Switch Theme:

1500pts of Crimson Fists I need some help.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Commanding Lordling





Black Hole NJ

Captain
Power glove and plasma pistol

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Terminators
5 terminators

Vindicator
Hunter-killer missile, siege shield.

Vindicator
Hunter-killer missile, siege shield.

Vindicator
Hunter-killer missile, siege shield.

1500pts

I've been debating if i should drop the power glove and plasma pistol and the veterans in the tactical squads to give them melter bombs instead, along with replacing the missile launchers with lascannons. If i have points to spare, maybe even some extra armore on the vindicators?

Thanks to any who help, i could use the advice..







Automatically Appended Next Post:



Automatically Appended Next Post:
 FJ wrote:
Captain
Power glove and plasma pistol

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Tactical squad
9 marines, veteran sergeant. one plasma gun, missile launcher. veteran has a power glove and plasma pistol.

Terminators
5 terminators

Vindicator
Hunter-killer missile, siege shield.

Vindicator
Hunter-killer missile, siege shield.

Vindicator
Hunter-killer missile, siege shield.

1500pts

I've been debating if i should drop the power glove and plasma pistol and the veterans in the tactical squads to give them melter bombs instead, along with replacing the missile launchers with lascannons. If i have points to spare, maybe even some extra armore on the vindicators?

Thanks to any who help, i could use the advice..







Automatically Appended Next Post:


Nobody?

This message was edited 5 times. Last update was at 2012/10/26 23:20:14


 
   
Made in us
Boosting Space Marine Biker






Athens, GA

Well, Honestly I'd say you need to swap things up a bit

1) At 1500 points its good to have 3 troops units, but 3 tac squads might be a bit of overkill. Perhaps try One tac Squad, and one Scout Squad, then make the third one whichever you like

2) Since you seem to be forming a gun line, I'd find the points for the ADL with quad gun. If you upgrade your scout squad with telion, he can man the gun for precision shooting madness

3) 3 Vindis are good but you're going to have to run them up the pipe fast to start dropping templates and they probably won't survive past turn three if you're opponent has any anti-tank capability.

4) Power fists have realy lost alot of effectiveness in this edition, I'd ditch them in favor of a power weapon, however, plain jain Sgts are realy coming into their own this edition. If you have to upgrade him, throw him a combie weapon and Melta bombs, the plasma pistol is a bit too expensive for its utility and has the chance of killing your Sgt.

5) I'd ditch the captain and take a librarian instead. Give him GOI and a secondary power, and use him to port a squad around where needed for objective grabbing / shooting targets of oprotunity. Never upgrade your libby's gun, its a waste, he should be using powers, not shooting.

6) Even though they are expensive, Crimson Fists absolutley kill with Sternguard. IF you take Pedro instead of your captain they become scoring units. Vanilla marines have 12 man drop pods, so build a 10 man sternguard squad, with all combi-weps, and drop pod them in. Combat squad when you land and destroy two targets on first round. Your opponent will freak and trun all fire on the stern (go to ground of get in cover if you can) giving your Vindicators more time to cross the field This will also work just as well with a 5 man squad, you will only kill one target though.

7) I'd nerf the termies, or upgrade them to TH/SS and put them with a Termie Libby with GOI and a secondary power to make a very capable and scary rapid response unit.

Thats all I've got for now, if you want look for my crimson fist lists for some ideas and feedback I've goten tuning up my army.

Hope that helps

10-15K (way too many to point up)
4K 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

 Instinctual wrote:
Well, Honestly I'd say you need to swap things up a bit

1) At 1500 points its good to have 3 troops units, but 3 tac squads might be a bit of overkill. Perhaps try One tac Squad, and one Scout Squad, then make the third one whichever you like


3 Tactical Squads lets you use Rhinos to assault objectives and are much more durable (and have more accurate shooting) than Scouts.

When you start fiddling with things like Telion and Cloaks, you spend more for a Scout Squad than you do for the Tactical Marines.


2) Since you seem to be forming a gun line, I'd find the points for the ADL with quad gun. If you upgrade your scout squad with telion, he can man the gun for precision shooting madness


Only take Telion + Scouts if you are taking a ADL w/ Icarus Lascannon. Otherwise, it's 230 Pts for a Sniper Rifle that gets to shoot twice, but can't wound MCs on 4s... But it has 2+ Cover in Ruins! >.>



3) 3 Vindis are good but you're going to have to run them up the pipe fast to start dropping templates and they probably won't survive past turn three if you're opponent has any anti-tank capability.


