Switch Theme:

[1995] - Clan Raukaan/Dark Angels  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Regular Dakkanaut




CAD Clan Raukaan

Company Captain 220pts
Gorgon's chain, AA, Bike, TH/LC
Command Squad 210pts
Apothcary, 4x Grav guns

2x Tac squad 75pt each
5 squads with flamers

2x Land Raider Achilles340 pt each
multimelta, dozer blade


CAD Dark Angels

Chaplain 115pt
bike, auspex

Librarian 120pt
bike, auspex, PFG

2X Techmarine 105pt
Servo Harness, PFG

RWCS 150pt
3 bikers, apothecary

2x Scouts
5 man sniper, camo cloaks


The idea of this force are the 2 Land Raider Achilles form very durable mobile units that can deal with both infantry and armour as well as protecting the scoring units with in until late game where they can be dropped on objectives, hopefully the twin flamers being enough to finish off weakened units and the PFG and IH chapter tactics helping them survive that last turn. The grav bike and RW command squads cover the MC weaknesses of the Land raiders, with the PFG of the Librarian helping to protect the grav squad as it will be staying at range, the RWCS and chaplain will help make the most of the captain with a hit and run as well as the rerolls in combat. The scouts I'm unsure of how to best utilise, I've kitted them up to make the most the bolstered defences from the techmarines but they will be very vulnerable being the most squishy targets on the board but then again maybe they will be ignored due to lack of offensive ability, I am tempted to save the points and keep them bare with bolters and bring them on as reserves to help them survive.
Obvious weaknesses are lack of bodies and no dedicated AA, hoping to ignore flyers for the most part though twin linked multimelta and plasma should do if there are no better targets in range though heldrakes could be a problem.

Would be nice to make the captain a chapter master but that would mean losing the grav command squad, not sure if the troop bikes could fill the role with less fire power and no FNP though more scoring would be nice. Making the chaplain and interrogator chaplain with mace of redemption would be nice but not sure where I could get the points from. Also tempted by the Ravenwing banner, guaranteed hit and run would be nice, and I'd just have to lose the auspexs to find the points, but I feel I need to make the dakka that I have as effective as possible.

Any advice or ideas would be great.

   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







Whoops... there doesn't seem to be anything here.

This message was edited 1 time. Last update was at 2017/10/10 17:42:31


3000pts
500 pts
Slaanesh Veteran Marine with Tentacles 
   
Made in gb
Regular Dakkanaut




I agree the raiders are a heavy point sink, and some lists will be able knock them out easily such as haywire, and gauss but both of those weapon types are short range and should be able to be thinned out by the time they reach, also unless my maths is off its going to take approx. 30 warriors in double tap range to glance a raider to destruction, granted though they can still blunt it's effectiveness from individual glances with out wrecking it. Again I agree that that they are definitely not the most efficient unit choice, but having tough gun boats that can respond to both infantry and armour (MC's are an issue) and with the PFGs don't need to worry about cover saves opening up more of the field to them, appeals to me; though again I do agree if ones downed early, the battle is pretty much lost.


Not so sure on the second point, DA have a couple of features that can help make the most of the IH chapter tactics, with PFGs effectively doubling HPs allowing IWND more chances to take effect, and the RWCS giving the Smash-fether CM a mobile squad that is semi-capable in close combat as well as giving him skilled rider and hit and run the second rule being useful for preventing them getting bogged down in tarpits as well as allowing them to repeatedly -recharge a unit to make the most of the extra attack.


I don't mean to come across rude there, I appreciate the feedback and you do make a strong point about the land raiders. I'm just looking at ways of tweaking this force or at least this combination of chapters rather than starting from scratch (though I do quite like the idea of obj secured tri-land raiders with dark angels but struggle finding effective anti armour/MC in that list or a dreadnought based Clan raukaan SAV making use of the Ironstone to keep the HPs up though fitting long range fire power in there is quite tricky) cheers though.
   
Made in us
Fresh-Faced New User





Is that some kind of special Landraider? Because as far as I knew Landraiders couldn't take dozer blades. But if you do want to run Landraiders i suggest you think about running them on the DA side and giving them Power Field Generators, the buff extends from the hull so you can spread it around to more of your army.
   
Made in us
Agile Revenant Titan






Austin, Texas.

ragnorack1 wrote:
30 warriors in double tap range to glance a raider to destruction


And how often will necron lists throw 30 warriors within 12 inches if your land raiders? Only if their desperate. From my experience, I usually will see a 20 man squad with lord and teleport crypteck, and then the rest of there warriors are 5 man squads in night scythes. And if he unloads that, then he's not getting those last turn objective drops.

And if he's using immortals as a substitute from the 20 man warrior squad (which also from my personel experience happens just as often as the warriors) your completely fine and the rest of the necron list can't hurt your land raiders.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in gb
Executing Exarch






Teuful0861 wrote:
Is that some kind of special Landraider? Because as far as I knew Landraiders couldn't take dozer blades.
http://www.forgeworld.co.uk/Warhammer-40000/Space_Marines/Space-Marine-Tanks/LAND-RAIDER-ACHILLES.html
   
Made in gb
Regular Dakkanaut




Teuful0861 wrote:Is that some kind of special Landraider? Because as far as I knew Landraiders couldn't take dozer blades. But if you do want to run Landraiders i suggest you think about running them on the DA side and giving them Power Field Generators, the buff extends from the hull so you can spread it around to more of your army.


The Achilles is a FW Land raider that is armed with TL multimelta sponsons, thunderfire canon and has immunity to lance and melta rules and -1 on dmg tables at the expense of a smaller transport capacity and hefty price tag. Figured if paying out such a large amount on a vehicle it would be a shame to cheap out and immobilise it on terrain.

ninjafiredragon wrote:
ragnorack1 wrote:
30 warriors in double tap range to glance a raider to destruction


And how often will necron lists throw 30 warriors within 12 inches if your land raiders? Only if their desperate. From my experience, I usually will see a 20 man squad with lord and teleport crypteck, and then the rest of there warriors are 5 man squads in night scythes. And if he unloads that, then he's not getting those last turn objective drops.

And if he's using immortals as a substitute from the 20 man warrior squad (which also from my personel experience happens just as often as the warriors) your completely fine and the rest of the necron list can't hurt your land raiders.


Thanks for the reassurance, as I haven't much experience of necron forces, nice to know it's unlikely to be wiped out straight away by them, though I can imagine playing against a necron air force would be tricky with the large number of ObSec troops whose transports I'd struggle to take down.
   
Made in us
Agile Revenant Titan






Austin, Texas.

Put your land raiders right on top of the objective. If the hull is at least 2 inches wide on each side (which I'm sure it is) then they have to kill the land raider first. (they have to be 1 inch away)

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in au
Crazed Spirit of the Defiler






The Achillies is great.

The DA command squad isn't so great - it's not achieving much with 3 bodies. Invest in more troops or even some anti air in Stalkers or stormtalon - with IWND at least it has a chance vs snap shots.

The rest looks solid - just expect to have an issue with maelstrom objectives.

 
   
Made in gb
Regular Dakkanaut




Aye good point with the RWCS was unsure whether the captain would be up to scratch to tank for them. If I got shut of the RWCS I may as well get rid of the chaplain, reckon another PFG Libby would be a good idea? Also what do you think of stripping the captain of the expensive weapons and just using him to tank for the grav squad or replace him with a master of the forge with an iron stone to boost the durability of the raiders and any other vehicles I could shoe horn in?
   
Made in gb
Regular Dakkanaut




Tried tweaking the list abit to the suggestions dropped the RWCS and swapped a couple of things round to get some anti air in there and and some troop bikes though, both bike squads are now squishy with no FnP and a weaker captain also not sure if they put out enough dakka to deal with MCs. Not a 100% sure what to do with the captain, stripped him down to basic weapons and gave him the ironstone as I want to keep the bike squads out of combat ideally, both librarians are on bikes to help keep the bikers alive with an invulnerable save and (I hope I've remembered this right) an improved jink save through skilled rider. Hunter also seems a bit vulnerable, relies on either a cover save from bolstered terrain with the scouts or stays close to a LR to benefit from PFG.

CAD Clan Raukaan

Company Captain 170pts
Artificer armour, Bike, iron stone, combi-grav

2X Bike squad (troops) 145pts
2X grav gun, combi grav

2x Tac squad 75pt each
5 squads with flamers

Hunter 70pt

2x Land Raider Achilles340 pt each
multimelta, dozer blade


CAD Dark Angels

2X Librarians 115pt
bike, PFG

2X Techmarine 105pt
Servo Harness, PFG

2x Scouts
5 man sniper, camo cloaks


Also got a pure DA list that works along similar lines though vehicles are more vulnerable to being glanced with no IWND to regen HP and the bikes aren't scoring, but there is better long range anti-armour/air and slightly more redundancy with the two dreads.

CAD DA

2X RWCS 120pts

2X techmarine 105pts
PFG, Servo harness

2X Librarians 115pts
Bike, PFG

2X tactical squad 75pts
5 man, flamer

2X scouts 70pt
5 man, camo cloaks

2x Mortis dreadnought 145pts
TL lascannons

2X Land Raider Achilles 340pts
Dozer blade, multimelta
   
 
Forum Index » 40K Army Lists
Go to: