[1500]Imperial Fists (Lysander bomb) - Warhammer 40K Fantasy
 

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  1. #1
    Member Von Romanoff's Avatar
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    [1500]Imperial Fists (Lysander bomb)

    this is the list i played yesterday against mech tau:

    Lysander Bomb V1

    Lysander 170 pts.
    4 terminator(his retuine)
    2 assault cannon 212 pts.

    382 pts.

    termie chaplain
    MoS, storm bolter, crozius,termie armor.
    4 terminator
    2 assault cannon

    330 Pts.

    2x termie squad
    5 terminator
    2 assault cannon

    480 Pts. (240 each)

    2x scout squad
    8x scouts
    storm bolters
    frag grenades
    1x missile launcher
    veteran sergeant
    teleport homer

    308 Pts.(154 each)

    1500 pts.

    This list works quite like ulthwe strike force: take advanced position with scouts and then teleport all the termies at once. the frag grenades are just to fill the last points.

    Von Romanoff :eek:


    The Thousand Sons and The Ultramarines face eachother on opposite sides of a battlefield.
    Bob: Move the troops into those strategic positions to face the chaos scum!
    Magnus: *Eyes glow* You want to move the troops into the minefield.
    Bob: *Turns to Sergeant* No, move them into the minefield instead.
    Magnus: Heh.


    Quote Originally Posted by
    May the Emperor's Light shine upon you, and the commissar's barrel not
    (\_/)
    (0.0)
    (><)

    SM Emperor's shadows: Undefeated 15-0-0(the last count as 2 ;) )
    SM Lysander Bomb:Undefeated 2-0-0

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  3. #2
    LO Zealot Ezekiel1990's Avatar
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    104 (x4)

    Quote Originally Posted by Von Romanoff
    \Lysander 170 pts.
    4 terminator(his retuine)
    2 assault cannon 212 pts.
    I'm not one for Thunderhammers, but since this is versus Tau, I guess it's okay.

    termie chaplain
    MoS, storm bolter, crozius,termie armor.
    4 terminator
    2 assault cannon
    Just personally, I give these guys lightning claws, and a lot of people chew me off for it, but oh well.

    2x termie squad
    5 terminator
    2 assault cannon
    This is fine.

    2x scout squad
    8x scouts
    storm bolters
    frag grenades
    1x missile launcher
    veteran sergeant
    teleport homer
    They only get bolters, not storm bolters.

    This list works quite like ulthwe strike force: take advanced position with scouts and then teleport all the termies at once. the frag grenades are just to fill the last points.
    Instead of frag grenades, you should get more teleport homers for your terminator sergeants, so that you can group your Terminator squads and keep half of them from harm's way.

    I'm going to assume that you've read my tactica, so I won't bother with a link. Also, whatever you do, stay away from those plasma cannons, you are running a very risky strategy here, and you don't have much room for mistakes.

    Saluti!
    Ezekiel1990

  4. #3
    Member Von Romanoff's Avatar
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    Quote Originally Posted by Ezekiel1990
    I'm not one for Thunderhammers, but since this is versus Tau, I guess it's okay.
    Sorry but I need this character to take off my strategy.

    Quote Originally Posted by Ezekiel1990
    Just personally, I give these guys lightning claws, and a lot of people chew me off for it, but oh well.
    Yes, i too was thinking about giving them lightning claws


    Quote Originally Posted by Ezekiel1990
    They only get bolters, not storm bolters.
    ya sorry


    Quote Originally Posted by Ezekiel1990
    Instead of frag grenades, you should get more teleport homers for your terminator sergeants, so that you can group your Terminator squads and keep half of them from harm's way.
    I already gave them teleport homer, as you can see...

    Quote Originally Posted by Ezekiel1990
    I'm going to assume that you've read my tactica, so I won't bother with a link. Also, whatever you do, stay away from those plasma cannons, you are running a very risky strategy here, and you don't have much room for mistakes.
    Yes i read it, but i can't find it anymore, can you plz post me the link?

