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So I'm thinking of painting these guys up as the Executioners Chapter. Yes I know they are officially an Imperial Fist successor but I just love the Iron Hands strategems, traits and general vibe. I thought combining that with the more melee focussed Successor options would be kind of cool. I'm a sucker for small elite forces and Primaris models. I'm just wondering what everyone here thinks. Any advice welcome on wether it's remotely playable or feasible as a working list. ++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Iron Hands) [56 PL, 5CP, 1,000pts] ++ **Chapter Selector**: Custom Chapter, Hungry for Battle, Iron Hands Successor, Whirlwind of Rage Battle Size [6CP]: + HQ + Primaris Chaplain on Bike [7 PL, -1CP, 125pts]: 4. Mantra of Strength, All Flesh is Weakness, Benediction of Fury, Litany of Hate, Stratagem: Paragon of Iron, The Imperium's Sword, Warlord + Troops + Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant + Elites + Bladeguard Veteran Squad [10 PL, 175pts] . 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield . Bladeguard Veteran Sergeant: Heavy Bolt Pistol Terminator Assault Squad [9 PL, 195pts] . Assault Terminator Sergeant . . Thunder Hammer & Storm Shield: . 2x Assault Terminator w/THSS: 2x Storm shield, 2x Thunder hammer . 2x Assault Terminator w/x2LC: 2x Lightning Claw (Pair) + Heavy Support + Eradicator Squad [14 PL, 180pts]: Melta rifle . 3x Eradicator: 3x Bolt pistol . Eradicator Sgt + Dedicated Transport + Impulsor [6 PL, 125pts]: 2x Storm Bolters, Shield Dome ++ Total: [56 PL, 5CP, 1,000pts] + General Ideas - Super rough and tough Chaplain to represent the amazing Thulsa Kane himself. Just drive around throwing hands and maybe buff the Bladeguard while driving by. Intercessors for objective holding and looking nice at the back. Bladeguard in an Impulsor and Assault termies to hit stuff hard when they show up/get there. Eradicators for a little bit of anti-tank.
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- Iron Hands Successor
- Executioners
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++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [80 PL, 11CP, 1,498pts] ++ + Configuration + **Chapter Selector**: Space Wolves Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command Cost + Stratagems + Relics of the Chapter [-1CP]: Number of Extra Relics + HQ + Bjorn the Fell-handed [10 PL, 175pts]: Assault cannon Librarian [6 PL, 120pts]: 2) Might of Heroes, 3) Null Zone (Aura), Force axe, Jump Pack, Plasma pistol, The Armour of Russ, The Imperium's Sword, Warlord Ragnar Blackmane [7 PL, 130pts] + Troops + Assault Intercessor Squad [5 PL, 105pts] . 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol . Assault Intercessor Sgt: Heavy Bolt Pistol, Power fist Blood Claws [8 PL, 123pts] . 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader: Power axe . Wolf Guard Pack Leader: Bolt pistol, Power fist Blood Claws [6 PL, 100pts] . 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader: Power fist + Fast Attack + Thunderwolf Cavalry [14 PL, 240pts] . Thunderwolf Cavalry: Storm shield, Thunder hammer . Thunderwolf Cavalry: Lightning Claw, Storm shield . Thunderwolf Cavalry: Power axe, Storm shield . Thunderwolf Cavalry Pack Leader: Storm shield, Thunder hammer + Heavy Support + Long Fangs [7 PL, 185pts]: Armorium Cherub . Long Fang: Multi-melta . Long Fang: Multi-melta . Long Fang: Multi-melta . Long Fang: Multi-melta . Long Fang Pack Leader: Astartes Chainsword, Meltagun + Dedicated Transport + Drop Pod [4 PL, 70pts]: Storm bolter Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome Razorback [6 PL, 125pts]: Twin assault cannon ++ Total: [80 PL, 11CP, 1,498pts] ++ I was wondering what y'all would think about this list? Long Fangs and one unit of Blood Claws go in the drop pod. The rune priest will try to assasinate a key HQ unit, or counter some enemy deep strikers.
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- Space Wolves
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Movement Phase Charge Phase Other Rules ************ Currently, Fall Back is amazing. If you have a unit in melee, you can order it to Fall Back in your Movement phase. The result is that:Your unit can avoid being attacked in the Fight phase, thereby cutting in half the damage a powerful melee enemy can inflict. Your unit can reposition to cover or safety, and the enemy will need to charge again next turn, eating more Overwatch. The rest of your army can shoot at the enemy unit you Fell Back from, thereby allowing you to eliminate a potential threat left stranded in the open. In exchange, your unit can't shoot (which they couldn't do anyway) and can't charge (which you obviously didn't want to do, or why would you have them Fall Back?). Unless, of course, they can FLY, or are one of the many units (including entire Factions) capable of shooting when they Fall Back anyway, in which case the lack of downside just became another plus. This version moves Fall Back to the Charge phase - and therefore, after the Shooting phase. It also adds a melee equivalent of Overwatch, called Overrun, performed against units that Fall Back rather than those which Charge. Under this model, the result of Falling Back is that: Your unit will take a much smaller amount of damage than it normally would in the Fight phase, thereby reducing the damage a powerful melee enemy can inflict. Your unit can reposition to cover or safety, and the enemy will need to charge again next turn, eating more Overwatch as a result. That's it. If Fall Back moves to after the Shooting phase, there's no cartoonish moment where the dust clears and the Khorne Berzerkers blink in confusion to find the lone surviving Guardsman sprinting off into the distance and every other gun in the regiment trained on them. Melee remains a safe haven against non-Overwatch shooting, and Falling Back becomes more of a gamble, because it doesn't completely eliminate casualties from melee. This does make abilities that allow Fall Back-and-Shoot more powerful, by comparison - but in most cases they can be changed into "Fall Back in the Movement/Shooting phase" so that everyone else can shoot. Like they used to be able to. Thoughts?