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Crimson fists = ALL the bolts?


Neuralshock

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I've had my eye on the CF's as my next power armored addiction and I like what I see. It's mainly the rules that have drawn me in as they lend themselves to a very gunline army but with the ability to bring the pain when fist meets face. And this was before all the new reveals so now seems a good time just as any to start painting a different shade of blue.

 

The plan is to have mainly a primaris based force because they seem to benefit most from special rules and detachments adding to their flexibility. The only exception being the best smash cap with the relic power fist. But these are just hatchling ideas, I was looking to poll the audience here on how your games have been going and to what degree you run your crimson fists!

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I run all primaris infantry and do reasonably well. I've been 50/50 in tournaments with them. When I lose it tends to be due to mortal wound spam or damage 2 spam.

Captain Punchy is awesome.

I do struggle with tanks and Knights etc though, which is why I've just painted some missile launcher Devs. Haven't tried them yet though.

 

Quick run down of my typical list:

Captain with fist

2 lieutenants

Captain with sword and stalker

Ancient

6x5 intercessors

4x5 Hellblasters (utilising combat squads to get around the rule of 3)

2x3 inceptors

 

I'm likely to change up the characters now that I have a librarian and chaplains might be useful at last.

I've been playing Imperial Fists.  Before this update, there were two things I really struggled with: 1.) high toughness vehicles (like a Leman Russ or a Knight) and 2.) plasma spam.  Unfortunately, my best friend plays (and has for a very very long time) played plasma spam guard with about 4-5 Russes.  So I can't claim to have really won any games, as he's really the only person I play against.

 

That being said, my marines absolutely mulch infantry.  Like, I have no trouble removing almost every guardsman on the table by turn 3.  With doctrines being a thing, I only see that improving. Intercessors with bolt rifles benefit HUGELY from bolter discipline.  I always dumped most of my command points into the crusaders detachment to rapid fire them, and I don't really see that changing much.  In addition, the onslaught cannons on the dreadnoughts and repulsor (if you so choose) dump out a fantastic amount of shots.  I personally like a repulsor with lascannons filled with bolt aggressors, to fill multiple roles.

 

On the case of those darn tanks now, the eliminators with las fussils fill me with hope.  Having 2-3 squads only filling 2-300 points, I think it's something I'll take every time to supplement the executioner I just added.  Hellblasters do a decent job, but they're very expensive, and without ablative wounds (like a tactical or devestator squad have) they tend to love effectiveness really quickly.

 

As a side story, I let the guard player combine a bunch of squads together (because neither of us read the stratagem he has that lets him do that), and he charged 30 of those bad boys, a priest, and straken into a squad of 10 veteran intercessors with a captain and Lieutenant nearby.  He only got the front rank into combat because it was a kind of far charge.  He killed one intercessor, and the remaining 9 hit and wounded with nearly everything.  I killed about 20 of them in combat, and the remainder fled morale (because he didn't feel it was worth the command points to keep them there).  

  • 2 weeks later...

  

 

Neat! It's a long way off and I haven't built anything Crimson Fists related, but I've been playing DA competitively for a while now. I have had decent success in bringing the anti-tank pain mostly from FW. The repulsor executioner looks to be really good and I have a friend who uses two of them, but I think one with other AT elements like grav and contemptor mortis dreads will put enough stank on my lists to threaten big targets.

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