on the drop pod tactics, went into debate with the over all tactics guru, that being my brother. he is really gins using the pods as transports, they can't move, they are a free kill point to the opponent, and thus useless... do you agree? His thoughts is using Rhinos as a spearhead to tank shock large unit formations. But that neglects the deployed unit's ability ti charge right away, right? some thoughts????
well pods are good for first strike units see my vids on sternguard one advantage a pod has is that it cant be shot if you dont have first turn as far as kill points goes 2 out of 3 missions dont use kill points aslo with this anti ork list they can be dropped empty to slow down an ork assault pods have there place but only in ones and threes also a late drop pod on an objective has saved my ass in many a game as far as rhino rush it can work but it can also be stopped if you loose first turn
The other advantage to drop pods of course is they can have a built in locator beacon, which means even Assault guys can be put bang on target... as long as said target is within 6" of it. I take a single droppy (only have one) and every tac squad has teleport homers, so my assault guys and termies hit where I want them too. I learned the hard way.
Your brother doesn't know what he's talking about. Drop pods are bought as dedicated transports. It's like an upgrade to the unit and thus doesn't confer kill points.
well if to believe any one playing the game, dedicated transports are taken in addition to the unit, but count separately when resulting kill points, or I'm being owned each time I game in my local GW store.... It's a World Wide Power Player conspiracy I tell YA!!!!!!
I'm just saying it as they write it in the rulebook. "allowing a vehicle to be selected together with the unit." They constantly use words like "option" for the unit and "together with". But apparently I'm wrong, wouldn't be the first time GW used dumb and illogical rules for their games.
yeah im aware of that as a matter of fact not even bolters on drop pods can fire on the turn they come down. A sad fact that the new marine codex they omitted the rule that drop pods can fire on the turn they come down :(
The only problem I think is that boys can kill dreadnoughts. They can glance a dreadnoughts rear armour in close combat...if there's enough of them. They have 4 attacks each on the charge all strength 4 or they can use their grenades with is like 4's to glance I think or something...I had it done to me...I suppose you have backup dreads though so you'll still beat their asses...lol
in close combat attacks are directed aginst Front armor not rear. due to the dread being a walker an it has a weapon skill. also Orks do not have offencive gernads as stick bombs are frag gernades an are not used in attack . The only ork boy able to hurt a dreadnought is on with a power claw. check your rules on close combat with a dreadnougght.
It's been a few months. How about another update.
I play Chrimson Fist too. But , unlike you, focus on Troops and Sternguard. I'm also getting a ton of attack bikes for those quick anti-armor shots. PLaying against you would be fun.
Hey, if you ever come by into Phoenix, AZ. Give me a QM.
One idea for you is to use a predator destructor with bolter sponsons instead of two of your lanspeeders. This is because land speeders are killed by immobilized results when they're in a squadron, but if there's only one of them it is much harder to kill. The replacement predator has an armor value of 13 front, more survivability and a respectable amount of heavy anti-personnel firepower.
True but the speeders are deployed as 3seperate units in the 1850 list to allow for max target selection and there are no other fast attack choices in the list so its do able
Well the issue with putting them into three seperate units is that you have 3 more easy kill points in your army. In a KP mission you'll have your 3 pods, and 3 speeders, which makes an incredibly easy 6 Kill points for your opponent without much serious fighting. My Space Marines 1750 has only got 13 KP compared to the 17? that you're bringing. 6 easy ones gives me a huge advantage on you in that situation
true and i see your point the list is better for objective missions hands down an 2 thirds of the missions are. But I am retooling my ork list. an if it space marines vs space marines this list sucks period and i would never take it aginst space marines i have better lists for that :)
Objective missions are always the shit, require more strategical and tactical thinking, ecspecially for people who play swarm armies, having to split there army apart to win the game usually fails, ecspecially against the marines.
he is a proxy character. The new marine codex allows for you to rename the special characters and us them in any chapter as the rules and point cost are the same no matter.
i just started with my crimson fist army and dont know any ideas for a 1500 pts army. so if you could help me that would be awsome! And by the way youre videos are awsome.
