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Made in us
Fresh-Faced New User




+++ Iron hands models i own (1975pts) +++

++ Space Marines: Codex (2015) (Combined Arms Detachment) (1975pts) ++

+ (No Category) +

Chapter Tactics [Iron Hands]
····Rules: Feel No Pain, It Will Not Die, Machine Empathy, The Flesh is Weak

+ HQ (205pts) +

Captain (140pts)
····Captain (140pts)
········Cataphractii Terminator Armour (50pts) [Chainfist (15pts), Combi-melta (5pts)]
····Profiles:
········Captain: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:2+
········Cataphractii Terminator Armour *: Description:2+/4++, have the Bulky, Deep Strike, and Slow and Purposeful special rules. A Terminator Captain wearing Cataphractii Terminator Armour also re-rolls invulnerable saving throws of 1 to represent the overlapping energy fields projected from both his iron halo and his armour's in-build shield generators. Counts as Terminator Armour for the purposes of embarking within Transport Vehicles, the use of teleport homers, and for the purposes of Formation Restrictions|Angels of Death p57
········Iron Halo *: Description:An iron halo confers a 4+ invulnerable save.|Codex Adeptus Astartes p195
········Chainfist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly, Armourbane|Warhammer 40,00: The Rules p178
········Combi-melta: Range:24" (Bolter)/ 12" (Melta)|Strength:4 (Bolter)/ 8 (Melta)|AP:5 (Bolter) / 1 (Melta)|Type:Rapid Fire (Bolter) / Assault 1, Melta, One Use Only (Melta)|Warhammer 40,00: The Rules p176

Techmarine (65pts) [Bolt Pistol, Power Axe, Servo-arm]
····Rules: And They Shall Know no Fear, Blessings of the Omnissiah, Bolster Defences, Independant Character
····Profiles:
········Techmarine: Unit Type:Infantry (Character)|WS:4|BS:5|S:4|T:4|W:2|I:4|A:2|Ld:9|Save:2+
········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
········Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy|Warhammer 40,000: The Rules
········Servo-arm: Range:-|Strength:x2|AP:1|Type:Melee, Specialist Weapon, Unwieldy

+ Elites (730pts) +

Cataphractii Terminator Squad (180pts)
····Rules: And They Shall Know no Fear, Bulky, Deep Strike, Slow and Purposeful
····Cataphractii Sergeant (35pts) [Combi-Bolter, Master-crafted Power Sword]
········Rules: Master-crafted
····Cataphractii Terminator (40pts) [Chainfist (5pts), Combi-Bolter]
····Cataphractii Terminator (35pts) [Combi-Bolter, Power Fist]
····Cataphractii Terminator (35pts) [Combi-Bolter, Power Fist]
····Cataphractii Terminator (35pts) [Combi-Bolter, Power Fist]
····Profiles:
········Cataphractii Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+/4++
········Cataphractii Terminator: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+/4++
········Cataphractii Terminator Armour *: Description:2+/4++, have the Bulky, Deep Strike, and Slow and Purposeful special rules. A Terminator Captain wearing Cataphractii Terminator Armour also re-rolls invulnerable saving throws of 1 to represent the overlapping energy fields projected from both his iron halo and his armour's in-build shield generators. Counts as Terminator Armour for the purposes of embarking within Transport Vehicles, the use of teleport homers, and for the purposes of Formation Restrictions|Angels of Death p57
········Chainfist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly, Armourbane|Warhammer 40,00: The Rules p178
········Combi-Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Twin-Linked|Angels of Death p57
········Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|Warhammer 40,000: The Rules p179
········Power Sword: Range:-|Strength:User|AP:3|Type:Melee|Warhammer 40,00: The Rules p179

Command Squad (155pts)
····Apothecary (15pts) [Bolt Pistol, Chainsword, Narthecium]
····Company Champion (15pts) [Bolt Pistol, Combat Shield, Power Sword]
········Rules: Honour or Death
····Drop Pod (35pts) [Storm Bolter]
········Rules: Drop Pod Assault, Immobile, Inertial Guidance System
····Veteran [Bolt Pistol, Chainsword]
····Veteran [Bolt Pistol, Chainsword]
····Veteran [Bolt Pistol, Chainsword]
····Profiles:
········Apothecary: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:10|Save:3+
········Company Champion: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:10|Save:3+
········Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:10|Save:3+
········Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
········Combat Shield *: Description:A combat shield confers a 6+ invulnerable save.|Codex Adeptus Astartes p194
········Narthecium: Description:As long as the Apothceary is alive, all models in his unit have the Feel No Pain special rule.
········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40,00: The Rules p178
········Power Sword: Range:-|Strength:User|AP:3|Type:Melee|Warhammer 40,00: The Rules p179
········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p176

Sternguard Veteran Squad (220pts)
····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Drop Pod (35pts) [Storm Bolter]
········Rules: Drop Pod Assault, Immobile, Inertial Guidance System
····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
····Veteran Sergeant (57pts) [Combi-melta (10pts), Power Fist (25pts)]
····Profiles:
········Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
········Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
········Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Combi-melta: Range:24" (Bolter)/ 12" (Melta)|Strength:4 (Bolter)/ 8 (Melta)|AP:5 (Bolter) / 1 (Melta)|Type:Rapid Fire (Bolter) / Assault 1, Melta, One Use Only (Melta)|Warhammer 40,00: The Rules p176
(Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
········Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|Warhammer 40,000: The Rules p179
········Special Issue Ammunition - Dragonfire Bolt: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Ignores Cover
········Special Issue Ammunition - Hellfire Round: Range:24"|Strength:1|AP:5|Type:Rapid Fire, Poisoned (2+)
········Special Issue Ammunition - Kraken Bolt: Range:30"|Strength:4|AP:4|Type:Rapid Fire
········Special Issue Ammunition - Vengeance Round: Range:18"|Strength:4|AP:3|Type:Rapid Fire, Gets Hot
········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p176

Terminator Assault Squad (175pts) [4x Terminator (140pts)]
····Rules: And They Shall Know no Fear
····Terminator Sergeant (35pts) [Two Lightning Claws]
····Profiles:
········Terminator: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+
········Terminator Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+
········Terminator Armour *: Description:2+/5++, have the Bulky, Deep Strike, Relentless special rules, and may not make sweeping advances.
········Lightning Claws: Range:-|Strength:User|AP:3|Type:Melee, Shred, Specialist Weapon|Warhammer 40,00: The Rules p178

+ Troops (555pts) +

Tactical Squad (245pts) [Grav-cannon and Grav-amp (35pts), Grav-gun (15pts), 9x Space Marines (126pts)]
····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Razorback (55pts) [Twin-linked Heavy Bolter]
····Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
····Profiles:
········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Razorback: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Transport)
········Grav-amp: Description:When rolling to wound with a grav-weapon, or to determine the effect on a vehicle, the bearer may re-roll the result.|Codex Adeptus Astartes p194

········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176

········Grav-cannon: Range:24"|Strength:*|AP:2|Type:Salvo 3/5, Concussive, Graviton|Warhammer 40,00: The Rules p177
········Grav-gun: Range:18"|Strength:*|AP:2|Type:Salvo 2/3, Concussive, Graviton|Warhammer 40,00: The Rules p177
········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181

Tactical Squad (225pts) [Grav-gun (15pts), Missile Launcher (Frag & Krak) (15pts), 9x Space Marines (126pts)]
····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Razorback (55pts) [Twin-linked Heavy Bolter]
····Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
····Profiles:
········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Razorback: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Transport)

········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
········Grav-gun: Range:18"|Strength:*|AP:2|Type:Salvo 2/3, Concussive, Graviton|Warhammer 40,00: The Rules p177
········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176

········Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|Warhammer 40,00: The Rules p177
········Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 1|Warhammer 40,00: The Rules p177

Tactical Squad (85pts) [Missile Launcher (Frag & Krak) (15pts), 4x Space Marines (56pts)]
····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
····Profiles:
········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
········Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|Warhammer 40,00: The Rules p176
········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176

········Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|Warhammer 40,00: The Rules p177
········Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 1|Warhammer 40,00: The Rules p177

+ Heavy Support (485pts) +

Contemptor Dreadnoughts (185pts)
····Contemptor Dreadnaught (185pts) [Kheres Pattern Assault Cannon (15pts), Power Fist w/ Combi-Bolter]
········Rules: Fleet
····Profiles:
········Contemptor Dreadnaught: WS:5|BS:5|S:7|Front:13|Side:12|Rear:10|I:4|A:|HP:3|Type:Vehicle (Walker)|Angels of Death p56

········Combi-Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Twin-Linked|Angels of Death p57
········Kheres Pattern Assault Canon: Range:24"|Strength:6|AP:4|Type:Heavy 6, Rending|Angels of Death p57
········Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|Warhammer 40,000: The Rules p179

Predators (115pts)
····Predator (115pts) [Autocannon, Lascannon (40pts)]
····Profiles:
········Predator: BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Vehicle (Tank)

········Autocannon: Range:48"|Strength:7|AP:4|Type:Heavy 2|Warhammer 40,00: The Rules p176
········Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|Warhammer 40,00: The Rules p177

Vindicators (120pts)
····Vindicator (120pts) [Demolisher Cannon]
····Profiles:
········Vindicator: BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Vehicle (Tank)

········Demolisher Cannon: Range:24"|Strength:10|AP:2|Type:Ordnance 1, Large Blast|Codex Adeptus Astartes p192

Whirlwinds (65pts)
····Whirlwind (65pts) [Whirlwind Multiple Missle Launcher]
····Profiles:
········Whirlwind: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank)

········Whirlwind Multiple Missile Launcher (Incendiary Castellan): Range:12'-48"|Strength:4|AP:5|Type:Ordnance 1, Barrage, Ignores Cover, Large Blast|Codex Adeptus Astartes p193
········Whirlwind Multiple Missile Launcher (Vengeance): Range:12'-48"|Strength:5|AP:4|Type:Ordnance 1, Barrage, Large Blast|Codex Adeptus Astartes p193

++

Tell me what you think of my list. I know it is completely devoid of flyer support and psykers but i want to utilized the smashcaptain deathstar and fist of medusa strikeforce. Currenlty own a complete 1st company with 2 term squad and sternguard. A command company and cati captain, and a predator, vindi, whirlwind. Need help developing my force into a competitive TAC list


Automatically Appended Next Post:
Captain has gorgon chain. Captain w/ command squad in drop pod, stern guard in drop pod, termies deepstriking. Whirlwind hiding in cover, predator finding angles. Vindi, contemptor, tech marine and razorbacks drive up the middle. Combat squad the tacts so that all grav ends up in razor backs missle launcher squad hold back objectives.

This message was edited 1 time. Last update was at 2016/10/18 14:31:01


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Welcome to Dakka.

Just a few bookkeeping notes. We’re not supposed to post full points/rules here. Point totals for unit is fine, but not individual upgrades. Keeps the GW lawyers off. Also, including all the rules in-line like that makes your army list an impenetrable wall of text. When it takes 12 lines to say “Captain, CTDA w/chainfist, c-melta” there is an issue. I love battlescribe for putting lists together, but you need to tweak the output.

What you have looks decent, from what I can decipher. Not sure the command squad is worth it. If you want to do the Smash chapter master, you probably want to go bikes. Right now you have a unit that’s not doing much but adding some ablative wounds and FNP. And on foot, with a CTDA captain, they are not going to be running down any targets for him to kill.

   
Made in us
Fresh-Faced New User




Thanks for the response. I am still a bit new to battle scribe, my apologies. I was considering this when i was developing him. I am probably going to put him in artificiers armor and drop pod him in with the command squad. I want to make points to put 4 grav or plasma guns in the command squad but dunno where i would steal the points from.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Lordofmedusa wrote:
Thanks for the response. I am still a bit new to battle scribe, my apologies. I was considering this when i was developing him. I am probably going to put him in artificiers armor and drop pod him in with the command squad. I want to make points to put 4 grav or plasma guns in the command squad but dunno where i would steal the points from.


When getting output for online, I normally go:

View Roster:
Form : plain text
Minimal output? Minimal
Include Points? Root points
Include Profiles? No profiles
Include Rules? No rules

It’s still a bit cumbersome for some units (like vets where each model has his own line) but it makes for a much easier read.

