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2k ravenguard


jeremy1391

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So I already have most of the models needed for this army and wanted to share my planned 2k heresy era Raven guard list with you all. What glares out at you as a flaw? I know I lack AA but flyers don't really give me much problems (also being as pretty much everything should be almost or all the way into my enemies deployment zone by turn two should help mitigate flyers hurting me too badly.)

 

Vigilator: bolter; artificer armour; melta bombs; refractor field; power weapon 135

Moritat Prime Kaedes Nex (RG) 155

 

10 Destroyer Squad: 2× missile launcher with rad missiles and suspensor web; melta bombs; Sergeant (power weapon; artificer armour) 345

 

10 Veteran Tactical Squad: legion vexilla; melta bombs; 2× plasma gun; Sergeant (combi plasma; power maul; artificer armour ) 295

 

10 Veteran Tactical Squad: legion vexilla; melta bombs; 2× melta gun ; Sergeant (combi melta; power maul ; artificer armour ) 295

 

15 Tactical Squad: 14x Bolter and bolt pistol 14× Additional CCW; legion vexilla; Sergeant (power weapon; melta bombs; bolter addictional CCW)255

 

15 Tactical Squad: 14x Bolter and bolt pistol, 14× Additional CCW; legion vexilla; Sergeant (power weapon; melta bombs; bolter additional CCW ) 255

 

8 Dark Fury Assault Squad (RG) 265

 

2,000 points

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I like it.

 

What Vet tactics are you giving the vets?

 

The list you have is a close range skirmisher list. It would do well all around in city fights, but not so much on a more open battlefield.

 

What stands out to me is the lack of mobility. Infiltrate does help with initial positioning, so long as there isn't and abundance of Djinn Sight and scanners(Nex helps with this), but once you're in position your ability to adapt to a flowing situation is limited. A mechanized or bike list will kite circles around you. The Dark Furies are fast and no slouch in CC, but they'll be the first thing to die if your opponent wants to limit your mobility. Another example is a land raider full of terminators, they can roll up to any one of your units and kill them one at a time. They will be able to choose their battles. Even if you bunch up you'll end up losing the objectives. That's worst case scenario. It's entirely possible that your initial positioning can mitigate any of the above, but that really depends on the battlefield/opponent.

 

I also wouldn't discount flyers just because you're close. In 30k they can deep strike.

 

Also there's some armies where you don't want to be in their deployment zone, like World Eaters. They always have land raiders. Footslogging Death Guard you won't really have a problem with. Gunline Imperial Fists shouldn't be too bad, but Terminator/Templar IF lists will have land raiders galore.

 

I would recommend dropping a vet squad and either taking a Fire Raptor or giving the other vet squad a Darkwing. The presence of a Fire Raptor will do a lot to keep firepower mobile and address several targets at once. If you can't get a unit to an objective you can kill an enemy unit off it. Vets loaded up in a Darkwing, especially with the Sniper USR, will be able to put the hurt on a key unit. The Darkwing can support or move units around. With either of these changes you get much needed mobility and AA. I think that change alone and good positioning on your infiltrated units will work for this points level.

 

Now what to do about things like Templar/WE/SoH/EC Land Raider lists, Dracosan Mechanized lists, and AdMech Conveyer lists? I'm not too sure myself. I can see Dracosans becoming big in the future. Only haywire and armourbane have any chance to take them out. A thunderhammer on a Vet Sarge would hurt, but then they unit inside gets to shoot your face off. Now that the Deredeo is a thing, Lightnings are in a tough bind. Their kraken missiles can take out anythign short of a fellblade chassis the turn they come on. With some maneuvering a Raptor or Darkwing could get side shots in. Then again if the above are not in your local meta than I think you'll do fine.

 

I get that power mauls can wound marines on a 2+ and hurt big things, but those Sergeants will likely be fighting other Sergeants with a 2+. An axe is the way to go, because if they don't have AP2 you'll kill them, if they do and you don't they'll kill you. Better off killing each other and perhaps more of them as you'll want to try to always get the charge. Plus with Sniper you have a chance to pick out their Sarg. Also bonus points for Rule of Cool as an axe was a status symbol among XIXth legionaries.

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Ohh then you definitely want more mobility and firepower through something like a Fire Raptor. Eldar will out maneuver you easily, Necrons will outlast your shooting and guard will out shoot you. The Raptor helps with all three. Though it depends on how competitive your meta is. 2k is the beginning of the threshold where 30k and 40k fight well against each other.

 

Definitely give the Vig Cameleoline too.

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How bout this? Dropped one vet squad and added a fire raptor and apothecary to hang out with the vigilator and the other vets.

 

Vigilator: bolter; artificer armour; melta bombs; refractor field; power weapon 135

Moritat Prime Kaedes Nex (RG) 155

 

10 Destroyer Squad: 2× missile launcher with rad missiles and suspensor web; melta bombs; Sergeant (power weapon; artificer armour) 345

10 Veteran Tactical Squad: legion vexilla; melta bombs; 2× plasma gun; Sergeant (combi weapon; power weapon; artificer armour ) 295

1 Apothecarion Detachment 45

 

15 Tactical Squad: 14× chainsword; legion vexilla; Sergeant (power weapon; melta bombs; chainsword) 255

15 Tactical Squad: 14× chainsword; legion vexilla; Sergeant (power weapon; melta bombs; chainsword) 255

 

8 Dark Fury Assault Squad (RG) 265

 

Fire Raptor Gunship: reaper autocannon battery; four hellstrike missiles ; armoured ceramite 250

 

2,000 points

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If you can, find a way to give those destroyers Jump Packs. Moving 12 with an Assault Missile Launcher will make them a pain. Sadly, Nex can't be joined by them to act as ablative wounds...

 

Its a flat 50 or 75 points for them so it might not be that easy to find the points but it would help with some of the mobility issues in your list.

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For mobility I think I'll do this

 

Vigilator: bolter; artificer armour; melta bombs; refractor field; power weapon 135

Moritat Prime Kaedes Nex (RG) 155

 

10 Destroyer Squad: 2× missile launcher with rad missiles and suspensor web; melta bombs; Sergeant (power weapon; artificer armour) 345

10 Veteran Tactical Squad: legion vexilla; melta bombs; 2× plasma gun; Sergeant (combi weapon; power weapon; artificer armour ) 295

 

15 Tactical Squad: 14× chainsword; legion vexilla; Sergeant (power weapon; melta bombs; chainsword) 255

15 Tactical Squad: 14× chainsword; legion vexilla; Sergeant (power weapon; melta bombs; chainsword) 255

 

8 Dark Fury Assault Squad (RG) 265

 

Darkwing Pattern Storm Eagle Gunship (RG): armoured ceramite 295

 

2,000 points

 

Gives one of my squads a super fast transport with decent firepower/AA

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Vigilator comes with cameleoline msn-wink.gif

Right right yes. Confused him with Siege Breaker. Carry on good show ha.

The newer lists are stronger than the first. Though the points spent on armored ceremite on the flyers would probably be better for 2+ on the tac sarges. Also hellstrike missiles are Ordnance so you'll be snap-shotting all other weapons, including further missiles. You could PotMS two missiles, but that's detracting from it's excellent anti-infantry abilities for OK AT. Take off both upgrades and you can give jump packs to the Destroyers in the second list.

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