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3000pts EC Maru Skara list


furstyferret

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Hi guys/gals,

 

I would really like some feedback and advice on this army list before I start to purchase models for it. It is designed to use the Emperor’s Children ‘Maru Skara’ Rite of War, which will encircle and (hopefully) destroy opponents. My main opponents will be Night Lords and Salamanders (with primarchs) so I’ve taken that into account. It is also supposed to be quite fluffy as perhaps the Maru Skara isn’t the optimum rite to chose when forced to slay a primarch. Post-list I thought I would offer my thoughts as to why I chose certain units. If you can suggest better ones, that would be great.

 

HQ

 

Legion Centurion (165pts): Master-crafted phoenix spear, jet bike with heavy bolter, refractor field, sonic shrieker.

 

Lord Commander Eidolon (205pts): Jump pack.

 

Troops

 

15 man Legion Tactical Squad (230pts): Legion vexilla, artificer armour, power weapon.

 

15 man Legion Tactical Squad (230pts): Legion vexilla, artificer armour, power weapon.

 

Elite

 

2 Legion Apothecaries (100pts): augury scanner (each).

 

8 man Legion Terminator Squad (315pts): Phoenix spear, 7 power fists, heavy flamer.

 

Spartan Assault Tank (340pts): Armoured ceramite, flare shield.

 

7 man Palatine Blade Squad (299pts): 4 phoenix spears, jump packs, sonic shriekers.

 

Fast Attack

 

2 Legion Javelin Attack Speeders (170pts): 2 hunter-killer missiles (each).

 

6 man Jet bike Squadron (260pts): 2 volkite culverin.

 

Lightning Strike Fighter (175pts): Twin-linked missile launchers, battle servitor control.

 

Heavy Support

 

Legion Vindicator (125pts): Pintle-mounted combi-bolter.

 

Lords of War

 

Fulgrim the Illuminator (380pts): Fireblade.

 

 

Rationale:

 

Lord Commander Eidolon. General close combat awesomeness…don’t really think I need to say more. He’ll be placed with the Palatine Blades.

 

Legion Champion. Being mounted on a jet bike he will naturally be stationed with the jet bike squad. I originally toyed with the idea of putting him with Fulgrim and the terminators or with Eidolon and the Palatines, but thought it better to spread the close combat hurt and help mitigate any unforeseen disaster.

 

Tactical Squads. Standard 15 man squad, with Vexilla. This was mainly taken because a rival player is using Night Lords, so anything to offset failed morale is a good thing. The Sergeants will be armed with power axes and artificer armour to help them survive their challenge. An Apothecary will be stationed in each squad to increase survivability, especially as most elements of the army will be deployed from turn 2 onwards. Each has an augury scanner to help with infiltration armies.

 

Apothecaries. See Tactical Squads.

 

Terminator Squad. I’m still a little unsure on these, but thought they would function as the anvil to the other Maru Skara units’ hammer. 8 strong with a power spear, power fists and a heavy flamer they will be accompanying Fulgrim into battle. All mounted in a Spartan Assault Tank to gun down heavy targets and (with flare shield/ceramite) to ensure they get into combat. There is also the hope that this unit will be the focus of the enemies firepower, distracting attention from the tactical marines.

 

Palatine Blades. Eidolon’s honour guard. With jump packs they’ll either deep strike or enter via Maru Skara and (hopefully) charge the following turn. I’ve kept the squad compact (7 man) as they should have the hitting power (with 4 phoenix spears) to kill most targets and scatter the rest.

 

Javelin Attack Speeders. 2 speeders armed with cyclone missile launchers and 2 hunter killers each. They will assume the role of dedicated anti-tank or anti-transport units, either outflanking/deep striking to attack weaker side or rear armour.

 

Jet Bike Squadron. A squad of 6 jet bikes, accompanied by the Legion Centurion. They will outflank/deep strike and, with 4 heavy bolters and 2 volkite culverin, will function as in an anti-infantry/light transport roll until able to assault. Towards the end of the game they will be used to grab last minute objectives.

 

Lightning Strike Fighter. Having Tank Hunter, this unit will act as a second dedicated anti-tank/flyer.

