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Imperial Fists V1.0 [Developmental]

 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 4:45 pm 
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Ultracurses! another mistake! that is definitely not meant to be AA4+.... just a typo.... will correct

edit: and done

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 4:49 pm 
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On which?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 4:50 pm 
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I'm unable to distinguish between the 4 and 5 key today....

both weapons have AA5+

stats are

Assault cannon - 30cm AP4+/AT4+/AA5+
twin HB - 15cm AP4+/AA5+

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 4:51 pm 
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Perfect!

We're in alignment and I'll update the IH errata!

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 10:04 pm 
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Hi dude had a quick look at the list and like it. A couple of questions are the terminators two plus combat no firefight and assault cannons, what are they armed with. And the land raider crusaders have two extra attacks in firefight, were these intentional.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 04, 2014 10:24 pm 
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The terminators have been reverted to the regular cc3+ and assault cannon variant, I may need to fix the CC value.... (yay another mistake with the list I have to fix....) and yes the netEA crusader has two extra FF shots at 5+ unlike the EUK variant which has one at 4+ so yup, both are intentional

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 9:27 am 
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okay, terminator stats fixed on QR

any more for any more?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 3:14 pm 
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Thans for doing this, brings back memories :)

I seem to remember a version/plan in the past for a dreadnaught formation? 4 dreads plus up to 4 emplacements I think?

I would simplify the minefield/razorwire. As a more high tech force than Guard give them something more hi-tech (with a better name than I can come up with - 'obsticles'). Description - Space Marine forces can rapidly deploy a range of obsticles impeeding and channeling the enemy. Razorwire, dragons teeth and fields with a mix of anti personel, anti tank and anti skimmer mines can prove lethal to any known enemy.
Effect - dangerous terrain for all unit types.


I would change the list a bit, in part to axe one of your special rules. Devestor and Tactical units could lose their Rhinos and get trenches instead and a price drop. So devs for 225, 4 units and 20cm of trench, tacs for 6 units and 30cm of trenches.

Then an upgrade is Rhinos - add enough Rhinos to transport the formation, 25 points.

Linked to that in the upgrades vehicles and dreds come with 1 emplacement each to make them easier to add to such units to emplaced formations.

In line with a simplified minefield/wire, the fortifications formation can be 50cm of obsticles and 6 bunkers, each bunker can be exchanged for 1 emplacement.


You should put somewhere the rules for deploying fortifications. Something like?


Fortified positions must be set up after objectives, but before spacecraft and garrisons are deployed. The fortified positions may be set up anywhere a vehicle may deploy in the Imperial Fists half of the table. You may split up a set of fortified positions as desired, as long as the rules for formation coherency are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm ‘links’ between the different parts of the position. These fortified positions count as having a move of zero. Fortified positions may not be transported.

Some formations in the army may come with a set of fortified positions; in this case the fortifications are set up at the same time as the formation they belong to and must be deployed within coherency. However once deployment is over these fortifications are terrain and are no longer a part of the formation.

Once fortified positions are set up they may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units.

Modelling fortifications and rules
Crossing fortifications. Regardless of modelled width a fortificaton can be crossed using at most 5cm of the units move (normally cautious!).
Trenches. The minimum length of a trench is 5cm. 5cm of trench holds one unit, a trench can be a continous line or split into sections.
Obsticles. The minimum length for an obsticle is 5cm.
Bunkers. Do not block LOS (they are mostly underground). If a unit in a bunker has at least one model covered by a barrage all units inside are potentially hit.

The special rules can surely be simplified a bit?

Special Rule - Masters of Siege
• Imperial Fists Tactical, Devestator, Terminator and Scout units count as having the 'walker' ability when traversing fortifications
[Why limit to just your own stuff? Makes them more of a siege breaking force as well. Would effect a tiny number of armies and those armies can cause marines without transports enough grief already. Also stops bikes speeding through minefields.]

• Imperial Fists INF formations with at least one stand occupying trenches or bunkers purchased as part of their force remove an additional blast marker when rallying or marshalling
[Is this really needed? Can't see the rational either and would lead to longer games at harder to set up static marine formation to assault them (they can clear 4 bm's a turn or 7 with a leader). If it is needed why not create a less commander of 'veterin seargant/siege searant/sieger sarge etc who give a stand leader and +1CCMW attack for 25 points.