This list is is 1750!!!! NO WAY! That's a killer list man. In objectives and capture and control missions my #1 target would be the troops but of course you're expecting that. I can't imagine that you've ever lost at annihilation.
Too bad your assault termies can't have preferred enemy like the BT ones.
My BT/ GK list would be hard pressed facing this as it is an equal balance of anti- infantry, anti-Mech,and anti- MEQ.
shocker u chose to use the enemy as orks!u truly r crimson fist all da way!lovin the4 dreds,4 landspeeders,combat squad,scout squad and everything else!
havent set myself on a list thats more general. but working on that as well. my collection is big enough and transportable enought that i can bring several lists to play with and pic and choose :)
i mostly have lists for half missions and a other for the other half basicly for objectives i take 3 dreadnoguhts 2 droppods with 2 assualt squads a vindicator a predator 1 all sniper squad and a tactical squad
well with orks usually turn 2 there in close combat so I feel wirlwinds are a waste of a heavy choice i feel there better aginst more stagnant shootie armies
VERY strong list, but you can't have a flamer in the 5 man squad. you need 10 men for that, though the sergeant could have a combi flamer to make up. Very strong and mobile, and powerful. I play Crimson fists as well, although I run Pedro kantor almost always, and get that Hold The Line! rule in there for the Sternguard, which at some point I intend to boost from 5 men to about 20. Also, I run alot of powerfists, so its a very themed army. I just think CF deserve some themed awesomeness to them
well ill be darned you right about the flamer.. thanks i dont like it when i slip up and your right ill moast likely use a combi flamer. thank you for the tip :)
this list has fought other marine chapters several times and is undefeated. Chaos no chance as of yet but Ill give it some thouhgt and put one out asap :)
mybe you should take a thunder fire cannon beacause of the tremor shells and it fires like four times gives the bolster defences rule and fire a small blast 4 times!!!! just a and mybe a redeemer insted of the crusader because of the awsome flamstorm cannon and its 10 points lighter just a suggestion i will see your orks in battle on saturday
though about that both redeemer and the thundefire but the thunderfire cannon becomes usless after 2 since it cant fire and move so i believe the vindicator is better ther redeemer yeah ill try that :)
yes a drop pod is counted as a dedicated transport. and since a imobile transport can contest an objective so can the drop pod as long as it remains unwerckked or destroyed.
i always thought the best way to beat orks was to stock up on high strength or many attack models ( assualt termy's or assault marines) because they would be better in close quarters. but that only works if the old codex's rules are still in effect. so my question is do crimson fists still get preferred enemy against orks?
nope they dont. Ive tried alot of high attack lists but with the new running rules you usually only get 1 or 2 turns of shooting before close combat so this was a new idea to tie up other than kill off orks. faced alot of lists with over 100 orks and still have not faired well with shooting
I really like the way you have thought this throught. but I would have to say that you for got about the one things orks do. And that one thing is that orks come to you. So everything is good execpt that you should replace the land raider with something more shooty like a devistator squad with 4 heavey bolters. :)
devestators would be nice but id have to loose the vindicator as it is the 3ed heavy choice. the land raider was taken as a transport. and was chosen to get the assault termies into combat with nobs. lootas would be handled by drop pods.
very true but it cant kill nobs in one shot like the str 10 can and a plaz devestator squad is a min of 190pts where the vindicator is 115 but ill keep that in mind as i retool :)
Nice painting
i collect crimson fists to but my painting is shit
Spaceguy1000 1 year ago
all ur tactics are against orks =(
FlamingGerkins 1 year ago
on the drop pod tactics, went into debate with the over all tactics guru, that being my brother. he is really gins using the pods as transports, they can't move, they are a free kill point to the opponent, and thus useless... do you agree? His thoughts is using Rhinos as a spearhead to tank shock large unit formations. But that neglects the deployed unit's ability ti charge right away, right? some thoughts????