 

Legion Vindicator. This unit has been included purely because an opponent has a unit of 10 Firedrake Terminators with storm shields...possibly with Medicae Prime. Perhaps an alternative would be better, but I see this as the most effective way to deal with heavy infantry or larger blobs like that.

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It looks like a lot of your army is not going to be on the board? That means youl take a heck of a pounding first and second turns. Is the centurion a champion?

 

So I played salamanders and nl this last week myself. Il just tell you what I found.

 

Salamanders

 

They are slow, with the -1 to charge and run ranges and the fact they don't add initiative when you sweep them is great. And can actually be a nice little buff for us. Highest I think they have is 5 (vulkan) so if he's in a unit, de story as many as you can on the charge and you have a chance to sweep. He only has 4 attacks. You can literally run rings around them with crusader.

I never say this, but if he's taking Sally termys would it be worth Phoenix guard?

 

 

Night lords

 

I didn't even take my t2 against these.

They are fast and faster than ec in combat with i5 army wide at night time.

Against these you need most of your army on the board to thin them out, I tried outflanking, but I didn't even get to put them on the table.

You definitely need to be thinking about hiding that vindicator out the way ready to poke out. Maybe some quad guns/sicaran/predators would help thin the lines.

Thanks for the reply.

 

Yes, I see your point. There is the option of placing most of my units off-table, but I think that would be situational depending on opponent, terrain, mission etc. The main units that would start on-table are Fulgrim, terminator retinue, spartan, vindicator, and the two tactical squads with medicae. If there is a chance of being outnumbered then more units could be deployed at the start.

 

Sorry, yes, I forgot to mention that the Centurion is the compulsory Champion.

 

It’s interesting to hear your insights into the two main armies I’ll be facing.

 

The penalty Salamanders suffer to their initiative is undoubtedly our biggest asset, which as you say should make a sweeping advance almost a certainty. Unfortunately though, the Primarchs are all fearless, so there is no chance of catching them in a sweeping advance.

 

Your question about the Phoenix Guard is a good one. I did consider taking them over the regular terminators, especially as they’ll be charging and possess the combat buffs. They are more expensive than their counterparts so that would obviously equate to less boots on the ground. I’ll ponder that one.

 

Perhaps I’m missing something, but what was giving your Night Lord opponent initiative 5? I can’t see anything in their special rules to say that, and their unique units are the same initiative as ours.

 

What was the composition of your armies during those games, if you don’t mind me asking? What performed well/poorly?

The Forgeworld FAQ that you can find in their downloads section added some buffs/changes to the Night Lords; most notably that +1 initiative when in Night Fighting.

I missed this. Mwahahahahaaha muahhahaha :devil: I'm going to slightly revise my terror list excuse me.

Ahem.

On topic, you have some nice speed in there to get around sallies, however watch out for burny things

The Forgeworld FAQ that you can find in their downloads section added some buffs/changes to the Night Lords; most notably that +1 initiative when in Night Fighting.

Hmmm, yeah, I missed this one as well. unsure.png Damn you Forge World and your expensive rules which you change weeks later *shakes fist*

Taking all of this into account, perhaps it would be better to drop the Javelin Speeders and take a Sicaran with heavy bolter sponsons. There should be enough anti-tank without the speeders and the firepower the Sicaran can put out is pretty scary.

Hi guys/gals,

 

I would really like some feedback and advice on this army list before I start to purchase models for it. It is designed to use the Emperor’s Children ‘Maru Skara’ Rite of War, which will encircle and (hopefully) destroy opponents. My main opponents will be Night Lords and Salamanders (with primarchs) so I’ve taken that into account. It is also supposed to be quite fluffy as perhaps the Maru Skara isn’t the optimum rite to chose when forced to slay a primarch. Post-list I thought I would offer my thoughts as to why I chose certain units. If you can suggest better ones, that would be great.

 

HQ

 

Legion Centurion (165pts): Master-crafted phoenix spear, jet bike with heavy bolter, refractor field, sonic shrieker.

 

Lord Commander Eidolon (205pts): Jump pack.

 

Troops

 

15 man Legion Tactical Squad (230pts): Legion vexilla, artificer armour, power weapon.

 

15 man Legion Tactical Squad (230pts): Legion vexilla, artificer armour, power weapon.

