So, after having rambled a bit about my thoughts on Warhammer 40k list building in the last post, I thought with this post we could take a look at my proposed 2000pt Imperial Fists force and I can talk about some of the decisions I’ve made, and why I’ve made them.

My plan is for this force to be a bit of a project going forward, painting it up in 500pt blocks which will hopefully be playable at 500, 1000, 1500 and then eventually the full 2000pts. I actually already have most of the models for this, though there will be a couple of additional purchases needed to finish the force off.

Before we look at the list, lets talk about what exactly the Imperial Fists do. In the fluff, they are masters of sieges and known for their tenaciousness and general stubbornness. They get all the special rules common to the Adeptus Astartes.

  • And They Shall Know No Fear – Ignore modifiers to combat attrition tests. Not a huge deal generally as Space Marines tend to run best in MSU (Multiple Small Units), and so morale is not a huge issue for them, but handy to remember in case it comes up.
  • Bolter Discipline – Allows infantry (Excluding Centurions. Poor Centurions.) to rapid fire with bolter weapons to full range if they remained stationary, and allows Terminators and Bikers to always rapid fire to full range, even if they moved. Pretty handy.
  • Shock Assault – +1 attack if the unit charges, is charged, or makes a heroic intervention. More punch in the first round of combat basically. Pretty handy.
  • Combat Doctrines – Space Marines move through Devastator, Tactical and Assault doctrines as the game progresses, each giving an extra -1AP to the appropriate weapons in that turn. Heavy & Grenade for Devastator, Rapid Fire & Assault for Tactical, and Melee & Pistol for Assault.
  • Armour of Contempt – The new rule from the most recent balance data slate. Everything in the force with the Adeptus Astartes keyword (which is practically everything), gets to ignore the first point of AP from an attack. So, AP-1 would become AP0. AP-2 would be come AP-1, and so on. Doesn’t apply to storm shields though.

On top of all this, we get the Imperial Fists own chapter tactics, and super doctrine. Fists is one of the oldest supplement books but they still have some decent tricks.

  • Ignores light cover with ranged attacks. This is pretty good all around, and has probably increased in value with the advent of Armour of Contempt for several factions.
  • Each time a unit shoots with a bolt weapon, an unmodified hit roll of a 6 scores 1 additional hit. More hits with bolt weapons are always nice.
  • When in Devastator doctrine (Basically just the first turn), when making an attack with a heavy weapon of S7 or higher, add 1 to the damage characteristic when attacking a vehicle or a building (If anyone ever took buildings).

So, with all of that in mind we can see that Imperial Fists really like bolter weapons, want to have a selection of S7+ heavy weapons to take advantage of their super Devastator doctrine (If the enemy bring any vehicles), and will generally favour shooting since they can ignore light cover with ranged attacks, but being Space Marines, they can still do well in melee. Armour of Contempt brings a good survivability boost as well, so taking advantage of that is also something we want to try and do.

This leads me to a theme of very resilient units capable of laying down torrents of bolter fire, backed up by some heavy firepower and an assault element for when things get up close and personal. The ideal of highly resilient units also meshes quite pleasingly with the fluff for the Imperial Fists as well. So, lets look at the list!

++ Battalion Detachment 0CP (Imperium – Adeptus Astartes – Imperial Fists) [104 PL, 9CP, 2,000pts] ++

**Chapter Selector**: Imperial Fists

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

+ Stratagems +

Stratagem: Relics of the Chapter [-2CP]: 2x Number of Extra Relics

+ HQ +

Chapter Master with Master-crafted Heavy Bolt Rifle [8 PL, 145pts]: Angel Artifice, Chapter Command:  Chapter Master, Frag & Krak grenades, Master-crafted heavy bolt rifle, Master-crafted power sword, Rites of War, Warlord

Primaris Techmarine [4 PL, 80pts]: Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Servo-arm, The Eye of Hypnoth

+ Troops +

Heavy Intercessor Squad [14 PL, 300pts]: Heavy bolt rifle, 2x Heavy bolter

. 9x Heavy Intercessor: 9x Bolt pistol, 9x Frag & Krak grenades

. Heavy Intercessor Sergeant: Bolt pistol, Frag & Krak grenades

Intercessor Squad [5 PL, 100pts]: Stalker Bolt Rifle

. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Sergeant: Bolt pistol, Frag & Krak grenades

Intercessor Squad [5 PL, 115pts]: Astartes Grenade Launcher, Auto Bolt Rifle

. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Sergeant: Bolt pistol, Frag & Krak grenades, Power fist

+ Elites +

Aggressor Squad [12 PL, 225pts]: 4x Aggressor, Aggressor Sergeant

. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher: 2x Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher

Bladeguard Veteran Squad [10 PL, 175pts]

. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield

. Bladeguard Veteran Sergeant: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted power sword, Storm Shield

Primaris Apothecary [5 PL, -1CP, 115pts]: Absolver Bolt pistol, Chapter Command:  Chief Apothecary, Frag & Krak grenades, Reductor Pistol, Selfless Healer, Stratagem: Hero of the Chapter, The Armour Indomitus

Redemptor Dreadnought [10 PL, 195pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon, Redemptor Fist

Redemptor Dreadnought [10 PL, 195pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon, Redemptor Fist

+ Fast Attack +

Inceptor Squad [7 PL, 120pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

+ Heavy Support +

Eradicator Squad [14 PL, 235pts]: Melta rifle

. 3x Eradicator: 3x Bolt pistol

. Eradicator Sgt: Bolt pistol

. Eradicator with MM: Bolt pistol, Multi-melta

++ Total: [104 PL, 9CP, 2,000pts] ++

You can probably see at a glance that I’ve gone big on units in Gravis Armour, or otherwise tough units like the Bladeguard and the Dreadnoughts to keep with my theme, and there’s plenty of bolter firepower available, and a few supporting characters all fitted into a Battalion detachment. Since the HQ units are primarily support pieces, I’ll talk about them at the end, so lets first look at my troops slots.

Troops

The big stand out here is the big unit of Heavy Intercessors, 10 strong and packing two heavy bolters. Gravis Armour makes these guys extremely resilient at T5 with 3W and a 3+ save, especially with the new Armour of Contempt rule. Being Primaris models, they have access to the Transhuman Physiology stratagem to not be woundable on better than a 4+, and Gravis Armour gives them access to an additional stratagem for survivability, Unyielding in the face of the Foe, which gives them +1 to their armour saves against damage 1 weapons. Add in cover, and they can be exceptionally hard to shift. Their role is to advance towards the middle of the table behind my main force, park themselves on an objective, and hold it down for the duration of the game.

