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WoodenRobot

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Hi guys,

 

I'm appealing to the greater knowledge and asking for thoughts on the following 1850 army list

 

Legion Astartes: Raven Guard

ROW: Decapitation Strike

1847 pts

 

HQ:

Strike Captain Alvarex Maun (145)

 Cameleoline

 

TROOPS:

 Legion Tactical Squad (225)

Seargent w/ Artificer Armour, Melta Bombs. (14x) Marines, Legion Vexilla

 

 Legion Tactical Squad (170)

Seargent w/ Artificer Armour, (9x) Marines

 

ELITES:

Apothecarion Detachment (95)

Apothicary w/ Augury Scanner

Apothicary

 

Legion Destroyer Squad (315)

Seargent w/ Artificer Armour, (2x) Phosphex Bombs, Power Fist. (5x) Destroyer Marines, Missile Launcher, Jump Packs

 

Legion Rapier Battery (150)

(2x) Rapier Graviton Cannon Battery

 

Mor Deythan Strike Squad (357)

Shade w/ Artificer Armour, Melta Bombs. (8x) Mor Deythan, (6x) Combi-Flamer, (3x) Missile Launcher

Legion Rhino w/ Pintle Mounted Heavy Bolter

 

FAST ATTACK:

Legion Javelin Attack Speeder Squadron (95)

1x Javelin Attack Speeder, Twin Linked Las-Cannon, (2x) Hunter-Killer Missiles

 

Legion Javelin Attack Speeder Squadron (85)

1x Javelin Attack Speeder, Twin Linked Cyclone Launcher, (2x) Hunter-Killer Missiles

 

HEAVY SUPPORT

Fire Raptor Gunship (210)

Reaper Autocannon Battery

 

 

Thoughts? Are the jump packs worth it on Destroyers, or just infiltrate them and get them to plink things with rad missiles (in which case I'd drop the 6th man and the jump packs and get 95pts back to spend elsewhere (Laser destroyer Rapier battery? / 2x heavy bolter batteries)

  • Maun will go with the larger Tac Squad to confer stealth and bring in Deep Striking Vehicles
  • Apothicary w/ large Tac Squad
  • 2nd Apothicary w/ Mor Deythan or other Tac Squad
  • Normal Mor Deythan shennanigans hunting Armour 2 things or vehicles, I was running a 6 man squad with 2x missile launchers but found they didn't survive long after flaming something turn 1, so hoping the extra bodies and armour will help. 
  • Rapier's infiltrate to strip hull points are deal with Low strength blobs
  • Javelin's and Raptor come in turn 2 to finish off vehicles
  • Destroyer squad softens up Monstrous creatures for a turn or two
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ok. so couple of things:

 

1. i use 2 grav cannon batteries. Yeah. it's crazy, but i usually end up going first and stopping tanks dead... Suck it and walk spartan riders... That said, 2 can't kill anything. Remember that grav basically glances things to death. Nothing of consequence has 2 hull points. Plus you gotta roll to hit. 

 

2. destroyers. Are they dropping in? if so things are less clumped once people get to move. unless you are trying to kill a transport then kil the guys inside. But really you think those 5 guys are going to last long enough to phosphex twice? I just think you go missile or suicide. Both is two expensive and confuses their role. Plus I think they are almost always better in a rhino.

 

3. Mor deythan. These guys kill and get killed. I never have an opportunity to shot anything after i flame with them. And if i did I would rather have meltas. Cause that means i only have tank targets. In which case I would want a combi melta on the rhino. All that said though you can get infiltrating combi or missile launchers cheaper elsewhere. So I just stick to straight combi flamers.

 

4. Apth and tacs. Why? These units are boring and not scary. Your squads aren't big enough to cover the cost of the apothecary. Plus you don't win the grind game over other legions. You are much better off with a chaplain and 20 guys with an extra hth weapon and krack grenades. At least then your squads out fights almost everything. As for the 10 man. keep it mega cheap. I think upgrades are usually a waste. Although rhino are scoring and have ob sec which can be huge in maelstrom. I mean maybe a melta gun, but AA is usually useless points IMO

 

5. Overall tactics. So you raptor, destroyers and javs are coming in turn 2+. So turn one the plan is to kill anti air or to pin units in transports back in their deployment zone. So anything that is dangerous to the game plan is most likely tanks. So your "start on the board" units (or turn one drop pods') should be anti tank. The exception is probably mor deythan, but that's just a reason to mix them with melta. In general if you pop the anti air craft and long range anti tank your reserves will trash your opponent. 

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Thanks, that's incredibly helpful as I've only just started playing RG.

 

With the Rapiers, am I better of swapping them for laser destroyers instead? will net me an extra 40 points, and with a 30% chance to pen vs 11% against AV14

 

I'm going to drop the jump packs on the destroyers, 75pts for a 5-6 man squad is just too expensive. Shifting the points around I can bump them up to a full 10 man

squad with an extra rad missile launcher, and just start them on the board as infiltrators like everyone else.  Main concern is bringing down toughness on things like Castelax and Ogryns so my normal bolters can take them down.  Could still drop the Phosphex down to 1x and give the Sarge a PFist so they can try at least charge (though Furious Charge would help here now)

 

2nd apothicary can dissapear and turn into 5 more marines either to bring the first squad up to 20 or the second up to 15 as well.

 

Will swap to meltas on the Mor Deythan as they'll be in range for that now and a 9 man squad should last longer than a 5

 

AA will stay, I had 16 of my attacks soaked into a AA Sarge in the last game so I feel they're good value for only 10pts.

 

I'll revise and update with a version 2

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