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![[Post New]](/s/i/i.gif) 2015/01/09 10:20:39
Subject: [1850] - Crimson Fists - Need help!
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Slippery Scout Biker
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**UPDATE**
Gladius Strike Force -
-Command-
Librarius Conclave:
3xTerminator Librarians. 3xStorm Shield. 3xPower Axes. -Run around and kill stuff?-
-Auxiliary-
Anti-Air Defence Force:
1x Hunter
2x Stalker
-Battle Demi Company 1-
Devestator Squad:
8xMarines (1xSgt, Armorium Cherub, 4xLascannon)
Fast Attack:
1x Attack Bike (Heavy Bolter) -Have to pick something i guess-
Tactical Squad 1:
5xMarines (1xSgt, 1xHeavy Bolter)
Tactical Squad 2:
5xMarines (1xSgt, 1xCombiFlamer, 1xFlamer)
Tactical Squad 3:
5xMarines (1xSgt, 1xCombiMelta, 1xMeltagun)
Hq:
1xCaptain (1xBoltPistol, 1xChainsword)
-Batttle Demi Company 2-
Devestator Squad:
8xMarines (1xSgt, Armorium Cherub, 4xPlasma/Melta) -Depending on what i need
Fast Attack:
5xAssault Marines (1xSgt, 1xCombat Shield, 1xPowerSword, 1xFlamer)
Tactical Squad 1:
5xMarines (1xSgt, 1xHeavy Bolter) -Hang on obj and provide a steady stream of dakkadakka-
Tactical Squad 2:
5xMarines (1xSgt, 1xCombiFlamer, 1xFlamer)
Tactical Squad 3:
5xMarines (1xSgt, 1xCombiPlasma, 1xPlasmaGun)
Hq:
1xChaplain (1xJump Pack, 1xPowerFist) -Go with the assault marines?-
-Transports-
5xRazorbacks w/Assorted guns
4xDroppods
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This message was edited 5 times. Last update was at 2015/10/10 18:29:51
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![[Post New]](/s/i/i.gif) 2015/01/09 10:58:34
Subject: [1250] - Crimson Fists - Need help!
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Regular Dakkanaut
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You don't have a lot of choice, if you take this :
1 boxes of Devestators
2 boxes of 10 tacts
1 boxes of 5 Sternguard
1 box of Command squad
1 Kantor
4 Rhinos
1 Dreadnought
1 box of 5 Scouts
It worths a bit more than 1000pts so you add options and you have your list.
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![[Post New]](/s/i/i.gif) 2015/01/09 11:57:25
Subject: [1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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Iam looking for more of a maybe
10man Dev squad 4 Lascannons,
10man Dev squad 4 Missle's
10man Sternsquad with meltas and a rhino transport and who knows,
I have no idea what guns to bring to counter stuff
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![[Post New]](/s/i/i.gif) 2015/01/09 14:44:36
Subject: [1250] - Crimson Fists - Need help!
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Been Around the Block
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get a bunch or drop pods and forget the stormraven, 5 drop pods for the assaults sternguard and command squad
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![[Post New]](/s/i/i.gif) 2015/01/09 14:46:18
Subject: [1250] - Crimson Fists - Need help!
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The Marine Standing Behind Marneus Calgar
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OK, you are using Crimson Fists, so you have the IF CT. That means tank hunting dev squads and bolter drill. You have Kantor, so scoring sternguard and bonus attacks.
The centerpiece of your army is going to be Kantor, with a squad of HG, in the LR. You might not use it in every game, as it’s going to be a ton of points. You might want to look into getting another, less expensive, HQ. In smaller games don’t bother with the HG/LR, and just stick Kantor in with the sternguard.
I'd cut the sternguard boxes with the tac boxes. Take some of the fanciest bits to make your honor guard. The command squad should have plenty of extra veteran shoulder pads you can use. As you are not drop podding them, I’d keep them lightly equipped. Probably just a pair of heavy flamers in a full 10 man squad. If you want to invest more in them, 3-5 combi meltas would be a respectable addition.
