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Imperial Fists Planetary Task Force

 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Oct 07, 2011 2:25 am 
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At 2+CC, I am happy to trial them at 325 or 350. I will go with whatever the Marine AC wants - 325 for now unless there is a change.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Mar 22, 2012 4:57 am 
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From reading another post on another site, I saw a detail that there was a recent errata or rules fix for the Land Raider Achilles (?)

I went to Forgeworld and could not find anything.

Can anyone confirm whether there was a rules fix for this tank? I need to determine whether it effects the stats in this list.

Thanks in advance

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Mar 23, 2012 6:00 pm 
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Worth consideration: http://www.forgeworld.co.uk/New_Stuff/S ... ROYER.html

Specifically mentions Imperial Fists.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Mar 23, 2012 6:15 pm 
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Stats would translate to 30cm AT3+. Else identical to Thunderfire Cannon. :)

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Mar 23, 2012 7:51 pm 
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Let no-one accuse FW of consistency (the hobgoblin of little minds); There's an identical Rapier over here
http://www.forgeworld.co.uk/Warhammer-4 ... ROYER.html

Except that one is AP1 instead of AP2, and costs 40 pts instead of 60 pts ::)

There's a Rapier in the AdMech list too; it is statted as 45cm AT4+ (which does seem a little weak for the FW stats).


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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Mar 23, 2012 7:54 pm 
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And the Space Marine version costs £4 more ;D But this seems because of the optional Cadian crew.

Btw: With Ap1 the stats would be 30cm AT2+

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Wed May 09, 2012 12:41 pm 
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Woot! Have a game tomorrow night lined up for these guys.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 5:39 am 
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frogbear wrote:
Woot! Have a game tomorrow night lined up for these guys.

And your using Assault Termies so I can steal your data right? Right?!?!?

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 6:16 am 
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Correct. I will use some to help out with data analysis.

I can see it now, if they get into HtH against the right unit, they will be correct. If they fail they will be totally overpriced :D

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 6:35 am 
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frogbear wrote:
Correct. I will use some to help out with data analysis.

I can see it now, if they get into HtH against the right unit, they will be correct. If they fail they will be totally overpriced :D

Noo...IF they make it into H2H they will be Underpriced!!! IF they don't then they will be Overpriced! LOL :o ;D :D

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 3:11 pm 
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So played the game with a 5 minute army build and came against a Saim-Hann army.

Army Taken:
Assault Terminators
Assault Terminators
Land Raider Achilles
Land Speeders
Land Speeders
Tacticals + Crusaders
Devastators
Devastators + Rhino
Scout Snipers
Vindicators
Fortified Position
Hyperios Platform

The Assault Terminators were almost useless. Being against an almost all skimmer force and having no FF saw them killing a squad of scouts and a squad of guardians. They then consolidated to either take or contest objectives

I relied on the Land Speeders and the long range of the Achilles to really save the day for me with Devastators and Tacticals laying blast markers and taking a good deal of fire from the enemy.

The fortified position was nicely placed covering two objectives with a double move away from my blitz. It is nice having some terrain that I get to control the placement of. Setting up a strongpoint against an oncoming enemy feels really Imperial Fisty ::)

Scout Snipers merely placed BM due to their overwatch - nothing special really

Vindicators drew some fire so I guess they did their job, as well as laying some smack down on broken units.

Hyperious were only good for the activation as the enemy did not take aircraft.

Overall the Achilles' ability to extend the Marine range past 45cm is a great boon. They and the Land Speeders were the real heroes of the battle that helped see the opponent call the game before the end of round 3. Looking at what I had, I would have expected to have gained 3 points for Blitz, T&H, DTF with 0 for the opposition.

I am sure a closer game would have been had if we decided to be more competitive, however time constraints were in order.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 11:11 pm 
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frogbear wrote:
The Assault Terminators were almost useless. Being against an almost all skimmer force and having no FF saw them killing a squad of scouts and a squad of guardians. They then consolidated to either take or contest objectives
ell as laying some smack down on broken units.

See Underpriced!!! 4 for 100 points!!!

On a more serious note, it is the draw back of them with no FF. Running up against an all skimmer force was poop luck I say. Like to see how they do in some real H2H. They should smash things when they get there since they have no FF.

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 Post subject: Imperial Fists Planetary Task Force
PostPosted: Thu May 10, 2012 11:23 pm 
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They certainly will as i have shown with World Eater termies (pretty much same stats).

My interest is in making people appreciate the drawback of zero FF rather than concentrating only on the CC2+ and INV save.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri May 11, 2012 10:09 am 
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As you won the game hugely, I wouldn't worry about them just yet. ;-)

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri May 11, 2012 10:53 am 
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Yeah. Looking to get another game in next week with my opponent playing the list.

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