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Made in us
Dakka Veteran




Miles City, MT

This Is a non Smash list I want to try against my local meta. I want it to be an all comers list (minus Eldar whom I no longer play against). I want it to be competitive but not too cheesey. Does this list look good to you all or is it too much or not enough (expect the other lists to be competitive if not outright cheese) My local meta minus the 3 eldar players consists of Orks (might be the only less competitive list since he plays for fluff), Grey Knights, Chaos Marines, Chaos Daemons, Tyranids, Space Wolves, Blood Angels, Necrons, Sisters of Battle, Tau, Ultramarines, Imperial Knights, Skitarii, Cult Mechanicus, Imperial Guard, and Dark Angels. I would like to note that I need to play them all with the same list. I have gotten tired of the Smash spam and want to try something different.

Fist of Medusa Strikeforce (2000pts)

Core (950pts)
Armoured Task Force (950pts)
Techmarine (110pts)
Bolt Pistol, Conversion Beamer, Melta Bombs, Power Axe, Space Marine Bike

Thunderfire Cannon (100pts)

Thunderfire Cannon (100pts)

Thunderfire Cannon (100pts)

Vindicator (135pts)
Dozer Blade, Extra Armour

Vindicator (135pts)
Dozer Blade, Extra Armour

Vindicator (135pts)
Dozer Blade, Extra Armour

Vindicator (135pts)
Dozer Blade, Extra Armour

Auxiliary (1050pts)
Honoured Ancients (180pts)
Ironclad Dreadnought)
Chainfist withHeavy Flamer, Power Fist with Heavy Flamer, Drop Pod

Honoured Ancients (180pts)
Ironclad Dreadnought
Chainfist with Heavy Flamer, Power Fist with Heavy Flamer, Drop Pod

Skyhammer Annihilation Force (690pts)
Assault Squad (95pts)
2x Flamer, Jump Packs

Assault Squad (95pts)
2x Flamer, Jump Packs

Devastator Squad (250pts)
Armorium Cherub, 4x Grav-cannon and Grav-amp, Drop Pod

Devastator Squad (250pts)
Armorium Cherub, 4x Grav-cannon and Grav-amp, Drop Pod


Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. 
   
Made in us
Omnipotent Necron Overlord






Trip thunder-fires I think is a bad idea. I think 2 would serve the purpose and give you some more points to play with.

10 mans for those dev sqauds is pretty important IMO. In a combat squad it gives you more suppressing fulisade to spam and in a 10 man if gives your gravs a chance to live another turn. Ether way I think it's well worth the points.

I don't like the dreads in this list. Honestly regualr dreads with a flamer assauly cannon will do just as much damage for much cheaper but I'd say remove them entirely and put more points into the assault marines PLUS take a 10th company of scouts. Take at least 1 unit of scout bikes with a homing beacon and getting those assault marines into CC turn 1 is a pretty easy.

My suggestion would be - drop 1 TFC drop both dreads. Ad 10 dev marines ad 10 assault marines - take a 10th company aux with a unit of scout bikes and try to squeak in some LSS scouts too - but point will get tight here.

Extra armor is also useless in the armored task force so you can drop that too - think you'd be able to fit everything I suggest.

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
Dakka Veteran




Miles City, MT

 Xenomancers wrote:
Trip thunder-fires I think is a bad idea. I think 2 would serve the purpose and give you some more points to play with.

10 mans for those dev sqauds is pretty important IMO. In a combat squad it gives you more suppressing fulisade to spam and in a 10 man if gives your gravs a chance to live another turn. Ether way I think it's well worth the points.

I don't like the dreads in this list. Honestly regualr dreads with a flamer assauly cannon will do just as much damage for much cheaper but I'd say remove them entirely and put more points into the assault marines PLUS take a 10th company of scouts. Take at least 1 unit of scout bikes with a homing beacon and getting those assault marines into CC turn 1 is a pretty easy.

My suggestion would be - drop 1 TFC drop both dreads. Ad 10 dev marines ad 10 assault marines - take a 10th company aux with a unit of scout bikes and try to squeak in some LSS scouts too - but point will get tight here.

Extra armor is also useless in the armored task force so you can drop that too - think you'd be able to fit everything I suggest.


If I drop the TFC and both dreads I can get 10 dev marines, 10 assault marines, and a 10th company with 2 scout bike units (with locator beacons) and an unmounted scout squad with camo cloaks. That is after dropping the extra aromr and meltabomb on tech marine. So used to needing the extra armor to make vindicators usable I include it without even thinking about it. I will miss the dreads though. I do love them so lol, but you are probably right on them. I do enjoy that chainfist lol.

Also not sure If I should keep the conversion beamer on the Techmarine or drop it and just have him tail behind the vindicators though I would hate to bunch them up. Wish there was a way to get more Techmarines in the list. Just stock with a bike trailing behind the tanks even.

This message was edited 1 time. Last update was at 2016/07/08 20:41:35


Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. 
   
Made in us
Slippery Scout Biker



Memphis, TN

I'd just go with the one scout bikes for infiltrate, scout, and getting your CC squads where they need to be. The scout squad with camo cloaks and stealth until they move is awesome. Infiltrate them into buildings with objectives, give em bolters and HB and just let have their 2+ cover saves all game while the rest of your army kills stuff


Automatically Appended Next Post:
You might also wanna find a way to get more ICs in there so you can disperse them throughout your army and give them the +1 to FNP

This message was edited 2 times. Last update was at 2016/07/10 23:11:20


"They say heroes are born, but this can not be. Heroes are forged in a Crucible of fire. Only after one has lead others through the fire, without regard for his own life, may he bear the title of hero." 
   
Made in us
Dakka Veteran




Miles City, MT

GiantAmongMen wrote:
I'd just go with the one scout bikes for infiltrate, scout, and getting your CC squads where they need to be. The scout squad with camo cloaks and stealth until they move is awesome. Infiltrate them into buildings with objectives, give em bolters and HB and just let have their 2+ cover saves all game while the rest of your army kills stuff


Automatically Appended Next Post:
You might also wanna find a way to get more ICs in there so you can disperse them throughout your army and give them the +1 to FNP


I suppose I could nix the annihilation and just go for scouts and grav biker command squads with a chaplain with bare bones except for the bikes. I might have to see if I can fit that in. I don't think a lib conclave would be ideal since I do want some grav and more than one unit with it seems a good idea. Could maybe lose a vindicator and maybe drop to one TFC. If I do that might as well just have all footslogging scouts with no locator.


Automatically Appended Next Post:
I dropped one vindicator and the annihilation force. Using stock scouts 0 upgrades (no cloaks). Got in 3 grav command squads with chaplains though I had to use my Apoc only chap and command squad because my group goes by what you see is what you get. That command squad has 1 apothecary 4grav 4storm shield 4powerfist. I will probably put the biker techmarine in the back just lobbing bombs with the conversion beamer. The command squads will each roll with a vindicator. The scouts will scout and the TFCs will rain the pain. Hope I have enough things to do stuff. As long as there is no CM Smash I don't think the group will mind this list.

This message was edited 2 times. Last update was at 2016/07/11 06:12:43


Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. 
   
 
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