   
Made in us
Fresh-Faced New User




+++ Iron hands models i own (2000pts) +++

++ Space Marines: Codex (2015) (Combined Arms Detachment) (2000pts) ++

+ (No Category) +

Chapter Tactics [Iron Hands]

+ HQ (250pts) +

Captain (185pts)
····Captain
········Cataphractii Terminator Armour [Chainfist, Combi-melta, The Gorgon's Chain]

Techmarine (65pts) [Bolt Pistol, Power Axe, Servo-arm]

+ Elites (730pts) +

Cataphractii Terminator Squad (180pts)
····Cataphractii Sergeant [Master-crafted Power Sword]
····Cataphractii Terminator [Chainfist]
····Cataphractii Terminator [Power Fist]
····Cataphractii Terminator [Power Fist]
····Cataphractii Terminator [Power Fist]

Command Squad (155pts)
····Apothecary [Bolt Pistol, Chainsword]
····Company Champion [Bolt Pistol, Power Sword]
····Drop Pod [Storm Bolter]
····Veteran [Bolt Pistol, Chainsword]
····Veteran [Bolt Pistol, Chainsword]
····Veteran [Bolt Pistol, Chainsword]

Sternguard Veteran Squad (220pts)
····Drop Pod [Storm Bolter]
····Veteran [Combi-melta]
····Veteran [Combi-melta]
····Veteran [Combi-melta]
····Veteran [Combi-melta]
····Veteran Sergeant [Combi-melta, Power Fist]

Terminator Assault Squad (175pts) [4x Terminator]
····Terminator Sergeant [Two Lightning Claws]

+ Troops (535pts) +

Tactical Squad (225pts) [Grav-cannon and Grav-amp, Grav-gun, Rhino, 9x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

Tactical Squad (225pts) [Grav-cannon and Grav-amp, Grav-gun, Rhino, 9x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

Tactical Squad (85pts) [Missile Launcher (Frag & Krak), 4x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

+ Heavy Support (485pts) +

Contemptor Dreadnoughts (185pts)
····Contemptor Dreadnaught [Kheres Pattern Assault Cannon, Power Fist w/ Combi-Bolter]

Predators (115pts)
····Predator [Autocannon, Lascannon]

Vindicators (120pts) [Vindicator]

Whirlwinds (65pts) [Whirlwind]

Created with BattleScribe (http://www.battlescribe.net)


Automatically Appended Next Post:
That is alot better.

This message was edited 1 time. Last update was at 2016/10/18 18:39:25


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Much better, thanks.

You are really close to a couple of formations. You have the armored TF and the 1st co TF. To get the battle demi-co, you need a FA and Dev pic. So pretty close.

I see two different ways to go here.

Replace your captain with one on a bike. Take a standard camp in ruins Dev squad (4xLC) and either a bike squad for the FA pic (probably with grav guns) or upgrade your command squad on bikes, and use the FA pick for something else. A TML/HB land speeder fits the mechanized theme and is reasonably cheap.

-or-

Keep your captain in the CTDA. Take a dev squad in a drop pod, equipped with MMs or GCs. Stick the captain with them to give them S&P. Pod in and vaporize something. FA can be whatever you like in this case.

A few thoughts on your individual units:

If you are going to be DSing terminators, you might want to get some beacons and homers.

The capheracts look OK. I think I prefer them geared for CC, but they should do OKish here.

If you are going to DS normal assault terminators, I’d try to find points for some SSs. There is going to be AP2 stuff out there, and you want something better then your 5++ to protect you. In general I’m not a huge fan of DSing assault troops, but don’t see you getting a LR into this list.

I would drop the fist from the sternguard, but they are a fairly standard suicide drop squad.

If you are taking a drop pod command squad, I’d just take the apothecary and 4 specials. I’d either cut them for points, or give them the gear to fight.

Tac squads are good. Points allowing, your sarges could use combis. If you stick with a CAD, that 5 man squad would be better off as scouts. If you are just going to be tucked in some ruins camping an objective, might as well get camo cloaks, sniper rifles, and hunker down.

