Imperial Fists - 1500 pts - Warhammer 40K Fantasy
 

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  1. #1
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    Imperial Fists - 1500 pts

    I've read through a lot of the previous posts regarding Imperial Fist lists and tried to absorb the best ideas and so on. here is where I'm at:

    [1500pts]

    H.Q.

    Reclusiarch
    crozius arcanum
    holy orb
    storm bolter
    terminator armour
    frag grenades

    [136 pts]


    ELITES

    Terminator Squad (x5)
    sergeant with storm bolter+power sword
    2 x storm bolter+chain fist
    1 x assault cannon+power fist
    1 x heavy flamer+power fist
    tank hunters

    [258 pts]

    Venerable Dreadnought
    cc weapon
    heavy flamer
    assault cannon
    extra armour

    [140 pts]


    TROOPS

    Tactical Squad I (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x missile launcher
    1 x plasma gun
    frag grenades

    [210 pts]

    Tactical Squad II (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x missile launcher
    1 x plasma gun
    frag grenades

    [210 pts]


    FAST ATTACK

    Landspeeder Tornado I
    heavy bolter
    autocannon
    teleport homer

    [85 pts]

    Landspeeder Tornado II
    heavy bolter
    autocannon
    teleport homer

    [85 pts]


    HEAVY SUPPORT

    Devastator Squad (x5)
    sergeant with bolter
    2 x heavy bolter
    1 x multi-melta
    1 x missile launcher

    [145 pts]

    Predator Annihilator
    tl lascannons
    heavy bolter sponsons
    extra armour
    smoke launchers

    [138 pts]

    Whirlwind
    extra armour
    smoke launchers

    [93 pts]

    Total Points Cost: 1500

    Any and all critique welcome - please let me know what changes would make it work better/anything I'm missing - I shall mostly be playing against Orks and other Space Marines.

    Cheers.


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  3. #2
    Senior Member 4theEmperor!'s Avatar
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    Your terminators have Tank Hunters but they Heavy Flamer is a poor anti-tank weapon. Why not use two assault cannons?

    I don't like your weapon choices for your dev squad. First the weapons have different ranges, 24", 36" and 48". PLUS they have different missions, when you shoot at a vehicle, the heavy bolter will be of no use. If you shoot at troops more than 24 inches away, the mm will be of no use. This squad has an identity crisis. Give them 4 ML or 4 HB. Those are the most economical choices, they pick a mission and stick to it, and if one can shoot, they all can shoot.

    If you want a multi melta, put one in a tac squad that will more likely get closer to the enemy lines. I personally don't put heavy weapons in my tac squad. I see them as wasted points since my tac squads are constantly on the move.

    I would take the ML away from your tac squads and add one more marine to your dev squad.

    I hope these tips help!
    Once a Marine, always a Marine.

  4. #3
    Son of LO
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    252 (x0)

    Quote Originally Posted by Sinnerman View Post

    [1500pts]

    H.Q.

    Reclusiarch
    crozius arcanum
    holy orb
    storm bolter
    terminator armour
    frag grenades

    [136 pts]
    Firstly, Holy Orbs are for Black Templar armies only (or armies that are using their rules) so you'll need to drop that. Also note that models in terminator armor cannot take grenades, so those'll need to come off, too.


    ELITES

    Terminator Squad (x5)
    sergeant with storm bolter+power sword
    2 x storm bolter+chain fist
    1 x assault cannon+power fist
    1 x heavy flamer+power fist
    tank hunters

    [258 pts]
    I'd suggest making these guys an HQ choice by simply making them a Terminator Command Squad for your Chaplain instead. Also, if at all possible, try and replace the heavy flamer with another assault cannon - assault cannons are easily the best options available to Terminator Squads.

    Venerable Dreadnought
    cc weapon
    heavy flamer
    assault cannon
    extra armour

    [140 pts]
    This isn't bad, though the addition of a Drop Pod would make it excellent.


    TROOPS

    Tactical Squad I (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x missile launcher
    1 x plasma gun
    frag grenades

    [210 pts]

    Tactical Squad II (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x missile launcher
    1 x plasma gun
    frag grenades

    [210 pts]
    These are great for advancing and capturing objectives, or adding fire support with their missile launchers and plasma guns. Good choice.


    FAST ATTACK

    Landspeeder Tornado I
    heavy bolter
    autocannon
    teleport homer

    [85 pts]

    Landspeeder Tornado II
    heavy bolter
    autocannon
    teleport homer

    [85 pts]
    Land Speeder Tornadoes are armed with assault cannons, not autocannons. I know it sounds petty, but there's a large difference between the two weapons.

    Also, Land Speeders have absolutely no access to the Space Marine armory, so can't take teleport homers.

    HEAVY SUPPORT

    Devastator Squad (x5)
    sergeant with bolter
    2 x heavy bolter
    1 x multi-melta
    1 x missile launcher

    [145 pts]
    Ick. Change these to 4 missile launchers quick (maybe use the models from your Tactical Squads and give them heavy bolters instead). Once they have missile launchers, give them Tank Hunters as well (assuming you're using the Traits found in Codex: Space Marines for the Imperial Fists).

    Predator Annihilator
    tl lascannons
    heavy bolter sponsons
    extra armour
    smoke launchers

    [138 pts]
    Good choice.

    Whirlwind
    extra armour
    smoke launchers

    [93 pts]
    Drop the smoke and extra armor. Whirlwinds spend most of their time out of line of sight, firing over forests and buildings. No need to waste points on defensive upgrades.

    Good luck,

    Katie D

  5. #4
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    Imperial Fists - 1500 pts

    Ok, many thanks to both of you (especially Katie for the detailed pointers - rep for you). Here is my revised list with embarrassing irregularities removed

    With regards to a second assault cannon on the Terminators - this unit is static and can't be changed right now as I have just bought them - painted to a very high standard and am not about to rip the arm off one

    Don't get me wrong, I can paint reasonably well but I haven't had the enthusiasm to actually do any painting for some time (read: many years) so I'd rather pay someone to do a better job than I AND actually get it done within my lifetime

    [1500pts]

    H.Q.

    Reclusiarch
    crozius arcanum
    storm bolter
    terminator armour

    [115 pts]

    Terminator Command Squad (x5)
    sergeant with storm bolter+power sword
    2 x storm bolter+chain fist
    1 x assault cannon+power fist
    1 x heavy flamer+power fist

    [243 pts]


    ELITES

    Venerable Dreadnought
    cc weapon
    heavy flamer
    assault cannon
    extra armour

    [140 pts]


    TROOPS

    Tactical Squad I (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x heavy bolter
    1 x plasma gun
    frag grenades

    [205 pts]

    Tactical Squad II (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x heavy bolter
    1 x plasma gun
    frag grenades

    [205 pts]


    FAST ATTACK

    Landspeeder Tornado I
    heavy bolter
    assault cannon

    [80 pts]

    Landspeeder Tornado II
    heavy bolter
    assault cannon

    [80 pts]


    HEAVY SUPPORT

    Devastator Squad (x5)
    sergeant with bolter
    4 x missile launchers
    tank hunters

    [170 pts]

    Predator Annihilator
    tl lascannons
    heavy bolter sponsons
    extra armour
    smoke launchers

    [138 pts]

    Whirlwind
    [85 pts]

    Total Points Cost: 1461

    Now that leaves 39 points which I can't really decide where best to spend them - would a drop pod for the dreadnought (as per Katie's suggestion) or krak grenades for the tactical squads be the best bet? OR, now that I've changed things around and have some points left over, would it be better for the Dev squad to have 2 x lascannons and 2 x missile launchers instead?

    Many thanks, Gary.
    Last edited by Sinnerman; November 30th, 2007 at 00:38. Reason: Thought of something else ;)

  6. #5
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    Quote Originally Posted by Sinnerman View Post

    [1500pts]

    H.Q.

    Reclusiarch
    crozius arcanum
    storm bolter
    terminator armour

    [115 pts]
    Perfect.

    Terminator Command Squad (x5)
    sergeant with storm bolter+power sword
    2 x storm bolter+chain fist
    1 x assault cannon+power fist
    1 x heavy flamer+power fist

    [243 pts]
    Good.


    ELITES

    Venerable Dreadnought
    cc weapon
    heavy flamer
    assault cannon
    extra armour

    [140 pts]
    As I said before, Drop Pod would be awesome on this guy.


    TROOPS

    Tactical Squad I (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x heavy bolter
    1 x plasma gun
    frag grenades

    [205 pts]

    Tactical Squad II (x10)
    sergeant with power fist+bolt pistol+terminator honours
    7 x bolters
    1 x heavy bolter
    1 x plasma gun
    frag grenades

    [205 pts]
    I'd drop the frag grenades. With plasma guns and heavy bolters, you're going to be shooting more often than charging. Plus, this will free up points.


    FAST ATTACK

    Landspeeder Tornado I
    heavy bolter
    assault cannon

    [80 pts]

    Landspeeder Tornado II
    heavy bolter
    assault cannon

    [80 pts]
    Perfect.


    HEAVY SUPPORT

    Devastator Squad (x5)
    sergeant with bolter
    4 x missile launchers
    tank hunters

    [170 pts]
    These guys need at least three more Space Marines to absorb wounds. Otherwise your enemy will need to inflict only 3 casualties to start forcing you to remove your missile launcher models. Just three guys with bolters will do fine.

    Predator Annihilator
    tl lascannons
    heavy bolter sponsons
    extra armour
    smoke launchers

    [138 pts]
    Perfect.

    Whirlwind
    [85 pts]
    Now you got it!

    Now that leaves 39 points which I can't really decide where best to spend them - would a drop pod for the dreadnought (as per Katie's suggestion) or krak grenades for the tactical squads be the best bet? OR, now that I've changed things around and have some points left over, would it be better for the Dev squad to have 2 x lascannons and 2 x missile launchers instead?

    Many thanks, Gary.
    A Drop Pod is your best option without a doubt. After that, you'll have 9 points left, and dropping the frags will give you some points to grab at least one more Marine for your Devastator Squad. Really, those two changes should be your priority - consider dropping one of the Terminators in your Command Squad if you can't make it (as Terminator Command Squads require a minimum of 4 models rather than 5).

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