asamodai Raven Guard 3rd Company - Ulrik_Ironfist Raven Guard 3rd Company - Lord Ravenhood Raven Guard 3rd Company - Realityburn Raven Guard 4th Company - Tiger9gamer Raven Guard 4th Company - Jacques Corbin Raven Guard 4th Company - Valaas Raven Guard 4th Company - Bedouin2 Raven Guard 4th Company - work in progress - Chaplain Dosjetka Raven Guard 5th Company - dracpanzer Raven Guard 5th Company - work in progress - Race Bannon Raven Guard 7th Company - Darkthorns Raven Guard 8th Company - gallery - Brother Tiberus Raven Guard - Lord Lorne Walkier Raven Guard - Archon_77 Raven Guard - work in progress - pompeyladbfp Raven Guard - work in progress - Nostalgia Raven Guard - Vindicet Honorem forward strike detachment - thewarriorhunter Black Guard - work in progress - deathspectersgt7 Raptors 2nd Company - Inquisitor Eisenhorn Raptors 2nd Company - luke6116 Raptors 2nd Company - Vulkan454 Raptors 2nd Company - work in progress - mithrilforge Raptors 5th Company - work in progress - The Yak Raptors 10th Company - work in progress - war009 Revilers 3rd Company - Retribution Force Nasalle - Daemonifugue Revilers 7th Company - Reviler Death Spectres - work in progress - deathspectersgt7 Crimson Spectres - Index Astartes - Cormac Airt Ghost Warriors - Index Astartes - GreyCrow Sable Hawks - Index Astartes - trub Eagle Eyes - Index Astartes - work in progress - JeffTibbetts Predators 2nd Company - RG-Predators Crimson Shrikes - the Fourth Shrine War - kobrakei The Sons of Ananta - Index Astartes - gallery - The Sons of Ananta Sons of Corax - ltvyper Void Hawks - work in progress - Tyriks Night Claws - work in progress - Mr. Poe unknown - Antarius unknown - Helias Tancred/Kyvus Garn
  3. 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.
  4. A Murder of Crows Time for yet another plog from the Monkey. More marines, coz that's what I do best, but also my first attempt at actual Primaris marines, not just scavanging their bodies to make truescale armies. This willjust be a little project (to begin with anyway) but its something I'vereally wanted to do for a while. I want to make an all-Phobos Kill-Team with a shamanic/tribal feel that has a very strong crow motif running throught. Not Raven Guard, Crows. The Murder. This idea came to me a good while ago and I've been slowly building up a littl bitz box of trinkets and things to make them out of. It started when I first saw the Corvus Cabal models for Warcry. I absolutly love them and my first thought was they'd be great as RG scouts or something. But they're too grisly and dark for RG I felt. I shelved the idea in my head and went back to other projects. The idea kept popping up every now and then and when that happens I know at some point I have to put knife-to-plastic and build something. So I got a bunch of Phobos marines, a box of Corvus Cabal and scrounged for several sets of the trinkets from the RG upgrade frames. First up is my leader, a Lirbrarian. Mainly because I think the model is a great fit for my theme and also because I really wanted one for that shamanic feel I was trying to capture. Here are his begginings: Super please with the feel so far.I want to actually do a lot more trinkets, do-dads, what-nots and feathers on him but I didn't want to use up all my bitz on the first model. Once I get a few more up and running I'll do a second pass on him and go to town a little more. I also want to all a lightning effect to his hands with wire but it's something I've never attempted before so I'm hesitant to start. What do you think? I've made a little head-way on the first of my Reivers and Eliminators too but nothing worth showing off yet. Keen to see what they other guys turn out like so should be a few more birds popping up here soon. Till then. CAW! PHM
  5. When stealth is not an option and protection is needed we shall call on the Armoured Fists of the Raven Guard to bring us into battle to destroy the enemies of the Emperor. "Victorus aut Mortis" To continue the momentum of the 'Talons Reach' event and 'Hidden Hands of the Emperor' and continue our army builds for 8th Edition, the Raven Guard Forum is hosting a new challenge and the first for 2018. The challenge is open to the Raven Guard (40K & 30K) and all successor chapters, both known and created by you and will run from the 15th of January through to the 15th of March. The rules are simple: vow to paint at least 1 unit listed below you'd like for your army. Land Raider- any Variants including Forge World Spartan Proteus Chapter Approved 2017 VDR Land Raider (must be legal to the rules in Chapter Approved) Storm Eagle Repulsor * If you already have a completed unit listed above you are ahead of the curve. You can participate by building at least 1 vehicle from the Dedicated Transport option to support your forces. Each Vow should be: The Overlord Race Bannon, demands a Land Raider, I, <State your Username> shall oblige him with one for the Glory of <Insert your Chapter here> "by 11:59 PM on March 15, 2017. Each vow should be accompanied by a before photo, showing the model/models in their pre-painted state (under coated is fine) (. Upon completion, post a photo of the completed model(s). More than one angle would be nice, but not required. It is preferred the quality be at least for table-top use with three different colors used (washes do not count). The progress will be updated every few days. Image for signature line vows : Original discussion found here http://www.bolterandchainsword.com/topic/342908-next-ravenspire-section-build/ Particapants War009- Raptors Land Raider- Vowed (before shown) MajorNese- Raptors Razorback- Vowed (Before Shown) COMPLETED Duz_- Raven Guard Repulsor- Vowed (Before shown) -COMPLETED Seriade- Raven Guard Repulsor- Vowed (Before shown) Hellstrike- Black Guard Repulsor- Vowed (Before shown) Dusterthreeonesix- Raven Guard Land Raider Crusader (Before Shown) Race Bannon- Ravenguard Teminus Ultra - COMPLETED 9x19 Parabellum- Ravenguard Predator
  6. Project aim: Have a 500-point army fully ready for battle as soon as possible (tentative deadline: 31st July). Chapter of choice: Raven Guard Main inspiration: Mercay's 5th Company + + + + + + + + Battle-Brother Radomir Bann, Raven Guard 4th Company, 1st Tactical (aka a slightly more grimdark version of @Race Bannon )
  7. News news news. Sorry I can't paste a link right now but there is a growing thread in the N&R forum about it. First note: in the advert, there is a half-half Chapter symbol next to the "Sub-Faction Rules" that shows Ultramarines and Raven Guard :tu: Frankly, this was to be expected, yet it is certainly a confirmation to me. This thread is to help us just gab about it. No doubt other threads will be made and/or expanded once more details come to light and after it's release. Let's keep the whi ... disappointments about spending money for an Index that will get trumped by the soon-to-be-released Codecies. I'm in the boat too.
  8. +++ THE CALL TO ARMS HAS BEEN MADE... WILL THE SONS OF CORAX ANSWER? +++ In the wake of the Storm of Chaos breaking across the breadth of the Imperium, Rouboute Guilliman has called the Indomitus Crusade to take the fight to the enemy wherever they rear their heads. Guilliman's first request for aid has been sent out to all the first founding Chapters demanding they and their successors join the crusade at full chapter strength. With the Raven Guard heavily committed across the Damocles Warzone and the losses incurred during the fall of Cadia and during the Crusade to bring Guilliman to Holy Terra, the Raven Guard have called upon all the Sons of Corax to muster. Between them they can achieve a Chapter strength force and gift Guilliman's crusade the skills of the 'Hidden Hands of the Emperor'. "Victorus aut Mortis" As a temporary replacement for ETL, to continue the momentum of the 'Talons Reach' event and to celebrate the coming of 8th Edition, the Raven Guard Forum is Hosting the 'Hidden Hands of the Emperor' challenge. The challenge is open to the Raven Guard (40K & 30K) and all successor chapters, both known and created by you and will run from the 15th of June through to the 15th of September. The rules are simple: vow to paint any unit/units you'd like for your army. Unlike the ETL, as we are not competing against other forums, you can vow allies, as long as they are Imperial e.g. Inquisitor, Elysians etc. Each vow should be for the same unit type, so, if I want to vow a tactical squad and a scout squad, then you make 1 vow but declare both troop types. There is no limit to the number of vows you can make during the challenge. A vow must be completed before making another vow. Each Vow should be: I, (name), for the (Chapter name), vow to complete (model/models) by 11:59 PM on September 15, 2017. Each vow should be accompanied by a before photo, showing the model/models in their pre-painted state (under coated is fine) (with the exception of the Race Bannon bonus, see below). Upon completion, post a photo of the completed model(s). More than one angle would be nice, but not required. It is preferred the quality be at least for table-top use with three different