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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Mon Jan 20, 2014 9:58 pm 
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I did mean hyperios platforms rather than the vehicles

Fellblade wise, while I agree on the rarity aspect, I think from a game balance angle it may be better to remove the limitation, I do get that it will annoy plenty of fluffophiles however... ;) in comparison I wouldn't say deathstrikes are rare but are limited much more from a balance POV.... 3 formations of those turn up in an army, you may as well leave the warlord titan in the case.... :D

Thunderfires are just about right I feel, still good value at 275, garrisoned in ruins or buildings and they're no more vulnerable than regular marines to shooting, I think limiting them to one formation per tactical/devastator would be a good way to prevent spam, in a similar vein I think hyperios platforms/tarantulas should be limited to one per scout formation as I can really see the scouts setting them up, it would help prevent stupid amounts of flak covering a castle....

my issue with the scouts was raised by LordotMilk and I agree that there are no really cheap formations in the army to boost activation count, with the existing list, I pretty much start with 2 lots of scouts and 2 lots of tbolts in any build as they're the cheapest formations, I liked LoM's suggestion of taking regular scouts and swapping infiltrate for sniper, alternatively I'll just make the sniper upgrade optional and keep them at 150 per formation

Bastion will change to a standalone 0cm move war engine along the lines of the tyranid hive nest, I'll fiddle with the stats and probably allow it some upgrades like thunderfire cannons or maybe a stand or two of marines, I'd appreciate suggestions in this area. While swapping objectives is a neat idea, I think you run into problems if your opponent puts objectives in terrain, after all, putting it in a building would be a weird situation, the hive nest style formation would just garrison near an objective instead

Tarantulas would be purchased from static defences section and would be autonomous, essentially automatically going on OW at the beginning of the turn, can't be activated and possibly ignores blast markers.... not sure of specifics yet, but that's how I see them being used in the list, automated defence turrets

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jan 20, 2014 10:57 pm 
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maybe include some tarantulas with the Bastion formation? what about that?

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 Post subject: Re: Imperial Fists
PostPosted: Thu Feb 06, 2014 3:39 pm 
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Playtest game#2 tonight, using the following list

Scouts
Scouts
Devastators w/assault centurion
Devastators w/assault centurion
Tacticals w/supreme commander, bastion, assault centurion
Thunderfires
Thunderfires
Vindicators w/hunter
Thunderbolts
Thunderbolts
minefield + bunkers
minefield + bunkers
minefield + bunkers

will write up tomorrow/saturday

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 Post subject: Re: Imperial Fists
PostPosted: Thu Feb 06, 2014 11:01 pm 
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kyussinchains wrote:

alternatively I'll just make the sniper upgrade optional and keep them at 150 per formation

This is preferrable to keep things simple

Simulated Knave wrote:
Tarantulas bring a few messy decisions with them (such as which version you're adapting), but would fit with a defensive or offensive siege list IMO. Then again, I think they fit with pretty much everything Space Marine. :P

If you do decide to include them, the two major decisions are whether they'll be mobile and whether they should be LV or Infantry.

I lean infantry, for a variety of reasons:
1) Artillery in 40K is usually INF in Epic.
2) Tarantulas are quite small - man-sized, basically.
3) Makes it easier to put them in cover, which seems like the sort of thing Tarantulas would be perfect for.
4) It makes them slightly more valuable, which makes them less popcorny.

I also lean mobile:
1) It makes them more valuable, which makes them less popcorny.
2) The original Epic version was mobile, and the Horus Heresy versions are mobile. Mobility makes sense, frankly (it's not like it's HARD to make something minimally mobile. Witness the Thunderfire).
3) In the context of Epic, I think it's a more accurate reflection of how they'd be used. Abstracted transport, basically.
4) A 5cm move at least makes it practical to put them on a Thunderhawk (which is a common deployment method in the fluff). I went with 10, mind, but a minimal move makes them a LOT more usable.

I personally prefer 10cm move Infantry for various reasons. It allows a retreat of the minimum 15cm when broken. It allows it to be dropped via Thunderhawk. Ork artillery is Infantry 10cm. 10cm is really not a huge bonus and keeping it simple is best. If we really have to we can assign alternative names to list that utilise a static point defence.


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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 12:34 am 
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Okay had a game tonight, went defense heavy.... got utterly whooped by dptdexys black legion, interesting game, would have been zero fun in a tourney or pick up game though....

