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Imperial Fists

 Post subject: Imperial Fists
PostPosted: Sat Jan 11, 2014 4:27 pm 
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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


Attachments:
Imperial Fists v0.3 Army List.pdf [20.36 KiB]
Downloaded 512 times
Imperial Fists v0.3 quickref.pdf [36.75 KiB]
Downloaded 362 times

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 4:36 pm 
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Something's up with the PDF, it's blank.

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 4:37 pm 
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hrm... works fine for me in Foxit

I'll test on my phone...

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 4:38 pm 
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....and it doesn't work.... damn you google docs!!!

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 4:58 pm 
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Okay, edited OP with new files, do they work?

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 5:03 pm 
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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!

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 5:06 pm 
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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 :D

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 5:44 pm 
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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?

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 5:48 pm 
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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

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 5:59 pm 
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okay, added fellblade stats back in, as well as critical effect

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 6:04 pm 
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Yeah I like this list! I think the defenses should be compulsory but sweet!

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 6:07 pm 
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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....

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 6:11 pm 
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Sorry. When I say defenses, I meant the fortress.

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sat Jan 11, 2014 6:16 pm 
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yeah I get that, it may happen in future.... need some playtesters to see how the list works with it and without it.... :) then I may make it compulsory

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 Post subject: Re: Imperial Fists version 0.1
PostPosted: Sun Jan 12, 2014 12:34 am 
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grr the castellum stronghold should have thick rear armour and be fearless..... will update tomorrow!

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