Author Topic: New Army List.  (Read 1118 times)

Passmod

  • Heroic Tier Level 1
  • **
  • Posts: 53
    • Email
New Army List.
« on: January 28, 2010, 09:22:46 PM »
Here we go. This is what I've come up with.

HQ 195 Points
Shadow Captain Kayvaan Shrike

Troops 455
Tactical Squad (9)
SGT: Melta Bombs
Assault Weapon: Melta Gun

Tactical Squad (9)
SGT: Melta Bombs
Assault Weapon: Melta Gun

Scout Squad (9)
Sniper Rifles

Elites: 375

Sternguard Veteran Squad (10)

Dreadnought
R. ARM Auto Cannon
L. ARM Missile Launcher

Fast Attack: 240

Assault Squad (10)
SGT. Power Fist, Melta Bombs
Flamer

Heavy Support: 235

Whirlwind

Devastator Squad (5)
Missile Launcher x4

1500 Points

So, this is the new list I have come up with in the shadow of being OWNED by both Space Wolves and Orks on back to back days @ 1500 Points.

Notes.

I know some of the squads are not at max, the scouts and tac squads. The points squeeze definitely came into play and the only expendable items I had were extra tac squad members and the Dev. squad. I think the 4 Missile shots per turn will do wonders for whatever they shoot at. Be it armor or infantry (Hordes).

I was never planning to take any heavy weapons in my Tac squads because I feel like it bogs them down. Either I never use it, or I never use the rest of the squad, but usually not both. The Melta gun and bombs in the Tac squads should help it have a *chance* against light armor.

-Although with all the possible AT support on the table I doubt that will be a problem.

Obviously it is alterable, for instance when playing vs. Tau I will take a 10 man Vanguard Vet squad with jump packs in place of the Sternguard Vets. I would likely take flamers instead of melta guns. I would use the T.L Las Cannons and Missile Pods on the Dread. Etc.

This is a good solid list, at least coming from a new players perspective.

What do you all think?
Imperial Fists
W: 1 L: 0 T: 0

blantyr

  • Epic Tier Level 21
  • ****
  • Posts: 734
  • Bob Butler, former Abington guy
    • Wicke's Web
    • Email
Re: New Army List.
« Reply #1 on: January 28, 2010, 10:23:57 PM »
Not bad.  It may prove to be weak at anti-vehicle, depending on your opponent.  (I fought a Tau player last weekend, with 2 hammerheads and 3 broadsides suit.  I carried a lot of heavy weapons, and needed more.  Your devastators are your best anti-tank squad to start, and with only five models the squad isn't going to take a lot of attrition.

In small point games, there is a lot of infantry on infantry gaming.  As your point totals get higher, you see more tanks and special models.  It depends on who you play.  Keep a watch out for this at the end of your games.  If your enemies consistently have lots of armor left at end game, you might consider shifting points a bit.

Rurouni Benshin

  • God
  • *****
  • Posts: 1468
  • Oro?
Re: New Army List.
« Reply #2 on: January 28, 2010, 10:50:02 PM »
I know some of the squads are not at max, the scouts and tac squads. The points squeeze definitely came into play and the only expendable items I had were extra tac squad members and the Dev. squad. I think the 4 Missile shots per turn will do wonders for whatever they shoot at. Be it armor or infantry (Hordes).

I was never planning to take any heavy weapons in my Tac squads because I feel like it bogs them down. Either I never use it, or I never use the rest of the squad, but usually not both. The Melta gun and bombs in the Tac squads should help it have a *chance* against light armor.

Something you should know about Space Marines is that you NEED a ten man squad before you can take any assault or heavy weapon.  Look at the codex again, and you'll see it.

Aside from that, your list isn't bad.  You might want to consider giving your Sgt's a power weapon or power fist though.  Having a PW or PF would make them more efficient in close combat, and more versatile when either dealing with infantry or vehicles.  Melta Bombs are a good "just in case" kind of weapon.

I would also strongly consider throwing in at least one Rhino between the two Tact Squads.  Your list is pretty well ranged for most adversaries, be it Horde-like or smaller and more point focused.  But from what I'm seeing, you lack quite a bit of mobility among your Tact Squads.  I know that with Shrike, your Sternguard count as well, but you want to make the most out of all your troop choices, since they can only claim objectives.  The scouts, being that they can infiltrate/outflank will have less difficulty getting around, since they're likely to be out of your deployment zone to start.  And with Shrike, you can have a second group infiltrate/outflank.  35 points for one Rhino shouldn't kill you.

And one final thing to consider is bringing your Devastator Squad to a full 10 man squad.  I know that if I were playing against you, and saw only 5 guys in a Dev Squad, in tandem with what else you have, they would likely be my first target.  So to avoid losing your ML carrying troops, having regular marines in there as a cushion wouldn't hurt, just in case.

Other than that, it looks pretty good. 
"This One Is Rurouni... Once Again, This One Will Drift."

Warhammer 40,000
Space Marines: 93-15-18
Apocalypse: 9-2-3
Tournaments: 7-7-1
Tale of 16 Gamers: 0-0-1

Grammar: Contractions 0/1/0
Number of games I've managed to play since Tristan's arrival: 70

General Leevous

  • Heroic Tier Level 9
  • **
  • Posts: 335
    • Email
Re: New Army List.
« Reply #3 on: January 29, 2010, 12:10:39 PM »
raven guard fluff wise is an assaulty kind of army. i would def do what ben said and put power weapons or power fists in your squads. especially with shrike giving your whole army fleet, theres no point in getting closer to the enemy if you cant win in cc. id include more jump infantry too to go with the fluff. mabye some vanguard veterans. deepstriking powerfists that assault on the turn they deepstrike is clutch!
Run Run Run as Fast as You Can... You Cant Catch Me Im The GINGER!!!!

So sayeth the Ginger, FEAR the Ginger!