There is a question as to which weapon loadout to give them. Each rifle type has an associated heavy bolter type. The options look like this.

Heavy Bolt Rifle – 36”, Rapid Fire 1, S5, AP-1, 1D
Heavy Bolter – 36”, Heavy 3, S5, AP-1, 2D

Executor Bolt Rifle – 42”, Heavy 1, S5, AP-2, 2D
Executor Heavy Bolter – 42”, Heavy 2, S5, AP-2, 3D

Hellstorm Bolt Rifle – 30”, Assault 3, S5, AP0, 1D
Hellstorm Heavy Bolter – 30”, Heavy 4, S5, AP0, 2D

With Armour of Contempt now being a thing, quite often AP-1 will be doing nothing at all, though all weapons do get an extra -1AP in their respective doctrines. Beyond that, you are trading in 6” of range for an extra shot, and loss of an AP on the Hellstorms, or gaining 6” range and a point of AP and a point of damage, at the cost of shots and having all the rifles be heavy, with the attendant penalties for moving and firing on the Executors. It’s a tough choice and I may need to try both options out on the table, though I’m leaning slightly towards the Executors as they have good enough AP to matter all through the game.

After these guys, I have two units of regular Intercessors to make up troops slots. One unit has the Stalker bolt rifles, long ranged with good AP and D2, but being heavy. These guys job is to sit on an objective in my deployment zone, scoring me primary points and chipping away with their long-range bolter fire.

The second unit have the Auto Bolt Rifles for volume of fire and to maximize the extra hits on 6’s, an Astartes Grenade launcher because I had a few points spare, and a Power Fist for the Sgt. Their role is to push up into the mid table to take and hold an objective. The Power Fist helps out if they need to assault to clear some enemy off the objective first.

Elites

This is where the list gets its real power, and a lot of this section is designed to be supported by the characters.

First a five-man unit of Aggressors, with the Auto Boltstorm gauntlets to really lean into the Imperial Fists love of bolters. They continue with my theme of tough units with their Gravis Armour and all the benefits that brings, can lay down an absolute ton of anti-horde firepower, and with their large number of Power Fist attacks in melee they can act as a solid melee threat, and crack vehicles and monsters pretty nicely.

Next, we have a five-man Bladeguard Veteran squad. While not in Gravis armour, they do still have 3W each and those Storm Shields give them a 2+/4++ save profile, making them pretty difficult to kill. They throw down an absolute ton of attacks with their Master Crafter Power Swords making them a solid melee threat capable of chewing up elite infantry and even monsters and vehicles in melee.

A Primaris Apothecary backs these two units up, though he can also support the Heavy Intercessor block if needed. I’ve upgraded him to a Chief Apothecary and given him the Selfless Healer warlord trait, so he not only gives out a 3” aura of 6+++ to ignore wounds, he can heal two models per turn for 3 wounds each, and can resurrect an infantry model for free each turn as well. On high-value units like the Bladeguard, or the Aggressors this is simply fantastic. I’ve also spent another CP to give him a relic; the Armour Indomitus. This improves his save to 2+, gives him an extra wound, and allows him to once per battle have a 3++ invulnerable save for a phase. Important for keeping him alive and functioning.

Finally, we have a pair of Redemptor Dreadnoughts to finish up the Elites section. These things are some of the most points efficient firepower in the Codex. I’ve given them both Macro Plasma Incinerators which are great for slaughtering elite infantry, vehicles and monsters alike, Onslaught Gatling Cannons for good anti-horde firepower, two Storm Bolters each to take advantage of the Imperial Fists bolter rules, and an Icarus Rocket Pod for a little more firepower which is importantly S7 so gets the extra damage vs vehicles in Devastator Doctrine. All this means they have the tools to kill tanks and monsters, elite infantry, hordes, and be a melee threat as well with their fists hitting extremely hard. They also have access to a stratagem to give them a 6” aura of re-roll 1’s to hit, or re-roll 1’s to wound for a turn.

Fast Attack

Only one unit here, a three-man squad of Inceptors. They keep with the general theme of tough Gravis Armoured bodies, and I’ve given them the Assault Bolters, which keeps them nice and cheap and again maximizes the use of the Imperial Fists bolter rules. I can keep them in reserve to arrive onto the board on later turns, bringing some good infantry killing firepower to bear, or potentially scoring me points by either dropping onto an unclaimed primary objective, or else completing a secondary objective. Nice cheap utility unit.

Heavy Support

Only one unit here as well, and as you might have guessed it’s also wearing Gravis Armour! A five-man Eradicator squad, with a single Multi-Melta included. These guys absolutely wreck tanks and monsters while being fairly difficult to kill. They can push up the board in support of my main units, or potentially be put in strategic reserve to come on to the table in later turns and delete something.

HQ

So now we can talk about my two HQ choices. The first option is the Chapter Master with Master-crafted Heavy Bolt Rifle. Firstly, he comes in Gravis Armour and being a Chapter Master, I’ve given him the Angel Artifice relic, which gives him a 2+ save, an extra wound, and an extra point of toughness. That all combines to make him extremely difficult to kill, at T6, 8W, 2+/4++. He can give a single core or character unit in 6” full hit re-rolls each turn, as well as having his 6” aura of re-roll 1’s to hit. His warlord trait, Rights of War, makes all characters and core units within 6” count as having Objective Secured. His role in this force is to support the Bladeguard Veterans and the Aggressors in moving up the board towards the enemy deployment zone, giving them re-rolls and making those extremely tough units Objective Secured, while also having the Apothecary on hand to keep them all alive.

I could also spend another CP to give him a second warlord trait from the Imperial Fists list, with the two most likely options being either Hand of Dorn, to gain D3 CP at the start of the battle, or else Stubborn Heroism to half all damage taken, and make him even harder still to kill. It’s worth noting that in addition to his Master-crafted Heavy Bolt Rifle, he also has a Master-crafted Power Sword, making him a fairly reasonable melee threat as well. But mostly, he’s here to support other units.

The second HQ choice is a Primaris Techmarine, and I’ve paid another CP to give him the Eye of Hypnoth relic, which gives him a 6” aura for core units to re-roll 1’s to wound. He can also give a vehicle nearby +1 to hit with ranged attacks each turn, and repair a vehicle for D3 wounds each turn. Naturally, his job is to babysit the two Dreadnoughts, buffing their firepower and keeping them alive with repairs. He’s also got a reasonable bit of extra firepower and melee capability himself. As one of the Dreadnoughts can use the Wisdom of the Ancients stratagem each turn for the 6” aura of re-roll 1’s to hit, the additional of the Eye of Hypnoth also lets them re-roll 1’s to wound, making their firepower extremely consistent.

Conclusion

So that’s the list. It has plenty of ways to kill vehicles/monsters, elite infantry and hordes, a lot of very durable Objective Secured units, and solid melee threats. The biggest weakness is probably in the mobility department, with only really the Inceptors being able to move about rapidly.

In terms of secondary objectives, working from the current Nachmund tournament pack and the Space Marine codex.

  • Oaths of Moment is always solid for Space Marines, particularly if there is an objective in the centre of the table, parking the big Heavy Intercessor unit on it is likely to earn a lot of points.
  • Grind Them Down is also a good option, this force is not likely to lose units terribly quickly.
  • Stranglehold is a solid option, with such durable units, holding 3 objectives at the end of each of my turns seems quite doable.
  • Investigate signal is an option if there is no objective in the centre of the table, the 5-man Intercessor squad with Auto Bolt Rifles can push up to perform the action, while also scoring for me on Oaths of Moment.
  • Assassination or Bring It Down depending on enemy force composition, I feel the list has the tools it needs to kill enemy characters or monsters/vehicles.

In my next post, I’ll be looking at how I’m going to start the project off, with a 500pt Combat Patrol force based on this list.

So, I was going to make a post discussing my potential 2000-point Imperial Fists army list and looking at how I could break it down into 500-point chunks for painting and what the list would look like at 500, 1000, 1500 points as I progressed, however thinking about all that I realised that there was probably a post in there about the general process of writing a Warhammer 40k army list and how I approach it. And now it’s now, and I’m doing that.

I’ll start off by saying, I am by no means the greatest player out there, and I’m not a tournament player (Or at least, not yet). But I have been playing wargames for a very long time, and I like to think I’ve got at least some useful insights into this process. And besides, it’s helpful for me to actually write out all these thoughts as it forces me to think about them in more detail, rather than just doing it by instinct, so to speak.

The Basics

And by that, I mean really basic. Things like, how many points am I writing this list for? What sort of game is it intended for? Is it a competitive list? Or a more fluffy, fun sort of list? What’s the theme of the list? Yes, even a competitive list should have some sort of theme, beyond of course ‘winning’. What faction are you playing, and within that, which sub-faction? What models you own will also quite possibly play a part in this, unless you are doing this as part of planning out an entire new army project.

For a lot of this post, I’m going to be working from the assumption that we’re building a competitive list of some sort. Not necessarily for a tournament, but a list that is intended to fight against tough opposition with the intent of winning.

Theme is an interesting one, at least I think so, and can have quite an impact on how you go about constructing your list. The theme could be something you just find really cool, without necessarily having much regard for effectiveness on the tabletop, though that isn’t to say you can’t then design a list around that them that’s intended to be as effective as possible within the constraints of your chosen theme.

You could for example, decide to theme your list around trying to make a particular unit work for you because you really like it. You could have your theme be high-mobility warfare, or incredibly durable units such as Terminators, or Gravis Marines. The faction and sub-faction you are choosing will quite naturally have quite an impact on the theme you decide to work with, but if you have something in mind when you start off it gives you a framework to build around.

Detachments

You are going to have to select one or more detachments, depending on the size of battle you are playing, for your army to fit into. This will partly be decided by the points value you are playing at; you are unlikely to be filling out a Brigade Detachment in a 500-point Combat Patrol game for example, but it will also be affected by the theme of your force, and which faction you are playing. If, for example, you are playing a faction with comparatively expensive HQ and/or Troop options, and your theme calls for a lot of units from the Elites slot, you might not be able to easily do a Battalion Detachment, particularly at lower points costs.

I would start off by looking at what units you MUST have in the army, to accord with your theme. If you have decided that your theme is making a particular unit work for you because you think it’s really cool, then they are going to be an essential include. Note these down and figure out the points costs, either on a bit of paper, on a spreadsheet, or in a tool like BattleScribe and see how many points and slots they take up.  That should give you some idea of what detachment they can fit into.

Most often, this will be either a Battalion Detachment, or perhaps at lower point values a Patrol Detachment, but it could be one of the more specialised detachments, such as if you are wanting to play a lot of Terminators, you could very well need a Vanguard Detachment. At this point, it’s worth considering if your faction/sub-faction has any ways of allowing you to take this detachment for free. For example, Dark Angels Space Marines, can take a Deathwing Vanguard Detachment for 0CP if they meet the requirements.

Assuming however that you are going with a Battalion or a Patrol, you will most likely want to look at meeting the requirements in terms of Troops and HQ units for that detachment. At this point, your list is beginning to take shape somewhat, and you should have an idea of how many points and slots you have left to work with in building out the rest of your army.

So, lets get on to the real meat.

Unit Selection

This is probably the bit that most people are the most interested in. How do you select units to make up a good army? There’s a lot that can be said about this, but in general the following things should apply.

First, each unit should have a purpose. There should be a reason it’s in the list, and a thing you intend for it to do on the battlefield. In more casual games, that purpose could very well be ‘I like this unit and think it’s cool’, which would be a perfectly valid reason. A unit could also be in for a reason such as ‘I need a second HQ to fill a Battalion Detachment, and this guy is cheap.’ From a more competitive perspective. It’s also possible for a unit to fill several purposes in your list. Going back to the HQ example above, the unit might not only be a cheap way to fill out your Battalion, he might also be there to carry a specific relic or warlord trait for you. Here’s a few of the sorts of purposes a unit might fill, and in general a well-balanced army should aim to have units that fill most, if not all of these.

Scoring Primary Objectives
Assuming you’re playing some set of matched play rules such as the Nachmund Grand Tournament mission pack, or the Tempest of War mission pack, a significant portion of the victory points you score are going to come from primary objectives, and that means you need units that can control or contest those objectives. The most useful ability for this is Objective Secured, which pretty much all units in the Troops slot get, though some factions or sub-factions have units that can get this from other slots as well. You will want to consider things like, is this a very durable unit? Is it very cheap? Can I afford to simply sacrifice a lot of these guys to keep contesting/holding an objective? Does it have good mobility options? Or perhaps special deployment options? What is my overall plan for how these units take, and hold objectives?