colors used (washes do not count). The progress will be updated every few days and will also include a running total of our total forces, cheering milestones as we hit them e.g. Company strength. All participants can use the 'Oath Marker' below in their signatures to let everyone know that they are taking part: Awards: Upon completion of the event all participants will receive a personal banner with a 'pip' awarded for each troop type completed (this may be adjusted if different titles are used in 8th): HQ Elites Troops Fast Attack Heavy Support If a participant manages to complete a vow for each of the above, the Aquilla on the banner will also be 'lit'. There will also be three bonus awards available during the challenge: Race Bannon Challenge - complete a model to represent our hard working Raven Guard moderator, it can be a character or a rank an file trooper. I know a few have done this already so rather than you making another one, you can post your completed Race. (easy win for those who have done one before). If a participant completes the Race Bannon Challenge a Laurel Wreath will be added to the unit type 'pip' i.e. If a Sternguard Veteran Sergeant is modeled as Race, the Laurel will appear around the Elites 'pip' on the Banner. Flyer Challenge - A bonus 'Pip' will be awarded for those participants who vow and complete a Flyer choice, though this is not required to 'light' the Aquilla. Lord of War Challenge - A bonus 'Pip' will be awarded for those participants who vow and complete a Lord of War choice, though this is not required to 'light' the Aquilla. So get your brushes ready......the Hidden Hands of the Emperor ready for WAR!
  9. There are several threads growing in various forums concerning the latest release, Shadow Wars: Armageddon. The current skill trees available include specific Chapters such as the Salamanders and Dark Angels and a group known as "Sons of Guilliman" ... but no Raven Guard skill tree. So, ideas for discussion: 1) What current skill tree do you think fits the Raven Guard (and/or the Successors)? 2) If you could wishlist a skill set, what would they be? 3) What plans do you have for your Scout unit to play SW:A? I've scattered some thoughts in other threads, yet may compile them here. I'll add more details in "my thread" when I get around to building the models ^_^
  10. 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!
  11. 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.
  12. I've had this a while, found it on the net. Since we have a RG section i thought it would be useful. maybe even sticked so it doesn't get lost? http://i985.photobucket.com/albums/ae339/fallenkezef/RavenGuardColors_zpsf65c6ae7.jpg
  13. Played a game with my Raven Guard tonight. 1,500 points vs Tyranids at a new shop. My new multi-meltas didn't do a thing, since we played on an 8'x4' table, everything was a stretch for range. The Raven Guard Kayvaan Shrike 8 Assault Marines with Flamer Tactical Squad (One Plasma & Combi Plasma, Multi-melta) Librarian with Avenger & Gate of Infinity Tactical (One Flamer and Combi-Flamer, Multi-melta) ..both in Drop Pods 5 Scouts with Missile Launcher and Sergeant Telion 5 Scouts with Boltguns and Power Fist 3 Scout Bikers with Locator Beacon and Power Fist 2 Land Speeder Typhoons with Heavy Bolters The Nids 12 Termagaunts 7 Warriors with Bone Swords and the Tyranid Prime 10 Genestealers Outflanking Tyrranofex with Scything Talons and 2+ Armour Carnofex w/ Crushing Claws in Mycetic Spore 3 Lictors I really didn't understand if my opponent had a strategy here. He set up his objective on his far left and deployed his Termagaunts on the far right. Put his Tyrranofex right in the middle and put his Warriors right next to it. I won turn one and brought a Tactical Squad in 18" away from his Tyrranofex, and Shrike assaulted the Gaunts and killed them all, casually consolidating away from the Warriors. The Tyrranofex saved vs all wounds. He moves his Warriors toward Shrike and runs them 5", and moves his Tyrranofex forward and shoots at my Speeders, which make their cover saves. That's it. Shrike moves away, and I continue to harass the Tyrranofex with snipers and scout bikers and boltgun scouts, but it keeps saving and has moved out of range of my Tacticals. I take down 3 Warriors with shooting from the Speeders and easilly avoid the footslogging behemoths with Shrike and the Scouts. His Genestealers come in and he gets a 6 for the Outflank, choosing the side where they could charge Shrike with a decent fleet. They don't get it though, and it's a failed