Having just finished Deliverance Lost, it was time for me to really get down to what the Ravenguard are. The book was OK, and I enjoyed it. I rather really liked the last couple pages though, as it gave you what the Ravenguard really feel like in battle. So on that note it was time to make a list on how I would like to play Ravenguard.

Please note that this is a only a first pass at a list like this. So this is what first passes look like for me.

2500 Pts - Space Marines Roster - Ravenguard
1 Shadow Captain Kayvaan Shrike @ 195 pts (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Iron Halo; Jump Pack; Power Armour; Bolt Pistol; The Raven's Talons; And They Shall Know No Fear; Chapter Tactics; Combat Tactics; Independent Character; Infiltrate; See, But Remain Unseen)

(1x) 4 Sternguard Veteran Squad @ 195 pts ((C:SM, pg. 63 & 136); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x4; Combi-Meltagun x2; Meltagun x2; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Combi-Meltagun x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)
1 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Locator Beacon; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

(2x) 4 Terminator Assault Squad @ 200 pts ((C:SM, pg. 64 & 136); Unit Type: Infantry; Thunder Hammer & Storm Shield x4; And They Shall Know No Fear; Combat Squads; Combat Tactics)
1 Sergeant (Unit Type: Infantry; Thunder Hammer & Storm Shield x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)

(3x) 9 Tactical Squad @ 280 pts ((C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Plasma gun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback)
1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Teleport Homer; Combi-Plasmagun x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)
1 Razorback (Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)

(1x) 9 Tactical Squad @ 265 pts ((C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Plasma gun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback)
1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Plasmagun x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)
1 Razorback (Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)

(1x) 1 Vanguard Veteran Squad @ 260 pts ((C:SM, pg. 62 & 139); Unit Type: Jump Infantry; Equip with Jump Packs; Veteran; And They Shall Know No Fear; Combat Squads; Combat Tactics; Heroic Intervention)
1 Sergeant (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Power Armour; Jump Pack; Melta Bombs; Bolt Pistol; Power Weapon; And They Shall Know No Fear; Combat Squads; Combat Tactics; Heroic Intervention)
4 Veteran (Frag Grenades; Krak Grenades; Power Armour; Jump Pack; Melta Bombs; Bolt Pistol; Power Weapon x1)

(3x) 1 Vindicator @ 115 pts ((C:SM, pg. 80 & 143); Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Demolisher Cannon; Storm Bolter)

Its quite obvious, but here is the run down. Shrike infiltrates with Vanguard for a deadly first round assault. He is backed up by sternguard deepstriking in to destroy some armour, while razorbacks move forward with las/plas.

Inside the razorbacks are combat squadded tactical marines with locator beacons and plasma guns + combi plasma to rip things up by shooting. (one of the tacticals does not have a locator beacon). The other half of the tacticals are for backfield objectives and armour breakers with their missile launchers.

Obviously the vindicators are there to suck fire, and hopefully get a couple shots off to wreck some damage.

Then we have enough locator beacons (drop pod and 3 of the tacticals) to get the drop on the assault terminators.

With fleet being your combat tactics, this is quite the fun style list. There is obviously some refinement that would need to be done here to be competitive.

16 Comments:

  1. I have been interested in Ravenguard as well, the list I had drawn up was fairly similar. This was before I decided to cut back to just the Necrons for the time being.

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  2. As my first army in 40K I was looking to have a bunch of scouts in my Raven Guard, but alas then I saw they kind of sucked.

    I really wanted to have something unique and played differently, but I ended up in the conclusion that rules like the Blood Angles have for fast tanks fit better with my idea of Raven Guard. I couldn't fall in love with a list from the Ultramarine codex.

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  3. I really like the list- has the feel of a varied force, rather than uber-spamming 1 type (like Blood Angel jump-pack spam, which is what most Raven-Guard lists unfortunately turn into!)

    Just a quick thought- how about swapping the Vindi's for Pred's? Just as good at soaking up fire, just provides a bit of variety for the force?

