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tact lascannon flamer
tact multi melta meltagun drop pod
dread assault cannon stormbolter drop pod
dread assault cannon heavy flamer drop pod
land speeder typhoon
assault squad PF 2 flamers 10 manSQ
redeemer carries a combat squad from las squad
two vindicators spearhead with redeemer taking out the troops and elites whiile landspeeder hides first turn then does a fllank attack on armour
assault squad infiltrates assaults first turn to tie up anti tank 2 dreads come in first turn next to infantry shoot it following turn any alive charge normally my dreads survive one took four railguns and lived once.
then when 3rd pod comes in i assess situation combat squad if need be drop them straight on objective.
when game starts if they have a numbber of tanks bring tact in first turn to hit them with melta gun.
i know i lack troops but i still have four if need be but i will still have a decent anti horde force i'm going to run a couple play tests with it so see how it plays
There hardly seems any point taking Shrike. You only have 1 unit that will really use the fleet ability and they will be locked in combat after turn 1.
Drop shrike for a cheap jump pack chaplin and use the remaining 80 points and the LR points to get something more useful. This way you get your combat tactics back.
If you want a Shrike list kitt the army out with plenty of marines who can use the fleet rule such as.....
Shrike - obviously.
5 assault terimies - infiltrate with shrike in deployment to get a first turn charge. Shrike can then leave the unit on turn one and join up with his jump pack buddies.
2 Tac squads - resilliant and good at claiming objectives and lending close range fire support. Can combat squad if you aren't playing kill point missions.
2 scout squads - with 9BP/CCW and 1 SG/PF. These can infiltrate 19" away, scout move 6", move 6" fleet 1" and then charge 6" on turn one.
2x10 man assault squads - with TH or PF and a flamer or two. These can get into combat on turn 2 easily or shrike could join one unit for a first turn charge if there is no LOS blocking terrain for the termies to hide behind.
This leaves you with 250 ish points to get some anti tank ability in the army. 2 vindicators or preds with AC/2LC or 5 attack bikes with MMs.
Quorn! - Protein for the Protein God.
Alright. It's been a while since I've commented on a Raven Guard list, but as a RG lover, I feel I should get back into the fray. Keep in mind that many of my comments are based purely on theoryhammer and a love for the fluff and feel of the Raven Guard, so while I respect your desire to design a competitive list, my comments will still be geared towards the fluff side of things.
Comments below in royal blue.
Let us know how it goes! Victorus aut mortis.
You are right...too little troops. In annihilation, you'd probably do well, but in the other 2 missions, you may be playing to tie at best. I'd say more troops, and if you drop pod them, don't send them in the first turn or they'd get wiped out. Send the dread first and give one or both of them a multi-melta. Better yet, get an Ironclad with 2 Heavy Flamers and a chainfist - good for both anti-infantry and anti-tank. Give both tact squads lascannons for anti-tank.
I like vindicators but the problem here is that you're drop podding. That means it's a little risky with your guys so close to the enemy. Just something to consider before firing off those pie plates.
all very nice idea's i had always intended on dreads coming in first turn together hold up unit rear armour tank vindi's redeemer and 1 combat sq move on objective idea to clear it with massive fire power.
Land speeder will hide 1st turn and go for a tank side armour even if it kills one its made up its points.
3rd tactical squad can drop pod on cleared objectives combat squad and one can fleet to other.
Shrike comes iin with his infiltrate 18" or 12" if hidden guaranteed charge range into most dangerous anti tank squad or multiple squads if tau/gaurd.
in short i guess it is a very effective annilation list but with the right tactics an effective objective based list
on that on 3/4 2 objectives its not that hard troops on one and a hammerhead strike on theres leaving only 1/2 to worry about.
but tourny is 2 months away so will be play testing against nids orks gaurd tau and eldar
thanks for idea's and i may take them up
my reason behind it is i do really well in leagues and tournaments top 5 most the time its always horde lists that bone me so i've gone a template heavy list that can still put holes in a normal army.
thanks will let you know how it goes i'm testing a 1250pt version aswell has 28 models in it i'll post it up later