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Discussion Starter #1 (Edited)


I make no apologies about this no-mercy list.

Its all about being the hardest, most solid phalanx-type army I can make it...

An 'Ardboyz type force that is designed for all comers in all their optimized, nasty glory...

Having played a few tourney level games, I have found that some of my more fun choices were exploited and thus this is my "bring your best list" option so far.

I wanted to get back to using large blocks of infantry, as most of my other lists were composed of smaller , more numerous units of elite, fast attack and heavy support.




SHADOW REAPERS OF CORAX: Background and Fluff

Doctrinal Overview:

Shadow Reapers of Corax
5th Company, "The Phalanx Hoplites"
Commander: Xavier Alkemenes


The 5th Company organization and fighting style are a notable departure from the typical Shadow Reaper/Raven Guard fluid warfare tactics of stealthy ambush strikes and numerous independent unit actions.

As the most sub-ordinant Battle Company of the Chapter, it invariably contains the greatest number of new Initiates that have proven their mettle in the Reserve Companies and must now master the trade of a Tactical Marine in full tempo combat operations.

Due to their dearth of experience in power armour, the tenets of the Codex Astartes are hammered home thru conventional warfare. They fight in a much more rigid form that favours large, interlocking formations to produce a rigid wall in defence and a weighted arrowhead in assault.

Patterned after the Spartan Hoplites, the Initiates were blooded in the base principe of the Hoplite Tactical Squad;he must trust his battle brother to his right, and must not fail his brother to his left.

Ancient Spartans used this fundamental selflessness to produce a formidable tactic. The Aspis [shield], held in the left hand would not only guard a Spartan left side, but would guard his fellow warriors right. Thus, an interlocking set of shield would provide no weakness for the enemy to fissure the unit. The Spartans held a long bronze spear in the right, and attacked in coordination to obliterate the enemy front ranks...

This system was embraced and updated by successions of 5th Company Captains into an formidable method of warfighting in the 41st millenia.

The centre-piece of the army is the tactical squad and his rhino transport. In assault, Rhinos allow the hoplite formation to advance their heavy infantry upon the enemy without fear of small arms and long reaching artillery. Craven enemies that refuse to meet in honorable combat find the 5th Company quickly closing the distance and overrunning their positions.

Moreover, Rhinos are the Shield in defence. Waves upon waves of hordes hit and falter against their solid, armoured walls as the marines prepare to strike against the wavering line.

In this moment, the rhinos open their ranks and the Speartip of marines charges through, a flurry of displined fire and slashing blades decimating and breaking the enemy.

The current Assasin-Captain or the 5th Company is non-other than Xavier Alkamenes, an embodiment Spartan ideals that every warrior of the 5th hopes to achieve.

Selfless and dour, Xavier leads from the front with no thoughts of personal glory. As all Shadow Reaper Company Commanders, he is trained as a skilled, stealthy assassin. As a Teif Home-worlder, he feels a fierce martial obligation to his troops and will only range ahead to kill his leadership targets if the action will benefit the army as a whole.

Having served in the 5th Company since rising from a Scout, he embraced the Spartan culture and doctrines as his own. Brother Xavier took the 2nd name Alkamenes in honor of an ancient Spartan King once his assassin training was complete and he was formally elevated to Captaincy of the 5th Company.

On that day he received his Symbols of Office; The Hammer-Blades of Lakonia. Two mighty Artificium,wreathed in lightning energies wielded in fierce patterns to that overwhelm a foe's defences in a flurry of pounding blades...

His Xiphos Guard of Elite Terminators follow his lead and protect his flanks.Armed with blades, hammers and shields, the are able to surround and protect him from the worst of ranged fire, then attack en mass and cut a bloody swathe thru the enemy line.

Against a quick or wary foe, he will often sneak into there midst alone. His stealth and patience allowing him to close within killing range. Once in place, a small pysker beacon embedded in his armour is activated.... Aboard the 5th Company's orbiting Strike Cruiser, the Pysker Choirs have prepared for their ordeal and upon the signal, their chorus homes and guides his terminator bodyguard into a Teleport Assault of incredible accuracy and speed.

