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Hi everyone! I'm **** and I'm new to 40k.

I've pretty much decided on my first army; The Crimson Fists! I like the fluff, models, rules etc it's all good! I was considering a Marnius Calgar themed Ultramarines army, but I mentioned them once at the store and the entire store just stopped what they were doing and stared at me in disgust. No joke. No idea why.

Anyway, I have this list that I put together and wondered if one of you experienced old timers out there could have a look through it and offer some feedback and/or advice. Please bare in mind two things when reading this though; it's my first list, and it's a Crimson Fists list.

Thanks guys.


HQ

Crimson Fists Chapter Master Pedro Kantor 175pts
5x Honour Guard 260pts
Champion w/ Thunder Hammer.
4x Relic Blades.

I decided to run Crimson Fists when I laid my eyes on Kantor's page. Firstly he allows Sternguard Vets to become scoring units, which is an excellent tactical buff to an already diverse unit. And he's a Chapter Master; so I can take Honour Guard that benefit from his +1 attack - brutal! Not forgetting army-wide Stubborn and an Orbital Strike!


Elites

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.

No brainer really, besides without them Kantor becomes pretty much redundant compared to some other HQ choices. Their special ammo makes them a combat multiplier, and I'd love to have a bit of flexibility to play with. Hence the combi weapons.

Ironclad Dreadnought 160pts
Seismic Hammer w/ Meltagun, DCCW w/ Heavy Flamer, Ironclad Assault Launchers.

To be honest, I had 160pts spare. I was hesitant to take one because I'd been told that 6th Edition's hull points had nerfed Dreadnoughts and walkers in general. But at least it's the best varient I could get. Probably best used as the shiny bullet-magnet, or heavy infantry and monstorous creature killer.


Troops

5x Sniper Scouts 75pts
Sgt Telion 50pts

5x Sniper Scouts 80pts
Sgt w/ Melta Bombs.

Camp in terrain and on objectives with annoying rifles and 3+ cover saves. Simples.

10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.

10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.

There not great, but, there are 10 of them with 3+ saves, two template weapons and a power fist per unit. I could have done worse. I'm planning to use them for tying up enemy units and snatching objectives late game.


Heavy Support

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.

I can't wait to use these guys! I'm gonna be popping armour left, right and.. well, just those - I only have two units. I hope they don't let me down.

Total 1850pts
6x Scoring units, 10x Killpoints, 58 Wounds, 16 Melta weapons
(I think..)
 

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Nice to see a fellow Crimson Fist player, welcome to the boards!

The multi-melta's in the Devastator squads are a bit mis-placed I think. With a melta range of 12" (which you will never be in) they are no better at getting the penetrating hit than a krak missile. They lack the versatility to also handle hordes and have a pretty short maximum range too. Better to have a multi-melta in each tactical squad (more likely to be in range as bolters want the rapid fire at 12"). Instead have a pair of Missile Launchers in the devastator squads to give you both a longer range (now limited to 36" by the plasma cannons) and the ability to mop up troops with combined plasma/frag templates.

Aside from that you appear to have no transports or vehicles at all apart from the Ironclad (who will be popped first turn as he is the only anti-tank target for your opponent). While a foot slogging list can work you need to think carefully about how you will deal with and respond to a fast moving enemy or provide backup to an objective held by the scouts which is getting a determined assault. Maybe drop the ironclad (who appears a bit out of place) and instead take something to rapidly re-deploy and plug any hole that appears in your line such as assault marines or a bike squad.
 

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Hi everyone! I'm **** and I'm new to 40k.

I've pretty much decided on my first army; The Crimson Fists! I like the fluff, models, rules etc it's all good! I was considering a Marnius Calgar themed Ultramarines army, but I mentioned them once at the store and the entire store just stopped what they were doing and stared at me in disgust. No joke. No idea why.
Ultramarines were (and sorta still are) the posterboys of 40k. Lots of new players, especially younger ones play them without any regard to fluff or playstyle etc, so the smurfs tend to get a lot of stick.

Anyway, I have this list that I put together and wondered if one of you experienced old timers out there could have a look through it and offer some feedback and/or advice. Please bare in mind two things when reading this though; it's my first list, and it's a Crimson Fists list.
I'm not that old, but I'll give it a shot.

Thanks guys.


HQ

Crimson Fists Chapter Master Pedro Kantor 175pts
Neat.
5x Honour Guard 260pts
Champion w/ Thunder Hammer.
4x Relic Blades.

