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Imperial Fists V1.0 [Developmental]

 Post subject: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Oct 29, 2014 4:39 pm 
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I finally got some time to write and format the updated list and formally move it to developmental status

I felt it merited a new fresh and shiny thread and any discussion and batreps etc should now go here (I'll lock the old thread to prevent confusion)

I've included a statement of theme in the QR file, but will repeat it here for convenience:

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 defence 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

Most of the changes from V0.3 are relatively minor

- Returned reaver to original weapon loadout (for now)
- fixed devastator points cost to match codex (from 225 to 250)
- added land raider price break (75 each, 2 for 125)
- added AT6+ shot to hyperios platform
- moved warlord to rulebook deathstrike pattern with power fist rather than wrecker

We're now firmly on the road to approval and batreps now count towards getting the list approved, so please playtest away, I'd appreciate attempts to break the list as well as balanced tournament style games, suggestions and ideas still welcome to stimulate discussion!

*list updated 04/11/2014*

increased the version number as storm talons are a significant enough addition to warrant it!


Attachments:
IMPERIAL FISTS ARMY LIST V1.1.pdf [194.23 KiB]
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IMPERIAL FISTS ARMY LIST V1.1 QR.pdf [151.56 KiB]
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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Oct 29, 2014 4:48 pm 
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As to stress testing this, let's brainstorm some whacky ideas. I'm having a hard time seeing a way of breaking it vs gaming the list to spoil the game. Do you have any specific ideas? :sos

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Oct 29, 2014 4:52 pm 
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nope.... but it would be nice to test out stuff like centurions, bastion spam (difficult with the tactical limitations) scout + platform spam..... and of course playing with max fortifications and zero fortifications and seeing how the list performs.....

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Oct 29, 2014 4:58 pm 
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Ok you're thinking covers the gamut I can come up with. I'll try and build some lists here that can get trialed.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Oct 29, 2014 5:08 pm 
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sounds good my man!!

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sat Nov 01, 2014 5:11 pm 
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spotted an error with the Quickref.... rapiers and thudd guns are missing.... as the master files are cleverly stored at work, I'll have to wait to update until tuesday.... bugger!

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Nov 02, 2014 12:52 pm 
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Question: what do people think about swapping tbolts out and replacing them with storm talons?

Are the storm talons even relatively finalised, stat-wise?

As we're including centurions and achilles and other new toys, I thought it made sense to harmonise the list

Thoughts?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Nov 02, 2014 8:20 pm 
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*tumbleweed*

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Nov 02, 2014 8:26 pm 
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I like the idea of switching the fighters, it will give the list a further difference from codex marines.
Thats as long as you are happy with the stats for the storm talon, not really paid much attention to the netEA version.


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Nov 02, 2014 9:21 pm 
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I agree.... unless anyone has any strong objections, I will push an updated list out later this week along with a corrected/updated quickref sheet, was thinking for simplicity going for the same stats as the black templars

fighter 5+
Twin-linked assault cannon 30cm AP4+/AT4+/AA5+ forward arc
Twin-linked heavy bolter 15cm AP4+/AA5+ FxF

2 for 200

one other change for discussion, in the name of simplifying the bastion, I was thinking of making the embarked infantry non-targetable and able to use their FF in an engagement, makes it less finnicky and a lot tougher in defence... thoughts?


anyone?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Nov 02, 2014 10:04 pm 
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Yep switch it to Storm Talons mate.

Also added this to Developmental list in the Index Astartes thread.


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 11:39 am 
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Hi,

nice list.. as I have some IF marines I will test the list.
One question.. I can't buy trenches.. only minefields and razor wire. Is this a mistake?
In the QR the devastator centurions have no range for the weapons.


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 12:00 pm 
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fixed the issues, uploaded new lists

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 1:09 pm 
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oops forgot the storm talons!!

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 4:38 pm 
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We should come into alignment on the Storm Talons (whatever way that goes)
Last it was left in the Storm Talon dev thread they got the 30cm range boost on the assault cannons with the following

Storm Talon Gunship
AC/Fighter 5+ n/a n/a

Twin Assault Cannon
30cm AP4+/AT4+/AA5+, Fwd

Twin Heavy Bolter
15cm AP5+/AA5+, FFw

OR
Twin Typhoon Missile
30cm AP3+/AT5+

=====================

The differences between the dev thread/IH and the IF list seems to be that the assault cannon kept their AT ability standard from the weapon and your TL Heavy bolter has AP4+. Your bolter is correct, the AP4+ should be used (IH will adopt) but I think you should use the standard Assault Cannon stats. note: The presence of the typhoon upgrade is for completeness. The ability for a list to take the alternate load out is of course and always, up to the list in question.

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