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Made in us
Longtime Dakkanaut





Hey guys here's my most recent attempt at an Imperial Fist list of unknown power level

Brigade Siegebreaker cohort 1999 Points

HQs:

Chaplain - 72
Chapter Master in Phobos armor - 99 (Warlord trait for 6 inch aura of counts as in cover.)
Librarian in Phobos Armor - 101

Troops

Infiltrator Squad 5 man - 110
Intercessor Squad 5 man, Auto bolt rifles, Power Fist - 99
Intercessor Squad 5 man, Auto bolt rifles, Power Fist - 99
Intercessor Squad 5 man, Auto bolt rifles, Power Fist - 99
Intercessor Squad 5 man, Auto bolt rifles, Power Fist - 99
Intercessor Squad 6 man, Auto bolt rifles, Power Fist - 117

Elites:

Apothecary - 50
Primaris Ancient - 69
Redemptor Dreadnought - Storm bolters gatling cannons - 155

Fast Attack:
Inceptor squad assault bolters - 123
Inceptor Squad Assault bolters -123
Suppressor Squad - 90

Heavy Support

Centurion Devastator squad 5 man heavy bolter/Hurricane bolters- 350
Eliminator Squad Snipers - 72
Eliminator Squad Snipers - 72

Warlord traits, relics and psychic powers left to determine at game start, but always going to take eye of hypnoth on someone that's for darn sure. Very likely the captain.

So the idea is to have solid anti deepstrike protection with a combination of the captain and infiltrators with the potentially psychic powers from the geomancy discipline to further limit charges.
Eliminators provide character pressure that can't be ignored.
Centurions are the bedrock of the list and as such have a lot build around them like the apothecary to heal/rez them as well as the caplain to give them +1 to hit. With tank hunters and seismic devastation they can just destroy vehicles and hordes alike.

A bit of deepstrike pressure with inceptors and they are nice at filling out the brigade.
Redemptor soaks anti tank fire from centurions and uses strat to half damage while extending a re-roll 1s aura if need be.
And of course the humble intercessors use their bolt rifles to deal with low-medium threats and the power fist on the sergeant serves to make them an actual threat in CQC against hard targets. It's amazing how just that cheap 9 point upgrade adds a lot of kick to the unit in CQC.
Try to crowd what I can around the Warlord to keep guys in cover.

Thoughts, feedback and criticism of the constructive and otherwise all welcome. And no I don't own a thunderfire cannon lol.

This message was edited 2 times. Last update was at 2019/10/31 19:46:01


 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

i like it.

Personally i'd drop the chaplain and take a lieutenant to guarantee reroll of 1s to wound. With chaplains if you don't roll that 3+ on a litany you're left with him looking a bit silly.


Automatically Appended Next Post:
What powers does librarian have?

This message was edited 1 time. Last update was at 2019/11/01 16:06:55


 
   
Made in us
Longtime Dakkanaut





The reason why I'd stick to the chaplain is because the ability to give a unit (centurions) +1 to hit is massive because it's always going to be useful especially where -1/-2s to hit can be common. It really lets them keep up the damage on eldar vehicles and insure absurd volume of shots with their bolter weaponry. That and a 3+ with a re-roll saved for it is very likely to happen.

The psyker I am leaving open to determine pre-game once seeing the enemy list which I believe you are still able to do. That's how it's been at my club sense the start of 8th so I sure hope that's still the case lol. Typically though I'm thinking likely geomancy and then any real number of what's in there because they're all pretty decent.

This message was edited 1 time. Last update was at 2019/11/01 18:29:58


 
   
Made in de
Lurking Gaunt



schiedam

Well this is a nice interesting list with a lot of units with lots of shots against a infantry heavy list this will be a fun army to play but against a list with lots of T7/T8 stuff it is going to struggle sure you have a lot of shots but they only do 1 damage a piece. To put it in perspective i did some math hammer 50 bolter shots S4 ap0 and 50 S5/6 ap-1 only do 8 wounds on a T8 vindicator even against T7 50 s4 25 s5 and 25 S6 . + and even with the extra hits from army tactics , you only do 10 damage your still not killing a predator... so if you are facing a high amount of tanks you are going to have a bad day because you can kill 1 a turn if you focus the entire army .... if you face me that uses 3 vidicators as a mobile LOS wall to get my army across the table your in one hell of a fight.

