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Thread: Imperial Fist-Wing (Captain Lysander)

  1. #1
    Commander Sons of Russ's Avatar
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    Imperial Fist-Wing (Captain Lysander)

    Ever since I started painted my Imperial Fists, I've wanted to whip up a batch of the new plastic terminators. With Captain Lysander's Teleport Assault Rule, I started thinking of an Imperial Fist Deathwing-type army using the regular F.O.C. There are a few Deathwing lists out there in tourneys, but I think it would be cool to represent the IF's 1st Company with some support from the 10th....


    Most people complain termies are just not worth the points. They are a razor's edge unit, use them well and they do amazing things; use them poorly and they die very quickly. I believe that the combination of Teleport Homers amoungst Infiltrating/Deepstriking Squads and Captain Lysander's Teleport Assault Rule makes this army a very strong list.

    In an objectives or table quarters game, they will be able to deploy deep inside your opponents half of the table against most armies (save maybe Tyranids/Orks)


    By manuevering them in a way that they avoid fire, your opponent will have to come to them and try to dislodge them in assault.


    The scouts will deploy close the the middle of the table, most likely along the edges to support. I think this is a bit more dynamic and will force your opponent to make more decisions than dealing with only two small scout squads.

    By having three infiltraing squads instead of two, you really open up the possiblities for deployment of your terminators.

    I am hesitent to deep-strike my termies into areas without Teleport Homers as they may deviate into LOS of Plasma/AP2 heavy squads. Particularily template, multi-shot weapons such as Plasma Cannons and Starcannons.


    Teleport-Homers allows me to deploy EXACTLY where I need to be. I feel this is extremely important as you are not allowed to move in that critical turn you land. In this way I can deploy directly inside hard cover such as bunkers and ruins or just around the corner from Heavy weapon squads.


    Here's the list; I may reduce the Vet Squad from 9 to 8. This would allow me to give Tank Hunters to Lysander's HQ Squad, as well as have even numbered squads, VP-wise.

    I'm not sure if I will do this though, as the extra man may prove very valuable as you might need him to operate his squad's Teleport Homer. I can imagine my opponent's anguish if fails to kill the last man of the vet squad deployed in a vulnerable flank of his army, only to have 22 terminators show up next turn to join the party with no scatter.

    EDIT: I will probably replace the Vet squad with a unit of Jump-Packers as I am very vulnerable if the mission is Alpha and doesn't allow infiltrators. In this case, the Scouts will be out of position to Homer the Terminators and I will have to use the Assault squad's mobility to avoid fire and get their Homer into a good position.

    Missile launchers fire at vehicles packing AP2 weapons. (particularily Vypers with Starcannons!)

    Captain Lysander 170

    HQ 1x Termie HQ Sqd (4) 200
    (2x AssC.)

    Epistolary Kuznetsov 162
    Termie, Veil of Time, FotA, Furious Charge

    HQ 1x Termie HQ Sqd (6) , Furious Charge 298
    (2x AssC.)


    ELITE 1x Termie Sqd (6) 280
    (2x AssC.)


    ELITE 1x Termie Sqd (6) 280
    (2x AssC.)

    -------------------------------------------------------------------------
    Infiltrating Veteran Squad (9) (BP/CCW) 222
    Melta Gun
    Pwr Fist
    Vet Sgt (Pwr Fist, T-Homer)

    OR REPLACE VET SQUAD WITH ASSAULT SQAUD:


    FAST ATTACK Assault Squad (8) (BP/CCW) 221
    2x Plasma Pistols
    Vet Sgt (Pwr Fist, T-Homer)

    --------------------------------------------------------------------------


    TROOPS Scout Squad (6) 118
    (5 sniper, 1 Missile Lnchr)
    Vet Sgt (T-Homer)

    TROOPS Scout Squad (6) 121
    (5 scouts BP, CCW, 1 Missile Lnchr)
    Vet Sgt (Pwr-Fist, T-Homer)


    WILL ADD TWO LANDSPEEDERS WITH MULTI-MELTA AND HEAVY FLAMERS TO MAKE A 2OOO PT LIST.


