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  1. #11
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    I think since you already have 5 pods without the dev squad's pod, just drop that and save the 35 points. I'd then drop the two heavy flamers on Pedro's squad because you can't combat squad for that little "trick" like the other squad can. You can then upgrade one Stormtalon to a Stormraven and escort it in with the remaining Stormtalon; you can find the points by dropping the heavy bolters on the tac squads, one Sternguard body from Pedro's squad, or one or two extra dev squad bodies. I'd probalby also get combi-meltas for the tac squad sgts, even if it's instead of heavy bolters, but YMMV.

    Other than that, I like it! If you really crunch the points, I'd go ahead and upgrade the storm bolter on the ironclad to a heavy flamer (and coming out of the pod firing ALL his weapons is really awesome now in 7th edition!)

  2. #12

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    Alacazam!!! An improvement?

    HQ -
    Pedro Kantor

    Elite -
    9 x Sternguard - Sergeant (Power Fist, Boltgun), 5 x Combi-Meltas.
    Dedicated Transport - Drop Pod

    10 x Sternguard - Sergeant (Power Fist, Boltgun), 5 x Combi-Meltas, 2 x Heavy Flamers.
    Dedicated Transport - Drop Pod

    Ironclad Dreadnought - Seismic Hammer, Dreadnought CCW, Meltagun, Heavy Flamer, Ironclad Assault Launchers, 2 x Hunter Killer Missiles.
    Dedicated Transport - Drop Pod

    Troops -

    10 x Tacticals - Sergeant (Chainsword, Combi-Melta), Melta Gun, Heavy Bolter
    Dedicated Transport - Drop Pod

    10 x Tacticals - Sergeant (Chainsword, Combi-Melta), Meltagun, Heavy Bolter
    Dedicated transport - Drop Pod

    Fast Attack -

    Stormtalon - Twin-linked Assault Cannon, Skyhammer Missiles

    Heavy Support -

    7 Devastators - Sergeant (Boltgun, Chainsword), 4 x Lascannon

    Stormraven - Twin-linked Assault Cannon, Twin-linked Multi Melta, Stormstrike Missiles

    - 2000pts

  3. #13
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    Boom. Love it.

    Hmm... ok actually now that I look at this, if you don't win first turn you might be in trouble surviving with just the dev squad... but you could always drop them and the stormtalon for some lascannon / missile devs that walk on hopefully turn 2 in that case.
    Last edited by xTHExCLINCHERx; 02-16-2015 at 06:42 PM.

  4. #14

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    Removed the Stormtalon, added a drop pod for the Devs (so the whole army can start in reserve), Deathwind on the Ironclad and sternguard pods, Melta bombs on sternguard and tactical sergeants, a couple more ablative marines on the devs, and a combi-flamer on the sternguard who will combat squad.

    HQ -

    Pedro Kantor

    Elite -
    9 x Sternguard - Sergeant (Power Fist, Boltgun, Melta Bombs), 5 x Combi-Meltas.
    Dedicated Transport - Drop Pod (Deathwind Launcher)

    10 x Sternguard - Sergeant (Power Fist, Combi-Flamer, Melta Bombs), 5 x Combi-Meltas, 2 x Heavy Flamers.
    Dedicated Transport - Drop Pod (Deathwind Launcher)

    Ironclad Dreadnought - Seismic Hammer, Dreadnought CCW, Meltagun, Heavy Flamer, Ironclad Assault Launchers, 2 x Hunter Killer Missiles.
    Dedicated Transport - Drop Pod (Deathwind Launcher)

    Troops -

    10 x Tacticals - Sergeant (Chainsword, Combi-Melta, Melta Bombs), Melta Gun, Heavy Bolter
    Dedicated Transport - Drop Pod

    10 x Tacticals - Sergeant (Chainsword, Combi-Melta, Melta Bombs), Meltagun, Heavy Bolter
    Dedicated transport - Drop Pod

    Heavy Support -

    9 Devastators - Sergeant (Boltgun, Chainsword), 4 x Lascannon
    Dedicated transport - Drop Pod

    Stormraven - Twin-linked Assault Cannon, Twin-linked Multi Melta, Stormstrike Missiles

    - 1999pts

  5. #15

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    After reading more into the history of the Crimson Fists, this is my attempt to go fluffier. They are known for having a large reliance on Veterans and Scouts, so I have tried to run along those lines. A solid firebase of a rifleman Dreadnought, 2 x Thunderfire cannons (the techmarines add to the fluffy-ness!...and they are decent support weapons!), and a lascannon Dev squad will sit back and unleash some hurt at range. The Devs can take advantage of the 'Imperial Fists Chapter Tactics', with Tank Hunter.

    The Devs and Assault marines represent the marines elevated from scout status, working their way up under the watchful eyes of the Sternguard.

    The Assault marines will be used to pick off stragglers, or as a reactionary force to back up the firebase/gunline, while the Scouts will look at moving up the flanks, or outflanking, picking on vulnerable units. They are armed with bolters, as they get the Chapter Tactic benefits, and are unable to charge after disembarking. The speeders have heavy flamers to make up for the lack of BS4.

