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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 4:29 pm 
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tbh I don't want to add trenches back in to the list, but felt they were worth including for the other bonuses

the IS5+ represents how the marines are expert at using every inch of cover within a bunker, with added boltholes/panic rooms/automated defences/shielding and other clever bits the guard probably don't use or can't afford

I feel going down the war engines route makes the formation more vulnerable as people will simply target the engine rather than the marines, it makes them vulnerable to pinpoint attacks which can destroy their cover

I suppose the other alternative is to scrap the bunkers all together and give them more bastions, after all it's basically a space marine bunker anyway

the big issue right now is that when you put marines in a bunker you give up a massive amount of stuff for a measly +1 to your save against non-IC attacks.... siegers see a massive benefit in resilience, going from 10 hits to wipe out a company in the open to a whopping 30 hits (on average) if they're in bunkers

TBH I'm struggling to see how the list can go forwards (both figuratively and literally!) codex marines win by moving around and picking their engagements, that's the exact opposite of how the list works at the moment! I'm trying to think of ways around this.....

the other option would be to go down the route of the other Codex lists and basically tweak the main codex list to add assault terminators and centurions and remove something the IF don't use much....

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 4:43 pm 
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One way to go Kyuss, just to reiterate, is make them siege breakers. So have the assault termies etc., but add in lots of IC weapons and also artillery that can reach out and touch someone (like basilisks). Keep the bunkers and minefields as options for flavor, but the most interesting part of the siege is when it ends, IMO. It's a drastic oversimplification, but good-guy iron warriors might be a good direction.

I'm thinking of a list that could plow through a very terrain-dense board, like trenches or a city fight, better than most armies.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 4:49 pm 
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I agree with you, however I am led to believe that both the Salamanders and Minotaurs lists are intended as the siege-breaker marine lists, so I'd just be adding to the glut of those kinds of lists.... I have definitely thought about it however.... it will definitely be a huge change in direction and the community did vote for siege-defence marines quite strongly when I ran the poll early this year....

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 5:04 pm 
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Fair enough. I thought salamanders were flame weapon specialists, and minotaurs were a break anything (not just siege) chapter, but that's based on my perception of the fluff and near total ignorance of their respective lists. I agree variety is the ideal goal.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 5:10 pm 
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I think it depends on your POV.... do we develop lists to add a theme or capability, OR do we develop them to accurately model current/past GW fluff?

if it's the latter, then we're going to end up with lots of lists which basically do the same thing, I mean BT are pretty similar to BA (close combat engagement specialists) do we really need both lists? (not calling for them to be scrapped, just pointing out that they both basically do the same thing, hack enemies apart with chainswords)

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 5:23 pm 
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I don't know much about the minotaurs list but regarding the Salamander list it doesn't feel like a seige breaker list. I like the idea of a defensive list/loyalist IW so why not combine them?

-Crew Servied Artillery like mortars, rapiers, thunderfires
-Legion Artillery like Basilisks and Medusa
-Breach Teams? Similar to the Bolter/Shield units used in Voidwarfare, they make sense for seige warfare offensively and defensively. Teleport or Drop Pod only?
-Dreadnought Formations?

All of those could be more unique to Imperial Fists regarding fluff and playstyle. That way you don't step on Sally toes with the helios's and redeemers (though I think this list should have those) but you reflect one of the IF ways of war.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 5:59 pm 
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kyussinchains wrote:
tbh I don't want to add trenches back in to the list, but felt they were worth including for the other bonuses

I like them but I think they, and a large part of the defensive emplacement stuff, should just be freebies that come off, screen the bastions. e.g. they are free but must connect as a network together.

kyussinchains wrote:
the IS5+ represents how the marines are expert at using every inch of cover within a bunker, with added boltholes/panic rooms/automated defences/shielding and other clever bits the guard probably don't use or can't afford

Oh I get it. I'm just trying to flip the script here and try and leverage the tools we have now in interesting ways to avoid army wide special rules if we can. :) One less thing to remember. The issue I have with straight up IS is that sorry, no bunker, even one as cunningly wrought as the IF can is going to survive a direct from say a Volcano cannon or at least in on piece. Basically there's a level of ability that is needed that is above the normal and able to take MW and regular hits but still is vulnerable to say TK. This is why a few pages back I suggested automatically adding RA to any units in them. I should point out that IS5+ basically makes them better in all ways possible to the Bastion, it being a WE. ;)

kyussinchains wrote:
I feel going down the war engines route makes the formation more vulnerable as people will simply target the engine rather than the marines, it makes them vulnerable to pinpoint attacks which can destroy their cover