I decided to run Crimson Fists when I laid my eyes on Kantor's page. Firstly he allows Sternguard Vets to become scoring units, which is an excellent tactical buff to an already diverse unit. And he's a Chapter Master; so I can take Honour Guard that benefit from his +1 attack - brutal! Not forgetting army-wide Stubborn and an Orbital Strike!
Your logic is justified. However, Honour Guard tend to be more trouble than their worth, simply because 6th edition is a shooty one. CC units took a hit with random charge ranges and overwatch etc. Whilst this unit is proper killy, the trouble is getting it there in the first place.
Which brings me to my second point - if you want to use them then they're going to need a transport. Last thing you want to see is your uber-expensive unit one shotted by a Demolisher Cannon. They would benefit from a Rhino or Razorback, though remember they can't assault the turn they disembark, so plan carefully. Land Raiders would just add to an extortionate cost, and drop pods would leave them too exposed.


Elites

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.
Nice. Again, transports are the issue.

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.
Same here.

No brainer really, besides without them Kantor becomes pretty much redundant compared to some other HQ choices. Their special ammo makes them a combat multiplier, and I'd love to have a bit of flexibility to play with. Hence the combi weapons.
Why not take more then?

Ironclad Dreadnought 160pts
Seismic Hammer w/ Meltagun, DCCW w/ Heavy Flamer, Ironclad Assault Launchers.

To be honest, I had 160pts spare. I was hesitant to take one because I'd been told that 6th Edition's hull points had nerfed Dreadnoughts and walkers in general. But at least it's the best varient I could get. Probably best used as the shiny bullet-magnet, or heavy infantry and monstorous creature killer.
Nice setup. However, this becomes even more killy if you get a Drop Pod for it. Gets it close to the enemy nice and quick, and you can possibly melt something expensive as early as turn 1.

Troops

5x Sniper Scouts 75pts
Sgt Telion 50pts
Take a Missile Launcher, else you'll find these guys actually achieve very little.

5x Sniper Scouts 80pts
Sgt w/ Melta Bombs.
Not so sure about these guys - they don't really add anything.
Camp in terrain and on objectives with annoying rifles and 3+ cover saves. Simples.

10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.
You shouldn't need a Power Fist - you'll rarely get to use it. Again, transport but otherwise fine.

10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.
Same story here.

There not great, but, there are 10 of them with 3+ saves, two template weapons and a power fist per unit. I could have done worse. I'm planning to use them for tying up enemy units and snatching objectives late game.


Heavy Support

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.
Go all or nothing with devastators - mix and matching just makes them less effective at both roles. Plasma Cannons are nice, but the Multimeltas will barely see any use due to their range.

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.
One of these squads should go all Missile launchers for armour busting. Heavy Bolters are too weak, Multimeltas too short a range, and Lascannons are too pricey. Hence Plasma Cannons and Missile Launchers are perfect.

I can't wait to use these guys! I'm gonna be popping armour left, right and.. well, just those - I only have two units. I hope they don't let me down.

Total 1850pts
6x Scoring units, 10x Killpoints, 58 Wounds, 16 Melta weapons
(I think..)
Here are some thoughts on transports:
- You need to grab an objective late in the game. Footslogging 6+D6" isn't going to cut it.
- It's an AV11 wall between your squishy troops and those nasty battle cannons
- It prevents your high-priority squads from being tied up in combat by grunts.
- It makes you generally more mobile and a more effective tactical fighting force as you can co-ordinate units and provide better mutual support.

With those edits, try a little something like this:

Pedro Kantor - 175

(I'll leave these in for now) Honour Guard (4 Relic Blades, Thunder Hammer, Rhino) - 295

Scout Squad (3 Snipers, Tellion, Missile launcher) - 135
Tactical Squad (Plasma Gun, Meltabombs, Missile Launcher, Rhino) - 220
Tactical Squad (Plasma Gun, Meltabombs, Missile Launcher, Rhino) - 220

Sternguard (2 Combi-plasmas, 1 Combi-flamer, 3 Combi-meltas, Rhino) - 215
Sternguard (2 Combi-plasmas, 2 Combi-flamers, 3 Combi-meltas, Rhino) - 245
Ironclad Dreadnought (Heavy Flamer, Frag Assault Launchers, Drop Pod) - 195

Devastator Squad (4 Missile Launchers) - 150

Total: 1845.

Now, you are still short on flier defence, so perhaps switch the Dreadnought or the Honour Guard out to fit in an Aegis Defence Line with Icarus Lascannon, and then you still have room for a Predator or something.

:)
 

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I think ultramarines have become so hated and shunned (due to matt ward and their 'poster boy' image) that they have become a rarity, which has almost made them 'cool' again in some local metas!
 

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Hi everyone! I'm **** and I'm new to 40k.

I've pretty much decided on my first army; The Crimson Fists! I like the fluff, models, rules etc it's all good! I was considering a Marnius Calgar themed Ultramarines army, but I mentioned them once at the store and the entire store just stopped what they were doing and stared at me in disgust. No joke. No idea why.

Anyway, I have this list that I put together and wondered if one of you experienced old timers out there could have a look through it and offer some feedback and/or advice. Please bare in mind two things when reading this though; it's my first list, and it's a Crimson Fists list.

Thanks guys.
Hello and welcome, I hope you enjoy things here. Let's take a look at this list.

