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Title: 2k Blood Ravens List


EvilDead3 - April 22, 2006 05:32 PM (GMT)
Ok, well i havent played for 40k for god knows how many years but as so many people are playing it down my local club i decided to dust of my models. Anyways this is the list i had planned to use. Im pretty sure it should do well but as i havent played in some time not 100% sure.




Trait Advantages:

Seen But Don't Be Seen
Trust Your Battle Brothers

Draw Back:

Flesh Over Steal

Master
- Terminator Armour
- Pair of Master Crafted Lightning claws
- Adamantine Mantle
Total - 180pts

5 Assault Terminators
- 3 With lightning claws
- 2 with thunder hammer & storm shields
Total 200pts

8 Marines
- Sergeant has Terminator honours and a power weapon
- Melta gun
- seen but dont be seen
- trust your battle brother
Total 198pts

8 Marines
- Sergeant has Terminator honours and a power fist
- Melta gun
- seen but dont be seen
- trust your battle brother
Total 203pts

Codicer (had considered changing this for a chaplain but lib seems more fluffy)
- Might of Heros
- Jump pack
- Teleport homer
- Bolt pistol
Total - 131pts

8 Assault marines
- Sergeant has Terminator Honour
-Power fist
-Combat shield
- 1 guy has a plasma pistol
Total 216pts

Dreadnought
- Extra armour
Total 110pts

Dreadnought
- Twin lascannon
- missile launcher
Extra armour
Total 140pts

8 Devastators
- 4 heavy bolters
- Seen But don’t be seen
Total - 204pts

8 Devastators
- 2 Missile Launchers
- 2 Lascannons
- Seen but dont be seen
Total - 254pts

9 Scout Marines
- Sniper rifles
- Heavy Bolter
Total 172pts

Total 1998pts


could be amusing against some players :) Maybe i need drop pods for the dreads :D

cranvill - April 23, 2006 08:43 AM (GMT)
nice list buddy all though not meny feet on theground for 2k points but then agine if you hole army is inftrating then you will need to be on the smaller side.

i would all so drop the lightning claws on the termys and give them thunder hammer anmd storm sheilds that extra 4+ invu is mint in clouse combats and more than pays for it in points wise imho.i all ways try and give my scouts a tely homer if i can as they are cheep units and can get realy clouse to the juicey targets you want your termys assulting.but saying that you have given them sniper rifles with wich you can all soo caurse some real damage.

just afew ideas buddy

EvilDead3 - April 24, 2006 09:39 PM (GMT)
ok cheers for the reply, i'll have alook into that (but i dont have the nw termies, i coverted the new ones with old assault weapons!)

I have been thinking, maybe i should deep strike everything that isnt infiltrating, whats you view on that?

Eggbert - April 25, 2006 02:22 AM (GMT)
Why the squads of 8? why not just go for the extra couple guys to give you the full complement? I think I'd make the Scout squad a little smaller and fill out the rest of the squads. The Scouts are meant to be more small, stealthy units behind the lines, not big heavy weapon squads. And, and this is just my opinion, but Marines with bolters seem a little useless in Devastator squads. I mean, this might just be me, but Devastator squads hang back, usually out of range for bolters. The points could be better spent, I think, on more troops. But that's up to you. Otherwise I think it's a really cool list. It's really well balanced, and I like the idea of having a jump-packing Librarian jumping around with a squad of tooled up Assault Marines. I may use that myself.

EvilDead3 - April 25, 2006 02:51 AM (GMT)
the marines with bolters arnt in the dev squads to shoot (they will help in the heavy bolter squad). Basicly i have the extra marines to take wounds rather than having to take heavy weapons or sergeants straight away. Scouts are so large because regardless of anything, 9 sniper shoots is gona hurt (also i've tried to keep things like wraith lords in mind, far better chance of causing wounds with that many). Chances are inflitrating dev squads wont be outta bolter range for at all long (i guess it depends who i play). I think you've looked at it as a standard marine army, the only units that i orignally intend to deploy are the dreads, assault marines and chaplain (dont mean this to sound arrogant just trying to explain things that are abit odd looking, theirs method to madness, really!). Should be pretty funny being able to setup lascannons on vehicles side armour :D

I think the units are 8 strong cos i've been playing alot of DoW lol, maybe they should be 9, What i did want to do was give the devs trust you battle brothers and have the normal marines and serg setup in front of the heavy weapons giving me 12 attacks from a defended postion :D (unless they have frags :( )

I really need to figure out how to use this army, its nothing like any army i have used before. Usually i play flesh tearers or khorne (so shooting is a new thing for me! :D ) Any hints on using it would be great, actually havent played any 4th ed yet, been more kicking people arses with my khorne mortal army!!

'MAD'larkin - April 26, 2006 07:14 AM (GMT)
If this is a tourney army , replace the master w/ a chaplain with those assault Termies , give em furious charge and it's just WRONG.

nice List as it goes mate, very Hurty . .

EvilDead3 - May 1, 2006 01:22 AM (GMT)
ty dude, tried the list out the other day, worked very well, was funny played some guy who buys lots of forgeworld shoot stuff, shoot his Valk thingiw down with a lascannon on the turn it entered. first turn got a glancing hit on a landraider which then caused it to charge forward 12" straight into line of site of my dreads assault cannon which blew it up! assault marines had fun, lol, used a chaplain instead of lib and killed the termies, lol!

even more fun against guard!

Eggbert - May 1, 2006 02:15 AM (GMT)
I see now. The list seems really good. I like the idea of having everything infiltrate or deep strike. Seems really good.

EvilDead3 - May 1, 2006 03:27 AM (GMT)
its kinda horrible against guard, really horrible, you pretty much watch him setup and then decide which flank you want to overrun.




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