I like the dread, but he’s pricy. I might cut him for points to spend elsewhere.

Tanks are fine. Points allowing, going full LC on the pred can be worth it. Last game I took my Vindi out, I was reminded that sometimes the siege shield can be worth it. Darn immobilize results. Motivated me enough to paint the thing, ready for the next battle. Laughing at terrain is only sometimes worth the points, but looking cool always is. Vindis feel naked without them.

   
Made in us
Fresh-Faced New User




 Nevelon wrote:
Much better, thanks.

You are really close to a couple of formations. You have the armored TF and the 1st co TF. To get the battle demi-co, you need a FA and Dev pic. So pretty close.

I see two different ways to go here.

Replace your captain with one on a bike. Take a standard camp in ruins Dev squad (4xLC) and either a bike squad for the FA pic (probably with grav guns) or upgrade your command squad on bikes, and use the FA pick for something else. A TML/HB land speeder fits the mechanized theme and is reasonably cheap.

-or-

Keep your captain in the CTDA. Take a dev squad in a drop pod, equipped with MMs or GCs. Stick the captain with them to give them S&P. Pod in and vaporize something. FA can be whatever you like in this case.

I have considered going demi company with first company aux and utilizing this tactic
A few thoughts on your individual units:

If you are going to be DSing terminators, you might want to get some beacons and homers.

The capheracts look OK. I think I prefer them geared for CC, but they should do OKish here.

I am thinking about utilizing sternguard as character/unit hunter(ditching meltas for other options) and relying on these guys to do tank busting
If you are going to DS normal assault terminators, I’d try to find points for some SSs. There is going to be AP2 stuff out there, and you want something better then your 5++ to protect you. In general I’m not a huge fan of DSing assault troops, but don’t see you getting a LR into this list.
(If i ditch the meltas on the sternguard I could go th/ss)

I would drop the fist from the sternguard, but they are a fairly standard suicide drop squad.

If you are taking a drop pod command squad, I’d just take the apothecary and 4 specials. I’d either cut them for points, or give them the gear to fight.
( shifting points I could give them grav guns and deepstrike them with the captain)
Tac squads are good. Points allowing, your sarges could use combis. If you stick with a CAD, that 5 man squad would be better off as scouts. If you are just going to be tucked in some ruins camping an objective, might as well get camo cloaks, sniper rifles, and hunker down.
(I cant disagree about the scouts, seems like the smarter investment)
I like the dread, but he’s pricy. I might cut him for points to spend elsewhere.

Tanks are fine. Points allowing, going full LC on the pred can be worth it. Last game I took my Vindi out, I was reminded that sometimes the siege shield can be worth it. Darn immobilize results. Motivated me enough to paint the thing, ready for the next battle. Laughing at terrain is only sometimes worth the points, but looking cool always is. Vindis feel naked without them.


Can't disagree with anything you said here. I am limited to the models i have but i will post a modified list taking your feedback into account.
   
Made in us
Fresh-Faced New User




New Roster (1963pts)
Space Marines: Codex (2015) (Combined Arms Detachment) (1963pts)
(No Category)
Chapter Tactics
Iron Hands

HQ (255pts)

Captain (190pts)
Captain
Cataphractii Terminator Armour
Chainfist, Combi-melta, Teleport Homer, The Gorgon's Chain

Techmarine (65pts)
Bolt Pistol, Power Axe, Servo-arm

Elites (740pts)

Cataphractii Terminator Squad (190pts)
Cataphractii Sergeant
Chainfist, Grenade Harness
Cataphractii Terminator
Power Fist
Cataphractii Terminator
Power Fist
Cataphractii Terminator
Power Fist
Cataphractii Terminator
Power Fist

Command Squad (180pts)
Apothecary
Bolt Pistol, Grav-gun
Veteran
Bolt Pistol, Grav-gun
Veteran
Bolt Pistol, Grav-gun
Veteran
Bolt Pistol, Grav-gun
Veteran
Bolt Pistol, Grav-gun