HQ

Crimson Fists Chapter Master Pedro Kantor 175pts
Solid HQ choice, great for giving those around him a +1 Attack and for making Sternguard scoring units (not a troops choice) in games where you play objectives.
5x Honour Guard 260pts

Champion w/ Thunder Hammer.
4x Relic Blades.
These are a major points sink, you do not need them when running Kantor. They're nice and since he is a Chapter Master he can have them, but, he doesn't need them. Kantor wants to be with a Sternguard unit, not an Honour Guard unit. Best advice, dip this from your list.
I decided to run Crimson Fists when I laid my eyes on Kantor's page. Firstly he allows Sternguard Vets to become scoring units, which is an excellent tactical buff to an already diverse unit. And he's a Chapter Master; so I can take Honour Guard that benefit from his +1 attack - brutal! Not forgetting army-wide Stubborn and an Orbital Strike!
Which are good points, but, the Honour Guard are still not necessary.

Elites

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.

5x Sternguard Veterans 155pts
Sgt w/ Combi-melta & Melta Bombs.
2x Combi-melta, 2x Combi-plasma.
Nice setup, all of them having Combis mean they keep special issue ammo, which is a total plus. Not site about the Melta Bombs, but, they could prove useful should you get close to a vehicle. Sternguard are a shooting unit, so, don't go looking for close combat right off the bat. Also, they need either a Rhino or Razorback.
No brainer really, besides without them Kantor becomes pretty much redundant compared to some other HQ choices. Their special ammo makes them a combat multiplier, and I'd love to have a bit of flexibility to play with. Hence the combi weapons.
All good and valid points.
Ironclad Dreadnought 160pts
Seismic Hammer w/ Meltagun, DCCW w/ Heavy Flamer, Ironclad Assault Launchers.
You will find that adding a Drop Pod for thus guy is an absolute plus. Ironclads do not want to walk to the action.
To be honest, I had 160pts spare. I was hesitant to take one because I'd been told that 6th Edition's hull points had nerfed Dreadnoughts and walkers in general. But at least it's the best varient I could get. Probably best used as the shiny bullet-magnet, or heavy infantry and monstorous creature killer.
Sound reasonings, I prefer them because they are nice in close combat, again, a Drop Pod will help you get there.

Troops

5x Sniper Scouts 75pts
Sgt Telion 50pts
Nice set up, Telion will work very well with this unit, he's an auto include whenever I take scouts with Sniper Rifles.
5x Sniper Scouts 80pts
Sgt w/ Melta Bombs.
I'm not sure if the Sergeant here need MB as this is a long range unit and not a harassing unit.
Camp in terrain and on objectives with annoying rifles and 3+ cover saves. Simples.
That's the best recommendation for these.
10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.
I very much like the look of this squad, I think the Plasma HB and Missile Launcher will work very well in concert with each other. However, the Power Fist doesn't need the melta bombs. I like Power Fists, I really do, but, when you have Melta Bombs, the better choice to go with it is a Power Weapon, like the sword. No Rhino?
10x Tactical Marines 210pts
Sgt w/ Power Fist & Melta Bombs.
1x Plasma Gun, 1x Missile Launcher.
See above comment.
There not great, but, there are 10 of them with 3+ saves, two template weapons and a power fist per unit. I could have done worse. I'm planning to use them for tying up enemy units and snatching objectives late game.
That's a nice idea and could work, but, you need Rhinos to move them around. A Rhino in each unit will help immensely.

Heavy Support

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.

5x Devastator Marines 160pts
Sgt w/ Signum, Power Fist & Melta Bombs.
2x Plasma Cannons, 2x Multi Meltas.

I can't wait to use these guys! I'm gonna be popping armour left, right and.. well, just those - I only have two units. I hope they don't let me down.
Ok, this does look interesting. However, I would recommend running one as all Plasma and the other as all Melta. There is no need to mix them as such. Again, Rhinos will help both squads.
Total 1850pts
6x Scoring units, 10x Killpoints, 58 Wounds, 16 Melta weapons
(I think..)
This is an interesting list, it really is. Best thing I can suggest are getting some Rhinos in the list for the Devastators, Troops, and Sternguard. Dropping the Honour Guard frees up a lot of points. Looking the list over I'd recommend adding 6 Rhinos and one Drop Pod (for the Ironclad) this can easily be paid for by dropping the Honour Guard and gives you points to spare. Total cost for 6 Rhinos and 1 Drop Pod is 245 without any bells and whistles. Tack the remaining points onto the 150 you have leftover and we arrive at 165 points, and this doesn't include dropping the melta bombs from the scout sergeant (170) or swapping the Power Fists for Power Swords (190). This can almost field another Troops choice like Combat Squad of Marines in a Razorback to harass opposing units. You'd even have enough points to upgrade the Razorback and give the sergeant some toys too.

I hope this helps.
 
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