Hi,
following a brief interaction in the pink chat-box I wanted to know how you would build and play a Space Marine list with Shrike at 1750 points. All my 40k experience comes from playing a decent (but not great) vanilla Space Marine list with rhinos, dreads, preds & speeders. Now I would like to do something different, without having to swap army or even codex.
Thanks
Mr Snark
Wow, I will take an easy one on the chin, hey.
So I suggested tried and true:
Shrike, Khan, 10 TH/SS. 2 Razor Tacs, MM AB and Preds and Kirby nearly choked on this cookies and (strawberry) milk.
So, back to a balanced drawing board we go.
Shrike is our Raven Guard friend of course.
Kirby did a 2000 pt list here with Shrike which we can cut down to 1750 by trimming things back.
Me, being a sucker for punishment however, wants to try something a little different, and attempt to build on myself.
Shrike and his men were untouchable, able to strike at the Orks' brutal war machine with seeming impunity, inflicting catastrophic damage before slipping away into the shadowed ruins of the hive cities. P92, Codex Space Marines
I always take the opportunity to mention Orks
Right, list.
Start with Shrike and your Troops.
Next, how do make this a fast-hitting Raven Guard army without using the fast-hitting codex, BA.
In pursuit of their covert goals, the Raven Guard depend heavily on Scout forces able to act alone for extended periods of time, and rapid reaction forces such as jump-pack equipped troops who can quickly capitalise on the foe's weaknesses. P 25, Codex Space Marines
VV's and ASM maybe?
Now for some firepower with what we have left. AutoLas Preds and a Drop Podding Dread, TLAC style. Why? Well I can land it first turn where I want, and be guaranteed side armor shots all game when I drop it in the corner of your deployment zone. Something different to consider, anyway.
HQ
Shrike
Elites
Rifleman Dread, Drop Pod
Troops
3 x Sniper Scouts with Camo Cloaks, Missile Launcher
This is the "slipping away into the shadowed ruins" part.
Fast Attack
10 ASM, 2 Flamers. Sarge with LC
2 x 5 Vanguard Vets with 3 LC/SS each
Heavy Support
3 AutoLas Preds
Wow, that was hard.
I was looking at running a Jump Pack Command Squad, but you can't. Jump Packs aren't an option! WTF.
The Pink army will tear this apart, and I tend to agree. To do a fast, flying, CC based marine list I feel you need to buy the BA codex. Sorry champ!
The other thing you could try, keeping with the Raven Guard theme of fast and nasty ...
HQ
Shrike
Captain, Bike, SS/Relic Blade
Command Squad on bikes, 4 Meltas, SS, LC/PW
Troops
2 x full biker squads, 2 Melta, MM Attack Bike
Fast Attack
3 x 7 ASM with Flamer (jump packs)
This leaves 32 points to play with for upgrades.
Side note: I stayed away from infiltrating Termies as they are a one-trick-pony and dont really play into the Raven Guard list/style of play.
Kirb your enthusiasm!
"...generalship should be informing list building." - Sir Biscuit

Friday, October 8, 2010
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Email in: Shrike @ 1750
2010-10-08T06:00:00+11:00
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nfluger 60p · 757 weeks ago
Shrike: 195
Command Squad: 155 + 45
4 meltaguns
Drop Pod: Locator Beacon
9 Scouts: 127
Combat Blades
9 Scouts: 127
Combat Blades
9 Scouts: 127
Combat Blades
5 Scouts: 125
Telion, Sniper Rifles
9 Assault Marines: 202
Thunder Hammer
Dreadnought: 105 + 45
Multimelta
Drop Pod: Locator Beacon
7 Sternguard: 200 + 35
Heavy Flamer, Meltabombs, 2
combi-meltas
Drop Pod
6 Assault Terminators: 240
3 LC, 3 TH/SS
2 x Land Speeders: 180
TML/HB
Land Speeder: 90
TML/HB
1998
The scouts actually should be able to assault turn one (infiltrate 18" away, scout move 6" up; move 6", D6 run, assault 6") and if I'm playing against the typical mech list I can take out quite a few vehicles really early.
The list should be brutally devastating if I have first turn.
fester40k 73p · 757 weeks ago
nfluger 60p · 757 weeks ago
pringles978 6p · 757 weeks ago
shrike
9 hammer termies
melta/heavy flamer iornclad in pod
melta/heavy flamer iornclad in pod
tac squad in pod with fist, mmelta, meltagun
5 sniper scouts with cloaks and missile launcher
5 cc scouts with combimelta and fist
5 cc scouts with combimelta and fist
5 cc scouts with combimelta and fist
storm with heavy flamer
storm with heavy flamer
storm with heavy flamer
1.75k on the nose. threw it together whilst im building a fester list for some fun games, and it wont win any tourneys, but has a very nice "in your face" quality that shooty armies dont like. the 2k list gets a pair of ac/lc preads for kicks. sort of fluffy with all the scouts....
VT2 79p · 757 weeks ago
Foregoing shooting almost entirely makes your army massive fail, and isn't smart at all.
Not even sure this is gonna work below 2k, but here's a better list than the one above.
Shrike - 195
5 hammernators - 200
5 hammernators - 200
5 hammernators - 200
Tatical squad: combi-melta, pLASmaback - 175
Tatical squad: combi-melta, pLASmaback - 175
Tatical squad: combi-melta, pLASmaback - 175
2 attack bikes: multi-meltas - 100
2 attack bikes: multi-meltas - 100
Attack bike: multi-meltas - 50
Dakka predator - 85
Dakka predator - 85
pringles978 6p · 757 weeks ago
nfluger 60p · 757 weeks ago
If I do get turn one vs most MSU Mech MEq I put 27 krak grenades on unmoving vehicles on turn one. Not to mention whatever Shrike and his assault marines get done. Bonus points if the land speeders or the command squad or the dread pop a vehicle as then the assault elements can sandbag the assault by putting one guy in against the exposed unit and then putting everything else against nearby vehicles (so I'll be in combat in their turn).
