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Made in us
Hoary Long Fang with Lascannon





Kalamazoo

I've always had a soft spot for the Raven Guard and Shrike. I'm considering putting together a list of "Shrike's wing" for some local games and I'm looking for some feedback.

HQ: Shrike

Troops

5 man scouts with snipers, camoline
5 man scouts with snipers, camoline
10 man scouts with snipers, 2 heavy bolters, camoline, Sgt Tellus

Fast Attack
10 man assault squad, sergeant with thunder hammer, teleport homer
10 man assault squad, sergeant with twin LCs, melta bombs, (Hangs with Shrike)
3x attack bikes with meltas

Elites
5x Terminators, Cyclone ML
10x Sternguard, 2 heavy bolters, drop pod w/deathwind, locator beacon
Ironclad dread, heavy flamer, droppod w/locator beacon

Heavy Support
Thunderfire cannon

The plan would be for the large squad of scouts to benefit from the enhanced cover provided by the tech marine, while the other two take up positions on or near objectives using infiltrate. They and the thunderfire provide anti troop support while being able to absorb lots of fire due to the enhanced cover saves.

The ironclad will drop behind enemy lines, and provide a save haven to bring in the terminators if more anti-tank is needed. Sternguard are used just as their description in the codex, to shore up any spot where my opponent is massing using their special ammo.
   
Made in us
Terminator with Assault Cannon





This army seems too mixed to me. You have 20 scouts, 21 assault marines, 3 attack bikes, 5 Terminators, 10 marines, an Ironclad, and an artillery piece. How are you going to coordinate your forces? Why do your Sternguard have heavy bolters? How are you going to deal with vehicles, especially mech armies?

Also, the Thunderfire is not that resilient, even with enhanced cover-- it's an artillery piece with one crewman, and you only have to fail one save to lose the thing completely.
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

The thunder fire cannon is the weakest point of the army. And your assault marines should ALWAYS have melta bombs. Also, I think that the terminators don't go all that well with the rest of the army, but that's just because I'm not a huge fan of the guys to begin with. Also, a lone dreadnought will not live very long. It will soak up a lot of fire for 1 turn, and it will cook a few guys who are in cover, but then it will die.

I think that the sternguard, terminators, and dread should be used in conjunction with one another, podding into enemy lines, and providing cover for the assault marines as they drop as well. Your scouts will proccede to pin down the enemy shooting units.

This message was edited 1 time. Last update was at 2008/10/05 21:50:16


I play (homegrown chapter)
Win 8
Draw1
Loss1

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Made in us
Hoary Long Fang with Lascannon





Kalamazoo

The thunderfire cannon is really just a cheap way to get my scouts a 2+ cover save. It has a 60' range, so it can sit well back somewhere, and every long range gun that wastes a shot at it is welcome too.

Shrike78, you are correct. Dropping my pods into the midst of my enemies rear is the plan. I want my opponent to have to choose either to split his forces, or choose one side to focus on. I will probably have one of the assault squads join them in turn 2 as well.
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

you can't take more than one heavy bolter/missile launcher per scout squad, regardless of numbers.
   
Made in se
Sybarite Swinging an Agonizer





Stronger troop choices wouldnt be to bad either cause its not that hard to shoot those to pieces while they are walking to a objective

Dark Eldar Tournament Record 2011

W-D-L
12-3-4 
   
 
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