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Imperial Fists V1.3 list - updated

 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Oct 27, 2015 12:41 am 
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Here is another bat rep from Sunday. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=30432
I tried lots of trenches (with scout shenanigans to extend the area I could place them in.) I'll need to try this again against another force as this battle I had to go to him.

I really like the Devastator Centurions: a tough unit that seem to work well being put in land raiders.
There's a nice synergy with their weapons and RA. (They still die though! but at least they tanked a load of shots before they did. :))


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Oct 27, 2015 11:55 am 
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thanks again for the report, Jimthewookie has promised me another 1-2, if you can batrep your next game KM, then we should be good to submit to the ERC for approval :)

we're ready, the list is ready, we just need a couple more reps.... soooo close.....

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 6:43 pm 
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Thought I might try this Imperial Fist list out as my "counts as ORGE/GEV" themed boys.

Do the Storm Talons and/or Thunderhawk Bombers count at Imperial Navy aircraft or as Marine Units?
I tend to think of both of them as Imperial Marine units, . . . so are they Init 1+?
If so why is there the comment about Imperial Navy units being Init 2+?
They are at least covered by the one third War Engines, Aircraft and Static Defences restrictions.


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 6:45 pm 
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They are marine units, so have int1+

any reference to imperial navy is an oversight on my part, will get it corrected shortly

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 8:36 pm 
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Re-located to work and was thinking about the Bastion whilst on the bike.

War Engine rules mean that you need to fire the Bastion before troops move in.
Otherwise you lose the war engine activation. Distracted being occupied by a garrison, say.

If a garrison is inside the Bastion (transported) then to get out, the Bastion will need to Move, Double, March;
5 cm dismount move on the first leg, then full moves by the (now ex-)garrison after that.
All need to fire at the same target (assuming not a march).
If the Bastion breaks the occupants could dismount on the first move segment (5cm), then (maybe?) move
away on the second. The now ex-occupants are not broken so not sure they get the second move portion,
but they are treated the same until after the war-engine "action" is completed.

ANYWAY, the main question,

Does the garrison fire with the Bastion if the Bastion is on over-watch?
Or do they need to be separately on over-watch but fire with the Bastion as one action?
Or can they be on over-watch separately and fire separate from the Bastion (as though in cover)?


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 8:40 pm 
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the bastion and embarked troops fire at the same target, unlike the usual for war engines, they do not have to dismount to do so, but the usual war engine rules apply, so troops can move in to the bastion, or alternatively the bastion can 'embark' troops within 5cm as part of its activation

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 9:08 pm 
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So I think you mean that if the Bastion is on over-watch then any troops inside it will also fire?
(Double dipping? Bastion goes on overwatch. Later troops move in. Later all fire at an overwatch target.)

Am happy about all the firing together thing. Just was interested in the more special case of over-watch fire, . . .

I think the 5 cm embark rule only applies to aircraft war-engines landing and picking troops up (4.2.5).
In 3.1.3 Transport War Engines - the only way to get on board is to move into contact with the war-engine.
Although I could, doubtless, be wrong.


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Tue Nov 17, 2015 9:15 pm 
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no if you move a formation into an overwatching bastion, they have activated and may not shoot with it later in the turn, in subsequent turns they may shoot as normal

I was looking at the aircraft WE rules as they are most similar to the bastion being 0cm move when on the ground :)

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Thu Nov 26, 2015 12:28 pm 
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I have now submitted this list to the ERC for approval assessment, I'm awaiting the results of their deliberation

I'll let you know as soon as I find out

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