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Made in us
Death-Dealing Ultramarine Devastator





If you foot slog leave 2x thunderfire cannons and a master of the forge in the back wrecking havoc for 2-3 turns

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Made in us
Battleship Captain





NYC

cruzazul wrote:
If you foot slog leave 2x thunderfire cannons and a master of the forge in the back wrecking havoc for 2-3 turns


Absolute zero reason to bring a MoOtf with two Thunderfires.

Dakka member since 2012/01/09 16:44:06

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The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Leutnant





Hiding in a dark alley with a sharp knife!

More bodies than your opponent has bullets


Quoted for truth as the kiddies say.

I have been playing my new Imperial Fists primarily as an infantry heavy shooting army for a couple of months now with good effect. The key is to give the enemy more targets than they can easily deal with. More important than that, put them in a situation were there is no clear priority target..or better yet give them something to shoot at that will draw more fore than it should thus sparing your scoring units.

This is one of the lists I have been running with annotations about tactical use:

-Captain w' storm bolter and power axe + command squad with four plasma guns
(this is my fire brigade. I hide it out of LoS in my deployment zone and rush it up to deal with any infantry or light vehicle threat that gets too close with rapid fire plasma)

-Four ten man tactical squads. Two with missle launchers and two with plasma cannons. All four with plasma guns. Sgts w/ combi-meltas or combi-plasma.
(this is the meat of the army. I generally break these into five man fire teams with the heavy weapon in one unit and the Sgt and plasma gun in the other. They get spread out along my deployment zone as a static gun line. In the second half of the game, the units with the Sgts bound forward to claim objectives)

-Three or four las/plas razorbacks.
(I rarely if ever actually use these as transports. These are mobile fire support vehicles. They also make good fire magnets as well as adding a bit of anti-tank capacity)

-Either a five man tactical terminator squad with a cyclone missle launcher or a 5th tactical squad as above.
(The terminators are used to hold an objective or anchor my line)

-Two dreadnaughts. One is a "rifleman" with two twin autocannons and the other a twin lascannon/missle launcher.
(these provide yet more shooting power, but more importantly they are also bullet sponges. For some reaosn people to tend to spend waaayy too much time shooting at dreadnaughts)

-A standard land raider or a pair of predators.
(the land raider, although offensively weak is hard to kill and makes a great fire magnet. I get more firepower our of the two predators, and they provide yet more target confusion. But I do like how the land raider model looks...)

Make no mistake about it. This is hardly a "world killer" list, but I win more with it than I loose. The overall point of the list is that I have a good amount of shooting that will allow me to dominate all but an optimized shooting army and on first turn I provide my opponent with 16-18 possible targets with no clear priority targets. I tend to sit back as a semi-static gun line for the first three turns or so and then bound forward to claim mid-field objectives.

TR

This message was edited 1 time. Last update was at 2013/01/09 10:09:20


Former Kommandant, KZ Dakka
"I was Oldhammer before Oldhammer was cool!"
 
   
 
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