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Made in us
Boosting Space Marine Biker






Athens, GA

Hey all,

Just graduated a few months ago, and finally getting the chance to dust off my army and head back into the fight.

Its been about a year since my last game and I've not yet played any 7th ed games so could use any advice you could throw my way for an upcoming gaming day.

I have no idea who my opponents will be, just gonna show up and go looking for a good time at my FLGS Thought I'd bring the following force

Update

I've updated the army list but have left the original here for reference due to the comments, see below for current list

Primary Detachment: Codex Space Marine

Chapter: Crimson Fists (Imperial Fist Chapter Tactics) 1835pts

HQ: 185pts

Pedro Kantor (warlord)

Elite: 536pts

(1) 9 Man Sternguard Squad (Pedro Goes Here)
2x Heavy Flamers, Sgt with Melta Bombs
Drop Pod

(2) 9 Man Sternguard Squad (Xenos Inquisitor "Bob" goes here)
2x Combi-flamers, Sgt with Melta Bombs
Drop Pod

Troops: 660pts

(1) 10 Man Tactical Squad
Melta, MM, Vet Sgt with Combi-melta and Melta Bombs
Drop Pod

(2) 10 Man Tactical Squad
Melta, MM, Vet Sgt with Combi-melta and Melta Bombs
Drop Pod

(3)10 Man Tactical Squad
Melta, MM, Vet Sgt with Combi-melta and Melta Bombs
Drop Pod

Fast: 127pts

(1) 6 Man Assault Squad
2x Flamers, Vet Sgt with Melta Bombs
Drop Pod

Heavy: 227pts

(1) 8 Man Devestator Squad (Xenos Inquisitor "Joe" goes here)
4x Lascannons
Drop Pod

Fortifications: 100pts

Aegis Defense Line
Quad Gun

Allied Detachment: Inquisition

HQ: 165pts

(1) Ordo Xenos Inquisitor "Bob" (drops with Sternguard squad (2))
Level 1 Psyker (Divination)
Power Armor, Bolt Pistol, Force Sword, Psycotroke Grenades

(2) Ordo Xenos Inquisitor "Joe" (goes with Devestators)
Level 1 Psyker (Divination)
Power Armor, Bolt Pistol, Force Sword, 3x Cyber Skulls, Liber Heresius


Notes:

I just got my hands on the Inquisition Codex, and figured I'd try it out and stay with a more or less standard steel rain list


Tactics:

7 pods total, so 4 pods on the drop, most likely sterns and a few tactical squads

Pedro and his stern squad unleash the normal hell, hopefully deploying into cover

Inquisitor "Bob" deploys with his stern squad and uses Prescience to make the most of his squad's special ammo

Devs in cover behind Aegis line with Inquisitor "joe" using Prescience to re-roll and the Liber Heresius to allow split fire, Sgt on Quadgun. Their pod drops empty.

turn two deploy remaining forces via pod where needed.



That's all I've got so far, any thoughts, suggestions or major problems anyone can spot with this list?

Any and all help or advice is welcome, especially in regards to the 7th ed metta or recent army changes I might be unaware of.

Thanks in advance,



Update

Thanks for all the great advice guys, here is the current updated army list, I'll keep it up as I change things following commentary.

Primary Detachment: Codex Space Marine

Chapter: Crimson Fists (Imperial Fist Chapter Tactics) 1920pts

HQ: 185pts

Pedro Kantor (warlord)

Elite: 618pts

(1) 9 Man Sternguard Squad (Pedro Goes Here)
2x Heavy Flamers, Sgt with Melta Bombs
Drop Pod

(2) 10 Man Sternguard Squad
2x Combi-flamers, 2x HF, 4x Combi-melts, Sgt with Melta Bombs
Drop Pod

Troops: 630pts

(1) 10 Man Tactical Squad
Melta, MM, Reg Sgt with Combi-melta and Melta Bombs
Drop Pod

(2) 10 Man Tactical Squad
Melta, MM, Reg Sgt with Combi-melta and Melta Bombs
Drop Pod

(3)10 Man Tactical Squad
Melta, MM, Reg Sgt with Combi-melta and Melta Bombs
Drop Pod

