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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ Hello <span class="glossaryitem" onmouseover='gp(3);'>40k</span> professionals. I would like criticism on my list, I have only played 1 game with it so far.<br /> <br /> Pedro Kantor<br /> <br /> 1 squad of 5 Terminators <span class="glossaryitem" onmouseover='gp(213);'>SB</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> <br /> 1 Ironclad dreadnaught <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/meltagun/Siesmic Hammer<br /> <br /> 3 squads of 10 Tactical Marines<br />         2 - flamer/<span class="glossaryitem" onmouseover='gp(328);'>ML</span><br />         1 - plasma gun/ plasma cannon<br /> <br /> 1 squad of 5 scouts Sniper Rifles<br /> <br /> 1 squad of 5 sternguard with 1 multimelta and 4 boltguns<br /> <br /> Tactics-wise, I hold the line and try to kill any vehicles with dreadnaught and multi-melta.<br /> <br /> Let me know what you think, I believe the list was 1250 even. Also, i dont understand the point of combat squads. What are the benefits and what are the negatives?]]></description>
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				<pubDate><![CDATA[Tue, 11 Sep 2012 17:11:02]]> GMT</pubDate>
				<author><![CDATA[ TheV0791]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ Combat squadding lets your heavy weapon sit back and fire at full effect (while securing a home objective), while the flamer moves forward to roast stuff at close range.  I also allows a 10 man sternguard to come down in a pod, have half the squad pop a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with combi-meltas, and the other half kill the terminators inside with combi-plasma.  There are tricks you can do with it, but it is not required to make an effective army.  I rarely use it myself.<br /> <br /> As to your list.  You are a bit troop heavy for the point scale.  The general rule of thumb is 1 solid troop pick for every 500 points.  With Kantor making the sternguard scoring, you even have an extra.  I would drop one of the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>/F <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads to pay for extras.<br /> <br /> Kantor really shines when you have a lot of sternguard.  With only 1, he's a little overpriced.  I'd either replace him with another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, or add more sternguard.  Or keep him if you like him, he is a nice guy.<br /> <br /> Add a <span class="glossaryitem" onmouseover='gp(5);'>AC</span> or <span class="glossaryitem" onmouseover='gp(417);'>CML</span> to your terminators.  They add a chunk of firepower to the squad.<br /> <br /> Your dread wants a drop pod so he can kill things faster.  Barring that it might be worth giving him a pair of <span class="glossaryitem" onmouseover='gp(55);'>HKs</span> to help with the <span class="glossaryitem" onmouseover='gp(9);'>AV</span>.  If you just want a dread to shore up a gun line, I like the assault cannon/ <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>(<span class="glossaryitem" onmouseover='gp(213);'>SB</span>) for that job.  <br /> <br /> I'd get a rhino or two for your tacs.  At least one to help seize objectives.  A razorback would not be a bad choice for the plasma squad.  It would let the cannon sit back and cover your advance.<br /> <br /> Sniper scouts are good objective campers.  You have a lot of those in this list, but they do the job well.<br /> <br /> I'm not a fan of anything that take the special ammo away from sternguard (except maybe <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>)  I'd buy these guys a drop pod or a razorback.  You want to keep them in rapid fire for as much of the game as you can.  As the are a scoring unit with Kantor, you should use them to move forward, clear and claim an objective.  Splash a few c-meltas on the squad if you want to use them for anti-tank fire.  If you can make the squad larger, or add some more, that'd be good.<br /> <br /> If you have the spare elite slot, a 5 man stick of sternguard with a pair of heavy weapons makes for a good faux-devestator squad.  Scoring in a Kantor list as well.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(126);'>TL</span>;DR summery: Drop a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, get some rides, more sternguard.]]></description>
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				<pubDate><![CDATA[Tue, 11 Sep 2012 18:50:30]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ I deffinately like the idea of drop podding a 10man strong group of sternguard into the enemies like. I would combat squad 2 heavy flamers and 2 combi-flamers and a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> seargent, with another group of 5 combi-meltas. Drop in, Flame whatever, then melta any scary vehicle they have. Is this tactic sound or is it a huge waste of points?]]></description>
