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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 07, 2014 7:05 pm 
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In Wh40k each Techmarines has the ability to improve the cover save of one ruined building.

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 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 07, 2014 10:06 pm 
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Took me a while to sit down and read through these in detail, I've got a tournament this weekend to think about, plus work has gone crazy bananas at the moment....

captPiett wrote:
I'll add my voice to those who oppose fiddling with victory conditions.

I have a suggestion of much smaller scope I've been considering for a little bit:
Is there anything in the fluff that says a thunderfire can't fit in the back of a rhino? I would suggest, for the same reason I think Achilles upgrades to tac/dev FMs would be good, that you allow thunderfires as upgrades to tacs/devs as well, and have them take two transport slots. That way, the IF can take more IC firepower with them. Maybe 0-2 thunderfires per FM as an upgrade? It would be cheaper than using the Achilles as well. What little I've read of them (from that unfortunate book Legion of the Damned, which didn't tell us anything about the SM chapter in the title, go figure) has them in singletons
Just a thought. I agree more testing of the list in its current form is the first priority however.


I removed the thunderfire upgrade from tac/dev formation to keep the list a little less 'thunderfire centric' with thunderfire batteries, land raider achilles AND the bastion all having thunderfire cannons, having them as formation upgrades felt like "why not just make every formation a thunderfire battery" ;) but I take your point about boosting IC firepower, worth considering for the future (I'd better get more rapier models painted!)

jimmyzimms wrote:
Divergent thoughts ahead...

Currently we have:
Techmarine CH power weapon (base contact) assault weapon, MW EA+1 Invulnerable Save, Leader

I'd suggest we give just Invulnerable Save, not Leader.

It would have an interesting inverse to the Iron Hands Vet Officer character which gives Leader but not IS.


I think leader very well represents the field repairs he makes, plus as he can only be added to bastions and thundefire batteries, adding a character with a CC attack and invulnerable save to units with CC6+ is a waste IMO, if anything he could lose the invulnerable (I assume techmarines are covered in forcefields though?) but I think having a way for bastions and thunderfire batteries to shed extra blast markers is pretty key to the fists being able to hold out in a siege, defending objectives

berzerkmonkey wrote:

EDIT 2: The Thunderfire does indeed move at the rate of the Techmarine, so the speed should probably be increased from 10cm to 15cm. A cool thing about the 40K version is that you can fire air-burst, surface, or below-ground. Below-ground causes the unit that is hit to take a difficult terrain test. Not much use in Epic, but pretty neat, nonetheless.


I see the point, but I don't think a thunderfire can move at the pace of a techmarine, IMO infantry moves in epic are guys running from cover to cover, leaping over obstacles and taking cover, a tracked heavy gun can keep pace with a techmarine walking, but I can't visualise it keeping pace with a squad in combat mode, its why rapiers, big gunz and other field guns tend to have a 10cm move, the gun effects are indeed modelled by having disrupt OR ignore cover on the weapon :)

Thanks for all the comments guys, this discussion is proving to be very productive :D

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 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 07, 2014 10:09 pm 
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I was thinking the IS on the tech marines would represent the repairs. But point stands: one or the other ability, not both. :D

I want to also state I'm in full agreement with your reasoning about 10cm moves on field support weapons.

Any responses to my list questions posted a page back, mate?

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 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 07, 2014 11:02 pm 
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jimmyzimms wrote:
Quick questions re0.2 list:
1. Are upgrade formations restricted by core choices?


Nope, like most marine lists it's pretty free

Quote:
2. Land Raider Achilles are unable to be taken say, by a devestator formation? Somewhat loses their transport ability in this list


yeah this is probably going to change, I visualised them much more as a battle tank rather than transport

Quote:
3. It states, "Imperial fists formations may replace their 'plus transport' with 50cm of minefields or razor wire and 2 bunkers for free"
That can read several ways. Does it mean I get
-50cm of minefields OR 50cm of razor wire
OR
-50cm of minefields and/or razor wire in any combination?
Also, does that mean the the bunkers come with razor wire only or regardless of defense?


it's 50cm of minefields or 50cm of razorwire, bunkers come with either selection

Quote:
4. Depth of the defense terrain? I assume 2.5cm based on the upgrade but it's not spelled out. Does that mean I can take 50cm by 50cm squares then? ;) [just joking]. Perhaps instead of length you provide an area to this and the player can model what they want?


largely a holdover from the frogbear list, if it's area then you get 125cm^2 of minefield or razorwire

Quote:
5. Does trading transport for defenses count against the 1/3rd total?


Nope, only 'extra' defenses purchased count

will add clarifications to the list sometime soon

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 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 21, 2014 4:09 pm 
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Had a good discussion with dptdexys, MikeT and Steve54 last night, dave suggested the really neat idea that instead of adding centurions to formations, you can upgrade units within the formation instead.... say for 25 points you can upgrade devastators to dev centurions, assaults to assault centurions and tacticals can be either....

I really like it as currently centurions are too expensive to be a good choice.... thoughts?

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 Post subject: Re: Imperial Fists
PostPosted: Fri Mar 21, 2014 4:54 pm 
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The above is the reason I've not taken them at all

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 Post subject: Re: Imperial Fists
PostPosted: Sat Mar 22, 2014 11:13 pm 
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Love the idea of being able to upgrade to Centurians, and I think it makes a lot of sense both from a gameplay and fluff standpoint.

Wish there were some proxies for these things somewhere... might have to get creative with some robot models or something.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Mar 24, 2014 6:32 pm 
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You could use the old SM dreads - they look close enough.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Mar 24, 2014 8:32 pm 
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They might work as a base but they are very much the contemptor of FW fame, they're also pretty big, easily twice the height of a marine.....

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 Post subject: Re: Imperial Fists
PostPosted: Mon Mar 24, 2014 11:29 pm 
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I like the idea of upgrading Dev and Assault units into Dev and Assault Centurions. Offers a whole different set of challenges for using either type offensively (transport basically limited to Land Raiders and aircraft), but reduces the overall cost of including them in an army.

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 Post subject: Re: Imperial Fists
PostPosted: Tue Mar 25, 2014 4:49 pm 
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I would use converted Techmarine models.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 26, 2014 6:30 pm 
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In an e-mail discussion with another Tac Com member (who can chime in if he likes), the point came up - why are Bastions destructible when no other buildings are? The bunkers even in the same list are not destructible.

I'm not saying it's right or it's wrong, it just got me thinking. I know that Bastions in 40k are destructible, but do they need to be in Epic, as well? It just doesn't match any existing precedent.

(For the record, I feel that ALL buildings should be destructible in Epic, but, I suppose that would require a re-write of the core rules)

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 26, 2014 6:48 pm 
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This is because it's a WE, I imagine. I would think it would still count as rubble and provide cover, but after it's destroyed would lose its weapons and FF/CC abilities. But that's just informed speculation on my part. The intent may be not to provide cover after it's destroyed.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 26, 2014 6:56 pm 
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Actually it does and it's in the notes.

The bastion, as it has weapons and can FF/Shoot needs to work not as terrain but instead a WE with units embarked.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 26, 2014 6:59 pm 
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Sure, I understand that it's abstracted as a WE in order to fit within the confines of the rules... I guess it's just the cognitive dissonance between it being "a building" in reality, but operating as a WE that confers a cover save to the troops embarked in it.

Perhaps the weapons system could be separate from the bastion? That way, the weapons could be destroyed while leaving the "building" intact.

I'm not campaigning in any direction here, just trying to encourage discussion.

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