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Saw this on r/warhammercompetitive and thought I'd share as it was a good write-up: https://www.reddit.com/r/WarhammerCompetitive/comments/e8lj71/raven_guard_at_dicehammer_gt_list_breakdown/

 

OP made a comment about not being sure about the LT with Ex-Tenebris. From what I read he played it as not ignoring LOS but I thought it did?

 

Per duz_ great suggestion here's the post content:

 

Hidden Content

Hey sports fans, Matt Estrada here. I piloted the GT-winning Raven Guard list this weekend at the Dicehammer GT in Lake Forest, California. It was a great time with great people at a great venue. I would highly recommend attending the next one if you're in So Cal.

Onto the list. I brought a similar list to So Cal Open and finished a kind of disappointing 4-2, dropping my final two games to Junior Aflleje and Richard Siegler (congrats, Richard!). So with some lessons learned, here's the list I took to the GT last weekend:

Raven Guard Successor (Hungry for Battle, Master Artisans)

HQs:

  • Smash Captain (Warlord)
  • Smash Captain
  • Teeth of Terra Captain
  • Primaris Chaplin
  • Phobos Librarian
  • Phobos Lt.

Troops:

  • x2 5 Incursors with Mines
  • 5 Scouts with snipers + cloaks
  • 5 Scouts with bolters
  • 10 Intercessors with TH
  • 5 Intercessors with Stalkers

Elites

  • 6 Aggressors with bolters
  • 3 Assault Cents with meltas and hurricanes

Heavy Support

  • x3 Eliminator Squad
  • Thunderfire Cannon

And that's it! 2,000 points of sneaky boys. I know there's an obsession with lists > gameplay, but I feel like the list isn't as point and click as say.....another black armored Space Marine chapter, and deserves a little breakdown.

 

I figure we'll start with the obvious Eliminators -- all stars in every match. You know them, you fear them, they punch holes in nearly everything. I tried to make sure to use their scout deployment to maximum threat range. Seems obvious, but people think "It's a sniper, it should be in the back!" but 36 inches of range doesn't cover all that much, and having them in a flanking structure pumping out hurt all game long is way better than sitting back. Also, they can move and shoot their LoS-ignoring shot without penalty turn 1 (Hitting on 3s, 4s because movement, back to 2s with the profile) and I took advantage of that most games.

 

I made sure to not hang them out to dry, and often put scouts to buffer them, or better yet, incursors, to ensure their safety. This will come into play later in the write-up, but having the RG pregame move be an actual move is nuts, and allows my Hungry for Battle jump captains move 16" and plop himself right into his Eliminator scout-delployed friends was always an option.

 

The Thunderfire Cannon does what it says on the box: it shoots and shoots and shoots and then sometimes double shoots and sometimes special shoots and sometimes double special shoots. For under 100 points, it cleared out more than 100 points of models more than regularly. There's not much else to say. Between Eliminators and TFC, I dropped ~17 str. 5 shots almost anywhere on the board. If I needed to lay low and pick up a kill, i could always find something worth shelling, if I needed something dead in a building, the TFC waved his magic wand and soft targets fell. It shouldn't hit on 2s, but here we are.... Get you one, even if it is the ugliest model to build and paint.

 

The Centurion's little brother, the Aggressor, was actually an all star in the list. Going into the event and off the back of So Cal, I knew I didn't really want to have them in the list....but Centurions are now spontaneously more popular than White Claw and you can't find them anywhere. So these thicc boys started on the board every game, and either pregame moved or redeployed with the Chaplin's bonus warlord trait. They were instrumental in games two, three, and five. I know on paper they should be Centurions, and I know that they gave up gangbusters a ton, but they served me well and even if I had 3 more cents... I dunno. They earned their place as of now.

 

And the big chonkers, The Centurions. Only three, for reasons stated above. But they pulled their weight as a road block, an armor evaporator, and in general bully. The meltas I love with master artisans and the threat of auspex scan. Not much else to say. They slap kids around.

