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Imperial Fists Development

 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 6:15 am 
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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 9:35 am 
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Let's see if I can get this through

The Thunderfire have been agreed on as being INF with the option of Disrupt or Ignore Cover

What are thoughts on giving them Mounted and Walker?

I have a problem seeing them accessing buildings - that's all.

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 9:40 am 
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Also Hyperios Platform.

1. Can it fire at ground targets?
2. What AA range - 30cm or 45cm (both have been talked about on this thread)

We are going with them as having standard activations for now. If the list does not have a problem with activations after some playtesting, I will look at moving them to automated status - auto Overwatch etc. .

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 10:22 am 
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Quote:
1. Can it fire at ground targets?
2. What AA range - 30cm or 45cm (both have been talked about on this thread)

1 - No.
2 - My preference would be for 45cm, but convention says it should be 30cm.

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 1:32 pm 
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Another thought that came to me while updating the list:

Fortified Positions. Should they be the same cost as in other Imperial Guard lists with the fact that Marines (other than scouts) gain no benefit to saves?

In effect I see them being less useful to Marines than to most other armies. In that respect, should they cost the same? If not, is a 25 point drop to 75 points unrealistic?

Like everything else, just throwing it out there.

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 1:42 pm 
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Actually, I was thinking that trenchworks should be changed, so that you only get bunkers and razorwire.

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 1:56 pm 
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Evil and Chaos wrote:
Actually, I was thinking that trenchworks should be changed, so that you only get bunkers and razorwire.

I'd see Gun Emplacements as valid too, for "dug-in" tanks.

The thing is, the Trenches can be still used for the -1 cover save, and call also be set up to channel vehicles, the way razorwire can be used to channel infantry.


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 2:00 pm 
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Yeah, but I don't see Marines likely to be manning long stretches of trenchworks (They'd never have the numbers to fill them, for one thing!), instead they'd use bastions as anchor points on the battlefield.


Stuff like this:

http://www.games-workshop.com/gws/catal ... prod20008a
http://www.games-workshop.com/gws/catal ... rod340014a

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 3:13 pm 
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I would replace razorwire with minefields - rather than dangerous to just infantry dangerous to everything.


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 3:18 pm 
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Agreed, Marines would certainly use anti-tank mines.

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 3:35 pm 
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frogbear wrote:
Let's see if I can get this through

The Thunderfire have been agreed on as being INF with the option of Disrupt or Ignore Cover

I agree

frogbear wrote:
What are thoughts on giving them Mounted and Walker?

Walker for sure. In the book description they are the alternative to vehicle mounted artillery when deployed in mountainous and rugged terrain.

frogbear wrote:
I have a problem seeing them accessing buildings - that's all.

I think it's very feasible they could enter ruined buildings.


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 3:47 pm 
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The_Real_Chris wrote:
I would replace razorwire with minefields - rather than dangerous to just infantry dangerous to everything.


Evil and Chaos wrote:
Agreed, Marines would certainly use anti-tank mines.


So should we go back to giving Whirlwinds the ability to lay down those mine fields OR buying minefields as an upgrade?


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 4:22 pm 
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No. It would never be worth laying a minefield compared to shooting - unles maybe 30 enemy units would have to cross the minefield :)


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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 6:21 pm 
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What about Forfgeworlds new Land Raider Achilles? Hull mounted Thunderfire Cannon and sponsons with Twin Multi-meltas?

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 Post subject: Re: Imperial Fists Development
PostPosted: Tue Oct 12, 2010 6:25 pm 
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BlackLegion wrote:
What about Forfgeworlds new Land Raider Achilles? Hull mounted Thunderfire Cannon and sponsons with Twin Multi-meltas?

Being as FW are touting it as the "Siege Landraider" I'd think it could comfortably go in.

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