For larger games, you are going to want two full tactical squads in rhinos. What to gear them up with depends a lot on what you expect to face and gaps you need to fill in your list. A good rule of thumb is to give the sarge a combi to match the squad’s special. If you feel you need more AV fire, MM/M, c-melta is a flexible choice. For killing infantry, HB/P, c-plas works well.
Bolter scouts can be a fun addition to your list. You have bolter drill to help mitigate the lower BS. I’d pick up a land speeder storm and flit about the table, doing drive-by shootings and snaging objectives.
I like my assault marines as a 5 man squad with a pair of flamers, vet sarge w/ a power sword. These guys are a backfield harassment unit. Although they could advance under the shadow of your LR and help shore up that assault.
Your dev squads are going to be your primary anti tank units. One should be 4xLC. The other depends a lot on what you expect to face. While I don’t normally like MLs with flack missiles, with tank hunter they might actually be viable. And the only AA option you have atm. Plasma cannons can do mean things to elite units. I’d keep the squads at 5 men for now. If you have spare bodies, it’s nice to build all the options in the box, so you can swap as needed.
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![[Post New]](/s/i/i.gif) 2015/01/09 21:58:43
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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I Magnetize my army soo weapon swaps is no problem, And yes the reason i will be running with Kantor is for the scoring sternguards,
I was thinking about the ML's for the devs, If iam up against alot of flying ill just pop on the ML, (have a couple more in my bit box) and LC when theres no flyers to face off against.
I planned on building my HG from the Commandsquad and i have bitz to make more sterns then the 2 boxes thats on the way,
About the droppods, i feel buying 5-9 droppods is to expensive for just a couple chunks of plastic that could be replaced by painted rocks (Yes GW you heard me, lower the price you bloodsuckers)
I do have a complete land speeder in my bitbox if i would like to use one, but iam trying to stay as far away as possible from the scouts (Hate the models) but if its worth the points i could use them,
If someone wanna take their time to maybe make a makeshift list with weapon outfits etc for me i would be super happy!
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![[Post New]](/s/i/i.gif) 2015/01/10 17:13:19
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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How does this look. Hq: Pedro Kantor 185p Troops: 5 Scouts, w/Sgt. 55p 5 Tac w/Sgt 70p Elite: 9 Sternguards w/sgt Combi-Melta, Combi-Melta, MM, MM, Rhino. 283p 9 Sternguards w/sgt Combi-Plasma, Combi-Plasma, PG, PG, Rhino. 293p (Is the Plamsa Cannon any good instead or is the Gun the way to go?) Fast: 5 ASS w/VSgt, Power Sword. 110p (Is the droppod free for these? :S My app tells me its 0p's) Heavy: 5 Dev, w/sgt, 4 LC. 150p (Can switch with ML/flakk/HB/plasma) Should i? 5 Dev, w/sgt, 4 LC. 150p (Can switch with ML/flakk/HB/plasma) Should i? This lands me on 1296p and my main goal is 1250p. What should i replace/take out. Should i go with a HG for pedro or just stick him in with one of the sternguards? Is a LR a viable option?
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This message was edited 1 time. Last update was at 2015/01/10 17:14:48
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![[Post New]](/s/i/i.gif) 2015/01/10 17:26:01
Subject: [1250] - Crimson Fists - Need help!
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Perfect Shot Dark Angels Predator Pilot
FoCo
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I wouldn't take plasma guns on sternguard as it gets rid of their special ammo bolters, take combi-plasma instead. The drop pod is free for the assault marines at the cost of removing their jump pack, so I wouldn't do that. 5 man devastator units with 4 lascannons are simply not good. They are too many points and after the first casualty you are losing lascannons. The thing with devastators is to use ten or to not use them at all. Don't take multi-melta's on sternguard either since they are almost always moving so you would be snap firing. Find a way to get 2 flamers on the assault squad as it is worth its weight in gold. I'd drop one unit of devastators and find a way to get Pedro a command squad in a razorback. Adds much needed firepower to a small elite army and can get him in the fight advancing along with the sternguard. A command unit with some flamers and power weapons or even just 4 plasmas/meltas and the apothecary will give the unit some staying power and act as a bit of a buffer. Just my thoughts.
