Cry_of_the_Wind wrote:Looks like fun to play.
You appear to be paying drop pod tax to get the four in the first turn, it would be worth trying to put something in it. Your army would also suit scouts for a bit of cheap instant infiltrating support.
I think the
ADL anchors the force and after the first turn of the game the anchor may be in the wrong place. Then you only have 3 full pods to correct any deployment mistakes. If you have a flyer I would bring it along rather than the
ADL. You usually have a bit of terrain to hid a unit or two within your deployment zone so use that to hide the devastators.
If you face an infiltrating army or an opponent that has fought drop pods (leaves his or her AP2 and AP3 pie template generating things in reserve until you deploy) I think you will have a fight on your hands (a fun one). If you are facing terminators in landraiders you will probably melta straight through them.
Have fun.
Thanks for the Response Cry_of_the_Wind, some great points to consider
I normally play with at least one squad of scouts, and have a Land Speeder Storm available, but sacrificed them in favor of the divination buff from the inquisitors.
I like to run one of the following load outs on my scout squads when I use them
5 Man Scout Squad
4x shotguns, Vet Sgt with Melta mombs and Combi-flamer
Land Speeder Storm with
HF
5 Man Scout Squad
Cloaks, 3x Bolters,
HB, Sgt with Combi-flamer
w/ or w/ out Land Speeder Storm with
HF (depending on their intended use)
5 Man Scout Squad
Cloaks, 3x sniper,
ML, Sgt w/ sniper
I've heard that sniper rifles have been hit with the nerf bat in 7th, though I have plenty of the models on hand if you guys think it might be worth parking them in some ruins
As for the
ADL, I'd heard it took some knocks in 7th, but I do have a few Stormtallons I could swap in, Perhaps one with Lascannons to accompany a pod in the second wave?
As for opponent infiltrating on, yeah, thats one of the problems with the pod lists, but its still fun and I don't mind a loss if the game is a good fight
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xTHExCLINCHERx wrote:I would run this list with the Sentinels of Terra rules if playing in tournaments for the added benefit of 'close range bolter drill' for your
Tac squads. (believe it or not it's legal for Pedro's Crimson Fists army to be counted as Imperial Fists, and then as Sentinels of Terra).
First off thanks for the response Clincher, great points all around. I'm not familiar with the Sentinels of Terra rules, but will look around the net to see if I can find a pdf and check them out.
xTHExCLINCHERx wrote:
As for the list itself, I like the inquisition allies, but would take Coteaz if taking devastators for his many force multipliers, and he's not much more than Inquisitor "Joe".
I agree, I was eyeballing Coteaz, but wanted to see how a regular vanilla Inquisitor stood up, I'll reconsider and see what I can do to find a few more points for him. Would be nice to have his Stern squad getting a free shot at anything that drops close to them
xTHExCLINCHERx wrote:Also, the reason the Aegis and Quad Gun died off a bit in 7th is that now when you have Skyfire, and Interceptor, the Interceptor rule will NOT allow you to fire normal
BS at ground targets.. So that thing is stuck snap firing even when trying to intercept outflanking or normal ground targets.
Also, thanks for the heads up on the
ADL, wasn't aware of those changes, and that will definitely put the final Kibosh on it. I've got three Ravens in inventory, and would love to get my hands on the Fire Raptor, but funds are not forthcoming these days for a project like that.
xTHExCLINCHERx wrote:Personally, the tank hunter lascannons are great, but your best
AA unit will be another flier (Sotrmraven or Fire Raptor). I do like the creativity behind the Liber Heresius, it's a fun artifact to use.
I also love the tank hunter lascannons, and the idea of divination buff and split fire in the squad was too good to pass up, not sure if it will work but really want to try it out
I also have a Contemptor Mortis Dread with twin assault cannons (magnetized arms, so can swap for
CCWs), and the Lucius pod to drop him, just don't know where to find the current rules for him and can't afford another $90
FW book to get them. Any suggestions on where to find them or if he would be worth taking these days?
xTHExCLINCHERx wrote:
If you are sticking with the Quad Gun and
Dev squad, have you thought about flakk missiles? I know they're expensive but woth IF
CTs, Tank Hunter on them isn't bad.. Plus then you have a unit that can split fire for handling multiple fliers at once? Also, keep the Sgt safe and use him to boost the
BS of another guy since he won't be getting precision shots with the Quad Gun anymore now that characters don't have it in 7th.
