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2000 Crimson Fists (drop pod)

342 views 6 replies 5 participants last post by  Thunder God 
#1 ·
HQ

Chapter Master Pedro Kantor 175

Master of the Forge 130
-Thunder Hammer

Elite

Sternguard squad ( 10 ) 325
-power fist
-3 combi-meltas
-drop pod

Sternguard squad ( 10 ) 325
-power fist
-3 combi-meltas
-drop pod

Sternguard squad ( 10 ) 325
-power fist
-3 combi-meltas
-drop pod

Troops

Scout squad ( 10 ) 180
-sniper rifles
-heavy bolter
-camo cloaks

Scout squad ( 10 ) 180
-sniper rifles
-heavy bolter
-camo cloaks

Heavy Support

Ironclad Dreadnought 180
-replace storm bolter w/ heavy flamer
-drop pod

Ironclad Dreadnought 180
-replace storm bolter w/ heavy flamer
-drop pod

2000 points

I think i will usually have the 2 ironclads and Kantor's unit of sternguard come down on the first turn to bust tanks / things I want off the table first turn. I also want Kantor down on the first turn so that things can benefit from his inspiring presence rule. I will try to keep the first 3 pods near each other so that the units don't get isolated with the other 2 drop pods coming in where needed to support other units/take objectives. The scouts will deploy on objectives or if its kill points they will deploy where they can see and shoot important targets.

The main thing I'm not sure about is the MotF. Is the TH a complete waste of point? Would I be better off spending the points on assault launchers for the ironclads? I think i will put him in Kantors unit and have him try to stay close to the dreads, leaving the unit if needed, to repair them.

I also want to know if this is friendly, really strong, or really weak. I don't want to be crushing people or being crushed with this army so please tell me what you think.

Also, what models do people use for the MotF, just the regular techmarine with full servo-harness or a different one?
 
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#2 · (Edited)
I'd try and fit a locator beacon on the drop pod Kantor would use (personally i use a Scout biker squad for that),i think it would add some much needed precision to your pods deployment. Also, consider the regular dreads with flamer to free up some points; Ironclads are a good choice don't get me wrong, but regular ones may be just has beneficial in a all drop pod configuration.

As for the Thunder hammer, the cool factor alone makes the point cost worth it, since its a somewhat friendly list i say: Keep it!
 
#3 ·
I would call it a friendly list, neither crushing everything it faces nor having to fear being crushed on every occassion.

The master of the forge realistically probably won't get the chance to repair anything. Your dreadnoughts want to be in close combat, and your techmarine won't live to walk across the battle-field on his own and take his time repairing one of the dreadnoughts without being engaged. It may happen he gets the chance sometime and succeeds, but I fear it won't be very often.
The thunder hammer has style, but the model already has to power fist attacks. I wouldn't waste his initiative and stick with a cheaper power weapon instead, if you choose to keep him anyhow.

Switching the ironclads to normal dreadnoughts is a good thought seismic has thrown in. Think about it. It will save you many points. It reduces your close combat effectiveness, but it will probably still suffice.
Still: the ironclad come with extra armour and the extra armour upgrade, probably ensuring their charge on the turn after their pods come in - unlike the normal dreadnoughts that may well be already shaken by then.

As for the scouts: i usually don't use that big a squad of snipers - especially two of them. Think about taking one combat squad of scouts with close combat weapons and give their sergeant a power fist - he can protect his fellow scouts in their position while the sternguard and dreadnoughts battle in the midst of the enemy.
Think about Telion too. He can be a real blessing against armies with upgrade characters which is the majority of armies you will encounter. If you drop the master of the forge you will have some spare points...

If you still have any points left at the end (if you drop the master and downgrade the dreadnoughts for example) that won't be many. A landspeeder is never a bad choice for example, so consider it for that case.

Interesting list! Have fun playing with it. :)
 
#4 ·
The thing is if i drop the MotF then i have to drop the dreadnoughts as i would have 5 elite choices. I think i will go with one scout squad with CCWs and a power fist to help up front as i really only need two scoring units (combat squaded snipers) to hold home objectives. The reason i went for the Ironclad over a regular dread is that they are the only two threatening vehicles i have so the higher AV and extra armour help and i don't have much in ways of CC so they boost that a little with the extra attacks.

I also wasn't going to have the MotF walk across the field he was going to be in one of the drop pods for a little CC support. I think i will stick with the thunder hammer because it's cool and i like the higher strength attacks.

I'll also try and fit telion in as he has a cool model and nice rules.

Thanks for the comments.
 
#5 · (Edited)
Actually I think this list could very well both crush and get crushed by different lists, depending on how you play them.

IG battle cannons will hurt, they're screenable with infantry so it's unlikely that you can kill them with melta on the turn you land and the battle cannon wont discriminate between expensive sternguard veterans or standard marines, they both die just as easily. It only gets worse should they include a mystic.

Some hordes will be pain aswell. A rapidfiring sternguard squad might kill 10 orks on average, but if they're in rapid range, that means that you are in assault range next turn for the 20 orks that survived the salvo.

Sternguard are expensive so when all you leave the enemy to fire at is sternguard it's gonna hurt. Still they can kill close to anything and you can severely criple some enemies with your first attack. Overall, since you dont aim for competetive play I think the list is fine as it is, just be aware of it's flaws and if you see weaknesses in the enemy's setup, dont always go in for the kill..

As to your MotF question, I use the servoharness techmarine, yes.

[edit] Forgot to comment on the MotF; I think he's fine in this list, he gives a Sternguard squad alot more CC ability and he gives the scouts increased cover save. So even if he weren't necessary for the dreads he'd still be a considerable choice.

Also while the list might not really be really competitive it might seem so to the enemy when you drop 30 sterns and 2 ironclads next to him. [/edit]
 
#6 ·
Cool list. Don't you think that it's a bit risky with only scouts as troops? I mean with only two squads once they're gone they're gone- even if the rest of your army crushes the opposition, you could still lose if you are playing a capture and controll mission.
Still, an accomplished general and good tactics can mean that any army can do well, with all those sternguard veterans drop-poding (if that's a word?) in then you can seriously take the enemy by surprise, especially as the scouts can infiltrate on to the board.
Seems like an interesting force; a tactical challenge which could either go worribly wrong or can smash the enemy aside, just protect those scouts!:act-up:
 
#7 · (Edited)
Actually because of Kantor's special rules he makes squads of sternguard scoring units.

Also I try and make it so i don't have just one squad shooting at a unit at a time. I know that armies with a lot of tanks could prove challenging but i still think it would be a fun list to play. My other list had 9 MM attack bikes instead of the dreads and MotF but i didn't think it fits with the veteran theme as much as having the two dreads.
 
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