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Imperial Fist Armoured Column

HQ Librarian Cestus - 100 points Space Marine Librarian with The Gate of Infinity and The Avenger. ELITE Ancient Torian - 125 points Dreadnought with two twin-linked autocannons. Ancient Rokan - 125 points Dreadnought with two twin-linked autcannons TROOPS Combat Squad Furious - 175 points 5 Space Marines with Sergeant, mounted in Razorback with twin-linked lascannons and hunter-killer missile. Combat Squad Tempus - 175 points 5 Space Marines with Sergeant, mounted in Razorback with twin-linked lascannons and hunter-killer missile. Combat Squad Vendetta - 175 points 5 Space Marines with Sergeant, mounted in Razorback with twin-linked lascannons and hunter-killer missile. Combat Squad Vengeance - 175 points 5 Space Marines with Sergeant, mounted in Razorback with twin-linked lascannons and hunter-killer missile. FAST ATTACK Deathwind Squadron - 210 points 3 Land Speeders with multi-melta and heavy flamer.

HEAVY SUPPORT Annihalatum - 120 points Vindicator with dozer blade. Crucible - 120 points Vindicator with dozer blade. TOTAL 1500 points As you can see this is a very tank-heavy list. The idea with it is to provide plenty of variety and quantities of firepower to handle anything your opponent can throw at you. It relies on numbers of high-Strength, long-range weapons to take out monstrous creatures or heavily armoured vehicles and plenty of mid- to close-range firepower to take out what's left. It has anti-tank/monster weaponry (lascannons and multi-meltas), big templates to take care of massed, elite or highly armoured infantry (demolisher cannons), a high volume of mobile long-range weapons (Dreadnoughts with twin-linked autocannons) and flexible fast vehicles that fill in any of the tasks above (Land Speeders with heavy flamers and multimeltas). Plus you also have a solid amount of Troop choices (20 Space Marines) to hold objectives or whittle down the ranks of the foe, as occasion demands. With four Troops choices you can split them up across the battlefield to contend for multiple objectives, backed up with Dreadnoughts and Land Speeders, which can handle a variety of opponents. If your opponents have combat weapons with anything less than Strength 6, you can appoint the Dreadnought to tie them up for a while, away from the objectives. Barring a string of 6s, they will find it hard to take out the Dreadnought quickly and instead will be stuck in melee with it for quite a few turns. If your opponent uses hordes, your Land Speeders can provide a buffer, taking them out while slowing them down. Moving 12" and using your heavy flamers are devastating to them since targets don't receive cover saves from flamers. If they choose to assault the Land Speeder, they need 6s to hit it in close combat, thus making them more resilient than most people gave them credit for. Plus with their speed, you can Turbo Boost it to contend objectives. Vindicators add the hard-hitting scare factor to the army, they can destroy pretty much anything. The army has two of these killing-machines because a single Vindicator is too easy to take out, and you would be putting too much hope on just a tank surviving the incoming fire. Having two lets them work in concert with each other, giving covering fire and support - even if one is shaken or stunned the other can keep the enemy's heads down. Giving them dozer blades or siege shields means you can hide them behind cover and burst out of it to destroy your target. The set back of this army is it has a very limited assault capacity, so my advice is to keep out of combat unless it's absolutely necessary and you're confident you can take out the opponent in one quick push. Too much difficult terrain can be an issue too, as tanks take up a lot of space on the table and if you are playing on a very high terrain count table, you will find that they will get in each others' line of sight and thus limiting their advantage. Learning how to deploy your army is crucial, as you will want to set up your firing lanes early on. Understand the role of each unit and play to its strength, every unit has a job to do and if you plan them well, they can be devastatingly effective.

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