charge. The Tyrranofex blunders forward and shoots down one speeder. The warriors keep running and can't catch anything. The Lictors show up and take down 2 snipers in Telion's squad, which flees 7" and regroups right away in fresh cover. My other speeder was shaken, so it turbo boosts away as my Second Tactical shows up with the Librarian in the drop pod. They proceed to burninate the heck out of the Lictors with two Flamers and Avenger, but one Lictor survives. My Scouts see their chance and pounce on the Tyrranofex just out of the Warrior's range, since they've been chasing Shrike unsuccessfully. Shrike's squad Flamers the Genestealers and fire pistols, killing all but one. Lightning claws dispatch the last. The Tyrannofex gets punched to death, killing only one Scout biker, and the scouts consolidate 5" away (putting them about 14" from the Warriors with no guns). The Carnifex lands dead center of the table and the 4 remaining Warriors run toward my unguarded objective. They don't quite make it to cover, and the one remaining Lictor charges my Librarian, inflicting one wound, taking one wound and using hit & run successfully. The nids are in bad shape and can't do much else. The Scout Bikers and Scouts with Powerfist come around the hill in the middle to give the Carnifex a Knuckle sandwich, and Shrike moves to a safe spot waiting to take on the Warriors. My second Tactical Squad rapid fires on and flames the last Lictor, while my first Tactical Squad is just sitting 33" away on the enemy objective, totally uncontested. My speeder takes out two more warriors, leaving just one and the Tyranid Prime and Shrike fleets ready to charge the last two. Tyranids concede, I have mixed feelings. I don't think my opponent had a terrible list or was really bad, but I don't think he's ever faced 4 Infiltrators, 2 Deep Strikes and a first turn assault before. Things just went from bad to worse for the Tyranids, and the only full unit I lost were the three scout bikers. Raven Guard won with 1 objective contesting the second with the enemy conceding. Very solid victory, but I kinda felt bad for making the bugs chase me all game.
  14. 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?
  15. 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.
  16. So I have this model for my counts-as Raven Guard chapter, the Storm Eagles: http://www.dakkadakka.com/s/i/at/2008/7/LibrarianLogan-30060502.jpg He's a librarian, obviously, but from back when librarians could take lightning claws. He's survived a few different marine codecii, and I kinda forgot about using him since there was no way for a librarian to get lightning claws... Until recently. I saw him again and was considering using him, but with Swiftstrike and Murder, the relic claws. But is that a dumb idea? I mean, there's only one of those relic lightning claws to go around. Is it that smart to put it on a 2 wound character without an invulnerable save? But he might be able to quite a murder machine with the right psychic discipline and powers. He still keeps his force weapon too, so i could choose to use it or the claws, depending on what would best serve him at the time. Thoughts? Fun idea? Dumb idea? What psychic discipline would he use? Biomancy, I'd think...
  17. 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:
  18. Thought I would post a pic of a recent Raven Guard Techmarine I did for you Raven Guard players to see. I didn't know how tough this model was to build until I sat down to do it. http://lh6.ggpht.com/_-HZLorI1B0w/TJfGvYtVxvI/AAAAAAAAMAo/I1ylebAIxjc/s640/Space%20Marine%20Techmarin%20with%20thunderfire%20cannon.jpg The base for the cannon is a custom build and I'm putting together a tutorial on it in the coming weeks. I've got more pics and some WIP stuff on my blog for those interested. Enjoy and thanks for looking.
  19. 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
  20. I finally finished these guys up last week and thought I might share them here for those other Raven Guard players looking for some inspiration. I know after painting them, I want to build my own force of them now. Black can be a hard color to do well, but I can tell you that if you take your time, the results are worth it. Enjoy!
  21. Hello brothers. For those that are interested here are some images of Shadow Captain Shrike. I did not paint the model, I only took the images. Hope you like.
  22. 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 !
  23. 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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