1000pt Crimson Fist (Vote 4 Pedro!) - Warhammer 40K Fantasy
 

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  1. #1
    Member Farseer Rusty's Avatar
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    1000pt Crimson Fist (Vote 4 Pedro!)

    HQ

    Pedro Kantar -185

    The man himself!

    Elites

    5x Sternguard, 4x Combi-Melta -145
    Razorback, TLHB -40

    Troops

    10x Tac Marines, Power Weapon, Missile Launcher and Flamer -180
    Rhino, Extra Armour -50

    10x Tac Marines, Meltagun, Missile Launcher, Powerfist -200
    Rhino, Extra Armour -50

    Heavy Support

    Vindicator, Seige Shield -140
    (Or 5x Marines, 4x Missile Launchers -135)

    Total: 990

    Plan: Fully Mechanised/Armoured. Vindicator takes out infantry/tanks/cc threats. Tactical squads combat squad depending on mission and leave the Missile Lauchers to pop tanks/MEQ Hunt. The Assault sectors combined with Pedro assault units that have been weakened by Sternguard fire-support/Razorback and Vindicator fire. Thoughts?

    OR This Static List

    HQ

    Captain, Power Weapon, Bolter, Helfire Rounds -125

    Elites

    5x Terminators, Assault Cannon -230
    Dreadnought, Multi-Melta, DDCW and Heavy Flamer-125

    Troops

    10x Tactical Marines, Flamer, Plasma Cannon -190
    10x Tactical Marines, Meltagun, Plasma Cannon -195

    Heavy Support

    5x Devestators, 4x ML -135

    Last edited by Farseer Rusty; September 30th, 2008 at 05:08.
    "I did my first model at the age of 7"

    Wow. When I first read that I misinterpreted it. Bad.

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  3. #2
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    You should really consider extra armour for your rhino's/razorback/dred/vindi...

    I know it's gone cost alot... but it makes a world of a difference! But it's gone cost you 75pts...

    On the side, I wouldn't exchange the vindi for the dev. squad (not enough bodies...)

    grts
    HH

  4. #3
    Member lukebardy's Avatar
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    how are you getting the melta gun int he 5 man marine squad? i thought that you could only take special and heavy weapons if you had the maximum ten man squad,

    on the note of objective claiming, i know that the sternguard count as scoring units with kantor being there, but is three units really enough to capture objectives? even if they split down into combat squads, this would mean they would be all 5 man units and would be voulnerable to saturation fire from the enemy amkign them much easier to kill with them being smaller units?

    luke

  5. #4
    Member Farseer Rusty's Avatar
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    You can take a special weapon in 5 man squads but no heavy. Remember also that in this point level most armies only have about 2-3 troop choices so i don't see that as too much of a flaw. The plan is to flatten AT units quickly so the extra armour thing isn't too worrying either. I doubt the opponent will have enought AT to deal with 5 tanks at this level so some will be unharmed. Ill rush everything up first turn pop smoke and then next turn go 12 and disembark and start shooting so the rhinos and razorbacks (if still alive) will just be cover etc to block LOS so I think it's best to keep them cheap.
    "I did my first model at the age of 7"

    Wow. When I first read that I misinterpreted it. Bad.

  6. #5
    Member lukebardy's Avatar
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    the space marine codex states " if the squad number 10 modles, one space marine may take one of the following[lists special weapons] and then also if the squad number 10 modles, one space marine may take one of the following[lists heavy weapons] so to me thats if you have ten modles you can take one heavy and one special

  7. #6
    Member Farseer Rusty's Avatar
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    Well.... (Sigh) That was my fail for the day. I need to rework my list a bit then.
    "I did my first model at the age of 7"

    Wow. When I first read that I misinterpreted it. Bad.

  8. #7
    Hex
    Hex is offline
    Blistering Barnacles! Hex's Avatar
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    I like the list. I'm not so sure about the vindi in a small game, but I think it would work alright. You could tool down the sternguard, tacts and termies to squeeze another unit into the army, or add a drop pod

    I love CF too

    hex
    "Well... that hurt" - Vampire Jon Skellan (Mannfred's right hand man) after being beaten up, falling down an underground waterfall and being impaled by a stalactite.

  9. #8
    Member Farseer Rusty's Avatar
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    Quote Originally Posted by Hex View Post
    I like the list. I'm not so sure about the vindi in a small game, but I think it would work alright. You could tool down the sternguard, tacts and termies to squeeze another unit into the army, or add a drop pod

    I love CF too

    hex

    Thanks Hex. The Vindicator i'm not too worried about because it will take some heat off my transports (1st List). 1 Decent Pie Plate and i can make its points back so all good. The Sternguard are already min tho apart from the combis.
    "I did my first model at the age of 7"

    Wow. When I first read that I misinterpreted it. Bad.

  10. #9
    Member Farseer Rusty's Avatar
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    I played a game today using this list:

    HQ

    Captain, PW, Bolter, Hellfire -125

    Elites

    Dreadnought, Multi-Melta, Heavy Flamer, DCCW -125

    Troops

    10x Tacticals, Lascannon, Melta, Powerfist -200
    Razorback -40

    10x Tacticals, Missile Launcher, Flamer, Power Weapon -185
    Razorback -40

    Heavy Support

    5x Devestators, 2x Plasma Cannon, 2x heavy Bolters -175
    Vindicator -125

    I massacred my opponent. He was a space marine player too. Funnily enough he had Pedro in there and he got insta-killed by my dread. Roflcopter. Devsators did jack as a drop pod was parked right in front of them. Vindicator managed to clear the enemy objective so I ended up winning 2-0 while killing all his models. My Tacs Combat Squadded and the Captain chilled with the flamer combat squad and managed to take out an enemy tac squad trying to capture my objective. The dreadnought took out the whole squad of 5x Sternguard plus pedro as well as a 10 man tactical squad so he was my man of the match.
    "I did my first model at the age of 7"

    Wow. When I first read that I misinterpreted it. Bad.

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