    Going to be interested to follow this, and see how your Raven's turn out!

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    Replies
    1. I prefer the vindicators, but predators will work fine. I think vindicators are huge threat that most opponents will be concerned about. They are cheap, and on occasion will deliver massive damage to your opponent. They will take care of draigo wing style lists.

      I prefer this list to a blood angels version, but its more about how I play than anything else. Shrike can be a huge asset alongside the drop pod for a first round strike.

      This list contains a strong in your face immediately element with good assault units (able to take out armour or CC units), plasma for enough anti fnp or other strong infantry, enough light armour tank busting, and a serious threat from the vindicators.

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  4. Personally I prefer to have combi-meltas on all my sternguard, to take advantage of their submunitions while also being a huge deterent for armored vehicles. But that is highly dependent on their deployment and combat role.
    Style-wise I might have some doubts about the three vindicators, seeing how they lack anything even remotly resembling subtlety, but in terms of crunch, those three are solid.
    Also, a second HQ might be a good idea. Librarians worked well with the rest of the Ravenguard whenever I had to face them.

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  5. Although Shrike is fluffy, Khan's whole army outflank by far brings the whole army closer to what a Raven Guard force would feel like.I run the RG Successor Chapter, the Teal Hawks' 8th Company (Because 8th CO for most codex are bike heavy, and I mix Khan's bikes with lightning claw assault squads).

    B lood Angels also do a better job that C:SM, with descent of angels. If youw ant to go fluffy, just don't add Sang Priests. You could even rationalize the Blood Rage as a few of the fairly stable (unstable) genetic guys done during the RG rebuilding...

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  6. Mmm... I don't know I like to run an army of Ravens with a lot of scouts and get to the enemy first turn.
    That's something only Shrike could provide.

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  7. Do you always start lists at 2500pts? I can see getting to include lots of units at "ideal" size. How would you pare it down for a more standard pick up game (1500-2000 pts).

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    Replies
    1. For 2000pts, I'd drop one vindicator, one terminator squad and one tactical squad. For the remaining 80 points one could get a a pair of trikes, for example. Or bump up the squad size of the sternguard w/combi-meltas.
      Just a thought, though.

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    2. 2500pts has been my standard point level for several years now. While I do get smaller games in, I tend to find them too specialized and more of a rock paper scissors game.

      I think 1500 is pretty small, but I have gotten 1750pt games in over the last several months. 2000pts is a good level of play as well.

      So yes, for ideas and list creating, I alway start at 2500pts.

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    3. Norrikan 2000pt adjustments work just fine.

      Delete
  8. Makes a Ravenguard list...

    Puts a picture for White Scars... XD

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  9. seein how any unit that starts off board via deepstrike, outflank, infiltrate or reserves in general, cant assault on the turn it arrives, 1st turn assaults are gone.
    as with any unit that deploys on board using a scout or infiltrate deployment, cant assault first turn.
    you should look into vanguard vets, as with there heroic intervention, plus jump packs, they can assault on the turn they deepstrike, as well as being able to reroll distance for it from jump packs, or from the fleet rule shrike gives them, which ever you prefer.

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  10. also, look at stormtalons, seein as how they are fliers, 3 of them in any list is very useful

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    Replies
    1. I've been hearing mixed opinions of stormtalons, i've yet to try one myself. At 130pts+ they're pretty expensive, and as far as i know it's only 2 glancing hits to destroy one. But then they're very maneuverable and can have decent weaponry - often able to knock out side armor. I've considered using one to deepstrike near my infiltrated snipers to help them lock down objectives. But, personally, i'm not sure if it's worth taking over a landspeeder in the same role.

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    2. in my raven guard army at 1k, i have 1 that follows on the board with an outflanking landspeeder storm carryin shotgun cloaked scouts.
      works well, as it doesnt always come on as planed, so can clear out objectives late game to claim with the scouts, or it causes disruption to my opponents plans allowing the scouts and speeder to do some damage before a claim.

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