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Made in nl
Fresh-Faced New User




Hi guys,


I have a question to start: Can you have more hits than shots? If an Infiltrator squad shoots 10 shots at close range, if I roll 6's in combination with 'Bolter Drill' strategem, I can potentially generate more than 10 hits (lets say of the 10 shots (re-roll 1's), I roll 8 hits of which 2 6's (1 hit becomes 3 hits), thus in total 12 hits)??


First try at competitive list for my IF. Be free to shoot at it

STRIKE FORCE

++ BATALLION DETACHMENT ++

8CP left, 50/50 chance of getting one extra each turn

+ HQ+
-Captain in phobos armour 135
Chapter Master
Sentinel of Terra (strat, -1CP)
Master of the Codex (trait)
Indomitable (trait)
Angel artifice (relic)

-Librarian in phobos armour 100
Hero of the chapter (strat, -1CP)
Stealth adapt (trait)
Relic of the chapter (strat, -1CP)
Auric Aguila (relic)

-Lieutenant in phobos armour 80
Hero of the chapter (strat, -1CP)
Lord of Deceit (trait)

+ TROOPS +
Infiltrator squad 125
-5x infiltrators
Infiltrator comms

infiltrator squad 125
-5x infiltrators
Infiltrator comms

infiltrator squad 125
-5x infiltrators
Infiltrator comms

+ ELITE +
terminator squad 258
-6x terminators, storm bolters/power fists
1x Teleport homer
1x Cyclone missile launcher

Invictor warsuit 160

+ FAST ATTACK +
Inceptor squad 120
-3x inceptors, double assault bolters

Inceptor squad 120
-3x inceptors, double assault bolters


+ HEAVY SUPPORT +
Eliminators 75
- 3x eliminators, bolt rifles

Eliminators 75
- 3x eliminators, bolt rifles


GRAND TOTAL 1498


Basically want to grab objectives early on and hold with strategems, beefed cover saves and psychic powers. Lord of deceit lets me change initial setup when needed.
Phobos Captain beefed through traits and chapter master. T5, 7W, 2+, 4++, can only be wounded on 4+
Captain and Lieutenant both support all Infiltrators from a distance (comms). All infiltrators hit on 3+, re-rolls of 1, all 6's become auto wound and gives 1 extra hit (2 extra hits with strategem 'Bolter Drill'), so I shouldnt roll 2's!!
Lieutenant stays near Eliminators for re-rolls of 1.
Librarian (4++) and Captain near combat to support and beef infiltrators who take the first punch.
Terminators and Inceptors for fire brigade across the battlefield
Eliminators and Invictor for heavy units and armor
Lots of bolter fire (low, mid, heavy), so hoping a lots of 6's!

Let me know what you guys think

This message was edited 19 times. Last update was at 2021/11/15 10:24:54


 
   
Made in nl
Fresh-Faced New User





IF_Gerlach wrote:
Hi guys,
I have a question to start: Can you have more hits than shots? If an Infiltrator squad shoots 10 shots at close range, if I roll 6's in combination with 'Bolter Drill' strategem, I can potentially generate more than 10 hits (lets say of the 10 shots (re-roll 1's), I roll 8 hits of which 2 6's (1 hit becomes 3 hits), thus in total 12 hits)??

Let me know what you guys think



You can indeed generate to a total of more hits than shots, we call these exploding 6's usually.
I like the list, it's gimmicky, it's infiltration phobos style. I don't like the lack of anti armour. Really only your warsuit can deal a punch and terminators. It can possibly be enough, but a Redemptor Dreadnought might
really help you out, which you might put in instead of the Eliminators + something that can spare you 25-35p. A Redemptor will give you a T7 body that also lowers damage by 1 hit on it. It is very capable in close combat. Macro Plasma is a great anti armour tool or anything MEQ or TEQ. Adding an Icarus would give it some S7 fire and anti Aircraft(which are popular now in the meta) and last but not least an Onslaught Gatling for some added firepower. This will possibly also pull some firepower away from your Warsuit. You can also consider eradicators, or some Las Fusils on your Eliminators.
   
Made in nl
Fresh-Faced New User




Good points. Maybe something like this?

