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Discussion Starter · #1 · (Edited)
Would appreciate any feedback on the posted list be it possible critique and tactical usage, this is what I am looking to put together.

6th Edition Raptor Tactics/ Ravenguard Tactics

HQ

Librarian
Psyker
Captain
Chapter Master
Terminator Armour
- 250

Troop Choice

Scout Squad
5 x Scout
Camo Cloak
Sniper Rifle

Scout Squad
5 x Scouts
Camo Cloak
Teleport Homer
Sniper Rifle

- 275

Fast Attack

Suppression Force

Land Speeder
Typhoon
Multi Melta

- 80

Heavy Support

Whirlwind x 3
Extra Armour


Thunder fire Cannon

325

1st Company Task Force

Elite

Terminator Assault Squad

Terminator Assault Squad

Sternguard Vet Squad
2 x Combi
2 x Melta
Dedicated Transport Drop Pod


- 570
- 1500

Idea is to infiltrate the scout squads to within objectives or terrain to lay down suppressive sniper and rending bolter fire early game then use reserves to reactivly counter opposing movement towards the scouts while whirlwinds/ thuderfire cannon lay down suppressive ranged fire with the land speeder marking targets if need be.

Appreciate any feedback guys

Thanks :D
 

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15 Posts
Discussion Starter · #3 ·
6th Edition Raptor Tactics/ Ravenguard Tactics

HQ
Librarian
Psyker
- 90

Troop Choice
Scout Squad
5 x Scout
Camo Cloak
Teleport Homer
Sniper Rifle
Land Speeder Storm
Multi Melta


Scout Squad
5 x Scouts
Camo Cloak
Teleport Homer
Land Speeder Storm
Multi Melta
- 375

Suppression Force

Fast Attack
Land Speeder
Typhoon
Multi Melta
- 80

Heavy Support
Whirlwind x 3
Extra Armour


Devestator Squad
2 x Las Cannon
Multimelta
Heavy Bolter
- 355

1st Company Task Force

Elite
Terminator Squad
Assault Cannon

Terminator Squad
Heavy Flamer

Sternguard Vet Squad
2 x Combi Plasma
2 x Melta
Dedicated Transport Drop Pod


- 600

- 1500

List amended with certain changes, removed the captain and TFC adding LSS for the extra objective secured plus a dev squad to deal better with AV targets, also switched the terminators over to your regular guys kitted with an assault cannon and heavy flamer.

Lets see how we do!
 

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Whirlwind x 3
Extra Armour
Why bother with extra armour on the Whirlwinds; Snap Shots are Snap Shots, is it worth 30 points to be able to move barrage weaponry in the event of a Stunned result?

Devestator Squad
2 x Las Cannon
Multimelta
Heavy Bolter
One or more of these weapons is always going to be less than useful or totally useless. LCs and MMs want to shoot at the same stuff but at very different ranges, and the HB wants to shoot at infantry all day (maybe some origami-level armoured targets).

As a bit of a different spin on your upgrades without messing with your unit choices (and assuming maybe proxying weapons is cool), I would:

  • take 4x missile launchers in the Devs (same points cost as current kit, alternately 3x lascannons)
  • drop EA on the Whirlwinds to upgrade both Terminator squads to having cyclone missile launchers
  • spend the last 10 points either giving EA to the Land Speeder or another combi-weapon to the Sternguard

In any instance, I would be deploying the sniper scouts in a Ruin that has been bolstered by your techmarine (maybe even all of them together, I know a guy that does this and it's sooooooo frustrating :laugh:) and keep their Speeder in Reserve as a late-game objective grabber thanks to its Objective Secured rule.
 
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