• Imperial Fists INF units within trenches purchased as part of their force gain the ‘first strike’ ability
[Also seems a bit much, what led you to think they should be able to do this - are 3+ saves not enough?]
[Also for all these abilities, does it count when assaulting out of positions? While the fists might not move you can't count cover saves and seem to be counted as being outside them.]

• Imperial Fists INF units within bunkers purchased as part of their force gain reinforced armour, this replaces the 3+ bunker save
[Again I guess why? Scouts are actually worse off... Can't see the rational as to why they would use them differently to say siegemasters. Also no benifit to terminators. It is a rare joy to get a 3+ save with them :) ]

• Imperial Fists formations may replace their 'plus transport' with 125cm² of minefields or razor wire and 2 bunkers for free
[Would delete and replace with the above. Also seems to contradict the existing rule of always being able to cross an obsticle with a 5cm cautious move.]

• An Imperial Fists army may start the game with one garrison formation on overwatch for every full 1000 points, with a minimum of two
[Would just axe, with the discounts and stuff the list should be able to encourage this without mandating it.]

Special rule – Automaton
• Units with the 'automaton' rule may only use the following orders: Marshall, Overwatch, Sustain Fire
[Why have this rule? Is it just to stop them firing if they fail to activate? Being move zero it seems unnessecary. What happens if an allied war engine picks them up, they cannot exit unless it is part of a marshall or the WE engages? Yes no WE in the list that can transport, but you might ally with another in a multiplayer game. Seems simpler to leave them as move zero and let them do what they like...]

• Units with the ‘automaton’ rule may only contest objectives unless part of a formation containing units without the automaton rule


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 3:50 pm 
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The_Real_Chris wrote:
Thans for doing this, brings back memories :)


no worries, I've enjoyed it... mostly....

Quote:
I seem to remember a version/plan in the past for a dreadnaught formation? 4 dreads plus up to 4 emplacements I think?


possibly, never spotted it myself, sounds like a fluff inclusion to me but might make a decent blitz guarding unit I guess.... could be a potential addition if it's needed

Quote:
I would simplify the minefield/razorwire. As a more high tech force than Guard give them something more hi-tech (with a better name than I can come up with - 'obsticles'). Description - Space Marine forces can rapidly deploy a range of obsticles impeeding and channeling the enemy. Razorwire, dragons teeth and fields with a mix of anti personel, anti tank and anti skimmer mines can prove lethal to any known enemy.
Effect - dangerous terrain for all unit types.


minefields are already dangerous terrain for all unit types... I'd prefer the razorwire option be there if people want to use it....

Quote:
I would change the list a bit, in part to axe one of your special rules. Devestor and Tactical units could lose their Rhinos and get trenches instead and a price drop. So devs for 225, 4 units and 20cm of trench, tacs for 6 units and 30cm of trenches.

Then an upgrade is Rhinos - add enough Rhinos to transport the formation, 25 points.


that's pretty weak as a starting point though, and linked to your other comment about trenches, they give, and always have given, a 4+ save, so other than the -1 to hit on the troops, you derive no benefit above hugging the rhinos for cover, and you give up mobility.... not worth taking really

Quote:
Linked to that in the upgrades vehicles and dreds come with 1 emplacement each to make them easier to add to such units to emplaced formations.


this I like, I'd be happy adding it for free if a unit takes fortifications instead of rhinos

Quote:
In line with a simplified minefield/wire, the fortifications formation can be 50cm of obsticles and 6 bunkers, each bunker can be exchanged for 1 emplacement.


perhaps this would work

Quote:
You should put somewhere the rules for deploying fortifications. Something like?

Fortified positions must be set up after objectives, but before spacecraft and garrisons are deployed. The fortified positions may be set up anywhere a vehicle may deploy in the Imperial Fists half of the table. You may split up a set of fortified positions as desired, as long as the rules for formation coherency are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm ‘links’ between the different parts of the position. These fortified positions count as having a move of zero. Fortified positions may not be transported.

Some formations in the army may come with a set of fortified positions; in this case the fortifications are set up at the same time as the formation they belong to and must be deployed within coherency. However once deployment is over these fortifications are terrain and are no longer a part of the formation.

Once fortified positions are set up they may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units.

Modelling fortifications and rules
Crossing fortifications. Regardless of modelled width a fortificaton can be crossed using at most 5cm of the units move (normally cautious!).
Trenches. The minimum length of a trench is 5cm. 5cm of trench holds one unit, a trench can be a continous line or split into sections.
Obsticles. The minimum length for an obsticle is 5cm.
Bunkers. Do not block LOS (they are mostly underground). If a unit in a bunker has at least one model covered by a barrage all units inside are potentially hit.


are those from the rulebook/swordwind? I'm happy to add them if required

Quote:
The special rules can surely be simplified a bit?

Special Rule - Masters of Siege
• Imperial Fists Tactical, Devestator, Terminator and Scout units count as having the 'walker' ability when traversing fortifications
[Why limit to just your own stuff? Makes them more of a siege breaking force as well. Would effect a tiny number of armies and those armies can cause marines without transports enough grief already. Also stops bikes speeding through minefields.]


just for a fair starting point, the only time this will come into effect is vs siegers or other IF lists at the moment, I don't think the IF would be particularly aware of enemy mine locations etc....

Quote:
• Imperial Fists INF formations with at least one stand occupying trenches or bunkers purchased as part of their force remove an additional blast marker when rallying or marshalling
[Is this really needed? Can't see the rational either and would lead to longer games at harder to set up static marine formation to assault them (they can clear 4 bm's a turn or 7 with a leader). If it is needed why not create a less commander of 'veterin seargant/siege searant/sieger sarge etc who give a stand leader and +1CCMW attack for 25 points.


having played many games, they really need something to help them shed blast markers, I've already added a techmarine character, didn't fancy adding more

Quote:
• Imperial Fists INF units within trenches purchased as part of their force gain the ‘first strike’ ability
[Also seems a bit much, what led you to think they should be able to do this - are 3+ saves not enough?]
[Also for all these abilities, does it count when assaulting out of positions? While the fists might not move you can't count cover saves and seem to be counted as being outside them.]


this was added to represent the 'hidden' factor, with troops better able to hide and launch counterattacks, it also gives trenches a purpose as they only give a 4+ save which is of negligible benefit to the marines (scouts excepted)

Quote:
• Imperial Fists INF units within bunkers purchased as part of their force gain reinforced armour, this replaces the 3+ bunker save
[Again I guess why? Scouts are actually worse off... Can't see the rational as to why they would use them differently to say siegemasters. Also no benifit to terminators. It is a rare joy to get a 3+ save with them :) ]


scouts are a bit worse off, although they gain a save against MW, which given the increasing prevalence of which, is quite nice to have.... bunkers give little benefit to marines, a 3+ armour save is only a slight improvement in survivability to them, guard in bunkers are excellent as they go from no save to 3+ so need about 3 times as many hits to kill, Marines needed something much better than a +1 to their save to justify ever taking bunkers, in the test games we played, bunkers were essentially worthless.... it might be worth making them into a 3+ save AND reinforced at the model's armour value, so marines get 3+/4+ and scouts 3+/5+ which prevents scouts ending up with a worse save, however I didn't want to go overboard at this point...

Quote:
• Imperial Fists formations may replace their 'plus transport' with 125cm² of minefields or razor wire and 2 bunkers for free
[Would delete and replace with the above. Also seems to contradict the existing rule of always being able to cross an obsticle with a 5cm cautious move.]


slowing the enemy down is a good effect of fortifications too....

Quote:
• An Imperial Fists army may start the game with one garrison formation on overwatch for every full 1000 points, with a minimum of two
[Would just axe, with the discounts and stuff the list should be able to encourage this without mandating it.]


I think it helps with all the platforms, they should start on overwatch or they end up destroyed really quickly, but you want other formations on OW too.... haven't found it a problem and really helps with the dug-in siege theme

Quote:
Special rule – Automaton
• Units with the 'automaton' rule may only use the following orders: Marshall, Overwatch, Sustain Fire
[Why have this rule? Is it just to stop them firing if they fail to activate? Being move zero it seems unnessecary. What happens if an allied war engine picks them up, they cannot exit unless it is part of a marshall or the WE engages? Yes no WE in the list that can transport, but you might ally with another in a multiplayer game. Seems simpler to leave them as move zero and let them do what they like...]


yeah I felt that having them take blast markers and shoot anyway was a bit too smart, on the allied war engine bit, the platforms aren't labelled as being transportable, so unless your ally has some houserule transport I don't see this as a problem, plus normally I think to avoid bending the rules, generally people would say that allied forces can't use each others transports....

