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2000 TAC RG-S for Tournament play (new C:SM compliant)


Lukoi

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So, after getting smoked out of my recent TTS tournament, but doing well in casual matches, as I shelve my freshly painted eliminators, and aggressors, I've signed up for another online tournament to feed my appetite while RL local tournies seem largely suspended where I'm at (but I move in two months, so maybe the scene will be more active there).

 

This is an adjustment to my previous tourney list that my opponents felt was more than capable, I just needed to learn more of the game's nuances via repetition to master them. It's using the new Codex: Space Marines as best as able, and the book is essentially completely out now, so I can double check anything anyone notes as being off.

 

Not only am I looking for CC, but if there's anyone looking for a game or two, to help me work these guys through some player placed terrain matches under GT rules (but not necessarily GT intensity), I'd definitely love some additional practice games as I try to master this new list.

 

Here goes my pure infantry RG list.

 

Pastebin: https://pastebin.com/UNQWq8zW

 

 

**Chapter Selection**: Bolter Fusilade, Rapid Assault, Raven Guard Successor

 

Culexus Assassin [5 PL, 100pts]: Animus Speculum, Psyk-out Grenades

 

+ HQ [12 PL, -1CP, 260pts] +

 

Captain on Bike [6 PL, 120pts]: Storm shield [10pts], Power Fist [10pts], Twin Boltgun

Primaris Chaplain on Bike [6 PL, -1CP, 140pts]: 5. Recitation of Focus, 6. Canticle of Hate, Litany of Hate, Reliquary of Gathalamor, Master of Sanctity, Warlord: Wise Orator, Strategem: Master of the Trifold Path [-1CP] Swift and Deadly, Swift as the Raven, Twin Bolt Rifle

 

+ Troops [26 PL, 560pts] +

 

Infiltrator Squad [6 PL, 120pts]: Marksman bolt carbine

Intercessor Squad [5 PL, 110pts]: Auto Bolt Rifle, Power Fist [10pts]

Intercessor Squad [5 PL, 110pts]: Auto Bolt Rifle, Power Fist [10pts]

Intercessor Squad [5 PL, 110pts]: Auto Bolt Rifle, Power Fist [10pts]

Intercessor Squad [5 PL, 110pts]: Auto Bolt Rifle, Power Fist [10pts]

 

+ Elites [9 PL, 200pts] +

 

Primaris Apothecary [4 PL, 95pts] Father of the Future, Narthecium, Strategem: Hero of the Chapter [-1CP], Selfless Healer

Bladeguard Veteran Squad [5 PL, 105pts]

 

+ Fast Attack [24 PL, 320pts] +

 

Inceptor Squad [12 PL, 160pts]: Assault bolter x2

Inceptor Squad [12 PL, 160pts]: Assault bolter x2

 

+ Heavy Support [36 PL, 560pts] +

 

Eradicator Squad [12 PL, 200pts]

Eradicator Squad [12 PL, 200pts]

Eradicator Squad [12 PL, 160pts]

 

++ Total: [112 PL, 10CP, 2,000pts] ++

 

Created with BattleScribe (https://battlescribe.net)

 

Based on my first practice game against IG, the focus fire Eradicators attract means I've has to reorganize their unit sizes to 5/5/4 so that Apothecary has any chance of rezzing one to keep the unit functional. Three and four pack marines died too quickly to high S weapons even with a -1HR and +1 save involved.

 

One to two of these go into deepstrike, along with the Inceptors, and against enemies with no psykers, so does the Culexes.

 

Bolter Fusilade makes the Captain rerolls only needed with one or both of the Eradicator squads still on the board. Obviously the eradicators are enemy number one, and when you poke out to shoot with them, they will get handled aggressively by most teams -- hence the second round of them in DS. The goal is to use rapid assault to get up the board, firing all the way, with the chaplain, apothecary, usually one eradicator (with recitation of focus on it), and some of the infantry on one flank pushing hard.

 

On the other flank is usually a lone intecessor squad, bike captain, and second eradicator trying to keep my opponent honest. Intercessors+BGV tend to be my center anchors, but that's flexible. My infiltrators can screen nearly the entire rear by themselves on the short board, and on the long board, them plus one of the intercessors/BGV can screen effectively.

 

Turn 2 the DS package comes in, with the reroll 1 capable inceptors creating alot of havoc typically, in conjunction with eradicators x2 teams landing to smoke key armor remaining, or work over gravis-like opponents (T5, W3 types usually).

 

It's a bit slow admittedly, but I've found rapid assault really takes some of the sting out of that, and I tend to play in a counter punch manner, so being the first element to the OBJ isn't my gameplan. Frankly, RG aren't as durable as other SM, so getting there first just means getting shot off or melee finished so the enemy can retake the spot, and what have I gained? What I've learned in 9th is, it doesn't matter if I'm on the OBJ or not (turn 1, if I go first), my enemies are almost always pressing forward to try and take them anyway, so why give them kills, and why give them charge options (aka free movement).

 

I'm always trying to get my opponent to expose their units first, whether it's them going first or me.