I was taking pics at first but as it was all over by T2 pretty much I lost the plot a bit....

thoughts:

Static defensive play is boring as hell.... with the list as it is you don't have the siegemasters ability to burn activations, especially when paying points for defenses.... this means your opponent can pretty much attack at will and force you to burn OW shots before losing them to suppression and casualties

trenches are mostly useless in this list and I cant see them being used

bastion needs reworking, going to make it a standalone war engine which comes with 4 tarantulas

minefields are ace! Will make more use of those

ideas:

Marines can replace transport with fortifications for free

centurions priced at 75 for 1 or 125 for 2, they are a decent upgrade but really need to be more than 1 stand to be effective

scouts definitely dropping to 150 with optional sniper upgrade

if paying extra for fortifications, I would only ever use the list as ground pounding marines, you need the flexibility to choose depending on your opponent I feel

Adding a techmarine character, 25 pt upgrade to thunderfires or bastion, standard marine character loadout but no other ability, leader represents field repairs

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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 2:05 am 
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kyussinchains wrote:
Adding a techmarine character, 25 pt upgrade to thunderfires or bastion, standard marine character loadout but no other ability, leader represents field repairs

It would be a bit odd to be an upgrade. Do you realise each Thunderfire is crewed by a techmarine as standard as it's crew?


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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 2:28 am 
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kyussinchains wrote:
Static defensive play is boring as hell.... with the list as it is you don't have the siegemasters ability to burn activations, especially when paying points for defenses.... this means your opponent can pretty much attack at will and force you to burn OW shots before losing them to suppression and casualties

So do you think the list could allow a certain number of cheap activation burns to compensate? e.g 100 point Tarantula defence points or the like? I'm sure given the static-ness of the list this could be worked in to provide more "activity" in a game or do you think the list might benefit from a special rule regarding "mutual support" or "linked fields of fire" type of thing? Taken in combination with increased cheap activations and trenches set to give mutual support from OW I'm sure a defensive list could work.

The issue I see is the capture of your objectives on the other side of the board. How do Baran's manage it?

kyussinchains wrote:
trenches are mostly useless in this list and I cant see them being used

Can you say why exactly?

kyussinchains wrote:
Marines can replace transport with fortifications for free

GLad you liked the idea. Figured it was a nice simple slot in to a defensive list.

kyussinchains wrote:
if paying extra for fortifications, I would only ever use the list as ground pounding marines, you need the flexibility to choose depending on your opponent I feel

I would have thought the list should be able to defend against all comers.

kyussinchains wrote:
Adding a techmarine character, 25 pt upgrade to thunderfires or bastion, standard marine character loadout but no other ability, leader represents field repairs

Hmm I like the idea of Techmarines just not sure how others will see it. People seemd to dislike their inclusion previously for other lists. We'll see.

Personally given the list would be completely different to most others I think it might be beneficial to over power the list first and work out what stinks rather than start weakly and hate testing it. It's not like you'll be playing it in a tourney any time soon.


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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 2:38 am 
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Re:trenches - useless as with 4+ armour you are paying for only -1 to hit

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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 2:53 am 
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Steve54 wrote:
Re:trenches - useless as with 4+ armour you are paying for only -1 to hit

Yeah gotcha. So yeah, trading transports for trenches etc would work well then as it gives the same effect in the end.


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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 4:02 am 
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I guess in theory, IF fortifications could all become the stationery similarity/equivalent of any Marine transport type available including possible weaponry e.g a bunker could be a stationery Land Raider with 4+RA and 2 Lascannons and a Twin Heavy bolter 4+ FF etc. Trenches become Rhinos with a 6+ FF etc. You could cost them similarly too.

Alternatively a special rule? All IF infantry units in trenches on Overwatch gain a further -1 to be hit by enemy shooting???

In effect you get a marine army that just sits on the objectives etc. Played/set up well, a defensive position should be a very nard nut to crack but can be done fairly.

Brainstorm:
Instead of having to go out to capture objective markers on the enemy side of the board, could the IF win their victory conditions differently with perhaps a defensive slant?


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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 4:11 am 
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In 40k, Tech marines have the ability to Bolster Defences (basically, improve the cover save of a piece of cover) and this list with all its thunderfires and whatnot clearly has a lot of use of Tech marines.

Perhaps if the IF trenches provide a 3+ cover safe, they'd be quite valuable (but super important to protect, cause losing them to an assaulting IG force would make them very hard to retake)

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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 4:50 am 
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Just thinking out loud but in the way back machine of 2nd edition trenches could allow a hidden deployment of a unit. It couldn't fire or move and location was recorded on paper. Maybe some thing similar could work here? Somewhat like the Raptors ambush squad hidden locations but much more focused. You know they're out there past no mans land in those trenches but exactly where isn't known. You have to go out there and find them.
some limit to this needs to be made so everyone isn't hidden and also allow some form of barrage probing. Lets target that location and see if we kill anyone.

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 Post subject: Re: Imperial Fists
PostPosted: Fri Feb 07, 2014 9:31 am 
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Dobbsy wrote:
The issue I see is the capture of your objectives on the other side of the board. How do Baran's manage it?


they can afford 15-16 activations, so keep a good few quick units to nip out and grab objectives, also they would probably place their own objectives very close to the centre line, then have bunkers within 15cm to contest them with infantry if possible

Dobbsy wrote:
Can you say why exactly?


Steve already covered it, but they provide a very minimal benefit to the majority of units in the list

Dobbsy wrote:
GLad you liked the idea. Figured it was a nice simple slot in to a defensive list.


yeah it makes sense really

Dobbsy wrote:
I would have thought the list should be able to defend against all comers.


maybe but some lists are better at attacking than others, also if you come up against another siege list, you need to be able to mount an effective attack of your own

Dobbsy wrote:
kyussinchains wrote:
Adding a techmarine character, 25 pt upgrade to thunderfires or bastion, standard marine character loadout but no other ability, leader represents field repairs

Hmm I like the idea of Techmarines just not sure how others will see it. People seemd to dislike their inclusion previously for other lists. We'll see.


other than Glyn's point about thunderfires being crewed by techmarines (which is a stupid 40k holdover as I would expect the rules are written with the assumption that you don't usually have batteries of them) I quite like the idea.... we shall see

Dobbsy wrote:
Personally given the list would be completely different to most others I think it might be beneficial to over power the list first and work out what stinks rather than start weakly and hate testing it. It's not like you'll be playing it in a tourney any time soon.


I'm happy fiddling like it is really, just siege-wise it's very tough to balance, against most canny opponents you're going to be outnumbered, possibly doubly-so due to giving up vehicles to garrison, and you're probably going to have a blast marker or two, so you're starting anywhere from -2 to -4 down in an engagement, siegers have high numbers and probably a commissar which goes a long way to mitigating this, they also derive a huge proportional benefit from the 3+ bunker save, plus they're cheap so can often have several mutually supporting formations covering each other. They also have access to cheapish long ranged artillery which is an incentive for the opponent to move forwards, and with all the extra activations they are good at breaking stuff through blast markers alone

Dobbsy wrote:
I guess in theory, IF fortifications could all become the stationery similarity/equivalent of any Marine transport type available including possible weaponry e.g a bunker could be a stationery Land Raider with 4+RA and 2 Lascannons and a Twin Heavy bolter 4+ FF etc. Trenches become Rhinos with a 6+ FF etc. You could cost them similarly too.


that's a possibility I guess.....

Dobbsy wrote:
Alternatively a special rule? All IF infantry units in trenches on Overwatch gain a further -1 to be hit by enemy shooting???


not a bad idea but I really don't want to add special rules if possible... plus this wasn't a huge issue last night, it was the vulnerability to engagements that cost me dearly

Dobbsy wrote:
In effect you get a marine army that just sits on the objectives etc. Played/set up well, a defensive position should be a very nard nut to crack but can be done fairly.


having to spread yourself over three objectives is quite difficult I think as you don't have the numbers to defend them all particularly well, I think the new style Bastion will help a great deal there, as will freeing up points by swapping fortifications for transports

Dobbsy wrote:
Brainstorm:
Instead of having to go out to capture objective markers on the enemy side of the board, could the IF win their victory conditions differently with perhaps a defensive slant?


well if you can hang on to your objectives and keep your opponent out of your half, you're almost there ;)

Jaggedtoothgrin wrote:
In 40k, Tech marines have the ability to Bolster Defences (basically, improve the cover save of a piece of cover) and this list with all its thunderfires and whatnot clearly has a lot of use of Tech marines.

Perhaps if the IF trenches provide a 3+ cover safe, they'd be quite valuable (but super important to protect, cause losing them to an assaulting IG force would make them very hard to retake)


Food for thought certainly, in our game last night I managed to break a formation of chaos terminators in an engagement and they made a beeline for my empty bunkers!

I think the bunkers + minefields combo is pretty adequate, fortification-wise, just paying for them is a real drag when you could buy yourself more formations, or extra hunters....

jimmyzimms wrote:
Just thinking out loud but in the way back machine of 2nd edition trenches could allow a hidden deployment of a unit. It couldn't fire or move and location was recorded on paper. Maybe some thing similar could work here? Somewhat like the Raptors ambush squad hidden locations but much more focused. You know they're out there past no mans land in those trenches but exactly where isn't known. You have to go out there and find them.
some limit to this needs to be made so everyone isn't hidden and also allow some form of barrage probing. Lets target that location and see if we kill anyone.


it's a possibility.... but I'd rather try a few other things first :)

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 Post subject: Re: Imperial Fists
PostPosted: Sat Feb 08, 2014 11:49 am 
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Just thinking about IF trenches. Could they perhaps provide IF with a +1 to armour save? I guess this would fall under a special ruling though....

Personally, I still feel, given the completely different fighting style/complexity in a defence list, that a special rule would go some way to helping the list deal with assaults. Either that or, like I said, cheap activations that can go on OW to support defenders in an assault. Given defenders are so static they really shouldn't get so easily overrun in assault unless the opponent has done the hard yards to clear the extra defences. Even a rule to combat having been ZOC'd by scouts could be beneficial. It doesn't make sense to me that Scouts would be able to force troops out of their trenches or fortifications.


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 Post subject: Re: Imperial Fists
PostPosted: Sat Feb 08, 2014 11:53 am 
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I think my new style bastion will be a big help, fearless is a huge help in engagements, plus the tarantulas, I'm also adding tarantulas as cheap activation boosters..... gonna try to get v0.2 up over the weekend :)

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