 

The Intercessor squads served two entirely different roles. The five man were often engineers and i think fired less than 3 times the entire games. Not much to say. The ten man unit was put in reserves 4/5 games (on the table vs. orks) and got probably the most VPs of any unit. Between recon, holding more, etc, these boys did the job. They were only destroyed one time, and I felt were worth every penny. The thunder hammer maybe swung one or two times, but I brought it to make sure my squad of boys could tango with other power armored boys.

 

If you put two ten man intercessors in combat with each other, they will be locked in there all game (expect for White Scars on turn three. They'll end that slap fight real quick.). One thunder hammer tips that balance entirely. In game 3, 5 of my incursors boxed 19 boys for what felt like 3 hours... and came out taking only a couple wounds. If there had been a power claw in that squad, it would have been over real quick. Same logic applies.

Having the thunder hammer also made the squad a scary force against characters, vehicles, what have you. And there goes two paragraphs about a thunder hammer on a Sgt. 16 points, guys. Take them.

 

Scouts with bolters were also engineers a lot when the opponent didn't have indirect fire, or were speed bumps when they did. The Sniper scouts were added just to punch through the last wound or two on characters. With the RG doctrine and Master Artisans, they can do more than you would think. I liked them and would take them again.

 

Incursors came into the list and Infiltrators came out between So Cal Open and now. I loved the change. Infiltrators are super awesome and I would take them in IH, IF, or a more gunline version of RG. But I was totally okay with opponents deep striking the normal 9" away because my army was built to slap back against stuff like that. Mathematically, the exploding 6s on the knives is effectively having WS 2+, so they tango well. Their bolters are great and ignoring maluses to hit + cover was awesome. Take the mines. They are scary. I killed an eldar flyer with them and it was awesome. You can also combo them with RG strats to double bomb and objective.

 

And now the characters... these guys make the list tick. All the other units hinge on the characters making favorable trades and force multiplying. Characters also scored a ton -- and I mean a ton-- of points for me. Captain getting big game hunters, librarian da jumping characters onto objectives, Lt. sniping something valuable. All super important.

 

Smash Captains still are the absolute truth. I'm a converted Blood Angels player, so I need me some smash in my life. This math was done before Blood of Baal, so it probably needs to be revisited, but an RG smash captain in the tactical doc. with imperium sword does more damage to a character knight than a BA smash. So yea, they punch. I gave my Warlord captain the imperiums sword, ignore overwatch, and a MC hammer 99% of the time. When i knew I would need the aggressors to get into something juicy, I gave him the bonus trait of a charge+advance aura.

Before I started the game, I would ask myself what unit do I lose to? Whatever that answer was, I threw my Warlord at them. It really is that simple. 143 points to take the scariest thing off the table. Between a native +1 to charge with Hungry for Battle, da jump from the libby, advance and +1 to charge stratagem, he can go where he needs to. He started on the table every game was pregamed moved into a good spot every game. The non-warlord captain played linebacker and made sure scary things could be dealt with. 2nd Captain started with the thunderfire cannon most of the time. I faced a ton of flyers and needed to make sure a flyer couldn't just pop behind my deployment zone and waste it without consequence. He did good.

 

Teeth of Terra Captain ended the event with I think.... 10 wounds dealt? Maybe? He was there for the marine match up since he just chomps on primaris....but I only faced marines once and even then, he brought like 10 marines. He got into some Orks! I liked him tho, and felt he zoned out threats and in a couple non-xenos match ups he would have made his points back and more.

 

Primaris Chaplin was sadly not upgraded to super chaplin, or ever became manly with mantra of strength, but for 77 points him and his aggressor buddies started 9" away from my opponents deployment zones every match. He got the Hero of the Chapter stratagem, he babysat the castle, he did his job. Often he popped the standard litany of hate and let the aggressors go from hitting 50% of the time to 75% of the time.

 

The Phobos Librarian never got super-juiced either, and spent his humble life denying a total of 0 spells, getting da jump off just twice, and denying overwatch maybe 3 times. I still don't think you can leave home without him, and against Chaos and Imperium he did well in play testing. With Master Artisans and the tactical doc. active, he can tussle with other characters. He's staying in the list.

