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Imperial fists siege assault vanguard v0.1 EXPERIMENTAL

 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Thu Jan 02, 2014 5:56 am 
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You're revised list is borked! Lots of entries are missing.
Dobbsy wrote:
What minis do you propose to use as these Glyn? Just curious.

*shrug* There's got to be some large armoured suit models out there from various manufacturers that could do but I'm not really interested to look personally. If I want some eventually (long way off and down the priority list) I'd probably commission someone to sculpt some or CAD them.

Perhaps old epic robots could be used 3 to a base to count as Centurions (you'd need dedicated combat and shooty ones which may involve a bit of converting).

Dobbsy wrote:
Yeah this is what I had in mind
Image
but it could be anything you wanted to model really.

That's an Imperial Guard fortress building.

Space Marine's might happen to occupy one during a battle, but I assume we're thinking of the Fists having constructed the fortification themselves. There's a 40k SM fortress design already and it looks pretty good so it would be best to use it. The Fortress of Redemption:
Image
It can hold around 60 troops, has an Icarus Lascannon (45cm AA5+) and a Missile Silo (45cm 2BP indirect fire). I don't really understand 40k building rules well enough to know how tough it is but 3DC 4+ Reinforced like the Krieg Deathstrike Silo would be about right. Have it as a 0-1 formation that must be deployed replacing one of the IF objectives.


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Thu Jan 02, 2014 6:12 am 
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Yep fair enough. It was just an example.

As to Centurions, TBH unless they have completely different abilities I'm not sure they are necessary. Alternatively, I can't see an issue with you personally using the Centurion miniatures you might get as Counts asTerminators if you want, but that's just my view. I'll let Kyuss come up with the ins-and-outs for his list. :)


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Thu Jan 02, 2014 6:20 am 
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I missed the Terminators in the list were Assault Terminators. You've done Assault Terminators very badly wrong however! Assault Terminator squads have absolutely no ranged or heavy weapon options – they have never been able to take any at all, just Thunder Hammers and Storm Shidels or twin Lightning Claws.

There have been epic Assault Terminator stats for many years now that should be used. They're as Terminators except for CC2+, an invulnerable save and no FF or shooting attack of any kind. They should cost 350 as the extra damage and save makes up for the lack shooting.

Other errors: Your stats for the Thunderfire Cannon (the unit and the one on the Achilles) are wrong also – it should have 2 x shots. A Land Raider Crusader has CC5+ (higher than a regular Land Raider due to it's frag assault launchers). Assault Marines shouldn't have FF 3+. Your reference sheet innacurately refers to a Vulcan Dreadnought. A Vulcan Dreadnought is the sort with the Multi-Melta found in the Salamanders list. There may have been a name given to the assault cannon power fist dread but I'm not sure what it was.

The FF on the Achiles looks borked and unrepresentatively too low too – the tank has 4 x Multi-Melta and a Thunderfire for cruks sake it deserves better than a FF5+ MW. If a Land Speeder's sole weapon of 1 x Multi-Melta gives it a FF 5+ MW attack then the Achiles should IMO have a FF 3+ MW (no extra attacks). Yes, that's a powerful tank at close range, but it's meant to be and I would cost it at 125 to pay for it.
kyussinchains wrote:
regarding centurions, I'm not opposed to adding them in, but can't see what they really bring to the list, I took the siege dread out as having a slow assault formation which can't be transported easily is a duff option IMO, then if you give them teleport or similar you step on the toes of the terminators somewhat.

I miss the Siege Dreadnought and think definitely should be in there in place of the regular dreadnought in the list. I find your opinion of it odd, as I think it's pretty good myself. Having FF3+ and two flame weapons – 15cm AP3+ ignore cover and 15cm AP4+ ignore cover - is a nice weapon but pretty powerful against infantry in cover. They're best either deployed from Thunderhawks/Storm Ravens or Drop Podded down, but I'd take them over other Dreadnoughts.

