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Shrike - 195
Scout Squad - 185pts
Sarg with PF, 9 CCW/BP, Beacon/Teleporter thing
Scout Squad - 180pts
Scouts with Sniper Rifles, Camo Cloaks and Heavy Bolter
Tactical Squad - 230pts
10man, PF, Flamer, ML, Rhino
Assault Squad - 220pts
10man, Sarg with PF and Melta Bombs
Attack Bikes - 150pts
3 x MM Attack BIkes
Dread - 140pts
MM, Storm Bolter and Drop Pod
Assault Terms - 200pts
5 x TH/SS
Tactics are as follows. Shrike and Assault Squad infiltrate to go for weak infantry units. two squads of scouts, Snipers set up in cover to have a go at infantry, CC Scouts get up and personal with some tanks/mobs, Attack bikes go tank hunting, Dread in pod drops down near scouts and nukes a tank in the back with close range damage. Terms come in as and when needed to clear up the mess. Tactical Squad can either combat squad if objective based or have a run at the enemy.
Comment and Critique please
I'm not sure if the CC scouts are going to survive long. They're going to be a very high priority target, even with the dread dropping in. I'd give them camo cloaks to keep them alive until the CC termies show up.
Also, have you considered using Khan instead of Shrike? This list might benefit more as a White Scars list. Just a thought.
Last edited by mynameisgrax; October 12th, 2010 at 19:28.
"Any job worth doing, is worth doing with a powerklaw."
The idea for the scouts is to infiltrate, then use your scout move and fleet on turn one to get into combat on turn one before the enemy can remove the safety catches from his weapons. Shrike can also infiltrate with the assault marines to get in combat turn one as well. If there is enough LOS blocking you can even infiltrate shrike with the termies to get them in.
I would ditch the sniper scouts for another 10 combat scouts with a PF Put a shotgun on the sarge and BP/CCW on the rest. If you are going to alpha strike you can't go at it half harted.
Tac squad should take a razorback and combat squad to hold a home objective. Take a PC or LC in this element. Split the attack bikes into 2 units.
Dread could use a HF and his pod might be a better place for the locator beacon as it is expensive on scouts. I would only teleport the termies in dawn of war missions otherwise just deploy normally and run into combat. They should get into a fight on turn 2 or turn 3 at the latest (T3 is the earliest the deepstriknmg termies could get in and they may be delayed).
Quorn! - Protein for the Protein God.
There's some cause for concern here. I used to play a Scout Marine-heavy list and it's hard to do. You are betting a great deal on going first; a Scout-led offense will fall apart the moment they're caught in the open thanks to heavy bolters & flamers and such. Nor are they anything special in combat. I always got best use of Scouts when I used them as 'cleaners', finishing off units that had already taken casualties from other sources. They're inadequate as a first-wave unit.
On the plus side, kudos for putting in more effort than the tired "Shrike-Lysander-Assault Termie" combo! Keep Shrike & the Assault Marines but you can go in a couple directions from there. If you want to keep the Scouts then I'd recommend outflanking with the CC squad to make the list less dependent on having the initiative and to give the rest of your army time to cause some attrition. Shooty Terminators would be a better choice than Assault Termies in this case; the Tacticals can lose their Rhino to afford the extra cost.
The other idea is to do a more traditional Drop Pod list. Shrike's combat tactics will do a lot to compensate for the typical lack of mobility in such tactics. Bring only one Scout squad, use them to guide in the first wave with a beacon and then pull them back to the home objective while their buddies slam into the opposition. Efficient and fun!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard