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![[Post New]](/s/i/i.gif) 2013/09/22 16:00:07
Subject: Crimson Fists 1,000 point
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Neophyte Undergoing Surgeries
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(working with in the bounds of having the space marine strike force, and sternguard box and Pedro Kantor)
HQ
Pedro Kantor 185 Warlord
Elite
Sternguard Vetsquad 1x Heavy Bolters 2x combi-grav 150
Venerable Dreadnought TwinLinked Lascannon Missile Launcher extra armour 170
Troops
Tactical Squad 10 units 1x Plasma gun 1x Missel Launcher 170 (with Rhino 35)
Tactical Squad 10 units 1x Plasma pistol 1xGav-Gun 170
Fast attack
Assault squad (power weapon and combat shield and melta bombs) 120
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Crimson Fists 2000 |
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![[Post New]](/s/i/i.gif) 2013/09/22 20:20:42
Subject: Crimson Fists 1,000 point
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Raging Ravener
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I wouldn't bother with the combat shield, also might skip the heavy bolter on the sternguard as their special ammo can't be fired with it, and tbh their strength lies in their ammo types.
maybe give the HB to the tac. squad? ^^
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2013/09/22 20:37:26
Subject: Crimson Fists 1,000 point
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Furtive Haradrim Scout
Earth
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Ye i agree. you could probably swap the heavy to the tac unit or get another combi weapon on the sterngaurd change the shield for a flamer on the assault squad too
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![[Post New]](/s/i/i.gif) 2013/09/22 20:59:26
Subject: Crimson Fists 1,000 point
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Neophyte Undergoing Surgeries
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For the Sternguard would it be better to use combi bolters or stormbolters?
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Crimson Fists 2000 |
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![[Post New]](/s/i/i.gif) 2013/09/22 22:19:59
Subject: Re:Crimson Fists 1,000 point
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Regular Dakkanaut
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Sterns are better with bolters. Their special ammo cannot be used with storm bolters.
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![[Post New]](/s/i/i.gif) 2013/09/22 22:26:28
Subject: Crimson Fists 1,000 point
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Ultramarine Chaplain with Hate to Spare
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Storm bolters are terrible on Sternguard. Why would you pay 5 points for a worse gun?
As for the list I think every config you've gone for is poor.
Missile + Lascannon dread is expensive and poor, go with Rifle dread. Or MM+HF in a pod. In general the Venerable upgrade isn't really worth it.
Heavy bolter is poor on Sternguard. The only heavy weapon that really fits them is the heavy flamer. They need mobility to maximise their special ammo. Which means that combi-plasma/melta/flamer are all very good on them. Grav weapons are only worth it on static or relentless units and with an 18" range on the gun they won't really work on a backfield unit.
Tac squads PG and ML is an OK mix, lascannons or plasma cannon are generally better fits though I know you don't get those options. I would consider a combi-grav on the Sarge. The reason being you'll generally only use the combined when the enemy is close anyway (like rapid fire range if you took plasma gun) in which case the 18" range is not so bad. Presumably this squad is your backfield campers?
The other tac squad is a total mess. It looks like it wants to move forward which means that grav gun can only fire 9". Where as the plasma pistol probably wants to assault which you can't if you fire the grav gun. I would go for plasma/melta or flamer on the squad with a matched combi and possibly a Heavy Bolter.
As others have said the combat shield is pointless. With a 5 man squad Id be tempted to just take 2 flamers and keep them as a cheap distraction unit at 95 points it is quite useful. The issue is 5 marines don't beat much in combat so don't try to make them do so. The other option is to give them the drop pod (using the back packs from the command squad) again with 2 flamers for 95 points total.
Or you could drop them entirely and kit bash the Sternguard with the command squad to get a 10man Sternguard squad as only having 5 Sternguard in a Pedro list is a waste.
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![[Post New]](/s/i/i.gif) 2013/09/22 22:27:00
Subject: Crimson Fists 1,000 point
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Esteemed Veteran Space Marine
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Combi bolters definitely. You still get to use the special issue ammo with combi bolters.
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![[Post New]](/s/i/i.gif) 2013/09/22 23:51:29
Subject: Crimson Fists 1,000 point
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Neophyte Undergoing Surgeries
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FlingitNow wrote:Storm bolters are terrible on Sternguard. Why would you pay 5 points for a worse gun?
As for the list I think every config you've gone for is poor.
Missile + Lascannon dread is expensive and poor, go with Rifle dread. Or MM+ HF in a pod. In general the Venerable upgrade isn't really worth it.
Heavy bolter is poor on Sternguard. The only heavy weapon that really fits them is the heavy flamer. They need mobility to maximise their special ammo. Which means that combi-plasma/melta/flamer are all very good on them. Grav weapons are only worth it on static or relentless units and with an 18" range on the gun they won't really work on a backfield unit.