valmelik 2 years ago
well pods are good for first strike units see my vids on sternguard one advantage a pod has is that it cant be shot if you dont have first turn as far as kill points goes 2 out of 3 missions dont use kill points aslo with this anti ork list they can be dropped empty to slow down an ork assault pods have there place but only in ones and threes also a late drop pod on an objective has saved my ass in many a game as far as rhino rush it can work but it can also be stopped if you loose first turn
DCrimsonFist 2 years ago
The other advantage to drop pods of course is they can have a built in locator beacon, which means even Assault guys can be put bang on target... as long as said target is within 6" of it. I take a single droppy (only have one) and every tac squad has teleport homers, so my assault guys and termies hit where I want them too. I learned the hard way.
jboweruk 1 year ago
@valmelik
Your brother doesn't know what he's talking about. Drop pods are bought as dedicated transports. It's like an upgrade to the unit and thus doesn't confer kill points.
Gongales 1 year ago
@Gongales
well if to believe any one playing the game, dedicated transports are taken in addition to the unit, but count separately when resulting kill points, or I'm being owned each time I game in my local GW store.... It's a World Wide Power Player conspiracy I tell YA!!!!!!
valmelik 1 year ago
@valmelik
I'm just saying it as they write it in the rulebook. "allowing a vehicle to be selected together with the unit." They constantly use words like "option" for the unit and "together with". But apparently I'm wrong, wouldn't be the first time GW used dumb and illogical rules for their games.
Gongales 1 year ago
Sorry but the deathwind launcheron the droppod WONT be able to shoot on the turn the land.
because they are counted as main weapons and vehicles that deepstike count as moving flatout.
djangowalon 2 years ago
yeah im aware of that as a matter of fact not even bolters on drop pods can fire on the turn they come down. A sad fact that the new marine codex they omitted the rule that drop pods can fire on the turn they come down :(
DCrimsonFist 2 years ago
Comment removed
Gongales 1 year ago
u can have him training and space marine scout and nice vid and good tatic i nedd to get some ironclad dreadnoughts
legoclonecommanderjp 2 years ago
The only problem I think is that boys can kill dreadnoughts. They can glance a dreadnoughts rear armour in close combat...if there's enough of them. They have 4 attacks each on the charge all strength 4 or they can use their grenades with is like 4's to glance I think or something...I had it done to me...I suppose you have backup dreads though so you'll still beat their asses...lol
oligrocott 2 years ago
in close combat attacks are directed aginst Front armor not rear. due to the dread being a walker an it has a weapon skill. also Orks do not have offencive gernads as stick bombs are frag gernades an are not used in attack . The only ork boy able to hurt a dreadnought is on with a power claw. check your rules on close combat with a dreadnougght.
DCrimsonFist 2 years ago
Yeah,
Checked the rules and if it's a walker it's against the front armour so I reckon you've got a very good force there. Sorry about the mix up.
oligrocott 2 years ago
It's been a few months. How about another update.
I play Chrimson Fist too. But , unlike you, focus on Troops and Sternguard. I'm also getting a ton of attack bikes for those quick anti-armor shots. PLaying against you would be fun.
Hey, if you ever come by into Phoenix, AZ. Give me a QM.
HarbingerGunship 2 years ago
i like your army and strategy. only one thing. your are not allowed to bring a flamer in a 5 man tactiacal squad
Dhk93 2 years ago
Your army is awesome!!!!!!!!!!! I am about 800 points in so far and still collecting. Cheers!
Cat/
Catattafish 2 years ago
This list is awesome, but id rather have the 2 normal dreadnoughts with assault cannon and heavy flamer anyday for fighting horde armies.
Raoh 2 years ago
This list makes me smile :)
One idea for you is to use a predator destructor with bolter sponsons instead of two of your lanspeeders. This is because land speeders are killed by immobilized results when they're in a squadron, but if there's only one of them it is much harder to kill. The replacement predator has an armor value of 13 front, more survivability and a respectable amount of heavy anti-personnel firepower.
FOR THE EMPEROR!
