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![[Post New]](/s/i/i.gif) 2013/10/26 18:48:40
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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A while back I did an Imperial Fists army and I'd like some feedback on what I should switch out to make it fit better for the new 6th edition codex.
Fortification
Aegis Defense Line
Quad Gun
HQ
Lysander
Chaplain
Terminator Armor
Troops
10 Tactical Marines
Missile Launcher
Flamer
Rhino
Hunter Killer Missile
10 Tactical Marines
Missile Launcher
Plasma Gun
Rhino
Hunter Killer Missile
10 Tactical Marines
Missile Launcher
Plasma Gun
Rhino
Hunter Killer Missile
10 Tactical Marines
Multi Melta
Meltagun
Rhino
Hunter Killer Missile
10 Tactical Marines
Multi Melta
Meltagun
Rhino
Hunter Killer Missile
Elites
5 Terminators
TH/SS
Land Raider Crusader
Multi Melta
Fast Attack
Land Speeder
Heavy Flamer
Multi Melta
Land Speeder
Heavy Flamer
Multi Melta
Heavy Support
5 man Devastator Squad
4 Missile Launchers
5 man Devastator Squad
4 Missile Launchers
5 man Devastator Squad
4 Missile Launchers
The idea was Lysander and Chaplain join the termies in the crusader and go beat on things with light back up from the speeders. Devastators take out light armor. 1 unit of Devastators on the quad gun. Melta tacticals move up and target vehicles as needed.
I'll probably drop all the Hunter Killers and Multi Melts from the Crusader to add combi weapons on the tactical sergeants. I was thinking of dropping the Speeders for a Storm Talon. Dropping 1 Missile from each Devastator squad and adding a Lascannon. What does dakka think?
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![[Post New]](/s/i/i.gif) 2013/10/27 21:04:28
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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Anybody have thoughts?
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![[Post New]](/s/i/i.gif) 2013/10/27 22:13:50
Subject: Re:2500pt Imperial Fists needs updated for new codex
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Perfect Shot Ultramarine Predator Pilot
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Yes, upgrade all MLs on the Devs with Lascannons.
The +1 str and +1 on the damage table is huge for the +5 pts per weapon.
This edition Land Speeders are perhaps better in unique roles (double melta instead of melta and flamer)
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![[Post New]](/s/i/i.gif) 2013/10/28 19:04:22
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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Is it really worth the shift on versatility to shift all of them to Lascannons? Granted the small pie plate isn't really huge against mass infantry, but it's still a nice option.
I'm not really attached to the Speeders honestly, I've haven't had a lot of experience with them but they do die pretty quickly.
If I dropped the Speeders, the HK missiles, and the multi melta from the LR, that gives me 180pts. That could change all the missile launchers to lascannons, buy combi weapons for all my tactical sergeants. That gives me 55pts left to spend. Maybe upgrade all the tactical sergeants to veterans?
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![[Post New]](/s/i/i.gif) 2013/10/30 19:00:21
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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Any other thoughts?
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![[Post New]](/s/i/i.gif) 2013/10/30 20:34:11
Subject: 2500pt Imperial Fists needs updated for new codex
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Bounding Assault Marine
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Although IF devs are good you might find it worth it to drop one and bring a hunter or stalker to protect against flighty things, being as you're surely gonna see a few at 2.5k...
5 Tactical squads seems a lot as well, 8 potential scoring with combat squads seems enough, use the points from the fifth squad to bring more shiny gubbins. You can still go double force org and bring a thunderfire cannon as well at 4 heavy slots.
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![[Post New]](/s/i/i.gif) 2013/10/30 20:43:05
Subject: 2500pt Imperial Fists needs updated for new codex
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Legendary Master of the Chapter
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Personal preference.
remove HKM off your stuff and save the points
You can give your chaplain relics (aka give him the awesome sauce burning blade already thanks.
Are there Flakk on those ML Dev?
you could change some to Las cannons so you have an option to kill higher AV and some MC at range.
You could focus each of those land speeders so one has double flamer the other has double MM.(no book on hand cant remember if you can do it)
with extra points you can get 1 extra dev marine so you can actually shoot all your heavy weapons AND the signum on the ADL.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/10/30 22:29:55
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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Thanks for the replies. I'm light on AA because a lot of players in my area just don't play them because of the dollar amount attached to them. Most people have at least 1 some have 2.
I've never really been a fan of combat squadding. I've seen how fast a 5 man unit gets brushed off the table so I usually tend to avoid it.
I'll rework the list and post an updated one.
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![[Post New]](/s/i/i.gif) 2013/10/31 02:02:40
Subject: 2500pt Imperial Fists needs updated for new codex
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Implacable Black Templar Initiate
New Zealand
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Keep one of your Dev squads as Missiles, give them Flakk, and use them as backup to the Quad Gun.. redundancy. Can still use Krak on vehicles, and with Tank hunters they are still supremely useful. And to be honest, I honestly think even just one squad of Lascannon Dev's is enough, but that's because I like Missiles.. a lot. Make sure your Tac squads with heavy weapons are deployed as combat squads to take advantage of the other chapter tactics. Don't forgoe combat squads, you don't have to split them all, but you potentially cause some difficult target priority choices in your opponent. it's about flexibility.. and you don't have to choose to do so until deployment so you can already see what your opponent is fielding. Also, don't upgrade your Dev Sgt's at all, you don't want them shooting at all, you want them giving BS5 to one of your heavy weapons. I like your collection, not too dissimilar to mine.