    My 3000 pts list will add:

    ELITE Venerable Dread (2x Lascannon, Missile Launcher) 165
    Tank Hunter ( Extra Armour)


    HEAVY SUPPORT 10x Devastators ( 4 x Lascannons) 320
    Tank Hunters

    TROOPS 10x Tacticals (1x Flamer) 244
    (Vet Sgt Pwr Fist)
    Rhino (Smoke/ Extra Armor)

    TROOPS 10x Tacticals (1x Plasma Gun), 268
    (1x Plasma Cannon)
    Vet Sgt. (Pwr Fist)
    Rhino (Smoke/ Extra Armor)


    TO FILL OUT AN ENTIRE FORCE ORGANIZATION CHART:

    I will add 2 Hvy Support:
    ===============================================
    1x Predator Anihilator with HB Sponsons 130

    1x Predator Destructor w/ Hb Sponsons 110

    -OR, (more likely) -

    1x Vindicator (w/ Machine Spirit) 155

    1x Whirlwind 85

    ================================================

    1x Landraider Prometheus (Capt. Lysander's Personal Transport) 270



    That about 3500 pts for one, completely filled, F.O.C.


    Any/all comment welcome and appreciated, especially about what armies/lists/missions you think I would have a problem with.....
    Last edited by Sons of Russ; 28-04-2005 at 18:45.

  2. #2
    Librarian Drabant's Avatar
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    Re: Imperial Fist-Wing (Captain Lysander)

    Ever considered the Damocles Command Rhino (FW)? I've been thinking about a termie heavy list with the Damocles and Lysander. The problem I can see is that I need backup for the Damocles, but I should be able to have atleast 3 squads of terminators be able to teleport pretty safely.

  3. #3
    Commander Sons of Russ's Avatar
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    Re: Imperial Fist-Wing (Captain Lysander)

    Actually, I have a Damocles conversion kit, and IA Vol 2, but I will using the kit to convert and tool up my Landraider Prometheus. I want to mount the dish and sensors so they can rotate and swivel. (Perhaps a small electric geared down motor.


    This will make it rather fluffy as it is Lysander's personal transport, and is representative of his Teleport Assault rule, with all those sensors and data-link to the Phalanx orbitting above...

    I like the Damocles' rule set, but it takes up an entire HQ slot, and I feel the terminator force really needs the Librarian to give it an added dimension in combat.

    I also found that this 60 pt vehicle will be a real fire magnet in this type of list (if your opponent has any brains) and hence would have to be protected. Instead, I feel it's far more effective to buy a bunch of 5 pt Homers and distribute them amongst your squads. Your terminators need to stay close together to prevent them being overwhelmed, so they advantage of being able to deepstrike in different areas accurately and simultaneously isn't really needed.

    As said, I really like this army for its unique nature and varied units to keep me interested as I paint and assemble them.

    Little touches like the landspeeders control surfaces will be increased in size to make them look more like aircraft. As I bulked out my army from its rather min-maxed beginnings of 1850 pts I tried to be as close to Imperial Fist fluff as possible.

    Details like using Landspeeders with Multi-Meltas and Heavy Flamers (perfect weapons for breaching fortifications and clearing bunkers) rather than the standard Assault Cannon and Heavy Bolter. Originally I went with two Predators, but felt it was more fluffy to use a Vindicator (practically a trademark I.F. armament) and Whirlwind (to lob rockets over fortification walls)

    Everything except for the Devastators either Deep-Strikes, jump-packs, or has a transport.

    This army has a low head count, but once it's done I shall bulk up and get more tac squads. I just don't feel like painting up 100+ guys before I even get to 2000pts....
    Last edited by Sons of Russ; 29-04-2005 at 01:12.

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