    Saluti!
    Von ROmanoff :eek:

    The Thousand Sons and The Ultramarines face eachother on opposite sides of a battlefield.
    Bob: Move the troops into those strategic positions to face the chaos scum!
    Magnus: *Eyes glow* You want to move the troops into the minefield.
    Bob: *Turns to Sergeant* No, move them into the minefield instead.
    Magnus: Heh.


    Quote Originally Posted by
    May the Emperor's Light shine upon you, and the commissar's barrel not
    (\_/)
    (0.0)
    (><)

    SM Emperor's shadows: Undefeated 15-0-0(the last count as 2 ;) )
    SM Lysander Bomb:Undefeated 2-0-0

  5. #4
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    nice list lots of terminators i like it. I like it alot

  6. #5
    LO Zealot Ezekiel1990's Avatar
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    104 (x4)

    Sorry but I need this character to take off my strategy.
    It's okay against Tau, because there's nothing that's going to kill him befor he can hit wih his Thammer.

    Quote Originally Posted by Von Romanoff
    I already gave them teleport homer, as you can see...
    No, I was talking about the Terminator sergeants, not the scout sergeants. They should all have Telehomers. Also, your squad dies if you hit your own units too.

    Yes i read it, but i can't find it anymore, can you plz post me the link?
    LINK

    Saluti!
    Last edited by Ezekiel1990; August 29th, 2005 at 18:23.

  7. #6
    LO Zealot Chaosbrynn's Avatar
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    [QUOTE=Ezekiel1990]No, I was talking about the Terminator sergeants, not the scout sergeants. They should all have Telehomers. Also, your squad dies if you hit your own units too.
    [QUOTE]

    Unecessary. All terminators come in on the same turn with lysander. As such, the TP homers will be of no benefit as all your TP'ing units will already be on the board.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

  8. #7
    LO Zealot Ezekiel1990's Avatar
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    Quote Originally Posted by Chaosbrynn
    Unecessary. All terminators come in on the same turn with lysander. As such, the TP homers will be of no benefit as all your TP'ing units will already be on the board.
    Aargh, I just read the part in the codex where it says Note that the telehomer must be on the board at the start of the turn...

    Because at my gaming club, people bringing in multiple Terminator squads would put down one squad (with a telehomer) and then put the others around it without scattering them. Guess I can't do that anymore...

  9. #8
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    Maybe you could look at three smaller Scout Squads to give you more Teleport Homer coverage. Try to give them as much cover as possible so they don't get annihilated by enemy shooting before the Terminators appear.

    As for the Lightning Claws, only the Chaplain and his Sergeant can have them and it will cost another 30 points each, is it really worth it?

  10. #9
    Member Von Romanoff's Avatar
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    i already thought about a 3 squads tactics, but they are wiped out too easily.
    and you can give lightining claws to them taking a termiantor assault squad


    Saluti!!
    Von Romanoff :eek:

    The Thousand Sons and The Ultramarines face eachother on opposite sides of a battlefield.
    Bob: Move the troops into those strategic positions to face the chaos scum!
    Magnus: *Eyes glow* You want to move the troops into the minefield.
    Bob: *Turns to Sergeant* No, move them into the minefield instead.
    Magnus: Heh.


    Quote Originally Posted by
    May the Emperor's Light shine upon you, and the commissar's barrel not
    (\_/)
    (0.0)
    (><)

    SM Emperor's shadows: Undefeated 15-0-0(the last count as 2 ;) )
    SM Lysander Bomb:Undefeated 2-0-0

  11. #10
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    You can't take a Terminator Assault Squad as a retinue, only the regular shooty style squad. So you would have to take them as separate units and attach the Chaplain the turn after they teleport in. Thankfully by using Lysander you will definitely get them down at the same time.

    I wasn't sure if the smaller scouts would survive long enough or not. Two of them should be enough though.

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