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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 2:49 pm 
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Tunnelling assault marines surely?! ;D


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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 3:11 pm 
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Blip wrote:
Tunnelling assault marines surely?! ;D


Holy shit this is the best idea ever. Angry marines in sub-Terranian trenches erupting in the middle of enemy formations. it's so 40k-does-trench-warfare it hurts.


I demand this for the Yellow Fisters immediately.


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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 3:54 pm 
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Just fire the assault marines out of the basilisks' earthshaker cannons.
Then give their bolt pistols special ammo that shoots out mini assault marines.

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 4:00 pm 
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Image ?


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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 4:05 pm 
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Well at least people are talking in the thread.... *sigh*

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 4:30 pm 
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error in dev centurion stat line, firepower is appearing in range and range is not listed
trenches info missing from the quick ref

Would it be possible to take the support battery upgrade in smaller amounts? so you could take devs with +2 thudds not +4 and fit all into a pair of bunkers.

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 9:01 pm 
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Yeah you also hassled me about this privately apoc, get off my case already.... ;)

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 10:23 pm 
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Okay....had a game with the list tonight, played like a moron to be honest.....

Thoughts were that generally the list is starting to feel quite good, however I really hate assault terminators.... they are just pants..... last week they spannered some aspect warrior BTS thanks mostly to lucky roll offs, this week they teleported behind a damaged tactical BTS, rolled no blast markers, waited for the fellblade to move into support range then failed to retain and engage..... if I'd had assault cannons I still could have shot with a crossfire.... as it was all I could do was move to claim blitz while the tacs ganged up on the fellblade and blew it up.... grrrr

Against void spinners last week they were useless.... this list needs a general purpose deep strike unit and regular termies fit that bill.... putting them back in tomorrow

Also changing the area of minefields/razor wire back to set length/width.... with an area it's widely open to abuse.... you could string out 1mm wide, super long minefields all over the place!

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 11:10 pm 
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I'll say it again, assault termies at 300, tactical at 350. Allow mixing ;)

Another wild idea is IF Terminiator with one assault cannon and EA MW and EA standard (not sure how to demark that in stat line however)

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 11:17 pm 
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kyussinchains wrote:
Y get off my case already.... ;)

Nah, only mentioned 2 of the three to you, but added other 2 i mentioned after so it was listed in one place :)

*edited due to my own idiocy*

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Last edited by Apocolocyntosis on Fri Jun 27, 2014 9:19 am, edited 1 time in total.

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 11:52 pm 
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This is a *really* wacky suggestion that I have not thought through, Ok?

Given that the IF are designed to assault defences, perhaps they should be allowed to set up some limited trenches around the T&H objectives that they set up in the opponents table-half? This would have to be optional (or at least not mandatory where the opponent has set up his own defences). Also, if the If do this they may not set up trenches of their own - discuss. :D

This gives the opponent the choice of putting his garrisons in a place where the IF can assault them, or finding some other strategy. Obviously the IF would try to assault and occupy the trenches to control the T&H objectives, supported by other elements from their list.

You should note that this is a totally untried suggestion, purely intended to more variety in the games.


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 Post subject: Re: Imperial Fists
PostPosted: Fri Jun 27, 2014 4:56 am 
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Kyuss, I can't remember if this has been discussed but have you considered/tested making IF in bunkers Fearless at all? Maybe they wouldn't have to flee if they lose an assault and are immune to hack downs etc. Really simulate how difficut they are to remove in defence....

Sort of an "In Rock-crete we trust" sort of thing :)


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 Post subject: Re: Imperial Fists
PostPosted: Fri Jun 27, 2014 5:01 am 
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MikeT wrote:
No teleporting Assault Marines? I'd assume they'd be mandatory, what with the lack of WarHounds and Thunderhawks.

Please feel free to actually test Teleporting Assault Marines some time to back up your sarcasm :)


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 Post subject: Re: Imperial Fists
PostPosted: Fri Jun 27, 2014 8:51 am 
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If I playtested everything I was sarcastic about, I would never have time to sleep :(

I do like the idea of IF trenches granting fearless though; then the Assault Terminators could stand in them and shake their imptotent fists at all those young turks, being all flash and using guns. In Rogal Dorn's day we had a big tesla mallet and were glad of it.


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 Post subject: Re: Imperial Fists
PostPosted: Fri Jun 27, 2014 8:51 am 
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@Dobbsy if the buffs I've given the list in v0.3 still aren't enough, adding fearless is my final option

I have reservations about it though.... would it only apply to stands physically in the trenches/bunkers? if so that might limit your countercharge ability (ie. there may not be room to effectively respond to an assault) if not and the requirement is at least one stand in fortifications, then that could also be abused by having a single stand touching a bunker and making everything else fearless.....

in my game last night, Steve very cleverly waited to see where I deployed my blitz, then put both T&H objectives on the other flank, splitting my defenses in half, and basically ignoring T&H for the entire game.... I compounded this by building a nice defensive castle, then promptly not deploying anything inside it, which made my formations sitting ducks for his thunderhawks....

Yet again the fellblade was underwhelming, pushing forward to support the terminator assault, but being caught in a nasty crossfire and eventually blown up by tactical marines and lots of supporting fire.... shooting wise it didn't do much as it was always doubling, and lacked meaty targets for its 4 twin lascannons to get stuck into.... I don't think I'd use it much in competetive games to be honest, I'm happy to leave it in as a fluff choice however

having said this, I think I've found the optimum use for the list, instead of covering my half of the table in a mass of fortifications and defences, the IF list can work if you use platforms and bastions to deny table areas, then the rest of the force pushes forwards, rather than sitting around waiting for the enemy to come to you

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