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1700 Points Dark Angels, Ravenwing heavy
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Old 26 Apr 2007, 16:19   #1 (permalink)
Shas'O
 
Join Date: Nov 2005
Location: Canada
Posts: 5,096
Default 1700 Points Dark Angels, Ravenwing heavy

Just messing around right now and trying to motivate myself to assemble my Ravenwing.

Here's a 1700 point list that is hopefully tournament style

Master of the Ravenwing on Jet bike
205

8 Veterans w/ bolt pistol, close combat weapons, power fist, power sword, rhino
235

6 Bikes, standard bearer, apothacaire, power fist
285

Attack bike w/ multi melta
50

Land speeder tornado
100

6 Bikes w/ 2 melta guns, power fist
265

Attack bike w/ multi melta
50

5 Marines w/ plasma gun, plasma pistol, razorback w/ twinlinked heavy bolters
170

5 Marines w/ plasma gun, plasma pistol, razorback w/ twinlinked heavy bolters
170

5 Marines w/ plasma gun, plasma pistol, razorback w/ twinlinked heavy bolters
170

Total: 1700 points
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Old 26 Apr 2007, 19:42   #2 (permalink)
Shas'O
 
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Default Re: 1700 Points Dark Angels, Ravenwing heavy

Interesting, the only problem I see is that the only really long range heavy gun you have is the master of the ravenwing's plasma cannon, perhaps upgrading a razorback or two to have lascannons would help with that. But you do have a lot of short ranged anti armor weapons so that may work out for you.

Not a bad list, nice job.
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Old 30 Apr 2007, 17:30   #3 (permalink)
Shas'O
 
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Default Re: 1700 Points Dark Angels, Ravenwing heavy

I think I can get away without any long range anti tank guns thanks to the attack bikes. Scout move plus first turn move will quite easily get me withing 12" of a tank, and with multi meltas that can cause a lot of hurt.

Bikes can do anti infantry pretty well, and once again that scout move can guarantee me range to a target in the first turn.

What I really like about this list is how fast and in your face it is, and how escalation doesn't bother it. The bikes and attack bikes all start on board in escalation matches and can overwhelm isolate elements. Then the razorbacks and rhino will arrive with support from the Master and tornado to really start putting the hurt on.

My only concern is that the transports won't last past turn 1. The general strategy I though would be to roll them up, pop smoke, and then from turn 2 onwards try to avoid riding in the coffins transports.

I'm hoping the razorbacks are more threatening than the rhinos so that the veterans have time to get nice and close. They're a great unit and I really hope they work out.
__________________
Quote:
Originally Posted by heliodorus04
Falstead, you're a genius!
Quote:
Originally Posted by Farseer_Emlyn
Gah! Not a silly Canadian. Can't Falstead ever be wrong?!?!? ;D
Quote:
Originally Posted by Rafe (Autarch Kiardras)
My god.... the sarcasm there nearly shorted out my computer screen Nice.
Falstead is offline   Reply With Quote
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