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![[Post New]](/s/i/i.gif) 2012/09/15 17:22:29
Subject: 1800 Point Imperial Fists
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Land Raider Pilot on Cruise Control
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Trying to go Semi-Competitive with a drop pod type of list -- I don't have a lot of experience w/ Drop pod style lists, but they seem fun. I can maybe change the dreadnought to have flamers to give a good bit of anti infantry (which I think I am lacking) so I may take that instead of the MM.
HQ:
Lysander
Librarian - Terminator Armor, Storm Shield -- Null Zone, Gate of Infinity
Elites:
Dreadnought w/Multi Melta
-Drop Pod
10x Sternguard
-Drop Pod
-Sergeant w/Power Fist, Boltgun
10x Sternguard
-Drop Pod
-Sergeant w/Power Fist, Boltgun
Troops:
10x Scouts
-Telion w/Camo Cloak
-8x Sniper, 1x ML
10x Tactical Squad
-Drop Pod
-Melta Gun, Multi Melta
-Sergeant w/Power Weapon, Melta Bombs
10x Tactical Squad
-Drop Pod
-Melta Gun, ML
-Sergeant w/Power Weapon, Melta Bombs
Lysander will go with 1 squad of sternguard, Librarian with the other. Hoping this will bring enough firepower. I do have a devastator squad at my disposal as well, as well as 10 TH/SS terminators, but those seem like a poor choice since they may have to take a turn of shooting before they can do anything.
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/15 20:03:59
Subject: 1800 Point Imperial Fists
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Servoarm Flailing Magos
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I wouldn't discount the terminators though. With storm shields, and the new updates to power weapons, they are beasts in assault. But that being said, I like your list the way it is. A well-executed drop pod assault is always entertaining.
Is your local club running only 1800 point games? Most times I see 1850 point games, I don't see 1800 points often.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2012/09/16 00:17:00
Subject: 1800 Point Imperial Fists
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Land Raider Pilot on Cruise Control
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FoxPhoenix135 wrote:I wouldn't discount the terminators though. With storm shields, and the new updates to power weapons, they are beasts in assault. But that being said, I like your list the way it is. A well-executed drop pod assault is always entertaining.
Is your local club running only 1800 point games? Most times I see 1850 point games, I don't see 1800 points often.
Typically they run 1750, but for some reason they went with 1800 as of late. Odd point choice indeed.
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![[Post New]](/s/i/i.gif) 2012/09/16 00:26:18
Subject: 1800 Point Imperial Fists
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Veteran Knight Baron in a Crusader
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I have a Dread with Twin Heavy Flamer and C/C Weapon Heavy Flamer... its excellent against tightly packed troops but with the new Hull Point rules you need to make the first turn of shooting count. On another plus side, when he drops in and sprays promethiumn everywhere it grabs you oppos attention and will save you Sternguard and Tac Squads from some fire as they try to take Dread early (in theory anyway).
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![[Post New]](/s/i/i.gif) 2012/09/16 01:54:59
Subject: 1800 Point Imperial Fists
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Land Raider Pilot on Cruise Control
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geordie09 wrote:I have a Dread with Twin Heavy Flamer and C/C Weapon Heavy Flamer... its excellent against tightly packed troops but with the new Hull Point rules you need to make the first turn of shooting count. On another plus side, when he drops in and sprays promethiumn everywhere it grabs you oppos attention and will save you Sternguard and Tac Squads from some fire as they try to take Dread early (in theory anyway).
Is that the siege dreadnought from FoW? I was looking at that earlier and it seemed pretty awesome. I didn't see any rules on whether or not I could take it in a drop pod though :/
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/16 02:36:58
Subject: 1800 Point Imperial Fists
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Fresh-Faced New User
Nevada
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I don't have my codex with me, so I can't run your points to see if you have any left to play with. Probably the best possible addition to this list would be combi weapons for as many Sternguard as you can buy them for. Plasma would be my choice for the guys dropping with the librarian. Null Zone and 20 plasma shots would really ruin anyone's day.
Are you planning to combat squad the tactical marines or scouts?
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![[Post New]](/s/i/i.gif) 2012/09/16 04:20:07
Subject: 1800 Point Imperial Fists
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Land Raider Pilot on Cruise Control
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Aspartame wrote:I don't have my codex with me, so I can't run your points to see if you have any left to play with. Probably the best possible addition to this list would be combi weapons for as many Sternguard as you can buy them for. Plasma would be my choice for the guys dropping with the librarian. Null Zone and 20 plasma shots would really ruin anyone's day.