Before the enemy can react with any real effect, the Assassin-Captain and his Xiphos Guard are upon them and pin them in place, allowing the main phalanx to close the distance and overtake their prey before Xavier and his Terminators are overwhelmed.

In defence, Xavier and the Xiphos-Guard will anchor the vulnerable rear of the Hoplite Phalanx, propping up bends in the line and counterattacking to exploit divisions in the enemy line. As the enemy waves shatter upon the phalanx, their elite invariably surface to attempt to break the deadlock. Perfectly timed, the Guard and Xavier meet them with the irresistable force of Shield, Hammer, and Blade.


Ariston, the Eldest Guard:

Ariston was a Xiphos Guard who was cut down by an Ork Warboss when he shielded his Captain from the killing blow with his body.

Mortally wounded, the Spartan ideal was a warriors death and a final peace. Ariston however, mustered the strength to become entombed as a Dreadnought almost one thousand years ago and continues to act as a bodyguard for 5th Company Captains to this day.

Rarely armed with stand-off weapons, he screams earthward in a Drop Pod that homes on the location of his commander. Bursting onto the battlefield, he is never more than a few mighty strides his Liege...


===================================================



HQ: 195

Xavier Alkamenes [see avatar]
Assassin-Captain of the 5th Company
Shadow Reapers of Corax
Hammer-Blades of Lakonia [MC'ed, Rending Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]
The Training of the Agoge: Hoplite Warriors [Endurance of a Spartan; Fleet]

[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]

ELITES:485

Ariston, the Eldest Guard
"Death-Blossom" Pattern Dread
Twin-Linked Hvy Flamer, Hvy Flamer/DCCW
Extra Armour
Drop Pod

The Xiphos Guard
8x Assault Terminators
[2x Lightning Claws, 6x Thunder-Hammer/Storm Shield]


FAST ATTACK:120

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

[due to new vehicle squadron damage rules, I'm thinking of keeping them separate; kill pts liability ATM...]


TROOPS:1020 [over 50%]

10x Man Tactical Hoplite Squad
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

Heavy Support:170

Predator
TL Lascannon
Lascannons
Dozer Blade


1990 pts

any ideas for the 10 pts?

for a tournement/competitive game, where do you see weaknesses or situations and match ups that would prove less than ideal?
 

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That's a painfull list, but as you said, that's exactly what you want it to be.

Question - do you combat squad the tactical marines?
 

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Discussion Starter #3 (Edited)
short answer, no.

I have some different formations and ideas depending on gunlines, mechanized or horde armies.

The core is the great flexibility of full strength Tactical Squads coupled with the improved transport rules.

Almost every unit has some form of anti-tank and anti-troop function without being too watered down in to be inefficient...

Speeders will be interesting. They no longer serve the role they did in 4th ed.

Now, they seem most effective as long guns sniping at lightly loaded flanks...


On 2nd look, I actually have 10 pts to play with.....

Note sure where I could put those really..

Extra armour is rather expensive, and I have Fleet if my transports start getting stunned...


Any ideas?
 

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HQ: 195

Esteban Morales
Assassin-Captain of the 5th Company
Shadow Reapers of Corax
Scythes of the Reaper [MC'ed Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]


[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]
Solid choice.

ELITES:485

"Death-Blossom" Pattern Dread
Twin-Linked Hvy Flamer, Hvy Flamer/DCCW
Extra Armour
Drop Pod
You might want to swap out the twin-linked heavy flamer for an assault cannon or something. Despite being able to drop in, he might find himself a bit useless after the turn he lands if you come up against an army that's highly mobile like Eldar or Tau. At least with an assault cannon you can take pot shots at enemy units as they try to put distance between themselves and your Dreadnought.

8x Assault Terminators
[3x Lightning Claws, 5x Thunder-Hammer/Storm Shield]
[thinking of going 2/6 as the Storm Shields will could soak up 6x AP1 shots a turn]
Yeah, the more hammers the better. A 2/6 mix is probably perfect.

