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![[Post New]](/s/i/i.gif) 2013/11/13 11:52:23
Subject: 1500 Imperial Fists - How to improve?
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Judgemental Grey Knight Justicar
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I'm currently working on building up a CT: Imperial Fists list and I am looking for ways to improve this concept (Keep in mind I only ever face ONE opponent who has a flyer, and he rarely brings that flyer, so AA is not a requirement)
CT : Imperial Fists
Captain (Artificer Armor, Bike, Boltgun, Power weapon, Auspex)
Command Squad (Apothecary, 2 Meltagun, bikes)
Dreadnought (ML/TL HB)
Dreadnought (ML/TL HB)
Tac Squad (10, Heavy Bolter, Rhino w/ stormbolter)
Tac Squad (10, Heavy Bolter, Rhino w/ stormbolter)
Tac Squad (10, Heavy Bolter, Rhino w/ stormbolter)
Dev Squad (4 ML)
Dev Squad (4 LC)
Thunderfire Cannon
The concept is to park the TFC and Devs behind bolstered ruins with the Dreadnoughts while the Command Squad/Bike Captain harass high AV targets and the tac squads rush objectives and/or concentrate on secondary targets.
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![[Post New]](/s/i/i.gif) 2013/11/14 06:13:15
Subject: 1500 Imperial Fists - How to improve?
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Judgemental Grey Knight Justicar
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So .. must be a decent list I suppose.
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![[Post New]](/s/i/i.gif) 2013/11/14 06:26:16
Subject: 1500 Imperial Fists - How to improve?
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Stubborn Dark Angels Veteran Sergeant
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drop dreads for more cents? idk. lol
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2013/11/14 13:36:11
Subject: 1500 Imperial Fists - How to improve?
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Homicidal Veteran Blood Angel Assault Marine
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Well sir, you just hit the nail in the head.
A decent list indeed and there isn't much to improve in it.
Just thinking, do you think that those 2 meltaguns offer enough punch in the Command squad?
And in mobile Tac squads I'd prefer special weapons. Plasma gun maybe?
Oh, right. And is your Dnought wargear solid enough? I rarely use them (and when I do it's Furioso  ) so I can't tell, but concider it.
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4000p
1500p
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![[Post New]](/s/i/i.gif) 2013/11/14 22:07:04
Subject: 1500 Imperial Fists - How to improve?
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Judgemental Grey Knight Justicar
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I originally wanted 4 MG's in the command squad, but a lack of points cut that to 2. It could be enough, but it's iffy. The 4 LC dev squad should (I would hope) pick up the slack however against the few high AV opponents I face (most AV I face is AV11/12)
I do like the plasma guns. This list was playing on the bolter drill tbh, with no thought to the snap firing heavies and that's why each tac squad has a HB instead of anything else. PG's are definatley an option though (but at higher cost. :()
Dreads - not particularly solid. I just like the models and like them as a weapons platform. They're not likely to move forward. I know they're fairly expensive for t heir purpose though and I would like to upgrade them to Ironclads and get them into the action fast.
I struggle at below 2000 points putting in what I really like tbh. lol.
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![[Post New]](/s/i/i.gif) 2013/11/15 02:42:35
Subject: 1500 Imperial Fists - How to improve?
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Implacable Black Templar Initiate
New Zealand
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Those Dreads aren't exactly setup very well. I ran a similar list a while ago (2x TFC's, 2x Dreads) and used them as riflemen (2x TL AC's). The Dev's are there for heavy long range anti tank (I like that you've included them), what you need is that mid strength long range punch, that's what two rifleman dreads would give you. The TFC is a great performer, but won't last long. As I alluded to, I like fielding two for redundancy (which would cause difficult choices because 2x Dev squads are so bloody useful). As for your Tac squads. Drop the Heavy Weapons all together. You want your Tac squads to be completely mobile. And with Bolter Drill you will have the re-rolls on to-hit 1's (which admittedly you do get on HB's), and you won't be snap shotting. As another idea, if you can somehow squeeze another 135 points into your list, take 3x Attack Bikes with Heavy Bolters. Those are sick for anti horde duties. And can range ahead with the Rhino's. Edit: In addition. I don't think HQ on bike and command squad is very good idea, definitely not fluffy IF either. Drop the bikes, and the command squad altogether. You've already got 2x Dev squads worth of anti tank, that can be 4 if you combat squad (you should). That would pay for the attack bikes (which have the range to sit back and support your gun line). You don't want your HQ and a 2 man squad ranging far ahead without close support, you will sacrifice your warlord VP within 2 turns. Granted, you have two Rhino's in support. But I still don't like the feel of it together, not really synergising. Put Melta on your tac squads as well (Sgt Combi Melta, squad Melta) if you need it. Plasma would work better imo. I would also consider fielding a Librarian, they are boss and oh so cheap.
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This message was edited 3 times. Last update was at 2013/11/15 02:48:32
"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.
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2500 pts
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![[Post New]](/s/i/i.gif) 2013/11/15 05:53:45
Subject: 1500 Imperial Fists - How to improve?
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Judgemental Grey Knight Justicar
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Thanks for the suggestions and feedback Skabfang.
I agree the dreads aren't set up very well. I would like to run riflemen if they're sitting back like in this list .. but I need to get AC arms (or at least proxy them)
Devs have taken a boost in this editions codex. I never took them before (they were a massive waste of points) but now, they're looking better. I'm torn between 2 TFC's and a Dev squad vs 2 Devs and a single TFC. I *have* the later, but I like the concept of 2 TFC's on the table. Of course, if I had more heavy slots I'd throw in vindis as well, but alas, 3 choices limits things.
Tac squads : Definitely considering dropping the HB's for a mobile list (but I'd bring them back for a gunline list).
I was torn on the Bike HQ + Bike Command squad myself. With no other bikes, and the lack of IF Fluff for it I have been debating on wether or not to keep them (of course, I keep seeing people keep saying "command squads are awesome this edition", but I'm not sold). However, just to note, it's not an HQ + 2 man squad - The command squad is a full 5 man (with 2 melta + apothecary).
I've used Libby's in the past to fairly good effect, prior to the new Codex. I'm unsure on them now, with only having one power (unless paying for an upgrade) and not being able to pick which one power that is, barring the Primaris powers of course (I used to take Gate and either Null zone or Smite).
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![[Post New]](/s/i/i.gif) 2013/11/15 06:35:19
Subject: 1500 Imperial Fists - How to improve?
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Monstrous Master Moulder
Cleveland, Ohio, USA
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You do have four heavy slots. It comes at a cost, but the forth slot comes from self-allying into another Chapter Tactic.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2013/11/15 07:31:20
Subject: 1500 Imperial Fists - How to improve?
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Judgemental Grey Knight Justicar
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obsidiankatana wrote:You do have four heavy slots. It comes at a cost, but the forth slot comes from self-allying into another Chapter Tactic.
While this is true, I'd like to avoid using allies (even if they are SM allies).
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![[Post New]](/s/i/i.gif) 2013/11/15 07:44:10
Subject: 1500 Imperial Fists - How to improve?
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Understandable. If you wanted the fire-splitting capabilities, you could consider (if you aren't already) using 10-man Dev squads and combat squadding. One squad, half missiles and have LC, split two and two in a pair of 5-man squads. Which leaves room for two TFCs.
Alternatively, stick to one TFC and find room for flamers in the tac squads (reg and combi) for maximum horde control / objective threatening that losing a second TFC leaves you exposed to.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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