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Hi there, I am new to 40k and am very intrigued by a kind of Deathwatch style small assault force. Reading through Space Marine fluff, I have come to the conclusion of an army based towards the Raven Guard or the Crimson Fists.
For RG I would think something like,
Vanguard (w/ Shrike)
Either a scout team with Snipers or biker scouts, both of which will help with the Drop Pods...
1 or 2 Assault Squads
Either a unit of Sternguard or Termies in drop pods
I'd have everyone but the scouts in drop pods...
Scout Bike (1 or 2---Make sure my drop pods land where I want)
either 1 unit of Vanguard or 1 or 2 Assault squads
Sternguard (1 or 2), and a squad of Termies
I know that neither of these would probably be all that competitive but what I am really looking for is something I have fun playing, and I really like all of the fluff I have read...also I want to keep it a small assault style force so I'm not really interested in the vehicles so much (besides scout bikes, maybe land speeder/bikes)...though I saw a Land Raider at the store the other day...that thing was killer!
Anyways so what do you guys think about those two ideas, and if they keep kind of to the fluff play style of crimson fist or raven guard?
Thanks for any constructive criticism!
Either way works fairly well. I'm personally partial to Pedro, on account of him being a badass named Pedro. He's got a bunch of different useful abilities, where Shrike is kinda a 1 trick pony.
It's ultimately up to you of course, but Pedro plus a vanguard squad means 5 attacks per model out of the vanguard on the charge. Stick them in a Land Raider for added goodness to help guarantee they get the charge. You can very easily back them up with Sternguard and other units to combine to make a deceptively effective force.
The main thing about Deathwatch used to be the special ammunition they got for their bolt guns so I'd be more inclined to go for Pedro so you can maximise the ammout of sternguard you have in the army.
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If you want a fast marine army lots of assault squads/vanguard are good, but don't neglect tactical marines in rhinos! (You need two tactical squads/scouts to make the army legal anyway) That would be what I would do for the CF, take lots of bolters, and load them in rhinos so you've got fast moving rapid fire weapons. OR take a whole drop pod army with tacticals and sternguard and then bring down your assault squads using locator beacons on the drop pods.
For the RG, my impression of their tactics would be two scout sniper units with camo cloaks (2+ cover save in buildings ) and then load up on assault squads, a vanguard squad and a few land speeders/bikers with some anti-tank firepower. Would be really fun to play and themed!
I agree with #67. You can get one of them old GK miniatures in power armor to represent the power armored Ordo Xenos inquisitor ("counts as" Pedro Kantor) and then build up the actual force from Inquisitorial Stormtroopers ("counts as" Scouts), Deathwatch Kill-Teams in drop pods ("counts as" Sternguard Veterans) and Terminators. I think it would make an awesome fluffy army to be honest.
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vanguard are too expensive to use
TBH i dont like kantor even tho i play CF. I kept fielding him and never thought he was worth his wage.
And since my sternguard should never last past turn 2/3 it doesn't matter that they are not scoring
And on a drpop pod stern list a lib with force dome is really helpful
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As a Raven Guard player, I do admit that Shrike is a one trick pony but he does that trick so well. I really love my raven guard, and to make it a bit more competitive i have lots of attack bikes with MMs, scout squad, tactical squad, couple of dreads then actually attach shrike to some assault terms or a normal assault squad, possibly chuck in a chaplain with a second assault squad (points permitting).
If you are going to take vanguard vets (which even as a RG player, i admit they aint worth it) you dont want to put them with Shrike really as you lose their heroic intervention abliity that allows them to assault after a deep strike.
I play MEQ guard and marines alot, and have found infilitrating Shrike with assault terms or an assault squad works really well at clearing house with problematic units (guard heavy weapons platforms), plus dropping a MM dread in front of a couple of tanks can always be fun, scares the crap out of my opponent....
Any questions for a RG list, pm me and i will get back to you asap.
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i have gone for a similar assault-style army but in Ultramaries.
cap with relic blade/plasma pistol
chap with jump pack
2x tac squads with pod, power wep, plasma cannon and melta guns.
7x stern guard in a pod
IC dred in pod
3 speeders with typhoon launchers/ multi-meltas
10 assault marines
vanguard vets with storm shields and lighting claws.
I've been playing a Ravengaurd army now for a while and in a league that just entered the playoffs. I'm in 4th place going into the playoffs with this army. I honestly didn't expect to do this well, as I have a rather fluffy styled Shrike list, using lots of scouts and speeders.
The point being to this is that once I realized what you can do with infiltrate and fleet special rules combined, the army EXCELLS at alpha strike. I use Shrike attached to an assault unit with chaplain, and a small scout squad with powerfist. If I'm going first they both get first turn assault, which is fun.
My anchor scoring units are 2 basic, cheap tacticals in pods. Then also 2 small scout sniper units with camo cloaks. Unless assaulted those snipers generally last the entire game, which is nice when sitting on objectives.
I would not use the Vanguard, as they are too expensive. I looked into when starting this army and it's just not worth it for the points. Shrike, assault unit, 1 or 2 combat scout squads with powerfists. Add a combiflamer on the SGT if you want to give them a kick, it's cheap enough. Fill the rest of the army with what you want, but just be sure to have a couple solid troops choices in there.
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