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![[Post New]](/s/i/i.gif) 2015/02/06 09:15:43
Subject: [1750] - Imperial Fists - Balanced TAC List
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Warwick Kinrade
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OK, so I am looking for a balanced TAC list using Imperial Fist Tactics which gives me a mix of Deep Strike threat / Go Forward / Fire Support that is able to deal with AV13, TEQ, MEQ and hordes. Any C&C most welcome!
Libby, Lv1, Combi-Flamer (either ride with Assault units or babysit DEVs, depending on mission) 75pts
Libby, Lv1, Combi-Flamer (either ride with Assault units or babysit DEVs, depending on mission) 75pts
Scouts, CCW, MB, LSS ( HF) 105pts
Scouts, CCW, MB, LSS ( HF) 105pts
TAC squad x10, PG, Combi-Plasma, Rhino 200pts
TAC squad x10, PG, Combi-Plasma, Rhino 200pts
LotD, MM, MG, Combi-Melta 155pts
LotD, MM, MG, Combi-Plasma 165pts
ASS squad, x5, 2x Flamer, MB DP 100pts
ASS squad, x5, 2x Flamer, DP 95pts
Storm Talon, Skyhammer 125pts
DEV squad x5, 3xLC 130pts
DEV squad x5, 3xLC 130pts
ADL with Quadgun 100pts
TOTAL 1750pts
I realize that an even number of DPs is not the most efficient way to use them, but I don't want to be too DP heavy (not playing Sallies here!). I also see that my Achilles heel is reserve rolls, and if they don't go my way I might be on a sticky wicket T2 - in this regard I will be gambling on getting the 'Strategic Genius' warlord trait.
And yes I appreciate the irony of balancing my strategy on a gamble at a trait called 'strategic genius'....
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![[Post New]](/s/i/i.gif) 2015/02/06 14:19:57
Subject: [1750] - Imperial Fists - Balanced TAC List
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Secretive Dark Angels Veteran
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Ok so the points on your legion with combi plas is wrong.
I play fists/sentinels of terra normally so I have some experience.
I would consider a few changes.
First off this should be sentinels not codex fists. Much more efficient with basically twinlinked from the pods.
The assault squads are just not needed. You have no infantry issues with fists so I would drop them.
I think you should drop the devs, and ADL and take a unit of las/missile centurions (with tank hunter) and another storm talon.
2 storm talons is decent anti air. The centurions don't need to be behind the a line and are not threatened by a hell drake etc. I find with their rerolls and tank hunter they are far more reliable than the devs.
Drop the rhinos for pods and change the 2 scouts into a another pod unit. I also like to take thunderfire cannons with a pod to help up the pod number.
I don't think you need both librarians either. You don't get divination so why sit them with the devs? You should take 1 and give him the artifact from sentinels (name excapes me) which gives him +1 warp charge and rerolls failed pychic tests. Consider heavy bolters on the tacticals. I know they are bad most of the time but when you drop in with them they get 3 shots and with sentinels they are twin linked in 18 inches so you often get 1 or more hits. Later in the game, even on the move they are pretty decent with sentinels. With regular fists they are bad.
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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) 2015/02/06 15:09:40
Subject: [1750] - Imperial Fists - Balanced TAC List
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Icelord wrote:Ok so the points on your legion with combi plas is wrong.
I play fists/sentinels of terra normally so I have some experience.
I would consider a few changes.
First off this should be sentinels not codex fists. Much more efficient with basically twinlinked from the pods.
The assault squads are just not needed. You have no infantry issues with fists so I would drop them.
I think you should drop the devs, and ADL and take a unit of las/missile centurions (with tank hunter) and another storm talon.
2 storm talons is decent anti air. The centurions don't need to be behind the a line and are not threatened by a hell drake etc. I find with their rerolls and tank hunter they are far more reliable than the devs.
Drop the rhinos for pods and change the 2 scouts into a another pod unit. I also like to take thunderfire cannons with a pod to help up the pod number.
I don't think you need both librarians either. You don't get divination so why sit them with the devs? You should take 1 and give him the artifact from sentinels (name excapes me) which gives him +1 warp charge and rerolls failed pychic tests. Consider heavy bolters on the tacticals. I know they are bad most of the time but when you drop in with them they get 3 shots and with sentinels they are twin linked in 18 inches so you often get 1 or more hits. Later in the game, even on the move they are pretty decent with sentinels. With regular fists they are bad.
