This is just a list my friend Alec and I were going over. Over the next few weeks I'll be a busy little bee getting them together. Now, the entire army will be painted in the Blood Ravens scheme. Red, black and yes, bleached bone shoulder guards. Reminder: This is just a fun list to play with, there are a lot of sub rules for me to remember while playing! I play for fun and not very competitive. I don't plan on playing in any tournaments, well maybe in local ones over at Brookhurst Hobbies and against my friends down here in Southern California. I like the idea of playing with full 10 man tactical squads, but with the release of the Angels of Death supplement, there are a few new formations I want to try out, then again I haven't played since the 3rd edition. I plan on having fun with this list and will be playing against veteran players. Hell the last time I played most of the people I'll play were probably still in grade school. So enjoy our silly list. I am only playing with what I have on hand for models. I believe in "Stillmania" and WYSIWYG. I also included the sub rules in this list to aid me, as to burn them into my head (red paragraphs).
Blood Ravens on the move! |
+++ Blood Ravens (1500pts) +++ ++ Space Marines: Codex (2015) (Formation Detachment) (1195pts) ++ + (No Category) + Chapter Tactics * [White Scars]
WHITE SCARS CHAPTER TACTICS The White Scars and their successors are the masters of high speed, hit-and-run warfare. Using their mobility to outpace and outmanoeuvre their foes, White Scars bikers strike their enemies like lightning before disengaging and attacking from a new direction. Born in the Saddle: White Scars models with the Bike unit type have the Skilled Rider special rule and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule. Fight on the Move: White Scars models have the Hit & Run special rule. A unit composed entirely of White Scars models can re-roll the dice when determining Run moves. + Formation (1195pts) + 'Speartip Strike * (430pts) Rules: Strategic Spearhead SPECIAL RULES: Strategic Spearhead: At the start of your shooting phase, you can choose either to enact Focussed Suppression or attempt to provoke the enemy with Harassing Fire. Focussed Suppression: Pick an enemy unit to suppress. If at least two units from this Formation shoot at that unit, it must take a Pinning test at the end of the phase. When it takes this test, subtract 2 from its Leadership for each additional unit from this Formation (after the first two) that shot at it during the phase. Harassing Fire: Any unit that suffers one or more unsaved Wounds from a unit that is part of this Formation must take a Leadership test at the end of the phase. If the unit fails the test, it can choose to Go to Ground immediately. If the unit does not Go to Ground, and had not already Gone to Ground, it is Provoked. A Provoked unit must move as far as possible towards the nearest unit from this Formation in its next Movement phase. Bike Squad Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads Biker Sergeant [Melta Bombs, Power Sword] Space Marine Biker [Chainsword] Space Marine Biker [Chainsword] Space Marine Biker [Chainsword] Space Marine Biker [Chainsword] Space Marine Biker [Chainsword] Space Marine Biker with Special Weapon [Grav-gun, Twin-Linked Boltgun] Land Speeders Land Speeder [Multi-melta, Typhoon Missile Launcher] Rules: Deep Strike Scout Bike Squad [Cluster Mines, Scout Biker, Scout Biker, Scout Biker with Astartes Grenade Launcher, Scout Biker with Astartes Grenade Launcher, Scout Biker with Astartes Grenade Launcher] Scout Biker Sergeant [Power Fist] 'Stormlance Battle Demi-Company * (765pts) Rules: Clear and Sweep, Mobile Firebase SPECIAL RULES: Clear and Sweep: Units from this Formation can re-roll failed To Hit rolls in the Shooting phase when targeting an enemy unit that is controlling an Objective Marker. Mobile Firebase: Units from this Formation equipped with Space Marine bikes or jump packs can move 2D6" immediately after they shoot in the Shooting phase. Other units from this Formation can move D6" immediately after they shoot in the Shooting phase, and may embark on their Dedicated Transport if all their models end this move within 2" of one of its Access Points, even if they disembarked in the same turn. Units that move after shooting cannot charge in the subsequent Assault phase. Captain Captain Power Armour [Jump Pack, Plasma Pistol, The Glaive of Vengeance] Devastator Squad [Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), 4x Space Marines] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads Space Marine Sergeant [Bolt Pistol, Boltgun] Land Speeders Land Speeder [Assault Cannon, Heavy Bolter] Rules: Deep Strike Tactical Squad [Flamer, 4x Space Marines] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads Razorback [Twin-linked Heavy Bolter] Space Marine Sergeant [Chainsword, Combi-melta] Tactical Squad [Flamer, 4x Space Marines] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads Razorback [Twin-linked Heavy Bolter] Space Marine Sergeant [Chainsword, Combi-melta] Tactical Squad [Flamer, 4x Space Marines] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads Razorback [Twin-linked Heavy Bolter] Space Marine Sergeant [Chainsword, Combi-melta] ++ Space Marines: Codex (2015) (Formation Detachment) (305pts) ++ + (No Category) + Chapter Tactics * [Raven Guard]
RAVEN GUARD CHAPTER TACTICS The Primarch Corax was known for his exceptional stealth, striking unseen from the shadows. The Raven Guard and their successors still follow his example, specialising in sudden, devastating assaults. Strike from the Shadows: Non-vehicle Raven Guard models that do not begin the game in a Transport vehicle have the Shrouded special rule until the start of the second game turn. When rolling to see whether the Night Fighting mission special rule is in effect during game turn 1, you may add 1 to the result if your army contains at least one Raven Guard unit. Winged Deliverance: Raven Guard units with the Jump unit type may use their jump packs in both the Movement and Assault phases of the same turn. Furthermore, when they make Hammer of Wrath attacks, Raven Guard models can re-roll failed To Wound rolls. + Formation (305pts) + 'Shadowstrike Kill Team * (305pts) Rules: ...On Target, On Time... SPECIAL RULES: On Time…: Instead of rolling to see whether a unit of Vanguard Veterans from this Formation arrives from Reserve, you can choose whether to pass or fail that roll. …On Target: Vanguard Veteran Squads from this Formation can charge on the turn they arrive from Deep Strike. In addition, they do not scatter when arriving from Deep Strike if the first model is placed within 9" of at least two Scout Squads from this Formation. Scout Squad [4x Scouts, 4x Sniper Rifle] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout Scout Sergeant [Bolt Pistol, Sniper Rifle] Scout Squad [4x Scouts, 4x Sniper Rifle] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout Scout Sergeant [Bolt Pistol, Sniper Rifle] Vanguard Veteran Squad [Jumppacks] Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Heroic Intervention Veteran [Lightning Claw, Lightning Claw] Veteran [Lightning Claw, Lightning Claw] Veteran [Lightning Claw, Lightning Claw] Veteran [Lightning Claw, Lightning Claw] Veteran Sergeant [Melta Bombs, Storm Shield, Thunder Hammer] Created with BattleScribe (http://www.battlescribe.net)
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