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Imperial Fists Development

 Post subject: Re: Imperial Fists Development
PostPosted: Wed Oct 06, 2010 3:42 pm 
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 Post subject: Re: Imperial Fists Development
PostPosted: Wed Oct 06, 2010 3:44 pm 
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frogbear wrote:
I do not think I am reading this wrong. Is it an error or an oversight on everyone else's part? To gain an SC is 150 points total - right?

You're reading it wrong.

For the NetEA lists:

Add 1 Space Marine Commander character to a unit in the formation. The Commander may be a Captain, Librarian or Chaplain: +50 points

One Space Marine Commander in the army may be a Supreme Commander: +100 points


You don't pick a Librarian and make him a Supreme Commander Librarian (though that would be cool!); the original lists, and the EpicUK ones, imply that you're adding two characters to a stand, a "base" Commander character and then the Supreme Commander character (so doubling the MWCC extra attacks), but that was not the original intent of the character upgrade.

I'll try to make this even more clear in the next NetEA draft; each character in the NetEA Marine book has its own datafax for clarity.


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 Post subject: Re: Imperial Fists Development
PostPosted: Wed Oct 06, 2010 4:22 pm 
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frogbear wrote:
Just read the other thread again and consolidating ideas here for consideration:


Quote:
- Land Raider Crusaders

Definitely

Quote:
- Whirlwinds as an upgrade choice

Nope, but maybe an ability to purchase more in a formation with a points cost penalty.

Quote:
- Rename Terminators to Titanhammer Terminators

Yes and No. I think regular terminators should be still included in the list. Titanhammer Terminators should be an additional option.

Quote:
- Space Ships and Drop Pods - should they be in the list? It allows for attacking Siege options at the moment

Most definitely. The Imperial Fists fluff wise are all about attacking not just defending. Like TRC, I have some GW fluff that was written about them if I can just find all my old White Dwarf articles...All I have to say is, just like the Ultramarines, you won't find any other chapter that is the epitome of Codex doctrine. That and their entire chapter is fleet based. Ships good.

Quote:
- Thunderfire add-ons

Yep...same as #5

Quote:
- Typhoon Inclusion ?

Nope...Again the IF are codex strict. They'd have the option.

Quote:
- Scouts - Does the list need them and do they do anything for the list?
Yes...same as #5

Quote:
- Foot-slogging assault Marines with transports

That could be a viable option to make them look different from vanilla.

Quote:
- Transport restrictions - necessary?

I don't think so...same as #5

Quote:
- Bunkers - IF special rule - necessary?


Note about Fortified positions: Fortified positions are set up after Objectives, but before Spacecraft and Garrisons are deployed.
Fortified positions count as having a move of zero and may therefore ‘garrison’. Once set up fortified positions may be used by any unit, not just the units they were purchased for.

This allows Marines to have quite a strong frontage garrisoning from the start of a battle. So I just need to be wary of any Special rule as it may be quite nasty. Hence my feeling is for no special rules till the list is done and then a decision could be made as to whether it is necessary.

I think the addition of some kind of rule would definitely make them stand out as something more than vanilla without having to hamstring them some way list wise. Playability...now that's the real question


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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 1:58 am 
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TRC: I recieved the email - I will look at it tonight. Thanks for that

Commander and Supreme Commander - I will get this fixed up in the next doc (probably this weekend at this rate)

- Looks like LR Crusaders have the vote for a showing so I will start looking for their stats and costings
- Whirlwind Upgrades - we have split in opinions, however I will add them for now in the next revision
- Terminators: I will include both normal and Titanhammer formation selections into the list and see how we go
- Whirlwind formations to go to a 4/8 structure
- Space Ship: I will include the option as the Battle Barge only to encourage that if you go 'attack' then you commit fully
- Typhoons: I will continue to leave skimmers out for now, although I can see a use for them (so absent yet not forgotten)
- Foot-slogging Assault Marines with Transport will be a formation
- Scouts: Literature on the IF have scouts as a prominent part of the legion. I will leave them in for now and review their Fortification option.
- No special rules for now - sorry
- Fortifications: Designate what is actually recieved in this purchase further (be more specific).
- Add in Warlord titan

I think all the above meets a large part of the consensus without diluting the list with too many ideas. Hoping to get something most agree on before the end of October so as I can give it a test run (or several) on my week off.

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Last edited by frogbear on Thu Oct 07, 2010 8:41 am, edited 1 time in total.