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				<pubDate><![CDATA[Wed, 12 Sep 2012 20:49:21]]> GMT</pubDate>
				<author><![CDATA[ TheV0791]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/041ab1b4c8410f0fa23e5417fd653010.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/475807/4761892.page"><b>TheV0791 wrote:</b></a><br/>I deffinately like the idea of drop podding a 10man strong group of sternguard into the enemies like. I would combat squad 2 heavy flamers and 2 combi-flamers and a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> seargent, with another group of 5 combi-meltas. Drop in, Flame whatever, then melta any scary vehicle they have. Is this tactic sound or is it a huge waste of points?</div></blockquote><br /> <br /> It should work, but depends on what your opponent is fielding and how they deploy.  You are basically looking at a 300-400 point suicide unit.  Best case, you land next to a land raider full of terminators.  Pop the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> (250+ points) and vaporize the contents (200-300 points)  You are past the break even point.  But now your opponent has to dedicate the firepower to kill the sternguard, and possibly the pod they came in on.  That's fire not going into the rest of your army.  But if they don't have any nice, big, juicy targets, you might not be able to get your points back.  But then again, you don't need to drop into the teeth of your foe.  A more conservative midfield drop is safer, but lacks the punch of an aggressive drop.<br /> <br /> Another thing to consider is to field odd numbers of pod for maximum effect.  Drop the sternguard and the ironclad in close proximity first turn.  They can help support each other.  The third pod has a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad waiting for a late game objective grab.  And don't forget that you can change around which ones drop first once you see what your opponent has in store.  It might be worth it to keep the sternguard to respond to what he has in reserve.]]></description>
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				<pubDate><![CDATA[Wed, 12 Sep 2012 21:32:21]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/041ab1b4c8410f0fa23e5417fd653010.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/475807/4761892.page"><b>TheV0791 wrote:</b></a><br/>I deffinately like the idea of drop podding a 10man strong group of sternguard into the enemies like. I would combat squad 2 heavy flamers and 2 combi-flamers and a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> seargent, with another group of 5 combi-meltas. Drop in, Flame whatever, then melta any scary vehicle they have. Is this tactic sound or is it a huge waste of points?</div></blockquote><br /> <br /> I run a dirty VUlkan list that has a 10 man stern guard in a pod with 5 <span class="glossaryitem" onmouseover='gp(746);'>CM</span> and 2 Melta guns. I combat squad if needed to pop multi heavies. you have Vulkan with the heavy flamer so you can use him for squishies aswell. In a Kantor list it would essential work the same (- the reroll on meltas) I would scrap a Meltagun and get a Heavy Flamer cause you wont have vulkan. Dont forget you are dropping behind tanks which is juicy rear armour hits even the basic rapid fire on the other 3 marines is gonna have good odds ripping hull points AV10. Assault 4 dorns arrow + 3 extra troops rapid fire is 10 shots on rear armour 10 decent odds to strip that last hull point.<br /> <br /> Can't go wrong with a pumped up sternguard you dont even have to go super aggressive if you dont want just pod on an objective and area deny aswell. you will have the firepower!<br /> <br /> Forgot to add this earlier try to use 1 troop for every 500 points. for 1250 there is a crap load of troops there!<br /> <br /> one basic list i used at 1500 with vulka that works really well.<br /> <br /> Vulkan<br /> Sternguard in pod 5xcm 2xmelta (Pod down first Clear and objective area) <br /> Dreadnought <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(336);'>HF</span> Pod (Pod down first support and clear objective area)<br /> Dreadnought <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(336);'>HF</span> Pod (Support forward troops or last ditch close objective)<br /> Tactical Rhino <span class="glossaryitem" onmouseover='gp(330);'>MM</span> F <span class="glossaryitem" onmouseover='gp(746);'>CM</span> <span class="glossaryitem" onmouseover='gp(105);'>PF</span> (Press onto Objective)<br /> Tactical Rhino <span class="glossaryitem" onmouseover='gp(330);'>MM</span> F <span class="glossaryitem" onmouseover='gp(746);'>CM</span> <span class="glossaryitem" onmouseover='gp(105);'>PF</span> (press aswell or support home objectives)<br /> Tactical <span class="glossaryitem" onmouseover='gp(330);'>MM</span> F <span class="glossaryitem" onmouseover='gp(105);'>PF</span> (stay at home objectives)<br /> <br /> use your pods to block lanes on enemy vehicles to objectives aswll unless they blow them up the cant drive through them.]]></description>
