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Saturday, April 9, 2011

Shrike Carpet Bomb

I saw a post over on Creative Twilight, in which Thor discussed (briefly) a game he had recently with a variant Shrike Bomb list (briefly, the guy capitulated after it went off in his face [don't we all, ladies?] {er... what?} and ceded to Thor [Don't we{stop it!}])

...ANYway, this got me to thinking of a different way in which to try and use the Fleeting Shadow Captain in an army list,  way in which I haven't seen him employed.  Granted, it's highly unlikely I was first to think this up - but I've never seen it - due credit can and will be apportioned to actual pioneers. :p
What I basically wanted to set out to do was to create a list that really inflicted a knock-out blow like conventional Shrike Bomb, but with the fire support elements that are usually, shall we say, LESS prevalent when people start taking Rocks, realise they need Double- or Triple-Rock to reasonably hit the foe early/hard enough (at all?!) and start going Points-Sinks galore...

*Ahem*

Like I said, I didn't want to quite go down that road, so I needed, basically, a SHOOTY version.  Immediately (much, much faster than it took you to read this sentence) I thought of the Raven Guard I plan to build after the summer - my Forge World-heavy, Black Templar-Codexed, Always Infiltrating All The Time list.



Granted, it's next to impossible to reasonably expect this kind of strategy (one-dimensional as it is) to really pass muster with Servo Skulls and especially Coteaz in the game...however, it looks like a hella fun, so imma try it, homes.  Word.  (Bearer? [No. Talk normally.  Idiot.])

So, we shall start with the core of the army...

Shadow Captain Kayvaan Shrike: - 195

Rifleman - 125

Rifleman - 125

10 Tactical Marines:
 Drop Pod, Multi-Melta, Meltagun, Combi-melta - 220
10 Tactical Marines:
 Drop Pod, Multi-Melta, Meltagun, Combi-melta - 220
10 Tactical Marines:
 Drop Pod, Multi-Melta, Meltagun, Combi-melta - 220

Land Speeder:
Heavy Bolter, Typhoon Missile Launcher - 90

Land Speeder:
Heavy Bolter, Typhoon Missile Launcher - 90

5 Devastators:
4 Missile Launchers - 150
5 Devastators:
4 Missile Launchers - 150
10 Devastators:
4 Multi-Meltas - 230

SUBTOTAL:1815

That is the core of the list worked out, though I'd really quite like to add a Power Weapon or somesuch to the Devastators, hopefully Shrike being with the unit will suffice. it'd be nice, too, to get some sort of forward punch unit for Shrike to accompany...but that take us into Rock/Deathstar territory, and that's to be avoided.  Not to mention that with so few points left that's unlikely at best.  lol

With 185 points, we could get another 2 Land Speeder Typhoons into the list, adding to the firebase elements, and in fact allowing us to set up a second small firebase if required, though Speeders are reasonably fragile, and I don't think that would really b the most efficient addition.

Sternguard are an idea, but delivery then becomes an issue.  As we presently have an even number of Pods in the list, another pod isn't viable, and if they're on foot anyway, surely using them to accompany Shrike works just as well? Extra CC prowess, extra flexibility, extra anti-infantry power, extra Melta shots, albeit one-use...

Overall, it's possible that the list would function better based on that - but it would play differently, and that wasn't what I was aiming for.  :p

Getting back to the Firebase idea, there IS a way we could do that with added resilience and in a way that increases the mobility of the list overall, while also covering the major deficiency of the list at present - lack of AP2 fire.  The answer? Razorbacks of course.  At 75 points apiece we can't unfortunately grab three, but if we get two (for the ML Devs) that leaves 35 points, with which we can net ourselves a Power Weapon for the MM Dev sergeant, and 2 Locator Beacons for Tactical Drop Pods, ensuring the third comes down more accurately, and gets to add the further Melta to the fray.  Hunter-killer missiles are also an option that quite possibly should be considered instead.