Are you planning to combat squad the tactical marines or scouts?
Yeah, I've got like 10 more points I can spend, was going to add 1 combi weapon to each squad of Sternguard.
As for combat squads, it will depend on deployment and what I am up against, but yes I will certainly do so if it works to my advantage (especially with objective based games)
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/16 04:42:43
Subject: 1800 Point Imperial Fists
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Death-Dealing Devastator
United States
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Well, the list is more or less a Drop Pod army. With this, you will most likely get first blood, and maybe even Line Breaker. Only suggestion would be to put a few Combi Meltas on your Sternguard. They can be pretty darn useful.
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May your dice roll eternal 6's
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![[Post New]](/s/i/i.gif) 2012/09/17 03:06:04
Subject: 1800 Point Imperial Fists
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Veteran Knight Baron in a Crusader
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NickTheButcher wrote: geordie09 wrote:I have a Dread with Twin Heavy Flamer and C/C Weapon Heavy Flamer... its excellent against tightly packed troops but with the new Hull Point rules you need to make the first turn of shooting count. On another plus side, when he drops in and sprays promethiumn everywhere it grabs you oppos attention and will save you Sternguard and Tac Squads from some fire as they try to take Dread early (in theory anyway).
Is that the siege dreadnought from FoW? I was looking at that earlier and it seemed pretty awesome. I didn't see any rules on whether or not I could take it in a drop pod though :/
Nah, you can equip a regular dreadnought that way from the codex and dedicate the drop pod.
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![[Post New]](/s/i/i.gif) 2012/09/17 03:24:03
Subject: Re:1800 Point Imperial Fists
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Boosting Ultramarine Biker
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-I think you should stick with the Multi-melta dreadnought, you have plenty of anti-infantry in the sternguard.
-Speaking of the sternguard what good is Lysander going to do in there? Defend them from being assaulted is all I can really think of.
-Drop tellion; he is an Ultramarine.
-On your tactical squads: drop the power weapons, take combi-weapons for your sergeants(you don't really want these squads in CQC do you?), plasma guns for your special weapon and take Lascannons. Keep the melta bombs. I've found that squads with krak grenades lead by a sergeant with melta-bombs is devastating to vehicles.
My $0.02
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This message was edited 1 time. Last update was at 2012/09/17 03:26:08
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![[Post New]](/s/i/i.gif) 2012/09/17 12:24:38
Subject: Re:1800 Point Imperial Fists
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The Marine Standing Behind Marneus Calgar
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6^ wrote:-I think you should stick with the Multi-melta dreadnought, you have plenty of anti-infantry in the sternguard.
-Speaking of the sternguard what good is Lysander going to do in there? Defend them from being assaulted is all I can really think of.
-Drop tellion; he is an Ultramarine.
-On your tactical squads: drop the power weapons, take combi-weapons for your sergeants(you don't really want these squads in CQC do you?), plasma guns for your special weapon and take Lascannons. Keep the melta bombs. I've found that squads with krak grenades lead by a sergeant with melta-bombs is devastating to vehicles.
My $0.02
Bolter drill on sternguard is a good thing. And seeing that they tend to live in other people's charge range, they tend to be in CC more then they like.
The codex actually encourages us to re-name characters and field them with other chapters, and Talion is worth the points to steal.
I'm not sure about taking the power weapons off the tacs. You are going to be stubborn, and not able to combat tactics out of bad fights. But I generally feel that the points are better spent elsewhere. I would keep one squad for anti vehicle, and gear the other for anti infantry work. One of the perks of a drop pod list is to make sure you drop the right squad at the right place.
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![[Post New]](/s/i/i.gif) 2012/09/17 14:39:10
Subject: 1800 Point Imperial Fists
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Secretive Dark Angels Veteran
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Personally I dont like dreads. They are far too easy to kill this edition as armor 12 is bad and hull points destroy them like crazy.
I feel devs are only ok as missile lauchers IMHO are much less effective vs. tanks as they are ap 3. If maybe you did 2 missile and 2 lascannon they would be ok (but expensive).
Thunderhammer terminators are great. Who cares if they shoot them. You can expect them most games in turn 2 with all the other pods coming down. Thet makes them better as your opponent will have to shoot like 5 different targets at the same time in the game. If they were you ronly reserve unit maybe there not great. But let them get shot! Eat up firepower! It saves your tacticals from getting annihilated!