Scoring Secondary Objectives
Secondary objectives fall into several categories, and you normally have three secondary objectives, with no more than one per category, unless you are using the Tempest of War mission pack. Most factions have access to unique secondaries from which you can select a maximum of one. It is worth reading through the secondary objectives from both your codex, and the tournament pack you are using to get an idea of which ones your force might best be able to work from. If you bring no units with psychic abilities, you are unlikely to doing any secondaries from the Warpcraft category for example. A lot of secondaries involve performing actions in different parts of the board, which is usually restricted to infantry units, and prevents those units from doing things like shooting and charging. Having an expensive unit of Custodes performing an action might not be desirable, having a dirt-cheap unit of Guardsmen doing them however is of less concern. What is your overall plan for scoring secondary objectives, and which ones do you think your force is likely to perform well in? It is worth keeping in mind that your opponent’s force will have an impact on this as well. You probably aren’t going to score well for something like Grind Them Down against a tough Custodes force. Make sure you have several options covered.

Killing Tanks / Monsters
Tanks and monsters tend to have high toughness, lots of wounds, good armour saves, and possibly even invulnerable saves. They also tend to concentrate a lot of power into a single model and can be very dangerous indeed if you don’t have the tools to kill them. It is definitely wise to have some options in your list whose main job will be killing these terrors. Small arms fire generally isn’t going to cut it, and watching lasgun or bolter fire pattering harmlessly off something as it slaughters your units can be very disheartening. Generally, you are going to want very high-quality attacks for dealing with these targets, with good strength, high AP, and high damage. Think Lascannons, Multi-Meltas, Dark Lances. Also consider the range of these weapons, how easily they can move around to get shots, and how good the BS or WS of the unit wielding them is. Two lascannon shots with BS 4+ realistically isn’t going to kill a tank or monster unless you get pretty lucky. If you are relying on melee attacks to get the job done, don’t forget to consider how you plan to deliver them to their target. A big unit of Terminators with chain-fists is quite likely to destroy a tank if they can get to melee, but walking them across the table to get there takes time, and they might be destroyed before ever getting there.

Killing Elite Infantry
The gold standard for infantry stat lines, is the Space Marine. T4, 2W, 3+ save. And with the new Armour of Contempt rule letting them ignore the first point of AP from incoming attacks, they can be very hard to kill indeed, especially in cover. You need to have some idea of how you will deal with elite infantry, be it Space Marines and similar, or something even tougher like Kataphron Breachers, which are T5, 3W, 2+ save. Or Custodian Guard at T5, 3W, 2+ save, 4++ invulnerable. I tend to base this on the standard Space Marine stat line. Most things that will efficiently kill Space Marines, will do a pretty good job on tougher things as well, and tougher things tend to come in smaller numbers anyway. For this you generally want to have a mid-to-high strength, and good AP. Damage 1 weapons are fine, if you have higher rates of fire, but Damage 2 is better, and Damage 3 is top notch as there are quite a few things out there now with a built-in -1 damage. Think S5-S7, AP-2 or better. You *can* do it with enough volume of lower quality fire, but it can take a very large number of shots indeed to equal a single higher-quality shot. Think things like plasma guns, grav cannons, power fists. There is some overlap here with Tank/Monster killing firepower as well, though generally these are less efficient at the job in per-point terms, but they can still get the job done.

Horde Killing
There are factions out there that can drown you in an absolute tide of cheap, fragile models and you should probably have some sort of answer to the question ‘What happens when my opponent throws 100 Hormogaunts at me?’. Typically, these units are lower toughness and have poor armour saves, so volume of fire is the order of the day. You want to put out lots and lots of shots. Most basic Troops choices can do at least a bit of this, but specialized options can really help out against large tides of bodies drowning an objective. Weapons that automatically hit, such as flamers are great, as are weapons with extremely high numbers of shots. Strength and AP are generally of less consideration, and anything above damage 1 is usually pointless as these models tend to have only a single wound each anyway. Blast weapons are also excellent, as they will typically get maximum shots against these huge hordes. Flamers, Onslaught Gatling Cannons, Frag Missiles, Hurricane Bolters, Radium Carbines all do well in this role. If you plan on doing it with melee units, you had better be bringing a huge number of attacks

Melee Threat / Counter-Charge
Even if you are playing a mainly shooting force, it is a good idea to have at least some form of melee capability available to you. Fighting over objectives generally means you are going to get up close and personal, and even if you have no desire to be in melee, your opponent may have other ideas. Even a relatively mediocre dedicated melee unit can be a credible counter-charge threat, and if your opponent has an army that is very poor in melee they can charge and push units off objectives. A counter charge unit is one that you hold back near key units, ready to charge any enemy units which have charged your key units. As charging units usually get to fight first, you can often inflict serious damage, even on powerful enemy melee units, before they get to strike. Alternatively, if you are playing a melee-focused list, then you are likely to have quite a few of these! Things to consider for each unit, is what is it focused on killing? Light infantry hordes? Elite infantry? Monsters/Vehicles? Make sure the weapons they have access to can do the job. Give consideration to how you intend to deliver them to their target without getting shot to bits first Can they deploy from reserves? If so, do you have any ways of making their charge more reliable? A 9” charge from reserves is not particularly easy to pull off, even with a command point re-roll. Transports can offer good survivability to deliver a unit to the target. Or if the unit is a counter-charge unit, or is especially survivable, then walking might well suffice.

Buffing & Support
Some units exist to make other units better, or support them in some way. A lot of HQ units fall into this category, some while also being powerful shooting or melee combatants in their own right as well. Some buffs and support abilities are innate, others might come from a warlord trait or a particular relic. It is generally best to have a particular idea in mind for which specific units each buffing or support piece is intended to work with. Don’t try to cover too much of your army, it’s very easy to have grand ideas of a single HQ unit giving out buffs to your whole army, but it almost never works out that way in practice. Generally, I would plan to have each buffing or support unit work with at most 1-2 units and build around that. Not everything in your army needs to be buffed in some way. It’s very easy to go overboard here, and pile in loads of characters with tons of extra warlord traits and relics giving out all manner of buffs, but generally you’ll see better results from having just a couple of support pieces, and more workhorse units.

Mobility
Getting about the board is important. You need to get to primary objectives. Many secondaries require you to get to specific parts of the board. And never forget your opponent, who will do their absolute best to crap in your cornflakes, requiring you to respond. Having units which are very fast, or have other ways of moving about the board, such as deploying in from reserves (Deep Striking, as it used to be called) to any part of the board, or just re-deploying once the game is ongoing. Transports also fall into this role, delivering key units to where they need to be, though some can also provide significant firepower or buffing and support. Plan to have at least some mobility in your list.