 

Elite

 

2 Legion Apothecaries (100pts): augury scanner (each).

 

8 man Legion Terminator Squad (315pts): Phoenix spear, 7 power fists, heavy flamer.

 

Spartan Assault Tank (340pts): Armoured ceramite, flare shield.

 

7 man Palatine Blade Squad (299pts): 4 phoenix spears, jump packs, sonic shriekers.

 

Fast Attack

 

2 Legion Javelin Attack Speeders (170pts): 2 hunter-killer missiles (each).

 

6 man Jet bike Squadron (260pts): 2 volkite culverin.

 

Lightning Strike Fighter (175pts): Twin-linked missile launchers, battle servitor control.

 

Heavy Support

 

Legion Vindicator (125pts): Pintle-mounted combi-bolter.

 

Lords of War

 

Fulgrim the Illuminator (380pts): Fireblade.

 

I think you are on the right track, but you also need some candid advice and I'd like to provide it.

 

Your choice of two 15 man Tacticals with apothecaries is sound, as they are the best bang for the buck you can get with the legions in the troops slot. I would view Artificer armor as mandatory on the apothecaries though because of how survivable they need to be especially if they get singled out in challenges.

 

If your tactic is Fulgrim and Terminators in a Spartan, then IMO they must be Phoenix Terminators. They may be a little costly, but being able to chop off your opponent's head before he gets to attack is pretty good, and you may find a well timed charge from them to be quite devastating especially versus Night Lords (since they are I6 with Shriekers on the charge)

 

The Lightning should have at least one set of Kraken Missiles, considering that it is the best Spartan counter in your list. More sets are even better.

 

Heavy Support wise you should consider going for a Sicarian or Sicarian Venator instead, since Vindicators are easily killed if targetted from the sides.

 

Which units do you plan to Outflank if I may ask? What turn are you planning on them arriving on?

 

Keep the Javelins. A pair of them should easily be able to Outflank and tear apart enemy armor like Dreadnaughts and Sicarians with a barrage of Missiles. Only move them 6" when they arrive (positioning is key here) so they can fire everything. High range means you can come in outside of LoS of Mortis Dreadnaughts (which is the best way to deal with Interceptor - they can't shoot you if they can't see you).

 

Also Consider TL Plasmagun Outriders. Almost nobody uses them, yet as a unit they have no tax and have Scout so they can Outflank normally or simply move ahead to get in better position. A unit of these guys can easily get within rapid fire range and wipe out a significant portion of a squad. Remeber Augury scanners only work against Deep Strikers - not Outflankers.

 

Jetbikes in 'torrent' version are not useless but it isn't the role they are best used for imo since Volkite Culverin Heavy Support Squads are MUCH deadlier for around the same cost. In my opinon they make good moderate range armor hunters with Multimeltas and Meltabombs.

Thanks for the detailed comments Caustic. I'll try and go through each of your points.


 


It's good that you brought that up. I originally wondered about artificer armour on the Apothecaries, but wasn't sure if they'd ever really need it, hiding in a unit. On second thoughts though, with so much precision strike/shot around it probably is worth that little extra investment.


 


The Phoenix Terminators is also an interesting point to consider. They have some cool special rules, which come into play especially when not accompanied by Fulgrim (Stubborn)...also good against Night Lords. The issue I'm still having with them is their cost. It means being reduced from 8 regular Terminators down to 5/6 Phoenix Terminators. It also culminates in a loss of ranged supporting firepower. Perhaps the biggest point to consider is that this unit will primarily be involved in Primarch on Primarch/Character action (hopefully), so will probably be up against units like Firedrakes or other tough close combat opponents. As good as the spears are on the charge, I'm just not sure they have the longer-term staying power if they get bogged down.


 


I think I have to agree with you about the Sicaran. It's amazing against a range of targets and is a Fast vehicle to boot, which helps taking into account the overall speed of the other army components.


 


With regards to Outflanking. Like I mention in an earlier post it obviously depends on the mission requirements, opponent etc. but I envisage the Javelins, Jetbikes and Palatines being deployed this way. That effectively presents side for the Javelins, and in some cases the volkite Jetbikes as well. The main point is that it places two close combat characters (Eidolon and Centurion) in dangerous long range charging positions...if they are placed well.