Sternguard Veteran Squad (145pts)
Drop Pod
Storm Bolter

Veteran
Boltgun

Veteran
Boltgun

Veteran
Boltgun

Veteran
Boltgun

Veteran Sergeant
Bolt Pistol, Boltgun

Terminator Assault Squad (225pts)
4x Any model may replace its two Lightning Claws for a Thunderhammer and Storm Shield, 4x Terminator
Terminator Sergeant
Thunderhammer and Storm Shield

Troops (433pts)

Scout Squad (83pts)
Camo Cloaks, Missile Launcher (Frag & Krak), 4x Scouts, 3x Sniper Rifle
Scout Sergeant
Bolt Pistol, Boltgun

Tactical Squad (175pts)
Rhino, 9x Space Marines
Space Marine Sergeant
Bolt Pistol, Boltgun

Tactical Squad (175pts)
Rhino, 9x Space Marines
Space Marine Sergeant
Bolt Pistol, Boltgun

Fast Attack (70pts)

Land Speeders (70pts)
Land Speeder
Heavy Bolter, Typhoon Missile Launcher

Heavy Support (465pts)

Devastator Squad (130pts)
4x Plasma Cannon, 4x Space Marines
Space Marine Sergeant
Bolt Pistol, Boltgun

Predators (140pts)
Predator
Lascannon, Twin-linked Lascannon

Vindicators (130pts)
Vindicator
Siege Shield

Whirlwinds (65pts)
Whirlwind

37 extra points to distribute but i am not sure where to spend them.

This message was edited 3 times. Last update was at 2016/10/19 00:25:02


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I know I suggested the scouts, but that was only if you were going to keep with a CAD. Which at this points you shouldn’t. If you swap them back to a tac squad, you have a Gladius or Fist of Medusa TF. So while a 5 man tac squad might not be as good at objective camping then a scout squad, but structuring your list for the formation, you get a ton of free rules.


I’m going to do my review in formation order, rather then CAD.

1st Company TF:
Capheracts look OK. I might keep the sarge’s sword, or mix a few LCs in there, but that’s mostly a preference thing.

Assault terminators look OK as well.

Sternguard: And spare points in your list can be used to bolster their model count. These guys can do a lot of heavy lifting, but they need the numbers to work. Bolter fire, even with special ammo, needs mass to work. I like a pair of HFs in my sternguard squads, otherwise basic guys is fine.

Armored TF:
Where do you plan on sticking the techmarine? What’s his job? If you want to run around fixing vehicles, get him a bike. In your list, I’d probably just stick him in the pod with the sternguard. Tank hits with his 2+, and in general kill things. They are pretty flexible HQs.

Pred: Looks good. If you need to shave points, the AC turret works pretty good. The TLLC is quite nice though, so keep it if you can.
Vindi: Solid
WW: Good.

Battle Demi-co:
Is your captain going to start on the table? If not, I’d give the teleport homer to someone who will be. Otherwise fine.

IIRC, In the draft FAQ, GW has clarified that apothecaries can’t take other upgrades. Now this isn’t official yet, and some group play differently. But I’d run him basic, just to be on the safe side. 4 grav guns is still plenty nasty. Do they have a transport? If not a pod (especially with the captain with them) would be nice.

Replace scouts with tac squad.

I’d like to see at least a flamer on those tac squads. Still, there is a certain purity of purpose of the pure bolter tac squad. Good place to drop any spare points you scrape up though.

Speeder is fine.

I’m not a big fan of PCs. Small blasts never cover as many guys as you expect, they will scatter in the worst direction frequently, can’t snap-fire, and, oh yeah, will occasionally kill you. I’d rather have MLs, and I’ve been very “meh” on them for years. LCs are my dev weapon of choice.

   
Made in us
Fresh-Faced New User




+++ Iron hands models i own (1999pts) +++

++ Space Marines: Codex (2015) (Combined Arms Detachment) (1999pts) ++

+ (No Category) +

Chapter Tactics [Iron Hands]

+ HQ (275pts) +

Captain (185pts)
····Captain
········Cataphractii Terminator Armour [Chainfist, Combi-melta, The Gorgon's Chain]

Techmarine (90pts) [Bolt Pistol, Power Axe, Servo-arm, Space Marine Bike, Teleport Homer]

+ Elites (794pts) +

Cataphractii Terminator Squad (180pts)
····Cataphractii Sergeant [Master-crafted Power Sword]
····Cataphractii Terminator [Chainfist]
····Cataphractii Terminator [Power Fist]
····Cataphractii Terminator [Power Fist]
····Cataphractii Terminator [Power Fist]

Command Squad (215pts)
····Apothecary [Bolt Pistol, Chainsword]
····Company Champion [Bolt Pistol, Power Sword]
····Drop Pod [Deathwind Launcher]
····Veteran [Bolt Pistol, Grav-gun]
····Veteran [Bolt Pistol, Grav-gun]
····Veteran [Bolt Pistol, Grav-gun]

Sternguard Veteran Squad (224pts)
····Drop Pod [Deathwind Launcher]
····Veteran [Boltgun]
····Veteran [Boltgun]
····Veteran [Boltgun]
····Veteran [Boltgun]
····Veteran Sergeant [Bolt Pistol, Boltgun]
····Veteran with Special/Heavy Weapon [Boltgun, Heavy Flamer]
····Veteran with Special/Heavy Weapon [Boltgun, Heavy Flamer]

Terminator Assault Squad (175pts) [4x Terminator]
····Terminator Sergeant [Two Lightning Claws]

+ Troops (420pts) +

Tactical Squad (175pts) [Rhino, 9x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun, Boltgun]

Tactical Squad (175pts) [Rhino, 9x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

Tactical Squad (70pts) [4x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

+ Fast Attack (70pts) +

Land Speeders (70pts)
····Land Speeder [Heavy Bolter, Typhoon Missile Launcher]

+ Heavy Support (440pts) +

Devastator Squad (130pts) [Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), Missile Launcher (Frag & Krak), 4x Space Marines]
····Space Marine Sergeant [Bolt Pistol, Boltgun]

Predators (115pts)
····Predator [Autocannon, Lascannon]

Vindicators (130pts)
····Vindicator [Siege Shield]

Whirlwinds (65pts) [Whirlwind]

Created with BattleScribe (http://www.battlescribe.net)


Automatically Appended Next Post:
Do i get the bonus for each formation within my medusa formation or just the rules for the medusa formation? Because i get a large bunch of extra command benefits if that is the case

This message was edited 1 time. Last update was at 2016/10/19 17:41:22


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Formations, especially the big meta-fomations, can be confusing.

You get all of the abilities of all the formations you belong to, and they apply when they will.

So everything you have is going to be part of the fist of medusa TF.

So all your vehicles, from the demi-co’s rhinos, to the armored TF’s vindi, will benefit from the “roused machine spirits” rule.

The techmarine also gains some benifits from the armored TF, but if you read the fine print there, those only apply to units in that formation. So he doesn’t get any extra bonus to fix a rhino belonging to a tac squad.

This can lead to some interesting things. For example, a drop pod that’s part of the battle demi-co is ObSec, because everything in that formation gains that rule. The drop pod that landed right next to it, carrying the sternguard? It causes fear, and if near 2 other units from that formation causes a leadership penalty. Both of them gain PotMS if within 12” of an IC, because of the Fist of Medusa TF rule.

It can get a little odd...

   
Made in us
Fresh-Faced New User




Holy mother of god.......this list just went from good to vicious. Only concerns are flyers and psykers atm. I think my army is tough enough to weather the storm.
   
Made in us
Fresh-Faced New User




I originally wanted the first company for death star and Mc hunting, atf was to keep support weapons firing, and demi for objective secured. Fitting it in the fist of medusa formation just worked to increase the durablity of the army. I considered going gladius. ultimately the deciding factor for me boiled down to getting 2 rhino and 2 dp for free or a near universal 5+fnp for the whole army and PotMS on my vindicator as he rushes ahead of the rhinos. If played correctly (and lucky dice) i should be able to advance without extreme difficulty while the vindicator draws fire away from my obsec troop. This will give the bike tech marine time to post up and assist in deploying my reserves. I got what i need for dealing with death stars, meq, teq, and hordes just hope i have enough to maintain board control.
   
 
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