Final Thoughts

Hopefully once you’ve gone through all of the above you should have a selection of units that work well together, and cover all of the jobs above. Some units can cover more than one job for your army, but you should make sure that you have at least a couple of ways to do each job if possible. You will take losses, and it can really suck if an enemy force that’s heavy on tanks blows your only anti-tank option off the table early on. Once you have the main ‘must-have’ units from your theme in your force, you can work through filling out your remaining army by asking yourself ‘What job haven’t I got covered well enough?’ then ‘What slots have I got left free in my detachment?’ and finally ‘What in those slots, does that job?’

When evaluating a unit, look at how points efficient it is for the job at hand. Roughly speaking you can look at this as ‘how many points per shot/melee attack’ for combat units, or ‘how many points per wound’ for scoring/objective units. There’s a bit more to it than that, but that gives you a rough idea as to how you should be evaluating efficiency. You can also ask, can the unit do more than one job? Does it have access to special rules that make it better at that job?

The last part is, test it! Get some games in and see how it performs. Try and play a few different opponents and different forces. Multiple games are best, as poor luck or a poor match-up can colour your view. Once you’ve had a few games, you can evaluate which units are performing their job well? Which ones aren’t? Do units interact in the way you expected them to?

Hopefully this has been at least of some help, I’m planning to follow this up with a post looking at my planned 2000-point Imperial Fists list, in which I’ll detail my thinking on each unit, what I expect it to do for me, and how I expect the list to play overall, which should hopefully show this process in action.

Alright, trying to keep some posting momentum going here so that I don’t end up lapsing and having another multi-year break on blogging! Let’s have a look at the AdMech force I’ve gotten painted up so far!

The list looks something like this;

++ Patrol Detachment 0CP (Imperium – Adeptus Mechanicus) [28 PL, 3CP, 500pts] ++

  • Configuration +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points)

Forge World Choice: Forge World: Mars

  • HQ +

Tech-Priest Manipulus [4 PL, 80pts]: Magnarail lance, Manipulus Mechadendrites, Omnissian Staff, Relic: Raiment of the Technomartyr, Warlord, Warlord Trait (Codex 3): First-Hand Field Testing

  • Troops +

Kataphron Breachers [12 PL, 185pts]
. Kataphron Breacher: Arc Claw, Torsion Cannon
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Vanguards [6 PL, 110pts]: Omnispex
. 8x Skitarii Vanguard: 8x Radium Carbine
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

  • Heavy Support +

Onager Dunecrawler [6 PL, 125pts]: Cognis Heavy Stubber, Smoke Launchers
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [28 PL, 3CP, 500pts] ++

It’s a fairly compact list compared to the Necron one, mostly due to just how many points are tied up in the unit of Kataphrons. It’s probably a little lacking in board coverage, which might make objective play somewhat more challenging, but the block of Kataphrons should be very hard to shift, and it’s got plenty of firepower. I’ve gone with Mars for the Forge World choice, which allows the Skitarii units (The Vanguards and the Dunecrawler) to benefit from the Canticles of the Omnissiah as well as the Kataphrons, and it gives each unit a single hit re-roll each time it shoots or fights, which benefits the Torsion Cannon for the Kataphrons, the Neutron Laser on the Dunecrawler, and the Plasma Caliver in the Vanguard unit, as well as the Tech-Priest’s Magnarail lance.

Here’s the whole force together.

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So, let’s start off with the HQ, here in the shape of a Tech-Priest Manipulus. His Galvanic Field ability lets him buff the range of the Skitarii unit’s Radium carbines by 6″, and give them an extra -1 AP, which is significant for them as they’re normally AP 0. This has been slightly de-valued by the new Armour of Contempt rule for power armour wearing factions, but it’s still useful. He can also repair either the Dunecrawler, or one of the Kataphrons if they get damaged. I’ve given him the First-Hand Field Testing warlord trait, which boosts his gun by +1S and +1D, bumping that Magnarail Lance to an impressive S8, AP-3, 4D. And he can get a re-roll to hit thanks to the Mars dogma. His relic, the Raiment of the Technomartyr, gives him a 5+++ to ignore wounds taken, and can allow a core unit within 3″ (So, the Vanguards) ignore any hit roll or BS modifiers. Pretty handy. Here he is, looking all awesome.

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Now let’s take a look at my two troops choices. First up, the solid core that the force is really built around, the Kataphron Breacher block. These guys are seriously tough, sitting at T5 with 3W, a 2+ armour save, and a 6++ invulnerable. They pack some pretty decent firepower as well with their Heavy Arc Rifles. I’ve included a single Torsion Cannon as I had some spare points, though I don’t actually have one modelled as I generally think the Heavy Arc Rifles are better, I can just designate one as the Torsion Cannon though provided my opponent is happy with that, it’s not a huge deal if not. The Torsion Cannon hits pretty hard, at S8, AP-4 and a mighty D3+3 damage. Its big issue is that it’s only a single shot, and with the Breacher’s only being BS 4+ it will miss half the time. The Mars Forge World Dogma does help offset this though, with a single hit re-roll each time the unit shoots or fights. Heavy Arc Rifles are S6, AP-2 and D2, with two shots. They also always wound vehicles on a minimum 4+, and become D3 vs them as well. They’re also 10 points cheaper! The Arc Claws are what I’ve got them modelled with as I assembled them back during 8th Edition, but these days I feel the Hydraulic Claws are actually probably better, and again if an opponent was okay with them not being modelled correctly, I would probably run them with the Hydraulic Claws instead. They get 1 fewer attack than the Arc Claws, but it hits way harder and the minor buff vs vehicles that the Arc Claws get is just made irrelevant by the Hydraulic Claw’s much better strength and damage. I love these models; they look absolutely badass and I have a pile more of them awaiting painting.

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The second troops choice are my Skitarii Vanguards. These little guys are cheap and surprisingly tough, especially when you consider some of the bonuses they can get from their Doctrina Imperatives, and being Mars, the Canticles of the Omnissiah. Their Radium Carbines are only S3, AP0 and D1 with an 18″ range, but they are Assault 3 which lets them pump out a lot of shots while moving rapidly up the board, and the buffs from the Tech-Priest can push them to 24″ range and AP-1. Additionally, they automatically wound non-vehicles on hit rolls of 6+, with a stratagem to push that to hit rolls of 5+, meaning they can stack a surprising number of wounds on their targets. I’ve added a Plasma Caliver into the squad to give them some extra firepower, which can take advantage of the Mars Dogma single hit re-roll to blaze away more reliably, and overcharge with a bit more safety. I also added in an Omnispex to use up a few excess points, allowing them to ignore light cover, which definitely helps shore up the weakness of their low AP.

