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Made in us
Bounding Assault Marine



Long Island, New York

Leaning toward starting a new army.  This was one I was thinking about.  It would most likely be played only in GT/RTT competitive settings.  Everything would have to be built form scratch.  The other army choice I was leaning toward was down the path of no return.  Something I NEVER thought I would believe I could do.  If the guys that I have played with over the years heard me even thinking about becoming a traitor, they would do an intervention/exorcism! 

So here is my first option:

Tactical 5x6 w/ lascannon~525

Tac 1x6 w/ lascannon, tankhunter~120

Dev 1x8 w/ 4 heavy bolters~180

Pred Destructor w/ heavy bolter sponsons, pintle storm bolter, dozer, smoke, ea, search~134

Pred Destructor w/ heavy bolter sponsons, pintle storm bolter, dozer, smoke, ea, search~134

Lysander~170

Termie Command 1x4 w/ 2 assault cannon~200

Termie 1x6 w/ 2 assault cannon, chainfist~285

Competitive?  Feedback appreciated.


War is not your recreation. It is the reason for your existence. Prepare for it well.
~CODEX ASTARTES

Give me a hundred Space Marines. Or failing that, give me a thousand other troops.
~Rogal Dorn  
   
Made in au
Been Around the Block




personly id drop tank hunters i mean lascannons are already strength 9 so theres not really any use in making them strength 10 and with the points you save you can up the squad level numbers or stick plasma guns in the squads
   
Made in us
Bounding Assault Marine



Long Island, New York

Agreed, but I'm keeping one tankhunter for IF flavor and for that monolith, land raider, leman russ.

I'm sorry, but I cannot put plasmaguns in the small combat squads.  I don't think I can ever be "that guy".


War is not your recreation. It is the reason for your existence. Prepare for it well.
~CODEX ASTARTES

Give me a hundred Space Marines. Or failing that, give me a thousand other troops.
~Rogal Dorn  
   
Made in us
Longtime Dakkanaut





You only have 2 terminator squads. I know Lysander is fluffy, but with only 2 terminator squads his points cost doesn't justify his abilities. I think you'd be better off replacing him with an Epistolary.

 
   
Made in us
Regular Dakkanaut




for 22 points more both preds could have triple las cannon set up, so this would be 22 points well spent. basicly the 8 shot pred is over pointed  for what its doing.

a vindi instead of the 4 heavy bolter dev squad is a better buy, less points its a str10 pie plate with ap2 so it kills MeQ well and will do a number on a bunched up orks. the 4 heavy bolters will kill a similar number of orks/bugs/tau while killing far less MeQ than the pie plate. the pie plate can also anti tank in a bind the heavy bolters can not.

drop tank hunter on the one squads its kinda pointless. a monolith is not affected by tank hunter. also if your not putting a plasma gun into the squads drop them all down to 5 man it will save almost 100 points and will look more fluffy.

The two termie squads are nice, fluffy, and for the most part effective. I would drop one termie from the 6 man squad ( thats about a 40 points savings) also drop the chainfist, a power fist is str8 and the cannons rend.  but between the dropped marines,termie,chainfist and points saved on dev squad, you most likely could get a third termie squad with 2 cannons which makes lysander much more worth his points

 

 


fellblade wrote:Always buy ugly dice. Pretty dice think it's enough that they look good; ugly dice put out.
 
   
Made in us
Bounding Assault Marine



Long Island, New York

The reason for the 6-man squads is for tourney set-up objective holding/scoring units.  5-man squads only need 3 kills to make the unit impotent in regards to soring and/or objective holding eligibility.  Somebody did the math a while back in another thread to support the claim.  It wasn't me, but I believed it.

I have been looking at that dev squad.  I have an appreciation for the amount of firepower that squad puts out and it is effective versus anyone.  I love it.  I have used it against MEQ and I am rarely disappointed with its effectiveness
(unlike the vindy that seems to always get popped by MEQ).  It complements the tac squads so nicely.  Try not to look at the unit alone, but how it relates to the entire list.  I do like the vindy option, it is certainly IF flavor and it is on my radar.  But I have to admit, if I dropped the dev squad, I would probably add another kitted out pred destructor w/ heavy bolters.

Forgot about the monolith rule.  But it can put down an oblit with one shot.  Just trying to justify the IF trait.  It is their one advantage.  You gotta let me hold on!.


War is not your recreation. It is the reason for your existence. Prepare for it well.
~CODEX ASTARTES

Give me a hundred Space Marines. Or failing that, give me a thousand other troops.
~Rogal Dorn  
   
Made in us
Regular Dakkanaut





Take a look at putting tank hunters with those assault cannons. They become so much better against armor. It fits the fluff too.
   
Made in ca
Dakka Veteran




The Hammer

As I understand, any Space Marine Chapter may be feilded sans traits. The Chapters of Legend rule only specifies that for the listed chapters, one must pick the listed traits IF one plays them as a traited, rather than vanilla, list. The Imperial Fists traits do more to hurt than help a list - as such, the Sons of Dorn are almost always best off precisely following the strictures of the Codex Astartes. (you're probably not going to miss 18-point boltguns with S5 against vehicles anyways)

The list looks like its pulling in a few too many directions - you're trying to make a dismounted force with Terminators AND direct-fire tanks as backup. IMHO you should concentrate in one of three directions: Terminators, Vehicles OR Infantry. SM lists with a strong focus in one of these directions tend to be fairly strong. If you make a list with lots of Terminators, that's when you go for Lysander; if your boys have mostly Razorbacks and the occasional Rhino, that's when you go for Predators - otherwise they become a little lonely as the only targets with armour values. I think the list as it stands isn't particularly bad, but some more focus in the unit choices and perhaps a bit of counterassault I think would probably strengthen it.

When soldiers think, it's called routing. 
   
Made in us
Been Around the Block




I would suggest changing the mix a bit with the devs.  Go with 2 ML and 2 HB, with tank hunters that is effectively 2 S9 and 6 S6 against vehicles, or 2 frag missiles and 6 HB against massed infantry.  Toss in a hidden fist and a plasma pistol to make people think twice about charging the unit.

You can also free up some points by using a scout squad instead of one of the tac squads.  You would switch to a missile launcher instead of a lascannon, but could hopefull infiltrate on a flank for side shots.

Only other real weakness i see that hasn't been addressed is the 2+party pack.  You don't have anything to efficiently destroy an opponents lysander wing/death wing/nid-zilla group.  Well asside from the 4 Assault Cannons, which will (statistically) inflict 1 rending wound per turn per squad.  Something to think about.

   
 
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