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Imperial Fists V1.3 list - updated

 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Thu Apr 23, 2015 2:35 pm 
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The VII involved in battle report

battle report using 1.2 list for you kyuss

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Sun Apr 26, 2015 1:13 pm 
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Got two games in yesterday, only got pics from my game though. I'll post the report tomorrow.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Sun Apr 26, 2015 4:40 pm 
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Thanks Jim and Dave! Much obliged!

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Mon May 11, 2015 3:23 pm 
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Got a game from last Wednesday that I've been meaning to post, IF vs Orks. It wasn't pretty for the IF. CaptPeitt's Centrurion BTS completely wiffed with 0/9 4+ hits in assault. A BM laden Ork horde beat them back.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Tue May 12, 2015 1:04 am 
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Wow, may the odds be ever in your favor certainly didn't apply to that firefight.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Fri May 15, 2015 1:45 pm 
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Ya, it wasn't pretty. Rep up:

viewtopic.php?f=84&t=29636

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Sun May 17, 2015 2:53 pm 
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Just a bump containing the current test metrics for the IF testing
view at=> http://1drv.ms/1ziylbV

This list is really shaping up Kyuss!

Hey community out there! We really could use a matchup against the Tau 3rd Phase, Codex Marines, and Black Legion. Can we get some love there so we can really make for a push on the approval?

Kyuss, what areas are left to confirm? AFAIR its
-Confirm Hyperios at 45cm AA5+
-Trial Dev Tubbies with Twin Las 45cm AT4+ instead of graviton guns

anything else we need to focus on? (perhaps the BL/Tau matchups I'm asking for help with can check out if the Bastion is a Pin Point magnent or not)

Great work guys!

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Mon May 18, 2015 12:00 am 
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Got 2 more games in today, reports this week. After that we'll get you #6 at NEAT most likely.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Mon May 18, 2015 12:14 am 
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I will be playing them at NEAT

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Mon May 18, 2015 7:52 pm 
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I'll be able to get some games in June/July, will get Steve to break the Tau out, can also trial against black legion and codex marines if need be

spot on with the stat changes, I'm thinking moving the hyperios to 45cm AA5+/AT6+ and replacing the grav gun on the dev termitubbies with twin lascannon

there is also some rewording of a few rules for clarification (automaton, siegeworks) and at Dave's suggestion will be removing some of the 'X per Y formation' constraints, just a matter of finding the time to sit down and bash it out

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Tue May 19, 2015 5:11 pm 
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Posted:
viewtopic.php?f=84&t=29657
viewtopic.php?f=84&t=29656

One thing that came out, what happens when a Fist unit in a bunker is hit by an Ignore Cover weapon? We assumed it lost the RA.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Wed May 20, 2015 9:34 am 
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Thanks for the reports Dave, really appreciate the hard work you guys are putting in, many thanks! ;D

Re: ignore cover weapons, you played it right, the RA save is lost in the same way a bunker save would be, I'll add that clarification to the documents

How are you feeling about the list Dave? not just unit specifics but overall do you think the list has enough flexibility? is it fun to play? over/underpowered?

questions extended to anyone else who has played the list of course!

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Thu May 21, 2015 8:22 pm 
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I think there's definitely enough flexibility. m_folias plays it pretty different from how CaptPiett and I have. He's gone more groundpounder/armor, while we've played it more static infantry line.

The static defence line approach is definitely different from the standard list, and still makes for a fun game.

I haven't run into anything be blatantly under/overpowered. There's still some stuff I wouldn't bother taking (Thunderfires, Bastion and Fellblade), those comes to either cost or playstyle though.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Tue May 26, 2015 2:10 pm 
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OK, here you go man. My thoughts based on these games:

viewtopic.php?f=84&t=29275
viewtopic.php?f=84&t=29551
viewtopic.php?f=84&t=29636
viewtopic.php?f=84&t=29657
viewtopic.php?f=84&t=29656
viewtopic.php?f=84&t=29691

Assault Centurions: Twin Heavy Flamer would be AP3+. 2@FF4+ is good for current price. If more playtesting was in the cards I'd suggest 2 or 3 at FF5+ though (perhaps with a MW or IC thrown on one of those) given their armament.

Devastator Centurions: Need different weapons options to be on even ground with the Assault Centurions, and/or 2@FF4+.

Scouts: Would like to see the Sniper upgrade mirror the Codex list.

Achilles: Are these no longer rare by the fluff? If not, fine with the number the list can field. If not they should probably be 0-x'ed.

Thunderfire: Never played with them, thought they weren't worth it.

Bastion: Never played with them, thought they weren't worth it.

Fellblade: m_folias plays most of his games with these. They never struck me as worth it, but I'm anti-WE biased.

Hyperios: Prefer them at 45cm AA5+, they do something with that.

Tarantula: Never played with them, didn't seem useful.

Minefields, trenches and razor wire must be a minimum of 2.5cm wide: I'd like to see this FAQed with the Siege, DKoK, and Knight list using them. Something like: "you only are susceptable to one dangerous terrain test from them per every move/5cm"

Static Defenses: I don't think the "0-1 per" restrictions are needed on the taratula, hyperios, bunkers and bastion. It's too much double checking when most of those are in the 1/3 allies category already.

Fortifications: When this is approved I'll likely just grab the Siegemaster's Fortified Positions text and FAQs for this and replace some names. That work for you?

Masters of Siege:

Need a note or FAQ about IC and these abilities.

Played our games without this bullet: "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". Still felt the trenches and bunkers were worth it.

This bullet isn't needed: "Imperial Fists formations may replace their 'plus transport' with 2 bunkers plus 125cm2 of trenches, minefields or razor wire for free"

Automaton:

AMTL is using the name already.

For less confusion, I stand by what I wrote before:

Quote:
A formation made up completely of units with automaton may only contest objectives.

A formation does not receive a Blast marker when a unit with automation is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. If one of these units is hit by a weapon with disrupt it does not inflict a Blast marker. Finally, don't count these units that are lost in an assault when working out who has won the combat.

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 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Tue May 26, 2015 6:44 pm 
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Based on the games Dave and I played (reports above) and a couple others, I think the list is quite good. I don't see much that's overpowered. Perhaps it's due to Dave's supernatural ability to roll armor saves, but the IF are quite resilient. They were able to force it to points on my last two games against them (first for a decisive win, last one for a decisive loss). I don't take the fellblade, bastion, or tarantulas for basically the same reasons as Dave. Thunderfires and Achilles I just never got around to using.

I didn't see the part about extra BM removal in trenches either... the trench lines seemed pretty strong without it. There are ways to punch holes in the line without list tailoring, however. Also, the fortifications can be defeated through objective placement and persistence. The opponent just has to be willing to soak up the punishment to clear out the bunkers/trenches. As Dave said, different play style, but still fun.

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