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Discussion Starter · #1 · (Edited)
Hi all,


First off... this started as a list for Imperial Fists that I run but I noticed that when I added the units and combos that I wanted... it look like it would run better as a Clan Raukaan ( Iron Hands) army


The army is based on applying a Refused Flank to concentrate a large amount of gunship deployed armour and firepower on one isolated flank in a coordinated advance to split the enemy line.

I wanted to include several elements:

- large blocks of mechanized marines to secure objectives in the new mission meta... everything mounted to take advantage of objective secured transports... plus Fists love moving bunker fortifications

- I wanted to combined the synergy of Storm Ravens with Graviton Centurions immediately and precisely landing on a flank to unload on isolated units.

hence... TWO Storm Ravens ( one will be a Chapter house conversion, the other is a FW Storm Eagle with weapons to make it a Storm Raven)

-Centurion Raven loaded for traditional gunship ground attack mission, 2nd one will be fore most anti air/ tank/ MC ect....

-Scout Bikers with Locator Beacon

-Chapter Master on a bike will all the trimmings Scouting/ Infiltrating with Scout Bikers to either tank hits for the Centurions when the land on a flank to start rolling it up of smash almost any unsupported unit/ character in assault

-Comms Relay on Aegis Defence Line ( rerolling reserves rolls to insure maximum gunship carnage and reducing variability of reserves)



Pros & Cons of each List:

SENTINELS OF TERRA:

+Short Ranged Bolter Drill is murderous in close confines... you're able to reroll snapfire overwatch shots.... the need for counter assault units quite mitigated

+ 4x Graviton Centurions popping out in turn two instead of a unit of 3

+extra locator beacon in the form of a single drop pod landing in turn 1

+ Eye of Hypnoth giving Centurions a target up to 18" away that reduces its cover save by one

+ The Shield Eternal granted a 5+ Deny the Witch for my centurion Chapter Master

- the Drop Pod Melta Tac Squad will be isolated in Turn1, will be dropped on high value target, hopefully take cover in wreck but they will most likely get pasted before support can arrive






CLAN RAUKAAN

+ Iron Father SmashF#*kr build... possibly the deadliest Marine assault character build out there.... outiftted to deal with either AP3 troops or AP2 threats requiring a Ferrus Mannus T-Hammer of Doom

+ extremely resilent gunships with IWND (5+) and 3+ techmarine repairs every turn [ I haven't been able to find any yes or no in the neew rule book on whether you can repair hull points when leaving combat airspace to go back to ongoing reserves]

+all vehicles and multi wound models ( centurions!!) able to regenerate wounds/ HP on a 5+

+ VERY GOOD Warlord Traits for this army (only one crappy one out of six!) allow for some great boosts to both the toughness, shooting and mobility of the army.





***********************************************************************


ANGRY PRUSSIANS IN SPACE-

FIST TO THE FACE

Double Eagle

Sentinels of Terra SHORT RANGE BOLTER DRILL
IMPERIAL FIST LEGION,

HQ: 265

CHAPTER MASTER
Space Marine Bike, Thunder Hammer
Artificier Armour, The Shield Eternal, Eye of Hypnoth


TROOPS: 825


TACTICAL SQUAD [10] “A” All-Purpose
Plasma Gun, Hvy Bolter
Rhino -
Sgt Combi-Plasma


TACTICAL SQUAD [10] “B” Bolter Drill
Plasma Gun
Rhino -
Sgt Combi Plasma

TACTICAL SQUAD [10] “C” Comms Relay CS
Plasma Gun, Hvy Bolter
Rhino -

TACTICAL SQUAD [10] “Melta-Bunker”
Melta Gun, Multi-Melta
Sgt - Combi-Melta
Drop Pod – LOCATOR BEACON


FAST ATTACK:69

SCOUT BIKER SQUAD [3]
Sgt – LOCATOR BEACON, Melta Bombs


HEAVY SUPPORT: 770

STORM RAVEN [ THUNDERBOLT ] IF
Twin-Linked Multi-Melta
Twin-Linked Assault Cannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Hurricane Bolters, Extra Armour


STORM RAVEN [ BUTCHER BIRD / SHRIKE ] RG 205
Twin-Linked Multi-Melta
Twin-Linked Lascannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Extra Armour

CENTURIONS [4]
Grav Cannons & Grav Amps
Hurricane Bolters



FORTIFICATIONS: 70


AEGIS DEFENCE LINE WITH COMMS RELAY ....

reroll EACH reserve unit if in control

TOTAL : 1999 pts





+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++




Double Eagle

X Legion
CLAN RAUKAAN “ROCK - ON”

HQ: 410

CHAPTER MASTER/ IRON FATHER SMASHF#$KER
Space Marine Bike, Bolt Pistol, Frag/Krak, Thunder Hammer, Power Sword
Artificier Armour, The Gorgon Chain

TECHMARINE #1 Servo-Harness (3+ BotO)