Fast: 325pts

(1) 5 Man Assault Squad
2x Flamers, Reg Sgt with Melta Bombs
Drop Pod

(2) 5 Man Assault Squad
2x Flamers, Reg Sgt with Melta Bombs
Drop Pod

(3) Stormtallon Gunship
Skyhammer Missile Launchers

Heavy: 192pts

(1) 8 Man Devestator Squad (Xenos Inquisitor "Joe" goes here)
4x Lascannons
Drop Pod

Allied Detachment: Inquisition

HQ: 78pts

(1) Ordo Xenos Inquisitor "Joe" (goes with Devestators)
Level 1 Psyker (Divination)
Power Armor, Bolt Pistol, Force Sword, Liber Heresius


What do you guys think?

This message was edited 4 times. Last update was at 2014/11/21 22:47:14


10-15K (way too many to point up)
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Made in bh
Primered White




Looks like fun to play.
You appear to be paying drop pod tax to get the four in the first turn, it would be worth trying to put something in it. Your army would also suit scouts for a bit of cheap instant infiltrating support.

I think the ADL anchors the force and after the first turn of the game the anchor may be in the wrong place. Then you only have 3 full pods to correct any deployment mistakes. If you have a flyer I would bring it along rather than the ADL. You usually have a bit of terrain to hid a unit or two within your deployment zone so use that to hide the devastators.

If you face an infiltrating army or an opponent that has fought drop pods (leaves his or her AP2 and AP3 pie template generating things in reserve until you deploy) I think you will have a fight on your hands (a fun one). If you are facing terminators in landraiders you will probably melta straight through them.

Have fun.

   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I would run this list with the Sentinels of Terra rules if playing in tournaments for the added benefit of 'close range bolter drill' for your Tac squads. (believe it or not it's legal for Pedro's Crimson Fists army to be counted as Imperial Fists, and then as Sentinels of Terra).

As for the list itself, I like the inquisition allies, but would take Coteaz if taking devastators for his many force multipliers, and he's not much more than Inquisitor "Joe". Also, the reason the Aegis and Quad Gun died off a bit in 7th is that now when you have Skyfire, and Interceptor, the Interceptor rule will NOT allow you to fire normal BS at ground targets.. So that thing is stuck snap firing even when trying to intercept outflanking or normal ground targets. Personally, the tank hunter lascannons are great, but your best AA unit will be another flier (Sotrmraven or Fire Raptor). I do like the creativity behind the Liber Heresius, it's a fun artifact to use.

If you are sticking with the Quad Gun and Dev squad, have you thought about flakk missiles? I know they're expensive but woth IF CTs, Tank Hunter on them isn't bad.. Plus then you have a unit that can split fire for handling multiple fliers at once? Also, keep the Sgt safe and use him to boost the BS of another guy since he won't be getting precision shots with the Quad Gun anymore now that characters don't have it in 7th.

On another note, I think you should make one Sternguard Squad 10 man with about 6-8 combi meltas, and reserve the ability to combat squad them into 2 groups so that you can flank an Imperial Knight and down it in one turn.. Units like that are going to be tough to deal with.. Plus, overkill isn't a bad thing. That would mean dropping the Inquisitor from that pod though, which is ok IMO.

I like Pedro's squad with the heavy flamers doing cleanup, and the Tac squads look good. I would drop the vet Sgt upgrades because I think you could use the points elsewhere. If anything, give the vet upgrade to the Devastators so they don't run and have to snap fire next turn, that really hurts them (unless you're sticking with an Inquisitor being with them).

This message was edited 2 times. Last update was at 2014/11/21 11:16:50


 
   
Made in us
Omnipotent Necron Overlord






I think both sterns should have hf or a combi weapon each model. Why the heck would you not want to do as much dmg as possible when you drop? If you want to take vetren upgrades on your tacs - give them a weapon that actually provides something for more than 1 turn - Power sword or I personally prefer power fists. A few Dreds in pods and MM would probably do you good too to give you some CC power. Also give your sergeant in pedros stern some form of close combat weapon.

This message was edited 1 time. Last update was at 2014/11/21 17:31:50


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Boosting Space Marine Biker






Athens, GA

Cry_of_the_Wind wrote:
Looks like fun to play.
You appear to be paying drop pod tax to get the four in the first turn, it would be worth trying to put something in it. Your army would also suit scouts for a bit of cheap instant infiltrating support.

