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Thread: [500 points] Crimson Fists

  1. #1

    [500 points] Crimson Fists

    40K Army: Space Marines
    Hey all,

    since we re running a 500 points campaign at our local store i decided to go crimson fists for the time being:
    This is what i cooked up:

    HQ (103pts)
    * Chaplain - Storm Bolter

    Troops (270pts)
    * Scout Squad (5x) - Sniper Rifles, missile launcher, sergeant
    * Tactical Squad (10x) - Flamer, Missile Launcher, sergeant with power weapon

    Heavy Support (125pts)
    * Dreadnought - Assault Cannon, Dreadnought Close Combat Weapon, Heavy Flamer

    Comments and crittics always welcome
    Shattered Oath - Ongoing Dark Eldar Log:
    http://www.warseer.com/forums/showth...Dark-Eldar-Log
    classic red is not bad!

  2. #2

    Re: [500 points] Crimson Fists

    Hmm at this size game the dread maybe overkill but what the heck...I like it, although id be tempted to take devs instead of dread
    ok so looking for
    Leman russes
    Chimeras
    Valkyries

    Check out my "Get your backside in Gear" PLOG...please?

  3. #3

    Re: [500 points] Crimson Fists

    You list was boring so i made a new one XD

    Master of The Forge - Conversion Beamer

    Legion of The Damned - Plasma Cannon, Melta, Sarge w/BP+CS

    Scouts - Camo, Snipers, ML

    Scouts - Snipers, ML


    MoTF in one group giving them a 3+ with bolster, the other has 3+ with stealth and LoTD for some ds fun in the sun..


    otherwise your list looks fine... but i prefer thinking out the box, to standard garbish

  4. #4

    Re: [500 points] Crimson Fists

    dread might be a bit overkill indeed, but simce ill be facing some weird ork players there is never enough overkill in my list

    @clackson: you made me laugh -which is a good one since i have a major hangover-
    Shattered Oath - Ongoing Dark Eldar Log:
    http://www.warseer.com/forums/showth...Dark-Eldar-Log
    classic red is not bad!

  5. #5

    Re: [500 points] Crimson Fists

    Why a Chaplain for Hq? Only reason i can think of is that he comes with a power weapon where as the captain doesn't. Thing is though you don't have any effective assault units to boost with him, so that ability is wasted. You could replace him with a captain and take the powersword off the tactical sarg, using the points on one for the captain instead. If you really want an efficient HQ choice, take a librarian. bare bones libbies are nearly as effective as chaplains in cc (only slightly worse due to the chaplains minor buff) and can bring some serioudly good psychic powers to the table, such as null zone which will shut down any massed inv save units that could be hard to deal with at these points, the avenger for a powerful template weapon, gates of infinity to get your tacts from A to B and the machine curse to help deal with the otherwise problematic vehicles that guard will bring.

    for the tactical squad, consider taking a 5 man squad. give the sarg a combi weapon to help make up for the loss of special weapon (prob a melta, vehicles and MCs will be a bigger problem then hoards) and retain his powersword, and put them in a razorback with lascannon and twin linked plasma gun. this set up is 5 points more then what you're currently running but it gives you a better platform for your heavy weapon and provides some much needed protection for your marines, as well as a place for your HQ to go. I'd personally lose the power sword, as even a 10 man unit of tactical marines can have problems with cc, let alone a 5 man squad. You really wont be needing it. at the very least, take the storm bolter off the chaplain to free up the 3 points, which combined with the 2 leftover points gets the tacts a meltgun, which will be more useful then the flamer. vehicles at 500 points can be a real pain to deal with.

    I dont think the ML is worth it on the BS3 scouts. you'd do better to just use the sniper rifles and keep them out of trouble

    Dread isnt overkill imo. there are armies that can do worse at 500 points. Marines dont have the best troops in terms of killyness, nor are our HQs great for doing damage. These elements are normally support in our armies, which is fine when you have the dangerous units for them too support, but just these units on their own will have trouble killing off the opponent. Comparatively, nids and csm can have MC hqs, guard can bring a couple of chimeras or god forbid, a lemen russ. spacewovles have the far more killy grey hunters etc etc. You'll want something mean to keep you afloat. This is part of the reason why i suggest 5 marines in a razorback over 10 on foot. They'd do better to keep out of danger, and the razorback offers better fire-power then the foot squad.

    with those changes, the list is:

    Librarian - no extra gear (can be subbed for chappy if you really want, but it's inferior at this point level)
    tactical Squad - 5 man, combi melta, razorback with lascannon and twin linked plasmagun
    Scout squad - Sniper rifles
    Dreadnought - assault cannon and DDCW with inbuilt heavy flamer

    this leaves you with 25 points. It's a bit of an awkward number of points to have remaining. Personally, I'd trade the assault cannon on the dread for a MM and put it in a drop pod. This way you can safely deep strike it in turn 1 and destroy any vehicle the opponent has. This way you dont have to worry about leman russes or land raiders or any other massive scary tank that people might bring. There will always be something for the dread to drop down on, as even if it's just standing in assault range of the opponents army, they're going to have to commit to killing it rather then your tacts, which gives them an opportunity to advance.

    So imo, the list should be

    Librarian with Null Zone and machine curse - null zone hurts anyone trying to play silly games with inv saves or relying on some tooled up HQ. machine curse can stun lock a pesky vehicle. prob the best two powers you can have at 500 points. Avenger can be considered though, given its a damn powerful template.

    Tactical Squad, 5 man, combi melta on the sarg, in a razorback with lascannon and twinlinked plasma gun. Libby rides with them

    Scout squad - sniper rifles

    Dreadnaught - MM, DDCW with heavy flamer in a drop pod.

    exactly 500 points. You can take a bare bones chaplin over the libby for the same points, but it's not as good
    Quote Originally Posted by Sarevok View Post
    use Grey Knight rules but with nid models
    And you people complain about Chaos space wolf proxies

  6. #6
    Librarian Perth's Avatar
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    Re: [500 points] Crimson Fists

    The wall has a good list, but changing that much for a 500 point tourney might be alittle excessive.

    What models do you have available to you to make this list out of?

    Are you willing to convert/buy/paint more for the tourney?

    How much more?

    Do you want mega cheese? (MotF, sniper scouts, CC scouts, LRC)
    Quote Originally Posted by SgtTaters View Post
    At the heart of every craftworld likes a terrible crystal dome where an Avatar of the Eldar gods reside. Awoken in times of war it is a terrible psychic juggernaut that dominates the battlefield. At the forefront of every Eldar warhost is the Eldrad. The Eldrad is a powerful symbol of luck to the Eldar, for just by being near it Eldar find they shoot straighter, are more prone to miraculous survival and their enemies are more likely to bumble into oncoming fire.

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