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Shadow Captain Kayvaan Shrike ( 195 )
Dreadnought ( 150 )
-replace stormbolter with heavy flamer
7 Assault Squad ( 161 )
8 Assault Squad ( 179 )
2 Land Speeder Squad ( 180 )
-2 w/typhoon missile launcher
5 Scout Squad ( 97 )
-3 w/Sniper Rifle
-Sniper rifle + camo cloak
10 Tactical Marines ( 225 )
10 Tactical Marines ( 225 )
Whirlwind ( 85 )
this is my 2nd attempt at making a decent list
any advice is welcome as well as any constructive criticism
fairly new as well
thanks for the help
Hi, welcome to the forum.
I play Raven Guard as well and if there's one thing I have learned, it's that Shrike is rarely a character that works well in our armies, unfortunately. The problem is that his points cost is prohibitively high compared to the advantages he gives us. Yes, he would let you get a first-turn assault with a single Assault Squad - but then what?
- Assault Squads are, despite their name, not effective dedicated assault units. Their single power weapon/fist cripples them.
- Unable to alpha-strike vehicles effectively because they cannot use Meltaguns.
- Enemy can easily avoid the alpha strike by mounting the nearest unit in a transport, putting units in Reserves, or using a decoy bubblewrap unit
- You might not get the first turn, meaning the enemy is easily able to destroy this Infiltrating unit before it can attack.
Either the whole squads has Camo Cloaks, or none do. You cannot just give it to one model.
One meltagun in each is going to be very ineffective. Drop the Power Weapons from the Sergeants and give them Combi-Meltas instead. You may also want to give them Powerfists, so you have defence against Dreadnoughts or MC's.
Powerfists, good. But the flamer is cheap and will usually be useful.
Whirlwind & Dreadnought
Whirlwind doesn't have much use in this army and the Dreadnought is very quickly isolated and destroyed by anti-tank weaponry.
Overall, 3 Drop Pods is a very low amount. They can be easily avoided by the enemy and you have too few units dropping to be able to hold positions. Against Drop Pod armies, enemies will put their armies in Reserve to negate their advantage. When his units arrive, he can pick where along his table edge to come on. This means you have to pick one position for all your Pods to arrive (and the enemy can arrive somewhere else, 'negating' your flank and leaving your units useless) or come on en-masse, overwhelming your two units.
For Drop Pod armies to work, you need to focus on dropping as many Pods as possible so you can either spread them out to support eachother or focus them all in one area. You use Drop Pods as cover and with clever use of Locator Beacons, build 'walls' of them to cut enemy units off from eachother and split his forces.
For Shrike to work, you need to take a lot of choices in the army that are able to use Fleet to best effect. This means lots of Scouts, Vanguard, Command Squads, and so forth. When you Drop Pod assault - you cannot move. This negates the usefulness of Fleet for half your troops (Tactical Squads). I would seriously consider using another HQ choice instead of Shrike - because he doesn't really bring anything to the list beyond a single one-hit gamble. Librarians are always an excellent choice.
For my own Raven Guard, I use a single Drop Pod to deliver 10 Sternguard with Combi-weapons and a Librarian. The Librarian has Gate of Infinity (so they can redeploy and won't get isolated) and Null Zone (so they can decimate units with invulnerable saves). This versatile unit will usually drop in and Combat Squad. One squad focuses on taking out things like Land Raiders with combi-meltas, while the other Squad (with Librarian) fires on the squishy stuff inside. Other good targets are things like Hive Tyrants, Crisis Suit teams, IG Command Squads, Seer Councils, etc.
I don't take Tactical Squads, but take a few 10-man Scout Squads instead. These split into Combat Squads, with one half being dedicated snipers with missile launchers, and the other being equipped for combat. The sergeant has Combi-Melta, Meltabomb and Power Fist. I take a couple of Land Speeder Storms (with MM) and use them to get these combat scouts to vehicles on Turn 1 to destroy transports and assault the stuff inside.
Points left get spent on fire support units that help me take down large horde units, monstrous creatures and transports. Two units in the codex excel especially at this role, Dreadnoughts with 2 x Autocannons and Land Speeder Typhoons.
Good hunting, hope that helps.