Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
Imperial Fists http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=26663 |
Page 1 of 17 |
Author: | kyussinchains [ Sat Jan 11, 2014 4:27 pm ] | |||
Post subject: | Imperial Fists | |||
okay, please ignore the siege assault vanguard list posted before xmas..... I've rebooted it with some of the community suggestions I have based it on the codex marine list with the following changes Added Land Raider Crusader - transport options for terminators and centurions Land Raider Achilles - classic IF tank Thunderfire Cannons - static defence Centurions - siege infantry, very common in IF armies Assault Terminators - commonly seen in IF armies Fellblade - late addition, IF most likely to still have functioning ones in 40k, yin to the yang of the iron warriors Ordinatus Castellum Stronghold (in name only, represents a generic fortress!!) - to ensure solid defence Siege Dreadnoughts - replacing the assault cannon/power fist version Fortifications - no siege list is complete without them! Removed Thunderhawks - don't synergise with the more static nature of the list, needed to remove air-assault capability to preserve theme Terminators - replaced with assault version Landing craft - same reason as thunderhawk Bikes - not typically a siege type of troop choice Spacecraft - while I thought of just including the battle barge for the 'hold out until reinforcements arrive' type theme, I dropped it to help balance all the other additions, this MAY see reintroduction in time, if playtesting shows a need for it Warhounds - Scout titans have no place in a siege list..... I thought very hard about the two 'modes' for the list and decided against it, with the terminators in crusaders, as well as centurions, you can still attack when required, as a result I've omitted the Assault Rams, even though it pained me to do so I also feel that there are plenty of good siege-assault options even within the Codex list, as well as other chapter-specific lists so catering to that here would be repeating myself You may disagree and I welcome friendly and constructive discussion.... and playtests! I'm planning on playtesting the list this coming week, I'd really appreciate anyone else having a go and seeing how it feels, I'm sure stuff will need tweaking and playing around with, but the list is only experimental at present thanks for reading! *LATEST VERSION (0.3) UPLOADED 27/06/2014* Change Log v0.2 -added techmarine character as upgrade for bastions and thunderfires -added tarantula and hyperios platforms -removed trenches -removed bastion upgrade and replaced with bastion formation -removed sniper ability from scouts, replaced with upgrade option -changed Fellblade main gun to 2xMW3+ shots from single TK(1) -added missing extra attacks to LR crusader on QuickRef sheet v0.3 -removed assault marine formation -remove centurion upgrades -added centurion formation -added support battery option -added trenches -added IF 'masters of siege' rules to QuickRef sheet -altered weapon loadouts on reaver and warlord titans -changed assault terminators to regular terminators Statement of Theme -This list is intended to represent a marine chapter defending in a siege-setting as exemplified by the Imperial Fists -To this end, many of the deep-striking and attacking options have been removed, such as thunderhawks and spacecraft -The list is envisioned to play either as a full-blown siege defense setup, with large amounts of fortifications, or alternatively as a planetary task force type approach using turrets and bastions to hold ground and deny territory, while the marines carry out a ground-based assault
|
Author: | Dave [ Sat Jan 11, 2014 4:36 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Something's up with the PDF, it's blank. |
Author: | kyussinchains [ Sat Jan 11, 2014 4:37 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
hrm... works fine for me in Foxit I'll test on my phone... |
Author: | kyussinchains [ Sat Jan 11, 2014 4:38 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
....and it doesn't work.... damn you google docs!!! |
Author: | kyussinchains [ Sat Jan 11, 2014 4:58 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Okay, edited OP with new files, do they work? |
Author: | mordoten [ Sat Jan 11, 2014 5:03 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Yes they work! On my Ipad anyways... Looks really good! Different from the Codex list list but wi no weird extra rules or complicated units. I really like the idea of the stronghold! |
Author: | kyussinchains [ Sat Jan 11, 2014 5:06 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
good to hear! also to defend my decisions on some stats.... I gave the centurion assault guys cc4+ as they are regular marines, not vets, plus centurion armour isn't as nimble as terminator armour, so he's not as good as a terminator in combat and I am *sticking* to that ![]() |
Author: | captPiett [ Sat Jan 11, 2014 5:44 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Cool list. I've looked over the quick reference sheet a few times and can't find stats for the fellblade. Am I missing something? |
Author: | kyussinchains [ Sat Jan 11, 2014 5:48 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
no.... they are.... I drew the list up in google docs but then the pdf export was knackered so I went back to my old docs which didn't have the fellblade added.... just sorting it now |
Author: | kyussinchains [ Sat Jan 11, 2014 5:59 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
okay, added fellblade stats back in, as well as critical effect |
Author: | jimmyzimms [ Sat Jan 11, 2014 6:04 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Yeah I like this list! I think the defenses should be compulsory but sweet! |
Author: | kyussinchains [ Sat Jan 11, 2014 6:07 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
not having them be compulsory is the other 'mode' to the list.... you can play entirely as a ground-pounding marine list with extra tanks, OR you can castle up and defend your objectives.... |
Author: | jimmyzimms [ Sat Jan 11, 2014 6:11 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
Sorry. When I say defenses, I meant the fortress. |
Author: | kyussinchains [ Sat Jan 11, 2014 6:16 pm ] |
Post subject: | Re: Imperial Fists version 0.1 |
yeah I get that, it may happen in future.... need some playtesters to see how the list works with it and without it.... ![]() |
Author: | kyussinchains [ Sun Jan 12, 2014 12:34 am ] |
Post subject: | Re: Imperial Fists version 0.1 |
grr the castellum stronghold should have thick rear armour and be fearless..... will update tomorrow! |
Page 1 of 17 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |