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[1850] - Space Marines - Clan Raukaan & Knight - Melee Focused  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Taking a crack at an old list, trying to dig it out and add some more cc and a Knight:

1850 points

Space Marines: Clan Raukaan
Primary Detachment

HQ
Chapter Master - bike, artificer armor, gorgon's chain, power fist
Captain - bike, artificer armor, axe of medusa, bolt pistol, melta bombs
Command Squad - bikes, apothecary, power axe x4, melta bombs x2

Troops
Scout Squad (5) - bolters, land speeder storm w/heavy flamer
Tactical Squad (10) - rhino, melta
Tactical Squad (10) - rhino, melta

Heavy Support
Fire Raptor - twin-linked autocannons
Thunderfire Cannon
Thunderfire Cannon


Imperial Knights
Imperial Knight Detachment

Knight Errant


The thought is that the bike squad just moves then goes flat-out into the biggest threat - sacrificing any shooting for getting closer to the enemy. The Knight can also apply pressure and move fairly quickly now that it moves faster through terrain. The dual TFCs should be able to light-up pathfinders, drones, hordes, etc. to make my charges less painful and also pick off late-game objective grabbers. The troops are pretty straight forward and the Fire Raptor handles AA and such with it's anti-light armor loadout.

I do acknowledge the fact that splitting my force between White Scars and Clan Raukaan would grant hit and run and some other nice buffs... but I'm all modeled up as Iron Hands so that's a no-go.

Thoughts?

This message was edited 2 times. Last update was at 2015/01/28 02:25:48


 
   
Made in gb
Road-Raging Blood Angel Biker






Surrey, UK

So what's your plan if you come up against some heavy armour?
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Other Knights would hurt pretty bad. I should probably free up some points for melta bombs on the bikes. I think I can out maneuver a LRR (which would also suck) or get to it with the Knight. I'm not super competitive, but I'm sure I'd see lists with 2 knights at the local store... I may be alright with melta bombs on the command squad; I'll have to try it out.

Suggestions?


Automatically Appended Next Post:
Tau gunline lists and multiple wave serpents are usually the lists that get me, so I tried to sorta include some elements that could help me with those as my primary concern...


Automatically Appended Next Post:
Edited original post to include melta bombs

This message was edited 2 times. Last update was at 2015/01/28 02:26:08


 
   
Made in gb
Road-Raging Blood Angel Biker






Surrey, UK

Adding the melta bombs was good, but another concern is that you have a relatively low body count. Since you mentioned Tau, I'm imagining an all-suit FSE list could wipe out a large portion of your army with ap2 and ap1

If the rhinos get popped (which would be pretty easy to do) then your tacs are sitting ducks
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I guess if they drop down to shoot the rhinos, i could get the jump on them in melee. I also like the fact that an all melee bike squad allows me to always jink and not worry about snap firing haha so I think (in theory... have to test it out of course) it is an ok plan.

Not really sure what else to do for troops, I always take a similar load-out just because it's annoying for the opponent to have to break open the rhino and kill two 5-man squads... and I guess if they're focusing on that the Knight and Bikes could possibly get to them.. I also didn't want to take bike troops because of that exact problem with low model count.

Perhaps I'll drop one TFC for another scout squad in land speeder storm... the other option was to free up 20 points and then take 20 scouts on-foot with bolters and infiltrate them to provide early targets and supporting fire/screens for my bikes... they wouldn't give me the mobile option for late-game scoring but it may pay off to have more troops on the table
   
Made in au
Fresh-Faced New User




Just to free up some points... Why the Apothecary in the command squad? (Iron Hands have army wide FnP anyway)
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Otyrus wrote:
Just to free up some points... Why the Apothecary in the command squad? (Iron Hands have army wide FnP anyway)


Not only will it boost the chance of 'look out sir' targets surviving, but with the Gorgon's Chain, the 5+ becomes a 4+ FnP. On top of that, a 1/6 re-rollable chance to get the Warlord Trait that gives an additional FnP isn't bad (so a possible 3+ FnP).
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

Yep, boost to FnP is always handy. Even the 5+ by itself is a decent boost over the regular IH FnP-16% higher chance of surviving.
   
Made in us
Decrepit Dakkanaut




Lose a Power Axe for a Lightning Claw on the Master. Now he has 5 attacks. Fun.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Slayer-Fan123 wrote:
Lose a Power Axe for a Lightning Claw on the Master. Now he has 5 attacks. Fun.


Good point. I'm used to losing a weapon to the Shield Eternal haha but I guess in this case he's got a free hand. That could be nice!
   
 
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