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View Full Version : 1500 Crimson Fists tactics



vyrago
11-18-2011, 01:48 AM
Hey guys, I could use some tactics pointers for my 1500 pt Crimson Fists list. Here's the list:

HQ

Pedro Kantor 175 pts

Captain with Boltgun +Hellfire and PS. 135 pts


Troops

10 x Tactical Marines w Flamer and Missile Launcher. 170 pts

10 x Tactical Marines w Plasma Gun and Hvy Bolter. 180 pts

5 x Scouts w 3 sniper rifles and 1 Hvy Bolter and Camo Cloaks. 100 pts.


Elites

5 x Sternguard Veterans with Sgt Power Fist and Rhino Transport. 185 pts

5 x Terminators. 200 pts.

1 x Dreadnought. 105 pts


Fast Attack

5 x Assault Marines. Sgt has Power axe and Plasma Pistol. 130 pts


Heavy Support

1 x Vindicator with Dozer Blade. 120 pts


Total: 1500

My current thinking is to keep the Termies in reserve, infiltrate the scouts and find a nice spot for them to hide and snipe. Ambush when possible with the assault marines and have Sternguards take an objective with their transport.

Any other ideas??

steveNspace
11-18-2011, 02:41 AM
With the captain you won't get the benefit of the +1 bonus attack for two melee weapons because of the boltgun... So I would take a relic blade over a power sword as its two-handed anyway. Should pretty much be always taking a relic blade anyway.

PF on stern guard is relatively useless, I would always avoid putting a fist in a 5 man squad. If they get charged by anything remotely CC killy the fist probably wont even get one turn in of attacking.

Give terminators a cyclone missile launcher..(they are the shooty kind yes?)

Assault squad sergeant wargear is questionable; why put points into a plasma pistol when you can take a meltagun.

Seems fairly decent but as the list stands you will definitely struggle vs vehicle heavy opponents.

vyrago
11-18-2011, 04:12 AM
Thanks for the input, but I'm not keen on making too many changes to the list. My main reason is I'm really going for a true WYSIWYG army. It's already modeled and painted. Anyways, relic blade is a good idea but can't find the points.

-Sternguard power fist is meant for vehicles and they wouldn't be alone, I intend to attach the Captain with them. If they get charged the captains initiative should help keep a few sterns alive. I gave him a bolt gun so can fire hellfires with the sterns as they do.

- Assault marines can't take meltaguns from what I can see. Since I only have 5, I figure they're better suited to 'guard' an objective or advance behind a tac squad and jump up to assault something the tacs have rapid-fired.

- I lack long range anti-vehicle except for 1 missile launcher. The rest of my vehicle killing power comes in the form of a demolisher cannon, a multi-melta (on the dread), 5 power fists and krak grenades.

- I intend to put Pedro back near the 2 tac squads where his inspiring presence is most usefull.

The vindicator is new for me, how is it best used?

ChacoStylez
11-18-2011, 11:39 AM
I like your list, I myself play Crimson Fist also, but I think your not concentrating on all of the strengths Pedro provides.

Pedro gives Inspiring Presense but also makes your sternguard scoring, if you drop one of your tac squads you will have the points to give your other tac squad a rhino and probably beef up your current sternguard squad. Add some combi-meltas on these guys, they are only 5 points and give you more anti-tank options!

Another possibility is dropping your captain and maybe adding a Librarian or a Chaplain, both adding more support options on top of Pedro's support abilities. This will also give you additional points.

As for the vindicator, if you can squeeze in the points, drop the dozer blade and give it the siege shield, automatically passing difficult terrain tests is way better then re-rolling it and possibly re-rolling a 1, seen it happen.

Again, these are just recommendations. I like your list, and some light tweaking might help it out some.

ChacoStylez
11-18-2011, 11:54 AM
I like your list, I myself play Crimson Fists, but I don’t think you are using Pedro to his full potential. He does give Inspiring Presence, but he also makes your Sternguard scoring. If you drop one of your tactical squads, not only can you give the other tactical squad a rhino but you will also be able to beef up your sternguard. Give these guys combi-meltas, they are only 5 points and give you more anti-tank options!

You could also try dropping your captain and replace him with a Librarian or a Chaplain to shave off some more points. Adding either one will help boost your units with more support options, on top of the ones Pedro provides.
Finally, if you can squeeze it in, replace the dozer blade with a siege shield for the vindicator. Automatically passing difficult terrain tests is always better than re-rolling for it, especially when you could end up re-rolling a 1, seen it happen.

These are just recommendations though, honestly I think just some light tweaking is all you need.

vyrago
11-18-2011, 07:18 PM
how about this?

- Drop the Captain (135 pts) and Sternguard power fist (25 pts)

- Add Librarian (100 pts) and Land Speeder w Multi-Melta (60 Pts) ?

I have a big apoc game coming up and everything has to be painted, but I could get a Librarian and Speeder done in time.