FAST ATTACK:120

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

[due to new vehicle squadron damage rules, I'm thinking of keeping them separate; kill pts liability ATM...]
Yeah, it's a tough choice. Vehicles in squadrons drop very easily but at the same time you're giving up half of the Kill Points once they're both down. My advice would be to suck it up, stick them in a unit and make them Typhoon pattern Speeders so you can stay way out of the range of most of your enemy's weapons. They might knock these Speeders down, but they're going to need to devote lascannon (or whatever) firepower to do it.

TROOPS:1020 [over 50%]

10x Man Tactical Squad
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade
These units are grand, but you might be better served by giving a couple of them plasma cannons instead of lascannons, especially if you do decide to go with Typhoon Speeders.

Heavy Support:170

Predator
TL Lascannon
Lascannons
Dozer Blade
This guy's pretty lonely... hopefully your Rhinos will take all the heat.
 

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Discussion Starter #5
You might want to swap out the twin-linked heavy flamer for an assault cannon or something. Despite being able to drop in, he might find himself a bit useless after the turn he lands if you come up against an army that's highly mobile like Eldar or Tau. At least with an assault cannon you can take pot shots at enemy units as they try to put distance between themselves and your Dreadnought.
This was a hard choice that I still have to playtest. The role I was primarily looking to achieve with the dread was adding pressure and distraction to my enemy's line as my assault termies infiltrate and charge the line.

Your are spot on about the Assault Cannon. It is what I am keeping the 10 pt option open for now. I want to see if the psychological impact the "Death-Blossom" Pattern will make up for its less flexible role. It is kind of the "fun" unit of the army, meaning that Donkey Gun might get slapped back on once the novelty wears off [for both me and my opponent!]

I was sorely tempted to take an Ironclad, but I was trying to keep points down as the pod will be dropping turn 1 and thus will probably die as soon as it finishes firing.

The double flamer loadout will cause the most potential casualties in a single turn. The threat of infiltrating or outflanking terminators will cause many gunline opponents to clump their units together. By picking a small space in the midst of the enemy troops, I should be able to mitigate the scatter to fry some troops as well as threaten tanks with the DCCW if they dont deal with it. This should cause some excitement in the opposing gun-line's clumped units. Enough to take some heat off the terminators anyway.

Against hordes, I go with a Spartan Hoplite "Shield and Spear Wall" [rhinos are the shield, embarked marines the spear]

In this case advance in a wall en mass with fleeting dread and terminators keeping up as a mobile counter charge reserve.

Against mech eldar...god I hate them. I find successful games against mech eldar with a marine army force you to castle and play a very boring, conservative style. The moment you start to get bored, lose discipline and spread yourself out with manuever, your done.

In this case, I would just keep my army clumped together, infiltrate shrike and termies back behind rhinos, and force any mobile eldar unit that tries to snipe me to face all 7 of my lascannons...

The really nice thing about 5th edition is it removes the "bottom of the sixth" skimmer star engine boost to hover and contest your objectives...

After playing hide and seek all game, they are now forced to come to you as early as turn 4/5 as the game might end then. This gives you a chance to finally stick it to them!

Devil's Advocate, if it was your 10 pts to spend on the dread, what would you arm it with?
In this list, I was curious how a more rounded dread would do with a either a plasma cannon or even a TL Autocannon for plinking at lower priority targets that would not warrant a Lascannon....

Yeah, it's a tough choice. Vehicles in squadrons drop very easily but at the same time you're giving up half of the Kill Points once they're both down. My advice would be to suck it up, stick them in a unit and make them Typhoon pattern Speeders so you can stay way out of the range of most of your enemy's weapons. They might knock these Speeders down, but they're going to need to devote lascannon (or whatever) firepower to do it.
I am curious to see how this loadout will do. Being extremely thrifty for the points, I will see how effective they can be by trying to keep them at edge of their weapon range at isolated units that can't hit back. The typhoon speeder is rather expensive, although a playtest may warrrant swapping the two out for a single Typhoon...

