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Made in au
Fresh-Faced New User




Brisbane

Hey all, I skipped the intro section to come straight here and post my list. I stopped playing 40k shortly after 5th ed came out and am only just getting back into it. Still trying to wrap my head around some of the rules, with army building and formations etc, so if something obvious is wrong, forgive me and please do educate me. I'm going for what I hope is a competitive Raven Guard army, with lots of deep striking jump pack marines and of course Shadow Captain Shrike. So here is my 1500 point Raven Guard list.

Shadow Strike Kill Team Formation (666 points)
4x 5 man Scout Squads w/ 4 Sniper Rifles, 1 Missile Launcher and Camo Cloaks in each
2x 5 man Vanguard Veteran Squads w/ Jump packs
1 Veteran w/ Thunder Hammer and Storm Shield
1 Veteran w/ 2x Lightning Claws
1 Veteran Sgt w/ Relic Blade

So that's the formation. Now here comes the part I'm not sure of. I want to have the following units in my list, but I'm not sure how legal it all is.

Shadow Captain Shrike (185)

Librarian (95) w/ Ravens Fury Jump pack, Mastery Level 2

2x 10 man Assault Squads (370) w/ Jump packs, 1x Flamer
1 Veteran Sgt w/ 2x Lightning Claws

1x Landspeeder Squadron (180)

2x Landspeeders w/ Multi melta
1x Landspeeder w/ 2x Multi melta

Thanks in advance for the advice,
SaN
   
Made in us
Sneaky Sniper Drone




Oklahoma

The shadow strike kill team has to be my favorite.

If you can run the talon strike force you can actually bring those vets in on turn 1.

The scouts need to be close to the enemy if you want to get the no scatter effect going so snipers might not be the most ideal.

I'd run either 2 scout squads inside land speeder storms so they are harder to remove and can scout move even further. Or just run 3 scout squads and hope 2 survive if you don't go first.

spend the extra points on the some more vets.

I'd equip the vet squads with the idea that you will lose a model or two against either interceptor or overwatch.

6 man squad
sergeant - nothing (if he takes an armor save he can roll for it. if he takes an invuln he can LOS it to a shield.)

vet - storm shield
vet - storm shield
vet - power fist
vet - power fist
vet - power fist

this way the 3 fists ride in the back of the squad and are protected by some bodys to make sure they get their hits off.

this squad would hit something that requires powerfists to kill.

the second squad would be like this

7 man squad
seargent - nothing
vet - storm shield
vet - storm shield
vet - claw
vet - claw
vet - claw
vet - claw

have them go for the softer targets and same idea on tanking wounds.


To get those 2 10 man assault squads as troops inside a CAD you'd need to run with Shadow Captain Korvydae. check him out he's a great model. (thunder hammer, hit and run, artificer armour, etc.) (he allows assault squads to be taken as troops)

Then I'd run the 3 land speeders as separate squadrons so you won't lose multiple to a single attack.

I aren't think that.



 
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

The best way to take advantage of the Talon Strike Force's rules are to run a pinion demi-battle company. You need a captain or chaplain (you have shrike), you need 3 tac squads, 1 assault squad, 1 devastator squad and between 1-5 scout squads (whether they are on foot or bikes doesn't matter).

I like the way your scouts are setup for long range plinking, but 1 rocket won't do much to anything and it would like to be shot at something that you don't shoot sniper rifles at. I'd say go all snipers or bolters personally. My pinion looks like this (not saying you have to run this, but just to give you an idea)

Chappy - raven's fury, melta bomb
2x5 scouts - cloaks, bolters, mb srg
5 scouts - cloaks, snipers
2x5 tacs w/grav cannon & mb srg
5 tacs w/heavy bolter & mb srg
5 assault marines w/jump packs, mb srg
5 devastators w/4 lascannons

I love using the possibility of outflanking grav cannons to keep my opponent on their toes. The ignores cover "marking" ability of the scout is very clutch and works very well with the lascannon squad. I love the addition of the raptor wing personally as well to deal with flyer threats I might have. I also like to include the suppression force (3 whirlwinds + landspeeder) to deal with pesky infantry units. With a spotting landspeeder within 18" they get: unlimited range, shred, twin-linked and one of their missiles in s4ap5 ignores cover (BYE BYE pathfinders!)

In relation to your shadowstrike kill team, I would focus your scouts on getting close to the enemy and being their for them to deep strike. Scout bikes have infiltrate, scout and can take locator beacons with will be critical in getting the vets down where you want them. Getting both scouts units infiltrated in the right spot at 18" away from the enemy can make for some nervous deep strikes.

Anywho, my 2 cents boss. This is an awesome way to play RG and it is very enjoyable, though it can be thought of as space marines on hard mode. They like to be MSU, but don't have the garage motor pool of battle company, so hug cover and hit hard & fast.

Victoris Aut Mortis!




XIX Legion - 3500 points 
   
 
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