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Xaric
05-17-2014, 09:32 AM
Using Imperial fist Tactics

Warlord Unit
Librarian
+Jetpack
+Mastery Level 2
Veteran Vanguard Squad (5)
+Jetpack
+Relic Blade
+Storm shield (3) Shield formation to protect the lighting claws and Librarian
+Power Axe (2)
+Double Lighting claw (2)

Secondary in command Unit
Librarian
+Mastery level 2
Combat Squad of Devastator Squad (5) With sgt so he can boost the Librarian BS stat to 5
Razorback
+Stormbolter
+Hunter Killer Missile

Scout Squad
Scout Squad (5)
+Camo Cloak
+Sniper Rifle (5)
Land Speeder Storm

Tactical Squad
Tactical Squad (10)
+Heavy Bolter
+Plasma Gun
Rhino

Strike Squad
Ironclad Dreadnought
+Heavy flamer on both Arms
+Chain Fist
+Ironclad Assault Launcher
+Hunter Killer Missile (2)
Drop Pod
+Locator Beacon
+Deathwind Launcher

Meltdown Squad
Land Speeder (3)
Multi-Melta (6)

Air Support
Stormtalon Gunship
+Typhoon Missile Launcher

Air Support
Stormtalon Gunship
+Typhoon Missile Launcher

Bunker Squad
Combat Squad of Devastator Squad (5)
+Lascannon (2)
+Missile Launcher with Flakk (2)
Aegis Defense Line
+Comms Relay

Armoured Support
Predator
+Heavy Bolter (2)
+Storm Bolter
+Extra Armour

I ask that you refrain from flaming or creating arguments on how this would not win in a sort of Torny setting if you need to give some form of Criticize please for example

(unit name)
Pros :
Cons :

This will aid others who come across information regarding a unit used thank you for your understanding.

Katharon
05-17-2014, 07:31 PM
Seems like a pretty solid list to me. The only downside being that you have three troops (this matters more in terms of tactics and deployment than army building) -- which you've combat-squaded into smaller groups. That in itself can be a useful tactic, but a dangerous one if your opponent just happens to have an army suited for wiping out five models in a single shooting attack (beware artillery-heavy armies...); that's pretty much all I can say.

Xaric
05-18-2014, 03:51 AM
So keep the tactical Squads as units of 10 then? or replace one tactical squad with another Dreadnaught?

I was debating weather to get a Imperial knight and dress it in the same color scheme as my army but I do not have there codex so I don't know how much they cost points wise but if this was the case I would remove 1 unit of tactical marines and there rhino so it would free up 200 points not sure if that is a good point allotment for a imperial Knight.

Katharon
05-18-2014, 05:00 AM
I mean that you need *more* Troops, not less.

Xaric
05-19-2014, 10:35 AM
Ok i changed up i removed one group of troops and replaced them for Land Speeders with multi-melta's i understand what you say more troops but i needed some more Anti-tank units about 75% of my units are troop killers.

On a side note ones that are coming in from reserves are:
Both Airsupport Escorting the Meltdown Squad with one and the other comes on as normal reserves.
Warlord Unit Using the locator beacon from the Strike Squad then useing the trust movment to get into cover.
Meltdown Squad Because they will die first turn if i loose the roll off so better have them come on from reserves to speed them up the map.
Strike Squad First turn directly onto there Anti-Air unit hell the thing has 13 armour side and front with 2 flamers and hunter killer missile.

xTHExCLINCHERx
05-19-2014, 02:44 PM
Here's my feedback with reasoning:

* Devastators - don't mix the flakk missiles and lascannons... you're just making yourself less effective against all targets... the lascannons won't want to shoot at the same types of targets that the missiles will, and vice versa. Just drop the flakk missiles for more lascannons. You also probably want some more bodies for ablative wounds so that each casualty you take isn't worth 30+ points...

* Land Speeders - The best load-out I've found was long-range firepower, so take typhoon missile launchers and heavy bolters. You don't want them getting up close to get charged or shot down easily, since they're weak. Their advantage is long-range harassment, which they're very good at with typhoons.

* Stormtalons - These are a great buy with their cheapest upgrade, the skyhammer missiles. They are perfect for light vehicles, infantry, and character hunting since most of these types of targets won't be higher than T5, so your S7 skyhammer missiles still wound on 2's. Plus, it's equipped with an assault cannon, that's S6 so the matching strengths make it most effective when targeting something that both its weapons can easily damage (typhoons are overkill, and lascannons are too expensive and this shouldn't be shooting heavy vehicles because the assautl cannon isn't nearly as effective against high armor targets)

* Predator - I don't know much about them since I don't use them, but it looks like it's geared up for anti-infantry detail... and if it's more than 100 points, I'd say you're better off with a Thunderfire Cannon; easier to hide, barrage, ignores cover shells, fortifies terrain, multi-wound high toughness model and character, etc. it's just an all around amazing piece of anti-infantry weaponry. Plus, most vehicles can easily be one-shotted simply by a lucky stray missile... which is just why I'm not a huge fan. I'd make the swap, and probably save lots of points.

* Drop pods - The deathwind launchers aren't worth the points because the turn it drops down, you can't shoot it (can't snap fire a blast marker weapon), and after that you're either tied up in close combat, or you killed your target... so it's short range will find nothing to safely hit, most of the time. I'd drop this.

* Ironclad - He's nice, I like the dual flamers; an infantry squad's worst nightmare. I don't know if he can shoot the missiles the turn he arrives, and/or at a different target? If not, I'd just drop them. Use him to harass large infantry blobs and make the enemy pull away from your main force to go deal with him. Great unit, even though it's a vehicle haha

* Scouts in Land Speeder Storm - If they are deploying infiltrated with rifles that's fine, but don't put them in the speeder... snap shots from sniper rifles are pointless. I would either drop the speeder for them, or give them bolters and the speeder a heavy flamer. The latter is a unit I use in every game and at just 100 points, you really can't beat it. Use it aggressively to bully weak troops off of an objective. Good stuff. If you do go with the snipers, they combo well with the TFC being able to fortify terrain for them (giving them a 2+ cover save!)

* Extra dev squad for BS5... I don't really understand this part, it doesn't seem they have weapons (the other part of the lascannon squad maybe?) You need more troops anyway, so just cut these guys.

* Tactical Squad - Pretty good loadout in the rhino. I like full sqauds of tactical marines, especially with plasma. I'd swap the heavy bolter for a combi-plasma on the sgt. because if you're driving around in the rhino, the heavy bolter's just going to be taking snap shots anyway. Plus, 4 plasma shots can actually be threatening. I'd also double up on this unit and take a second rhino full for around 200 points because you need lots more troops.

* Librarian and Vanguard Vets - keep them safe, or they'll get prioritized pretty quickly. I think if you can hide them and line up their strike on the enemy lines with when your air-force arrives they may do well. It's a great clean-up unit but very expensive.. so play them carefully. They are really fun to model and play with though, and can create some epic moments! Be careful not to put them up against nasty things like beastly ICs or Monstrous creatures; let them clean up things like Broadsides, some Terminators, or finish off the last wound on a MC maybe.

Hope that helps!