<2000 Imperial Fist 1500 points competitive slow build - Warhammer 40K Fantasy
 

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  1. #1
    Son of Dorn Sanctus's Avatar
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    Imperial Fist 1500 points competitive slow build

    Hello, This is the first draft of my new imperial fist army. I will be building it over the next year or year and a half. I would like to get alot of input on making it competitive since my other army was made just because I liked the fluff of it. Please hold back no Criticism!

    HQ
    Darnath Lysander

    Elite
    Ironclad Dreadnought with two Hunter Killer Missiles

    Terminator Squad
    1 Cyclone Missile Launcher, 2 Chainfists, 1 Sergeant with power sword, 1 with power fist and storm bolter

    Troops

    Tactical Squad x2
    Sergeant with Power Weapon, 1 Meltagun, 8 with bolters in a Rhino with Hunter Killer Missile
    Scout Squad x2
    4 sniper rifles 1 missile launcher

    Fast Attack

    Attack Bike squadron
    3 Heavy Bolters

    Attack Bike squadron
    1 Multi Melta

    Attack Bike Squadron
    1 Multi Melta.

    The overall thought is for Darnath to join the Termies, and teleport in. Fire on the turn they arrive, then assault the next.

    The scouts will provide pinning to any units that are on foot and causing trouble.

    Ironclad will fire off his hunter killer missiles and provide CC support and act as a assault deterent.

    The Tac squads will rush up in their rhinos to grap objectives later in the game and jump out and shoot.

    I am new to this kind of list so please be as mean as you can so I can improve!

    <(^^)> <(^^<) (>^^)> ^(^^)^ Dance Kirby! Dance!

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  3. #2
    Senior Member juggulator's Avatar
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    Loving the Lysander. He's rock solid, and I usually stick him with sternguard for the re rolls of the special ammo, but your set up works well too. The iron clad is crying for a DREADNOUGHT DROP POD see forge world, I'm a BA player mostly and we don't have the use of them. Scouts are meh for me, unless they scoot around with combat blades and a power fist and combi-weapon on some land speeder I usually never ever take them, I've been disappointed too many times, but if they work for you, more power to you.

    but I would take a Thunderfire and cloaks to give a ten man squad a 3+ save and then have telion in there for some precision shooting, might be costly but could be really good as thunderfires are awesome.

    Your biggest worry is the same as everybody's worry at this point and that is a necron list with 4-5 night scythes and doom scythes or any flying really... So you could take Guard allies for vendettas and Flak tanks or you could take storm talons or storm eagles but as of right now you could only really snap shot 4 missiles a turn and that's it.

  4. #3
    Son of Dorn Sanctus's Avatar
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    I thought about making the scouts into one squad, but that would mean I only get 1 chance for pinning a turn, since all I have to do is cause one unsaved wound, I thought two units would give me two chances at that. I haven't ever used two squads like this before though, so I am not sure it will work.

    Won't giving the dreadnought a drop pod just get it killed when it drops since it can't charge it's first turn? I have ever used one in this method so I don't know.
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  5. #4
    Senior Member juggulator's Avatar
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    Dreadnought drop pod is a 65 point fast attack option lets it assault first turn

  6. #5
    Son of Dorn Sanctus's Avatar
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    Since it isn't in the Codex is it tournament legal?
    <(^^)> <(^^<) (>^^)> ^(^^)^ Dance Kirby! Dance!

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    Senior Member juggulator's Avatar
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    Debatable. From everything I have heard, Games workshop is just waiting for forge world to open there North America production facilities before declaring forge world products canon, but first they want to make sure they can keep up with supply as people will be buying a lot more of it.

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    So your list is decent, but there are some issues. Your main problem is your lack off killyness. Now, most games are objective based but killyness is important. Lysander and the termies will be killy but they are just one unit. Maybe drop the termies and replace them with sternguard. They use lysanders shooting buff. Now your sternguard get assault protection because of lysander. Then, drop a heavy bolter bike to get a drop pod for the iron clad. This way the attack bikes blow up vehicles and anti tank. The sternguard kill guys ecspecially antitank infanttry. Then the iron clad comes in and beasts and cc, and its armor 13 will help survie. Use the hunterkillers to kill any leftor anti-tank and start ripping apart units.

  9. #8
    Son of Dorn Sanctus's Avatar
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    Thanks for you input, I will rework the list this week and make the changes you suggested.
    <(^^)> <(^^<) (>^^)> ^(^^)^ Dance Kirby! Dance!

  10. #9
    Member moshhammer's Avatar
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    Power fists are needed on tact sergeants! They are amazing in all situations.

  11. #10
    Senior Member TheComedian's Avatar
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    I wouldn't rely on pinning with those scouts. Ive used scouts before in games and never had a pinning test that worked against any space marine army (about half of armies you will face). My scouts have blown up dreadnoughts making there points back immediately, but that's a few lucky roles ad there are better ways to take out tanks. I prefer other options to scouts, but know people who love them

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