I think the ADL anchors the force and after the first turn of the game the anchor may be in the wrong place. Then you only have 3 full pods to correct any deployment mistakes. If you have a flyer I would bring it along rather than the ADL. You usually have a bit of terrain to hid a unit or two within your deployment zone so use that to hide the devastators.

If you face an infiltrating army or an opponent that has fought drop pods (leaves his or her AP2 and AP3 pie template generating things in reserve until you deploy) I think you will have a fight on your hands (a fun one). If you are facing terminators in landraiders you will probably melta straight through them.

Have fun.



Thanks for the Response Cry_of_the_Wind, some great points to consider

I normally play with at least one squad of scouts, and have a Land Speeder Storm available, but sacrificed them in favor of the divination buff from the inquisitors.

I like to run one of the following load outs on my scout squads when I use them

5 Man Scout Squad
4x shotguns, Vet Sgt with Melta mombs and Combi-flamer
Land Speeder Storm with HF

5 Man Scout Squad
Cloaks, 3x Bolters, HB, Sgt with Combi-flamer
w/ or w/ out Land Speeder Storm with HF (depending on their intended use)

5 Man Scout Squad
Cloaks, 3x sniper, ML, Sgt w/ sniper

I've heard that sniper rifles have been hit with the nerf bat in 7th, though I have plenty of the models on hand if you guys think it might be worth parking them in some ruins

As for the ADL, I'd heard it took some knocks in 7th, but I do have a few Stormtallons I could swap in, Perhaps one with Lascannons to accompany a pod in the second wave?

As for opponent infiltrating on, yeah, thats one of the problems with the pod lists, but its still fun and I don't mind a loss if the game is a good fight




Automatically Appended Next Post:
 xTHExCLINCHERx wrote:
I would run this list with the Sentinels of Terra rules if playing in tournaments for the added benefit of 'close range bolter drill' for your Tac squads. (believe it or not it's legal for Pedro's Crimson Fists army to be counted as Imperial Fists, and then as Sentinels of Terra).


First off thanks for the response Clincher, great points all around. I'm not familiar with the Sentinels of Terra rules, but will look around the net to see if I can find a pdf and check them out.

 xTHExCLINCHERx wrote:

As for the list itself, I like the inquisition allies, but would take Coteaz if taking devastators for his many force multipliers, and he's not much more than Inquisitor "Joe".


I agree, I was eyeballing Coteaz, but wanted to see how a regular vanilla Inquisitor stood up, I'll reconsider and see what I can do to find a few more points for him. Would be nice to have his Stern squad getting a free shot at anything that drops close to them

 xTHExCLINCHERx wrote:
Also, the reason the Aegis and Quad Gun died off a bit in 7th is that now when you have Skyfire, and Interceptor, the Interceptor rule will NOT allow you to fire normal BS at ground targets.. So that thing is stuck snap firing even when trying to intercept outflanking or normal ground targets.


Also, thanks for the heads up on the ADL, wasn't aware of those changes, and that will definitely put the final Kibosh on it. I've got three Ravens in inventory, and would love to get my hands on the Fire Raptor, but funds are not forthcoming these days for a project like that.

 xTHExCLINCHERx wrote:
Personally, the tank hunter lascannons are great, but your best AA unit will be another flier (Sotrmraven or Fire Raptor). I do like the creativity behind the Liber Heresius, it's a fun artifact to use.


I also love the tank hunter lascannons, and the idea of divination buff and split fire in the squad was too good to pass up, not sure if it will work but really want to try it out

I also have a Contemptor Mortis Dread with twin assault cannons (magnetized arms, so can swap for CCWs), and the Lucius pod to drop him, just don't know where to find the current rules for him and can't afford another $90 FW book to get them. Any suggestions on where to find them or if he would be worth taking these days?

 xTHExCLINCHERx wrote:

If you are sticking with the Quad Gun and Dev squad, have you thought about flakk missiles? I know they're expensive but woth IF CTs, Tank Hunter on them isn't bad.. Plus then you have a unit that can split fire for handling multiple fliers at once? Also, keep the Sgt safe and use him to boost the BS of another guy since he won't be getting precision shots with the Quad Gun anymore now that characters don't have it in 7th.