 

Final character, the Phobos Lt. will probably get the axe. Firstly, the relic isn't free since I'm playing a successor chapter, so he costs 1 CP right out the gate. The gun is amazing. Ex tene-something is a mean character puncher and at So Cal did very well. The problem is people don't still their characters in the open. If they do, the elims can reach them and deliver the pain. For 81 points and 1 CP, he fell flat simply because people aren't dumb. Master Artisans helps the limited fire and makes it so he doesn't need to be next to a captain, and with -3 from turn 2 onwards, he can punch holes in big stuff. I dunno, maybe he needs another try... He was great against Orks, popping characters not grot-sheilded left and right.

Alright, this post got long. I was planning on doing rounds 3-5 with this post, but yea... So that's the list and the logic behind it. Hopefully you guys found it a worthwhile read. I'm no Richard or Nick Natavai, but I'll answer any questions about the list! Thanks for your time!

Edited by thewarriorhunter
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https://bolterandchainsword.com/topic/360489-rg-successors-win-dicehammer-gt/
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Saw this on r/warhammercompetitive and thought I'd share as it was a good write-up: https://www.reddit.com/r/WarhammerCompetitive/comments/e8lj71/raven_guard_at_dicehammer_gt_list_breakdown/

 

OP made a comment about not being sure about the LT with Ex-Tenebris. From what I read he played it as not ignoring LOS but I thought it did?

It doesn't ignore LOS. It ignores cover.

Korvidari Bolts ignore LOS.

 

Raven Guard Successor (Hungry for Battle, Master Artisans)

HQs:

  • Smash Captain (Warlord)

  • Smash Captain

  • Teeth of Terra Captain

  • Primaris Chaplin

  • Phobos Librarian

  • Phobos Lt.

Troops:

  • x2 5 Incursors with Mines

  • 5 Scouts with snipers + cloaks

  • 5 Scouts with bolters

  • 10 Intercessors with TH

  • 5 Intercessors with Stalkers

Elites

  • 6 Aggressors with bolters

  • 3 Assault Cents with meltas and hurricanes

Heavy Support

  • x3 Eliminator Squad

  • Thunderfire Cannon

 

 

I dont do reddit but that was a good discussion

So, why so many characters? 3 Captains, wow. Was he using the mines on the Incursors, or were they there just in case? Maybe they are the Primaris version of Melta Bombs? Are Thunderhammers worth it on Intercessors? Maybe with hungry for battle. Just one Thunderfire Cannon. I feel compelled to run 2, for board coverage.

 

What do the rest of us think?

So, why so many characters? 3 Captains, wow. Was he using the mines on the Incursors, or were they there just in case? Maybe they are the Primaris version of Melta Bombs? Are Thunderhammers worth it on Intercessors? Maybe with hungry for battle. Just one Thunderfire Cannon. I feel compelled to run 2, for board coverage.

 

What do the rest of us think?

 

I agree two TFC's for sure!  I think the thought process of the mines are mainly for a deterrent, help with board control and pair well with the Deadly Prize stratagem.  I also think if you run a large squad of Intercessors then go minimum Power Fist if you're tight on points and if you can swing it take the Thunder Hammer.  

Also, detachments? It looks like 2 battalions and a spearhead. With 6 7nits of troops, he should have just made a brigade. Drop some characters, add a unit of Reivers, and three units of Scout Bikers.

 

Nice to see a list without an Invictor Warsuit though. I am a little sick of people claiming that you need them to win.

Also, detachments? It looks like 2 battalions and a spearhead. With 6 7nits of troops, he should have just made a brigade. Drop some characters, add a unit of Reivers, and three units of Scout Bikers.

 

Nice to see a list without an Invictor Warsuit though. I am a little sick of people claiming that you need them to win.

 

Very often, those people who say X is needed aren't people you should listen to.

 

List seems not too bad. Hungry for battle there for those more consistent charges off the strike from shadows and warlord trait jump. Basically he didn't take sneaky because there is no point, he's going to be danger close with what matters anyway.

Starting to look at Spearhead as the "pocket" detachment of marines now. Some run it triple eliminators, some run it double eliminator and TFC. Kinda funny but cool. Kind of surprised by eliminators becoming so popular but I suppose dealing with characters is top priority

He said the mines were quite helpful, even downing and Eldar flyer with one. Not sure how that happened, exactly.

When a flyer would move within 3" of the mine it could. My guess would be that it knocked of the final wounds of a damaged flyer.

 

He said the mines were quite helpful, even downing and Eldar flyer with one. Not sure how that happened, exactly.

When a flyer would move within 3" of the mine it could. My guess would be that it knocked of the final wounds of a damaged flyer.

Yeah, but I'd have to question the tactics or knowledge of the Eldar player that fell into that trap considering the mobility of Eldar flyers.

Don't get me wrong, I like the mines too, that just feels like a blunder and not a strategy.

 

Looks like Herohammer to me...

With only 3 characters doeing the smashing? I don't think it is.

I think it's more that the list had six Astartes HQ characters in it.

Not all characters “smash” in the same manner. I agree 6 characters seems like a lot ... but the gentleman is a BA at heart, and you can’t argue with the results.

Excellent point Dracos. I guess it all comes down to individual playstyle.

ShinyRhino @ I thought that was a strange mention also. The poster obviously did his job of knocking wounds off the Flyer to make it possible. One can only assume the Eldar player felt it worth the gamble to make a grab for the objective hoping the poster was going to have a “poor” roll for the mortal wounds.

 

I love the Incursors (not so much those backpacks accessories) and I keep waffling on the 10x 2 points it’s going to cost to add the minefields. My own handicap being I won’t choose old school units form my Troop choices.

 

 

He said the mines were quite helpful, even downing and Eldar flyer with one. Not sure how that happened, exactly.

When a flyer would move within 3" of the mine it could. My guess would be that it knocked of the final wounds of a damaged flyer.

Yeah, but I'd have to question the tactics or knowledge of the Eldar player that fell into that trap considering the mobility of Eldar flyers.

Don't get me wrong, I like the mines too, that just feels like a blunder and not a strategy. 

 

Knowing the Eldar player in question, it was 100% a calculated gamble on his part.  He's one of the top ITC players in the country ~50th overall and has been piloting Eldar to the top table on many GTs the last couple of years.

 

The Dicehammer GT is one of the toughest events in the country.  Every single person there is one the the best, with something like 15/40 people being top 150 ITC rankings.

This is what he had to say in the thread. 

 

"The mines were cute, but really only came up in two games. One of the was with a DE flyer that had to turn and run down the edge of the board with a couple wounds left, so I sprinted the boys out there and got the mines where it had to go. The other time they came up was using them on an objective that I knew would be hot to contest. I never got to play say, RG or BA or even Knights where I really thought they would shine. Against harlquins they funneled charges where I wanted them to go since d3 mortals against players is pretty scary. I think another squad of incursors with mines would be critical mass in terms of effectiveness, but points go quick..."

 

I like the look of this list, and am planning to try something similar but with Vanguard instead of Cents. I'm also wondering about a Korvidai captain instead of Extenebris LT. Anyone have experience using the two options?

Edited by sultansean

Knowing the Eldar player in question, it was 100% a calculated gamble on his part. He's one of the top ITC players in the country ~50th overall and has been piloting Eldar to the top table on many GTs the last couple of years.

 

The Dicehammer GT is one of the toughest events in the country. Every single person there is one the the best, with something like 15/40 people being top 150 ITC rankings.

Ah, ok. That makes sense now. Thanks for the info.

Going to try a list similar to this one against the Sisters of Battle tonight. I'm no GT winner so I hope I can avoid making too many mistakes. Here's the list (for performance reasons it is only one detachment in Battlescribe, but really the list is 2 x Battalions and 1 x Spearhead) :

 

+++ Raptors Strike Force (Warhammer 40,000 8th Edition) [96 PL, 7CP, 2,000pts] +++

 

++ Battalion Detachment +5CP (Imperium - Space Marines) ++

 

+ No Force Org Slot +

 

**Chapter Selection**: Hungry for Battle, Master Artisans, Raven Guard Successor

. . Categories: No Force Org Slot

 

Battle-forged CP

. . Categories: No Force Org Slot

 

Detachment CP

. . Categories: No Force Org Slot

 

Relics of the Chapter: Number of extra Relics

. . Categories: No Force Org Slot

 

+ HQ +

 

Captain: Jump Pack, Storm shield, Thunder hammer

. . Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Captain, HQ, Fly, Jump Pack

 

Captain: Chainsword, Jump Pack, Storm shield

. . Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Captain, HQ, Fly, Jump Pack

 

Captain in Phobos Armour: Camo cloak, Master-crafted instigator bolt carbine, Ex-Tenebris

. . Categories: Faction: Imperium, Faction: Adeptus Astartes, Character, Infantry, Phobos, Primaris, Captain, HQ

 

Librarian in Phobos Armour: Camo cloak, Force sword

. . Categories: Faction: Imperium, Faction: Adeptus Astartes, Character, Infantry, Phobos, Primaris, Psyker, Librarian, HQ

 

Primaris Chaplain: 2. Catechism of Fire, Litany of Hate

. . Categories: Faction: Adeptus Astartes, Character, Chaplain, Faction: Imperium, Infantry, Primaris, HQ

 

+ Troops +

 

Incursor Squad: Haywire Mine, 4x Incursor, Incursor Sergeant

. . Categories: Infantry, Troops, Faction: Adeptus Astartes, Faction: Imperium

 

Incursor Squad: Haywire Mine, 4x Incursor, Incursor Sergeant

. . Categories: Infantry, Troops, Faction: Adeptus Astartes, Faction: Imperium

 

Incursor Squad: Haywire Mine, 4x Incursor, Incursor Sergeant

. . Categories: Infantry, Troops, Faction: Adeptus Astartes, Faction: Imperium

 

Intercessor Squad: Auto Bolt Rifle, 2x Auxiliary Grenade Launcher

. . Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Troops

. . 9x Intercessor

. . Intercessor Sergeant: Thunder hammer

 

Intercessor Squad: Auxiliary Grenade Launcher, Stalker Bolt Rifle

. . Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Troops

. . 4x Intercessor

. . Intercessor Sergeant

 

Scout Squad: 5x Camo cloak

. . Categories: Faction: Imperium, Infantry, Faction: Adeptus Astartes, Scout, Scout Squad, Troops

. . Scout Sergeant: Bolt pistol, Sniper rifle

. . 4x Scout w/Sniper Rifle: 4x Sniper rifle

 

+ Elites +

 

Aggressor Squad: 5x Aggressor, Aggressor Sergeant

. . Categories: Faction: Adeptus Astartes, Aggressor Squad, Faction: Imperium, Infantry, Mk X Gravis, Primaris, Elites

. . Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

 

Centurion Assault Squad

. . Categories: Faction: Adeptus Astartes, Centurion, Centurion Assault Squad, Faction: Imperium, Infantry, Elites

. . Centurion: Hurricane bolter

. . . . Meltaguns: 2x Meltagun

. . Centurion: Hurricane bolter

. . . . Meltaguns: 2x Meltagun

. . Centurion Sergeant: Hurricane bolter

. . . . Meltaguns: 2x Meltagun

 

Invictor Tactical Warsuit: Fragstorm Grenade Launcher, Heavy bolter, 2x Ironhail Heavy Stubber, Twin ironhail autocannon

. . Categories: Vehicle, Elites, Faction: Adeptus Astartes, Faction: Imperium

 

+ Heavy Support +

 

Eliminator Squad

. . Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Phobos, Primaris, Eliminator Squad, Heavy Support

. . Eliminator Sergeant: Bolt sniper rifle, Camo cloak

. . 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

 

Eliminator Squad

. . Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Phobos, Primaris, Eliminator Squad, Heavy Support

. . Eliminator Sergeant: Bolt sniper rifle, Camo cloak

. . 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

 

Thunderfire Cannon

. . Categories: Faction: Adeptus Astartes, Faction: Imperium, Heavy Support, Artillery, Vehicle, Thunderfire Cannon

. . Techmarine Gunner

. . . . Categories: Character, Infantry, Techmarine

. . . . Servo-harness: Flamer, Plasma cutter

 

Created with BattleScribe

So I ran a similar list, with a unit of Vanguard Vets instead of Centurions the other day against Chaos Marines 2x battalion with 10x Berserkers, 10x berserker Termies, 10x Warp Talons, with a lord of skulls. 

 

The list is adaptable in the pre-game phase,  (Choosing Master of Ambush instead of Marksman's honour, because he only had one 4 wound character) and during deployment. Almost everything in the army can deploy in the mid board, or move out of your deployment zone pre-game, or deep strike. We played table quarters and I had eliminators up on the sides, so they could shoot pretty much whatever, but if he wanted to go deal with them he would be pulling units away from the centre. I had two units of infiltrators in my backfield which forced him to drop his deep strikers in front of me.

Abbreviated Battle Report:
Round 1 I sent the VV's into the berserkers killing 8 of them, and the Smash Cap and Aggressors into the lord of skulls, dropping it to half. This was a mis-play I should have sent the VV's into the LoS and tremor shelled the berserkers. I lost the Smash Cap and the Aggressors to the LoS.

 

Round 2: various shooting and a super smite finished off the LoS, His Terminators came down and killed the VV's and the Chain Captain and the Warp Talons failed a charge on a unit of Eliminators. 

 

Round 3: My 10 Intercessors came down and blew the Warp Talons away. Various shooting wore down the termies. His Termies killed the chaplain

 

Round 4: I shot off the rest of the Termies and the game ended.

 

 

Take Aways:

The Thunderfire cannon is absolutely crazy, hitting on 2s, the eliminators and Smash Captains with Master Artisan's are money. Intercessors are very good, but there are lots of things doing flat 2 damage these days. The Aggressors, I miss played, so they underperformed. Only hitting on 4's in combat means they really benefit from having a Captain or Chaplain with Litanies of Hate near by. (Or I could have used the Vengeance for Isstvan 1 CP strat this game... ) Another reason why Assault Cents are so OP.

 

Here is my list if you are interested:

 

Hidden Content
++ 2x Battalion, 1 Spearhead Detachment (Imperium - Space Marines) [102 PL, 1,997pts, 14CP] ++

+ No Force Org Slot +

**Chapter Selection**: Hungry for Battle, Master Artisans, Raven Guard Successor

Relics of the Chapter [-2CP]: 2x Number of extra Relics

+ HQ +

Captain [6 PL, 143pts, -1CP]: Jump Pack, Master-Crafted Weapon, Shadowmaster, Storm shield, Stratagem: Master of the Trifold Path, The Imperium's Sword, Thunder hammer, Warlord

Captain [6 PL, 143pts]: Jump Pack, Storm shield, Thunder hammer

Captain [6 PL, 103pts]: Chainsword, Jump Pack, Storm shield, Teeth of Terra

Captain in Phobos Armour [5 PL, 99pts, -1CP]: 6. Marksman's Honors, Camo cloak, Korvidari Bolts, Master-crafted instigator bolt carbine, Stratagem: Hero of the Chapter

Chaplain [5 PL, 92pts]: 2. Catechism of Fire, 5. Recitation of Focus, Jump Pack, Litany of Hate, Storm bolter

Librarian in Phobos Armour [5 PL, 101pts]: 2) Enveloping Darkness, 4) Shadowstep, Camo cloak, Force sword

+ Troops +

Infiltrator Squad [5 PL, 110pts]: 4x Infilltrator, Infiltrator Sergeant

Infiltrator Squad [5 PL, 110pts]: 4x Infilltrator, Infiltrator Sergeant

Intercessor Squad [10 PL, 180pts]: Auxiliary Grenade Launcher, Bolt rifle
. 9x Intercessor
. Intercessor Sergeant: Power fist

Intercessor Squad [5 PL, 95pts]: Auxiliary Grenade Launcher, Bolt rifle
. 4x Intercessor
. Intercessor Sergeant: Power fist

Scout Squad [4 PL, 65pts]
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

+ Elites +

Aggressor Squad [10 PL, 222pts]: 5x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Vanguard Veteran Squad [14 PL, 243pts]: Jump Pack
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Veteran Sergeant: Storm shield, Thunder hammer

+ Heavy Support +

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Thunderfire Cannon [4 PL, 92pts]
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter

++ Total: [102 PL, -4CP, 1,997pts] ++

 

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