Quote:
• Units with the ‘automaton’ rule may only contest objectives unless part of a formation containing units without the automaton rule


yup that's it, so the tarantulas in the bastion formation can claim objectives, which matters when checking for DTF.....

hope this answers your questions about why I've made the decisions I have :)

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 4:15 pm 
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kyussinchains wrote:
that's pretty weak as a starting point though, and linked to your other comment about trenches, they give, and always have given, a 4+ save, so other than the -1 to hit on the troops, you derive no benefit above hugging the rhinos for cover, and you give up mobility.... not worth taking really


Alternative is a 1+ specialised siege line formation of 8? strong tacticals in bunkers/trenches

Quote:
are those from the rulebook/swordwind? I'm happy to add them if required


They are a pasting together of the bits spread over the faq, swordwind and the rules amentments. The Obsticle bit is just a copy of the trench bit.


Quote:
Quote:
• Imperial Fists INF formations with at least one stand occupying trenches or bunkers purchased as part of their force remove an additional blast marker when rallying or marshalling
[Is this really needed? Can't see the rational either and would lead to longer games at harder to set up static marine formation to assault them (they can clear 4 bm's a turn or 7 with a leader). If it is needed why not create a less commander of 'veterin seargant/siege searant/sieger sarge etc who give a stand leader and +1CCMW attack for 25 points.


having played many games, they really need something to help them shed blast markers, I've already added a techmarine character, didn't fancy adding more


Oh I missed the techmarine. Could it be a medic or techmarine? Just because many of us have a lot of medics :)

So is it possible to take say a chaplain and a techmarine? Or one or the other? Really a 25 point leader is more than enough, if you are having more problems with blastmarkers you have a problem with the list overall as you aren't taking more bm's than a regular marine formation - unless your terminator like bunker marines are proving nigh invicible soaking up a horde of fire but ending up with a stack of blast markers... In which case you still don't need it as they should be very dead! If it is a problem changing a core rule in Epic (BM's) which is vital to so much of the way units operate is a bit much, just make the army more powerful if you are underpowered. 2 leaders and this rule means I can clear 11 blast markers in one turn from a formation...


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 5:40 pm 
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the techmarine is only available to bastions and thunderfire batteries at the moment, so no you can't double up on characters

I think shedding an extra blast marker isn't quite game breaking, and helps to represent the tenacity in defence that the IF are reknowned for....

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 6:01 pm 
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The net effect though is you have very tough marines, who will always hit you first, who either will have cleared last turns bm's (can clear 7 with a leader) or will have been able to get activations in first as this turn you wlll have needed activations to prep them with bm's. Net effect is sit there and wait for them to come out. Course they are better at sitting there too - the siege troops quite deliberately didn't get lots of 45cm ranged fire to allow rapid engagement troops to set up for assaults. Unless you sallied or used arty to disrupt them, the troops in the trenches had to take the change as it were.

The sentiment on surviving MW is commendable - what marine wouldn't want to? But its a problem from other lists that affects all marine lists. This just seems to be a straight boost to beat the other booast etc.

So - standard anti siege tactics is corner deployment (unlikely since you are strat 5) and putting the objectives far away from each other (if playing long edges) - 30cm from siege player base line on opposite table edges.

What would the army do in that situation?


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Wed Nov 05, 2014 6:30 pm 
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unlike the siegers however, the IF don't have numbers.... they're almost always going to be outnumbered, and probably doubly so by anyone seriously trying to beat them, they don't have free inspiring commissars to dot around, nor are they capable of taking 15+ activations at 3k so they have to commit stuff earlier, they also don't have cheap long ranged artillery which can sit back and shell with aplomb if the enemy tries to keep his/her distance

if they're in trenches to gain first strike, then they gain no boost in save so die just as easily as regular marines in an engagement

in your situation I'd be plonking a bastion on each T&H objective, maybe with a couple of thudd guns to hit the enemy deployment zone, then trying to push forwards to gain T&H + DTF/TSNP

if playing corners against Ulthwe, I'm not sure, I'd have to actually play a game to see

so far when I took a list with old style trenches, I lost, badly..... I've yet to try the new fangled ones, hoping to get a game in tomorrow

