1850pt Crimson Fists Army List
October 24, 2012 by beerogre
video Sponsors: Mercs - Battle Foam
The guys take a look at one of the often overlooked characters in the Space Marine codex... Pedro Kantor. As they dissect a fan submitted army list of Sternguard.
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Sorry to ask a stupid question, but why set the points at 1850? Is this the tournament standard now? I appreciate the 2000 point mark is a bit wibbly in getting four HQs (and no, I didn’t put four bloodthirsters in it! I had two lords of change as well) but is this the new level?
@bubbles15 … 1850pts is the ETC (European Team Championship) points level. It’s a good level of points. You can get lots of stuff, but not everything you might want (or need).
This makes list creation a bit of a challenge. We sometimes get lists for 2000+pts that just have everything in the codex. It’s pretty pointless trying to give advice on that sort of list.
But a limited tournament list… now there’s where the real tactics, strategy and skill have to be evident.
Now you really have to think what you’re going to include and evaluate each choice against others.
You need to consider what you might face in a competition… what are the current favourite lists? What are the current go-to armies? What are the cheesy power combos competitive players might bring? How do I deal with that Land Raider?
It makes list creation a more exciting and interesting experience.
beerogre – muc obliged.
As my two favorite units in the codex is sniper scouts and Sternguard, i really like this list
I am getting really tired of hearing the whole “using psychic powers will kill you”.
The rules state that a perils of the warp happen on a double 1 or a double 6,
Basic mathhammer tells me that is two out of 36 different rolls you can make, or a 5,55% chance of getting one per power per turn.
That totals to about 33 and 66% chance of suffering a wound from perils of the warp during a game using 1 or 2 powers a turn respectively, that is NOT “odds that you kills yourself” heck 1 in 3 games you won’t even hurt yourself (unless of course you play against eldar with runes of warding or using vortex of doom and hit yourself)
It’s less about “psychic powers kill you” and more about “there are multiple hoops to jump through… which at any point you could fail”.
It’s why Darrell and I only really rate Blessings… and the odd Malediction.
If you use Psychic shooting attacks, there will be at least 4 rolls, potentially 5-6 which could stymie your power… look at this list:
1) Psychic Test
2) Deny the Witch
3) Roll to Hit
4) Roll to Wound
5a) Potential Save
5.b) Potential Feel No Pain Save
That’s too many… just buy a gun that does something similar.
If it is not about killing yourself, then why say it in almost every time you mention psychic powers.
As for the hoops; Not only does a gun have to jump trouhg 5 of the 7 hoops (you forgot invul saves), but most psychic powers skip several of them.
Let’s take the space marine powers as an example
only 4 of the 9 are shooting
– Smite follows all the steps (but with AP 2 so no armour) but you show me how else you can put down 4 AP 2 shot with BS 5
– Machine curse only have the first 3 steps, still less chance of failing than most guns.
– The avenger is a template attack so it always hits and again AP 3 ignores most armour.
– Vortex of doom is a blast with BS 5 so you’re boud to hit something if you aim right, with S 10 you ignore most feel no pain and wound most on 2+ and again the AP is high enough that there are no armour saves.
As it is I don’t care how many hoops there are as long as they are easily jumped, I would rather go through 3 steps that fail on 6+ than one that fail on a 3+, the total chances still better.
A gun has:
1) roll to hit
2) roll to wound
3.a) Armour/Invun/Cover Save
3.b) Potential Feel No Pain
That’s a lot less than a Psychic power… remember everyone has a chance of stopping you using your psychic power. While very… very few can stop you shooting.
You’re handing your opponent an advantage when you use Psychic powers.
Scouts can not take drop pods.
Two Chapter Masters? It doesn’t sound legal, but it is for now.
@mrsalamanders … yeah… we noticed that after the cameras stopped. You could swap the Scouts for a 5 man unit of Tactical Marines (with no upgrades, bar a drop pod). I think you could still fit them in if you change the Chapter Master to a Terminator Librarian… you might even still get the Storm Shield!
How about you do some stuff on THE best army in the 40k universe the Dark Eldar mmmm….??
You want to play Crimson Fists?
Try this one instead and you’ll see the power of the holy bolter.
Split all the units, missile launchers and the thunderfire at the back behind the Aegis line (or a ruine) and the rest in assault with Pedro and the librarian at the front.
And don’t forget, never go to close combat with marines, always shoot,… twice!
HQ1: Pedro Kantor 175
HQ2: Librarian with null zone and the gate of infinity 100
Elite1: 10 Sternguards with 2 missile launchers, 3 combi-meltas in Transport 1 275
Elite2: 10 Sternguards with 2 missile launchers, 3 combi-meltas in Transport 2 275
Elite3: 10 Sternguards with 2 missile launchers, 3 combi-meltas in Transport 3 275
Troop1: 10 Tactical Marines, Sergeant with combi-flamer, flamer, missile launcher in Transport 4 180
Troop2: 10 Tactical Marines, Sergeant with combi-flamer, flamer, missile launcher in Transport 5 180
HS1: 1 Thunderfire cannon 100
Transport 1: Rhino with dozer blade 40
Transport 2: Rhino with dozer blade 40
Transport 3: Rhino with dozer blade 40
Transport 4: Rhino 35
Transport 5: Rhino 35
Aegis defense line with quad gun 100