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chaplain - jump pack
10 marines - flamer - multi melta - power fist
10 marines - flamer - missile launcher - power fist
10 marines - flamer - missile launcher
7 scouts - combat blades - power fist
10 assault marines - power fist
What does everyone think??
Drop the chaplain, or get rid of the jump pack and use him in a tactical squad, your assault marines hit hard enough anyway with shrike.
Im guessing the dreadnoughts are plain? (MM PF and SB )
maybe take some sternguards or more scouts (even more assault marines maybe)
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Ok im still new to the new codex and rules but ill give you a quick rundown on what i think
Shrike and a chaplin is overkill (im assuming you wanted them to go together with your assault squad) shrike really doesnt need the rerolls to hit (he gets one already) and he gets rerolls to wound already.
Id keep your transport opetions on your tac squads the same as just dropping in one squad in a turn in what could be a very isolated location would not be good unless your intending to use it to support other squads once the battle lines have formed?
With the dreds are they as carrotman said plain vanilla ones or have you got something nice to put on them? the multi meltas are great for AT and tough units but at range against a squad its a bit of a waste so choose your layout well.
On a fluff note Raven Guard are the master of hit and run taking outt he core of a army leaving the rest to wonder what the hell just happend so look to your assault squads and scouts to provide a nasty hit to very specific units at odd moments to keep your enemy off guard.
thats about it for now ill see where you go from here
I agree with what Easy G has said. Yes, the chaplain + Shrike combo would work great, but its a little over the top. And its another 100 or so points that could be better spent elsewhere.
Personally, ive never had much success with close combat scouts. Even charging them in to support an assault, Ive found that my opponent would put all the attacks possible against them as they are easier to kill, and I end up losing through combat res. Drop the fist and give them Sniper Rifles. Sniper scouts with camo cloaks are a great objective holder, especially if its in cover, the unit can take a fair bit of shooting. Also, by dropping the fist, you could add 1-2 more scouts.
By dropping the Chaplain, you could give the 3rd Tact Squad a Rhino, and both the Dreads Drop Pods, which would mean youll get 2 first turn. Getting two dreads up close with multimeltas first turn will make your opponent stop and think.
Hope that advice helps, good luck with the list!
Space Wolves (Under Construction) | Circle of Orboros (Under Construction)
Cheers for all the help!!
---The new and improved list---
10 marines - flamer - multi melta
10 marines - flamer - multimelta - power fist
10 marines - flamer - multimelta
10 scouts - spiper rifles - cammo cloaks
10 assault marines - power fist
I thought that the multi meltas would be best besause they will be at short range most of the time so they get the extra vehicle dice. The dreadnoughts have multi meltas. Yeh I know bit obsests. But I didnt have the points and they dont need uber ranged power.
i like new list assuming the tact squad comes in later after dreads to claim or contest objective later in game great stratagy i use same tactic myself
Demon i'm assuming you haven't read new codex missile launchers in tact are free multi meltas on dreads standard assault cannon costs extra.
Please can people know what they are talking about not thinking they do your thinking 4th edition.