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![[Post New]](/s/i/i.gif) 2016/08/01 16:18:05
Subject: [1250] - Imperial Fists - First army
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Fresh-Faced New User
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I am making an 1850 list using these units, and am trying to paint/assemble these first so that I can perhaps play a game tomorrow.
What do you all think?
HQ - 170
Librarian - Auspex, Force Sword, The Shield Eternal
Elites - 435
Centurion Assault Squad - Veteran Sarge, 3x Hurricane Bolter, LR Redeemer w/ Extra Armor, Multi-melta (Lib goes here)
Troops - 445
Tac Squad - 235
9x Marines - Grav Cannon/Amp, Grav-gun, Combi-grav Sarge, Drop Pod
Tac Squad - 210
(Combat Squadding)
9x Marines - Flamer, Lascannon, Combi-flamer Sarge, Rhino
Hvy Support - 199
Devastator Squad - 5x Marines (Vanilla Sarge), 4x Lascannon, Rhino
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![[Post New]](/s/i/i.gif) 2016/08/02 13:22:27
Subject: [1250] - Imperial Fists - First army
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The Marine Standing Behind Marneus Calgar
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Welcome to Dakka and the Space Marines.
I’m not sure if the Librarian is the best HQ for the job here. Captains/CMs are going to be better for tanking wounds (they have more) and a chaplain might be better to boost the Cents. Not sure if it’s worth investing in the very pricy shield for the 2W lib.
40k right now is in a very shooty place. While I think there can be a place for assault cents, dev cents are widely regarded as the better choice. You could still run them in the LR. Roll up, jump out, vaporize someone. Of course, you could do that with a drop pod for a lot less...
Grav squad look good. Just be careful how aggressively you drop, as they have no support. You might want to look into transitioning to a hybrid drop list, with a bunch of tanks and 3 pods. So the one pod doesn’t need to do the solo death drop.
I’m not a huge fan of mis-matched squads that need to combat squad. If you want to take a half squad, that’s fine. But if you do that, you might be better off just not taking the other half, and use those points more effectively. For example, drop the 5+LC, and use those points to upgrade two of your rhinos to razorbacks. You loose a few scoring bodies, but gain a lot more meaningful firepower. Alternatively, I’d swap the LC for a HB and just keep them together. Bolter drill needs mass to work, full 10 man squads can dakka things down.
4xLC is my dev squad of choice. They don’t need the rhino except for thematic reasons. A razor would keep the theme, and add some extra firepower.
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![[Post New]](/s/i/i.gif) 2016/08/02 14:35:06
Subject: Re:[1250] - Imperial Fists - First army
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Fresh-Faced New User
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Thanks for replying!
I was beginning to think I posted something wrong or uninteresting.
The reason I am using the units I am is because these are all units that I have in my larger army.
I attached a battlescribe image for what that is supposed to look like. I am aware that the game is shooty, and that works for my bolter-proficient IF choice.
Another thing I had to take into account are the actual models I have, especially the vehicles. I have only 1 drop pod (it's really a dreadnought pod), 2 vindis, 2 rhinos, 1 LR.
I could use Lysander instead of the Lib, just was afraid to paint him first as I am not so great at flesh yet.
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![[Post New]](/s/i/i.gif) 2016/08/02 18:37:15
Subject: [1250] - Imperial Fists - First army
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Judgemental Grey Knight Justicar
Northern Texas, USA
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First of all, welcome to the hobby! Imperial Fists have some great tools at their disposal, which you are capitalizing on already. I would consider a few things though:
1) Get some extra bodies in that dev squad for ablative woulds. Even just two more is worth it I think. Losing one marine that is a 35 point loss, that also decreases your firing effectiveness will hurt. Also, the more bodies you have, the less likely you are to have to take a morale test that may send them walking.. and snapfiring. Other than that, the lascannons are nice, thanks to Tank Hunters. FWIW, I really like Devastator Centurions when playing IF, and equipped with lascannons and missile launchers and the omniscope. They are tougher, can move/fallback and still fire, and have good firepower with Tank Hunters. I'd also drop the Rhino for these guys (there's your two ablative wound marines).
2) The LRR is nice, and I like it for the Assault Centurions... perhaps just drop the MM on it to save some points, seeing as you will probably want to go flat out anyway to get up the field. I would also make sure the Assault Centurions have melta guns, just so you can fire into something big before charging.
3) Tac Squads: Since you only have one drop pod, I'd actually leave it at home. I'd take both tactical squads (5-man) in rhinos and fire from the ports. I personally like plasma + combi-plasma on the tac squads just b/c it pairs well with the rapid fire range and functionality of the bolters (and can help guarantee an unsaved wound or two -- hopefully forcing some morale tests). That will keep your troops cheap, effective, and let you spend the remainder of points on heavy-hitters. I'd even take 3 units like this if you can... I find 3 units of tac marines can be just enough to do the job at this point level... they're pretty resilient thanks to ATSKNF.
4) Oh, the HQ choice... really tough at this level. 1250 is a hard point limit to go "big" on the HQ... since you have lots of cc potential with the cents in LRR, I'd just take a bare-bones librarian and roll on Divination; maybe pay for level 2. I would not take the Shield Eternal because his 2 wounds do not provide enough life to justify the purpose.. you'll probably lose 1 to a perils over the course of the game, and he's not real great in combat so you won't want to "tank" with him. You could also roll on biomancy or technomancy to try to increase Toughness and/or resiliency of the Cents and LRR.
Hope that helps!
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![[Post New]](/s/i/i.gif) 2016/08/02 19:22:44
Subject: [1250] - Imperial Fists - First army
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Fresh-Faced New User
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Awesome, thanks for the thought out reply.
I am a big fan of the VIIth legion in the HH setting, so I am looking forward to using them in 40k too!. Automatically Appended Next Post: I moved some stuff around.
HQ - 90 pts - Librarian - Mastery 2, Force Sword
Elites - 445 pts
Centurion Assault Squad - TL meltagun x3, Hurricane Bolter x3, Veteran Sergeant, LRR w/ extra armour, storm bolter
Troops - 260 pts
2x Tac Squad - Plasma Cannon, Rhino, 4x Marines, Combi-Plasma
Heavy Support - 455 pts
Contemptor Dreadnought - AssCannon, Lucius Drop Pod
Devastator Squad - 4x Lascannon, 9x marines
Combined Arms Detachment, Imperial Fists
1250/1250
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This message was edited 1 time. Last update was at 2016/08/02 19:45:24
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![[Post New]](/s/i/i.gif) 2016/08/03 16:15:29
Subject: [1250] - Imperial Fists - First army
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Yeah, looks pretty solid except for the plasma cannons in the rhinos... you won't be able to move and shoot them at all so I'd drop those. If you already have them modeled, then I'd drop a few ablative wounds from the devs (maybe 3?) and the storm bolter from the LRR to upgrade them to grav cannons... but really those are pretty expensive for moving in a rhino (better if your squad is relentless or something)... your best bet IMO is just a regular plasma gun.
The Contemptor is cool, but I'd give him dual Kheres Assault Cannons and make him a Contemptor Mortis pattern (FW) - personally I like the interceptor + skyfire he provides as another option if he holds still.
Lookin' good though!
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![[Post New]](/s/i/i.gif) 2016/08/04 20:37:49
Subject: [1250] - Imperial Fists - First army
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Fresh-Faced New User
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Yeah I will change them to plasma guns.
I am trying to not use FW models so I don't have to deal with that nonsense.
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