Good points, I'll nix the
ADL, so bye bye quad, but have no experience with the flakk missles. They just seem soo expensive, but with the tank hunter buff and ability to split fire they very well be worth it. I'll see if I can get more than one game in and try both options as I have the models available, I'll tell you how it goes.
xTHExCLINCHERx wrote:
On another note, I think you should make one Sternguard Squad 10 man with about 6-8 combi meltas, and reserve the ability to combat squad them into 2 groups so that you can flank an Imperial Knight and down it in one turn.. Units like that are going to be tough to deal with.. Plus, overkill isn't a bad thing. That would mean dropping the Inquisitor from that pod though, which is ok
IMO.
Yeah, this is how I always use to run my sterns in 5th, but with the jump in the cost of their combis I've was worried about the expense. My thoughts were to use the Inquisitor for his Div buff to allow for relatively risk free use of rapid fire Vengeance rounds, but your right to point out its a bit off an expensive buff and losses me a stern. I will have to reconsider this as dropping the Inquisitor should pay for the combis.
xTHExCLINCHERx wrote:
I like Pedro's squad with the heavy flamers doing cleanup, and the
Tac squads look good. I would drop the vet Sgt upgrades because I think you could use the points elsewhere. If anything, give the vet upgrade to the Devastators so they don't run and have to snap fire next turn, that really hurts them (unless you're sticking with an Inquisitor being with them).
The Vet Sgts on the Tactical squads was just to up leadership so they don't run or get pinned in the face of the enemy, though I admit it was done simply as I'm used to
Ld 9 under the old rules. I'll try them without the Vet Sgts and save the 30 points. I do think I'll retain one Inquisitor with the
Devs, just dying to try it out for fun
Overall, some very good points, I appreciate your thoughts
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Again, thanks for the feedback Xenomancers
The reason I didn't have the
HF on the second second Sternguard group was to allow them access to thier special ammo, specifically so they could benefit from the Inquisitors Prescience. However, I may be dropping the inquisitor from the squad due to the advice given in earlier comments. I agree with combi-weps on sterns, but due to the cost increases in 7th I was thinking of running them bare and relying on their special ammo
Xenomancers wrote: Why the heck would you not want to do as much
dmg as possible when you drop? If you want to take vetren upgrades on your tacs - give them a weapon that actually provides something for more than 1 turn - Power sword or I personally prefer power fists.
I tend not to like to give
CC weapons to shooting units, as it is very rarely worth it, especially on a one wound Sgt. Even if he does get to use it in
CC, any dedicated
CC unit will most likely kill him before he swings, tie him up in a challenge, or knock him down before he swings. If its not a dedicated
CC unit, he probably wont need the power wep.
As for the damage on the drop, I like the melta as it gives them puch vs armor, and back them up with the
MM as any heavy will be snap firing on the drop. besides having the sterns, I've found mass bolter fire to be adequate for anti-infantry duties
If the
MM survives until the next round the short range is not an issue as the squad will be close enough to the enemy to be a threat. .
Xenomancers wrote: A few Dreds in pods and
MM would probably do you good too to give you some
CC power.
I did consider an Iron Clad Dread, but used to find he usually died in the first round without doing much, though I've heard the new damage tables in 7th are more forgiving, any suggestions on a load out for him?
Xenomancers wrote: Also give your sergeant in pedros stern some form of close combat weapon.
As I want to keep the sterns shooting for as long as possible, I tend to keep the Sgt focused on ranged firepower. My idea here was to keep the sgt cheep and disposable, so that he could absorb any chalenges that come for the squad, giving Pedro free reign to wreck the opposing squad with his power fist. In my experience the Sgt almost always goes down before doing much, so I thought I'd save the points and go with overwatch weapons (
HF) instead.
Thanks to everyone who commented, I'll think everything over and see if I can get an updated Army list up in the first post.
All comments welcome, thanks in advance for your help