Which is why he should drop the Plasma Pistols and Power Fists and take a Rhino instead. Put a Combat Squad in them during objective games, and use the Rhinos as mobile cover for his Vindicators as they advance. Then your opponent gets to choose to deal with the advancing scoring units, or the advancing heavy weapons (that get cover).


4) Power fists have realy lost alot of effectiveness in this edition, I'd ditch them in favor of a power weapon, however, plain jain Sgts are realy coming into their own this edition. If you have to upgrade him, throw him a combie weapon and Melta bombs, the plasma pistol is a bit too expensive for its utility and has the chance of killing your Sgt.


Plain Sergeants are best Sergeants. Thy holy Bolt Pistol and Chainsword lets your Sergeant take on other Champions in combat and have a decent chance of dealing a wound.


5) I'd ditch the captain and take a librarian instead. Give him GOI and a secondary power, and use him to port a squad around where needed for objective grabbing / shooting targets of oprotunity. Never upgrade your libby's gun, its a waste, he should be using powers, not shooting.


Agreed. Turn 5/6 Gating into that now empty Forest in your opponent's backline is priceless. Or porting a Melta Gun behind your enemies Leman Russes, Hammerheads, Predators, Land Raiders...


6) Even though they are expensive, Crimson Fists absolutley kill with Sternguard. IF you take Pedro instead of your captain they become scoring units. Vanilla marines have 12 man drop pods, so build a 10 man sternguard squad, with all combi-weps, and drop pod them in. Combat squad when you land and destroy two targets on first round. Your opponent will freak and trun all fire on the stern (go to ground of get in cover if you can) giving your Vindicators more time to cross the field This will also work just as well with a 5 man squad, you will only kill one target though.


5 Combi Melta/5 Combi Plasma Sternguards are the best. Nothing makes an enemy cry more than popping their land raider then plasmaing the Terminators inside. Then when you get charged, Pedro makes your Sternguard have 3 attacks.

However, if you are going to run a Sternguard/Pedro List, you need 2-3 Squads of Sternguard to drop on thy enemy. Make sure to throw in a few combi Flamers in each squad if you do this, to pop on the occasional Horde you run into. Or just take Heavy Flamers on them.

Librarians or Cassius is a good addition when you get into higher points costs with Sternguard Lists.


7) I'd nerf the termies, or upgrade them to TH/SS and put them with a Termie Libby with GOI and a secondary power to make a very capable and scary rapid response unit.


GoI and either Null Zone or the Avenger, depending on what you face the most often.

I'd suggest looking into Landspeeder Typhoons. Pelting the enemy with 9 Heavy Bolter + 6 Krak Missiles can force a lot of armor/cover saves.

If you go the Sternguard route, however, prepare to shell out *a lot* of cash. You pretty much need to buy tactical marine boxes, some bits to make them look veterany (any left over Crux Terminatus from Command Squad boxes is ace for this), and then buy Combi-weapon kits from places like Chapter House Studios or something similiar.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in au
Fresh-Faced New User




Austrlia

5 Combi Melta/5 Combi Plasma Sternguards are the best. Nothing makes an enemy cry more than popping their land raider then plasmaing the Terminators inside.


Last I checked you can't pop a transport with half a unit's shooting and then shoot the exposed occupants with the other half of that unit's shooting. All shots from a single unit are simultaneously fired and if the transport dies then their target is gone.
   
Made in us
Boosting Space Marine Biker






Athens, GA

Sanno, the way this tactic works is dependent on the drop pod rules. When the squad lands it is allowed to combat squad. This allows the whole original squad to ride in thecpod, but as soon as the doors blow they become two entirely separate units. This is what allows you to shoot the transport ( first 5 man w combi-meltas) and then shoot at the occupants ( second 5 man w combi-flame/plasma).

10-15K (way too many to point up)
4K 
   
Made in au
Fresh-Faced New User




Austrlia

Thanks, Instinctual. Hadn't thought about combat squads, my mistake.
   
 
Forum Index » 40K Army Lists
Go to: