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1500 pt Raven Guard list


WickedApp

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I have been meaning to post for a while.  This is my current list for my local.  It is a take all comers and is meant to be flexible.

Any advice or tips would be appreciated as I am still a new player to this game.

 

edited 7-8-18

Battalion  1166  5CP

 

HQ

Captain w/ Jumppack, ThunderHammer,StormShield  -relic eternity shield     135 pts

     (Capt. MoonLight,  3rd Company)

 

Lt  w/ Jumppack, Powerfist, Combi-Melta  - WARLORD - Storm of Fire trait   109 pts

     (first Lt Crow, 3rd Company)

 

 

Troops

5 Intercessor Squad  Bolt Rifles, Grenade Launcher           90 pts

      (1st Squad A, 2nd Company)

 

5 Intercessor Squad  Bolt Rifles, Grenade Launcher           90 pts

      (1st Squad B, 2nd Company)

 

5 Tactical Marines  Boltguns,                                         65 pts

     (1st Squad, 3rd Company)

 

 

Heavy Support

 

5 HellBlasters Squad   Plasma Incinerators                           165 pts

     (6th Squad, 2nd Company)

 

5 Devastator Squad   2 Las-cannons, 1 Missile Launchers, serge Chain sword, stormbolter  Cherub                147 pts

 

5 Devastator Squad  2 Las-cannons, 1 Missile Launchers, serge boltgun, pistol                           140 pts

     (5th Squad, 3rd Company)

 

 

Elites

 

3 Primaris Aggressors Boltstorm gauntlets, storm grenade Launcher                              129 pts

     (7th squad, 2nd Company)

 

1 Primaris Ancient  relic- STANDERD OF THE EMPEROR- bolt Rifle,pistol,                      69 pts

     (the "Fonz", 2nd Company)

 

1 Apothecary  bolt pistol, chain-sword                                                                                       55 pts

      (Magic Hat, 2nd Company)

 

 

Battalion 2   334pts  5 cp

   

 

HQ

Lt  w/ Jumppack chainsword relic-TEETH OF TERRA- , Plasma pistol                           85pts

     (second Lt NightStalker, 3rd Company)

 

Primaris Lt Mastercrafted Boltgun                                               74pts

      (2nd Lt Baker 2nd Company)

 

Troops

5 Scout Squad  combat knives bolt pistols                                    55 pts

 

5 Scouts Squad  boltguns pistols                                                    55pts

 

5 Scout Squad boltguns    pistols                                                      55 pts

 

 

 

TOTAL CP AVAILABLE = 13  ( spent 3 on relics)  Total Pts 1500 

 

game plan 

 

Hold out on Dropping units until last SFTS  Primaris Aggressors, , Apothecary, Primaris Ancient , Hellblasters(-4 CP)  this grouping creates a nice circle of life effect

 

Set up 2 Devastators w/ LC & ML in back

 

Troops to either support/protect Devs in back field or to advance and take objectives

 

Hellblasters go where needed either as an advancing force with troops or with HQ unit

 

HQs either add support to gun lines or zip around to take out large units/distract opponent

 

HQ could be deep striked or sfts

 

use Primaris Aggressors, HellBlasters, Apothecary, Primaris Ancient  as gunline and advancing gunline force,  this grouping creates a nice circle of life effect add troops for rear/flank support

 

Try and spread my opponent out on the board to handle my multiple lines of threat then consolidate my force quickly and overwhelm him

 

Use Scouts to create safe sfts bubble

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List looks solid BUT...

 

Those combi meltas on your characters are pretty bad.  They are only marginally useful against big stuff WITHOUT an invuln save and even then it doesnt add much value.  Captain moonlight needs a stormshield or even the shield eternal.

 

Also you will face difficulties using SFTS because your list lacks scouts.  What will happen against lists that can scout deploy is that you will get zoned out before the game starts because you do not have your own scouts to establish a 9" bubble for your STFS units.  Any lists that can use deployment shennanigans will hurt you.  That includes, Eldar, Nurgle daemons, and other marines.  

 

Figure out how you can get some scouts in this list.  You can fit at least 1 unit without any difficulties by dropping the tac squad.

Thank you Sanguinary,

Captain Moonlight has an Iron Halo so he has a natural 4++ save.

 

I went heavy on the big guns because the last few games I got hurt bad not having enough quick answers to tanks.

 

Is the Armour Indominus similar to the Hunter Killer Missile in that It only works once?  If that is the case I think Ill drop that relic, and go for the Shield.

 

I see your point with the sfts.  Will work on the list.

Thank you Sanguinary,

Captain Moonlight has an Iron Halo so he has a natural 4++ save.

 

I went heavy on the big guns because the last few games I got hurt bad not having enough quick answers to tanks.

 

Is the Armour Indominus similar to the Hunter Killer Missile in that It only works once?  If that is the case I think Ill drop that relic, and go for the Shield.

 

I see your point with the sfts.  Will work on the list.

Regarding the Iron Halo.  3++ is 40-50% better than 4++ but if you go with the Shield Eternal you reduce incoming damage dramatically.  

 

Here are some example confrontations...

 

If your captain gets hit by a dual talon daemon prince he will take 6.5 wounds per fight phase and die most of the time.  A smash captain with the shield eternal will take 2.15 wounds per fight phase.  One third less damage taken.

Correction: 2/3rds less damage

 

Vs shooting...

 

You screwed up and get shot by 10 Dark Reapers with Guide... :sad.::(:sad.::(.  You will take about 12 wounds from these guys.  A smash captain with the shield eternal will take 4 wounds on average and still be alive.   That is one quarter the damage.

Just out of curiosity why the 2 squads with lascannon/ missile launcher combos when you could do 1 all lascannons ot even both

 

I split them 2/2  so that I can target a unit with Squad A, then if I dont finish it off I can Target that same unit with Squad B.   If Squad A does kill it I can choose a new target for the Squad B.

Both squads are equally annoying to my opponent.  If they are spaced apart then he may have to choose which to pursue leaving the other .

 

Thank you Sanguinary,

Captain Moonlight has an Iron Halo so he has a natural 4++ save.

 

I went heavy on the big guns because the last few games I got hurt bad not having enough quick answers to tanks.

 

Is the Armour Indominus similar to the Hunter Killer Missile in that It only works once?  If that is the case I think Ill drop that relic, and go for the Shield.

 

I see your point with the sfts.  Will work on the list.

Regarding the Iron Halo.  3++ is 40-50% better than 4++ but if you go with the Shield Eternal you reduce incoming damage dramatically.  

 

Here are some example confrontations...

 

If your captain gets hit by a dual talon daemon prince he will take 6.5 wounds per fight phase and die most of the time.  A smash captain with the shield eternal will take 2.15 wounds per fight phase.  One third less damage taken.

 

Vs shooting...

 

You screwed up and get shot by 10 Dark Reapers with Guide... :sad.::(:sad.::(.  You will take about 12 wounds from these guys.  A smash captain with the shield eternal will take 4 wounds on average and still be alive.   That is one quarter the damage.

 

I choose Life, which is fine since I have not Glue that guy yet.

I would swap one ML for heavy bolter for hellfire shells.

D3 mortal wounds of They hit, doubled by cherub is potentialy 2d3 mortal wounds for 1CP.

 

That isnt quite so straightforward.  Flak Missiles are just as good as hellfire against most armies.  

 

I try to have both.  Scoring 2 hits with flak+cherub and hellfire+cherub against an eldar biker blob is brutal.  

I know. I’ve shoot to death fusion tau commander with two hits. 2x3MW And he was dead.

Also flakk missile gives you +1 hit to flyers, So it is wise to have Both ML And HB.

And Yes, with cherub is even more potent 2d3 mortal wounds for 2CP spunds brutal.

Ok so I think we all agree I should try and find 15 more pts for a cherub and a Heavy Bolter.

Any suggestions on how to cut for that? 

 

I am not joining this current Meta League, so no suggestions on other armies.

 

As a side question, is sniper rifles ok with the scouts or are they just Point Trash?  I ask because I painted one and it looks cool but I dont feel it is worth it on a scout maybe a Primaris Lt.

I would drop the Combi-melta from the first LT and swap to a Storm Bolter. I would also consider dropping the PP on the 2nd LT as well and going to Storm Bolter. Due to LTs having a BS 3+ and no invul, they are the lesser candidate for giving a one-off shooting attack (in my opinion). The storm bolter is very points efficient.

 

As for the Scouts with Sniper Rifles, they CAN be very effective for their points when playing against a handful of opponents (Imperial Guard being the best example). That being said, if you get a match-up where they are strong, that opponent will typically just shoot them off the board. A sniper scout is 55% more expensive than a bolter scout (when you factor in Sniper scouts are frequently given camo cloaks).

 

I love scouts, I own over 30 (20 of which are Snipers with Camo Cloaks). However, I find that in this edition, my scouts are best served either 1) Deployed as a screen to protect my drops -> Then die shortly thereafter OR 2) Deployed inside/behind LOS blocking terrain camping an objective.

 

When I did play them, I played 2-3 larger squads, cloaks and rifle, and dumped them in area cover for the sweet 2+ armor save, and punished enemy characters. My opponents wised up, hide their characters, and shoot my scouts off the board.

 

If I want to drop a unit in cover now, I prefer it be Hellblasters - the same defensive stats (-1 to Hit, 2+ Save), but they have 2 wounds instead of one, and can shoot at a wealth of more targets.

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