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Raven Guard 1.X

 Post subject: Re: Raven Guard 1.X
PostPosted: Wed May 22, 2013 3:37 am 
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Hello everyone,

I have codex SM and am thinking of expanding to form a RG army as well.....still SM, but just a little different.

Assuming that the PDF at the start of the thread is the most recent and up-to-date version of the list, and trying to make sense of multiple pages of discussion on this hread, I have some thoughts and questions:

My codex SM terminators are probably my favorite formation in the game, and I like that RG termies have the option of planet falling via drop pod (eliminates risk of BM from teleporting) as well as teleporting in the old-fashioned way or assaulting from a Thunderhawk......but would this be frowned upon? From what I understand of the RG army fluff, they have few suits of terminator armor, and if I use two, or three, or even more formations of terminators, is that not a very Raven Guardy thing to do?

The RG scout-snipers are listed as costing 200 points, and list sniper rifles as the standard shooting weapon with Sniper ability. I interpret that as meaning the formation is four units in size, and each unit has the sniper ability...and then an upgrade of two more scout-sniper units can be taken for 75 points. If this is the case, then why is there a sniper upgrade for 50 points to give all scouts in the unit the sniper ability, when they already have it?

If a formation of scouts with multiple sniper units gets in range of an enemy formation with a character to take out, how does that work? Suppose I take 4 shots at the unit and all 4 hit, and the opponent fails 3 saves.....the first hit takes out the character unit, but what happens to the other two? Do they take out other units in the formation, or are they wasted?

The codex SM list has thunderbolt fighters costing 175, while the RG list has then at only 150. Is this correct or a typo?

As I only have ever had codex SM, I do not have any models to represent caestus assault rams. Would I be missing out on something good if I don't have any or should I really try to get my hands on some?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Wed May 22, 2013 3:53 am 
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Take as many Termies as the list allows if you like. It's totally up to you if you want your army to represent "fluff".

TBs in all Marine lists should be 175 points

I'll get back to you on the scout issue but I think a rules boffin is better to answer your "are saves wasted?" question.

Can't answer your Caestus question so better to ask other RG players about that one.


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 Post subject: Re: Raven Guard 1.X
PostPosted: Wed May 22, 2013 4:49 am 
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As Dobbsy says, take as many as you want and is legal for the list. When a list is named after a chapter it doesn't necessarily mean you are playing that specific chapter; It means you are fielding a force that is fitting or equipped in the eponymous style or way. Perhaps this is a successor chapter. Maybe it is salamenders without heavy support :)

As for Assault Rams, checkout the Badger from Reaper mini. It makes a great proxy.

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 Post subject: Re: Raven Guard 1.X
PostPosted: Wed May 22, 2013 7:40 am 
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robbypk wrote:
Hello everyone,

If a formation of scouts with multiple sniper units gets in range of an enemy formation with a character to take out, how does that work? Suppose I take 4 shots at the unit and all 4 hit, and the opponent fails 3 saves.....the first hit takes out the character unit, but what happens to the other two? Do they take out other units in the formation, or are they wasted?


When using "Sniper" you roll all the sniper attacks and then place any hits you make on units of your choice.
You could put multiple hits on 1 character to have a better chance of killing it but hits could be wasted or you can split them between more units and risk not killing the character.
The choice is yours but you have to allocate all sniper hits before any saving rolls are made, you can also allocate a sniper hit to a unit which has already been allocated a normal hit.


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 Post subject: Re: Raven Guard 1.X
PostPosted: Wed May 22, 2013 10:43 am 
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Good to see some interest in this list again.

Don't stress too much on the fluff vs rules with regards to your terminators. The raven guards' fluff is loose at best any how. One moment they'll say the struggled from the HH and have to make due with old suits etc whilst then next minute they claim their home world and moon have the output of a small forgeworld. Sure with these resources behind them they could have come up with a few suits since the events of 30K.

As we've discussed before (I think) its more of a preferred method of warfare, as opposed to a resource or logistic shortfall that defines the way the RG fight in the 40k era.

As for Caestus proxies, I'm using the first version thunderhawk or "thunderbrick" as my stand in.

Q for Dobbsy: is Neal still the AC for this list or is the position vacant/assigned to someone else?


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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 23, 2013 1:50 am 
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Quote:
The RG scout-snipers are listed as costing 200 points, and list sniper rifles as the standard shooting weapon with Sniper ability. I interpret that as meaning the formation is four units in size, and each unit has the sniper ability...and then an upgrade of two more scout-sniper units can be taken for 75 points. If this is the case, then why is there a sniper upgrade for 50 points to give all scouts in the unit the sniper ability, when they already have it?


This question still stands. Anyone have an answer?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 23, 2013 7:32 am 
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robbypk wrote:
Quote:
The RG scout-snipers are listed as costing 200 points, and list sniper rifles as the standard shooting weapon with Sniper ability. I interpret that as meaning the formation is four units in size, and each unit has the sniper ability...and then an upgrade of two more scout-sniper units can be taken for 75 points. If this is the case, then why is there a sniper upgrade for 50 points to give all scouts in the unit the sniper ability, when they already have it?


This question still stands. Anyone have an answer?


Sniper in the upgrade section is probably just a "cut and paste" error, as non of the formations in the list (Scout-Snipers included) have it in their upgrade allowed section. This means there is no way of upgrading any units to have sniper.


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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 23, 2013 2:23 pm 
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ortron wrote:
Q for Dobbsy: is Neal still the AC for this list or is the position vacant/assigned to someone else?

You'd have to ask Neal about it. At present he still is but he was also the Thousand Sons AC until recently so....


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 Post subject: Re: Raven Guard 1.X
PostPosted: Fri May 24, 2013 11:12 pm 
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Jimmy (and everyone else)

I've looked at the badger model by reaper miniatures. Looks good, but there are two different stock #'s - 07117 and 24568. It looks like 24568 is the way to go, as there are two of them and they look smaller, more Epic scale -- but does anyone know for sure?

http://www.reapermini.com/OnlineStore/Badger

The thunderbolt fighters are listed as 150 but Dobbsy says it should be 175, which makes sense, but the strike cruiser is listed at 225. Should it only be 200?

What do you, experienced RG players go for when you play the army? Can anyone provide sample lists of what works? How do you overcome the general lacking of firepower and armor?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Fri May 24, 2013 11:36 pm 
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Basically it comes down to if you like the FW or the GW styled aircraft. If you have the former, use the Truescale; otherwise the other.

I don't have the compendium in front of me but is that the price the latest or was this otherwise corrected?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Sat May 25, 2013 12:48 am 
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I'm not particular about my aircraft. Off the top of my head I don't THINK I even have any FW Epic models, and I use proxies for chaos aircraft so that's no big deal to me.

But it hard to really get an idea of how big the models really are. Is there any way to see them in relation to other models or item to get a feel for how big they really are?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 30, 2013 3:55 am 
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Over the weekend I played a game with my codex SM using one of my favorite strategies: air assault. All of my forces entered the game either via drop pods, Thunderhawk, or teleport. Doesn't always work, but this time it worked perfectly.

Question is, does this strategy work even better for RG? Or, are the scout-snipers garrisoned or even placed in the SM deployment zone vital to RG victory?

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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 30, 2013 4:19 am 
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Raven guard fan reroll their scatter dice so that's helpful. Their Land Speeders can planet fall which really can be great in an air drop situation. Their terminators can drop pod. The assault formation is 6units which means a much bigger resilient formation (plus the standard extra range bonus from assaulting from a Landerreally helps)

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 Post subject: Re: Raven Guard 1.X
PostPosted: Thu May 30, 2013 4:29 am 
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robbypk wrote:
Over the weekend I played a game with my codex SM using one of my favorite strategies: air assault. All of my forces entered the game either via drop pods, Thunderhawk, or teleport. Doesn't always work, but this time it worked perfectly.

Grumble, grumble.... I was on the receiving end of it. >:( The game was actually closer than I expected, but still... It was weird not having any opponent formations on the table at the start of the game.

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 Post subject: Re: Raven Guard 1.X
PostPosted: Sun Jun 02, 2013 9:46 pm 
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At this point creating a RG army is still just an idea in my head.

Can anyone out there who actually plays RG give me an idea on what really works and what doesn't?

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