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Umbra Falx - Raven Guard Successor Chapter 1500pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Powerful Irongut





On a sombreo, wearing a deckchair.

HQ:-
Shadow Captain Kayvaan Shrike - 195

Troops:-
'Fatum Umbra' Tactical Squad - 90
+5 Marine - 80
Meltagun - 5
Power Weapon - 15
'Umbra Ferrum' Rhino - 35
Total: 225

'Umbra Incendia' Tactical Squad - 90
+5 Marine - 80
Meltagun - 5
Power Weapon - 15
'Umbra Chalybs' Rhino - 35
Total: 225

Fast Attack:-

'Umbra Venisti' Assault Squad - 100
+5 Marines - 90
Total: 190

'Umbra Pennae' Assault Squad - 100
+5 Marines - 90
Total: 190

'Umbra Exsisto Volo' Space Marine Bike Squad - 90
+4 Bikes - 100
Attack Bike - 40
Multi-Melta - 10
Total: 240

Elites:-

'Firmus Umbra' Terminator Assault Squad - 200
3 Lightning Claws - 0
2 Thunder Hammers - 0
'Atrox Aer Umbra' Drop Pod - 35
Total - 235

Overall Cost: 1500 Points

CC is completely welcome, and will be accepted. So please, blast away.

Oh, and my latin is a little bit rusty. Sorry.

This message was edited 1 time. Last update was at 2011/01/29 23:46:30


This message was edited -5416 times. Last update was at 18/11/46BC 14:51:61
Lorna wrote:1st Rule of Cooking: If it can be wrapped in Bacon, it should be.
2nd Rule of Cooking: EVERTHING, can be wrapped in Bacon.

Regnak wrote:interesting stuff although I'm disappointed that Squats failed to make the 6th Ed box
 
   
Made in us
Screamin' Stormboy





The terminators can't take a drop pod. Also why have you not taken the free heavy weapons on the tactical squads?

"Us orkses was made ta fight an win!" 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Termmies can't take a DP. Lightening Claw terminators have no place in a Vanilla list take a full squad of TH/SS.

Why take shrike and have almost nothing that can take advantage of his fleet rule? Wouldn't CC scouts make a far better troops choice than tacticals?

I'd also consider swapping the Assaults squads for 1 VVG squad to go with Shrike and getting the Terminators a Landraider.

If you're sticking with eth tacticals dump the power weapons and take combis-matched to eth special weapon. You're squad now becomes twice as effective for just 10 points. The pW isn't an efficient spend. Take a fist or nothing.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Fresh-Faced New User





When you made the list what did you want it to achieve in games, I will have to say terms can't have the drop pod. Are you trying to use the same tactics of the raven guard I would drop the terms because to be honest they are not quick or sneaky instead of them you could take land speeders, and I also hope you highlight the black

hallo 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Lorna wrote:'Fatum Umbra' Tactical Squad - 90
+5 Marine - 80
Meltagun - 5
Power Weapon - 15
'Umbra Ferrum' Rhino - 35
Why are you giving your sergeants power weapons? Most advise is to either go with PF or nothing at all. I suggest the PF for a squad that will be acting aggressivly to take objectives in the center/far end of the board, and none for TAC to grab home objectives -- scouts are also finely suited to the latter role.

In fact, I would drop one of the tac squads, and replace it with scouts. Use those leftover points for the doom posse' discussed later on.

Lorna wrote:'Umbra Venisti' Assault Squad - 100
+5 Marines - 90
Total: 190

'Umbra Pennae' Assault Squad - 100
+5 Marines - 90
Total: 190

'Umbra Exsisto Volo' Space Marine Bike Squad - 90
+4 Bikes - 100
Attack Bike - 40
Multi-Melta - 10
What is the role of your bike squad? 240 points for a suicide squad to stop a LR is an expensive option. Those points can buy a rifleman dread and a predator all on their own!
Would a PW/PF help those assault marines? When they get up close and personal, how will they deliver?

