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Discussion Starter · #1 ·
So, I'm thinking of starting Crimson Fists. How's this list?

Pedro Kantor

Sternguard 160pts
*Drop Pod

Sternguard 160pts
*Drop Pod

Terminator Squad 230pts
*Assault Cannon

Tactical Squad 210pts
*10 Marines
*Meltagun
*Drop Pod

Tactical Squad 210pts
*10 Marines
*Meltagun
*Drop Pod

Devastator Squad 165pts
*4x Missile Launchers

Devastator Squad 165pts
*4x Missle Launchers

1475pts
____________

25 pts left. Combi-Meltas, perhaps?
 

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HQ: Fine

Elites: Ditch a drop pod and merge them into one unit. 3 pods are as good as 4 allowing 2 on turn one. on arrival the sternguard can combat squad into 2 units and shoot different targets. Get 4-6 combimletas or combiflamers and split them betwen the squads. termies are ok. one locator beacon on a pod could be good for teleporting especially in dawn of war games.

Troops: Good. Take the MM as well. Its free and even though you may not fire it often it is nice to have the option and he can always use the bolt pistol if the squad moves.

Heavy: Yuck. Drop them for 6 MM armed attack bikes. 3 of them have more wounds than 5 devastators and better toughness. They can also move & fire (or turboboost) and the MM is better against tanks especially in close.
 

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hey buddy,

HQ

  • I'd put some thought into what your doing with Kantor. The turn he drop pods in he'll be a huge target so you'll need to combat this. Normally I'd have my expensive main character in a landraider to enable an effective charge(s). In a drop pod themed army you need some points effective distractions I'd suggest dreadnought(s) in drop pods...
Elites

  • Neither Dreadnoughts or terminators are massively Crimson Fist themed as the chapter is trying to revive from near extinction but are theme-passable in small quantities. I'd swap a dread in for the terms though. Probably just a basic dread to keep it cheap opposed to a venerable or ironclad one though. I'd give it an assault or plasmacannon and possible a heavy flamer and chase troops with it haha.
  • The sternguard are awesome tank hunters so I'd go 2 meltaguns plus whatever melta-combi's you can afford to one unit. Maybe some heavy flamers and flamer-combi's in the other??? boosting the squad numbers could be handy for at least one squad too.
Troops and Fast Attack

  • I'd consider some scouts. Not only is a rebuilding chapter going to need them (applying some theme) but they add more scoring units. Landspeeder-storm's are also a good addition to compliment them.
Heavy Support

  • Plenty more vehicles would help here Predators, Whirlwinds and vindicators are all worth a mention.
  • Consider adding a master of the forge as a cheap HQ so you can add some drop pod dreads here too if you want (even though they are a bit out of theme). He can shoot when arriving by drop pod reasonably well as a bonus.
Hope some of this is helpful.;)
 

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Discussion Starter · #4 ·
So I've decided to scrap the Crimson Fists idea and just decided to do a SMurf Drop Pod Assault Force.

Thanks for the advice, here's the new list:

Pedro Kantor (Counts-As)

Master of the Forge

Sternguard 330pts
*Drop Pod
*4x Combi-Melta
*3x Combi-Flamer
*2x Meltagun

Dreadnought 150pts
*Drop Pod
*Plasma Cannon

Dreadnought 150pts
*Drop Pod
*Plasma Cannon

Tactical Squad 210pts
*10 Marines
*Meltagun
*Multi-Melta
*Drop Pod

Tactical Squad 210pts
*10 Marines
*Multi-Melta
*Meltagun
*Drop Pod

Ironclad Dreadnought 175pts
*Drop Pod


1500pts


Who do you think should drop first?



Thank You.
 

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Hey, happy to see you've picked a nicer shade of blue (i have a few companies of ultramarines myself haha)

What drops first will depend on the opponents army composition and deployment. But I'd generally say 2 dreadnoughts and kantor (and possibly with the master of the forge as well) with some tactical marines or the sternguard.

The dreadnoughts are important because they are destructive and survivable, be careful though because against a melta heavy armies you'd be better off to take more troops if you can't keep the dreads from being blasted at half range or on the rear armour.

Kantor and the sternguard are needed because its risky to leave them in reserve incase they arrive too late to get much use out of them. Its really important to get them in cover or a position where they enemy has limited lines of fire though as they're a lot of points to loose.

In some cases it might be worth having a gamble on dropping the 3 dreads first to weaken a shooty opponents fire base before dropping the infantry in or against armies like demons that might struggle to destroy them..

Three key tactical points that I'd think a bit about are;

  • which unit(s) your characters join.
  • which units break into combat squads (this is especially important when playing games based on kill points).
  • which units hold objective(s) and which others behave more aggressively in games where this is relevant
 
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