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This message was edited 1 time. Last update was at 2013/10/31 02:05:21
"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.
/ 3500 pts
1000 pts
2500 pts
1500 pts |
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![[Post New]](/s/i/i.gif) 2013/10/31 09:59:53
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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How about this
Aegis Defense Line 100pts
Quad Gun
Lysander 230pts
Chaplain 120pts
Terminator Armor
10 Tactical Marines 250pts
Melta Gun
Lascannon
Combi Melta
Power Fist
Vet Sgt
Rhino
10 Tactical Marines 240pts
Melta Gun
Lascannon
Combi Melta
Power Fist
Rhino
10 Tactical Marines 210pts
Flamer
Lascannon
Combi Flamer
Rhino
10 Tactical Marines 220pts
Plasma Gun
Lascannon
Combi Plasma
Rhino
10 Tactical Marines 220pts
Plasma Gun
Lascannon
Combi Plasma
Rhino
5 Assault Terminators 225pts
TH/SS
Land Raider Crusader 250pts
6 Devastators 184pts
4 Missiles
4 Flakk
5 Devastators 150pts
4 Lascannon
Thunderfire Cannon 100pts
2499pts
The Devastator Squad with 6 guys will man the Quad Gun. Pretty much the same strategy as before.
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This message was edited 1 time. Last update was at 2013/10/31 10:00:17
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![[Post New]](/s/i/i.gif) 2013/10/31 15:31:09
Subject: 2500pt Imperial Fists needs updated for new codex
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Legendary Master of the Chapter
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For the price of those power fists and perhaps cut a single las cannon out, you can have the burning blade on the chaplain which significantly increase his killing power for that hammernator squad as you can thin out the enemy at Initiative as well with the extra points you can give 3 more of your tactical melta bombs which are always useful.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/10/31 18:01:33
Subject: 2500pt Imperial Fists needs updated for new codex
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Been Around the Block
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This is just a personal preference, but any points saved from trimming Power Fists or Veteran status from your Sergeants I would reinvest into a few more Terminators. With your two HQ choices, they are your only real CC unit, you might as well make them a big beefy one.
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![[Post New]](/s/i/i.gif) 2013/10/31 18:21:23
Subject: Re:2500pt Imperial Fists needs updated for new codex
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Bounding Assault Marine
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Make sure your Tac squads with heavy weapons are deployed as combat squads to take advantage of the other chapter tactics. Don't forgoe combat squads, you don't have to split them all, but you potentially cause some difficult target priority choices in your opponent. it's about flexibility.. and you don't have to choose to do so until deployment so you can already see what your opponent is fielding.
This, really. Combat squads get dismissed because they are "easy to kill" like they're any easier to kill than 5 men out of a full squad who will then probably get charged and die afterwards anyway whereas if split into two units they would have survived.
Think I'd probably agree on the powerfists-for-terminators trade, although you'd only try to get an extra one (6 plus 2 hq's fills the land raider)
Then use the spare pts to add a melta to the LRC, job done, (presumably).
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![[Post New]](/s/i/i.gif) 2013/10/31 18:26:22
Subject: 2500pt Imperial Fists needs updated for new codex
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Legendary Master of the Chapter
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Robbiedbee wrote:This is just a personal preference, but any points saved from trimming Power Fists or Veteran status from your Sergeants I would reinvest into a few more Terminators. With your two HQ choices, they are your only real CC unit, you might as well make them a big beefy one. Edit: woops enough space for one more Edit: enough to add 2 techmarines for those 2 hq slots would would be funny.
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This message was edited 2 times. Last update was at 2013/10/31 18:28:02
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/10/31 18:28:11
Subject: 2500pt Imperial Fists needs updated for new codex
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Regular Dakkanaut
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Your tactical squads I don't think need any Power Fists. I think the best way to run the devs is 1 squad with flakk, 1 squad with las, and 1 sqd with normal missile but that's just me. I also don't think you should ditch the MM on the LRC, it's too cheap for a melta that can shoot after moving 12", and has melta at 12". You can be in melta rng turn 1.
The list looks good though, lots of scoring units moving up field and lots of units hanging back as well. Deathstars hate small squads
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13000
12000
:daemon 14000
:darkeldar 5000 |
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![[Post New]](/s/i/i.gif) 2013/10/31 22:21:01
Subject: 2500pt Imperial Fists needs updated for new codex
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Mutated Chosen Chaos Marine
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Ok so
- 2 Power Fists
- Vet Sgt
+ 1 TH/SS Terminator
+ 1 Multi Melta on the Crusader
+ 1 Melta Bomb on a Sgt
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