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This message was edited 1 time. Last update was at 2015/01/10 17:27:16
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![[Post New]](/s/i/i.gif) 2015/01/10 17:36:05
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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HQ:
1 Kantor - 185
4 HG Rhino
Elites:
8 Sternguards w/Sgt x3 CombiMeltas Rhino
8 Sternguards w/Sgt x3 CombiMeltas Rhino
Troops:
5 Tac w/Sgt
5 Tac w/Sgt
Fast:
8 Assault w/Sgt x2Flamers
Heavy:
8 Dev w/Sgt x4LC
8 Dev w/Sgt x4LC
-1502p
How's it looking?
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This message was edited 3 times. Last update was at 2015/01/10 22:11:17
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![[Post New]](/s/i/i.gif) 2015/01/11 05:23:37
Subject: [1250] - Crimson Fists - Need help!
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Perfect Shot Dark Angels Predator Pilot
FoCo
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I personally like command squads over honor guard due to their access to special weapons and feel no pain, put that's just a preference. I feel like it could give you a lot more shooting and staying power. Aside from that, your other units all look much better. On the way to a nice list.
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![[Post New]](/s/i/i.gif) 2015/01/11 16:03:22
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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I like the HG better seeing how 4 of each costs the same, Whilst the HG gets free Power weapons a 2+ save from their artificer armor and the Command Squad only get the normal 3+ Power armor and chainswords, They do get the Feel no pain from the apot but i dunno..
(Dont have points to outfit them with special weapons and i do have 2 5man Tac squads i could outfit if i wanted to, soo i thought a Closebattle HG with free power weapons and 2+ saves would get me more bang for my buck) but i could be wrong, do i even wanna throw Kantor and his HG into combat?
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![[Post New]](/s/i/i.gif) 2015/01/11 23:01:10
Subject: [1250] - Crimson Fists - Need help!
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Perfect Shot Dark Angels Predator Pilot
FoCo
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Yea but honour guard straight up die to plasma and you can be sure your opponent will throw it their way. The command squad can just take 5 grav guns and become a huge fire base.
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![[Post New]](/s/i/i.gif) 2015/01/12 01:08:32
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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If i go with the command Squad, i probably should go with the apot right?
I can trade the HG for 4 Grav Gun vet's and 1 Apot pull their Transport and still have 15 points for something more. Is that a smart decision,
I feel i lose alot of melee, i would end up with just the 8man Assault squad for melee, Whats your thoughts? Automatically Appended Next Post: HQ:
1. Pedro Kantor, Artificer armor, Power Fist, Dorn's arrow,
--------------
4. Honour Guard: Chapter Champion. 3 Guards, 1 Relic Blade, 1 Chapter banner. Rhino
(These and Kantor will follow the troops and boost/Cut the enemy apart) Althou i think i would benefit from some more bodies for that task?
Alternativ For HG:
5. CmdSQ: Apothecary, 4 Vet's 4 Grav Guns.
(And 5 Points to spend)
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Troops:
5. Tacticals w/Sgt
5. Tacticals w/Sgt
Elites:
8. Sternguards w/Sgt 2 Combi-Meltas Rhino
8. Sternguards w/Sgt 2 Combi-Meltas Rhino
Fast Attack:
7. Assault Marines w/Sgt 2 Flamers
Heavy Support:
8 Devestators w/Sgt 4 Lascannons
8 Devestators w/Sgt 4 Lascannons
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This message was edited 1 time. Last update was at 2015/01/12 01:13:08
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![[Post New]](/s/i/i.gif) 2015/09/24 14:05:50
Subject: Re:[1250-1500] - Crimson Fists - Need help!
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Slippery Scout Biker
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Have been having a hard time building a list seeing how i have never played or know all the different rules. Need some help with a 1500List..
Pedro Kantor 185p
Sternguards - 8man, Droppod, 1 Heavy Flamer. 221p
Sternguards - 8man, Droppod, 4 Combi-melta. 251p
Tactical Squad - 5man 70p
Tactical Squad - 5man 70p
Assault Squad - 5man 2xFlamer 95p
Dev's - 10man, armorium Cherub 4Lascannons 225
Dev's - 10man, armorium Cherub 4 (Based on opponent) 185-225
Points: 1280ish
Now to my questions..
Heavy weapons and special weapons on tacs? Move and fire? What guns will force them to stand still or allow them to move around the board without penalties?
What should i add to the list with the remaining points?
General tell me stuff thats good to know if you have the time please post
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This message was edited 1 time. Last update was at 2015/09/24 14:06:15
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![[Post New]](/s/i/i.gif) 2015/09/24 14:38:04
Subject: [1250] - Crimson Fists - Need help!
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The Marine Standing Behind Marneus Calgar
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Heavy weapons you need to stand still to fire at full effect, assault/rapid fire weapons you can shoot on the move, salvo is somewhere in between. For a full breakdown, check your rulebook, page 40 in mine (small hardback, YMMV)
There is some debate on the worth of heavy weapons in tac squads. They spend a lot of time moving, so can’t get full use out of them. Opposed to Dev squads who spend the majority of the game stationary. That said, they don’t move all the time, and having a heavy downfield can be quite nice. I always include a special and heavy in 10 man squads, but I’m a traditional codex-adherent Ultramarine like that.
If you are just taking 5 man tac squads as a tax unit, you can give them a heavy and camp them out somewhere, or a special and march then forward. If you do take the special, a matching combi for the sarge is not a bad call.
What you might want to do is look into formations. There is a lot of free power there to gain if your list adheres to the restrictions. If you can get the gladius, you get some nice perks. A demi-co and a 1st company taskforce looks to be up your ally.
But sticking with what you have:
Take the basic bolter guys from the devs and add them to the tacs. They need 10 man squads a lot more then the devs do.
Transports for the tacs. At least one should be a pod.
Special/heavy weapons for the tacs. You seem to be doing OK for AV fire, so I might run some plasma/flamers here, possibly just with HBs for the heavy weapons for more anti horde/infantry firepower.
The c-melta sternguard needs two more bodies. This way you can combat squad out of the pod.
If you are worried about flyers, a stormtalon would fit. If not, a drop dread could be entertaining. You probably want an odd number of pods.
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![[Post New]](/s/i/i.gif) 2015/09/24 17:55:04
Subject: [1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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Nevelon wrote:Heavy weapons you need to stand still to fire at full effect, assault/rapid fire weapons you can shoot on the move, salvo is somewhere in between. For a full breakdown, check your rulebook, page 40 in mine (small hardback, YMMV)
There is some debate on the worth of heavy weapons in tac squads. They spend a lot of time moving, so can’t get full use out of them. Opposed to Dev squads who spend the majority of the game stationary. That said, they don’t move all the time, and having a heavy downfield can be quite nice. I always include a special and heavy in 10 man squads, but I’m a traditional codex-adherent Ultramarine like that.
If you are just taking 5 man tac squads as a tax unit, you can give them a heavy and camp them out somewhere, or a special and march then forward. If you do take the special, a matching combi for the sarge is not a bad call.
What you might want to do is look into formations. There is a lot of free power there to gain if your list adheres to the restrictions. If you can get the gladius, you get some nice perks. A demi-co and a 1st company taskforce looks to be up your ally.
But sticking with what you have:
Take the basic bolter guys from the devs and add them to the tacs. They need 10 man squads a lot more then the devs do.
Transports for the tacs. At least one should be a pod.
Special/heavy weapons for the tacs. You seem to be doing OK for AV fire, so I might run some plasma/flamers here, possibly just with HBs for the heavy weapons for more anti horde/infantry firepower.
The c-melta sternguard needs two more bodies. This way you can combat squad out of the pod.
If you are worried about flyers, a stormtalon would fit. If not, a drop dread could be entertaining. You probably want an odd number of pods.
So Special weapons you can move and fire without penalty's? And i do have 220p to beef out the units with, And what should i outfit the 2nd Dev squad with? MM, PC, HB, Grav?,
And how do the Heavy flamer work with the sternguards? Can they move and still use it with success?
Gladius.. Hmm
Chapter tactics + Imperial Fists
Strike Force Command:
Pedro Kantor
=185p
Battle Demi Company 1:
1xCaptain, Power Armor, Boltgun,
5xDevestators, Armorium Cherub, 4xLascannons, Razorback TL/ HB
1xLandspeeder, 1 Heavy Flamer
5xTacticals, Droppod
5xTacticals, Droppod
5xTacticals, Droppod
=500p
Battle Demi Company 2:
1xChaplain, Power Armor, Boltgun, Crozius Arcanum
5xDevestators, Armorium Cherub, 4xPC/ MM/ ML, Razorback TL/ HB (Whatever is needed, Going with PC for point counting)
1xLandspeeder, 1 Heavy Flamer
5xTacticals, Droppod
5xTacticals, Droppod
5xTacticals, Droppod
=480p
1st Company Task Force:
5xSternguards
5xSternguards
5xSternguards
=330p
Sums up to 1495p Althou i want to cram Heavy/special weapons and wargear to my units but this is as Barebone i can seem to make it without removing the Sternguards all together..
If i remove all the Sterns and replace them with 3x5man Scout groups with 5xSnipers each i land at 1345 and unlock 155points to beef up the other units.. but i have no Sternguards then.. And iam playing IF/Pedro Kantor rules so the Sternguards would be great.. but is it worth just throwing the sternguards in the trash?
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![[Post New]](/s/i/i.gif) 2015/09/24 18:48:56
Subject: [1250] - Crimson Fists - Need help!
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The Marine Standing Behind Marneus Calgar
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Heavy flamers, despite having “heavy” in the name, are assault weapons. Humorously, Assault cannons are heavy.
The full company list at this point level is a totally different style of play. You are closer to guard, where you put more bodies on the table then your opponent has bullets. Very strong in objective based games, but not a type of list I have much experience building.
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![[Post New]](/s/i/i.gif) 2015/09/24 18:58:58
Subject: [1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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Nevelon wrote:Heavy flamers, despite having “heavy” in the name, are assault weapons. Humorously, Assault cannons are heavy.
The full company list at this point level is a totally different style of play. You are closer to guard, where you put more bodies on the table then your opponent has bullets. Very strong in objective based games, but not a type of list I have much experience building.
Chapter tactics + Imperial Fists
Strike Force Command:
Pedro Kantor
=185p
Battle Demi Company 1:
1xCaptain, Artificer Armor, Boltgun, Storm Bolter, Power Sword
5xDevestators, Armorium Cherub, 4xLascannons, Razorback TL/ HB, Extra armor,
1xLandspeeder, 1 Heavy Flamer
5xTacticals, Heavy Bolter, Razorback TL/ HB
5xTacticals, Flamer, Combi-Flamer, Droppod
5xTacticals, Plasma Gun, Combi-Plasma, Droppod
=600p
Battle Demi Company 2:
1xChaplain, Power Armor, Boltgun, Crozius Arcanum
5xDevestators, Armorium Cherub, 4xPC/ MM/ ML, Razorback TL/ HB Extra armor,
1xLandspeeder, 1 Heavy Flamer
5xTacticals, Heavy Bolter, Razorback TL/ HB
5xTacticals, Flamer, Combi-Flamer, Droppod
5xTacticals, Plasma Gun, Combi Plasma, Droppod
=540p
Suppression Force:
1xLandspeeder, Heavy Flamer,
1xWhirlwind, MML
1xWhirlwind, MML
=175p
Sums up to 1500p
This look viable? What changes would you make? Like i said before i have never played so have limited understanding of how different guns work, i know the basics but how good different weapons made for the same reason is, nope!
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![[Post New]](/s/i/i.gif) 2015/09/24 19:25:44
Subject: [1250] - Crimson Fists - Need help!
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The Marine Standing Behind Marneus Calgar
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Your list looks OK. Your HQs should probably stick with bolt pistols rather then bolters, they pair for an extra CC attack.
Different guns do better vs. different targets. In a generic take all comers list, you want a healthy mix. You need to adjust the mix based on what you are likely to see across the table.
Flamers are good vs soft infantry targets, things in cover, or tightly packed units. Close range
Meltaguns are point blank tank killers
Plasma guns are good vs. elite infantry, monsters, light vehicles. Dangerous to use due to Gets Hot! (but still worth it)
Grav guns fill a similer role to plasma, worse on the move, good on relentless platforms, good for monster hunting
Stormbolters are OK if free, never pay points for them.
Heavy flamers are like flamers, but better. Anything shy of a marine is just going to get BBQd
Multimeltas kill heavy armor, at close range.
Lascannons kill armor at long range, but not as well as multimeltas
Plasma cannons are plasma guns that use a blast marker. This is not as good as you think, as they tend to scatter and you are probably only catching 1-2 guys under it anyway.
Heavy bolters are good at killing light/med troops in the open. As this is not normally an issue, they get a bad rep. Good at their niche though.
Missile launchers are a jack of all trades option. Kinda “meh” at everything. Overpriced IMHO, but versatile.
Grav Cannons, very expensive, good at killing monsters, elite infantry, and vehicles. Not sure if they are worth the points, but they do pack a punch.
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![[Post New]](/s/i/i.gif) 2015/09/24 19:38:57
Subject: [1250] - Crimson Fists - Need help!
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Blood-Raging Khorne Berserker
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Take melta/combi melta instead of plasma - plasma is only better against 2+ and if your alpha striking you will more likely be targeting vehicles
Landspeeders with flamers have to get too close to do anything (if they get assaulted, they die really easy) and you already have enough anti infantry with all the bolters/heavy bolters. Either take them with typhoon + heavy bolter (so they can move to objectives and shoot from far away) or take them with 2 multimeltas so they can kill a vehicle really good (this is a suicide version).
Consider taking hunters instead of the whirlwinds - you have plenty of anti infantry but no anti flyers/skimmers.
Don't need extra armor for razorbacks - keepem cheap.
Put your captain on a bike and try to work in a command squad on bikes with grav guns to put him in (easily one of the best units in the game) give them stormshields if you have the points.
I'd use pedro for a different type of list - sternguard heavy drop pod list since he would give them all objective secured and in this list you could use his points elsewhere since he doesn't really synergize with this list.
Consider getting a librarius conclave cause its amazing. Automatically Appended Next Post: To get the points for the biker command and librarius conclave, consider dropping all the heavy weapons off the devastator squads and basically just using them as tacticals Automatically Appended Next Post: Also consider getting grav centurions cause they're amazing - and devastator centurions benefit from IF doctrines since your going crimson fist.
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This message was edited 2 times. Last update was at 2015/09/24 19:43:53
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![[Post New]](/s/i/i.gif) 2015/09/24 20:07:07
Subject: Re:[1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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Librarius Conclave:
3xLibrarians, Power Armour, Power Axe, Mastery level 2
=270p
Battle Demi Company 1:
1xCaptain, Boltgun, Power Sword
5xDevestators, Armorium Cherub, 4xLascannons, Razorback TL/HB,
1xLandspeeder, 1 MultiMelta
5xTacticals, Heavy Bolter, Razorback TL/HB
5xTacticals, Flamer, Combi-Flamer, Droppod
5xTacticals, Meltagun, Combi-melta, Droppod
=600p
Battle Demi Company 2:
1xChaplain, Power Armor, Boltgun, Crozius Arcanum
5xDevestators, Armorium Cherub, 4xPC/MM/ML, Razorback TL/HB,
1xLandspeeder, 1 MultiMelta
5xTacticals, Heavy Bolter, Razorback TL/HB
5xTacticals, Flamer, Combi-Flamer, Droppod
5xTacticals, Plasma Gun, Combi Plasma, Droppod
=540p
Anti Air Defence Force:
1x Hunter, Skyspear Missle Launcher
2x Stalker, Icarus Stormcannon array
=220p
**Changes:
Replaced one set of plasmas with Meltas,
Replaced Land Speeders Flamers with Meltas,
Removed Kantor, Put in a Librarius Conclave,
Removed Artificer Armor and Stormbolter from Captain,
Sums up to 1585p So still need to cut 35p.. From where would you suggest?
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This message was edited 1 time. Last update was at 2015/09/24 20:07:27
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![[Post New]](/s/i/i.gif) 2015/09/24 20:18:42
Subject: [1250] - Crimson Fists - Need help!
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Blood-Raging Khorne Berserker
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At this point its almost 'flavor to taste' but it does seem odd that there are no bikes in your list.
I would take the time to see how you actually want to deploy it and what your strategy with the librarians are etc and what powers your aiming for.
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![[Post New]](/s/i/i.gif) 2015/09/24 20:21:46
Subject: [1250] - Crimson Fists - Need help!
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Stalwart Space Marine
Toronto, ON
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Nevelon wrote:Heavy flamers, despite having “heavy” in the name, are assault weapons. Humorously, Assault cannons are heavy.
HA! I never noticed this before. That's GW for ya.
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5000+ pts 2000+ pts DS:80S+GMB++IPw40k091+D+A++/mWD-R+++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2015/09/24 20:53:53
Subject: [1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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chaosmarauder wrote:At this point its almost 'flavor to taste' but it does seem odd that there are no bikes in your list.
I would take the time to see how you actually want to deploy it and what your strategy with the librarians are etc and what powers your aiming for.
Iam not really sure since i have never played before but if i know myself right i would want to have a solid firebase to support my troops out on the field, Some units that can dig down ontop of objectives and protect them,
And some units i can manouver around the board to exploit weak spots etc.
And iam build from a Gladius strike force. for the free droppods and Razorbacks
The librarians i have no clue what so ever about, Someone suggested them and i removed kantor and baked them in instead.
I wanna really milk the Chapter tactics and have as many bolter rounds in the air as possible but ofcourse also more versitile guns firing.
I wanna set up the devs in cover (Cant shoot Lascannons etc from razorback right?) and have them pop things that is a threat to my ground troops from afar.
The landspeeders are the cheapest except attack bikes, 5points cheaper. And i preferr the LS model before bikes but if someone can convince me to take attack bikes instead i probably would.
So that why i got them, And i guess they would fly around doing their own thing for the greater good, Harrassing units
The 2 HB tacs i would use as some form of Assault denial units keeping them as stationary as possible on objectives close to my deployment zone.
The 2 Flamer Tacs i would use as the most offensive oriented units and try to grab ground with them and hopefully burn some xenos in the process.
The 2 MM/Plasma tacs i would use as situation oriented tools in my toolbox to move around to were they are needed and spread love.
The stalkers/Hunter i guess would sit back around the devs providing support.
The Flamers/ mm/plasma groups in Droppods to deep strike right in the fray.
Razorbacks for the rest to provide free dakkadakka.
The chaplain and captain i have no idea what i wanna do with, stick them with the flamer tacs to boost them abit and help in the possible assaults they are very likely to get into doing what i want them to do.
Hope this helps explain a little more detailed! And thanks for helping me
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![[Post New]](/s/i/i.gif) 2015/09/24 20:57:58
Subject: [1250] - Crimson Fists - Need help!
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Blood-Raging Khorne Berserker
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IF you've never played before...let me make a suggestion - start small! Start with 500 points and play a couple games to see where you want to go from there.
You will feel accomplished for painting up a full army, you will learn quickly with a smaller force, you will figure out what you like.
There are many many tactical decisions to make in an 1850 point game that require advanced knowledge of the rules. Plus you might find there are certain playstyles you like more.
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![[Post New]](/s/i/i.gif) 2015/09/24 21:12:10
Subject: [1250] - Crimson Fists - Need help!
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Slippery Scout Biker
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chaosmarauder wrote:IF you've never played before...let me make a suggestion - start small! Start with 500 points and play a couple games to see where you want to go from there.
You will feel accomplished for painting up a full army, you will learn quickly with a smaller force, you will figure out what you like.
There are many many tactical decisions to make in an 1850 point game that require advanced knowledge of the rules. Plus you might find there are certain playstyles you like more.
I've been dodaddling with 40k for maybe 10years on and off, Played like 2 games right at the start with my then Ultramarine army, was a 1250 match or something if i dont believe wrong, Faced of against a neckbeard mastery level 2..
He played Tau, I wanted to learn the game, he smeared me across the board haha. Maybe not the best way to get people into the hobby, I was quite young then aswell.
But i have been painting on and off since and have been buying/selling/painting and want to learn how to play, But i guess you are right. I have the Deathstorm box still unopened and a friend who i introduced to the hobby with said box..
Is it a balanced "fun" box for 2 Newbies to start off with?
(Why i want a list for 1500 is so i can build up my units and paint them accordingly and not end up with a bunch of modells i dont wanna play with and having a rough scetch to work from i can start building and painting it up.
Have just been modelling from the looks before now)
I have maybe 1500-2000points of unopened Space marines laying around for my "Learn to play the game army" and disposable income yaddayadda
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This message was edited 1 time. Last update was at 2015/09/24 21:13:48
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![[Post New]](/s/i/i.gif) 2015/09/25 04:09:47
Subject: [1250] - Crimson Fists - Need help!
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Blood-Raging Khorne Berserker
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Actually thats something I want to do just for fun - play through the deathstorm missions. Would be great for learning too.
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![[Post New]](/s/i/i.gif) 2015/10/10 18:30:01
Subject: [1850] - Crimson Fists - Need help!
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Slippery Scout Biker
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**UPDATE**
Gladius Strike Force -
-Command-
Librarius Conclave:
3xTerminator Librarians. 3xStorm Shield. 3xPower Axes. -Run around and kill stuff?-
-Auxiliary-
Anti-Air Defence Force:
1x Hunter
2x Stalker
-Battle Demi Company 1-
Devestator Squad:
8xMarines (1xSgt, Armorium Cherub, 4xLascannon)
Fast Attack:
1x Attack Bike (Heavy Bolter) -Have to pick something i guess-
Tactical Squad 1:
5xMarines (1xSgt, 1xHeavy Bolter)
Tactical Squad 2:
5xMarines (1xSgt, 1xCombiFlamer, 1xFlamer)
Tactical Squad 3:
5xMarines (1xSgt, 1xCombiMelta, 1xMeltagun)
Hq:
1xCaptain (1xBoltPistol, 1xChainsword)
-Batttle Demi Company 2-
Devestator Squad:
8xMarines (1xSgt, Armorium Cherub, 4xPlasma/Melta) -Depending on what i need
Fast Attack:
5xAssault Marines (1xSgt, 1xCombat Shield, 1xPowerSword, 1xFlamer)
Tactical Squad 1:
5xMarines (1xSgt, 1xHeavy Bolter) -Hang on obj and provide a steady stream of dakkadakka-
Tactical Squad 2:
5xMarines (1xSgt, 1xCombiFlamer, 1xFlamer)
Tactical Squad 3:
5xMarines (1xSgt, 1xCombiPlasma, 1xPlasmaGun)
Hq:
1xChaplain (1xJump Pack, 1xPowerFist) -Go with the assault marines?-
-Transports-
5xRazorbacks w/Assorted guns
4xDroppods
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![[Post New]](/s/i/i.gif) 2015/10/10 19:49:01
Subject: Re:[1850] - Crimson Fists - Need help!
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Land Raider Pilot on Cruise Control
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I would not do a depends on what I face. I think you would be better off and will learn better by not alternating against who you face. Will make you a much better player. I mean the list looks okay, I've never been a fan of Psykers but I don't keep up with the times. I think Land Speeders are much better than Attack Bikes just for flexibility but just depends.
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