Monday, January 30, 2017

Raven Guard 30K - The Falcons - Part 2



After the devastation of the Dropsite Massacre, Corax reorganized his fighting force of ~4000 into 3 divisions based on combat specialization.

  • The Talons: Tactical Companies
  • The Hawks: Light Vehicles & Air Support
  • The Falcons: Assault Companies 


For the Adepticon 2017, I will be building The Falcons.
Part 1

THE PARTS:

I recently wrote an blog post about Raven Guard and the Mark armor they would be wearing during the timeline of the Horus Heresy. Raven Guard 30K - Power Armor Marks

Without getting deep into it, the Falcons were formed after the Istvaan Dropsite massacre. So from an armor perspective, you would have a lot of mishmash MK V from the Istvaan Survivors plus whatever was available still at the Raven Spire. You would also have new batches of the MK VI armor.

From an aesthetic perspective, I want this army to scream Raven Guard jump infantry and there is nothing more Raven Guard than MK VI beakies.

Problem #1: 

Forgeworld has not released MK VI assault marines... OTHER THAN DARK FURY.

So the army will be based off the Dark Fury body. Problem #1 solved!


Look away... No, those aren't MK VI Destroyers...


Problem #2:

I would like to use the Forgeworld transfer sheets to try to stay as close to canon as possible. So I put in the research and got my head around tactical markings, I even wrote an article on it.  Raven Guard 30K - Tactical Markings




Anyway, I think I'm going to do one unit as a vet assault unit and one as a standard assault unit. Raven Guard Veterans paint their arms and shoulder pads white. They also have different helmet markings. This will at least distinguish the units.

BTW - It's a total gripe of mine... But why is there not a VETERAN ASSAULT MARINE UNIT OPTION! They literally could have just let vets take jump packs at 7 pts each...

The other issue is the Dark Fury. Aren't they Vets? Why no white arms? Dammit Forgeworld... So I think I'm going to paint my Dark Fury squads slightly different versions of Black, White and Silver.

THEN I HIT A SNAG!!!! Shoulder Pads. I don't want everyone on in Dark Fury shoulder pads!!! Ok... No biggie. Forgeworld makes MKVI Raven Guard Shoulder pads. BUT... What about the other shoulder pad? Well, it turns out their are different sizes of MK VI shoulder pads... Seekers have little ones. The fancy Frogeworld Raven Guard ones are annoyingly medium...  The Forgeworld MK VI tactical marines have 1 blank per marine, the other is studded. Nice to have the variety but for my purposes, I will need bulk blank MK VI shoulder pads. Looks like I will have to cast them.... FML



Sorry Forgeworld. Make shit easily available or its... Casting Time!!!



BOOM CASTED AND PRIMED SHOULDER PADS!!!!!!!!!!!!!





So why not just sculpt up some Ultramarine-esque heads and cast them! Maybe for vets?


So the SGT helmet that looks like a bird is awesome. But impossible to get...

OK... Maybe some custom backpacks while I'm at it. 

Problem 3: 

Arms. Well. I can't run all those assault marines with lightning claws, so now I have to get arms. MK VI arms are just MK IV arms, which are pretty close to MK VII arms, so I'm going to focus on finding weapons with birds on them. I also really like the aesthetic of chainswords, but they just don't seem that sneaky... So screw it i'm going to go half and half. Rule of cool right?

 


After a couple hours of Ebay, I found a quite a bit of options, so I can mix up the squad.

BTW - Remind me again why I chose to to use Dark Fury as the base of my army? This is a lot of extra work...

Next up, basing until I get everything primed and organized!










Friday, January 27, 2017

Raven Guard 30K - The Falcons - Part 1



After the devastation of the Dropsite Massacre, Corax reorganized his fighting force of ~4000 into 3 divisions based on combat specialization.

