Raven Guard/Ultramarines 2k points

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Raven Guard/Ultramarines 2k points

Post by Rion on Fri Mar 27, 2015 2:07 am

An army list I've have long built and rebuilt, same with the army itself. Plan on starting a Blog about it, if I can get my camera working. Anyway, I request thy opinions brothers on a few things. The main battle plan (for context) is to make use of the Raven Guard Chapter tactics and obtain a Alpha Strike comparable to a Drop Pod list, but with later game mobility. Deploy 12" Scout 6" Disembark 6" if my math is correct I will be less then 6" from my opponents line, rapid fire and melta range. Now everyone has a Veteran Sergeant mainly for that extra LD point, I personally don't find LD 8 to be reliable, and it will help deny my opponent the Psychological Warfare Objective. Also I play my Tactical Squads like they are in the Codex as a balance between shooting and melee so that extra attack helps make it work.

So the points I'm curious on:
-Chapter Master: Combi-Plasma or Plasma Pistol effectively turning him into the Special Weapons man for the Honor Guard in addition to the Beat Stick? Or forgo giving him shooting for the "traditional" Shield Eternal and Thunderhammer build?
-Tactical Squads: For this army list do you think I'd get more mileage out of the Meltagun, or Plasmagun? Plasma is more versatile yes, but I worry about tank busting.
-Assault/Devastator: Do you think they'd be better as they are as 2 5-Man Groups? Or as a single 10-Man Group?
-Librarian: This particular Libby I have used to great effect casting Forewarning, and Prescience on the Relic Blade Honor Guard. Buy great effect I mean I ran them strait into a 3000 point Ultramarine line and 2/3 of the army assaulted them. I won. Do you think I should keep this going or stick him with the Devas?
-Honor Guard: Power Weapons or Relic Blades?
-Telion: He's awesome but think he helps the list at all?

HQ
Chapter Master "Arturus" - 230
-Burning Blade, Combi-Plasma, Storm Shield, Artificer Armor

Honor Guard - 200
- 2 Extra Honor Guard, Chapter Banner, Rhino

Troops
10-Man Tactical Squad - 230
- Meltagun, Vet Sergeant w/Power Weapon, Plasma Pistol, Rhino w/extra Storm Bolter

10-Man Tactical Squad - 230
- Meltagun, Vet Sergeant w/Power Weapon, Plasma Pistol, Rhino w/extra Storm Bolter

10-Man Tactical Squad - 230
- Meltagun, Vet Sergeant w/Power Weapon, Plasma Pistol, Rhino w/extra Storm Bolter

Fast Attack
5-Man Assault Squad - 140
-Flamer, Vet Sergeant w/Combat Shield, Melta-Bomb, Power Weapon, Plasma Pistol

5-Man Assault Squad - 140
-Flamer, Vet Sergeant w/Combat Shield, Melta-Bomb, Power Weapon, Plasma Pistol

Heavy Support
5-Man Devastator Squad - 140
-2 Flakk ML, Vet Sergeant w/Combi-Flamer

5-Man Devastator Squad - 140
-2 Flakk ML, Vet Sergeant w/Combi-Flamer

Allies

HQ
Chief Librarian Myrddin - 165
-Counts as Tigurius

Troops
5-Man Scout Squad - 140
-3 Sniper Rifle, Camo Cloaks, Flakk ML, Sergeant Hector (Telion)

Total=1985

Rion
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Re: Raven Guard/Ultramarines 2k points

Post by DonFer on Fri Mar 27, 2015 8:42 am

I would recommend to let the assault squads go. There's no reason to take them whatsoever, specially in the SM Codex. That'll leave you some points for an extra Dev squad and some more missiles.

The UM scout squad should also loose the snipers. They simply are not wothr the points.

Hope it helps!

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Re: Raven Guard/Ultramarines 2k points

Post by Rion on Sat Mar 28, 2015 11:40 pm

I think it be a waist not to have the Assault Squads. Having a dedicated melee unit, I have found, is not a bad thing to have. Especially sense I tend to fight gunline armies and those armies that I fight that aren't gunline tend to be Horde armies. Also Wing Deliverance is not a bad chapter tactic and without the Assault Squads I'm letting it go to waste. Sad

What I could do is combine the Assault and Devastator Squads each into a 10-Man group. I end up saving a whopping 70 points. And each would gain much in the way of survivability. So I'll give it a good amount of consideration.  study

Scouts and bolters hmmmm. Not something I have considered to heavily sense I tend to use Scouts as back field campers so the extra range of the Sniper is a plus. But I'd like to hear more about it. Keeping in mind I don't own a Land Speeder Storm.

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Re: Raven Guard/Ultramarines 2k points

Post by DonFer on Wed Apr 01, 2015 8:00 am

The thing is, with the new missions, troops need to be mobile and not stationary. Sniper Scouts don't add anything good to this situation. They need to not move to actually shoot, and at BS3 there's not much they can do with 5 shots (5 shots fired, 2 hits, luckily one wound). I rather prefer them to shoot 2 times at rapid fire range with bolters, which increases their possibilities of hitting something. They don't need a LS Storm either since that adds points to the list. The LSS is not great and the Scouts are better of without it. Keep it simple and cheap.

On the assault squads, Vanilla Marines donīt have the best Assault Marines out there. In fact theree are better choices if you would like a dedicated melee unit (Vanguard Vets). But then again, your idea of 10 man dev squads is also great. I have played Dev.squads on a rhino, as a protection measure, using the rhino as a screen for the dev squad. it actually works quite nicely.

Anyways let us know how your list works.


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Re: Raven Guard/Ultramarines 2k points

Post by Rion on Thu Apr 09, 2015 2:06 am

I'll have to give Bolter Scouts a try. Although that wont be for awhile, I'm still building the physical part of the army.

Assault Marines vs Vanguard Vets an age old argument. But one I must decide for this list. I found I have enough points to throw in Captain Strike if I so desire. Seriously considering it. He'd defiantly help either unit. The one 'problem' would be is he went with Vanguard Vets he wouldn't be able to fit in a full unit. More like a 6-8 unit depending on gear.

Of course I could not take him at all and just bring a full ten man vet guard unit with plenty of points for upgrades. Some many options lol

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Re: Raven Guard/Ultramarines 2k points

Post by Rion on Sat Apr 25, 2015 12:47 am

Some changes. For starters decided to go for the Imperial Fist Chapter Tactics instead of the Raven Guard. Imperial Fist adds more to the army as a whole then a one turn movement buff. Also added an Aegis Defense Line for the Devastators to sit in. Also switching them to Lascannons, they're a little cheaper and are better at hurting tanks/elite/mc targets. Other then that not much has changed. So what ya'll think?

HQ Chapter Tactics: Imperial Fists
Chapter Master "Arturus" - 220
-Burning Blade
-Artificer Armor
-Plasma Pistol

5-man Honor Guard - 215
- Chapter Banner
- Thunder Hammer for Champion
- 4 Relic Blades

Troops
10-Man Tactical Squad - 230
- Plasmagun
-  Vet Sergeant: Power Weapon, Plasma Pistol,
- Rhino

10-Man Tactical Squad - 230
- Plasmagun
-  Vet Sergeant: Power Weapon, Plasma Pistol,
- Rhino

10-Man Tactical Squad - 230
- Plasmagun
- Vet Sergeant: Power Weapon, Plasma Pistol,
- Rhino

Heavy Support
10-Man Devastator Squad - 240
- 4 Lascannon
- Vet Sergeant: Combi-Flamer

Landraider Crusader - 260
- Melta-Melta

Allies

HQ Chapter Tactics: Ultramarine
Chief Librarian Myrddin - 165
- Counts as Tigurius

Troops
5-Man Scout Squad - 85
- Camo Cloaks
- Bolters

Fortification
Aegis Defense Line - 100
- Quad Gun

Total=1975

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Re: Raven Guard/Ultramarines 2k points

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