This makes the list:


Shadow Captain Kayvaan Shrike: - 195

Rifleman - 125

Rifleman - 125

10 Tactical Marines:
Drop Pod, Multi-Melta, Meltagun, Combi-Melta - 220
10 Tactical Marines:
Multi-Melta, Meltagun, Combi-Melta, Drop Pod [Locator Beacon] - 230
10 Tactical Marines:
Multi-Melta, Meltagun, Combi-Melta, Drop Pod [Locator Beacon] - 230

Land Speeder:
Heavy Bolter, Typhoon Missile Launcher - 90

Land Speeder:
Heavy Bolter, Typhoon Missile Launcher - 90

5 Devastators:
4 Missile Launchers, Razorback [Las/Plas] - 225
5 Devastators:
4 Missile Launchers, Razorback [Las/Plas] - 225
10 Devastators:
4 Multi-Meltas, Power Weapon - 245


Tactically, it is a little less flexible than I would consider ideal, but it has a very different approach to traditional Shrike Bomb.  With the unit he accompanies being merely passable in CC instead of dependant on it, the list instead revolves around their ability to completely obliterate one major enemy threat on a flank while the rest of the list concentrates upon suppression, using the Drop Pods to isolate one segment of the enemy army and act as buffer between their halves - with that additional Melta of course being used to continue the job of beating up one flank of the foe.  With any luck you will cripple half of their army with the initial strike, allowing you to begin mopping up rather than having to fight evenly matched forces - that is not the Raven Guard way! :p 

Comments (11)

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Not sure I like it. You've made a shooty army, but it has fleet instead of Combat Tactics which is much more preferable. There's no punch anywhere in the list. The Drop Pods put your tac marines close to the enemy, but they're not well equipped to be there and will fold in combat (that they can't voluntarily leave). It is innovative, but I remain unimpressed by its tabletop viability.
abortedsoul's avatar

abortedsoul · 729 weeks ago

Heh, you gave up combat tactics to drop in the enemy's face with no metal bawks and you exchanged it for... fleet?
KingCronan's avatar

KingCronan · 729 weeks ago

i just dont get why you need Shrike for this army
He wants to infiltrate his Melta Devastator, I suppose.
Correct me if I'm wrong, but don't you have to be over 12" away when you infiltrate if you can't be seen, and 18" if you can? Doesn't this mean the Melta will not be in half range on turn 1 unless your opponent goes first and obligingly moves both 1" towards you and into LoS? I get the idea of the army, tactically, but I'm not sure how 6x MM Attack bikes wouldn't be better with an Auto/Las Pred in HS.
Warboss Stalin's avatar

Warboss Stalin · 729 weeks ago

Khan was ever a better hq for doing what Shrike is supposed to do
ming from b&c's avatar

ming from b&c · 729 weeks ago

I don't like the lists! Keep working at getting more assault into the list...
Thank for the linkage, TKE.

I'm with the others on this, I'm not seeing why Shrike is required. He gives you some additional movement and threat but the list isn't making use of it. The idea of fire support is solid but not to the exclusion of a capable assault unit or two. Even if those Tact Squads are sporting power swords and fists to maybe dent something on the charge, if they charge, it's just going to fall flat.
Dragons Claw's avatar

Dragons Claw · 729 weeks ago

I've been playing Raven guard for a couple of years now and i have played around with using shrike to infiltrate devestator squads. The best way i have found is to use plasma cannon devs (the range and ability to threaten ligt armour or tough infantry makes them superior to melta) infiltrate into a ruin and have a small asm squad positioned behind where you want to infiltrate first turn shrike hops backwards and joins asms coming forward you then have a counter punch in cover that can hop over the devs and hit any thing coming at them. However this only works if the rest of your army is quick enougth to take advantage of the destraction.
Thanks for all the comments - I haven't tried this list, as I said it was simply what came to mind when reading Thor's post about using Shrike - I thought it might work quite neatly.

With regards to not being in 12" first turn - it's kinda irrelevant IMO, because it's still AP1 and I'm unlikely to be shooting AV13/14 with them. Much more likely I will be shooting 10/11 ie Transports.
Using Shrike to Infiltrate MM Devs forward is a good idea.
But I have to question the overall idea of giving up Combat Tactics for Fleet on an army that doesn't really want to charge forward into CC against most opponents. It's messing with the rest of the army's effectiveness in order to increase the effectiveness of the Devs by a little bit... given their static nature, opponents won't go within 12" of them, so you have improved MLs from AP3 to AP1, basically. And lost the ability to fire blasts against horde armies, and the 48" range, and moved them closer to a charge from a fast unit like Beasts. I'd rather have the AP3 MLs in the back, and a Librarian with Null Zone in the front, just as a first thought.

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