Centurions don't teleport at all. I don't see them as seperate formations, they normally seem to be seen in smaller numbers supporting regular marines. I wouldn't have Centurions be a seperate formation but have 0-2 (either or both types) being an upgrade option to Tactical or Devestator detachments.

If we're going to discuss them it would help to have some stats so I've translated those from 40k:

Devestator Centurions Infantry 15cm 4+ 6+ 5+ Reinforced Armour
2 x Twin Linked Heavy Bolter 30cm AP4+
1 x Twin Linked Lascannon 45cm AT4+
3 x Hurricane Bolters +1 Attack Small Arms
(may be transported by Drop Pod, Land Raider or Thunderhawk, taking up 2 spaces)
Upgrade cost 75 points each??

Devestator Centurions would be very tough with 4+ Reinforced armour and very well armed with 3 TL shots each. They're very deadly in FF too – as well as the FF from their heavy weapons each Devestator Centurion has a chest mounted Hurricane Bolter array (the same weapon system as on a Land Raider Crusader which adds an extra attack in epic) so each stand would 4 FF dice hitting of 5s or 1.333 hits per stand.

Assault Centurions Infantry 15cm 4+ 3+ 4+ Reinforced Armour
Siege Drills +1 Extra Attack, MW
Twin-linked Flamers 15cm AP4+ ignore cover AND small arms ignore cover
(may be transported by Drop Pod, Land Raider or Thunderhawk, taking up 2 spaces)
Upgrade cost 75 points each??

That sounds like it could add plenty different to the list to me. The shooting or It's shooting is powerful and could encourage a forward firebase of a garissoned upgraded Tac./Dev. and gives the list a large, powerful infantry based formation that is different from anything in the codex astartes list.

kyussinchains wrote:
GlynG, I hadn't read the 40k book, so thanks for the info, I think something less complicated may be a better starting point to represent the tenacity of the fists, having a built-in leader function which removes an extra blast marker when regrouping was something I had considered, I don't like the direction they've taken in that the fists fight on when they should withdraw and sometimes throw their lives away.... I know they've done it on occasion, but not particularly keen on making it a rule unless there is a consensus

If you're going to champion the list you really need to read the 40k codexes for them to have an understanding of how GW represent them. We now have much more background and detail on the IF than ever before. I'll email you through a link and you can read it.

You might not like but stubborn and tactically refusing to retreat is a distinctive feature of the Imperial Fists and it should be represented in the rules. I dislike free leaders because it is a purely beneficial for them and it is made clear that the stubbornness causes them to stay in doomed fights and loose a lot more lives than other chapters might.

In the background the stubbornness it's kind of an inherent inherited character trait. The Imperial Fists are aware of it and the wiser and higher up of them try to control it fight it in themselves. Captain Lysander gets grilled and demoted by a council of his fellow captains for refusing two other space marines chapters to aid them in a battle where they are loosing, because he's too stubborn to admit they were loosing.

Are we necessarily going in the right direction by not allowing Imperial Fists Thunderhawk Gunships? They use them a lot in the various battles in the Imperial Fists 40k Codex – in one of the battles in the background a single company (i.e. less than a normal 3k epic army) goes to war with orks and uses 4 Thunderhawks to deploy. The epic list needs some downsides compared to the Codex Astartes list but I'd be more inclined to include Thunderhawks but cost them at 250 points (like they are in the Red Corsairs list). Or make Thunderhawks 0-1 per 3,000 points.

Sorry for the long post, lots to comment on and I might as well throw it all in there now and go off and do something different.


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Thu Jan 02, 2014 12:13 pm 
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I came up with this stats for the Centurions:

Space Marine Centurion Assault
Type Speed Armour CloseCombat Firefight
Infantry 15cm 4+ 3+ 4+
Weapon Range Firepower Notes
Twin Flamers (15cm) Small Arms Ignore Cover
Siege Drills (base contact) Assault Weapons Ignore Cover, Macro-weapon, Extra-Attack (+1)

Notes: Reinforced Armour.