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Finally, we come to what is probably the centre piece model of the force, the Onager Dunecrawler. I’ve armed it with the Neutron Laser and Cognis Heavy Stubber fit, and added an extra Heavy Stubber to use up some points, and add in a bit more anti-infantry firepower, and smoke launchers to boost its survivability. It’s already fairly tanky thanks to its 5++ invulnerable save, with the Tech-Priest also able to repair it each turn to keep it in the fight if needed. The Neutron Laser is great for obliterating vehicles and monsters, hitting at a mighty S12, AP-4 and D3+3 damage, with D3 shots. The single re-roll from the Mars Dogma helps to make it a bit more reliable. This is another model I absolutely love the aesthetic of, who doesn’t love a huge spider tank?!

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And that’s the force! Overall, the game plan is most likely to park the Dunecrawler on the objective in my deployment zone and lay down fire with it, while the Kataphron Breachers push on to one mid-board objective, and the Skitarii backed up by the Tech-Priest go for another. I don’t think the Breachers really need much support, they’re tough and dangerous both at range and in melee, and the Tech-Priest’s various buffs can make the Skitarii pretty potent, while contributing his own solid firepower from the Magnarail Lance.

Next up I’m working on getting some more of my Custodes finished so I can field a 500pt force of them fully painted, so hopefully won’t be too long before I can showcase them!

Trying to be less bad at this whole blogging thing, time for another post on the painting progress I’ve been making. Today, we’re looking at my Necron force so far, a 500pt Combat Patrol force mostly from the Indomitus box I got, though I’ve picked up a few extra Scarab swarm bases from a friend.

The list looks like so;

++ Patrol Detachment 0CP (Necrons) [25 PL, 3CP, 495pts] ++

  • Configuration +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points)

Dynasty Choice: Dynasty: Mephrit

  • HQ +

Overlord [6 PL, 100pts]: Relic: Sempiternal Weave, Warlord, Warlord Trait (Mephrit): Merciless Tyrant
. Tachyon Arrow and Hyperphase Glaive: Hyperphase Glaive, Tachyon Arrow

Plasmancer [5 PL, 90pts]: Arkana: Metalodermal Tesla Weave, Plasmic Lance

  • Troops +

Necron Warriors [6 PL, 130pts]
. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper

  • Elites +

Cryptothralls [2 PL, 40pts]
. 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

  • Fast Attack +

Canoptek Scarab Swarms [4 PL, 90pts]
. 6x Canoptek Scarab Swarm: 6x Feeder Mandibles

Canoptek Scarab Swarms [2 PL, 45pts]
. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles

++ Total: [25 PL, 3CP, 495pts] ++

It’s slightly short of the 500pt mark, but I just couldn’t find anything to do with that spare 5 points, so it’ll do as it is. I think it’s a reasonable force for a Combat Patrol sized game, it does lack a little bit in long range firepower, but it’s got a lot of fast-moving Scarab Swarms to hopefully get at anything the enemy has that really wants to hang back, and the smaller board size of a Combat Patrol game means it’s a bit less of an issue. I generally run my Necrons as Mephrit Dynasty, the extra 3″ of range is particularly useful for the Gauss Reapers, which normally only have a 12″ range, and the extra point of AP for ranged attacks at half range of less can push them to an excellent AP of -3. This also allows for the force to use both parts of the Vengeful Stars command protocol, which is one of the better ones, giving an extra point of AP on wound rolls of 6, and ignoring light cover within half range.

Here’s the whole force together;

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So, starting off with the HQ, first up we’ve got my Overlord from the Indomitus box, with his Tachyon Arrow and Hyperphase Glaive. The Tachyon arrow is my only really long-ranged firepower, and it’s a single shot per game, but it’s a powerful one at 120″ range, S12, AP -5 and D6 damage. Good for taking a big chunk of out a vehicle or monster, or potentially sniping out an enemy character who gets separated from their Look Out Sir support. I’ve given him the Mephrit warlord trait, Merciless Tyrant which gives him +1 S and +1 A in melee, which pushes him out to a respectable S8 with that Hyperphase Glaive, making him a fairly serious threat. To couple with this, I’ve given him the Sempiternal Weave relic, which gives him +1 T and +1 W as well, to make him tougher. That pushes him to T6 and 6W which should make him pretty hard to kill, especially when combined with his 4++ invulnerable save and the living metal rule letting him heal a wound each turn. His main role is to support the warriors, giving them +1 to hit with My Will Be Done, and being a counter-charge threat. I decided to give him a shinier look than the warriors, with golden highlights, which I’ll probably do for all my Nobles across the army. I figure he has a much nicer, better maintained tomb than the mere rank and file do. Please forgive my poor photography.

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My second HQ is a Plasmancer, again from the Indomitus box. While they’re generally considered to be inferior to some of the other Cryptek choices, I rather like this guy for his mortal wound output. At the end of my movement phase, I roll 3D6, and for each 4+ the closest visible enemy takes a mortal wound. Additionally, at the start of the fight phase, you roll a dice for each enemy unit within 6″ of him, and on a 4+ they take a mortal wound. I’ve decided to double down on this theme with his Arcana choice of the Metalodermal Tesla Weave (Which sounds awesome). For this, you roll a dice for each enemy unit that finishes a charge within 6″, and on a 2+ they suffer D3 mortal wounds. All of this combines to make him quite a charge deterrent, loitering just in behind another unit. His shooting is also pretty decent, 18″ range, assault D3, hitting at S7 AP-3 and D2. You can see him here, along with his unit of Cryptothralls.

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I went with a slight silvery sheen on him, as opposed to the gold of the Overlord, and again I’ll keep to this theme with the lesser characters in the army.

The Cryptothralls are a great little utility unit, for just 40 points they provide an infantry unit which can do actions (Thought their ability to do this has been slightly reduced in the Nachmund tournament missions), they bring the bodyguard rule for nearby Crypteks, and while they are close to a Cryptek they are actually surprisingly dangerous, going to WS and BS 3+ and rising to 6A in melee. Handy for counter charging, or just hanging out on an objective and doing actions like raising banners, or awakening ancient machinery.

Next, we have my unit of troops in the shape of 10 Necron Warriors with Gauss Reapers. These guys are a good, durable objective secured unit thanks to their reanimation protocols, and the Gauss Reapers are a potent weapon at Assault 2, S5, AP-2. They only have a 12″ range base, but this is pushed up to 15″ by being Mephrit Dynasty, and the extra sources of AP they can get from being Mephrit and Protocol of the Vengeful Stars can make them extremely scary. The Mephrit specific stratagem is also good on them, giving additional mortal wounds on wound rolls of 6, capped at maximum 3, can really help them chew up tougher targets.