Ummm I hate to sound contrary mate but that's exact what a besieging army actually would do ;) Also, targeting two tactical stands in a bunker with my pinpoint attacks is certainly a possibility but that's a lot of overkill for pretty much zilch effect. I'll point out I can already do that against the bastions soo....

I'll concede that less WE is better so then =>
Really the thing about an army attacking is that you know they're out there in their defenses, you know where those are, but you don't know where IN those the troops are. I think that allows a more elegant modeling of the IF abilities of defense, deception, bolt holes, traps, etc.

My take woud be
-Cumplusary Bastions. Each bastion gets 15-30cm of trenchs and bunker or two, for free
--Razorwire, tank traps, etc for nominal fee
-Trenches are standard cover and prevent ANY cross-fire bonus and maybe grant first strike?
-Bunkers are terrain and work like trenches but grant RA to those inside instead
-For every 1000 points, a siege unit may give up transports for hidden deployment in one of the siegeworks. This location must be noted before placement of any "normal" units. They remain hidden until they move, fire, or an enemy comes withint 15cm. This will realllllly slow up my advance, as the attacker as I need to be cognizant of where I might stir up a nest of hornets if I just walk into a trap. Right now I know exactly where they are and can just advance without fear.
-I'd like to see some form of Breaker units added as an upgrade to tacticals. Better at FF and defense but no long range shooty (or 15-20cm shooty instead e.g. dump the ML for something else)
-Some type of rear guard bolt hole/redoubt option. This would allow you to "pop" troops up once the enemy passes to harass them. Reading all the sieges in the new HH books talks of the IW and the DG doing this repeatedly.
-legion style Arty. WW are teh sux
-Vehicle firing positions
-Revisit the tweaked victory conditions.
--Attacker double points for Blitz but T&H objectives must be first on a bastion (again makes the IF player WANT to take defenses).
--IF get double points for TSNP but nothing for BTS

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 Post subject: Re: Imperial Fists
PostPosted: Mon Jun 16, 2014 8:05 pm 
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jimmyzimms wrote:
kyussinchains wrote:
tbh I don't want to add trenches back in to the list, but felt they were worth including for the other bonuses

I like them but I think they, and a large part of the defensive emplacement stuff, should just be freebies that come off, screen the bastions. e.g. they are free but must connect as a network together.


I can't see me ever using them if there is a bastion to go in, unless there are spacecraft flapping around ;)

Quote:
Oh I get it. I'm just trying to flip the script here and try and leverage the tools we have now in interesting ways to avoid army wide special rules if we can. :) One less thing to remember. The issue I have with straight up IS is that sorry, no bunker, even one as cunningly wrought as the IF can is going to survive a direct from say a Volcano cannon or at least in on piece.


nor is a land raider achilles ;)

Quote:
Basically there's a level of ability that is needed that is above the normal and able to take MW and regular hits but still is vulnerable to say TK. This is why a few pages back I suggested automatically adding RA to any units in them. I should point out that IS5+ basically makes them better in all ways possible to the Bastion, it being a WE. ;)


not averse to RA, just felt that termies and centurions have no benefit from bunkers that way....

Quote:
Ummm I hate to sound contrary mate but that's exact what a besieging army actually would do ;) Also, targeting two tactical stands in a bunker with my pinpoint attacks is certainly a possibility but that's a lot of overkill for pretty much zilch effect. I'll point out I can already do that against the bastions soo....


of course that is what would happen, but we're trying to toughen the marines up, not add vulnerabilities they didn't have, no matter what you hit it with, you can't kill a bunker, you can lose the unit inside but can always recapture it later... not the case with a destroyed war engine....

Quote:
I'll concede that less WE is better so then =>
Really the thing about an army attacking is that you know they're out there in their defenses, you know where those are, but you don't know where IN those the troops are. I think that allows a more elegant modeling of the IF abilities of defense, deception, bolt holes, traps, etc.