These units are grand, but you might be better served by giving a couple of them plasma cannons instead of lascannons, especially if you do decide to go with Typhoon Speeders.
I have a bit if a lascannon fetish. It comes from my concern over encountering mech eldar lists. I have found concentrations of lascannons to be rather effective as they try to whiz around shrugging off hits.

I like the AP2 of the Plasma Cannon, however I fear its lost a bit of its edge due to the plethora of 4+ covers saves now available

This guy's pretty lonely... hopefully your Rhinos will take all the heat.
Indeed he is....I really like predators myself, but I've found you really have to babysit them with the abundance of Outflanking units that can make a mess of their poor side/rear armour...He's there as a compliment to all the lascannons firing out of the rhino top-hatches when facing non-gunline armies...
 

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Discussion Starter #6 (Edited)
Trimming here 'n there... or stick with what I have?

here's an 'experimental' offshoot of the sound base list:

I trimmed two tactical squads of some bling.

Since I am working on the phalanx principle, every other squad will have a blinged out vet sgt.

I will be keeping my tac squads in grouped pairs if not all together for most of the game.

The assault terminators would be great counter charge unit that should be able to keep up with the tac squads in case of horde armies where there is no reason to infiltrate forwards nor Outflank.

AT present, they have enough size, hitting power and mobility to go toe to toe with almost any assault unit in the 40k universe.

The saved points allow my to bump up my anti-horde long range fire with another speeder, and make my dread more of a threat and firemagnet by bumping him to Ironclade/Double Hvy Flamer status.


In my test games so far, I have found the double flamer loadout to be more effective against the majority of armies as the terminator/shrike threat allows me to minimize my scatter by landing him in the middle of clumped units..

Given sound use, the Ironclad is one of the few vehicle walkers that has a good chance of taking on a powerfist marine squad and coming out on top.

The AV13 means more anti-tank shots dedicated to its destruction that would otherwise be aimed at my sneaking terminators...

In the end, I have added a speeder and upgraded to a heavier, more threatening dread at the cost of two fists and two combi-flamers without losing any bodies on the model count...


Even better, I already have my own version of him I modelled up years ago when I was making a heavily armoured venerable dread for my old army. His fluff and connection to the Xiphos Guard is further reinforced by using the same weapons [Hammers] and the same role [smashy-smashy-krumpphh-squish]




HQ: 195

Xavier Alkamenes [see avatar]
Assassin-Captain of the 5th Company,Shadow Reapers of Corax Adeptus Astartes Chapter
Hammer-Blades of Lakonia [MC'ed, Rending Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]
The Training of the Agoge: Hoplite Warriors [Endurance of a Spartan; Fleet]

[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]

ELITES:505

Ariston, the Eldest Guard
"Death-Blossom" Pattern IronClad Dread
Seismic Hammer/Hvy Flamer, Hvy Flamer/DCCW
Drop Pod

The Xiphos Guard

8x Assault Terminators
[2x Lightning Claws, 6x Thunder-Hammer/Storm Shield]


FAST ATTACK:180

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

1x Landspeeder, Longrifle Pattern [2x Heavy Bolters]

[due to new vehicle squadron damage rules and their role in the army, I'm thinking of keeping them separate; kill pts liability ATM...]


TROOPS:950

10x Man Tactical Hoplite Squad A
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad B
Flamer
Lascannon
Rhino w/ Dozer Blade


10x Man Tactical Hoplite Squad C
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad D
Flamer
Lascannon
Rhino w/ Dozer Blade



Heavy Support:170

Predator
TL Lascannon
Lascannons
Dozer Blade
 

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I like the AP2 of the Plasma Cannon, however I fear its lost a bit of its edge due to the plethora of 4+ covers saves now available
It was to my understanding you dont get cover saves from AP1 or AP2 weapons anymore... or am i thinking of something completly different?
 

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Discussion Starter #8
It was to my understanding you dont get cover saves from AP1 or AP2 weapons anymore... or am i thinking of something completly different?
your thinking of Feel No Pain USR

Everything can get a cover save in the shooting phase unless the weapon itself ignores cover.
 

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Ah your totally right, deary me, what on earth is wrong my brain :p
 

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Discussion Starter #10 (Edited)
send antacid....

need to ask my stomach that, heartburn interrupting sleep makes posting at 2am oh so fun and easy...:suicide:
 

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Discussion Starter #11 (Edited)
I [heart] Gunships....

Was looking over the list, and was trying to think of ways to boost the anti-tank without losing anti-infantry punch.

After looking through the codex entry and double checking, I realized I could pack 2x typhoon speeders for the price of my 3x tornado speeders.

[thanks to Katie for that idea, I was just too bull-headed to do my homework on 5th edition rules and realize how effective Typhoons are now]

After rereading the vehicle rules, I now realize that this unit is truly worthy of its points.

Not only do you keep your anti-horde firepower up [3x HB shots, and 2x str4 blasts], but you get to move your full 12" and shoot all your weapons.

More importantly for me, I can move a full 12" and unleash 2x krak shots for great anti skimmer/transport work.

While I really liked the list in general, I had felt it had been lacking enough firepower to deal with a mech-tau/mech-eldar lists.

With the addition of 4x more highly mobile krak shots, I feel this version is the most balanced yet, while still retaining the fun elements I wish to try out.



HQ: 195

Xavier Alkamenes [see avatar]
Assassin-Captain of the 5th Company,Shadow Reapers of Corax Adeptus Astartes Chapter
Hammer-Blades of Lakonia [MC'ed, Rending Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]
The Training of the Agoge: Hoplite Warriors [Endurance of a Spartan; Fleet]

[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]

ELITES:505

Ariston, the Eldest Guard
"Death-Blossom" Pattern Iron-Clad Dreadnought
Seismic Hammer/Heavy Flamer, DCCW/Heavy Flamer
Drop Pod

The Xiphos Guard

8x Assault Terminators
[2x Lightning Claws, 6x Thunder-Hammer/Storm Shield]


FAST ATTACK:180

1x Landspeeder, Typhoon Pattern [Heavy Bolter]

1x Landspeeder, Typhoon Pattern [Heavy Bolter]



[due to new vehicle squadron damage rules and their role in the army, I'm thinking of keeping them separate; kill pts liability ATM...]


TROOPS:950

10x Man Tactical Hoplite Squad A
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad B
Flamer
Lascannon
Rhino w/ Dozer Blade


10x Man Tactical Hoplite Squad C
Flamer
Lascannon
Vet Sgt Power Fist/Combi-Flamer
Rhino w/ Dozer Blade

10x Man Tactical Hoplite Squad D
Flamer
Lascannon
Rhino w/ Dozer Blade



Heavy Support:170

Predator
TL Lascannon
Lascannons
Dozer Blade
 

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Discussion Starter #12 (Edited)
here's the army!

On the tabletop, this army will be painted a very dark gray, almost black, keeping lots of yellow accents.

[Ironic that the closest I could get to the right scheme was Iron Warriors pixels...]










 

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2 Questions:

1) are all of them are going to have the mouth pointed helmet?

2) are all of them are going to have the cape?


Can't wait to see it happen :)
 

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Discussion Starter #16
The table top army will be a conversion of my Heresy Era Imperial Fists.

I have been stocking up on tons of Mk6 Corvus[beakies] and Mk 4 Maximus suits and helms, as well as a smattering of Mk3/2 and Mk5 's .

There are NO Mk 7 helms in my army. Not one.:)

I have all the terminators, characters and sgts with Spartan helms by converting WHFB Chaos Warrior helmets.

I already have an Ironclade Dread I made years and years ago to represent an venerable dread:

Ariston, The Eldest Xiphos Guard



he needs quite a bit of work, prob won't get around to it for a long while due to other commitments....

Might start working on a kick-ass scratch-built Seismic Hammer sooner though; something that screams "This War-Hammer is so uber that it would be fit for the Emperor Himself to wield it.":grin:
 

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Discussion Starter #18 (Edited)
Back from the dead...Graaaaagh!

hi all


Haven't had much time for all things warhammer recently... been up to my ears with conversion exams, took a chance, quit my flying job in Canada and am in Europe converting my licences to fly here.