Tac squads PG and ML is an OK mix, lascannons or plasma cannon are generally better fits though I know you don't get those options. I would consider a combi-grav on the Sarge. The reason being you'll generally only use the combined when the enemy is close anyway (like rapid fire range if you took plasma gun) in which case the 18" range is not so bad. Presumably this squad is your backfield campers?
The other tac squad is a total mess. It looks like it wants to move forward which means that grav gun can only fire 9". Where as the plasma pistol probably wants to assault which you can't if you fire the grav gun. I would go for plasma/melta or flamer on the squad with a matched combi and possibly a Heavy Bolter.
As others have said the combat shield is pointless. With a 5 man squad Id be tempted to just take 2 flamers and keep them as a cheap distraction unit at 95 points it is quite useful. The issue is 5 marines don't beat much in combat so don't try to make them do so. The other option is to give them the drop pod (using the back packs from the command squad) again with 2 flamers for 95 points total.
Or you could drop them entirely and kit bash the Sternguard with the command squad to get a 10man Sternguard squad as only having 5 Sternguard in a Pedro list is a waste.
First of all thank you everyone for all the tips so far, though my only question with how you would fix this what about my Anti vehicle without and ML?
Second try
HQ
Pedro Kantor 185 Warlord
Elite
Sternguard Vetsquad 1x combi plasma 2x combi-grav 1x combi metla 170
Dreadnought 100 (drop pod 35)
Troops
Tactical Squad 10 units 1x Plasma gun 1x Missel Launcher (sgt combi plasma) 175
Tactical Squad 10 units 1x heavy bolter 1x Plasma Gun (sgt combi metla and teleport homer) 185 (with Rhino 35)
Fast attack
Assault squad (2x flamer ) 95
That makes for 970 points, now of course this would be easier if I had a second sternguard box (just trim some of the fat and add more sternguards)
but other than that would should I do with these extra 30 points?
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This message was edited 1 time. Last update was at 2013/09/23 02:04:59
Crimson Fists 2000 |
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![[Post New]](/s/i/i.gif) 2013/09/23 03:15:10
Subject: Crimson Fists 1,000 point
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Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
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First off, I would drop the teleport homer on the sarg since all you got to use it is just the one pod which should be dropping in your opponents backfield t1, not sitting at home.
So after dropping that I would say grab a pod for the SG and swap the jump packs on the assault squad for another pod (if you have the models) since you will be able to pick and choose what needs to die fast and pick the right tools for the job
And second, if you do end up going for the pods I would swap the combi gravs for another combi plas and another combi melta since you will be moving out of that pod and can't take full advantage of that salvo weapon if you are moving
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"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
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![[Post New]](/s/i/i.gif) 2013/09/23 10:42:39
Subject: Crimson Fists 1,000 point
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Ultramarine Chaplain with Hate to Spare
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The teleport homer is pointless. As already stated the combi-gravs on the Sternguard are a bad idea I would make them combi-plasma or Meltas. In a squad you generally only want 3 combis per 5 men as they get expensive otherwise and all 3 should be the same.
Dread needs a Heavy flamer under his fist.
First tactical squad is good.
What does the 2nd one want to do? Drive forward in the Rhino and engage heavy infantry? If so that combi needs to be a plasma. Or do they want to engage tanks? In which case the Special weapon needs to be a melta and ideally a MM for the heavy weapon. Tac marines are already a diversified unit don't compound that weakness further by diversifying their equipment.
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![[Post New]](/s/i/i.gif) 2013/09/23 17:42:45
Subject: Re:Crimson Fists 1,000 point
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Neophyte Undergoing Surgeries
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3rd time is the charm, how does this look.
HQ
Pedro Kantor 185 Warlord
Elite
Sternguard Vetsquad 3x combi weapons 150
Sternguard Vetsquad 2x combi weapon 140 (Kit bash the command company if I can find some sternguard legs)
Dreadnought 100 (drop pod 35)
Troops
Tactical Squad 10 units 1x Plasma gun 1x Missel Launcher (sgt combi plasma) 175
Tactical Squad 5 units 1x Plasma gun 85
Rhino 35
Fast attack
Assault squad (2x flamer ) 95
Now I could drop the heavy bolter and give the Dreadnought a second heavy flamer but I will play around with both builds and see how they work.
or
HQ
Pedro Kantor 185 Warlord
Elite
Sternguard Vetsquad 3x combi weapons 150
Sternguard Vetsquad 3x combi weapon 150 (Kit bash the command company if I can find some sternguard legs)
Dreadnought 2x Twin Linked auto cannons 120
Troops
Tactical Squad 10 units 1x Plasma gun 1x Missel Launcher (sgt combi plasma) 175
Tactical Squad 5 units 1x heavy bolter (sgt combi weaponr) 90
Rhino 35
Fast attack
Assault squad (2x flamer ) 95 (with drop pod)
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This message was edited 3 times. Last update was at 2013/09/23 17:59:16
Crimson Fists 2000 |
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