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2012/09/17 19:44:32
Subject: 1800 Point Imperial Fists
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Boosting Space Marine Biker
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One thing you could do with the dread is put him in the 50pt Dread assault pod from Forgeworld. I'm not sure the name of it or what book it came out of, but for an additional 15pts you give your Dread the chance to assault the turn he arrives. If you opponent will allow the proxy, I'd try using that. The dread then becomes a double threat for shoot/assault. If he assaults a tank after decimating some infantry He'll have earned his points back and draw fire from the sterns.
Hope that Helps
Automatically Appended Next Post:
Found it, Lucius Pattern Drop Pod, Its in FW IA2 update
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This message was edited 2 times. Last update was at 2012/09/17 19:47:33
10-15K (way too many to point up)
4K |
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![[Post New]](/s/i/i.gif) 2012/09/17 19:54:31
Subject: 1800 Point Imperial Fists
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Land Raider Pilot on Cruise Control
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Icelord wrote:Personally I dont like dreads. They are far too easy to kill this edition as armor 12 is bad and hull points destroy them like crazy.
I feel devs are only ok as missile lauchers IMHO are much less effective vs. tanks as they are ap 3. If maybe you did 2 missile and 2 lascannon they would be ok (but expensive).
Thunderhammer terminators are great. Who cares if they shoot them. You can expect them most games in turn 2 with all the other pods coming down. Thet makes them better as your opponent will have to shoot like 5 different targets at the same time in the game. If they were you ronly reserve unit maybe there not great. But let them get shot! Eat up firepower! It saves your tacticals from getting annihilated!
Agree on the squishyness of the dread, and to be honest I don't use them much either -- BUT, in this case, he's a suicide dread that I'll use top pop a land raider or something else of value, maybe even tarpit a unit if possible. It's only 105 points (140 if you want to include the pod), but I think it can return on it's point cost and gives me an odd number of pods for the pod assault in my first turn. At least, these are the ideas behind it.
I agree on the Devs as well, I only mentioned them because I have them. I initially bought them to use in my tac squads for the heavy weapons.
The TH/ SS termies -- I have used them successfully many times in friendly games. They soak up a ton of fire and can destroy anything they hit, my only issue is that I've honestly never played a tournament with MEQ's, just Orks, so I don't know how they will do taking a turn of shooting before I can put the hurt on my opponent in a competitive scene (assuming that there will be lots of AP2 and higher fire coming from most lists). 3++ is good, but I'm going to roll bad eventually. Also, in order to fit them, I need to toss the dread and some sternguard in order to get the points.
I suppose time will tell and I will simply have to try it before I know for sure how well I will be able to field them.
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/17 20:03:28
Subject: 1800 Point Imperial Fists
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Secretive Dark Angels Veteran
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If your worried about ap2 don't play marines! Ap2 is always scary and that's why the terminators are good! One of your few units to hold up to big fire.
As far as a dread being a throw sacrifice unit that is my problem. A dread and a pod is basically 2 free kill points/first blood for your opponent. You miss your 2 out of 3 chance to hit a tank and even with pen only 50 percent chance to kill it then you put yourself far behind.
For 140 a vindicator does way more. S10 ap2 large template against tanks and infantry. No roll to hit. Better armor. And 15 points cheaper. Also the template can kill more than 1 tank at the same time!
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2012/09/17 22:08:57
Subject: 1800 Point Imperial Fists
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Newbie Black Templar Neophyte
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Dude, my Dreadnought Uncle Don rocks it out and he only has basic MM and SB. Dreads are totally worth it if you give em just a bit of backup, like any armor. The termies are also a great addition as the new ap rules mean that the enemy HAS to run PFists or PAxes to ap, they can no longer punk you with some cheapass Psword. That also saves you from jerks like Dark Faildar, Regular Faildar, and several other MEQs.
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Laziness is no excuse.
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![[Post New]](/s/i/i.gif) 2012/09/18 07:44:59
Subject: 1800 Point Imperial Fists
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Utilizing Careful Highlighting
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As you cant gate out lysander dont plan on gating out other sterns, but rather gear up to stay in their face. Ie force dome or avenger as second power.
Deathwind launchers?
Locator beacon on an early pod is nice.
Combis on lots of sternguard is a must. Drop a few scouts if needed.
Flyer defence?
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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