LittleSnapperGuy 2 years ago
True but the speeders are deployed as 3seperate units in the 1850 list to allow for max target selection and there are no other fast attack choices in the list so its do able
DCrimsonFist 2 years ago
Well the issue with putting them into three seperate units is that you have 3 more easy kill points in your army. In a KP mission you'll have your 3 pods, and 3 speeders, which makes an incredibly easy 6 Kill points for your opponent without much serious fighting. My Space Marines 1750 has only got 13 KP compared to the 17? that you're bringing. 6 easy ones gives me a huge advantage on you in that situation
LittleSnapperGuy 2 years ago
true and i see your point the list is better for objective missions hands down an 2 thirds of the missions are. But I am retooling my ork list. an if it space marines vs space marines this list sucks period and i would never take it aginst space marines i have better lists for that :)
DCrimsonFist 2 years ago
Objective missions are always the shit, require more strategical and tactical thinking, ecspecially for people who play swarm armies, having to split there army apart to win the game usually fails, ecspecially against the marines.
I envy you for making this list.
TheChaosUndivided 2 years ago
oh i just realized the 3 speeders are in the 1850 list its only 1 in the 1750 a amended it in the video :)
DCrimsonFist 2 years ago
why do u have serg talon he is ultramarines
somedude773 2 years ago
he is a proxy character. The new marine codex allows for you to rename the special characters and us them in any chapter as the rules and point cost are the same no matter.
DCrimsonFist 2 years ago
i just started with my crimson fist army and dont know any ideas for a 1500 pts army. so if you could help me that would be awsome! And by the way youre videos are awsome.
crimsonbrother1 2 years ago
This list is is 1750!!!! NO WAY! That's a killer list man. In objectives and capture and control missions my #1 target would be the troops but of course you're expecting that. I can't imagine that you've ever lost at annihilation.
Too bad your assault termies can't have preferred enemy like the BT ones.
My BT/ GK list would be hard pressed facing this as it is an equal balance of anti- infantry, anti-Mech,and anti- MEQ.
This list is HEAVY! I LOVE IT!!!
citricsystemz 2 years ago
shocker u chose to use the enemy as orks!u truly r crimson fist all da way!lovin the4 dreds,4 landspeeders,combat squad,scout squad and everything else!
'The drop pods r pretty much disposable'-lol
LOTRwh40kDuncan 2 years ago
i think you have a great list but are you always going to play orks lol
love the models by the way chef sent me :D glad he did
Number1GamerAsh 2 years ago
havent set myself on a list thats more general. but working on that as well. my collection is big enough and transportable enought that i can bring several lists to play with and pic and choose :)
DCrimsonFist 2 years ago
i mostly have lists for half missions and a other for the other half basicly for objectives i take 3 dreadnoguhts 2 droppods with 2 assualt squads a vindicator a predator 1 all sniper squad and a tactical squad
max36912 2 years ago
hehe you do the same thing with your drop pods as i do .
zilioet2 2 years ago
what about whirlwinds? they kill orks well
but in general orks are to many and to good
even if flamers you never kill enough
one sqaud dies... so what! theres more orks
RetributionAngel 2 years ago
well with orks usually turn 2 there in close combat so I feel wirlwinds are a waste of a heavy choice i feel there better aginst more stagnant shootie armies
DCrimsonFist 2 years ago
yeah but they are dam sheep
if you set them up way back near your own tabel edge they stay alive long
prob with flamers is you have to get close
in my experience you kill one sqaud with flamers and assault, but you get pwnd the turn after
same for the vindicator... you got to keep them boyz at distance
RetributionAngel 2 years ago
ive tried but little luck but your points are valid. im also working on other lists as well. Thanks for your input evey comment helps :)
DCrimsonFist 2 years ago
VERY strong list, but you can't have a flamer in the 5 man squad. you need 10 men for that, though the sergeant could have a combi flamer to make up. Very strong and mobile, and powerful. I play Crimson fists as well, although I run Pedro kantor almost always, and get that Hold The Line! rule in there for the Sternguard, which at some point I intend to boost from 5 men to about 20. Also, I run alot of powerfists, so its a very themed army. I just think CF deserve some themed awesomeness to them
Darkvoidof40k 2 years ago
well ill be darned you right about the flamer.. thanks i dont like it when i slip up and your right ill moast likely use a combi flamer. thank you for the tip :)
DCrimsonFist 2 years ago
Your welcome.
