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 Post subject: 1000 pt Space Marine Ravenguard
PostPosted: Wed Oct 01, 2008 3:31 pm 
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Joined: Mon Jun 23, 2008 2:30 pm
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Location: Baton Rouge, LA
Highscores: 7
HQ
Chaplain
Jump pack
meltabombs
bolt pistol

10 Tactical Sqaud
-ser Power fist
-flamer
-miss launch

10 Scout Squad
-ser Power fist, melta bombs
-rest pistol and CC weapon

10 Scout Squad
-ser sniper rifle
-8 snipers
-1 heavy bolter

10 Assault Sqaud
-ser Power fist
-chaplain goes with this squad

5 Devastators
-ser pistol and CC weapon
- 4 missile launchers

Basic idea is to keep tactical and deva's and snipers squad deep in my area and let them come to me.

CC scouts and assault team will hit weaks spots or delay them from getting to my heavy fire power. snipers take down tough targets. launchers vehicles or soft infantry.

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"I see tree tings, green wots mine, green wots soon ta be mine, and not green wots soon ta be mine!!" Imgreen Oneteef
Orcs and Gobbos 10-4-1
RavenGuard 13-3-4


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 Post subject:
PostPosted: Thu Oct 02, 2008 7:01 am 
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Joined: Wed Mar 26, 2008 5:16 pm
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Well 45 models on the board is a very nice and powerful group to work with!

I'm not too familiar with the Ravenguard fluff but I would consider possibly putting that CC scout unit in a rhino if you can afford the points somewhere. The assault squad has the mobility but you'll want to have a troop choice that has the option to move about the table quickly (don't forget in 5th only troop choices can claim objectives). Otherwise I like the list for 1k points, looks pretty solid in my eyes.


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 Post subject:
PostPosted: Thu Oct 02, 2008 12:36 pm 
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IIRC Raven Guard are an assault heavy chapter specialising in lightning fast strikes. I think 10 scouts is too much, personally. My regular Marine opponent takes a unit of 5 with sniper rifles and a missile launcher and they do great at holding objectives.

The devastators are fine and the assault squad will be fine too as long as it gets supported. Assault squads on their own tend to take a beating. Especially now they can't consolidate into a new combat.

Scurrdi has a good idea with adding a Rhino in, not only will it protect you but will help get to objectives and once it is there you can use it as mobile cover to block LOS to whatever squad you use to claim objectives.


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 Post subject:
PostPosted: Thu Oct 02, 2008 8:13 pm 
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Location: Baton Rouge, LA
Highscores: 7
Ravenguard fluff is a lot of scouts and a lot of drop pods/deep strikes for fast hitting, not neccessarily assualt squads, thats blood angels.

with infiltrate and the scout rule, they can get into close combat turn 1. Ive found they dont need a rhino.

I split the scout sniper squad into 2 squads usually and get 2 chances for pinning. Works pretty well and rending sniper shots rule for carnifexes and other tough enemies.

_________________
"I see tree tings, green wots mine, green wots soon ta be mine, and not green wots soon ta be mine!!" Imgreen Oneteef
Orcs and Gobbos 10-4-1
RavenGuard 13-3-4


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 Post subject:
PostPosted: Thu Oct 02, 2008 8:16 pm 
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Oh I think the scouts are great. My biggest concern though is that with those scouts being your only mobile troops choice (that are effective on the move) you don't want them getting into combat early and losing too many of their number to claim an objective.

A rhino will give you the mobility to redeploy where you want and all your assault squad to bring the initial strike to be followed up by your scouts.


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