I would dress up your characters a bit more , power fist or combi melta/plasma and jump packs this gives you range and options if something breaks through your lines or if you need support.

Redemptor Dreadnought i would take the icarus pods giving you more shots and especially things with the fly key word.

Centurion Devastator squad ... its expensive how do you plan to keep them safe? if i read your list ill kill the easy things first the dread is not a real prio his guns are not that impressive so he is low on the prio list for a lot of people if he was a normal dread with a twin lascannon then he would be a prio 1 target for many people... i would take something like a rino/rasorback/ vindicator and park it so that it acts as a LOS blocker for some of heavy guns your opponent has . its just a thought.

Inceptor squad ... i'm not a huge fan of them, i can tool up 5 bikers for the same a mount op points more wounds + more shots and a options for power fist and/or 2 melta/plasma guns making the unit a bit more versatile. (just my prefs)

you should try a few games and see what works and what does not work
   
Made in us
Regular Dakkanaut




I like the overall concept of the list. I think that it will do very well against a lot of threats. Infantry lists seem to be very strong for Space Marines.

I agree that the Inceptor squads are likely a weakness. You could get a couple heavy bolter attack bikes to fill out those slots and save yourself a -lot- of points. I'm less iffy but still not sold on the Suppressors. I do think that they get beefier with the Imperial Fists super-doctrine though.

I really like the Phobos Captain. With Chapter Master and the Eye of LT'ness, along with the anti-deep-strike aura and the ability to snipe characters, he's an all-around good choice for a Warlord and to buff a gun line.

Maybe look at arming mixing up your Intercessor squads with some of the Heavy bolt rifles and some of the rapid-fire ones. One of their strengths is their flexibility. You have enough of them to play to that strength with their armaments.
   
Made in us
Longtime Dakkanaut





I did two matches over the weekend. One versus Genestealer cult that was an asolute squash. The volume of firepower (exploding 6s omg) combined with deepstrike denial really dominated the game.

The second game was against codex marines and was vehicle heavy. Iron successor. 3 redemptors, 1 repulsor, two preds one whirlwind. I was eager to see how well the centurions would do against that. They soaked a lot of firepower (0+ save in cover from strats) was huge on them and really kept them in the game. They single handidly wiped out the repulsor and two dreads in two turns with a little help from the suppressors who did very well. Another solid win.

After reading comments and playing games I do think I could afford to cut the inceptors. They performed alright and I liked the ability to deepstrike, but they did feel very much so interchangeable. So I made two seperate list modifcations to replace them and cover up a weak point which I think is melee counter punch. There is very solid shooting, but the moment something DID get in I would be in trouble as a few sergeants with power fists are not going to be able to be a real threat.

TLDR: I'm thinking of replacing the inceptors with attack bikes, another centurion and upgrade the chaplain to chaplain venerable dreadnought status for counter punch.

 
   
Made in us
Stealthy Warhound Titan Princeps






Yea, that game vs the IH reinforces my decision to build my IH list with lots of Krak Missiles and 2 Executioners... stay at 44-48" away, pelt the Centurions with high damage weapons, and wait until they're dead before getting closer
   
Made in us
Longtime Dakkanaut





 Horst wrote:
Yea, that game vs the IH reinforces my decision to build my IH list with lots of Krak Missiles and 2 Executioners... stay at 44-48" away, pelt the Centurions with high damage weapons, and wait until they're dead before getting closer


Issue you run into there is board control as the Fists can surge forward and centurions fully buffed can be very durable. 1+ in cover. Another strat to give them +2 from cover then another strat to give them + 1+ save, then 6FNP and transhuman if needed. So you need ap-4 before they even have a 3+ save. Heck even with AP-5 they're still 4+ saves. All assuming of course they start within LOS. Terrain will play a massive part though in how that battle works out. Could go either way.

