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Hope everyone's keeping well with quarantine! I've been working on a list for a game that got delayed due to UK lockdown. I was planning to play a 2000pts game vs my friend's Knight list and wanted some feedback on what to run. I've come up with the following SM list and decided to go with Imperial Fists as their additional damage vs vehicles in the first turn is a major buff, and I have a lot of bolt weapons in general.
Battle-Forged +3CP
Battalion Detachment +5CP
Vanguard Detachment +1CP
Spearheard Detachment +1CP
Hero of the Chapter -1 CP Hand of Dorn Warlord Trait +D3 CP
Total CP = 9+D3
Chapter = Imperial Fists (Successors, whatever)
BATTALION DETACHMENT
Spoiler:
HQ no. 1
Chaplain [4 PL, 80pts]
Selections: 5. Recitation of Focus, Combi-flamer, Crozius arcanum, Frag & Krak grenades, Litany of Hate
HQ no. 2
Lieutenant
Selections: Bolt pistol, Frag & Krak grenades, Hand of Dorn, Master-crafted boltgun, Power sword, Stratagem: Hero of the Chapter
The general idea with this list is to maximise the effect of both Combat Doctrines changes in the recent FAQ, and take maximum advantage of the SuperDoctrine, all while using the models available to me and WYSIWYG, which is the general reason for some random choices on my units such as chainsword sergeants, or plasma pistols.
The army will generally consist of 2 parts, the firebase and the counterpunch. I think my buddy has 5 knights but I'm unsure of the combination or loadouts, so I've gone for maximum damage in each turn. The Devastators, Sternguard, Tacticals, Lieutenants, Chaplain, Predator, and Land Raider Crusader will hang back and focus fire on the shootiest knight at a time, using overlapping buffs from the Lieutenants and chaplain ensure maximum effectiveness. Again, some models are loaded as such due to WYSIWYG, but in general, more bolter shots = better. The tanks were chosen to try and soak some of the powerful shots the Knights can put out that would otherwise shred my MSU list as well as being decent anti-tank. There's not much strategy here except stay in cover and focus fire on the one target as much as possible.
In turn one we obviously have the SuperDoctrine for +1D vs the knights coming from the heavy weapons, and I've arranged so that turn 2, there is a maximum amount of bolter fire going around. Even the chaplain has a combiweapon for more bolter fire.
The second part of my list consists of the Stormraven, Dreadnought, Terminators and Captain. Their job is to punch straight down the middle and punch a knight to death. The stormraven is a bit of an overlap as it is a really shooty unit, and can do significant damage in both Devastator Doctrine with its MM, LC and missiles, and has a pair of hurricane bolters which will get between them, 24 shots at -1AP in turn 2 if it survives. If it doesn't survive I'm ready with Vengeance of the Machine Spirit to ensure it explodes and inflicts some mortal wounds, and given we will likely be playing on a 4x4 board, I'm certain I can tag at least 2 knights with that.
The gunship's main use though is to fire that Dreadnought forward as fast as possible. Like the raven and land raider, it carries a Hurricane bolter to maximise Tactical Doctrine. I've thrown on the chainfist as I think hitting on 3+ with 4 damage, is much more advantageous than 4+ with 5 damage. However, I would prefer the Seismic Hammer for its Meltagun, but then again, -5AP is wasted if the Knight has an invulnerable save. The Dread is mostly there to try and tag the fightiest knight in combat and wreck its face, and has the Ironclad launchers to inflict mortal wounds, as well as Duty Eternal in the wings to half incoming damage.
The other punchy unit are the Terminators and Captain. Like the dread, they are there to tag a knight and rip it to shreds ideally, and being Cataphractii, are super fething tough. I have the option to either deepstrike them in, or put one or both in the raven to aid the dreadnought. The Captain is my Warlord and has Fleetmaster for an extra powerful attack in an Orbital barrage, as well as the IF relic that lets nearby units reroll 1s to wound. I've also splurged the CP for one of my other characters to get Hand of Dorn so I get +D3 CP, meaning I will have between 10 and 12CP. My choice to make the Captain my Warlord was to avoid giving away easy Slay the Warlord point early on, as he wont be on the board turn 1. The Term models also have some flexibility with coming in turn 2 or 3, and being able to coordinate the Doctrine change as needed.
Thoughts and opinions welcome! Please let me know what I could improve on, change and add, bearing in mind my model choices!
Units I have to use
Spoiler:
HQs
Captains/Lieutenants on foot - sword and shield, sword+combi-melta, sword+bolter (x2), axe+SB, sword+plasma pistol, Primaris Phobos with Occulus, Primaris with ABR, Primaris with sword and pistol, Gravis Captain
Cap/LT with JP or bike - bike with sword+bolt pistol, JP + dual claws, JP + Hammer + Sword, JP + axe and plasma pistol,
Libbies - Terminator with Stave, PA with stave, PA with sword, Phobos
Chaplains - PA with combi-flamer, PA with plasma pistol x2, Terminator with Storm Bolter
Techmarine with TH, Combi-Melta, ServoHarness
Special Characters to draw on and use with other chapter tactics -
Ultramarines - Marneus Calgar in terminator armour (legends), Sicarius, Tigurius, Telion, Honour Guard, Chapter Champ, Chapter Ancient
Fists - Lysander, Kantor
Raven Guard - Shrike
Sallies - Vulkan
White Scars - Khan on Bike/Korsarro on Moondrakken
Black Templars - Grimaldus, Helbrecht, EC
Troops
6x 10 man tacticals -
Sergeants - 2x chainsword+bolt pistol, 1xCS+PP, 1x Power Maul+BP, 1x Power Sword + Grav/Plasma/Bolt Pistol, 1x LC + BP Specials - 2x Flamers, 2x Melta, 1x Plasma, 1x magnetised to be any
Heavy - 5x Missile Launcher, 1x Heavy Bolter
2x 5 Intercessors, 1 with power sword
Scouts with 3 bolters, 1 shotgun, 1HB
Elites
Sternguard with Combis
4x Plasma, 3x Melta, 1x Flamer, 1xGrav. Sgt with Special Bolter and Sword
Termies x5
3PF, 1 CF, 1x Heavy Flamer.
Cataphractiis - as above
Company Vets
Combi-plasma and chainsword on Sergeant, plasmagun on Vet
Ironclad
CF+HF or Seismic Hammer with Meltagun, DCCW+SB, Hurricane, 2 missiles and ironclad launchers
Contemptor Dread with either MM or KAC
Terminator Ancient
Primaris Ancient
Company Ancient with power fist
2x company champion
Apothecary
Vanguard vets with lot 10 different loadouts
Fast Attack
2x 5 assault marines
1x Flamer, 1x CS+PP, 1 sergeant with plasma and hammer, 1 sergeant with axe and plasma, rest with chainswords
Inceptor Squad with bolters
HS
3x Devastators
Sergeants with Bolters, chainsword, power sword and fist respectively
Heavies are 3x Heavy Bolters, 2x LC, 2x PC, 4x Missiles, 1x MM
Land Raider Crusader - all gubbins
Land Raider Redeemer - all gubbins
1x Vindicator - Hunter Killer missile
1x Predator - LC sponsons, AC turret
1x Hellblaster Squad - RF variant, 5 man squad
Flyer
Stormraven - LC and MM, Hurricane Bolters
Stormtalon - Missiles (either Skyhammer or Typhoon)
Transports
Rhino - HK missile
Razorback OR Rhino (switchable). Twin LC but can use Assault Cannon from Land Raiders. SB optional.
Land Speeder Storm - HB
This message was edited 1 time. Last update was at 2020/04/07 19:13:34
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