    The Sternguard will act as uber-tacticals, taking objectives, and tackling dangerous enemy units. The Rhinos give them mobility, they have combi-meltas in case of a need to take out enemy tanks, and a heavy flamer (and a power fist!) in each squad to put off potential assaulters.

    The Stormtalons are my air cover, able to take out enemy fliers, or bring the dakka when it's needed on the ground (and fast). They also have the ability to take out most vehicles.

    Pedro rides with one unit of Sternguard, (where his abilities will be of greatest use) and the Librarian will reinforce the firebase.

    Thoughts? It's pretty different to my other attempts, but I like the look of it. I'm definitely going for fluff and fun, but I do want to be able to win games. I'm not looking to enter tournaments.


    +++ Fluffy Fists (2000pts) +++

    ++ Space Marines: Codex (2013) (Combined Arms Detachment) (2000pts) ++

    + (No Category) +

    Chapter Tactics [Imperial Fists]

    + HQ (275pts) +

    Librarian (90pts) [Mastery Level 2]
    ····Power Armour [Force Maul]

    Pedro Kantor (185pts) [Dorn's Arrow, Frag and Krak Grenades, Iron Halo, Power Armour, Power Fist]

    + Elites (768pts) +

    Dreadnought (120pts) [Twin Linked Autocannon, Twin-Linked Autocannon]

    Sternguard Veteran Squad (313pts) [3x Combi-Melta, Heavy Flamer, 8x Veteran]
    ····Rhino [Dozer Blade]
    ····Space Marine Sergeant [Boltgun, Power Fist]

    Sternguard Veteran Squad (335pts) [3x Combi-Melta, Heavy Flamer, 9x Veteran]
    ····Rhino [Dozer Blade]
    ····Space Marine Sergeant [Boltgun, Power Fist]

    + Troops (210pts) +

    Scout Squad (105pts) [4x Scouts]
    ····Land Speeder Storm [Heavy Flamer]
    ····Scout Sergeant [Melta Bombs]

    Scout Squad (105pts) [4x Scouts]
    ····Land Speeder Storm [Heavy Flamer]
    ····Scout Sergeant [Melta Bombs]

    + Fast Attack (355pts) +

    Assault Squad (105pts) [Keep Jumppacks, 4x Space Marine]
    ····Space Marine Sergeant [Bolt Pistol, Melta Bombs, Power Sword]

    Stormtalon Gunship (125pts) [Skyhammer Missile Launcher]

    Stormtalon Gunship (125pts) [Skyhammer Missile Launcher]

    + Heavy Support (392pts) +

    Devastator Squad (192pts) [4x Lascannon, 7x Space Marine]
    ····Space Marine Sergeant [Bolt pistol, Bolter]

    Thunderfire Cannon (100pts)

    Thunderfire Cannon (100pts)

    Created with BattleScribe ([url]http://www.battlescribe.net[/url])

  6. #16

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    Oops double post!
    Last edited by errant82; 02-19-2015 at 06:07 PM.

  7. #17
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    Hmm well it's definitely a completely different feel than the other list, that's for sure. I don't know too much about their fluff, but I would have figured they would be out of Scouts because don't they have a problem recruiting because they're just drifting along through Space, because of the heavy casualties and destruction of their fortress monastary? I'm not sure though what they lost...

    Anyway, fluff aside (since I don't really know it) I like most of the units you have here individually. The Sternguard are going to have a hard time getting into position.. I'm really not sold on the meltas being in the rhino. I do like the heavy flamers from the firepoints though, it creates a nice mobile ap4 pillbox to clear some xenos from an objective. Land speeder storms and scouts are great, and their bolters are better thanks to your CTs. Overall I think you have the Objective Secured game pretty well handled by some strong choices. I'd probably just get rid of all the combi meltas though because nothing is gonna get within the range of that rhino.. they're really only great if you can position them in a pod IMO.

    I don't know what the Libby ads to the list, and he's not really going to be effective with the devastators... honestly the more and more I see devastators in lists, the more I like Dev Centurions to replace them. At least with them, the libby could provide some protection or maybe cover for them as they move (or he could even teleport them around possibly?) but static devs are just hard to justify IMO being so immobile and susceptible to AP3 flame weapons.

    Don't forget the libby opens up the command squad, which is a nice unit, that on bikes with grav could add some more mobility to the list since it's turned into a pretty static gunline.
    Last edited by xTHExCLINCHERx; 02-19-2015 at 06:28 PM.

  8. #18

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    What if I swap out the devs, combi-meltas and libby for some Las/Missile Centurions, and increase the Assault squad to 8? That's a 1999 point army.

    The CFs have lots of Scouts, as they are rebuilding their chapter...they are recent recruits.

  9. #19
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    I think that would be a good change, IMO. I use the dev cents with that load-out a lot and am always pleasantly surprised by how well they do. They are a little expensive, but with tank hunter I feel it's justified.

  10. #20

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    I think I will go with that list. I haven't bought the minis yet, but I want a shopping list, so I don't just buy random units (my old habit). I'd rather have some kind of plan...I can always add more in the future. My main opponents will be using MEQs, Tau, and Tyranids. I think I should be able to comfortably take those on with this list. Thanks for your help!

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