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Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

SO I was thinking of a direction to take my Fists army in, and came up with this:

HQ:
Pedro Kantor 175

Troops:
Tactical Squad (sergeant with combi-flamer in a razorback with TL las)- 175
Tactial Squad (sergeant with combi melta and power fist in a las/plas razorback)- 200
Scout Squad (shotguns) -75

Fast Attack:
Land Speeder storm- 50
Scout bike squad (with 1 astartes grenade launcher)- 80

Elites:
Dreadnaught (with assault/plasma cannon and heavy flamer in a drop pod)- 160

Heavy Support:
Predator (with autocannon and hevay bolter sponsons)- 85

Total- 1000

This is just hypothetical for the moment but will expand and into the real models...thoughts?




MAY YER BOLTER NAE FALTER!!!! 
   
Made in gb
Stealthy Space Wolves Scout



Rynn's World

Taking kantor,you should look to taking Sternguard in Razors / Rhinos / Drop pods or even an LRC.You get to make use of having the extra scoring troops created by Hold the Line and access to the SGV special ammo and 5 point combi weapons.

And having kantor with some SGV in a transport keeps his 12" +1 A bubble for when you assault or get assaulted.It never fails to surprise an opponent when you get 30 plus dice out for the assault,depending on whether you charged or got charged.

You should look to build full Tac and Scout squads though,the combat squads will die very quickly.By all means take a Razor,load up the sarge with a PW or PF and combi of choice with a special weapon.Leaving the heavy weapon in cover with the rest of the bolter boys.

: 3000+
: 2000+
: 2000+
 
   
Made in au
Sinewy Scourge




Downunder

Bump both the Tactical Squads to 10 men, drop the combi-Melta and get a Meltagun and a Free Missile Launcher. When you play them always combat squad them and use the guys out of the transport to camp on objectives/cover with the Missile Launcher.

Get rid of the scouts entirely, the scout bike is really never going to work for you, the shotgun squad are superfluous as you now get much better scoring with Sternguard units and drop the storm because it only works when you have a scout squad.

Sternguard are pretty good when up close, mount them in a Drop pod with combi-meltas and Pedro and you get a precise application of force. If possible get 2 units, with combi-meltas in drop pods, and keep your dreadnought as Multi-Melta.

Predators aren't very good here, if you have 3 Pods at 1,000, and the mechanised Tac squads, you should be in your opponent's face very quickly, assuming you gave all your minimum sized SG units combi-Meltas thats 2 lots of 5 Melta guns in half range on the first turn. Thats going to beat the predator. Unless you're against fast armies like DE or BA the heavy bolters won't fire till turn 2. The Razorbacks won't be so great either, but they're carrying Meltaguns and if you can get it Powerfists, forward.

The 2 Pods that come down, being any combination of Dread, Pedro + SG, or normal SG, won't hold out for long, so the third will not be part of your opening gambit. However with the right placement of your pods and choosing the right weapons to use, you can do enough damage to key units before you start taking fire.

I don't have my codex with me, so I can price you this build but:

HQ:
Pedro

- Possible choices for expanding above 1,000: Master of the Forge (Get more dreadnoughts, a Rifleman would be helpful at 1,500+), Captain Darnath Lysander (strong synergies with Sternguard, also deters many opponents from assaulting, can break from the squad and hunt vehicles that aren't smart enough to move, very good against IG Squadrons that sit and shoot), Librarian (using Gate and Locator Beacons on your Drop Pods means you can have a single large unit of Sternguard teleport across the battlefield to pick away at weak points as they appear, but you must have them in a drop pod to get them forward early enough to work)

Scoring:
Troops:
Tactical Squad w/ Meltagun, Missile Launcher and Powerfist (Meltabomb is a poor stand-in, powerweapon against Marines with few vehicles, otherwise Powerfist) mounted in a Razorback w/TL-Heavy Bolter

Tactical Squad w/ Meltagun, Missile Launcher and Powerfist (Meltabomb is a poor stand-in, powerweapon against Marines with few vehicles, otherwise Powerfist) mounted in a Razorback w/TL-Heavy Bolter

Elites:
5 Sternguard w/ 4 Combi-Meltas and 1 Combi-Flamer in a Drop Pod (If you have spare points add 1-2 more 1 with combi-Melta, the second with Combi-Flamer, alternatively a Powerfist on the Sarge is also messy with Pedro)

5 Sternguard w/ 4 Combi-Meltas and 1 Combi-Flamer in a Drop Pod (If you have spare points add 1-2 more 1 with combi-Melta, the second with Combi-Flamer, alternatively a Powerfist on the Sarge is also messy with Pedro)

Non-Scoring:
Elites:
Dreadnought w/ Multimelta and Heavy Flamer in a Drop Pod

You get 6 Scoring units out of 7 on the table, which is great because 2/3 games are Objective matches, you can dictate the pace of the game and remove things like Landraiders or Ravagers in turn 1. Not sure if you can do this under 1,000, otherwise strip off the powerfists, Combi-flamers help when against infantry spam, but combi-meltas are important for dealing with tanks.

This message was edited 1 time. Last update was at 2012/01/23 10:56:07


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 
   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

While i appreciate your comments this is meant to be a fun army, not hugely competitive. I probably will add sternguard but not a combi-squad, as that's pretty dull and repetitive. The scouts are fun. Not worth snipers as they're bad shots. Probs get rid of the storm to make room for SG, maybe the scouts too, but i have the models for them so I'd quite like to keep them in.
In any case, the tactical squads are really there so I can have the fun stuff in...this would be a friendly force to use against my brother or any old chap down at the FLGS.
Thanks for the input though.

This message was edited 1 time. Last update was at 2012/01/23 19:30:49





MAY YER BOLTER NAE FALTER!!!! 
   
 
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