Darkvoidof40k 2 years ago
make a list for fighting other marines or chaos marines!!!
suten65 2 years ago
this list has fought other marine chapters several times and is undefeated. Chaos no chance as of yet but Ill give it some thouhgt and put one out asap :)
DCrimsonFist 2 years ago
mybe you should take a thunder fire cannon beacause of the tremor shells and it fires like four times gives the bolster defences rule and fire a small blast 4 times!!!! just a and mybe a redeemer insted of the crusader because of the awsome flamstorm cannon and its 10 points lighter just a suggestion i will see your orks in battle on saturday
templar1243 2 years ago
though about that both redeemer and the thundefire but the thunderfire cannon becomes usless after 2 since it cant fire and move so i believe the vindicator is better ther redeemer yeah ill try that :)
DCrimsonFist 2 years ago
Can a empty drop really contest a objective? seems far fetched (might be legal) but seems too far out there.
1RedCorsair 2 years ago
yes a drop pod is counted as a dedicated transport. and since a imobile transport can contest an objective so can the drop pod as long as it remains unwerckked or destroyed.
DCrimsonFist 2 years ago
gotta admit tho its a bit of a bender =) but i guess since it can shoot its contesting in order
1RedCorsair 2 years ago
bender ??/ nah just not many people think of dropping them empty.
DCrimsonFist 2 years ago
I like it!
Shiznaft1 2 years ago
cool if you can feild it aginst orks let me know the turn out :)
DCrimsonFist 2 years ago
lol crap (field) or whatever hell i went to school in L.A. its a wonder i can spell at all :)
DCrimsonFist 2 years ago
also than you all for the imput and as i get the chance to test the list ill consider all these tatics. :)
DCrimsonFist 2 years ago
i always thought the best way to beat orks was to stock up on high strength or many attack models ( assualt termy's or assault marines) because they would be better in close quarters. but that only works if the old codex's rules are still in effect. so my question is do crimson fists still get preferred enemy against orks?
TheGuyNoOneLikes 2 years ago
nope they dont. Ive tried alot of high attack lists but with the new running rules you usually only get 1 or 2 turns of shooting before close combat so this was a new idea to tie up other than kill off orks. faced alot of lists with over 100 orks and still have not faired well with shooting
DCrimsonFist 2 years ago
Or just distracting Robby with Doritos or something and switch you dice to 6's
TheOrangeExperiment 2 years ago
damn now i gotta buy doritos..... LOL
DCrimsonFist 2 years ago
i like it with all the dreadnoughts because of all the half dead crimson fist lol but really good army
templar1243 2 years ago
Plenty of Bolters for me was a good anti ork infantry tactic, since orks laughably weak armour i found rhino + rapid fire = possible 1 turn mob kill.
Kantor and your badass Honour Guard should kick some green ass to.
MKllDark4ngel 2 years ago
I really like the way you have thought this throught. but I would have to say that you for got about the one things orks do. And that one thing is that orks come to you. So everything is good execpt that you should replace the land raider with something more shooty like a devistator squad with 4 heavey bolters. :)
and dont forget about lootas :)
heller205 2 years ago
devestators would be nice but id have to loose the vindicator as it is the 3ed heavy choice. the land raider was taken as a transport. and was chosen to get the assault termies into combat with nobs. lootas would be handled by drop pods.
DCrimsonFist 2 years ago
then you should lose the videcator :)
not that I dont like the vindicator its just that it only has 24in range while 4 plasma cannons have 36in range each and so do heavey bolters:)
it is a much faster way of killing a large ork boyz squad :)
heller205 2 years ago
very true but it cant kill nobs in one shot like the str 10 can and a plaz devestator squad is a min of 190pts where the vindicator is 115 but ill keep that in mind as i retool :)
DCrimsonFist 2 years ago
oh an i know orks come to me thats why i keep the dreds back to intercept :)
DCrimsonFist 2 years ago