Hey all,
First post here. Been working on an army list and would like some feedback.
Chapter: Raven Guard Successor
Chapter Traits: Bolter Fusillades, Long-range Marksman
Battle-forged
Battalion Detachment - 1,116pts, 6CP
HQ
Chaplain Venerable Dreadnought - 139pts
- Dreadnought close combat weapon & storm bolter x2
- Litany of Hate & Canticle of Hate
Lieutenant in Phobos Armor - 81pts
- Master-crafted occulus bolt carbine & bolt pistol
- Grav-chute
- Frag & krak grenades
Troops
Incursor Squad - 95 pts
- Incursor x4 & Incursor Sergeant
- Occulus bolt carbines
- Bolt pistols
- Paired combat blades
- Frag & krak grenades
- Smoke grenades
Incursor Squad - 95 pts
- Occulus bolt carbines & Bolt pistols
- Paired combat blades
- Frag, krak, & smoke grenades
Intercessor Squad - 186pts
- Intercessors x9 & Intercessor Sergeant
- Bolt rifles & bolt pistols
- Frag & krak grenades
- Thunder hammer (Sergeant)
- Veteran Intercessors (-2 CP)
Elites
Centurion Assault Squad - 260pts
- Centurion x4 & Centurion Sergeant
- Hurricane bolters
- Flamers
- Siege drills
Centurion Assault Squad - 260pts
- Centurion x4 & Centurion Sergeant
- Hurricane bolters
- Flamers
- Siege drills
Spearhead Detachment - 314pts, 1CP
HQ
Primaris Librarian - 98pts
- Force sword
- Bolt pistol
- Frag & krak grenades
- Psychic powers (Umbramancy)
- Enveloping darkness
- Shadowstep
Heavy Support
Eliminator Squad - 72pts
- Eliminators x2 & Eliminator Sergeant
- Bolt sniper rifle & bolt pistol
- Frag & krak grenades
- Camo cloaks
Eliminator Squad - 72pts
- Eliminators x2 & Eliminator Sergeant
- Bolt sniper rifle & bolt pistol
- Frag & krak grenades
- Camo cloaks
Eliminator Squad - 72pts
- Eliminators x2 & Eliminator Sergeant
- Bolt sniper rifle & bolt pistol
- Frag & krak grenades
- Camo cloaks
Vanguard Detachment - 570pts, -1CP
Primaris Chapter Master - 86pts
- Chapter Master (-2CP)
- Warlord - Master of Ambush
- Chapter Relic - Burning Blade
- Master-crafted auto bolt rifle & bolt pistol
- Frag & krak grenades
Elites
Agressor Squad - 222pts
- Agressors x5 & Agressor Sergeant
- Auto boltstorm-gauntlets
- Fragstorm grenade launchers
Invictor Tactical Warsuit - 131pts
- Incindium cannon
- Fragstorm grenade launcher
- Heavy bolter
- Ironhail heavy stubber x2
- Invictor fist
Invictor Tactical Warsuit - 131pts
- Incindium cannon
- Fragstorm grenade launcher
- Heavy bolter
- Ironhail heavy stubber x2
- Invictor fist
Total: 2000pts, 6CP
The goal of this list is to be able to put a lot of pressure on my opponent from turn one while also establishing some board control. Ideally I want to go first and use this as an alpha strike list, but I tried to make it somewhat able to handle going second. Here's my general plan:
If I go first, Master of Ambush the chapter master and Agressors and infiltrate the Invictors and Incursors 9" away, trying to focus on overwhelming a particular point in my opponent's battle-line. Depending on the threat I can either move forward, shoot, and charge with everything, or hang the Aggressors in place to get their x2 shooting in before attempting a longer charge. Turn two the bomb drops with both Centurion units, the lieutenant, and my vet Intercessors, who will shoot and then try to charge whatever makes the most sense. They will be aided in charging by the Chaplain Dreadnought, who will be flung up the board using Shadowstep from the Librarian. The eliminators will focus down important characters and sit on objectives since I'm hoping that my opponent will be too distracted by all the more immediate threats to go after them. If I go second, I still have the ability to deploy aggressively like above, but might hang back a little more depending on cover and how my opponent deployed. My plan for the second turn would be pretty much the same.
The reason I chose the successor traits I did was so that all of my bolter shots (of which there are many) would essentially benefit from having a Captain's aura without needing to have one around, allowing the Chapter Master to stick with the Aggressors where his rerolls to hit benefit their high volume of shots and 4+ to hit in melee. It also allows my turn two bomb to come in with both rerolls to hit and to wound thanks to the lieutenant who comes in with them. Between the Centurions' insane amount of shots (thanks to the long-range marksmen bumping up their flamer range to 11" so they can shoot with the hurricane bolters) and the Intercessors who will be popping the rapid fire strategem AND the benefit from tactical doctrine, I figure I should be able to focus down most things I need to and then charge whatever is still standing. I know the list has basically zero anti-tank, so I'm relying on melee and weight of fire to help cover that gap. The Eliminators can also put in some decent work against armor with good rolls. Pretty sure I would lose friends bringing this, but I just wanted to see how far I could push the concept. Thanks in advance for any constructive criticism!
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