Lorna wrote:
'Firmus Umbra' Terminator Assault Squad - 200
3 Lightning Claws - 0
2 Thunder Hammers - 0
'Atrox Aer Umbra' Drop Pod - 35
With your army, you can take advantage of a huge cheeze in the rules, and bring 8-10 assault terminators with TH/SS. You can infiltrate them just over 18" away from the enemy, and since they fleet, they WILL be on the enemy on turn 2. Fleeting TH/SS terminators have a 13"-18" threat range, which is broken -- and why terminators should not fleet. 400 points of them will force your opponent to focus his entire attention to them, allowing the rest of your army to do as it pleases.
This will let you get your 20 assault marines up and personal, as all the real fire will be directed at the terminators.

Overall, your army is lacking in transport popping. You have no reliable way to crack open enemy rhinos/raiders/truuks/etc across the board, which would give your army a very nice edge. That aforementioned terminator doom posse' will be able to assault troops --- not transports -- on turn 2. Good anti-tranport units are rifleman dreads, land speeder typhoons, and AC/LC preads.

This message was edited 1 time. Last update was at 2011/01/31 16:16:31


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

ignore them all Lorna, i see where you are going with this list.
From a fluff standpoint its quite good, just checking here, but did you know you can get a Ravenguard captain that makes assault sqauds troops?
   
Made in us
Regular Dakkanaut






Formosa wrote:... but did you know you can get a Ravenguard captain that makes assault sqauds troops?


Where?

What would Yeenoghu do? 
   
Made in us
Stalwart Tribune





Long Beach CA.

Well it's only 1 assault squad that can be a troop choice iirc...

You really should take the heavy weapon choices.. I know that having that extra bolter shot at 24 and 12 sounds really really nice... but it's not that great... really. Compare that to the ability to fire a S8 ap 1 melta shot when you don't move, or a S8 ap 3/S4 ap6 blast shot at 48 inches, and you'll see just how useful those free upgrades are. Also, when you take into account the fact that the trooper with a heavy weapon gets to keep his pistol, You really only are losing out on 1 bolter shot at 12", a negligible price to pay for the versatility of the aforementioned weapons.

As far as overall power? This list just isn't that great. But I get the feeling that you're going more for fluff than anything. In either case, I would drop the rhinos for Drop pods. And drop the bike squad. It's a huge points sink in this army, and isn't all that fluffy. Scout bikers would be better, but perhaps two dreadnought drop pods with multi-meltas, heavy flamers, and locator beacons on the pods.

This gives you an at least somewhat potent "strike from nowhere" feel in your army.

The locator beacons give you the chance to deepstrike your assault marines should you choose to. Though you may find this to be irrelevant, just the ability to do this helps you remain more flexible.

As for the terminators, though I know FlingitNow will bite my face off for this, I suggest taking 1LC and 4TH/SS terms. infiltrating towards your opponent means that they will be able to potentially bring their whole army to bear against your terms. This means that your opponent could tarpit your deathstar with a large squad of weak troops and occupy your squad for upwards of 4 rounds of assault. This will effectively nullify the effectiveness of your deathstar.

the 1 LC will immeasurably help with this.

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in us
Regular Dakkanaut






I still don't see it re: the assault squad(s) rule. Shrike just lets you infiltrate a squad with him, and gives them all fleet. Regular captains can make bikes a troop slot, but not assaulters.

I like the idea of Vanguard veterans to accompany Shrike. It's very Shrikey.

What would Yeenoghu do? 
   
Made in us
Stalwart Dark Angels Space Marine





yeenoghu wrote:I still don't see it re: the assault squad(s) rule. Shrike just lets you infiltrate a squad with him, and gives them all fleet. Regular captains can make bikes a troop slot, but not assaulters.

I like the idea of Vanguard veterans to accompany Shrike. It's very Shrikey.


I think it's some forgeworld rule, or something of that nature. I don't have a codex on me but if it's possible I would take a command squad w/ jump packs for him to infiltrate. This way you get FNP and can run a pretty beefy squad to attack the enemy. Again I don't have the codex on me so I'm not sure whether thats an option or not.
   
Made in us
Regular Dakkanaut






Must be a forge world rule because I don't believe in them. They don't exist in my utopia.

What would Yeenoghu do? 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

castrol novem, its a ravenguard captain with a thunder hammer
   
 
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