  • The Talons: Tactical Companies
  • The Hawks: Light Vehicles & Air Support
  • The Falcons: Assault Companies 
For the Adepticon 2017, I will be building The Falcons.

Aloni Tev: 

The commander of The Falcons is Aloni Tev. Aloni is a Terran and also a survivor of the Dropsite massacre. He is described as dark in complexion with a narrowness and slant to his eyes. He has a shaved head with many gilded service studs riveted into his scalp. He was deployed on a jetbike during the Dropsite Massacre. 

The obvious build to run Aloni as a praetor with paragon blade or raven talons. I could run him as a delegatus as well... I'm tempted to do a conversion off the Sammael Raven Wing model for a jet bike option, but for this army I will put him in a jump pack. My current thoughts are to use a Blood Angel's model. 

The Falcons:

To represent a Falcon's fighting force, I will be building a Jump Assault list that relies on mass jump infantry. The idea is to field an army that looks awesome, and is fun to play and play against. My initial idea is to field a list that hit hard and then faded away. With that in mind, I will be putting something together that will use the Angel's Wrath ROW. I want to use pure jumpers. From a META perspective, it basically wastes the point my opponent spent on tank hunting by not offering any tank targets and I think it will just looked awesome. 

RULE NOTES: 
  • House Rule 1: Melta Bomb FAQ will not be in effect
  • House Rule 2: Raven Guard Jump Infantry do not gain Infiltrate & Fleet. Ignore the BBB rules that Jump infantry are Infantry and should get ALL infantry rules. 
Here are a couple versions of the list. 

List 1: 

Raven Guard: Falcon Division - 2500 pts
  • Rite of War: Angel's Wrath
  • 170 pts - Praetor: Paragon Blade, Iron Halo, Jump Pack
  • 130 pts - Chaplain: Power Axe, Boarding Shield, JP, Artificer Armor, Melta Bomb
  • 130 pts - Chaplain: Power Axe, Boarding Shield, JP, Artificer Armor, Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 210 pts - 3 X Apothecary: Jump Pack, Artificer Armor
  • 465 pts - 20 X Legion Assault Squad: Melta Bombs, 4 X Power Axes. SGT: Power Fist, Artificer Armor
  • 465 pts - 20 X Legion Assault Squad: Melta Bombs, 4 X Power Axes. SGT: Power Fist, Artificer Armor
List 2: 

Raven Guard: Falcon Division - 2500 pts
  • Rite of War: Angel's Wrath
  • 450 pts - Corax 
  • 130 pts - Chaplain: Power Axe, Boarding Shield, JP, Artificer Armor, Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury. SGT: Melta Bomb
  • 60   pts -  Apothecary: Jump Pack
  • 465 pts - 20 X Legion Assault Squad: Melta Bombs, 4 X Power Axes. SGT: Power Fist, Artificer Armor
  • 465 pts - 20 X Legion Assault Squad: Melta Bombs, 4 X Power Axes. SGT: Power Fist, Artificer Armor
List 3: 

Raven Guard: Falcon Division - 2500 pts
  • Rite of War: Angel's Wrath
  • 450 pts - Corax 
  • 185 pts - 5 X Command Squad: Jump Packs 
  • 325 pts - 5 X Land Speeder grav gun, multi melta
  • 325 pts - 5 X Land Speeder grav gun, multi melta
  • 305 pts - 10 X Dark Fury
  • 180 pts -  3  X Apothecary: Jump Pack
  • 360 pts - 20 X Legion Assault Squad: 4 X Power Axes. SGT: Power Fist
  • 370 pts - 20 X Legion Assault Squad: 4 X Power Axes. SGT: Power Fist, Artificer Armor
List 4: 