 
   
Made in us
Stealthy Warhound Titan Princeps






 Tibs Ironblood wrote:
 Horst wrote:
Yea, that game vs the IH reinforces my decision to build my IH list with lots of Krak Missiles and 2 Executioners... stay at 44-48" away, pelt the Centurions with high damage weapons, and wait until they're dead before getting closer


Issue you run into there is board control as the Fists can surge forward and centurions fully buffed can be very durable. 1+ in cover. Another strat to give them +2 from cover then another strat to give them + 1+ save, then 6FNP and transhuman if needed. So you need ap-4 before they even have a 3+ save. Heck even with AP-5 they're still 4+ saves. All assuming of course they start within LOS. Terrain will play a massive part though in how that battle works out. Could go either way.


I'm not saying it's without weaknesses, but 2 Executioners firing at them from beyond 36" should be able to kill a full squad within 2 turns, since they're -5 AP on the laser destroyers. So basically I give you board control for 2 turns while I kill the big threat, then come in and clean house. It's how I used to play Knights vs Daemons, since I couldn't move out of my castle until the Plaguebearers were dead enough I could get at the Princes behind them.

edit - This is not to say that your list has a problem or anything, your list is pretty solid. Just saying it's reaffirming some design choices I made with my own list

This message was edited 1 time. Last update was at 2019/11/04 21:22:01


 
   
Made in gb
Deranged Necron Destroyer




Are you finding you need the CP of a Brigade, or could you stand to drop the two tax fast attack units?

You could even grab a cheap lieutenant, split into two battalions and still have 200+ points extra to play with, without being restricted to fast attack choices.

Yeah you lose siegebreaker on half of the infantry, but they don't get much benefit anyway do they?
   
Made in us
Longtime Dakkanaut





Horst wrote:
 Tibs Ironblood wrote:
 Horst wrote:
Yea, that game vs the IH reinforces my decision to build my IH list with lots of Krak Missiles and 2 Executioners... stay at 44-48" away, pelt the Centurions with high damage weapons, and wait until they're dead before getting closer


Issue you run into there is board control as the Fists can surge forward and centurions fully buffed can be very durable. 1+ in cover. Another strat to give them +2 from cover then another strat to give them + 1+ save, then 6FNP and transhuman if needed. So you need ap-4 before they even have a 3+ save. Heck even with AP-5 they're still 4+ saves. All assuming of course they start within LOS. Terrain will play a massive part though in how that battle works out. Could go either way.


I'm not saying it's without weaknesses, but 2 Executioners firing at them from beyond 36" should be able to kill a full squad within 2 turns, since they're -5 AP on the laser destroyers. So basically I give you board control for 2 turns while I kill the big threat, then come in and clean house. It's how I used to play Knights vs Daemons, since I couldn't move out of my castle until the Plaguebearers were dead enough I could get at the Princes behind them.

edit - This is not to say that your list has a problem or anything, your list is pretty solid. Just saying it's reaffirming some design choices I made with my own list


Yeah man I totally get what you are saying no worries. I appreciate the tactical insight on your side of things because it helps me in my own.

IanVanCheese wrote:Are you finding you need the CP of a Brigade, or could you stand to drop the two tax fast attack units?

You could even grab a cheap lieutenant, split into two battalions and still have 200+ points extra to play with, without being restricted to fast attack choices.

Yeah you lose siegebreaker on half of the infantry, but they don't get much benefit anyway do they?


Only two games under my belt with the list so it's hard to say, but I do highly value those two CPs. There are a lot of good stratagems to use so every bit helps.

I don't really see the need of a LT because of the fact that important shooting is within 6 of the chapter master who with the eye of hypnoth already gives out re-roll 1s to wound in shooting.
What does get me however is with the alternative list ideas I have they include one or two attack bikes which are very easy things to kill. Even if I get them obscured in cover they're still quite squishy and can be more of a boon to the enemy than an asset to myself. However I do think I will go that route because I think upgrading the chaplain to a chaplain dreadnought is a good call. Point efficient, still buffs and makes a great option for warlord as he will be incredibly hard to kill. That and he is an absolute unit.

This message was edited 1 time. Last update was at 2019/11/05 17:26:19


 
   
 
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