Dropped 1 terminator and lose the cyclone.
Dropped 1 squad of Eliminators and let the other squad have las fusils
Lose 1 Inceptor and make one unit of 5 or lose chapter master and keep the Inceptor to form 2 units of 3?
Take one extra Invictor warsuit

STRIKE FORCE

++ BATALLION DETACHMENT ++

8CP left, 50/50 chance of getting one extra each turn

+ HQ+
-Captain in phobos armour 135
Chapter Master
Sentinel of Terra (strat, -1CP)
Master of the Codex (trait)
Indomitable (trait)
Angel artifice (relic)

-Librarian in phobos armour 100
Hero of the chapter (strat, -1CP)
Stealth adapt (trait)
Relic of the chapter (strat, -1CP)
Auric Aguila (relic)

-Lieutenant in phobos armour 80
Hero of the chapter (strat, -1CP)
Lord of Deceit (trait)

+ TROOPS +
Infiltrator squad 125
-5x infiltrators
Infiltrator comms

infiltrator squad 125
-5x infiltrators
Infiltrator comms

infiltrator squad 125
-5x infiltrators
Infiltrator comms

+ ELITE +
terminator squad 195
-5x terminators, storm bolters/power fists
1x Teleport homer

Invictor warsuit 160

Invictor warsuit 160

+ FAST ATTACK +
Inceptor squad 200
-5x inceptors, double assault bolters


+ HEAVY SUPPORT +
Eliminators 90
- 3x eliminators, las fusil


GRAND TOTAL 1495
   
Made in nl
Fresh-Faced New User





I like your new list. You made your terminators less killable since 6 makes them harder to put in coherency and weak against blast weapons.
By adding a second Warsuit, now you spread your eggs over multiple baskets. It allows you to siege from different angles and force choices in your opponents mind to deal with them. They give an incredible amount of dakka and are nice in CC. Dropping 1 squad of Eliminators and turning the other in fusils probably helped your list well. You already have a great amount of dakka. The extra anti heavy will for sure matter. The 5 man inceptors will be able to benefit from stratagems better, although i do like 2x3 as well because you have 2 fast units to spread towards different objectives. It’s a nice flex and you could experiment with both setups.
   
Made in us
Been Around the Block




I play Imperial Fists; here's a few ideas.

Most Imperial Fists players do not include a Lt. The reason for this is that the Eye of Hypnoth relic provides the bonuses of a Lt. without actually needing to pay for one, you just need to spend a relic on it. I typically give this to my Captain so that he has an aura of reroll 1s to hit and reroll 1s to wound. I understand you're doing the Infiltrator Comms array thing which is why you're running the Lt. .... you just have to decide if it's worth the price of the Lt. to buff 15 models.

Does your local meta include a lot of snipers? Stealth Adept is a trait that isn't usually seen because of character protection. If you tend to get sniped at a lot, maybe it is worth it for the protection. Otherwise you could take the Hand of Dorn. -1cp to gain +d3 cp at the start of the battle will never set you back, and will net you CP 2/3 of the time.

You could also look at getting Hand of Dorn on your Captain instead of Indomitable. Unfortunately, you are not going to make a Phobos Captain a strong melee threat. He doesn't have a good melee weapon option, his role is shooting and support. That's completely fine, but you don't need to spend the Indomitable trait and Angel Artifice on him; he just isn't very likely to get attacked. If he does end up in melee against a strong character; Angel Artifice and Indomitable isn't going to save him. These are good traits/relics to have on a standard captain.... but on a Phobos Captain you should probably pick something else.

I like Eliminators with Lasfusil as nicely on theme, but if you wanted a better performing unit for the points Eradicators would be a stronger anti tank pick. I love Eliminators and run them all the time, but I prefer to keep them with their bolt sniper rifles. Still, you do need some sort of anti vehicle in the list.

Now, raise your right hand and say "I promise to never, ever, ever use Bolter Drill for 2 cp under any circumstances whatsoever."

It is absolutely terrible. You're better off spending your CP on practically anything else. I know it looks shiny. It doesn't work out well. For any unit, no matter what unit it is; it stinks.

Say you've got 20 shots, you'll likely roll about 3-4 6s. Lets be generous and say 4. So you get 4 extra bolter hits. Maybe 2 of those will likely be wounds, and depending on what you are facing they may or may not be likely to make their saves. Maybe you get 2 dead orks, or 1 wound off of a Space Marine. Is that worth 2 cp? Spend it on something else. Spend it on literally anything else.

This message was edited 2 times. Last update was at 2021/11/17 02:00:20


 
   
 
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