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 8:36 am 
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I also recieved the email from TRC with a .RAR file of various things Imperial Fists, so I will go about getting through all that too.

Some interesting ideas in there TRC.

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 9:32 am 
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One thing about removing the typhoons is that unless you change the objectives that IFs need to capture they're going to be horribly slow to do so.... just a thought anyway.


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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 2:05 pm 
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Yes. It is the one thing in the back of my mind that I am wary of - hence anxious to get a test going with an updated list.

There was an idea to remove Rhinos altogether, yet that would only leave expensive Land Raiders and Drop Pods. Hence I have decided to keep Rhinos purely for the fact that these guys will need a fast transport option at times. They do have assault marines, but it should not be the only cheap/fast formation in the force.

So typhoons are not forgotten - just sitting in the wings for now.

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 2:10 pm 
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I think removing Rhinos would be okay. They're not really up to the rigours of Siege Warfare IMO, unlike Land Raiders.

Also, as this is a Siege type list, if you're going to keep scouts then making them all Sniper Scouts would be interesting, I think. Since they can't "scout" in fixed trench lines, they can use their other skills to support the battle.

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 3:28 pm 
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Agreed. Snipers are an important part of trench warfare.

Also specific siegey weapon loadouts for the Titans would be cool.

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 3:50 pm 
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Just as an observation, it might be hard to do both defense and siege-breaking components in the same list. There is quite a bit of overlap in gear and organization, but they might be different enough in fighting styles to warrant separate lists. I wouldn't suggest you split it right away but it's something to keep in mind if you run into hurdles.


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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 9:35 pm 
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With the scouts:
- What do you think of the fortifications that they come with (20cm fortifications). OK for a design or do away with it?
- Sniper added to the cost of the scouts or would sniper be changed to adding the ability to all scouts in the formation at 25 points a pop?

With the Whirlwinds as an upgrade, the current scouts with their Fortifications could do very well with 2 Whirlwinds sitting behind these and garrisoning :) Just an idea.

My issue with 'all sniper' scouts is that the literature for Imperial Fists and scouts does not really support this. Their scouts are not any different to any other Marine chapter. Should this matter or is the idea for the siege scouts more important than the lack of fluff?

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 Post subject: Re: Imperial Fists Development
PostPosted: Thu Oct 07, 2010 9:46 pm 
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Quote:
With the scouts:
- What do you think of the fortifications that they come with (20cm fortifications). OK for a design or do away with it?

Kill it. You can get fortifications elsewhere.

Quote:
- Sniper added to the cost of the scouts or would sniper be changed to adding the ability to all scouts in the formation at 25 points a pop?

Add as basic to all units in the formation and include in basic cost.

Quote:
With the Whirlwinds as an upgrade, the current scouts with their Fortifications could do very well with 2 Whirlwinds sitting behind these and garrisoning :) Just an idea.

I want to see Thunderfires as upgrades, rather than Whirlwinds.

Quote:
My issue with 'all sniper' scouts is that the literature for Imperial Fists and scouts does not really support this. Their scouts are not any different to any other Marine chapter. Should this matter or is the idea for the siege scouts more important than the lack of fluff?

When acting in normal battles they'd fight normally. When in Sieges they'd all pick up sniper rifles. It's just logical.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 2:43 am 
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Quote:
When acting in normal battles they'd fight normally. When in Sieges they'd all pick up sniper rifles. It's just logical.


The question really is...is it logical or is it Imperial Fist? Not that I don't agree with you E/C, but if your composing a army list that is supposed to reflect the chapter, do you shy away from the canon that is Imperial Fist? I'd argue the point that even in a siege environment, you would still want intelligence gathering for weak positions in the enemies line. You're definitely not going to be doing that blasting away at your opponent.

I say go with the added cost to the unit and let them have the option.


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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 3:27 am 
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Personally, if you aren't interested in teleport scout positions then it seems they'd work well as scout "pickets" so keep their scout ZOC and any Bunkers could be bought per unit/formation. This way the scout screen is still useful as it is in a codex list - it's just the IFs use theirs as a defensive position screen.

Have them working in conjunction with overlapping fields of Thunderfire-cannon fire and they become a decent area-denial formation with a better save than normal scouts.


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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 3:32 am 
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Just as a brainstorm - if they're going to be a defensive army then you want "objective denial to the enemy" as your GT objectives focus in my opinion....

e.g the enemy has to attack well defended objectives in your half of the board etc. You could then focus the list on slower moving troops and npt have the need for typhoons etc


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