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![[Post New]](/s/i/i.gif) 2009/01/04 21:35:47
Subject: Captain Shrike: a good hq choice?
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Implacable Skitarii
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I picked up a captain Shrike model the other day, and I have been thinking of good uses for him.
Please excuse the vagueness:
My main plan is to use him to infiltrate with a 10 man squad of Assault marines.
I also plan on using assault terminators. With the fleet rule, I can move behind cover, wait until the enemy moves in, and strike, which means I won't need a landraider for transport purposes. That seems like it will be pretty helpful for freeing up some points.
I also plan on getting some vanguad vets, for heroic intervention purposes.
Also I will use drop pods for all of the normal marines.
Does this sound pretty good idea, or not?
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![[Post New]](/s/i/i.gif) 2009/01/04 23:30:42
Subject: Captain Shrike: a good hq choice?
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Regular Dakkanaut
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Fiendcrackar! wrote:I picked up a captain Shrike model the other day, and I have been thinking of good uses for him.
Please excuse the vagueness:
My main plan is to use him to infiltrate with a 10 man squad of Assault marines.
I also plan on using assault terminators. With the fleet rule, I can move behind cover, wait until the enemy moves in, and strike, which means I won't need a landraider for transport purposes. That seems like it will be pretty helpful for freeing up some points.
I also plan on getting some vanguad vets, for heroic intervention purposes.
Also I will use drop pods for all of the normal marines.
Does this sound pretty good idea, or not?
Sounds good to me. In my opinion Shrike is one of the more powerful space marine special characters because the fleet rule is so useful. I like the infiltrating assault squad and the use of assault terminators with fleet, although if you arm them with thunder hammer/stormshield they won't even really need the cover. I'm not such a huge fan of drop pods and vanguard vets, but that's my personal taste. I find vanguard vets to be incredibly over priced, you might find a normal assault squad will fit your needs just as well. I also tend to prefer the versatility of a rhino to a drop pod. You can always get back in the rhino. But that's just me. Vanguard vets and drop pods suit the Ravenguard's flavor so if that's what you're going for, do it.
Edit: Ravenguard, not Ravenwing
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This message was edited 1 time. Last update was at 2009/01/05 08:14:48
Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.
Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.
Sly Marbo doesn't go to ground, the ground comes to him. |
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![[Post New]](/s/i/i.gif) 2009/01/05 00:53:43
Subject: Captain Shrike: a good hq choice?
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Water-Caste Negotiator
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My brother plays a very similar list. 2 assault squads, infiltrated shrike with vanguard and assault termies.
You just have to remember to get use of fleet and play like you have fleet IMO.
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![[Post New]](/s/i/i.gif) 2009/01/05 01:10:44
Subject: Captain Shrike: a good hq choice?
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Regular Dakkanaut
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Remember the vanguard vets lose heroic intervention if an IG has joined their unit.
Vanguard vets are only 225pts vs. 190 for regular assault marines. If you add a powerfist/thunderhammer to the sgt, the price difference is only 20/15pts. Well worth the points for the +9 attacks.
Well, ok, they don't have jumppacks and that adds an extra 100pts to the cost so it really depends on how you want to use them. You can stick 10 of them in a land raider with an IC like Pedro and I think they pull their points pretty well. Add a librarian with Force Dome and they have an invuln save or give them all stormshields for the cost of the libby.
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![[Post New]](/s/i/i.gif) 2009/01/05 01:16:13
Subject: Captain Shrike: a good hq choice?
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Dominar
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Vanguard with jump packs will never have enough impact to justify their disgusting points cost. You're much better off with an equal amount of Assault Marines, unless somehow Heroic Interventioning is just absolutely critical to your playstyle.
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![[Post New]](/s/i/i.gif) 2009/01/05 03:34:37
Subject: Captain Shrike: a good hq choice?
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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However much I am loathe to oppose the use of such beautiful assaulty jump pack units with all their PW and PF and TH, and Relic blade goodness, (oh.. and melta bombs and storm shields and... other stuff)
sourclams is right, they will not earn back their points with jump packs, in a land raider, and with Kantor, they will be deadly, but still... I think you should leave them home.
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I play (homegrown chapter)
Win 8
Draw1
Loss1
Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All
97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are |
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![[Post New]](/s/i/i.gif) 2009/01/05 23:42:49
Subject: Captain Shrike: a good hq choice?
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Implacable Skitarii
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Yea, for some reason I seemed to have missed the whole part in the codex about jump packs costing extra...
Good thing I didn't buy any yet!
Yeah, heroic intervention is not worth that. Even Termies are cheaper!
which leads to the next idea I had...
I think I can phase out a squad of vanilla marines and replace with some sniper scouts as a troop choice. I would take one with a teleport homer (thats possible, right?) and have a 5 man squad of termies sitting in reserve to come in if any enemies get to close.
Also thinking of a whirlwind for some anti-armor ability.
any thoughts?
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![[Post New]](/s/i/i.gif) 2009/01/05 23:57:42
Subject: Captain Shrike: a good hq choice?
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Regular Dakkanaut
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A whirlwind isn't anti-armor. they are str5, even if they are ordinance and roll two dice on a pen roll and pick the highest. Though whirlwinds are pretty good for hordes.
How many tac squads do you have? I think two tac squads and a scout squad is good.
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This message was edited 1 time. Last update was at 2009/01/06 00:04:02
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![[Post New]](/s/i/i.gif) 2009/01/06 00:15:30
Subject: Captain Shrike: a good hq choice?
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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I like to have 1 scoring unit for every 750 points or so, but 3 at 1500 for some reason
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I play (homegrown chapter)
Win 8
Draw1
Loss1
Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All
97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are |
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![[Post New]](/s/i/i.gif) 2009/01/06 00:38:27
Subject: Captain Shrike: a good hq choice?
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Awesome Autarch
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Vanguards are actually better in a LR with a chappy than kantor, and cheaper. Although assault termies are just a better buy.
Hell yes Shrike is good, he is amazing. I played assault oriented DYI marines all last edition, and I was succesful with them. If I would have had fleet, good lord.
at 1750
Take Shrike with a 10 man assault termy squad, half L.Claws and Half T.Hammers.
Take another squad of 7 in a LRC (4claws, 3 hammers) with a chappy,
A 10 man squad of scouts with a fist,
5 man sniper squad
an assault squad with a fist
and you have an insane army that charges with three hard hitting units on turn one and another hard hitting unit on turn two. Its rediculous.
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This message was edited 2 times. Last update was at 2009/01/06 00:50:39
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