Sir Biscuit
02-10-2010, 11:25 PM
Here's a shrike list I've been having great success with:
HQ
Shadow Captain Shrike
Elites
Assault Terminator Squad
+4 Men
+Thunder Hammers/Storm Shields
Troops
Tactical Squad
+5 Men
+Meltagun
+Plasma Cannon
+Powerfist
+Rhino
+Hunter-Killer
Tactical Squad
+5 Men
+Meltagun
+Plasma Cannon
+Powerfist
+Rhino
+Hunter-Killer
Scout Squad
+Sniper Rifles
+Missile Launcher
+Camo Cloaks
+Melta Bomb
Fast Attack
Assault Squad
+5 Men
+Powerfist
+2 Plasma Pistols
Assault Squad
+5 Men
+Powerfist
+2 Plasma Pistols
Heavy Support
Vindicator
Whirlwind
Total: 1850
Tactics:
Shrike infiltrates with the terminators: creating a distraction, or starting dangerously close to an opponents key element. Typically starts to the side.
The tactical squads are quite fast, and provide cover for the assault squads with their rhino wall as they move up. The hunter-killers are to help stun or disable vehicles that would otherwise ruin my day. (Artillery, nasty units in light transports, light tanks, etc.) Anything that would mess with my advance. Often, there's no good targets right away, but they get side armour shots later in the game, so it's all good. The plasma cannons are there because occasionally it's wiser to nail a unit with heavy shooting rather than charge them. (Especially against chaos marines, one of my regular opponents.) 5 points for flexibility? I'll take it!
The scout squad is there to hold whatever objective is in my deployment zone in objective games. ML gives them something to do, when they're not going to ground. It's amazing how ofter people forget about these little guys, and they get side armor shots off.
The assault squads are really the core unit of the army, and a nasty surprise. In my experience, people tend to really underestimate the little guys. But hey- with shrike, they have a nasty 19-24" charge range. Beautiful. I equipped them with plasma pistols over flamers, because anything I would want to flamer I can generally just assault, and 2 strength 7 AP2 shots really helps when your about to charge a chimera... or a carnifex! Depending on the setup, against armies like orks and guard I start them on the table, while against armies like marines and chaos, I tend to deep strike them, as I find they're really best in the midgame in that situation.
The vindicator is a fire magnet. No one shoots at rhinos while it's trundling around. 'nuff said.
The whirlwind is alright, it's really there to help against big mobs. Though mob armies like orks haven't' been much of a problem, since my superior mobility allows me to engage however I want, the large blast is still nice for clearing chunks. And for killing those small guard squads that are sitting back claiming objectives.
Overall, it is a VERY fast army. It's in your face by turn two, and never lets up. It seems to perform pretty well against all opponents, and I'd be willing to take it to a tournament.
Thoughts?
HQ
Shadow Captain Shrike
Elites
Assault Terminator Squad
+4 Men
+Thunder Hammers/Storm Shields
Troops
Tactical Squad
+5 Men
+Meltagun
+Plasma Cannon
+Powerfist
+Rhino
+Hunter-Killer
Tactical Squad
+5 Men
+Meltagun
+Plasma Cannon
+Powerfist
+Rhino
+Hunter-Killer
Scout Squad
+Sniper Rifles
+Missile Launcher
+Camo Cloaks
+Melta Bomb
Fast Attack
Assault Squad
+5 Men
+Powerfist
+2 Plasma Pistols
Assault Squad
+5 Men
+Powerfist
+2 Plasma Pistols
Heavy Support
Vindicator
Whirlwind
Total: 1850
Tactics:
Shrike infiltrates with the terminators: creating a distraction, or starting dangerously close to an opponents key element. Typically starts to the side.
The tactical squads are quite fast, and provide cover for the assault squads with their rhino wall as they move up. The hunter-killers are to help stun or disable vehicles that would otherwise ruin my day. (Artillery, nasty units in light transports, light tanks, etc.) Anything that would mess with my advance. Often, there's no good targets right away, but they get side armour shots later in the game, so it's all good. The plasma cannons are there because occasionally it's wiser to nail a unit with heavy shooting rather than charge them. (Especially against chaos marines, one of my regular opponents.) 5 points for flexibility? I'll take it!
The scout squad is there to hold whatever objective is in my deployment zone in objective games. ML gives them something to do, when they're not going to ground. It's amazing how ofter people forget about these little guys, and they get side armor shots off.
The assault squads are really the core unit of the army, and a nasty surprise. In my experience, people tend to really underestimate the little guys. But hey- with shrike, they have a nasty 19-24" charge range. Beautiful. I equipped them with plasma pistols over flamers, because anything I would want to flamer I can generally just assault, and 2 strength 7 AP2 shots really helps when your about to charge a chimera... or a carnifex! Depending on the setup, against armies like orks and guard I start them on the table, while against armies like marines and chaos, I tend to deep strike them, as I find they're really best in the midgame in that situation.
The vindicator is a fire magnet. No one shoots at rhinos while it's trundling around. 'nuff said.
The whirlwind is alright, it's really there to help against big mobs. Though mob armies like orks haven't' been much of a problem, since my superior mobility allows me to engage however I want, the large blast is still nice for clearing chunks. And for killing those small guard squads that are sitting back claiming objectives.
Overall, it is a VERY fast army. It's in your face by turn two, and never lets up. It seems to perform pretty well against all opponents, and I'd be willing to take it to a tournament.
Thoughts?