Jump to content

2.5k Imperial Fists Round Two. With new discoveries.


Delakar

Recommended Posts

Hey everyone so I'm back for round two and I have a little information to share about a few discoveries I made with my previous list after I played a handful of games. So discovery number one, Storm shield terminators really don't like squad minimums. There are just too many things out there with AP2 and all it takes is one or two failed invuln saves and they loose their impact, then your squad can easily get tied up. Discovery #2, don't bring just one deathclaw drop pod. They are too much of an attention getter (especially if they have Templars) and if you have just one it will easily get popped and the unit inside will get merc'ed. Discovery #3, Imperial bunker's just aren't enough to protect a squad for more than one round, two at most. At 2500 points there are just too-many things that deal with av 14. At a lower point game I can really see a bunker being a good choice.


 


So with these things in mind I've made a new list, I haven't had a chance to test it out yet.


 


 


HQ 230pts


 


Sigismund


Row: Pride of the Legion


 


 


Elites 275pts


 


Apothecarion Detachment 65pts


Artificer Armor and Power Sword


 


Legion Quad Launcher 140pts


2x, with SS


 


Legion Quad Launcher 70pts


with SS


 


 


Troops 1110pts


 


Legion Vet Squad 250pts


Rhino, Combi Melta


Sgt. AA.


9x Marines, 2xHB (marksmen)


 


Legion Vet Squad 250pts


Rhino, Combi Melta


Sgt. AA


9x Marines, 2xHB (marksmen)


 


Legion Vet Squad 250pts


Rhino, Combi Melta


Sgt. AA


9x Marines, 2xHB (marksmen)


 


Templar Brethren 380pts


Sgt. CS and Solarite Power Guantlet


9x Templars w/ CS


 


 


Heavy Support 785pts


 


Legion Heavy Support Squad 290pts


Sgt. AA, Augury Scanner


5x Marines


Trade out HB for LC's


 


Spartan Assault Tank 380pts


CA, FS, Dozer, Combi Melta


 


Whirlwind Scorpius 115pts


 


 


Fortification 100pts


 


Imperial void shield 100pts


upgraded to 3 void shields


 


My only concern is the point sink i've done in the spartan and Templar brethren squad. As I have seen multiple times 6 Templar's are more than enough to deal with even 20man tac squads even after loosing one or two they can usually work their way though what with ws5 and 3 attacks after charge. Meanwhile adding siggy with them will be more than enough to cut though anything short of a primarch. Still you can take siggy and friends and have them march up a flank.


Link to comment
Share on other sites

I'd try to squeeze in another character to add some more AP2 to the Templar squad.

 

A Primus Medicae with solar Gauntlet could be an option.

 

Drop the apothercary, a Templar or 2 and all the combi meltas on your vehicles to pay for it.

 

That way you have a squad that can take on any infantry (MEQ or TEQ) and monstrous creature units.

 

Still a big points sink but you could at least fight your way clear of large terminator squads.

Link to comment
Share on other sites

Yea, I always remember the AP 1 but it took a lil time to get use to the master crafted. What I'm looking forward to is seeing my brand new quad mortars in action. I've faced off against them a few times and they were nasty, usually a primary targets for a squad or two of vet marines.

 

I've also be thinking that I could shave some more points and take a bunker and the void shield generator.  The generator to protect the AV's and the bunker to keep the devastators alive.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.