Army List: 1,850 With Shrike

Experiment - ShrikeTo bring some of you up to speed if you don’t read here regularly. Lately I’ve been playing with Shrike and have really enjoyed what he offers to my army. I’ve been toying around with different lists just to feel things out. Right now I’m not after the most super-competitive list. I’m playing, experimenting and learning. So, bear that in mind with the below list. First up, here’s the list:

HQ
* Shrike

Elites
* Assault Terminators x 10 w/thunder hammers and storm shields
* Dreadnought w/extra armor, multi-melta, DCCW + heavy flamer
– Drop Pod

Troops
* Tacts x 10 w/plasma gun, lascannon
– Sarge w/combi-melta
– Rhino w/hunter killer missile, storm bolter

* Tacts x 10 w/meltagun, multi-melta
– Sarge w/combi-flamer
– Rhino w/hunter killer missile, storm bolter

Fast Attack
* Assault Squad x 10 w/flamer x 2
– Sarge w/storm shield, power fist

Heavy Support
* Predator w/extra armor, hunter killer missile, lascannon sponsons, autocannon

* Devastators x 5 w/missiles x 3
– Razorback w/hunter killer missile, lascannon, twin-linked plasma gun

Here’s the idea of what I’m aiming for. My previous lists worked out pretty well, no major complaints. However, my previous lists were pretty dependent on a few things. One, getting first turn to alpha-strike in most of my army. Second, it lacked fire support and so in situations where alpha-striking would be a bad idea, or if the strike was going poorly, I had no backup plan.

So, the idea here is to get the needed fire support in place as well as open up some tactical flexibility. I can still infiltrate the ASM with Shrike and pod down a Dread for early pressure then drop in Hammernators to support the assault, but I’m not locked into it either.

That being said, this may not be the ideal list for my goal, that’s what I’m working out. I don’t have a ton of Razorbacks at my disposal to MSU. I don’t have three Predators for fire support. I only have the 10 Terminators. You get the idea. I’m trying to work through this with what I own, not what I would own if I had a large disposable income. I do have some other options but I’ll save you all from reading the list of my available models.

Feedback as usual is welcome and encouraged.

UPDATE: Here’s an alternative:

HQ
* Shrike

Elites
* Assault Terminators x 10 w/thunder hammers and storm shields
* Dreadnought w/extra armor, multi-melta, DCCW + heavy flamer
– Drop Pod

Troops
* Tacts x 10 w/plasma gun, lascannon
– Sarge w/combi-melta
– Rhino w/hunter killer missile, storm bolter

* Tacts x 10 w/meltagun, multi-melta
– Sarge w/combi-flamer
– Rhino w/hunter killer missile, storm bolter

* Scouts w/bolt pistol + CCW x 2, shotguns x 2
– Sarge w/melta bombs, bolt pistol, power sword

Fast Attack
* Assault Squad x 10 w/flamer x 2
– Sarge w/melta bombs, bolt pistol, power fist

* Land Speeder Storm w/heavy flamer

Heavy Support
* Devastators x 5 w/missiles x 3
– Razorback w/hunter killer missile, lascannon, twin-linked plasma gun

  • Anonymous

    It’s an interesting list. You have ahuge firebase, and a smallish spearhead.
    I’m not sure if I’d call it a “Shrike List” though. I know you’re playing with what you’ve got, but it feels like Shrike is better-used in a more assault-oriented force. Fleet is wasted on the Dread, Predator, Devvies, and Tacticals.
    Of course, that huge 10-man Hammernator squad takes up a big chunk of table, so I’d have to see it deploy on the table to make any real judgement.

    But, as-is, you have to consider how strong your spearhead assault element will be. Will the initial charge into battle peter out, and leave the firebase exposed after a turn or two?
    Minor wargear suggestion: meltabombs on the Assault Sergeant. Powerfist is great and all, but a meltabomb is so much better for an alphastrike against armor 14 eventualities.

    • You’ve nailed my concern, is it enough of a spearhead? It would be if I knew the Termies would show up on turn #2 but without that guarantee it may be lacking punch.

      I could go back to the double Dread drop but it will cost me a reasonable fire base, unless I started pulling out Termies. I could drop the Devs, or Pred with some other wargear trimming, and take Scouts in a Storm which would get me more of a spearhead without having to get more pods. The Scouts would lack the punch of a 2nd Dread but I won’t lose as much of a fire base in doing it.

      • Anonymous

        One thing to remember is that you don’t necessarily have to deepstrike in the Terminators for them to be a HUGE threat.
        Consider just deploying them in a sweeper line along the enemy’s angle of approach. There’s not much out there that can shoot down or assault away a unit of Hammernators that big. They end up being a line of mobile land mines that will surprise folks with their Fleet ability.

        • I agree, which is why I put them at 10. It’s part of the flexibility I’m after.

    • I updated the post to included the alternative I was talking about.

  • Dragons Claw

    i use a gating libby with sternguard to back shrike up with close fire support and a bike squad which can support turn 2 or pop threatening armour and keep the presure up after the alpha strike

    • I’m a fan of the Libby + Sternguard tactic but I can’t see working that into what I have now without seriously re-working my list because of points. I’ll definitely keep that in mind though in a larger game or even next time I experiment with a new list.

  • why dont you infiltrate in the assault termies with shrike?

    • Oh, I will if the situation presents itself. Ideally to do that I need to be able to get to the 12″ range, so out of sight. That’s tough to accomplish against a smart opponent and the Termies take up a lot of space. Hard to hide 10 of them + Shrike. I can just infiltrate at the 18″ mark in the open but at that point I’m better off using the ASM so I can guarantee a first turn charge.

  • Anonymous

    Um, I guess my main concern with this list is the lack of anti-tank. Either list is somewhat lacking, honestly. It’s good enough to shoot down random rhinos and such, but what would this list do against 2 Land Raiders? 3? or even… one.

    A two melta guns, a single multi-melta, and a smattering of las cannons don’t constitute good anti-AV14, especially without Vulkan. I’d suggest dropping the combi-flamer and plasma gun in the tacticals, and go with combi-melta/melta, especially in the case of the plasma gun which seems really out of place, btw :-p)

    As for the devs, I’d recommend dropping the HKM for a 4th missile launcher in the dev squad, reason being that while you’re paying an extra 5 points for it, you’re also going to get to shoot it (ideally) every turn, as opposed to a single HKM that will shoot once and be never heard from again.

    Also, the power sword on the scout serg. makes me sad :-p

    Hope it helps! On a sidenote, I like the way this list is coming together- it’s sort of a hodgepodge assortment of stuff, but it combines to make a very interesting (in a good way!) army :)

    • Power sword makes you sad…they always seem to! It’s on there because it’s a small squad and it adds a kick. It’s also cheaper than a fist and I don’t have to worry, normally, that it won’t get to swing. What would be your suggestion? I’m always open to ideas.

      The idea on the plasma gun was simple, las/plas Tact Squad firing from a Rhino. Normally I have a flamer instead of the plasma but, as you noted, because of my lack of anti-vehicle fire I wanted another gun that had a chance.

      Overall, yeah, it’s a hodgepodge of stuff and is in no way optimized. However, it seems to pull together if not perfectly yet. This was a bit of an experiment and it worked out pretty well last night, report coming shortly. However, I didn’t face a single vehicle so that’s certainly why it didn’t go poorly :)

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