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I went with a dulled, grungy looking bronzed theme for the army overall, far less shiny than the characters as I wanted them to look like they’ve spent millions of years in their tombs with perhaps a bit less care and attention than the characters got.

Finally, the list is rounded out with a whole bunch of Scarab Swarms. In theory these can be run in a single big unit of 9 bases, or as two smaller units without really changing the points. I decided on one bigger unit of 6, and a minimum size unit of 3 for utility and being able to cover more of the board. I figure the smaller unit can perhaps hang back on a home objective, while the larger unit pushes up aggressively to be annoying. They’ve very fast with a 10″ move and fly and can be surprisingly difficult to clear as they have 4W per base, although they are only T3 with a 6+ save. You do even occasionally get a base of them back up with the Reanimation Protocols. They’re not terribly dangerous in melee, with 4A but only hitting on 4+ and only being S3 with no AP. Hit rolls of 6 do automatically wound though. Mostly they’re great for bogging units down in melee while the warriors push up and get into position to deliver some devastating close-range fire.

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And that’s the list. Overall, I think it’s got some good mobility, plenty of board cover for a 500pt force, some solid firepower and mortal wound potential, and even some decent melee from the Overlord and the Cryptothralls. I’ll be adding more to it in time, I’ve got the rest of the Indomitus box to paint up, and I’ve also added some Immortals and a Lokhust Heavy Destroyer, which will likely be joined by some regular Lokhust Destroyers at some point. I’ve also grabbed a second Indomitus Necron half off e-bay which should arrive at some point and let me really form some warrior blobs!

So, I continue to be very bad at this whole blogging thing, as it’s been years since I last actually posted anything. You would think with the pandemic, and all the lockdown, that I might have gotten some blogging done, but no.

Still, I did manage to make use of the time to actually get some mini painting done, which is unusual for me. Kept apart by the lockdown and the plague of Nurgle, myself and my regular gaming friends took to hanging out on Discord and painting on certain nights of the week and so I’ve actually gotten rather a lot done. I have however, utterly failed at avoiding the pile of unpainted shame due to starting a lockdown project. Or.. two. Or maybe three.

So, to go with my Imperial Fists force, which now has an awful lot of models sitting unpainted, some of which included an Indomitus box, which means I also have found myself with a Necrons army. I also liked the look of both the Adeptus Mechanicus, and the Adeptus Custodes as lockdown projects, and ended up doing both. Finally… I might have accidentally ordered some Tau. (Sorry, T’au) They got a cool new codex, and I’ve always loved the battlesuit theme of the army, so those guys are on their way.

However, since I’ve gotten quite a bit of stuff painted up, I figured I might actually get back to doing some blogging, and post some badly photographed shots of my various forces. So far, I have a full 1000pt Imperial Fists force painted, a 500pt AdMech force, and a 500pt Necron force. I’m also pretty close to having a 500pt Custodes force painted (Probably a bit more actually, points wise, but not a coherent Combat Patrol).

So, starting off with my Imperial Fists, the list looks like this;

++ Patrol Detachment 0CP (Imperium – Adeptus Astartes – Imperial Fists) [52 PL, 6CP, 1,000pts] ++

  • Configuration +

Chapter Selector: Imperial Fists

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)

  • HQ +

Captain in Terminator Armour [6 PL, 105pts]: Relic blade, Storm bolter, The Eye of Hypnoth, The Imperium’s Sword, Warlord

Primaris Techmarine [4 PL, 80pts]: Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Servo-arm

  • Troops +

Tactical Squad [5 PL, 110pts]
. 3x Space Marine: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Space Marine Sergeant: Combi-flamer, Frag & Krak grenades, Power sword
. Space Marine w/Special Weapon: Bolt pistol, Flamer, Frag & Krak grenades

Tactical Squad [5 PL, 110pts]
. 3x Space Marine: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Space Marine Sergeant: Astartes Chainsword, Combi-plasma, Frag & Krak grenades
. Space Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Heavy bolter

  • Elites +

Scout Squad [4 PL, 70pts]
. Scout Sergeant: Astartes Chainsword, Boltgun, Frag & Krak grenades
. 4x Scout w/Boltgun: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

Venerable Dreadnought [8 PL, 135pts]: Heavy plasma cannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter

  • Fast Attack +

Assault Squad [6 PL, 120pts]: Jump Pack
. 2x Space Marine: 2x Astartes Chainsword, 2x Bolt pistol, 2x Frag & Krak grenades
. Space Marine Sergeant: Frag & Krak grenades, Plasma pistol, Power axe
. Space Marine w/Special Weapon: Frag & Krak grenades
. . Plasma Pistol & Chainsword: Astartes Chainsword, Plasma pistol
. Space Marine w/Special Weapon: Frag & Krak grenades
. . Plasma Pistol & Chainsword: Astartes Chainsword, Plasma pistol

  • Heavy Support +

Devastator Squad [8 PL, 155pts]: Armorium Cherub
. Devastator Marine Sergeant: Astartes Chainsword, Frag & Krak grenades, Storm bolter
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Missile launcher
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Missile launcher
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Missile launcher
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Heavy bolter

  • Dedicated Transport +

Razorback [6 PL, 115pts]: Storm bolter, Twin heavy bolter

++ Total: [52 PL, 6CP, 1,000pts] ++

So, right off I’ll state, this is not a good list. It’s mostly the stuff I bought way back when myself and Paul decided to get back into playing 40k, all the way back near the start of 8th edition. For one thing, the Imperial Fists are generally considered to be the weakest of the chapters at the moment. Their chapter tactics allow them to ignore light cover, which is decent at least, and also allow rolls of 6 to hit with all bolter weapons to generate an additional hit. Their super doctrine allows weapons of S7 or higher to get +1 damage vs vehicles while in devastator doctrine. Oh, and buildings too. If anyone ever took any. As they are languishing without a 9th edition codex supplement, I just have to hope they get one at some point. It is at least a reasonably coherent list, with a plan in mind.

Here’s the whole group;

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Terrain all made by my former flat mate, who has quite a talent for making terrain, and rather enjoys doing it, but enjoys storing it all less so, and so it all ends up with me. Which is fine, since all of our 40k gets played at my place anyways.

So, starting off at the top with HQ, we have my Captain in Terminator armour. He’s got a relic blade and Storm bolter, since that’s what the model has and it’s a fairly decent loadout. With his warlord trait, The Imperium’s Sword, giving him +1S, +1A and re-roll charges, that makes the relic blade hit at S8 on the charge, and hitting on 2+ thanks to not having the -1 to hit that a power fist or thunder hammer would come with. He’s mostly in the list for his buffing abilities, with the innate captain 6″ aura of re-roll 1’s to hit for core units, coupled with his relic, the Eye of Hypnoth, which gives a 6″ aura of re-roll 1’s to wound for shooting, but he can provide a potent counter charge threat, and he’s pretty tough to kill thanks to the terminator armour.

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You can see here my early attempts at doing power weapon effects with wet blending techniques, which I think works reasonably well, and I’ve gotten better at it I think with painting my Custodes.

Next HQ unit is the Primaris Tech Marine, and he’s the only Primaris body in this list. (Don’t worry, I do have more Primaris stuff yet to be painted!). He’s a great looking model, with a decent array of firepower from his forge bolter and grav pistol, both of which he can fire at the same time thanks to a special rule, and he’s not terrible in melee either. More importantly, he can repair my vehicles, and hand one of them +1 to hit with shooting. The Venerable Dreadnought generally doesn’t need it as he hits on 2+ anyway, thought it can be handy if he has to deal with -1 to hit modifiers, or gets bracketed. Otherwise, the +1 to hit can go on the Razorback to improve its firepower. Increasing the survivability of the Dreadnought with repairs is his main reason for being in the list.

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Here he is alongside the Venerable Dreadnought, so I might as well talk about that next. In short, Dreadnoughts are great in 9th edition, and the Venerable is even more so, hitting on 2+ in both melee and with shooting, and having a 6+ to ignore wounds taken (What used to be called a ‘feel no pain’ roll). Plus, in common with all Dreadnoughts now, he reduces all damage taken by 1, to minimum 1, which makes him very tough to take out. The heavy plasma cannon is a great weapon for either laying waste to elite infantry, or taking chunks out of vehicles and monsters, and the Dreadnought fist hits hard in melee. He also has a stratagem to gain a 6″ aura of either re-roll 1’s to hit, or re-roll 1’s to wound for nearby core, which includes himself, and is very handy to avoid taking mortal wounds when overcharging the plasma cannon. All around great unit.

Next let’s look at my humble tactical squads. They’ve been a bit overshadowed by their new Primaris brothers, but they’re cheaper, almost as durable, lacking only access to the Transhuman Physiology stratagem, and have better customization options. The first squad are for going forward to take objectives, packing a flamer, and a combi-flamer on the Sgt. They push up the board in their Razorback transport, then disembark to clear an objective with flames and if necessary a follow-on charge. Basic marines aren’t fantastic in melee, but they can clear out the remains of light or medium infantry that have been flamed, and are pretty durable. The Sgt. has a power sword to add a little extra melee punch, and because they’re cool. The Razorback is bringing twin heavy bolters and a storm bolter to stay cheap, and really lean into the Imperial Fists chapter tactic, it’s a decent extra chunk of firepower.

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Here you can see a bit more of my early attempts at power weapon effects.

The second tactical squad is more of a fire support squad, designed to sit back on a home objective while still contributing some firepower with their heavy bolter (again, leaning into the Fists chapter tactic). The Sgt. gets a combi-plasma to help add to that fire support, and a chainsword, because they’re free and give a tiny bit of extra melee punch.

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I’ve already covered the Dreadnought, so moving on to my second elites pick, the humble scout squad. Way back when I bought these, scouts were troops, and dirt cheap. These days with their move to the elites slot, they’re a far less good choice. They give me a forward deploy option, though they die to a stiff breeze they can at least potentially start on a mid-field objective if there’s some cover to hide in, and they have access to the smoke grenades stratagem to give them -1 to hit for a phase of enemy shooting which might make them annoying. The other option for them is to keep them in reserves thanks to their Outflank ability, and bring them in behind enemy lines later in the battle to score secondary objectives. Boltguns let them contribute a small amount of fire, and chainsword on the Sgt. because hey, they’re free.

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Moving on to fast attack, and I have a unit of Assault Marines. I’ve always liked the cool factor of jump pack troops with chainswords, though these days I suspect that Vanguard Veterans are just plain better. Still, they give me the opportunity to cram three plasma pistols into a single fairly cheap squad, which is highly mobile and can also arrive from reserves via Death from Above anywhere on the table at least 9″ from an enemy. This potentially lets them drop in and unleash three overcharged plasma shots into something big and nasty, and with chainswords they’re not terrible in melee against lighter targets. The power axe on the Sgt. gives a bit more hitting power, and also looks cool and is something a bit different. Interestingly, they also have access to the melta bomb stratagem, to potentially drop 2d3 mortal wounds on a vehicle, and the hammer of wrath stratagem to inflict some mortal wounds on the charge, both of which can push their melee potential higher than it might initially seem. Ultimately, they’re here because they look cool.

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Finally, we have my heavy support unit, the devastator squad. I believe the meta choice for these is four grav cannons, jumping out of a drop pod on turn one, but I’ve built them with three missile launchers and a heavy bolter. Partly because I was limited in what I had access to. Missile launchers are actually pretty decent, giving either solid anti-infantry firepower with frag, or good anti-tank with krak missiles. Particularly, they play to the Imperial Fists super doctrine, giving +1 damage to heavy weapons of S7 or higher, when in devastator doctrine. With the Sgt. able to give +1 to hit to one weapon in the squad, and the armorium cherub giving a once-per-battle reload to let a single weapon fire twice (hint, it’s the missile launcher getting +1 to hit from the Sgt.), they can punch out some serious anti-tank firepower on the first turn, at S8, AP-3, and D6+1 damage. Imperial Fists also have access to the Tank Hunters stratagem to give +1 to wound vs a vehicle, to really seal the deal. The heavy bolter rounds them out with a bit more general-purpose firepower, which benefits from the Imperial Fists chapter tactics. The Sgt. gets a cheap storm bolter for a bit more bolter fire goodness, and a free chainsword because why wouldn’t you?

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And there you have it, my painted Imperial Fists so far. As mentioned earlier, I have a LOT more currently unpainted stuff, which should let me build a significantly better force. I’m thinking to lean into Intercessors for bolter fire, Redemptor Dreadnoughts because they’re amazing, and I have some hellblasters as well. I’m particularly interested in the Heavy Plasma Incinerator version of these, as it’s a heavy weapon with S7 or higher (Actually S9 on overcharge), and so benefits from the super doctrine, potentially allowing these to be flat D4 each vs vehicles while in devastator doctrine.

I’m going to try and post more often, next up I’ll likely be looking at my painted Adeptus Mechanicus combat patrol force.