Title: Blood Ravens Army List
Description: Tournament - 1500 pts
Frans - March 29, 2006 08:09 PM (GMT)
Blood Ravens 1499 out of 1500 Points Tournament Army - 4th Company - "Guardians of Lazarus"
Chapter Traits
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- See But Don't Be Seen
- Trust Your Battle-Brothers
- Flesh Over Steel
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>>HQ Choices<<
Master - 161 Points
Equiptment: Plasma Pistol, Master Crafted Power Sword, Frag Grenades, Terminator Honours, Artificer Armour, Purity Seals
Epistolary Librarian with Familiar - 231 Points
Equiptment: Psychic Hood, Master Crafted Force Weapon, Plasma Pistol, Frag Grenades, Iron Halo, Artificer Armour
Powers: Storm of The Emperor's Wrath, Vortex of Doom
>>Elite Choices<<
Venerable Dreadnought - 158 Points
Equiptment: Close Combat Weapon, Storm Bolter, Twin Linked Lascannon, Furious Charge Skill
Upgrades: Smoke Launchers
>>Troops Choices<<
Scout Squad - 114 Points >(Infiltation when allowed)<
Unit Count: 6 (Including Sargeant)
Equiptment: 4x Sniper Rifle, 1x Missle Launcher, Frag Grenades (Sargeant equipped with Close Combat Weapon and Bolt Pistol)
Tactical Squad Alpha - 189 Points >(Infitration Skill, True Grit Skill, Counter Attack Skill)<
Unit Count: 6 (Including VETERAN Sargeant)
Equiptment: 5x Bolter, 1x Heavy Bolter, Frag Grenades (Sargeant has Close Combat Weapon and Plasma Pistol, Purity Seals)
Tactical Squad Beta - 280 Points >(Infitration Skill, True Grit Skill, Counter Attack Skill)<
Unit Count: 10 (Including VETERAN Sargeant)
Equiptment: 7x Bolter, 1x Plasma Gun, 1x Plasma Cannon, Frag Grenades (Sargeant has Close Combat Weapon and Plasma Pistol, Purity Seals)
>>Fast Attack Choices<<
Assault Squad - 270 Points >(True Grit Skill, Counter Attack Skill)<
Unit Count 9 (Including VETERAN Sargeant)
Equiptment: 7x Bolt Pistol+Close Combat Weapon, 1x Plasma Pistol and Close Combat Weapon, Frag Grenades (Sargeant has Power Fist, Combat Shield and Purity Seals)
>>Heavy Support Choices<<
Whirlwind - 96 Points
Equiptment: Vengance Missles
Upgrades: Dozer Blade, Extra Armour, Searchlights
Tor_Libram - March 30, 2006 07:25 AM (GMT)
If it was me, I'd exchange the weapons of Squad Beta's Sergeant to a bolter. With all the other plasma weaponry in the squad, you're not going to be assaulting with them, so spending all those points on close combat gear when you could put another bolter shot into the squad...
Also, you may have gone overboard on your characters. You can get 5 terminators with two assault cannon for only slightly more than what your Librarian costs. Will the characters be joining squads? If not, they are close combat monsters, so anyone with a krak missile to spare will plink them into goo.
You may have serious problems with outnumbering.
I only nitpick like this because you're describing it as a tournament army. If it was a more general list, then it's fine, but the beards will be out at tourneys and I wanted to give you the edge.
Frans - March 30, 2006 11:18 AM (GMT)
Well putting together Characters has never been my strong point.. I tend to max em out, which in a tournament is never good.
I will change the sargeant of Beta to a bolter carrying one.
Is it a good idea to max out Alpha after I reworked the HQ choices?
'MAD'larkin - March 30, 2006 06:03 PM (GMT)
Here's a few suggestions , nice list..
Give your librarian veil of time , familiar , iron halo and termy honours (and a bolt pistol, the plasma pistol won't get used if you have pyschic powers) or something similar, providing you have 3 wounds you won't need the artificer armour I spose . .
possibly drop the scouts for more marines , bulk out Alpha unit and give your veteran a storm bolter ..
