fluger Posted June 2, 2014 Report Share Posted June 2, 2014 Chapter Master: 235 Terminator armor, Shield Eternal, Chain Fist 8 Honour Guard: 235 + 35 Chapter banner, 8 Power Mauls Drop Pod 10 Tactical Marines: 190 Gravgun, Lascannon, Combi-grav, Meltabombs 10 Tactical Marines: 190 Gravgun, Lascannon, Combi-grav, Meltabombs 5 Scouts: 60 + 45 Shotguns, Meltabombs LS Storm: Heavy Flamer 5 Scouts: 60 + 45 Shotguns, Meltabombs LS Storm: Heavy Flamer 8 Vanguard Veterans: 176 Jump Packs 8 Vanguard Veterans: 176 Jump Packs 8 Vanguard Veterans: 176 Jump Packs Stormtalon Gunship: 125 Skyhammer Missile Launcher Stormtalon Gunship: 125 Skyhammer Missile Launcher Stormtalon Gunship: 125 Skyhammer Missile Launcher 1998 points Now, I could fiddle with a few things here like maybe going with melta/combi melta instead of the grav guns, but I like the idea of combining the scout move of the Ravenguard tacticals to get in range quicker with those things. However, I like the basic idea of the list. The goal is to leverage speed and threats to put pressure on my opponent for a turn 2 hammering. Quote Link to comment Share on other sites More sharing options...
TW_Haines Posted June 2, 2014 Report Share Posted June 2, 2014 looking at your list how do the tac marines get to range, I didnt see a transport? Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted June 2, 2014 Report Share Posted June 2, 2014 Deploying forward and scout move, I believe he was suggesting. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted June 2, 2014 Author Report Share Posted June 2, 2014 Yup, Ravenguard get the scout rule on tacticals. Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted June 2, 2014 Report Share Posted June 2, 2014 I'm toying with similar list for ofcc. I think rhinos might be better suited to help get you up. Being midfield versus just 6" out deployment is going to ensure turn 2 assault. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 2, 2014 Author Report Share Posted June 2, 2014 The intent is to play it like ravenguard, so limited tanks. 1 Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted June 2, 2014 Report Share Posted June 2, 2014 Yay! Raven guard have scoring jump troops! It's almost as if GW knew this was the plan the whole time. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted June 2, 2014 Author Report Share Posted June 2, 2014 Well, not objective secured, obviously, but they can still flit about and do tactical things. I really think that 7th is going to be ALL ABOUT mobility or at least hordey type board coverage. TBH, I'm really think a mech-based force is really going to be the king. Maybe I'll have to scavenge up my old Aurora Chapter ideas... Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted June 2, 2014 Report Share Posted June 2, 2014 I'm watching Black Hawk Down right now, I'm all for a mech force! ;D Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted June 2, 2014 Report Share Posted June 2, 2014 Fair enough I get that infiltrator army, relying on close insertion. My ofcc list I haven't decided to do full foot which will be raven or mech jump list. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted June 2, 2014 Report Share Posted June 2, 2014 Ravenguard are the only space marine force i ever tried or liked. I havent played them in a long time. But id do shotguns and a powerfist on my scouts. Multimeltas on the storms in order to deal with the Imperial Knights and Astra Militarum artillery and such Quote Link to comment Share on other sites More sharing options...
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