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Friday, October 8, 2010

Email in: Shrike @ 1750

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.

Comments (19)

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I love Ravenguard as an idea and I've been wrackin' my brain for months and months on how to make a good list with 'em. Here's my latest attempt.

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.
2 replies · active 757 weeks ago
The OP is chasing 1750. Will this scale down though fluger?
Unlikely, best place to cull points is the terminators. But they're your answer to lots of stuff and especially if you don't get turn one.
one trick, but try this:
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....
No, ravenguard doesn't want scouts as their main units, because even with fleet, your glorified guard veterans won't accomplish anything.
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
9 replies · active 757 weeks ago
problem is, its more or less a worse thunderbubble list, might as well just run that and leave shrike on the shelf (probably not a bad idea....)
Vt2, your absolute pronouncements amuse me. The combat scouts need to get turn one in order to be super useful, but aren't terrible regardless.

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...
Aren't you the one who declared that 120 strength 4 hits versus rhinos would lead to 3 glances, and this was somehow good? You're not gonna reach important vehicles first turn, because doing so typically relies on either rolling a perfect six for run, or infiltrating out of the enemy's line of sight - both very unlikely, and not things to rely on.
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.
Oh Vt2... Scouts have infiltrate and scouts USRs. Therefore, I can put them in the open 18" away, then scout move 6" before the game starts, leaving me 12" away. All I need is to run at all and I'm in like flynn.

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...
Yes, and people use bubblewrap to make that 'tactic' not work all that well, or have their own infiltrators setup so you can't get within 12 of their main army.

It's warhams 101.
What ranged attacks?
Potentially. I don't see that many players using infiltrators now a days other than Wolf Scouts. And, even if they did, I doubt they'd have enough to stop all 4 infiltrating units.

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...
2. The enemy deploys his unit out of the vehicles. Recall, I deploy AFTER them with infilitrate so I can easily pick a spot in which I can assault the tank and the unit. Win/Win for me. Again, against MSU Mech MEq, what's outside of the tank? 5 tacticals? 5 grey hunters? Probably the grey hunters are worst case scenario. Despite your assertation that they are guardsmen, those scouts should do pretty well against those guys 28 attacks, 14 hits, 7 wounds, 1-2 dead grey hunters. In return, assuming the GHs got counter attack, they have 15 attacks, 10 hits, 5 wounds, 2-3 dead. Pretty decent exchange and I'm stuck in combat. Of course, this is assuming I didn't shoot the unit with my sniper squad or the land speeders or the command squad that dropped in... Or I just ignore them and kill their vehicle? Again, I get to deploy AFTER, so I dictate the fights.
Let's be frank, if you're running Shrike you're obviously not interested in creating a list that can consistently compete with more optimized lists at the top levels. Why not create a list that plays to his strengths but might be less than optimal (or *gasp* just for fun), but can still do decently? You're basically trying to shoehorn Shrike into a standard mech marines build, and that doesn't work for either side.
Nothing 'standard mech' about taking 3x5 terminators, rather than dreads or sternguard, and plasmabacks over meltabunkers.
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.
Some lists, but they're all at 2k.

-

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
Hi all, and thanks for all the feedback. It's a bit difficult picking what list to try, especially since I've mostly avoided close combat with my marines up to this point. So I have a couple of questions:

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.
3 replies · active 757 weeks ago
1. Yes
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 :)
1) if you want something other than massed hammernators, yes. Vanilla assault marines are only good for keeping librarians warm in their rhino, and vanilla vanguard are horribly overpriced and bad.

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.
3. First turn assaults with scouts can be effective despite what Vt2 says. All those krak grenades can cripple a mech force and you can double up on anything not in a vehicle. Only drawback is if you go second...

Storms are pretty blah.

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