Just a bit of pressure as my new employer can't hire me till the exams are done, and so here I sit with ridicuously hard course material slowly eating up all my savings....

As it is, no modelling updates for a long long time... but when it all blows over, Warhammer world is just a short, very cheap flight away!!!!


Decided to give myself the morning off and reread the marine codex and look at my list with a fresh perspective. I always knew that the triple las pred didnt really gel with the list, but it finally hit me...

heres the new and improved 2k list

I ditched the Pred, an assault termie, and a rhino to grab what I like to call a Landraider "Pocket-Battleship"

I mount the last tac squad in the Landraider. Against hordes such as orks, it make for a great one two punch in coordination with the rhino rapidfire rush.

Tacticals deploy and rapidfire from rhinos, LR tacticals assault ramp, bolt pistol and flame, and then charge the depleted mob to prevent a furious charge of his choosing next turn.

If necessary, the LR tacticals can forfeit their shots and fleet to ensure the charge.

I mount a Multi-Melta on the Landraider for the cost of a combiflamer or two dozer blades; combined with machine spirit, this can allow me to fire the lascannons at primary targets while the multi-melta can engage something tasty within 24" when holding a position.

Don't know how effective it will be in game, but I would like to try this config out as I can imagine this tank as a big panzershiff, "pocket-battleship" with multiple heavy weapons doling out the punishment now that the Landraider is so much harder to crack...

Will be modding a nice beefy low profile turret for the MM as I dont like the flimsy pintle mount, keeping with the battleship theme...

Let me know what you think of the list, should prove interesting as the Marine Codex has been out long enough for people to be familiar and comfortable with it since I first posted this list in October...


HQ: 195

Xavier Alkamenes [see avatar]
Assassin-Captain of the 5th Company,Shadow Reapers of Corax Adeptus Astartes Chapter
Hammer-Blades of Lakonia [MC'ed, Rending Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]
The Training of the Agoge: Hoplite Warriors [Endurance of a Spartan; Fleet]

[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]

ELITES:465

Ariston, the Eldest Guard 185
"Death-Blossom" Pattern IronClad Dreadnought
Seismic Hammer/Heavy Flamer, DCCW/Heavy Flamer
Drop Pod

The Xiphos Guard 280
7x Assault Terminators
[2x Lightning Claws, 5x Thunder-Hammer/Storm Shield]


FAST ATTACK:180


1x Landspeeder, Typhoon Pattern [Heavy Bolter] 90


1x Landspeeder, Typhoon Pattern [Heavy Bolter] 90



TROOPS:885

10x Man Tactical Hoplite Squad A 255
Vet Sgt Power Fist/Combi-Flamer
Flamer
Lascannon
Rhino w/ Dozer Blade


10x Man Tactical Hoplite Squad B 220
Flamer
Lascannon
Rhino w/ Dozer Blade


10x Man Tactical Hoplite Squad C 215
Flamer
Lascannon
Rhino


10x Man Tactical Hoplite Squad D 195
Vet Sgt Power Fist
Flamer
Rocket Launcher



Heavy Support:275

Landraider - Panzerschiff "Lysander"
2x TL Lascannons
1x Multi-Melta
1x Tl Hvy Bolter
[Machine Spirit, Xtra Armr]


2000 pts
AT:
3x Lascannons
2x TL Lascannons
5x Rocket Launcher Shots
1x Multi Melta

AP:
5x Flamers
2x Hvy Flamers on AV 13 [Drop Podding 1st turn]
41x Bolt Pistols/Bolters [All Mechanized/Mobile]
5x Frag Rocket Blasts
3x Hvy Bolters [1x TL]

Assault:

7xInfiltrating/Outflanking & Fleeting Assault Terminators
1x Kayvan Shrike, Infiltrate/Outflank [19"-24" charge reach]
1x Landraider-rush 10x man Tactical Squad [21"-26" charge reach]

-------------------------------

1750 pts, remove cheap tac squad, remove 1x assault termie

possibly combat squad one tactical if required...