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Mon Nov 10, 2014 7:29 pm 
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okay, possible changes up for discussion:

1. increase hyperios range

I've taken them in the last half dozen games I've played, they've been underwhelming, at 30cm they're easily avoided, especially as they're immobile, now the IF work best as an area-denial list, I'm thinking a boost to 45cm and a drop to AT6+/AA5+ would be a good start, I'm also toying with the idea of allowing one to be taken if a unit drops its rhinos for fortifications, sofor 25/50 points you can add a hyperios and emplacement to the fortifications

2. Bastion resilience

I've found bastions are relatively easy to destroy, as they're a war engine you can pick them out of the formation, and they can't scuttle for cover when people bring pinpoints..... suggest adding a pair of void shields to the unit, it's not going to stop a pair of deathstrikes, but can easily survive a cheeky "might as well have a go" pinpoint attack, it also helps later in the game where you can marshall and bring the shields back up to protect against an engagement

3. Minefields + dangerous fortifications

currently these can be negated by a 5cm cautious move, and while slowing the enemy down is a valuable thing to do, I'd prefer to make them identical to terrain so you'll always take the DTT, I'd also like to make minefields immune to walker/slow&steady so you'll always take a hit on a 1, but that might make them a bit too good

4. Centurions

I've not tried the new formation out yet, and I'm planning to soon (just need to convert up a formation) I did spot that a formation of devastator centurions in LR crusaders puts out up to 16 shots as well as a hefty 20 in FF.... I'm concerned that FF3+ on the centurions with EA+1 for the hurricane bolters might be a bit too good, I don't want to change it yet, but I'm asking for playtests using the formation and people's opinions on its power as a highly resilient prep+support formation

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Mon Nov 10, 2014 10:25 pm 
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kyussinchains wrote:
Especially as they're immobile, now the IF work best as an area-denial list, I'm thinking a boost to 45cm and a drop to AT6+/AA5+ would be a good start

I think you are in danger of doing what happened to the siegers, they were set up ultimately to win on auto pilot. Set up the objectives and fortifications correctly, and roll dice. I remember winning a game where I rolled 5 straight 1's for activation. It didn't matter, nothing had to move from cover they just had to fire.
If you want aa cover all over your forces, who are boosted by their emplacements, what is the weak point or the element of play? So basically they sit there until overwealming force is brought to bear or the enemy loses too much to continue?

I thought the Marine siege warfare would be different to the guard, as in dynamic defence. Strong points held and reinforced through sallies and movement.

Quote:
2. Bastion resilience

I've found bastions are relatively easy to destroy, as they're a war engine you can pick them out of the formation, and they can't scuttle for cover when people bring pinpoints..... suggest adding a pair of void shields to the unit, it's not going to stop a pair of deathstrikes, but can easily survive a cheeky "might as well have a go" pinpoint attack, it also helps later in the game where you can marshall and bring the shields back up to protect against an engagement


That will make it a pricy unit. Looking at it I can't see the problem. You have put a goblin with twin lascannons defending (no bm's for losing them) a seriously tough AA piece that if anyone is inside becomes first strike heaven. (Does a fortification get first strike as well?)

I assume you are deploying these in cover to get -1 to hit? If you had to get extreme you can put them 45cm away from an objective (15cm + tarantuals strung out, plus 15cm coherency from a 3DC war engine). You can even have fun with their ZOC. Is the 80mm per side? That plus the ZOC means you could block access across 180mm until it is destroyed. Assuming I can get it into cover easily I would be tempted to put the expendable units 15cm away from it.

Quote:
3. Minefields + dangerous fortifications


The wire and stuff was designed to stop people being able to easily get into CC. Stick the leading edge say 7 from your trenches and when infantry disembark from transports they aren't in CC. But because you are as good in CC as FF it isn't as important for you, the best you get is the DT test. I don't think you can start making them better though. Why shouldn't cautious Eldar be able to creep through? Or Necrons, or guard use explosives to clear etc. If people are cautiously coming through it means you have held them at the wire and got to shoot. And If you are complaining about troops starting 5cm away from you getitng into CC it is your own fault...


Quote:
4. Centurions


Are these the space marine in a space marine in a space marine? Please god no, replace with dreadnoughts...


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