Yup... this
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![[Post New]](/s/i/i.gif) 2015/02/10 14:53:04
Subject: [1750] - Imperial Fists - Balanced TAC List
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Fresh-Faced New User
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I like the devs. . . maybe take one unit of ten and combat squad and have two separate lazcannon nests? i do that with two full man devs squads and it works out great. I agree though, that the dev cents are great as well. . . just really expensive, so i usually kit them with grav. I dont like having a mixed army though, half pods and half back field is weird, either all pods or all shooty with some small assault/ forward moving force. . . .just some different ideas
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![[Post New]](/s/i/i.gif) 2015/02/10 15:26:00
Subject: [1750] - Imperial Fists - Balanced TAC List
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Fresh-Faced New User
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imperial bunker instead of ADL. AV 14 is much more survivable than cover saves for devastators.
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![[Post New]](/s/i/i.gif) 2015/02/11 02:25:42
Subject: Re:[1750] - Imperial Fists - Balanced TAC List
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Warwick Kinrade
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OK, thanks for the advice - new list below: Libby, Lv1, Bones of Osrak, Combi-Flamer 100pts Scouts, MB, LSS (HF) 105pts Scouts, MB, LSS (HF) 105pts TAC squad x10, PG, HB, DP 200pts TAC squad x10, PG, HB, DP 200pts TAC squad x10, PG, HB, DP 200pts LotD, MM, MG, Combi-Melta 155pts LotD, PC, PG, Combi-Plasma 165pts Storm Talon, Skyhammer 125pts DEV squad x6, 3xLC 144pts DEV squad x6, 3xLC 144pts Imperial Bunker with Quadgun 105pts TOTAL 1748pts SoT is a good idea, hadn't really thought of that before. LotD squad in question had wrong fit out - should have been an all plasma squad (amended). I like the idea of the bunker too, although it means my other DEV squad ill be relying on terrain to take advantage of the cover. As I said in the original thread, I'm not going all drop pod as I find that it gives you great initial flexibility in deployment and target prioritization, but gives you very little mobility after the drop (lots of foot slogging marines, and this list will see some maelstrom action). For this reason I'll be keeping the scouts in the LSS, but changing their fit out to better compliment the SoT CT (all bolters). I will also put the TAC squads in Pods as suggested. Assault squads were in there more because they were cheap DP option than effective - I see your point thought, and have traded them out (along with the second Libby). Bones of Osrak is the relic you were thinking of btw, thanks again for the tip, hadn't read the SoT relics before. Also with the DEVs, I just don't see the appeal of Cents with LC/ML over the two squads of normal DEVs. I would be trading 2 squads/10 wounds/6 LC shots (2 at BS5)/3+&4+cs for 1 squad/6 wounds/3 TL LC & 3 ML/2+ and paying 30 points extra for the privilege. Playing against Cents I found its not that hard to bring them down, and having all my AT focused in one unit would probably see them focused down very quickly by a decent opponent. Also Storm Talon plus Quad gun should be enough AA cover in my meta, not particular flyer heavy normally. Thanks again!
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This message was edited 1 time. Last update was at 2015/02/12 01:33:05
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![[Post New]](/s/i/i.gif) 2015/02/11 16:31:38
Subject: [1750] - Imperial Fists - Balanced TAC List
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Just to chime in, I like the dev cents just because of AP3 flamers that usually end up wiping my dev teams... but it's purely based on the type of opponents you play and what you just like. Since you are taking a fortification, you may be more protected (not sure).
Anyway, I'm not familiar with the fortification rules, but wouldn't one group need to sit on top to man the quad gun? If so, their lascannons won't be very effective... sorry I'm not much help when it comes to fortifications, but I'd love to hear what others have to say! What kind of armaments does the Imperial Bunker have?
Where does the librarian go and what powers are you trying to take advantage of?
I like the pods of tac marines and the scouts, especially because your fortification is immobile; it's a nice balance.
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![[Post New]](/s/i/i.gif) 2015/02/12 01:45:22
Subject: Re:[1750] - Imperial Fists - Balanced TAC List
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Warwick Kinrade
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DEV squad would go inside the bunker (AV14, 4HP, 8 Firing points) while the Libby would probably man the Quad gun on the roof with his BS5 and provide some anti- cc if needed (not great ant- cc, just better than the DEVs...) He would also get a 4+ cs from the battlements.
I usually like to play my Libby quite aggressively, putting him in a cheap Assault squad DP to get him into battle and rolling on Telepathy for Psychic shriek and invisibility/terrify/shrouding as a bonus. If he is sitting back on the bunker and not able to roll on divination, I'm not really sure what powers to go for on him - maybe try his hand at summoning
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