Thrall Wizard of Tzeentch
Baltimore, MD
|
Aside from the fact that I just like writing lists, I'm still trying to figure out how I want to build my Raptors space marine force up. Originally I was going for a tactical spam and a vehicle heavy list, but it seems we rarely play 1850pts these days, so I've toned it down to a 1500pt plan. Currently I already own the 15 marines and the captain, I know I want scouts, sternguard, and land speeders in the list so this is what I've come up with for the moment:
Chapter Tactics: Raptors (FW)
Demi-Battle Company
Captain [Boltgun, Bolt Pistol]
The captain joins the centurion unit, adding his leadership to prevent the unit falling back if possible.
Land Speeder Squadron [3x Land Speeder (Multi-Melta, Heavy Flamer)]
The Land Speeders serve as the lists dedicated tank hunters, capable of getting into side/rear armor and blasting tanks off the board. Armed with heavy flamers they make short work of open-topped vehicles and can deal with infantry if necessary.
Dreadnought Squadron [Dreadnought (Missile Launcher, Twin-Linked Lascannon)]
With objective secured from the Demi-Battle Company the dreadnought stands on an objective while providing long range fire support.
Devastator Centurion Squad [2x Devastator Centurions (Hurricane Bolter, Grav Cannon, Grav Amp), Centurion Sergeant (Hurricane Bolter, Grav Cannon, Grav Amp)]
I never realized how good centurions are, that said these guys are the solution to TEQs and MCs in the list. Additionally, the can use Legendary Marksman with their hurricane bolters to add 9 rending shots to whatever they fire at.
Tactical Squad [4x Space Marines (Boltgun), Space Marine Sergeant (Boltgun, Bolt Pistol)]
Tactical Squad [4x Space Marines (Boltgun), Space Marine Sergeant (Boltgun, Bolt Pistol)]
Tactical Squad [4x Space Marines (Boltgun), Space Marine Sergeant (Boltgun, Bolt Pistol)]
These guys score the objectives, but being on foot lends them to camping objectives rather then racing to new ones.
1st Company Task Force
Sternguard Veterans [4x Sternguard (Boltgun, Bolt Pistol), Sternguard Sergeant (Boltgun, Bolt Pistol)]
Sternguard Veterans [4x Sternguard (Boltgun, Bolt Pistol), Sternguard Sergeant (Boltgun, Bolt Pistol)]
Sternguard Veterans [4x Sternguard (Boltgun, Bolt Pistol), Sternguard Sergeant (Boltgun, Bolt Pistol)]
The Sternguard serve as the armies primary fire base. capable of firing 30" rending bolter rounds, or using the special issue ammo to deal with any number of targets they are my go-to swiss army knife.
10th Company Task Force
Scout Squad [4x Scouts (Boltgun), Scout Sergeant (Boltgun, Bolt Pistol), Land Speed Storm (Cerberus Launcher, Multi-melta)]
Scout Squad [4x Scouts (Boltgun), Scout Sergeant (Boltgun, Bolt Pistol), Land Speed Storm (Cerberus Launcher, Multi-melta)]
Scout Squad [4x Scouts (Boltgun), Scout Sergeant (Boltgun, Bolt Pistol), Land Speed Storm (Cerberus Launcher, Multi-melta)]
Mounted in a Landspeeder Storm the scouts move to take out armor with the multi-melta and to secure back field objectives after they have been cleared by the longer ranged units in the list.
Match-up Predictions:
Ad Mech, Dark Eldar, Daemons, Tyranids, and Orks - When fight lightly armored enemies with fragile vehicles, I think the list would fare very well. With an abundance of AP 5 and template weapons the large groups of vehicles and infantry these armies can field aren't much of a problem.
Adeptus Sororitas, CSM, and Space Marines - Against other marine equivalent forces the raptors excel. Between the centurions, melta, and rending bolters anything with a 3+ save or better will be fairly easy to eliminate.
Astra Militarum - Versus a mob army of guard the armylist functions much the same as it does vs. ork or DE, however, it does struggle vs. a mechanized cohort. Without the ability to consistently remove AV 14 or flank less heavily armored side/rear armor facings it would be difficult to remove prime targets.
Tau and Eldar - Both tau and eldar form more effective gunlines anchored by heavy firing platforms in the forms of monstrous creatures. The centurions can make short work of a riptide or wraith knight, but if that unit collapses the only real threat to either unit is massed rending bolters. The durable nature of eldar vehicles and the superior range of tau proves difficult to over come.
Imperial Knights - With only a few weapons capable of consistently hurting knight titans, the list has to rely heavily upon luck to deal with such heavy armor. By rolling alot of sixes on rending bolters the list has the potential to bring down a knight force, just not reliably.
Necrons - Perhaps more then any other force the necrons are extremely difficult for this list to deal with. Relying up camping objectives does not allow the force to outmaneuver the necrons, and the lack of Str 8 or higher blasts prevents the mitigation of RP. The only real option is to sit back and fire at the undying horde as it advances, hoping for maximum casualties.
|