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Ravenguard? A good Formation? FOR REALS!?!??!


fluger

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I've only run my Scout Bikers a couple of times. Kind of hit or miss (once when I was going second, there was no way I could get them anywhere useful without getting blasted off the field before my Pods came down), but they're great when they do work. Locator Beacons are awesome, and that 75mm long Base lets you get a bigger bubble for it than you might think.

 

I should give them another try with the 10th Company Task Force for a bit of help on Turn 1 Survivability.

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I should give them another try with the 10th Company Task Force for a bit of help on Turn 1 Survivability.

 

I was thinking of this in conjunction with Raven Guard tactics and not even in the 10th company force (unless I wanted to save FA slots) as they can jink at a 2+ turn one.  That's a guarantee of exactly nothing, but it's something I guess.  The only drawback of them in the 10th company is they HAVE to have cluster mines...

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Yeah, on the more expensive (and more visible) Model, the 4+ Save is a bigger drawback. Plus they're lacking some of the nice options that regular Scouts get, and the option to be taken as Troops like regular Bikes. 16-17 would put them around the same 1.5:1 Points ratio to foot scouts that regular Bikes have to Tac Marines.

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Here's another list I came up with that I really like.  If the Shadowstrike Formation is good, I could move this around to make it that instead (move the Sternguard to the CAD and the 2 minimum sized units of Scouts to the Shadowstrike Formation)

 

CAD:  Raptors CT

Lias Issodon:  175

10 Scouts:  120 + 50
  Bolters, Combi-Grav
  LS Storm:  Multimelta

10 Scouts:  120 + 50
  Bolters, Combi-Grav
  LS Storm:  Multimelta

10 Scouts:  120 + 50
  Bolters, Combi-Grav
  LS Storm:  Multimelta

10 Scouts:  120 + 50
  Bolters, Combi-Grav
  LS Storm:  Multimelta

5 Scouts:  65
  Bolters, Combi-Grav

5 Scouts:  65
  Bolters, Combi-Grav

1 Drop Pod:  35

3 Centurion Devastators:  250
  Grav Cannons
  Omniscope

1st Company Task Force:  Raven Guard CT 726

10 Sternguard:  260
  4 Combi-meltas

10 Vanguard Vets:  233
  3 Lightning Claws, 2 Power Mauls, 2 Power Axes, Jump Packs

10 Vanguard Vets:  233
  3 Lightning Claws, 2 Power Mauls, 2 Power Axes, Jump Packs

1996

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Using the Ravenguard special formation I cobbled together this:

 
Talon Strike Force:  
 
Pinion Battle Demi-Company:  891

 

Chaplain:  100
  Auspex, Meltabombs
 
5 Tactical Marines:  90
  Meltagun, Combi-Melta
 
5 Tactical Marines:  90
  Meltagun, Combi-Melta
 
5 Tactical Marines:  90
  Meltagun, Combi-Melta
 
5 Assault Marines:  85
  2 Flamers, Meltabombs
 
5 Devastators:  140 + 40
  2 Grav-Cannons
  Rhino:  Dozer Blade
 
3 Scout Bikers:  64
  Combi-grav
 
3 Scout Bikers:  64
  Combi-grav
 
3 Scout Bikers:  64
  Combi-grav
 
3 Scout Bikers:  64
  Combi-grav
 
Shadowstrike Kill Team:  662
 
5 Scouts:  65 + 50
  Bolters, Combi-grav
  Land Speeder Storm:  Multimelta
 
5 Scouts:  65 + 50
  Bolters, Combi-grav
  Land Speeder Storm:  Multimelta
 
8 Vanguard Vets:  216
  2 Lightning Claws, 2 Power Mauls, 2 Power Axes, 2 Meltabombs, Jump    Packs
 
8 Vanguard Vets:  216
  2 Lightning Claws, 2 Power Mauls, 2 Power Axes, 2 Meltabombs, Jump    Packs
 
Raptor Wing:  280
 
1 Land Speeder:  50
  2x Heavy Bolters
 
1 Stormtalon:  115
  Skyhammer ML
 
1 Stormtalon:  115
  Skyhammer ML
 
1833
 
For those who haven't read it, here are the relevant formation rules:
 
Talon Strike Force:
 

12187847_10200835480445592_5903384965000

 
Pinion Battle Demi Company:
 

12141760_10200835480765600_4121759790965

 
Shadowstrike Kill Team:

12189611_10200835480885603_8697001350118

 
Raptor Wing

12027773_10200835481405616_6771469466675
 

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I could probably put jump packs on the assault squad 'cause why not.  

 

The critical things to note about this army is I could deploy NOTHING and have half of it come in on turn 1.  I can outflank with everything if I want, thanks to the scouts guiding in the regular guys.  

 

I'm not even close to sold on the load outs on all this, but it feels really strong and it LOOKS like a Ravenguard army, which appeals to me.  

 

The big gimmick is turn one charges with the Vanguard Vets as they can just choose to come in turn 1, don't scatter if within 9" of two scout units in their formation (easy to do with the storms and two squads) and then they can assault!  That's flippin' filthy.  

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