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Made in us
Boosting Space Marine Biker





right behind you

I recently just sold my crimson fist to...you guessed it build a New Crimson Fist army using the GW shoulder pads and FW tanks

this is what I have so far what do you think of playability.

H.Q.
Kantor
honor guard
2x honor guards
5x Auxiliary grenade launchers
razor-back
seeker missle
assault cannons

total 515pts

space marine captain
artificer armour
2x lighting claws
auxiliary grenade launcher
melta bombs

total 165pts

Elite

venerable drednought
HVY flamer
TL lascannon

total 220pts

Troops

Tac-Squad 1
5x marines
hvy bolter
combi-melta
meltagun
melta bombs

total 190 pts

Tac-squad 2
5x marines
powerfist
combi-melta
meltagun
hvy bolter
melta-bombs

total 215pts

scout squad
telion
4x camo-cloak
3x sniper-rifle
missile launcher'

total 147pts

Heavy Support

dev-squad
4x lascannons
combi-plasm

total 235pts

dev-squad 2
3x plasmacannons
missile launcher
combi-melta

total 185pts

grand total 1,872pts

that's all the models have painted as I don't field unpainted models. Is this good enough to play a decent game as I haven't got to play in a long time and thinking about getting a game in this weekend.


your plasma weapon may be used as an explosive device in case of emergency

Welcome to the internet, and specifically a gaming forum.

If your choice of game is not made in a blood oath that can only be broken by a quest and vow made with the most overwrought dramatics, then you aren't doing it right. -curran12 
   
Made in gb
Longtime Dakkanaut




Kantor means spamming sternguard.
   
Made in us
Gore-Soaked Lunatic Witchhunter







The prime advantage of using Kantor is that your Sternguard become Scoring units. If you don't take Sternguard, you're wasting the advantage.

You probably want to reorganize your heavy weapons some, lascannons and plasma cannons in Tactical Squads are a lot cheaper than in Devastator squads.

Also, what are you doing blowing more on one HQ unit than your entire Troops section? Don't use the Honor Guard, they're a horrific point-sink and tend to bite it more than their owners would like.

Trim off a few Devastators and HQ units, you've got a halfway decent 1,250-pt force.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Boosting Space Marine Biker





right behind you

Roger Wilco thanks for the Advice Buddy

your plasma weapon may be used as an explosive device in case of emergency

Welcome to the internet, and specifically a gaming forum.

If your choice of game is not made in a blood oath that can only be broken by a quest and vow made with the most overwrought dramatics, then you aren't doing it right. -curran12 
   
Made in au
Sinewy Scourge




Downunder

Pedro = 3 Sternguard Squads
Why take him when you don't use his defining mechanic


Honour Guard = Stupidity
The only good thing about honour guard is that Matt Ward liked them at the time, hence Calgar gets 3 of them. Really the only good thing is the fact that Calgar gets 3 squads. Not to mention the models are only appropriate for Ultramarines, naturally painted in 2nd Company Colours for some reason...


Drop the Captain, he doesn't really do much for this list, if you need close combat, grab Lysander. He goes really well with a Pedro list thats in drop pods.

Remove the Heavy Bolters on the Tactical Squads, get Missile Launchers, they're much better, the HB is the worse option for Marines. Get rid of the combi weapons, you have no transports or drop pods so combi-weapons only work if your opponent gets close. The Meltagun is the same. Also Meltabombs or Powerfist? One S8 +2D6 hit versus 3 S8 +D6 hits? Over 3 Turns, the Powerfist is better, in 1 turn the powerfist is better, except for AV 14, which is why you use the meltagun.

Combi-Weapons on Devastator squads don't work. The sarge should have nothing but the Signum. Anything hostile in 24" is probably going to kill them anyway, so spending points to try and stop this is silly because you would need lots of powerweapons etc to counter this.

The Venerable Dreadnought is not a good investment most of the time. I've only run one 4 times, and after the first always with a Techmarine or MotF with servo-harness. Thats nasty. Thats unstoppable. Thats extremely expensive and only useful when you have cover and use the pair to ambush things and flank formations.

If you have Telion, you don't pay for Camo Cloaks, its in the FAQ. Also Scout Snipers are an all or nothing unit. You need at least 6 to get something that will do something. You need 9 and Telion to get something that is actually going to achieve goals. Give the unit the HB with Hellfire Shells, it synergizes better with the Anti-Infantry rifles, remember that its only 1 shot at BS6 so it will have Armour penetration rolls to deal with. Generally speaking you use Telion to pick off heavy weapons, ICs, Comissars in Power Blobs, PK Nobz, the rest of the unit is because if Telion doesn't kill his target, you need to put wounds on the unit to mitigate that, if the unit is pinned, well thats a nice extra.

This message was edited 1 time. Last update was at 2011/11/22 01:56:35


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
 
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