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![[Post New]](/s/i/i.gif) 2013/08/11 19:03:03
Subject: Imperial Fists 1750
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Tzeentch Aspiring Sorcerer Riding a Disc
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Hello, Im aware that the new C:SM is just around the corner. But Im tinkering with my IF list for some upcoming games, so I would like some final 5th edition codex advice. How do you think this list will do?
HQ
Space Marine Chapter Master | 150 points
Boltgun, power weapon, hellfire rounds.
Space Marine Chaplain | 130 points
Terminator armour with storm bolter.
Troops
10 Tactical Squad | 180 points
Lascannon.
5 Scout Squad | 105 points
Sniper rifles, camo cloaks, teleport homer.
Elites
10 Terminator Squad | 480 points
2 Cyclone missile launchers, 4 chainfists.
10 Sternguard Veteran Squad | 265 points
Power weapon.
Ironclad Dreadnought | 170 points
Ironclad assault launchers, 1 hunter-killer missile.
Heavy Support
Vindicator | 140 points
Dozer blade, siege shield, storm bolter.
Vindicator | 140 points
Dozer blade, siege shield, storm bolter.
Thats 1750 points exactly. I also have another identical Tactical Squad, a Whirwind and a Thunderfire Cannon for my partly fluffy army. The plan is infiltrating with the scout squad and dropping the termies right next to the enemy with the Chaplain in it. I dont have drop pods yet, but Im seriously considering getting them for the Sternguard and Dread (they were recent additions, but Im holding off untill the new edition to get the pods). But for now the the Sternguard Squad will support my vindicators together with the dread to remove threats that pop up to my armour.
So what do you think?
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Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP) |
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![[Post New]](/s/i/i.gif) 2013/08/11 19:38:17
Subject: Re:Imperial Fists 1750
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Is 'Eavy Metal Calling?
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The first thing that leaps out at me looking at this list is the lack of troops. With only 15 scoring modelsin the entire list, it will be all to easy to take them out. Similarly, while the idea of DSing termies on the scouts is sound, you are relying on 5 t4 4+ save models surviving at least one turn, far ahead of the rest of the army. For this plan to work, you need redundancy, in the form of another scout squad, or simply to increase the size of the scout squad to the full 10 men.
I would definitely recommend bringing in the other tactical squad, as you need more scoring bodies.
The Terminator deathstar is potentially a lethal unit, but if you go up against eldar, you could run into trouble. Tau with interceptor could also throw up a lot of problems, especially with the amount of plasma Crisis Suits can throw around.
I would probably downgrade the Chapter master to a captain, or drop him altogether, as his CC force is likely to be wasted with tacticals or sternguard, and he doesn't fit with the already powerful terminator squad. The points you save from losing him could get most of the way towards the next tactical squad which would add far more to the list. I would probably drop the power sword on the sternguard as well, as you don't want those guys in CC if you can help it.
The list could do with some drop pods as well, to allow the sternguard to support the terminators or DS the ironclad into the enemy back field to smoke a tank or two.
Vindicators are always a solid choice, so stick with them, although the usefulness of the Shield is debatable.
In summary, drop the Chapter master, the PW on the sterguard and possibly the shields on the vindicators, bring in another tactical squad. If points allow, I would also try and get some special weapons for the tacticals.
hope that helps
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![[Post New]](/s/i/i.gif) 2013/08/11 22:04:20
Subject: Re:Imperial Fists 1750
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Tzeentch Aspiring Sorcerer Riding a Disc
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Thanks for the reply, its been very helpfull in improving my list. As advised I have added more bodies (and given the dread a drop pod), by removing the chapter master and the sternguard squad. I think this should be able to do better at objective games.
HQ
Space Marine Chaplain | 130 points
Terminator armour with storm bolter.
Troops
10 Tactical Squad | 190 points
Lascannon, plasma gun.
10 Tactical Squad | 190 points
Lascannon, plasma gun.
8 Scout Squad | 105 points
Sniper rifles, camo cloaks, teleport homer.
7 Scout Squad | 105 points
Sniper rifles, camo cloaks, teleport homer.
Elites
10 Terminator Squad | 480 points
2 Cyclone missile launchers, 4 chainfists.
Ironclad Dreadnought | 205 points
Ironclad assault launchers, 1 hunter-killer missile, drop pod.
Heavy Support
Vindicator | 130 points
Dozer blade, storm bolter.
Vindicator | 130 points
Dozer blade, storm bolter.
My previous plan still remains true mostly. Combat-squadding my Tacticals so that the plasma groups can advance with the vindicators to help out, with LC taking out vehicles. Scouts on sniping heavy weapons and making sure the termies and dread have a chance when arriving.
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Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP) |
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![[Post New]](/s/i/i.gif) 2013/08/11 22:29:00
Subject: Re:Imperial Fists 1750
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Is 'Eavy Metal Calling?
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Glad I could help, that second list seems much better, although I think your costs are wrong on the scouts. 7 with camo cloaks and teleport homers should be 137 points. Other than that the list looks solid, the ironclad should play very agressively, picking the biggest tank in the enemy army and pointing meltas at it. You can afford to be daring here, as with the pod the only time you will mishap is if you scatter off the board. The other thing you could consider is dropping the homers on the scouts and putting a locator beacon on the pod itself. It has the same effect, but allows the termies to get right into the heart of the enemy army and start wrecking stuff. An AV13 dread and 11 TDA models in the deployment zone on turn 2 should give anyone a headache.
The plan for the tacticals is good, although in Kill point missions don't combat squad, as you will double the number of KPs they give.
Try this list out and see how it goes, the only thing I would change is dropping the scouts for Sternguard in a pod. This will either add to your ability to really put the pressure on, especially if you put a locator on the dread pod. that way, you get a dread T1, and on turn 2 he's backed up by shoot sternguard and terminators. Your tacticals can then focus on objective grabbing while the vindicators roll forward.
Best of luck with the list.
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