My take woud be
-Cumplusary Bastions. Each bastion gets 15-30cm of trenchs and bunker or two, for free
--Razorwire, tank traps, etc for nominal fee
-Trenches are standard cover and prevent ANY cross-fire bonus and maybe grant first strike?
-Bunkers are terrain and work like trenches but grant RA to those inside instead
-For every 1000 points, a siege unit may give up transports for hidden deployment in one of the siegeworks. This location must be noted before placement of any "normal" units. They remain hidden until they move, fire, or an enemy comes withint 15cm. This will realllllly slow up my advance, as the attacker as I need to be cognizant of where I might stir up a nest of hornets if I just walk into a trap. Right now I know exactly where they are and can just advance without fear.
-I'd like to see some form of Breaker units added as an upgrade to tacticals. Better at FF and defense but no long range shooty (or 15-20cm shooty instead e.g. dump the ML for something else)
-Some type of rear guard bolt hole/redoubt option. This would allow you to "pop" troops up once the enemy passes to harass them. Reading all the sieges in the new HH books talks of the IW and the DG doing this repeatedly.
-legion style Arty. WW are teh sux
-Vehicle firing positions
-Revisit the tweaked victory conditions.
--Attacker double points for Blitz but T&H objectives must be first on a bastion (again makes the IF player WANT to take defenses).
--IF get double points for TSNP but nothing for BTS


I like some of these ideas, although IF basilisks make me shudder (even if they are neccessary!)

Also I really don't want to touch victory conditions at all, I have no desire to re-write rules and the inevitable discussion and misinterpretations that will arise, I just don't want to take that on.... plus it will screw up tournament scenarios for newcomers who haven't faced the list before and that sort of thing....

breaker units for tacticals... that's basically the idea of centurions atm, trench clearing, breaching troops.... they just suck in 1's and 2's.... I say make them a distinct unit with LRCs and send em chugging off towards the enemy.... :)

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 9:58 am 
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thinking more on this, looks like the IF were heavy users of basilisks and medusas during the heresy... if we're allowing fellblades, I don't see why we wouldn't permit a few legion basilisks too..... I'm sure the IF have hung on to a few as treasured relics....

thinking about it, I like the trenches (and probably bunkers) giving the units in them first strike in engagements.... would certainly help and represents the ambush/booby traps thing quite well

I'm also tempted to allow more units (but not sure how many more... maybe 1 at 2k and 2 at 3k etc..) to start the game on overwatch when garrisoning.... would help in combination with the first strike, enemy engaging will be starting with blast markers from OW fire, then have to take casualties before getting to attack.... could be seriously abused with terminators however!!

anyone else care to comment? this appears to be the Jimmy, CaptPiett and Simon show at the moment..... ;)

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 10:19 am 
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Well, if you wanna spend the large amount of points that Terminators cost to garrison them and hold objectives, then i think that is okay. They're not very mobile.

I think both suggestions of allowing more OW for garrisoned units and FS for units in trenches are really nice. Not to complicated and doesn't require alot of new rules...

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 5:11 pm 
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Okay, after lots of thinking and a bit of discussion what about the following as a set of changes:

-Remove assault marines, replace with centurion squads, either 2 assault, 2 devastator, or a free mix, I’m suggesting 300 points to begin with, and land raiders, vindicators and hunters as formation upgrades

-Remove centurions as formation upgrades

-Add LR Achilles as formation upgrades 0-2 limit (devs, tactical, land raider)

-Add thudd guns as formation upgrade – 3 for 100 points

-Add rapiers as formation upgrade – 3 for 75 points

-Add 3-unit basilisk squadrons, 1 per tac/dev – 250/275 to compensate for SR5, int1+ and ATSKNF

-Add trenches back in, they grant FS to all IF stands within, count as cover and give a 4+ cover save

-Bunkers now grant RA to all units inside, and count as cover

-Units in trenches/bunkers remove one extra BM when rallying/regrouping

-IF may begin additional garrison formations on OW, 1 formation for every full 1k in points after the first (so in a 2k, force you may have 1 extra garrison formation on overwatch, in a 3k force you may have 2.. etc etc)

-Titans need siege-weapon loadouts, thinking inferno cannons/AML/CCW..... happy to take suggestions

-Bastions come with 50cm of trenches/minefields/razorwire for free, can upgrade with thudd guns/rapiers/thunderfire cannons

Thoughts?