Good points, I'll nix the ADL, so bye bye quad, but have no experience with the flakk missles. They just seem soo expensive, but with the tank hunter buff and ability to split fire they very well be worth it. I'll see if I can get more than one game in and try both options as I have the models available, I'll tell you how it goes.

 xTHExCLINCHERx wrote:

On another note, I think you should make one Sternguard Squad 10 man with about 6-8 combi meltas, and reserve the ability to combat squad them into 2 groups so that you can flank an Imperial Knight and down it in one turn.. Units like that are going to be tough to deal with.. Plus, overkill isn't a bad thing. That would mean dropping the Inquisitor from that pod though, which is ok IMO.


Yeah, this is how I always use to run my sterns in 5th, but with the jump in the cost of their combis I've was worried about the expense. My thoughts were to use the Inquisitor for his Div buff to allow for relatively risk free use of rapid fire Vengeance rounds, but your right to point out its a bit off an expensive buff and losses me a stern. I will have to reconsider this as dropping the Inquisitor should pay for the combis.

 xTHExCLINCHERx wrote:

I like Pedro's squad with the heavy flamers doing cleanup, and the Tac squads look good. I would drop the vet Sgt upgrades because I think you could use the points elsewhere. If anything, give the vet upgrade to the Devastators so they don't run and have to snap fire next turn, that really hurts them (unless you're sticking with an Inquisitor being with them).


The Vet Sgts on the Tactical squads was just to up leadership so they don't run or get pinned in the face of the enemy, though I admit it was done simply as I'm used to Ld 9 under the old rules. I'll try them without the Vet Sgts and save the 30 points. I do think I'll retain one Inquisitor with the Devs, just dying to try it out for fun

Overall, some very good points, I appreciate your thoughts


Automatically Appended Next Post:
Again, thanks for the feedback Xenomancers

 Xenomancers wrote:
I think both sterns should have hf or a combi weapon each model.


The reason I didn't have the HF on the second second Sternguard group was to allow them access to thier special ammo, specifically so they could benefit from the Inquisitors Prescience. However, I may be dropping the inquisitor from the squad due to the advice given in earlier comments. I agree with combi-weps on sterns, but due to the cost increases in 7th I was thinking of running them bare and relying on their special ammo

 Xenomancers wrote:
Why the heck would you not want to do as much dmg as possible when you drop? If you want to take vetren upgrades on your tacs - give them a weapon that actually provides something for more than 1 turn - Power sword or I personally prefer power fists.


I tend not to like to give CC weapons to shooting units, as it is very rarely worth it, especially on a one wound Sgt. Even if he does get to use it in CC, any dedicated CC unit will most likely kill him before he swings, tie him up in a challenge, or knock him down before he swings. If its not a dedicated CC unit, he probably wont need the power wep.

As for the damage on the drop, I like the melta as it gives them puch vs armor, and back them up with the MM as any heavy will be snap firing on the drop. besides having the sterns, I've found mass bolter fire to be adequate for anti-infantry duties

If the MM survives until the next round the short range is not an issue as the squad will be close enough to the enemy to be a threat. .

 Xenomancers wrote:
A few Dreds in pods and MM would probably do you good too to give you some CC power.


I did consider an Iron Clad Dread, but used to find he usually died in the first round without doing much, though I've heard the new damage tables in 7th are more forgiving, any suggestions on a load out for him?

 Xenomancers wrote:
Also give your sergeant in pedros stern some form of close combat weapon.


As I want to keep the sterns shooting for as long as possible, I tend to keep the Sgt focused on ranged firepower. My idea here was to keep the sgt cheep and disposable, so that he could absorb any chalenges that come for the squad, giving Pedro free reign to wreck the opposing squad with his power fist. In my experience the Sgt almost always goes down before doing much, so I thought I'd save the points and go with overwatch weapons (HF) instead.




Thanks to everyone who commented, I'll think everything over and see if I can get an updated Army list up in the first post.

All comments welcome, thanks in advance for your help

This message was edited 3 times. Last update was at 2014/11/21 22:27:24


10-15K (way too many to point up)
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Made in us
Boosting Space Marine Biker






Athens, GA

Anyone else have anything to add?

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