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				<pubDate><![CDATA[Thu, 13 Sep 2012 01:17:03]]> GMT</pubDate>
				<author><![CDATA[ nyogarcia]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ If you're going for a firing line, Get some Heavy support<br /> I'd follow the advice above with one caveat, get a <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>. <br /> <br /> At 1250 pts a devastator squad is just too expensive, but if you camp the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> in some ruins He'll deal out the pain and ensure that one of your scout squads has a better cover save to boot.<br /> <br /> I'd personally drop the terminators for more sternguard with pedro. If you put a pod on a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, and pods on the sternguard squads they will both drop first round an absolutely pwn their area/objective. Send Pedro with them and tool them up with the appropriate combi weps and you have a mid-range death-star. Sternguard are base attack 2, so if charged and withing 6" of Pedro they get base 3Atk due to his special rule. Seeing as how you're enemy will be taking overwatch fire with special ammo to the face on the way in, you should be fine, especially if you use you're 6"  deployment move from the pod to get them in cover. Have the Sgt accept any challenges, and have Pedro wreck the opposing squad with his fist for maximum carnage.<br /> <br /> You should have the points if you drop a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad and the termies, as two <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads on the firing line should be enough.<br /> <br /> Here's what I came up with for 1250<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Pedro<br /> <br /> Elite:<br /> <br /> 10 Man Sternguard<br /> 4x combi-weps (you're choice), Sgt with combi-wep and power sword, Drop Pod<br /> <br /> 5 Man Sternguard<br /> 4x combi-wep (you're choice), Sgt with combi-wep and powersword, Drop Pod<br /> <br /> Troops:<br /> <br /> 5 Man Scout Squad<br /> 3x Sniper, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, Sgt with Sniper<br /> <br /> (2x) 10 Man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad<br /> Flamer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, Bare Bones Sgt<br /> <br /> Heavy:<br /> <br /> <span class="glossaryitem" onmouseover='gp(420);'>TFC</span><br /> <br /> You've got 5 scorring units in here ,a massive amount of fire power, and can customize your combi-wep load outs as needed for the enemy you're playing.<br /> <br /> If you go up to 1500, get an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with Quad gun, upgrade Scout Sgt to Telion and man the Quadgun, then add more men to the Second Stern-guard Squad , a Drop pod to one of the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads (to get both stern dropping on round one), or another <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>.<br /> <br /> Hope that Helps<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 13 Sep 2012 10:52:57]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ I came up with a new list, using some suggestions. And a few modifications of my own.<br /> <br /> Pedro<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (10 man)<br />    Flamer/ Lascannon/ Combiflamer/ Drop Pod<br /> <br /> Scout Squad (5 man)<br />    4 Sniper Rifles/ Heavy Bolter/ 5 Camo Cloaks<br /> <br /> Vindicator<br />    Siege Shield<br /> <br /> Ironclad Dreadnoght<br />    Heavy Flamer/ Ironclad Assault Launchers/ Drop Pod<br /> <br /> Sternguard (10 man)<br />    2 Heavy Flamers/ 5 Combimeltas/ Drop Pod with Deathwind Missile Launchers<br /> <br /> Sternguard (10 man)<br />    2 Combimeltas/ 3 Combiflamers/ 2 Plasma Cannons/ Rhino (bare)<br /> <br /> And that is 1500 points. Let me know what you guys think. I was looking at the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and I like it a lot, but I didnt see where it would fit.]]></description>
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				<pubDate><![CDATA[Fri, 14 Sep 2012 22:07:27]]> GMT</pubDate>
				<author><![CDATA[ TheV0791]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ With Kantor, the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> is a bit o <span class="glossaryitem" onmouseover='gp(35);'>fa</span> stretch. It looks pretty good, you are just gonna have to be watchful of enemy armor. The PCannons are ok, but you may want to trade one out for a Las and one for a <span class="glossaryitem" onmouseover='gp(51);'>HB</span>. Why risk a Gets Hot roll with 2 weapons, when you can get similar results without it.]]></description>
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				<pubDate><![CDATA[Fri, 14 Sep 2012 22:50:47]]> GMT</pubDate>
				<author><![CDATA[ Sirmauz]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ I just love the idea of having 2 plasma cannons dropping 2 blast templates of anti <span class="glossaryitem" onmouseover='gp(95);'>Meq</span> goodness from the safety of the rhino hull]]></description>
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				<pubDate><![CDATA[Fri, 14 Sep 2012 22:58:28]]> GMT</pubDate>
				<author><![CDATA[ TheV0791]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ Don't believe you can fire heavy weapons from the hatch, can you?]]></description>
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				<pubDate><![CDATA[Sat, 15 Sep 2012 01:01:44]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ I looked over the rules, and all i could find was that if the vehicle moves, the units inside count as moving. So if i move the rhino, i would fire with 2 boltguns. But the plan is to drop 1 combat squad on an objective, then shield with the rhino firing the heavy weapons. What do you think?]]></description>
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				<pubDate><![CDATA[Sat, 15 Sep 2012 01:26:55]]> GMT</pubDate>
				<author><![CDATA[ TheV0791]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ You CAN fire the heavy weapons, BUT getting that damn gets hot sucks and with blast weapons you gotta roll well for them to be effective. nothing sucks more than rolling a miss, arrow leading into one of your own troops and killing them, OR a botched <span class="glossaryitem" onmouseover='gp(390);'>GH</span> roll. ]]></description>
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				<pubDate><![CDATA[Sat, 15 Sep 2012 20:05:36]]> GMT</pubDate>
				<author><![CDATA[ Sirmauz]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ Plasma Cannons are totally worth it if you are playing against other <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> though... My first game of 6th was with the new <span class="glossaryitem" onmouseover='gp(437);'>DV</span> set (I was playing <span class="glossaryitem" onmouseover='gp(25);'>DA</span>) and on my first turn, I took out the ENTIRE chosen squad in one shot due to them being all bunched up to get through a terrain chokepoint <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 15 Sep 2012 20:23:28]]> GMT</pubDate>
				<author><![CDATA[ FoxPhoenix135]]></author>
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				<title>1,250 point Crimson Fists</title>
				<description><![CDATA[ That is a great thing, but remember the marines excel at taking all comers, and plasma have a habit of betraying you at a critical junction. Look at the battle rep for the Thousand Sons vs Imperial Fists that was recently posted. The Fists lost 3 or 4 guys to <span class="glossaryitem" onmouseover='gp(390);'>GH</span>. That risk is just not worth it to me. I know everyone loves <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, but think on this: If I fire a <span class="glossaryitem" onmouseover='gp(166);'>Plas</span> Cannon into your <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, I roll #1 drift dice, #2 distance dice, #3 WOUND dice, and #4 <span class="glossaryitem" onmouseover='gp(390);'>GH</span> dice, and no armor saves. If I shoot the same unit with a <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, #1,2,and 3 are all hit dice, #4,5, and hopefully 6 are all wounds at 3+, but a: no gets hot, and b:yeah he gets armor, but anything else like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Ork or Faildar wont. I'd rather err on the side of caution. With vehicles now having to roll <span class="glossaryitem" onmouseover='gp(390);'>GH</span> as well, Plasma is quickly losing its good sides to the negative. Mebbe new <span class="glossaryitem" onmouseover='gp(25);'>DA</span> rules will help it back to being more useful, but as a rule, (in the Army and in life, game or otherwise) if it can kill you as easy as an enemy, I'd rather go elsewhere. Why risk a jam with the M16 when my AK never does is the best example.]]></description>
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				<pubDate><![CDATA[Sun, 16 Sep 2012 02:36:31]]> GMT</pubDate>
				<author><![CDATA[ Sirmauz]]></author>
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