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The Raptors have been in transit, having a few skirmishes along the way. Reinforcements are inbound however, The rest of our Chapter Master's honour guard and an Ancient brother from the catacombs has been awoken.

 

Preparation for the campaign to retake Londinium in the 5th month of 018M2 is go.

Took part in a local 1250p tournament, with rather complicated missions.

 

First mission (maelstrom-like) against Dark Eldar (3 big, 2 small transports), tabled them by having a biker captain mow through anything in range, and Inceptors dropping in behind the DE to decimate them while being out of reach. Second mission (king of the hill) against invisible Eldar, biker captain again decimated the assaulting Eldar parts. Then every bit of my army swarmed the objective, getting decimated by the Eldar, but those stayed away from the objective too long to contest. Last game (killpoints) against tyranids with quite a few deep striking elements. SftS gave me two units to block most of the no-mans land, gave me a bit of time to decimate the horde part, but DS bugs reached the backfield eventually. Lost by a hair's width (545p to 581p) after running out of time after turn 3, but more rounds would have certainly not changed it to my advantage.

 

Overall, I'm impressed with my biker combo. 5 scout bikers as chaff killers and character escorts, apothecary with Teeth of Terra (to make him a healing, rampaging multitool) and captain with Armour Indomitus and hammer. Everything but the captain died in the games, but the captain never got close to death. 14" move range, plus charging, made them a great countercharge unit. Scoutbikers provide lots and lots of S4 shots to decimate chaff units before charging, but die rather soon. At 25ppm, a few more are definitely usable...

Nice work!

 

I played against some Emperors Children yesterday day 100PL.

LOS blocking and terrain on the table was somewhat limited. All their noise weapons ignore cover which obliterated my 3 scout squads turn 1. Which was essentially how the rest of the game went.

 

I managed to kill his las-pred and 1 10 man squad of their assault guys.

Highlight was his oblits deep striking within auspex range of my boltstorm and wiped 2 of them in his movement phase.

 

Some take aways after running this list a few times. I need to see how I can bump it to a double battalion. I use 3 CPs just for StfS leaving me with 4 for the game.

 

I love the Redemptor model wise (in fact I just got a second from my stores Secret Santa. :D ) but the degrading profile is killer he usually dies everytime he starts to walk across the field.

 

I also really like the plasma inceptors and I'm happy now they got a well needed point drop. Although this game all 3 killed themselves even with Shrike around ... I also got a second set of them from my SS. :)

All their noise weapons ignore cover which obliterated my 3 scout squads turn 1. Which was essentially how the rest of the game went.

In case of troops, the thing I was most impressed with on my 3 games is the durability of boltrifle intercessors. A squad of 5 + grenade launcher is just 91p, but -1 to hit, 10W and armour 2+ (in cover) make them resilient to the usual objective clearing units. If someone really wants them dead, they usually are dead, but they usually stick around most of the game, when used with caution (unlike my tacticals).

 

Funny thing in the Dark Eldar game, they took a center objective, and got swarmed by a squad of kabalite warriors. With 2A each, they started to kill more models than losing wounds, and eventually wiped out the squad. Another squad of kabalites charged, only to get decimated again. In the end, all surrounding DE units were dead, the remaining 2 intercessors fell back, and the remaining kabalites were shot to pieces.

Today, my Raven Guard have retired.

 

While I have loved my time with the Eclipse Marines (the chapter I made out of them), as they were my gateway drug into Tabletop 40k, I have come to put my attention to other armies. I feel I identify better other places - which I took as a telling sign. So the Marines have won their wars. They've earned their peace.

 

... Though I'll probably still paint the few folk I have left. Hate leaving a project undone.

 

All their noise weapons ignore cover which obliterated my 3 scout squads turn 1. Which was essentially how the rest of the game went.

In case of troops, the thing I was most impressed with on my 3 games is the durability of boltrifle intercessors. A squad of 5 + grenade launcher is just 91p, but -1 to hit, 10W and armour 2+ (in cover) make them resilient to the usual objective clearing units. If someone really wants them dead, they usually are dead, but they usually stick around most of the game, when used with caution (unlike my tacticals).

 

Funny thing in the Dark Eldar game, they took a center objective, and got swarmed by a squad of kabalite warriors. With 2A each, they started to kill more models than losing wounds, and eventually wiped out the squad. Another squad of kabalites charged, only to get decimated again. In the end, all surrounding DE units were dead, the remaining 2 intercessors fell back, and the remaining kabalites were shot to pieces.

 

This is quite encouraging intel MajorNese. I want to include more and more Primaris to my Raptors and for the points, it looked like it was going to be a good investment. First hand account helps the decision making process :wink:

 

Would you mind sharing your list. At 1250, I guess there is not much more than the scout bikers, biker captain, Intercessors and Hellblasters... right?