Maybe give your master or librarian a jump pack ? Give thsoe close combat monsters some mobility or alternatively drop them for some mobile firepower + close combat ownage, like some terminators . .
Beard that stuff up buddy . .
Tor_Libram - March 31, 2006 09:36 AM (GMT)
| QUOTE (Frans @ Mar 30 2006, 11:18 AM) |
Well putting together Characters has never been my strong point.. I tend to max em out, which in a tournament is never good.
I will change the sargeant of Beta to a bolter carrying one.
Is it a good idea to max out Alpha after I reworked the HQ choices? |
Hmm... I would drop the Epistolary altogether. Together with the changes to Beta's sergeant, that allows you the 5 termis/2 assault cannon of which I spoke and may (I don't have the Codex to hand) allow you to put a teleport homer onto the scout sergeant's belt. All of which ups your firepower considerably, adds a unit much harder to dispose of than a single Librarian and generally worries your opponent because he can do naught but guess where they'll be deep striking.
A jump pack on the captain (paid for by dropping him from master to captain) would allow him to join the assault sqaud for extra bite there (and for the squad to act as a meatshield until they reach combat)
Frans - March 31, 2006 10:59 PM (GMT)
Well the Librarian is in severely in character fluff wise so I can't really see this force without it to be honest. I'm also not a fan of Terminators which in my opinion are still weak compared to their Chaos counterparts.
40 something points for a model that has the same stats as a normal marine but with a +1 armour save? No thanks
'MAD'larkin - April 1, 2006 11:58 AM (GMT)
or even - get the commander in terminator armour too drop the artificer armour and terminator honours and the plasma pistol and power sword for a pair of lightening claws or something of the like..
it'd up your versatility quite a bit..
Tor_Libram - April 1, 2006 05:03 PM (GMT)
| QUOTE (Frans @ Mar 31 2006, 10:59 PM) |
| 40 something points for a model that has the same stats as a normal marine but with a +1 armour save? No thanks |
2+ save, 5+ invulnerable save, powerfist and storm bolter. Not a bad deal. Admittedly the chaos ones can kick seven bells out of loyalist by having power weapons instead of fists, but still, Imperial termies get much better ranged options.
'MAD'larkin - April 1, 2006 05:07 PM (GMT)
And if you really want , Assault Termies For the sickness . .
Frans - April 2, 2006 11:45 AM (GMT)
No, if there will be terminators they will provide a more firepower role instead of assault one, but can still hold their own in close combat. The only problem however is that the box only comes with 1 Assault Cannon, which spoils things for me conciderably. And there's no way in hell i'm paying £ 15 for a sprue which I only need the assault cannon from
'MAD'larkin - April 2, 2006 01:36 PM (GMT)
The old metal assault Cannon arm is available for mail order I think . .
Tor_Libram - April 3, 2006 07:37 AM (GMT)
Frans - April 15, 2006 06:49 PM (GMT)
Well I made an updated list.
http://home.tiscali.nl/gloude/BR_GT_Mk3_1500%20pts.htmlI think its superior.. whuddya think?
Mrs C - April 16, 2006 02:07 PM (GMT)
very cool buddy i like the scout sqwads and but still not meny boots on the ground but if thats what your hopeing for then crack on buddy.make shure you bring these guys when you come over soo they can go up aginst my nids
cranvill - April 16, 2006 02:08 PM (GMT)
EvilDead3 - April 21, 2006 11:47 PM (GMT)
I collect blood ravens as well, and from what i'd been told,
a) dont put heavies in tactical squad, this bogs you unit down, personally i stick melta guns in mine (how nice are they with infiltrate!)
B) more dreads!! more!
c) i use 2 dev sqauds, i have one with 2 lascannins, 2 missile launchers, and with 4 heavy bolters. very nasty with infiltrate again :)
d) personally id take a chaplain over a lib (i know its more fluffy but reroll miss on charge is so much more handy!
Mad larkin, you ever posted on TGU boards?