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 5:43 pm 
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Not overly keen on basilisks (but then I do rather like the 0–1 fellbalde, so I can see this is a double standard). Step too far for me.

With extra garrisons and overwatch you can garrison forward thudd guns, thunderfires and rapiers to hit enemy deployment from the start. Yes they are vulnerable then, but risk vs reward. Could you knock 25pts off the core whirlwinds, or let whirlwinds garrison or something instead of adding in basilisks?


siege titan loadouts sound fun

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 6:12 pm 
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Since it's a defensively focussed list I agree with removing the Assault Marines. Since formations though are generally about multiple units I'd say units of 3-4 would be more appropriate. Plus you don't want people spamming the Centurions in their own formation. They seem to have some solid firepower. Or maybe make a Assault Cent Detachment and a Dev Cent Detachment? Agreed with removing them as an upgrade if you put them into their own formations.

I like everything else except maybe the Bassies. Is there an IA Artillery tank we've maybe overlooked? Like maybe the Scorpus? I don't have all my IA's and HH IA's handy right now but it's something to consider.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 7:07 pm 
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kyussinchains wrote:
-Remove assault marines, replace with centurion squads, either 2 assault, 2 devastator, or a free mix, I’m suggesting 300 points to begin with, and land raiders, vindicators and hunters as formation upgrades

-Remove centurions as formation upgrades

-Add LR Achilles as formation upgrades 0-2 limit (devs, tactical, land raider)

-Add thudd guns as formation upgrade – 3 for 100 points

-Add rapiers as formation upgrade – 3 for 75 points

Agreed all around. :)

kyussinchains wrote:
-Add 3-unit basilisk squadrons, 1 per tac/dev – 250/275 to compensate for SR5, int1+ and ATSKNF

Or medusas?

kyussinchains wrote:
-Add trenches back in, they grant FS to all IF stands within, count as cover and give a 4+ cover save

-Bunkers now grant RA to all units inside, and count as cover

-Units in trenches/bunkers remove one extra BM when rallying/regrouping

Great ideas. should probably add that they only count as the cover benefits to enemies occupying them (no FS but they still should give the cover and/or armour saves.) Gives some respite to those that successfully fought the IF there and gives reason to actually attack vs just ignore and avoid.

kyussinchains wrote:
-IF may begin additional garrison formations on OW, 1 formation for every full 1k in points after the first (so in a 2k, force you may have 1 extra garrison formation on overwatch, in a 3k force you may have 2.. etc etc)

LOVE.IT.

kyussinchains wrote:
-Titans need siege-weapon loadouts, thinking inferno cannons/AML/CCW..... happy to take suggestions

Wrecking ball >:D

kyussinchains wrote:
-Bastions come with 50cm of trenches/minefields/razorwire for free, can upgrade with thudd guns/rapiers/thunderfire cannons

Still think it should be an total area in cm2. Allow the modeler to build/use what they have. Meaning, you want a deep minefield (to prevent assault marines jumping it, for instance, then so be it but it'll be naturally a smaller front. Also they should be compulsory to the list. For every 3000 points, or part thereof, at least 1 Bastion must be taken.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 8:24 pm 
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are there specific rules for wrecking balls? I'm all for including them if so.... I also have plans for a nice warlord titan with a wrecker..... >:D

medusas are fine but the range of the basilisk is what makes them so attractive in this list, the ability to hunker down and rain death on the enemy really helps the list I think.... however we're walking that fine line between game balance and fluff heresy... I'll put up a poll in a sec

Compulsory bastions..... I can see both sides, if you tie up too many points with defensive stuff, you'll struggle to attack effectively later in the game, leading to an army of draws.... I want to keep a siege theme with the option of going uber defensive without it being a requirement I do however think a single compulsory bastion might be a good choice....

you've always been able to use a set area for minefields/razorwire.... the total area is 125cm^2 ;) I'll make that clear on the army list though, also worth adding the bonuses to the masters of siege section, so if the opponent uses them they're regular bunkers/trenches, but IF get extra bonuses because they're such expert siege dudes

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