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RG 2500 Decap Strike


nightwrench

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Please critique

 

+++ League (2495pts) +++

 

++ Legiones Astartes: Crusade Army List (Age of Darkness) (2495pts) ++

 

+ HQ (150pts) +

 

Strike Captain Alvarex Maun (150pts) [Cameleoline, Infravisor]

Rules: Independent Character, Legiones Astartes, The Bleeding Edge

····Master of the Legion [Decapitation Strike]

····Rules: Master of the Legion

 

+ Troops (370pts) +

 

Legion Tactical Squad (185pts) [Legion Rhino Armoured Carrier, 9x Legion Tactical Space Marines]

Rules: Fury of the Legion, Legiones Astartes, Repair

 

Legion Tactical Squad (185pts) [Legion Rhino Armoured Carrier, 9x Legion Tactical Space Marines]

Rules: Fury of the Legion, Legiones Astartes, Repair

 

+ Elites (895pts) +

 

Legion Rapier Weapons Battery (225pts)

····Legion Rapier Weapons Battery [Graviton Cannon]

····Rules: Extremely Bulky, Graviton Pulse, Legiones Astartes

····Legion Rapier Weapons Battery [Graviton Cannon]

····Rules: Extremely Bulky, Graviton Pulse, Legiones Astartes

····Legion Rapier Weapons Battery [Graviton Cannon]

····Rules: Extremely Bulky, Graviton Pulse, Legiones Astartes

 

Legion Veteran Tactical Squad (280pts) [9x Legion Veteran Space Marines, Melta Bombs, 2x Melta Gun, Tank Hunters]

Rules: Implacable Advance, Legiones Astartes, Tank Hunters (Tank Hunters), Veteran Tactics

····Legion Veteran Sergeant [Artificer Armour, Combi-weapon, Infravisor]

 

Mor Deythan Strike Squad (195pts) [5x Combi-weapon, Legion Rhino Armoured Carrier, 4x Mor Deythan]

Rules: Fatal Strike, Implacable Advance, Legiones Astartes, Repair, Scout, Stealth

 

Mor Deythan Strike Squad (195pts) [5x Combi-weapon, Legion Rhino Armoured Carrier, 4x Mor Deythan]

Rules: Fatal Strike, Implacable Advance, Legiones Astartes, Repair, Scout, Stealth

 

+ Fast Attack (500pts) +

 

Anvillus Pattern Dreadclaw Drop Pod (100pts)

Rules: Assault Vehicle, Deep Strike, Drop Pod Assault, Heat Blast

 

Legion Javelin Attack Speeder Squadron (190pts)

····Legion Javelin Attack Speeder [2x Hunter-killer Missiles, Multi-melta]

····Rules: Deep Strike, Outflank

····Legion Javelin Attack Speeder [2x Hunter-killer Missiles, Multi-melta]

····Rules: Deep Strike, Outflank

 

Primaris-Lightning Strike Fighter (210pts) [battle Servitor Control, Ground-tracking Auguries, 2x Two Kraken penetrator heavy missiles]

Rules: Agile, Deep Strike, Missile Barrage, Supersonic

 

+ Heavy Support (210pts) +

 

Legion Fire Raptor Gunship (210pts) [Reaper Autocannon battery]

Rules: Deep Strike, Independent Turret Fire, Strafing Run

 

+ Legion +

 

Legion Astartes [XIX: Raven Guard]

 

+ Lord of War (370pts) +

 

War Machine Detachment (370pts)

····Legion Typhon Heavy Siege Tank [Armoured Ceramite]

 

 

Created with BattleScribe (http://www.battlescribe.net)

 

Thank you

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Pretty hard list IMO but one thing to consider-

 

Drop the tank hunters and meltas on the veterans and give them at least two powerweapons and maybe fearless on top. You spend all of your money on shooting, you should have a little CC to wipe out units in cover or deal with highly agressive lists. Cause once the enemy touches you, you will deal next to no damage while he will be chewing through your army.

 

You have a lot of anti tank (grav, mors, veterans, primaris, javelin, fire raptor to sone extend) that might be overkill to be honest. At least hand out some CC potential to the veterans, IMO.

 

Nontheless, strong list.

That isn't a bad idea. Most of the guys/gals I play against do have one tooled up CC unit.  My list is designed to remove their glaive, knights, etc.  I had 5 points left over so I can even drop a melta gun and a vet and get a couple more power weapons. 

 

The load out on the lighting may change depending on how I see the alpha and beta strikes go.  I wonder if I need to take some phosphox bombs maybe.

One recent trend is to add a phosphex bomb on top of the double krakens, cause many players tend to ignore the primaris after he dropped all of the krakens in the turn he arrives. A phosphex bomb is a nice suprice on top of it and can threat 2+ targets in cover.

 

If you face only high av all way long, maybe leave it as tailored as it is. But if you go allround, a nice cc unit (does not have to be a deathstar) to beat tough units out of cover should always be something you have in your list. I see you took the typhon for that task, but relying on one unit is too risky for my taste. Once the typhon is destroyed, you will hardly get blobs, MCs or even a group of quadmortars (3 wounds per model if you position them correctly, t7 plus cover) out of cover unless you dedicate an ungodly amount of firepower against them. Chewing them up in CC is much more efficient.

 

Dropping one veteran for 3 PW and putting maun into the unit will give you a pretty killy cc unit. This way he is no dead points. Cause lets face it, 2x10 marines and maun in a mor rhino are quite wasted points, that add not much to the field. IMO I think they are dead points in your primary list.

The two rhino tac squads are mainly for progressive objectives and scoring.  I was not planning to put Maun in a rhino unless I had to but put him with the grav cannons to upgrade armor save to 3+ in ruins and remove any night fighting saves from the grav cannons. 

 

I do agree I need a CC unit and Maun could go with them as well as his bubble is then movable.  That is a good idea.   I am not tailoring to armor.  My goal is to punish Spartan stars and clear backfield armor to secure back field objectives late game if necessary.  My list may need some additional work as I might need 6 grav cannons but after turn 1 I feel 6 might be to many.  I only have 3 right now and 3 more are in the works for being purchased. 

 

What do you suggest for minimal troops if not two budget tac squads?

I went to Pride of the Legion personally.

 

Praetor with usual chop loadout and void shield harness with 9 veterans in dreadclaw plus 10 veterans in dreadclaw. Both with Meltabombs and 3 Powerweapons per unit (only 2 powerweapons in the praetor unit, as the praetor does enough damage himself.

 

The only real bonus you get from the rite and maun are rerolling to see who gets first and a reroll to seize the initiative if you go second. You loose 2 heavy slots for the ability to take drop pods. Well, you bought a dreadclaw, so less efficiency from the rite.

Maun adds little to your list as he adds nothing for CC and with a single dreadclaw, his drop abilities are wasted. On top of this, you already invested in a dreadclaw (better option for veterans), so no bonus from his ability to take a lone pod either.

 

At the moment you took Maun, 2 troops in rhinos and 1 veteran unit. For the same price you get 2 veteran units in dreadlaws with meltabombs, 1x with 3 PW, 1x with 2 PW plus a praetor with iron halo, paragon blade and digital lasers and 10 points left. Guess which choice will be more killy for their points.. The rest of the list remains the same.

 

Just a suggestion. I found that a lot of going first alpha strike can be compensated when you just reserve your stuff, hug behind cover or, with infiltrate, bring yourself in the best position and just take it. It's often less damage than one might expect. Using cover means all of his backfield units have next to no target, dropping units with meltas or whatever else is something a typhon can easily shrug off and if they kill a rhino.. heey.. a rhino.

 

The Javelins and mors can outflank, the javelins even deep strike into rear armour. The flyers are in reserve. The veterans would be in reserve. The typhon can be held in reserve or be left behind cover. Only the grav is definately on the table. Just think of.. swapping the grav cannons against 2 grav gun dread in dread drop pod.. yeah.. you loose 1 grav shot, but hey, 2 pods down turn 1 and then your armylist is 100% flexible, even when going second. You can also put them into cover and see them soaking all heavy fire, propably loosing 1-2 guns anyway. So a dread is, at the end of the day, the better choice for your list IMO. You have 20 flying meltabombs in your army, one of each unit can easily eat a superheavy per turn. Grav and MB are the way to go to get rid of the nasty stuff, but with 20 mb that get up close, one might focus less on gravcannons IMO. I know Hesh Kadesh would tell you something different for example :D

 

Just some thoughts. RG is flesh over steel and dangerous because it can get close very early with nearly anything. So I'd assume to play at this tasks.

 I have a few questions about your list.

 

1) What are the Combi-Weapons you have picked for your Mor Deythan squads? Flamers? Plasmaguns?

 

2) Why are your shooty Veterans riding in a Dreadclaw when they can take a normal Drop Pod instead? (the list is decapitation strike)

 

3) This isn't really a question, but I feel like your list needs some sort of answer to ending up in close combat. Perhaps some Dark Furies + a Chaplain/Medicae instead of the Typhon?

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