Perhaps I could give the regular guys sniper rifles anyway as then I can simply deploy them and shoot if I get turn two. Hmmm...
VT2 79p · 757 weeks ago
Besides, what are you gonna do after your guardsmen in carapace armor potentially kill a rhino? That's right - stand around and eat fire.
Worst case scenario, they put something a couple inches in front of their vehicle wall (most players will do this), and limit your scouts to charging the sacrificial squad, or not charge at all.
The thing is, if you have no actual shooting, and instead mass scouts, you might as well play orks.
nfluger 60p · 757 weeks ago
Ok, you present two scenarios:
1. The scouts only assault a Rhino and kill it. That's fine because now my ranged attacks from elsewhere can start killing those exposed guys next turn. Taking out my opponent's mobility at this early in the game is huge. Beyond that, as I mentioned above, sandbagging assaults is a great way to be in combat during my opponent's turn...
VT2 79p · 757 weeks ago
It's warhams 101.
What ranged attacks?
nfluger 60p · 757 weeks ago
Bubble wrap is going to have a hard time stopping an assault on a vehicle with units of 5 or 6 guys.
Ranged attacks? Perhaps the 3 land speeders with TML and HBs? Perhaps I drop down with the command squad and the sternguard instead? That'd certainly open up some holes in that bubble wrap.
A combination of exposed infantry and vehicles only helps me as I can assault the infantry which is what I want anyway...
nfluger 60p · 757 weeks ago
Kris · 757 weeks ago
VT2 79p · 757 weeks ago
At 2k, you'd want scout bikes, small units of scouts, and a third predator.
The real shoehorning is playing below 2k with 195 points sank into one model.
VT2 79p · 757 weeks ago
-
Plenty gimmicky...
Shrike - 195
10 assault terminators - 400.
5 assault terminators - 200.
5 assault terminators - 200.
Tactical squad: combi-melta, plasmaback - 175
Tactical squad: combi-melta, plasmaback - 175
Scouts: teleport homer - 90
Scouts: teleport homer - 90
Scout bikes: 2 grenade launchers - 90
Scout bikes: 2 grenade launchers - 90
Scout bikes: 2 grenade launchers - 90
Predator - 85
Predator - 85
-
More stuff...
Shrike - 195
5 assault terminators - 200.
5 assault terminators - 200.
5 assault terminators - 200.
Tactical squad: combi-melta, plasmaback - 175
Tactical squad: combi-melta, plasmaback - 175
Tactical squad: combi-melta, plasmaback - 175
Scouts: teleport homer - 90
Scouts: teleport homer - 90
Scouts: teleport homer - 90
Tornado speeder - 70
Tornado speeder - 70
Predator - 85
Predator - 85
Predator - 85
-
Conservative...
Shrike - 195
10 assault terminators - 400.
Sternguard: 3 combi-melta, 2 heavy flamers, rhino - 195
Sternguard: 3 combi-melta, 2 heavy flamers, rhino - 195
Tactical squad: combi-melta, plasmaback - 175
Tactical squad: combi-melta, plasmaback - 175
10 scouts: powerfist, combi-melta - 175
10 scouts: powerfist, combi-melta - 175
2 attack bikes: multi-meltas - 100
2 attack bikes: multi-meltas - 100
2 attack bikes: multi-meltas - 100
-
100% gimmicky...
Shrike - 195
10 assault terminators - 400.
5 assault terminators - 200.
5 assault terminators - 200.
Scouts: teleport homer, combi-melta - 100
Scouts: teleport homer, combi-melta - 100
Scouts: teleport homer, combi-melta - 100
Scouts: teleport homer, combi-melta - 100
Scouts: teleport homer, combi-melta - 100
Scouts: teleport homer, combi-melta - 100
4 scout bikes: powerfist, 3 grenade launchers - 165
4 scout bikes: powerfist, 3 grenade launchers - 165
Scout bikes - 70
Snark · 757 weeks ago
1 - Is it safe to say that if I really wanted to make a competitive close combat list with marines, then I should pick up the Blood Angels or Space Wolves codex? That using ASM and VV with Shrike is just a poor mans Blood Angels?
2 - When including Assault Terminators, instead of burning 195 points on Shrike should I just take a Land Raider variant?
3 - If I actually want to make first turn assaults with scouts, should I just use a couple of Storms instead of Shrike?
Thanks again, and please excuse my noobcakeism.
fester40k 73p · 757 weeks ago
2. That would make sense, but if you are going to do a rock, do dual-rocks OR do a thunderbubble variate with 10 termies
3. if the goal is to play 1st turn assaults, you are going the right way about it either way you go... neither will work really well.
You could look at my 1st and 10th post some ways back which has 3 speeder scout units
Hope these ideas helped out :)
VT2 79p · 757 weeks ago
2) nah. Fleet is good, too. Just need to keep homers or beacons around, so the other two squads can touch down.
3) no. You shouldn't even want to get first turn assaults with them, because a) scouts are bad, b) storms suck away speeder and attackbike slots, and c) storms work a grand total of one time against every opponent, then never again.
Even if you go with wolves or vampires, you still can't make actual combat marines below 2k points.
nfluger 60p · 756 weeks ago
Storms are pretty blah.