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Imperial Fists Development

 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 2:35 am 
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Unless you add at least six new units, I don't think it can really be called a list. :P

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 2:39 am 
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Structure and context are at least as important as new units.


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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 3:09 am 
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? I don't know whether I just got supported or beat down on the above 2 posts... I guess I will wait to see if welts appear... :)

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 3:15 am 
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Structure and context are at least as important as new units.


Thank you, zombocom. That was the joke.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 1:08 pm 
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Yeah, 'cos sarcasm comes across really well in text form.


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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 1:15 pm 
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c'mon people. Just trying to get the list together.

I will get another version (probably in another thread) together and see where the ideas go from there.

In all honesty, my main point that I am not sold on is the formation of Thunderfires. I like them as upgrades, somehow not as a formation. Maybe it's the whole techmarine thing.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 1:22 pm 
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*shrug*

It's a Siege list, and likely the only list where Thunderfires really fit.
I don't see a reason not to allow both Formations and Upgrades.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 1:24 pm 
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Don't get me wrong, they will go in. Just not a fan.

Does not mean that I will let personal opinion sway the list. I set out on a goal with restrictions. So far, nothing breaks that so not fussed.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 4:40 pm 
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frogbear wrote:
Don't get me wrong, they will go in. Just not a fan.

Does not mean that I will let personal opinion sway the list. I set out on a goal with restrictions. So far, nothing breaks that so not fussed.


Why can't they just be upgrades like the Eldar support platforms and you take one marine stand out for one thunderfire stand. Isn't that the best of both worlds? ;D


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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 8:17 pm 
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How about making the additional four Whirlwinds of the Upgrade Castellan Whirlwinds (1BP IC)? So you can choose to fire 8BP or 4BP IC each turn.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 9:02 pm 
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BlackLegion wrote:
How about making the additional four Whirlwinds of the Upgrade Castellan Whirlwinds (1BP IC)? So you can choose to fire 8BP or 4BP IC each turn.


So, 8BP or 4BP IC for the 8.

It sounds like a good option. Is the +1AP and +1AT (for troops in cover) comparable to one less template and one less BM?

As I see it, with the improvement on the dice roll, the extra BM is almost a given. I guess it is reasonable.

So would we see Castellans as exactly the same as Whirlwinds except for the fact that they may choose their fire option?

Bought as addition to a Whirlwind formation, and thereby going above 500 points, would anyone expect the formation cost to go above 550?

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Last edited by frogbear on Mon Oct 11, 2010 9:46 pm, edited 1 time in total.

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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 9:12 pm 
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An eight strong formation of ATSKNF artillery pieces? The IC is of marginal benefit but basically consists of laying 3 templates and then working out the average hits and then comparing to the average hits of 2 templates with IC which to be frank is less than exciting. Otherwise those guns on their own are going to be pretty good, maybe 550, maybe more. Similar firepower to a basilisk company with the trade off of range for init and ATSKNF. They just aren't going to degrade under fire like regular artillery.


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 Post subject: Re: Imperial Fists Development
PostPosted: Mon Oct 11, 2010 9:47 pm 
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OK, so the points are going to be around 550 - 575. So not much of a change

Thanks TRC

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 4:09 am 
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*MAN* you guys post a lot over a weekend... gone for Thanksgiving (Canadian style!) and it's four pages of posts! :D

Evil and Chaos wrote:
Chroma wrote:
The Tarantula Hyperios launcher is supposed to be unable to engage/target ground targets and is considered "crappier" than those mounted on vehicles.

Where does it say the ground based version is worse than the vehicle mounted version?

Imperial Armour 2, Page 173, last paragraph: "...not as efficient or accurate as a Hyperios launcher controlled by a Space Marine gunner..."

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Quote:
As a new thought on the Tarantulas, I think they should probably be "Expendable", with a non-expendable controlling unit so they don't take Blast markers as they die.

Seems kinda awkward?

Make the weapon Tarantulas "expendable" and the "Command Tarantula" non-expendable and you're fine.


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 5:32 am 
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Chroma wrote:
*MAN* you guys post a lot over a weekend... gone for Thanksgiving (Canadian style!) and it's four pages of posts! :D

They make laptops you know. What did you think Holidays was family time or something? Just more time for posting! =)


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