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Made in us
Neophyte Undergoing Surgeries





This is my first attempt at making a Raptors specific list. If anyone has any suggestions or tips, I'm open to ideas. I still have about half the models to buy so I can be flexible. The exact total is 1,497 points. Here goes:

>

HQ 1 - Lias Issodon
Honour Guard: Champion, Honour Guard x 8, Rhino

HQ 2 - Chaplain: Combi, Melta Bombs

Elites - Sternguard Veterans:
Combat Squad A: Sergeant w/ combi and m. bombs, Veteran w/ combi x 4
Combat Squad B: Veteran x 5

Troops 1 - Scout Squad: Sergeant w/ combi and m. bombs, Scout w/ h. bolter and hellfire shells, Scout x 3, Land Speeder Storm

Troops 2 - Scout Squad: Sergeant w/ combi and m. bombs, Scout w/ h. bolter and hellfire shells, Scout x 3, Land Speeder Storm

Troops 3 - Scout Squad: Sniper Scout x 4, Scout w/ flakk launcher, camo cloaks

Troops 4 - Scout Squad: Sniper Scout x 4, Scout w/ flakk launcher, camo cloaks

Troops 5 - Tactical Squad: Sergeant w/ combi and m. bombs, Marine w/ flakk launcher, Marine x 4

Troops 6 - Tactical Squad: Sergeant w/ combi and m. bombs, Marine w/ flakk launcher, Marine x 4

>

Lias Issodon will join the Sternguard squad(s) as close to the center of the table as cover will allow and remain stationary to maximize the use of Legendary marksmen and the unit's 30" range. Combat Squad B will always stay with Issodon and Combat Squad A is equipped to take on priority targets if needed.

The Chaplain will ride with the Honour Guard in the Rhino to distract enemy units that would otherwise steam-roll over my smaller scoring units.


The two squads of bolter scouts will infiltrate or outflank in the Land Speeders and grab objectives. The Land Speeders will target anti-infantry units with their Cerberus launcher to hopefully blind them so the scouts don't get wiped out too fast.


The two squads of sniper scouts will camp objectives in the back-field or infiltrate and grab objectives and use their rifles to pick off characters and MCs or use their pinning rule to tie up enemies and delay movement.

The two tactical squads will outflank and provide fire support and grab late game objectives.

I tried to aim for well rounded approach and have weapons that could adapt to any situation. 10 combi guns, 4 flakk launchers, and 6 melta bombs seems fairly capable of handling whatever comes my way, especially when you account for the sniper rifles, heavy bolters with hellfire shells, special ammo, and power weapons. Any suggestions?

Red Scorpions 500 points
Angels of Ecstasy 500 points 
   
Made in ru
Been Around the Block





I was recently trying to fit something similar together and I'm running into anti-air issues at the moment (some of my potential opponents are known for fielding helldrakes, and possibly something else in the future, we are mostly nubcakes at the moment ).

Flakk missiles looks like a possible option, but IIRC they are pretty expensive (although good thing that missile launchers are still nice weapons). I was thinking about maybe including Hyperios platforms, but it's pretty much putting all eggs in one basket unlike giving flakks to troops; keeps the latter free to do something else when it comes to shooting down flyers and have interceptor though.

Another idea was to add fancy contemptor mortis, but it looks like a crippling point sink for 1000 or even 1250 points army (may be an option in 1500, maybe) if taken with 2 x Keres and launchers.

It appears to me that both of these options, should thay be taken, must be screened from harm somehow most of the time, what would be an effective way to do this, or maybe it's better just to give up on those completely?

So, what do you people think about performance and point efficiency of flakk missiles (or aforementioned, erm, alternatives, for that matter)?

This message was edited 3 times. Last update was at 2014/01/17 11:04:49


 
   
Made in no
Torture Victim in the Bowels of the Rock



Norway, Oslo

The problem with flakk is that they cost to much and you lose 1 str(if i remember, dobbel check!) when shooting @ air targets.

NEVER FORGET, NEVER FORGIVE!
Dark Angels:
1 Company Half strength
2 Company Half strength
3rd Company 100 Battle Brothers

Raven Guard: 3rd Company 1/3 Strength

Sister of Battle: small detachment
 
   
 
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