COMMENTS/QUESTIONS?

FEEDBACK MUCH APPRECIATED!
 

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Discussion Starter #19 (Edited)
Again, a bit of trimming in the little time I have off. Will be interesting to see how the new IG codex will change the metagame for marines and everyone else.

I have swapped out the lascannons for far more flexible rocket launchers. Allows me to make sure all 4 tac squads wield a power fist and there are now a few more blast weapons available against hordes.

Rocket Launchers should be fairly effective against most vehicles. Any really heavy armour will not be fast moving, meaning my Thunder-Hammer Termies and Ironclad should be able to deal with them...

HQ: 195

Xavier Alkamenes [see avatar]
Assassin-Captain of the 5th Company,Shadow Reapers of Corax Adeptus Astartes Chapter
Hammer-Blades of Lakonia [MC'ed, Rending Lightning Claws, Bolt Pistol]
Shadow Killer [Infiltrates, grants Teleport Precision-Assault to Terminators via Psyker Beacon]
The Training of the Agoge: Hoplite Warriors [Endurance of a Spartan; Fleet]

[counts as Shrike, Infiltrate to Terminators, Fleet to whole army]

ELITES:465

Ariston, the Eldest Guard 185
"Death-Blossom" Pattern IronClad Dreadnought
Seismic Hammer/Heavy Flamer, DCCW/Heavy Flamer
Drop Pod

The Xiphos Guard 280
7x Assault Terminators
[2x Lightning Claws, 5x Thunder-Hammer/Storm Shield]


FAST ATTACK:180


1x Landspeeder, Typhoon Pattern [Heavy Bolter] 90


1x Landspeeder, Typhoon Pattern [Heavy Bolter] 90


[due to new vehicle squadron damage rules, I'm thinking of keeping them separate; kill pts liability ATM...]


TROOPS:885

10x Man Tactical Hoplite Squad A 230
Vet Sgt Power Fist
Flamer
Rocket Launcher
Rhino


10x Man Tactical Hoplite Squad B 230
Vet Sgt. Power Fist
Flamer
Rocket Launcher
Rhino


10x Man Tactical Hoplite Squad C 230
Vet Sgt Power Fist
Flamer
Rocket Launcher
Rhino


10x Man Tactical Hoplite Squad D 195
Vet Sgt Power Fist
Flamer
Rocket Launcher



Heavy Support:275

'Lysander'
Landraider-PANZERSCHIFF 275
2x TL Lascannons
1x Multi-Melta
1x Tl Hvy Bolter
{Machine Spirit, Xtra Armr]


2000 pts




AT:
2x TL Lascannons
8x Rocket Launcher Krak Missiles
1x Multi Melta
7x Infiltrating/Fleeting Assault Terminators
1x Mastercrafted, Rending Pair of Lightning Claws

AP:
5x Flamers
2x Hvy Flamers on AV 13 [Drop Podding 1st turn]
41x Bolt Pistols/Bolters [All Mechanized/Mobile]
8x Frag Rocket Blasts
3x Hvy Bolters [1x TL]

Assault:

7xInfiltrating/Outflanking & Fleeting Assault Terminators [5x Hammers, 2x Claws] [13"-18" charge reach]
1x Kayvan Shrike, Infiltrate/Outflank, Jump Pack, Fleet
[19"-24" charge reach]
1x Landraider-rush 10x man Tactical Squad [21"-26" charge reach]
4x Tac Squads with Power Fists



--------------------
1750 pts

drop cheap tac squad, drop 1x Assault terminator, add meltabomb
 

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If you're looking for a tactical charge from the LR, I think you should consider CC scouts. I actually use that exact strategy, one of two ways
1. 10 scouts, sarge w/PF for 165 pts
2. 8 scouts, sarge w/PF and termie HQ attached

They're not the best CC in the game, but if you're looking for a followup to the initial assault termie rush, the scouts can certainly hit hard. They're better (IMO) that the tactical marines on a charge, and cheaper. And they're scoring units, unlike assault marines. Then you can use the 30pts you save to put upgrades back on some units.
 
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