TECHMARINE #2 Servo-Harness (3+ BotO)


TROOPS: 820


TACTICAL SQUAD [10] “A”
Plasma Gun,
Rhino -
Sgt Combi-Plasma

TACTICAL SQUAD [10] “B”
Plasma Gun,
Rhino -
Sgt Combi-Plasma

TACTICAL SQUAD [10] “C”
Plasma Gun,
Rhino -
Sgt Combi-Plasma

TACTICAL SQUAD [10] “Melta-Spec Ops”
Melta Gun
Sgt - Combi-Melta, Melta Bombs

FAST ATTACK 64

SCOUT BIKER SQUAD [3]
LOCATOR BEACON


HEAVY SUPPORT: 690

STORM RAVEN [ THUNDERBOLT ] IF 235
Twin-Linked Multi-Melta
Twin-Linked Assault Cannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Hurricane Bolters, Extra Armour IWND


STORM RAVEN [ BUTCHER BIRD / SHRIKE ] RG 205
Twin-Linked Multi-Melta
Twin-Linked Lascannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Extra Armour IWND

CENTURIONS [3] 250
Grav Cannons & Grav Amps
Hurricane Bolters
FNP, IWND


FORTIFICATIONS: 70


AEGIS DEFENCE LINE WITH COMMS RELAY ....

reroll EACH reserve unit if in control

TOTAL : 1999 pts





wow ok congrats if you made it this far..... I'm hoping to hear what you guys think so far... Please keep in mind I'm looking for adivce on weaknesses and tweak to the list without the standard " change the whole list and use lots of space marine bikes with grav guns ..."

Im considering ammending the list and making the scout bikers a stronger contingent to deal with strong anti air that have the capability to kill the Storm Ravens in a single turn... While unable to charge first turn... Infiltrate + 12" scout move would allow me to dictate the first strike... I would also consider rerolling SUCCESSFUL reserves rolls to hold off my raven til turn 3 or place them very conservatively in turn 2 to mitigate fire....
 

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Entropy Fetishist
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[ I haven't been able to find any yes or no in the neew rule book on whether you can repair hull points when leaving combat airspace to go back to ongoing reserves]
When does the techmarine repair, again? If it's the shooting phase, no way, he's off the table. If the rule says "at any point during the movement phase," on the other hand... go right ahead. The phrasing of the mechandrites rule, or whatever it is, is the important decider here.

As for which to go with? Uhhh... well, I don't have access to either supplement, but I sure do like Iron Hands a bit more, and let's be honest: the Iron Hands rules tend to support mechanized lists pretty darn well. Alternately: field 2 detachments and take the best bits of each. Primary Iron Hands, perhaps, for the better Warlord Traits and such.
 

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Discussion Starter · #3 · (Edited)
hows this?


best bits of both




CLAN RAUKAAN [X Legion] w/ Allied SENTINELS OF TERRA [ VII Legion]



MAIN DETACHMENT CLAN RAUKAAN

HQ: 320



CHAPTER MASTER/ IRON FATHER SMASH-F#&KER
Space Marine Bike, Bolt Pistol, Frag/Krak, Thunder Hammer,
Artificier Armour, The Gorgon Chain


TECHMARINE Servo-Harness (3+ BotO)



TROOPS: 400


IH TACTICAL SQUAD [10] I

Plasma Gun,
Rhino -
Sgt Combi-Plasma


IH TACTICAL SQUAD [10] II
Plasma Gun,
Rhino -
Sgt Combi-Plasma



FAST ATTACK 64


SCOUT BIKER SQUAD [3]
LOCATOR BEACON


HEAVY SUPPORT: 690



STORM RAVEN [ THUNDERBOLT ] IF
Twin-Linked Multi-Melta
Twin-Linked Assault Cannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Hurricane Bolters, Extra Armour IWND




STORM RAVEN [ BUTCHER BIRD / SHRIKE ] RG
Twin-Linked Multi-Melta
Twin-Linked Lascannon
2x shot Str 8 AP2 every turn ( 4x rockets total per game)
Extra Armour IWND



CENTURIONS [3]
Grav Cannons & Grav Amps
Hurricane Bolters
FNP, IWND

----------------------------------------------------------------------------------------
FORTIFICATIONS: 70


AEGIS DEFENCE LINE WITH COMMS RELAY ....

reroll EACH reserve unit if in control


ALLIED DETACHMENT:

SENTINELS OF TERRA


HQ 90


MASTER OF THE FORGE Servo-Harness (4+ BotO)



TROOPS 370


SENTINELS OF TERRA TACTICAL SQUAD [10] “A”
Plasma Gun,
Rhino -
Sgt Combi-Plasma


SENTINELS OF TERRA TACTICAL SQUAD [10] “Melta-Spec Ops”
Melta Gun
Sgt - Combi-Melta, Melta Bombs[/COLOR]
 
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