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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 8:46 pm 
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From AMTL collectors item page:
Wrecker Base Contact Extra Attack (1), Macro-Weapon, Titan Killer (d3+1), First Strike 25 pts

maybe rubber claws as well (foot upgrade):
Rubble Claws n/a -5cm Speed, may not undertake the March order.
The Titan counts ruins and woods as open terrain. -50 pts.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 8:51 pm 
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oooh a 10cm move warlord titan which can't march, for a benefit that is only slightly better than their inbuilt walker ability!! where do I sign??!!

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 8:54 pm 
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but you save 50pts! 50 whole points! and it's fluffffy! fluffffy!

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Last edited by Apocolocyntosis on Wed Jun 18, 2014 9:20 pm, edited 1 time in total.

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 9:12 pm 
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^LOLZ^
Methinks the inability to March and the cost drop is enough. BTW, Apoc, are "rubber claws" anything like the old collector rubble claws because the idea of titans on bouncy balls sounds like good fun ;)

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 9:19 pm 
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dammit, rubble claws not rubber!

But yes, they are the bulbous metal ones from the old mk1 warlord you'd see on a collector list. Bouncy titan would be great for a siege though, just hop over the walls.

this is the moment i realise the one part of my titans I neglected to magnetise were the feet :0

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 18, 2014 11:15 pm 
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Haha, started to laugh about the rubber claws! Gives the titan jump pack ability and infiltrator? :-)

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 19, 2014 12:12 am 
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Since you've brought up collectors weapons here, I should probably pop in. :) The collectors weapons are included in the AMTL PDF for friendly games but they really aren't balanced nor has there been any attempt to balance them since they aren't part of the list proper. Honestly, the only one I'd be partly comfortable with allowing is the Corvus Assault Head.

Reaver:
2x Las Burn
CCW
Corvus Head
650

for instance would be kind of cool and functional as a breaker formation.

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 Post subject: Re: Imperial Fists
PostPosted: Fri Jun 20, 2014 10:20 am 
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that would be a complete monster Vaaish.... 6xCC/FF3+ 6xMWCC/MWFF3+ and 3xTK3+..... if anyone let it get into range that is.....

I was thinking more like 1-2 inferno guns and a corvus pod, or alternatively lots of heavy guns like quake cannons and barrage missiles.....

Also I had a game with the 0.2 list last night, I took a few pics but no turn-by-turn stuff as it was late and I wanted to finish the game! (also realised I got the points wrong for whirlwinds so my army was actually 3025... sorry steve!)

list

Bastion
Land Raiders
Tacticals with hunter and supcom
scouts
scouts
Vindicators with 2 extra vindicators
Whirlwinds
Terminators
Thunderbolts
Thunderfires
hyperios platforms
hyperios platforms
tarantulas

Steve used the NetEA Biel-Tan list and had the following (IIRC)

aspects (2FD,2DR,4DA, 2 exarch)
aspects (2FD,2DR,4DA, exarch, autarch)
Guardians with 3 heavy weapons
falcons with 2 firestorms
falcons with 2 firestorms
falcons with 2 firestorms
Void Spinner
Void Spinner
Rangers with extra stand
Rangers with extra stand
Vampire
Vampire
wraithship

I set up and castled somewhat on my right flank as steve had spread his objectives wide, I put lines of tarantulas on each T&H objective on overwatch with good fire lanes, and massed my hyperios on the right

the game was pretty brutal with lots of shooting, steve took out my vindicators and tactical BTS with air assaults, but turn 2 I teleported the termies in and returned the favour on his own aspect BTS, the whirlwinds were quite useful, I put them on my extreme left flank in the corner where they were able to hit stuff crossing into my half, they broke quite a few formations

in the end Steve managed a 2-1 win on turn 4 as my land raiders in his half refused to rally, while his falcons in mine did!

Thoughts: The game was a lot of fun, against the eldar, 4 tarantulas on OW were a very effective falcon deterrant and really handy to block off areas of the board, using the platforms and bastion as my objective holders worked really well and I had plenty of points to buy tanks that could shoot back, I definitely could have used something to deal with the void spinners as they were able to rain death on me all game and it was only thanks to steve failing to activate them half the time that they didn't completely dominate.... it would have been nice to be able to return the favour, because without thunderhawks or terminators that can FF, you really lack a strong deep-strike capability to deal with threats like artillery, planes are not ideal as they're easily shot down by massed AA shooting.

I still want to make most of the suggested changes to the list, however I don't see myself using the trenches much, I think an army which can grind forwards yet leave defences behind in its half is the way forward for the list, I also found myself shooting far more than I normally would with marines.... which is alright because they have the firepower

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 25, 2014 2:42 pm 
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okay writing the new version of the list at the moment, in accordance with the wishes of the community, no basilisks have been included....

what I am looking for is some siege-themed weapon loadouts for reavers and warlords..... leaning more towards defence rather than attack at this stage, so quake cannons, barrage missiles, deathstrikes and multi-shot stuff rather than inferno guns and CCW..... or maybe I should put a poll up....

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 25, 2014 9:07 pm 
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okay had a good chat with JimmyZimms about this and going to suggest the following loadouts for the titan allies:

Reaver - 675

Quake Cannon (long range siege gun)
Gatling Blaster (for mowing down infantry/light vehicles)
Plasma Blastgun (for some close up MW punch)

Warlord - 825

Deathstrike
Gatling Blaster
AML (AMTL version with disrupt)
Wrecker (sub for power fist, very siege-y)

What are people's thoughts?

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 25, 2014 9:12 pm 
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sounds good to test, I like the support missiles addition. Is that locked to deathstrike, or can players choose the other warheads?

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 Post subject: Re: Imperial Fists
PostPosted: Wed Jun 25, 2014 9:17 pm 
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deathstrike for now, JZ suggested the deathstrike variant from the rulebook, sounded good, and I just swapped the wrecker for the pfist as it's more 'thematic'

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 9:29 am 
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Looks great!

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 11:44 am 
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okay, for the 3 of you who are not slavering over the blood angels at the moment ;)

I've uploaded v0.3 of the list in the OP

feel free to discuss and playtest!

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 Post subject: Re: Imperial Fists
PostPosted: Thu Jun 26, 2014 12:44 pm 
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No teleporting Assault Marines? I'd assume they'd be mandatory, what with the lack of WarHounds and Thunderhawks.


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