 


That's a good tip about the Javelins, thanks. I did consider dropping them, but like you say, they should hit very hard on entry, and will probably play a supporting role thereafter.


 


The Outriders are also an interesting option. My main issue with them again is their cost (with plasma), which will reduce their numbers and with a worse save than the Jetbikes means they'll likely suffer heavily on the counter attack. This also ties into the Jetbike point as this would naturally be the replacement for those. I see the Jetbikes them as a delivery system for the spear Centurion. Reducing their number (and a worse save) means this is less likely to happen. It may be worth playtesting them though as their S7 AP2 on arrival could be devastating.


 


My main use for the augury scanners was to limit the amount of infiltrating the Night Lords can manage, although I had forgotten about Deep Strikers if I'm honest.


 


 


Exactly like you say Spu00sed. The Phoenix Spears are there to cause havoc on the charge and, with Fulgrims combat modifier bonus, they should break the opponent.


 

Also Consider TL Plasmagun Outriders. Almost nobody uses them, yet as a unit they have no tax and have Scout so they can Outflank normally or simply move ahead to get in better position. A unit of these guys can easily get within rapid fire range and wipe out a significant portion of a squad. Remeber Augury scanners only work against Deep Strikers - not Outflankers.

 

 

Do you know, I've been having another think about this point you made.

 

A straight swap of 5 Outriders with twin-linked plasma guns for the 6 Jetbikes works out as 15 points more. But this extra cost is off-set by giving the Centurion (Champion) a regular bike to keep him with the squad. That is a slight reduction in the unit size, and they still have a worse save, but the offensive contribution they could make (depending on positioning and rapid fire range) should heavily outweigh this.

 

Plus the models are cheaper... :)

A cornerstone of Emperor's Children strategy is cutting down your opponent before he has a chance to react, and as set up by the Maru Skara rules and description doing this requires a great deal of planning and positional skills that typical gunlines don't need to worry about all that often. As a legion we fall somewhere between the Alpha Legion and World Eaters, in the sense that we have some deadly combat options (Palatines, Spears, Fulgrim, Eidolon) like the World Eaters and some positional and reserves benefits of the Alpha Legion (Outflank, Maru Skara auto-arrive and speed bonus, Crusader, Fulgrim's reroll).  What makes EC so interesting on the close combat side is that Phoenix Power Spears and to a lesser extent Eidolon are very positional weapons. If you make the right moves and get off the charge, you get big benefits.

 

I believe that the units you pick for Maru Skara should be shooting units that come in with a deadly burst of firepower as opposed to close combat units whose goal is third turn charges. Unlike many other Rites of War, Maru Skara does not require a troop tax and is extraordinarily flexible allowing you to pick what you want your Turn 2 hammer to be, whether its Bikes, Terminators, Dreadnaughts, Speeders or Flyers. My recommended Mara Skara "Hammer" units are:

 

Dreadnaught/Contemptor Talon - Six to Nine Contemptors is a bit of an all in strategy but one that your opponent may struggle to deal with. Either go all in with this or not at all since realistically Dreadnaughts don't have a lot of firepower compared to the other options except Mortis Dreads which are better on the table to deal with enemy Reserves.

 

Javelin Squadron - Ideally maybe 3 but ideally 2, with the best targets being side and rear armour of enemy vehicles and all missile arrangement. Target his Sicarians or Scorpious Whirlwinds especially.

 

Primaris Lightning w Kraken Missiles - The Spartan Hunter. Since this upgraded Land Raider is so popular with enemies, the ability to more then likely kill it in a single round of shooting is exceptional though it comes at the cost of fragility to counter attacks. Maru Skara allows you to do two important things - Ouflank for side armour shots (or just to get around the Flare Shield) and arrive guaranteed on Turn 2 allowing you to plan your strategy around it.

 

Outriders w TL Plasma Guns - Maru Skara gives you the ability to arrive on a guaranteed turn of your choosing, usually 2, and you can do some pretty serious damage with a bunch of accurate and reliable plasma guns. Yes they are costly and vulnerable to counter attack, but applied to eliminate a key target such as an Automata or Volkite Culverin Squad.

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