Raven Guard: Falcon Division - 2500 pts
  • Rite of War: Angel's Wrath
  • 170 pts - Praetor: Paragon Blade, Iron Halo, Jump Pack
  • 325 pts - 5 X Land Speeder grav gun, multi melta
  • 305 pts - 10 X Dark Fury 
  • 310 pts - 10 X Dark Fury SGT: Melta Bomb
  • 120 pts -  2  X Apothecary: Jump Pack
  • 220 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist, Artificer Armor
  • 220 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist, Artificer Armor
  • 220 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist, Artificer Armor
  • 205 pts - Contemptor: 2 X CCWs, 2 X Gravguns
  • 100 pts - Anvilus Drop Pod
  • 205 pts - Contemptor: 2 X CCWs, 2 X Gravguns
  • 100 pts - Anvilus Drop Pod
List 5: 

Raven Guard: Falcon Division - 2500 pts
  • Rite of War: Angel's Wrath
  • 170 pts - Praetor: Paragon Blade, Iron Halo, Jump Pack
  • 120 pts - Forgelord: Jump Pack, Rad Grenades
  • 310 pts - 10 X Dark Fury SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury SGT: Melta Bomb
  • 310 pts - 10 X Dark Fury SGT: Melta Bomb
  • 220 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist, Artificer Armor
  • 220 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist, Artificer Armor
  • 210 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist
  • 210 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist
  • 210 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist
  • 210 pts - 10 X Legion Assault Squad: 2 X Power Axes. SGT: Power Fist
Tactics: 

Obviously there are lots of options in lists. The first 2 are more "Everyone gets a melta bomb attack" centric. The idea is to overwhelm with bodies and be in hth either turn 1 or 2. 

THE ANVIL:

Ideally, you would be able to multi charge multiple tanks and infantry squads with the Assault Squads. This does a couple things:
  1. Chappy gives you re roll to hit with the grenades 
  2. Their infantry can shoot you, as they are tied up in hth
  3. You infantry can't be targeted, as you are in hth
  4. At the end of their turn, you hit and run to gain movement and also the bonuses from charging again. 
So the chaplains are REALLY important, because they give you fearless from zealot. So you are a tarpit controlling the board. It's also nice that they give you re rolls to hit and fear, but the boarding shield also reduces damage from units counter charging you. I'm still on the fence about combat shields, but I think I will start using them more when I drop the melta bombs out of the list. 

THE HAMMER: 

Dark Fury pretty much kill everything. They really are an amazing blender unit, especially with hit and run. You also have the option of bouncing a chaplain into a dark fury unit to give re rolls to hit. Although, that is almost always over kill, and overkill is actually a big issue with this list. I find myself spreading out units, trying not to hit with too many guys to totally kill a unit, so they aren't standing around in the open holding their dicks in your opponents shooting phase. 

RADICAL: 

It's hard to find way to make it fit, but rad grenades are THE BOMB. Forgelords are probably the easiest way to incorporate them. The forgelord is actually best on a jetbike with a grav gun and rad grenade. That said, if you run him with the jump pack you get hit and run. Other options are Mortitats and Destroyers, but without infiltrate it's hard to fit these guys in. 

VIGILATORS: 

If you aren't allowed to infiltrate, it's not a bad option to give a unit a nudge towards the enemy. 

CORAX: 

To Corax Or Not To Corax... That is the question... This is the sort of list you would want to Run him in. Other than being a pretty versitile beat stick, he does give everyone a 6" run. Pretty much guarantees you a turn one or two charge. I've often weighing 10 Dark Fury and a Chappy in the list vs the primarch. 

FLYERS: 

Yes. 3 fire raptors seems to fit great in this list! Although, after trying it a couple times, the timing is off. You need bodies on the board to get into hth and by turn 2, you already have a pretty good idea of how the game is going to go. 

LAND SPEEDERS, JETBIKES & DREADNOUGHTS: 

For the Angel's Wrath ROW, Speeders & jetbikes are basically your only option for tank hunting that starts on the board. They are also one of those options that are smashing opponent units turn 1 and your opponent is put in the unenviable position of having to decide if they protect their tanks or let your jump infantry get across the board unscathed. Dreads in anvillus pods offer a similar conundrum. As for Jetbikes, I just don't think they have the right long range weapons to truly be successful. 

CONCLUSIONS: 

I'll be playing a couple of these list to get a feel for them. I will also be posting my progress as I build out this army. 

LMK what list you guys like or if you have any suggestions!

And check out my progress here:

Part 2

Friday, January 20, 2017

Raven Guard 30K: The Unused Units


Fellow Ravens! This article is a guest article by Parker Reed, "The Professor".

There are a few units in the Legions Crusade Army List book that people just don’t use. Whether they are too expensive, take up a valuable elite slot, or just don’t really ‘fit’ they are somewhat maligned by us 30k gamers. We will take a closer look at six of these units and see if we can get them to work with our own Raven Guard Legion army lists.




First we’re going to look at everybody’s favorite unit when getting into 30k, but no one takes them because they are astronomically expensive: Destroyers. COOLEST UNIT EVER! Guys with chemical grenades, gunslinging pistols, running around with jetpacks – this is the unit that got me hooked into 30k. NOW, when actually looking at their entry and stuffing them into a list (and you have to stuff them) it becomes a tad challenging. Here are some of their drawbacks:

  1. They take up an already crowded elite slot (competing with Mor Deythan, rapiers, apothecaries, Contemptors)
  2. Insanely expensive – just 5 guys stock with pistols is 150 points (start throwing rad launchers or jump packs on them and it goes up exponentially)
  3. They really don’t do any one battlefield role great (they are OK are shooting, but were designed as a combat unit and they are sub-par at best, even with rad grenades)


Not a lot going for them when you look at them like that. They are insanely cool models with some awesome special rules, like coming with rad grenades. They also come with counter-attack, but people probably won’t be charging them – they’ll just blow them off the board with shooting. Here are a couple ways they might be useful:

  1. 10 destroyers – 2 rad missile launchers with a rhino (infiltrate up and sling rad missiles out the top – sit midfield and they are a counter-assault unit)
  2. 5 destroyers – rad missile launcher, sergeant upgraded with artificer armor, power fist and a phosphex bomb (these guys are a nightmare in zone mortalis – 2+ to wound with shred anyone?)
  3. 10 destroyers – 2 rad missile launchers, sergeant with artificer armor and power fist, and the unit has jump packs (With an attached character with another power fist/axe this unit can take down 2 wound terminator units decently well – this unit is 400 points though, so I’m still on the fence)



The next is a very odd choice no one really thinks about, the Techmarine Covenant. I would say if these guys could split off and join a unit like the Apothecarion Detachment, more people would use them, because they bring a cool piece of wargear to an assault: rad grenades. Unfortunately there are some drawbacks to these tech-savy chaps as well:

  1. Take up an elite slot, without being able to join another squad
  2. Can take up to 4 servitors with them – who can then take a flamer/rotor cannon or a lascutter/power fist (4 rotor cannons with an augury scanner might help a touch softening up a drop podding tactical unit, but not much else)
  3. He can take a conversion beamer and a graviton gun (he can sit in the back and be an astartes mounted artillery piece, but he’s t4 with one wound, even if you take 3 guys with them – we do that better elsewhere)


I would say if you want this guy in your list, he’s a cheap way to throw him in a land raider Achilles and keep it alive. That’d be a 35 point upgrade to your tank basically, but it would take an elite slot…That’s definitely the worst part of this unit.


Next up are not really used in our Legion lists due to infiltrate and their models being super expensive, outriders. I love the idea of having a group of 10 or so outriders to throw in different lists, but not only are they expensive models, they are expensive $ wise as well. Some reasons these fellas aren’t the best decision:
  1. No sergeant stock (can be a decent thing) and it’s 15pts to upgrade
  2. The ranged special weapons are WAY too expensive (+15 point flamers? Yikes…)
  3. To be really good at one role, they need a BUNCH of bikes, and there’s more $ and points
  4. The melta bomb nerf REALLY hurt these guys – before you could slap bombs on all of them and they could really do a number on tanks. Now they have to take a number and wait like the rest of the assault marines.