Today, my Raven Guard have retired.

 

While I have loved my time with the Eclipse Marines (the chapter I made out of them), as they were my gateway drug into Tabletop 40k, I have come to put my attention to other armies. I feel I identify better other places - which I took as a telling sign. So the Marines have won their wars. They've earned their peace.

 

... Though I'll probably still paint the few folk I have left. Hate leaving a project undone.

 

 

Whats the next army?

 

I'm sure the Ravenspire will you see back ;)

 

Unless of course you've turned traitor... :dry.: :RTBBB:

Whats the next army?

 

I'm sure the Ravenspire will you see back :wink:

 

Unless of course you've turned traitor... :dry.: :RTBBB:

Traitor? Me? No! >_>

 

I am beginning an army of Imperial Guard, which will allow me to make use of the work I have already done so far with my Wound Tracker project (which I had previously slated for the Repulsor). I had a painting commission of a set of Guard recently, and I've been entirely captivated by them since.

 

... I had already started an army of Slaanesh Daemons...

 

But at least I'm staying within the Imperium, right? ... Right?

 

Would you mind sharing your list. At 1250, I guess there is not much more than the scout bikers, biker captain, Intercessors and Hellblasters... right?

 

 

-Biker captain, plasma pistol, hammer, armour indomitus (a beast, never lost more than 1W - storm bolter would have been better)

-Biker apothecary, Teeth of Terra (still good in CC, usually got killed before anyone attacked the captain)

-5 scoutbikers, stormbolter (died mostly by turn 2, but provided ablative wounds for the captain)

-5 boltrifle intercessors, auxilia grenade launcher

-5 tacticals, plasma gun (usually hunkered down in the midfield)

-5 tacticals, HB (usually camped my home objective, sometimes managed to hit with Hellfire Shell - dev squad would have been more reliable)

-razorback, twin assault cannon (nice)

-razorback, twin lascannon (never hit anything - Codename "fire magnet")

-5 hellblasters, assault version (okay, but not overwhelming - won't overcharge without rerolls)

-thunderfire cannon (nice to stack wounds where needed)

 

Quite a number of units, but I just refuse to spend half of my points on one transport with a deathstar. At least this gives me more flexibility...

Lias Issoden has requested that a few squads from the 1st Company accompany him as part of the Khymara Strike team. Squads are being contacted.

 

5th Co. was just joined by a Primaris Chaplain and Primaris Apothecary in preparation for Deployment to  the Desert planet Khymara. 

 

10th Company still in route to Planet ahead of  the majority of the forces. 

Played against Alaitoc Eldar today. I hate them.

The list had several Farseers and Warlocks - Smite funsies -  Hemlocks, about 4 Wave Serpents (those things refuse to do), Dark Reapers and some Wraithguard rocking up.

 

I hate them.

 

My list was (briefly):

Lias

Jump Pack Captain

Combi Plas Captain

2 Double Plas pistol Vanguard

1 Sternguard

1 Tactical Marine squad with Plas/Combi Plas

2 sniper scout squads

2 squads of 4 Lascannons

Helblaster squad

2 ASM squads with all the Plasma pistols

Inceptors

 

So, a fairly balanced list - some spammage involved but not too much - I have always used MSU, so I stick to this.

 

We played the Relic.

I went first. I used SftS to drop my JP Captain on the Relic and begin to run away. I castled most over things up, making a blob to shield the Cap as he came back. I realised that Lias wasn't much use in this list...due to the number of Jump Packs - I may consider dropping him and the SG for a bigger footprint of marines.

 

Basically, he ran the Hemlock to my Devs - wiped a squad immediately. My whole army shot it - it died but this let everything else move up. We then played a merry game of keep away as I tried to chip away at all of his army while keeping the Relic safe.  At the end, it came down to my Combi-Plasma captain making a mad run to the dropped relic to claim it. I had him, Lias and 5 Sternguard left. He had 2 Farseers, a Warlock, 5 Dire Avengers, Dark Reapers and 2 Wave Serpents.

 

The only thing that saved me was my Jump Pack Captain legging it from the get-go and him refusing to die (including shooting the last wound off a Wave Serpent, and killing 4 Wraithguard) while carrying it. Until a Wave Serpent used its shield to mortal wound him to death.

 

Game high points:

ASM Sergeant taking a whole Dire Avenger Squad, a Warlock and a Farseer shooting at him before dying. Tough lad.

The Jump Pack Captain swinging his sword while lugging about a relic.

 

Low Points:

Eldar shenanigans neutering Lias' shooting.

Smite. Executioner. Mind War.

 

Alaitoc Eldar are evil. Plus, the amount of mortal wounds he could throw were nasty. It was properly tough, but I enjoyed the hard fought win...

 

I'm considering losing Lias for the time being though, I feel I could tweak the list to fit more bodies, maybe squeeze to a double battalion...

 

 

Currently stocking up for a game on wednesday. The advantage of including unfinished stuff in lists, it provides a deadline, therefore things get finished that aren't exactly high on the motivation list.

 

Current WiP: 5 tacticals and an apothecary, followed by 3 inceptors and a dev sergeant, maybe followed by another dev sarge and a grav cannon dude on boxing day. Gotta do pics after that, the past weeks without internet led to quite a few finished models...

Long time reader, first time poster! Wanted to jump in and give my Raven Guard list that finished in the top 8 of our 25 person local store league. Didn't play the list the whole time since we were able to make changes every two weeks, but this list went 2-0 in the final period (6-1-1 in the league). If I would have played it the whole league, would have probably finished in the top 4. Reason I didn't play the list the whole time was Lias Issodon; many at the store thought he was too powerful. I find that he fits Raven Guard perfectly with his tactics. Love to get some feedback.


++ Battalion Detachment +3CP (Imperium - Space Marines) ++

**Chapter Selection**: Raptors

+ Heavy Support +

Devastator Squad
. 5x Space Marine
. Space Marine Sergeant : Boltgun
. Space Marine w/Heavy Weapon : Lascannon
. Space Marine w/Heavy Weapon : Lascannon
. Space Marine w/Heavy Weapon : Lascannon
. Space Marine w/Heavy Weapon : Lascannon

Devastator Squad
. Space Marine Sergeant : Boltgun
. Space Marine w/Heavy Weapon : Heavy bolter
. Space Marine w/Heavy Weapon : Heavy bolter
. Space Marine w/Heavy Weapon : Heavy bolter
. Space Marine w/Heavy Weapon : Heavy bolter

Hellblaster Squad : Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant : Bolt pistol

+ HQ +

Lias Issodon

Primaris Lieutenants
. Primaris Lieutenant : Master-crafted auto bolt rifle

+ Elites +

Sternguard Veteran Squad
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran : Special issue boltgun
. Space Marine Veteran w/Heavy Weapon : Plasma cannon
. Veteran Sergeant : Combi-melta, Special issue boltgun

+ Troops +

Intercessor Squad : Auxiliary Grenade Launcher , Bolt rifle, 4x Intercessor , Intercessor Sergeant

Intercessor Squad]: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor , Intercessor Sergeant

Scout Squad
. Scout Sergeant : Bolt pistol, Sniper rifle
. Scout w/Heavy Weapon : Missile launcher
. 3x Scout w/Sniper Rifle : 3x Sniper rifle

++ Battalion Detachment +3CP (Imperium - Space Marines) ++

**Chapter Selection**: Raven Guard

+ HQ +

Captain : Jump Pack , Master-crafted boltgun , Thunder hammer

Lieutenants
. Lieutenant : Chainsword, Jump Pack, Master-crafted boltgun , Teeth of Terra

+ Elites +

Vanguard Veteran Squad: Jump Pack , Melta bombs
. Space Marine Veteran : 2x Lightning Claw
. Space Marine Veteran : 2x Lightning Claw
. Space Marine Veteran : 2x Lightning Claw
. Space Marine Veteran : 2x Lightning Claw
. Space Marine Veteran : Storm shield [5pts], Thunder hammer
. Space Marine Veteran : Storm shield [5pts], Thunder hammer
. Space Marine Veteran : Storm shield [5pts], Thunder hammer
. Space Marine Veteran : Storm shield [5pts], Thunder hammer
. Space Marine Veteran : Storm shield [5pts], Thunder hammer
. Veteran Sergeant : Power sword ], Storm shield

+ Troops +

Scout Squad
. Scout Sergeant : Bolt pistol, Boltgun
. 3x Scout w/Boltgun
. Scout w/Heavy Weapon : Missile launcher

Scout Squad
. Scout Sergeant : Bolt pistol, Boltgun
. 4x Scout w/Boltgun

Scout Squad ]
. Scout Sergeant : Bolt pistol, Boltgun
. 4x Scout w/Boltgun

++ Total: [117 PL, 2000pts] ++

Created with BattleScribe

Edited by gallenphillips

Interesting, a list without any vehicles. Did that mean that all AT weaponry nuked the primaris instead? And were the hellblasters worth their points? I included them quite a few times, but they mostly didn't do much but attract fire. Also, with all those lascannons, aren't grav cannons an option? Less range, but similar output against vehicles, and a lot more against T4/5 multiwound targets.

 

In today's game (3vs4, 4000p per side), I tried Issodon for the first time, and went the no-vehicle road too. Issodon (first tryout), 10 devs (2x grav cannon), 10 tacs (HB, plasma, storm bolter), an apothecary and 4 inceptors took a large ruin next to the IG deployment zone, biker captain/scoutbikers kept my ally's IG tanks safe from death company, hellblasters/intercessors skirmished around somewhere.

 

 

Reason I didn't play the list the whole time was Lias Issodon; many at the store thought he was too powerful. I find that he fits Raven Guard perfectly with his tactics.

Well, Issodon did generate quite a bit of rage. Reroll to hit, Storm of Fire WLT and +1" movement made his companions quite nasty, while dropping 2 full squads + auxiliary character angered the BA player (who shelved a dozen drop pods with the beginning of 8th edition). At that point cost though, my list would have included enough dropping stuff anyway, it's not like Issodon is the only way to do that. As for his shooting, Issodon did quite well, removing 6W off a Leman Russ, killing Sergeant Harker and a few Eldar rangers. The apothecary clearly had his coffee, reviving 4 tacs/devs over the course of as many rounds. The devs/tacs hardly lost models (which reanimated better than our necron's warriors) due to -1 to hit and 2+ cover-armour, the 4 inceptors alone tanked an entire round of IG shooting. I'll definitely build/try out more of that, especially Issodropping grav cannons. Storm of Fire on -3 AP weaponry is hilarious...

 

The clear MVPs were the 6 scout bikers. 2 squads of death company + Lemartes landed at their position, the one squad next to them didn't manage to get a charge off (losing 3 models to overwatch), then the bikers wiped out the overwatched squad, and then Lemartes, then boosted to the other board side, then wiped 2 IG squads in one round, then seriously dented a manticore. Scout bikers might die to a stiff breeze, but their mobility and their ungodly firepower on 12" are impressive. If left alone, they are useful as firefighters, dropping loads of dice on any target in a 28" radius.

I have used vehicles in the past in this list (Razorbacks, Rhinos, or Storms), but I just found with the -1 to hit and 2+ in cover the units survived just as well.

 

What I generally found is that most people don't like Lias because of the general hatred of 'alpha strike' armies. Raven Guard, by their nature, is an 'alpha strike' army. They hated the fact that Lias and his squads were not only one drop, but they had no way to counter him on turn one. If I won the roll off, then they were going to take some pain; no hiding from it. If they won, my strongest threat isn't even on the board to target. I use scouts to expand my deployment zone and stop their alpha strike units. While my intercessors hunker down in my backfield on objectives with hellblaster support.

 

If I win turn one, things get really ugly. I STFS my Vanguard units with the captain and the LT. Depending on their deployment, I can use the stratagem to combat strike them before movement; sending five TH/SS VV's with the captain at a vehicle or high wound target and PS/SS and 4 LC's at a weaker target like infantry or such. Whatever I do, I leave the LT within 6" for the reroll 1's to wound. Also on turn one, Lias and the gang drop. I usually drop the 2 dev squads and the sniper squads with him plus I SFTS the LT. This gives me a strong fire base anywhere I want. I have found ten devs (4 LC's and 5 Bolter Devs) works really well; soaking up wounds and helping clear chaff. And because of all these threats, they pretty much leave my backfield alone. You can always leave a small area for your opponent to drop into your backfield as a trap. And don'f forget my Sternguard units: long range special issue bolters. Sometimes I STFS with them, sometimes I drop them with Lias instead of the heavy bolter dev's, or I just place them in my backfield and move them where they are needed. Such a versatile unit.

 

This list is why I play Raven Guard: sneaky, out of the shadows ambushes, VV's and scouts (my favorite unit). This list gives me very good board control and makes my opponent have to worry about the whole board.

Edited by gallenphillips

Played Eldar again today. Eternal war - Secure and Control (or whatever it is called - objective in each deployment zone)

 

I still hate them, although we both had a brain fart and he used Executioner from a Wave Serpent. That wasn't fun.

 

However, I have changed my list to a Brigade, helping me to abuse the StfS rule. Waves of Plasma gunslinger veterans and Hellblasters forced him into a corner - allowing me to castle up the rest and hold my objective for fun.

 

I won when I was able to remove the last Wave Serpent - he conceded that he'd never reach my objective and I had linebreaker and first blood to claim the win.

 

---

 

Highs:

Captain charging a Farseer first turn, then dying to a super Smite. He then used Honour the Chapter to kill the 'Seer even as he exploded.

Devs blowing up a Hemlock in one turn.

 

Lows:

Executioner. Harsh.

The stratagem that makes Eldar -1 to hit. I mean, really.

 

---

 

Still, I was able to work out what is chaff in my list and I'm pretty sure I now have my finalised Brigade sorted - meaning I can focus on painting them as this year rolls over...

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