Space Marine Centurion Devastator
Type Speed Armour CloseCombat Firefight
Infantry 15cm 4+ 4+ 3+
Weapon Range Firepower Notes
Hurricane Bolters (15cm) Small Arms Extra-Attack (+1)
Twin Heavy Bolter 30cm AP4+
Twin Lascannon 45cm AT4+
Grav Cannon 15cm MW5+ Macro-weapon, Disrupt

Notes: Reinforced Armour.

Both kinds of Centurions can have a Land Raider as dedicated transport. One unit fits into a Land Raider same as Terminators.

And i agree adding these to SM Detachments as uogrades would be a unique feature for the Imperial Fists.

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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Fri Jan 03, 2014 6:23 am 
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Personally, I'm in two minds about the Thunderhawk issue. I like the higher pricing idea but I'm not sure if it starts to tamper with the more Siege-y but with attack-y bits :) view of the list.

If we do intro the Centurions I like the small upgrade idea.

Agreed on the Assault Termies being 350 for the invulnerable save.


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Sat Jan 04, 2014 1:02 pm 
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the upgrade route also means that - these termie models in the termie formation are termies. These slightly taller termie models in the sm formation are centurions.

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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Sun Jan 05, 2014 9:34 pm 
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just poking my head in here to let you know I'm reading everything and considering my next move.... it's very hard to balance how to make a "true" imperial fists list and also maintain a strong theme within the army, I think the way GW writes their codexes these days tends to make more and more space marine chapters into self contained armies with their own armour and naval support, this does somewhat dilute the theme of a list

My vision for the list was mostly based around ground-pounding marines with added armour in the form of vindicators and land raider variants, I like the idea of the fortification based objective, I'm also not averse to adding centurions, even though I think as costed and requiring transport, they're going to be priced out of the market as it's a minimum of 150 points for a single centurion stand and a land raider to drive them around in....

I'll have a think and put up a V0.2 list in the next week or so, when I've had a chance to read the new GW fluff (shudder) and seen just how badly GW have nerfed the fists in terms of background

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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Sun Jan 05, 2014 10:54 pm 
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Kyuss don't be too concerned by the GW direction. We're here to make an Epic list within the current constraints of the Epic system and if we need to let new GW canon slip a bit to make a decent playable Epic list then so be it.

Make the list how you feel it should be and move forward from there.


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Mon Jan 06, 2014 12:32 am 
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Dobbsy wrote:
Kyuss don't be too concerned by the GW direction. We're here to make an Epic list within the current constraints of the Epic system and if we need to let new GW canon slip a bit to make a decent playable Epic list then so be it.

Make the list how you feel it should be and move forward from there.


+1 here. Keep true to the spirit, if not always the fluff (Had to do that with Iron Hands). It's a tough job but I know you're up to it, mate.

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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Mon Jan 06, 2014 12:49 am 
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jimmyzimms wrote:
Dobbsy wrote:
Kyuss don't be too concerned by the GW direction. We're here to make an Epic list within the current constraints of the Epic system and if we need to let new GW canon slip a bit to make a decent playable Epic list then so be it.

Make the list how you feel it should be and move forward from there.


+1 here. Keep true to the spirit, if not always the fluff (Had to do that with Iron Hands). It's a tough job but I know you're up to it, mate.


Make that +2, I get the feeling your after making a list that fights in an Imperial Fists style and that style to be different (even if only slightly) from usually seen marines.


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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Wed Feb 19, 2014 11:34 am 
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Is it only me or the PDF starts with Whirlwind Battery?

IMPERIAL FISTS SIEGE ASSAULT VANGUARD v0.1

Two lines only, then already the upgrades...

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 Post subject: Re: Imperial fists siege assault vanguard v0.1 EXPERIMENTAL
PostPosted: Wed Feb 19, 2014 11:44 am 
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apologies the PDF file became corrupted somehow

this list has been superseded and will recieve no further development, the latest version can be found here

I will lock the thread after editing the OP to redirect interested parties :)

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