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.




























