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Here's a list I'm thinking of running in a local tournament on the 11th of June. As with most of my regular group's tournaments, the list building rules are 3 detachments max, no more than 40% of build total on any one SHV/GMC, no more than 66% of build total on all SHV/GMC's in list. My meta has a lot of different opponents in it, although the usual suspects are Space Marines of various flavors, Ad Mech War Convocation, Eldar, Tau, and Daemons, and occasionally Astra Militarum. Here's the list:
Detachment 1: Ravenwing Strike Force
HQ:
Interrogator-chaplain: SM bike, Mace of Redemption
Librarian: ML2, SM bike, Force Sword, Auspex
Elites:
Ravenwing Command Squad: 6 Black Knights, Apothecary, Champion, RW banner, 1x Grenade Launcher
Fast Attack
Ravenwing Bike Squad: 4 bikers, 2x Gravgun, Melta Bombs, Veteran Sgt. upgrade, Lightning Claw
Ravenwing Bike Squad: 3 bikers, 2x Gravgun, Melta Bombs
Ravenwing Attack Bike Squad: 1 bike, Multimelta
Ravenwing Land Speeders: 1 speeder, Multimelta, Assault Cannon
Detachment 2: Combined Arms Detachment
HQ:
Librarian: ML2, Force Stave, Shroud of Heroes
Troops:
Tactical Squad: 5 men, Meltagun, Combi-melta, dedicated Drop Pod
Tactical Squad: 5 men, Plasmagun, Combi-plasma, dedicated Razorback w/TL Lascannon
Heavy Support:
Devastator Squad: 5 men, 2x Gravcannon w/Grav-amp, dedicated Rhino
Detachment 3: Ravenwing Support Squadron
Ravenwing Darkshroud
3 Land Speeders with Heavy Bolter and Typhoon Missile Launcher
Total points: 1850 exactly
Tactics: Bike Libby rolls on Geokinesis. Foot Libby rolls on Technomancy. Chaplain and bike Libby join with RWCS to form a mobile deathstar unit. Foot Libby joins the Plasma Tac Squad. Support Squadron stays close to RWCS to provide the Stealth and that sweet 2+ rerollable jinking. Other bikes stay close as well to potentially benefit from Support Squadron's Ravenshield ability. Melta tactical squad is a suicide tank popping unit, because for 125 points why the hell not? Other anti-tank can be provided by the MM/AC speeder or Attack bike. Devastators stay in their Rhino and move to the center of the board on the first turn, popping smoke if necessary. Turn 2 onwards (unless the opponent kills them) they can go to work. My main worries are lists like Daemons Murderhorde (which laughs at grav) or large TWC units (which eat Ravenwing for breakfast), or Tau (lots of ignores cover). I'm also not sure if I should roll on the tables I listed for my Psykers. I'm definitely open to changing it up depending on opponent (Technomancy is pretty useless if my opponent has no vehicles). I am learning that Interromancy is just not all it's cracked up to be, but I know that the new powers are pretty solid.
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