These guys can hit like a freight train in combat when paired with the right character (looking at your forge lord with rad grenades) and are incredibly fast to get around the board quickly. I think they are best as an infantry hunter armed with power axes, paired with a forge lord on a bike with rad grenades. Here’s some uses for them:


  1. 6 bikes – upgrade to sergeant with a power fist, have 2 power axes in the unit and have a forge lord on a bike with rad grenades riding with them (the axes with hit at s6 on the charge with furious charge and your opponents will be t3, so no FnP and 2 wound terminators are dying with a single invul fail)
  2. 10 bikes – upgrade to sergeant with a power fist, 3 power axes – hunt big infantry blobs or backfield artillery (rapiers, etc)





Another interesting unit that I haven’t really ever seen on a table is the Tarantula Sentry Gun Battery. You are getting some tough 6 platforms with 2 wounds that can sport your choice of a heavy bolter, heavy flamer, rotor cannon, lascannon or multimelta w/searchlight. All except the multimelta are twin-linked. The rotor cannon is the poorest choice, tied I think with the heavy flamer. It is just too easy to avoid that area. Though it might be nice to surround an objective with. You can choose a hyperios missile defense system as well, but it’s the most expensive upgrade at +20 points per model. Some issues:

  1. They only get 2 fire modes: Point defense or sentry (point defense is a 90 degree fire arc at 36” range – sentry mode is a 360 arc with only 18” range)
  2. They are immobile and cannot score
  3. Raven Guard have units that can flat out do the things they do better

If you are REALLY wanting to bring some Tarantulas to your list, pick anti-infantry or armor and go all in with a battery of 3. A battery of 3 with twin-lascannons and forward deployment (gives them scout) could do ok at popping the occasional rhino or predator.




Next up is a unit that can be a devastating line breaking unit, the Deathstrom Drop Pod. This thing comes down and unloads waves and waves of missiles into the enemy’s lines. This drop pod was designed by our very own Raven Guard! They wanted something to clear landing zones without losing more warriors, our Primarch was cool like that. So what are some drawbacks to this thing?


  1. It doesn’t come with drop pod assault standard (meaning it has normal reserve rules unless you pay +25 points…)
  2. You really need to upgrade to the krak launchers which is another +30 points
  3. Another immobile, non-scoring unit


So a super cool, fluffy idea when running a drop pod or reserve heavy list that relies on the enemy being softened up before a charge. I would say go for the krak launchers and pay for the drop pod assault, which brings it to 145 points. That is expensive, but you are shooting 2 krak missiles at hopefully 5 different targets!





Lastly, and possibly least, is the noble Consul Champion. A super cool character that is solid at fighting, but doesn’t necessarily have the tools to accomplish the task. A consul champion stock will come in at 85 points before upgrades. He has WS6 thanks to the upgrade and gets to master-craft one of his close combat weapons, but HAS to roll and reroll for a glorious intervention and HAS to challenge if he’s able. Not terrible, but he needs some things:

  1. No access to a paragon blade like to praetor, so has to take a legion specific weapon to gain it
  2. Praetors just fight better: More attacks and access to a paragon blade or thunderhammer without terminator armor

If you want to run a champion, and I wouldn’t say it’s a bad choice they just don’t help your army with modifiers or anything, I would give him artificer armor and a refractor field, plus a pair of Raven’s Talons and a jump pack or bike. With the furious charge bonus from By the Wing and Talon he could be wounding on 3’s with shred and rending, which isn’t half bad. I would go with a command squad kitted out for combat and to keep him alive, apothecary fits very nicely here, and they will do good things for you.

Let us know us know how you feel about these units in the comments below!