 

That being said, if I can use infiltrate to get eradicators into position early for a turn one snipe of key assets, I'm all for playing them aggressively. Their replacements are coming in from deepstrike.

 

By leveraging things like the cheaper Transhuman (only 1CP on a 5x MSU now), and the apothecary, I hope to keep these infantry alive longer once I commit, and the powerfists with the higher AP, flat 2 damage are imo a better option than the three squads of TH's I was running before. More likely to stick the damage to the target (albeit one less wound per strike), with the higher AP against most opponent units. Additionally, I intend to use Unyielding In the Face of the Foe, which allows a Gravis unit +1 to their saves vs D1 weapons in a given phase. Another mild durability bump.

 

Any help appreciated and again, if you use TTS and are looking for some practice matches (I'm more concerned with getting the rules down, interfacing smartly with terrain, learning from my mistakes than going full comp-mode in these btw), please hit me up. I tend to play early evenings EST, and TTS can be saved midgame if we need to break off for the night and return to a game.

 

Thanks.

 

Edit: first match is Overrun mission set.

Edited by Lukoi
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I was just going to say this looks like an Iron Hands list from the last codex. I can't help but think that CT would be a better fit considering Swift and Deadly doesn't really have any combat units to buff that can keep up with him, besides himself. I guess you're mostly using Strike From The Shadows to deepstrike the Eradicators and Infiltrate is an option too. I suppose 50 Primaris bodies are tough to deal with no matter what.

 

I'm working on learning u/Stormcoil's Tyranids list at 2k and have almost zero experience playing at that points level, so I'd be glad to play you on TTS though 2k games do take forever IME. I can run my own RG list against yours too if you're interested. I'm in PST but I could do early evening your time on Tuesdays or Thursdays.

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So, the reason for the bike chaplain and captain is two fold -- they can move to assist in other areas relatively quickly, and they come with higher toughness/wounds than their footslogging counterparts.  The reason I stay RG is because of the movement options -- they have the best ones (deepstrike, infiltrate) barring ultramarines who with their THREE unit redeploy also have alot going for them.  If they had a better reserve option, I'd be hard pressed not to take them, but want to stick to these guys if I can.  

 

Since my 25 intercessors are typically advancing, the swift & deadly does come into play occasionally, and definitely canticle of hate.  Recitation of focus is what I also typically cast, although that varies.  SftS takes the combat squadded eradicators off the board for me so they're able to come in when the first two four packs typically get eliminated.  I know people bemoan the power of the eradicators, but with them no longer double shooting after an advance, and the fact that they are target numero uno on the board for opponents, including other SM, and most definitely anyone with potent indirect fire assets, they are hard to keep alive.

 

I'm on the "low side" of wounds on the table for competitive play at 148, but of that, 79 are T5 gravis or bikers.  That's nothing to sniff at, and between the entire army minus the bike captain and assassin being primaris, and so many gravis, I'm hoping Transhuman and Unyielding being popped at the right times will aid with the durability issue (in addition to the cluster around the apothecary with the 6+++, 3" bubble).  Seen but Unseen means I can make up one time, for most of my units not having a "smokescreen" option (just the infiltrators), but given it's reactionary it's pretty potent.  Plan on it being used on whichever eradicator squad had to most expose itself in order to get shots off during its turn.

 

Be glad to play ya man, and we can run which ever list you're interested in practicing.  PM me your discord name, and I'll send mine, and we can keep an eye out for each other.  

Edited by Lukoi
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87-67 vs a super shooty IG list that was a blood bath on overrun practice. Adjusting for my easier secondaries, it might have been closer to 77-67 (I scored 40 to his 30 on the primaries, and score includes the base 10).

 

Just thought I'd add, this is RagingMoose's competitive list that my friend stole whole cloth to use in the match. Full payload manticore, pask, 3 TCs, a LR, 6 Chimera and 60 Guardsmen.

 

Eradictors die to the manticore quickly even with-1HR (seen but unseen), and light cover added to the save. Between that and a tank commander, he smoked 7 of my initial 8 eradicators on the board in the first turn.

Edited by Lukoi
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I've been keeping my Eradicators in reserve for most games, being able to get all their shots off within 12" from a board edge while dodging fire until they arrive has been pretty strong. You can even use SftS to deploy them with more accuracy.

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I've been keeping my Eradicators in reserve for most games, being able to get all their shots off within 12" from a board edge while dodging fire until they arrive has been pretty strong. You can even use SftS to deploy them with more accuracy.

 

I start with some off the board to replace the ones I lost up front.  I generally am getting one significant set of shots off with them, and with the slight change that doesn't allow you to double shoot after advancing, it's usually some good damage but they are commonly smoked in return fire.  I get my points back for them generally, but when the enemy is paying attention (and alot of builds counter the eradicators pretty well), it's not been this oppressive factor nearly so much as advertised on forums.  People are simply list-building to counter them pretty well.  Full Payload Manticores are one such example.  

 

Not a complaint mind you, I'm glad that there are counters, and that players continue to evolve their playstyles as things ebb and flow.

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