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Imperial Fists V1.3 list - updated

 Post subject: Re: Imperial Fists V1.2 list
PostPosted: Tue May 26, 2015 7:50 pm 
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thanks for the feedback gents, much appreciated!

I'll be putting out an updated version of the list incorporating the rewording and stat tweaks shortly, I'm just crazy busy with work and having a 4-month old baby that thinks sleep is for losers, and trying to get stuff built and painted and practice games played for the Euros this weekend.... hopefully after the smoke clears I'll find time to get armyforge updated too! ;)

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Wed Jun 10, 2015 3:02 pm 
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okay, quick bump, I've updated the list to v1.3 and unless there are any glaring changes, this is the list I'd like to put forward for approval, I'd say the changes from v1.2 are minor and those batreps should count towards the overall number...

so please everyone, break out the marines and bunkers and let's get the list approved! :)

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 1:05 pm 
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Had a little try out with these guys yesterday - like them a lot. Bit of a first time go (I won but only because of stupidly bad dice by my opponent) but I'll try to get some proper reports done soon.

Quick question : bunkers bought with formations - do you then get 50cm of mine/trench as per the 50pnt upgrade?

I also want quite clear about the special IF abilities (first strike etc.). It says " if bought as part of the force" - does that mean it applies to the whole army or just those formations who specifically drop their rhinos to get the bunkers?


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 1:32 pm 
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Please tell me you're batrepping that game, yes? :)

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 1:50 pm 
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Blip wrote:
Had a little try out with these guys yesterday - like them a lot. Bit of a first time go (I won but only because of stupidly bad dice by my opponent) but I'll try to get some proper reports done soon.


Please do! We're only a handful away before submitting for approval :)

Quote:
Quick question : bunkers bought with formations - do you then get 50cm of mine/trench as per the 50pnt upgrade?


Yes, its 50 points for pair of bunkers AND 50cm of trenches and minefields
Quote:
I also want quite clear about the special IF abilities (first strike etc.). It says " if bought as part of the force" - does that mean it applies to the whole army or just those formations who specifically drop their rhinos to get the bunkers?


The whole army gets it

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 2:25 pm 
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Sorry, I wasn't clear, I was meaning the option for free trade in for transports - but I've opened my eyes now and see its on the top of the sheet! :-)

This wasn't really suitable for bat rep. It was a last min game set up when we were both unexpectedly free last night. I built the list in about 10 mins and we got a few rules wrong I've now realised (not to mention my tactics!) but it was a fun list and I'll definitely try and do a couple of reports now I have an idea how they play.

Btw. Do reports need to be the tournament scenario? (we were trying out an "Ill met by moonlight" scenario last night) and does opponent need to be NetEA approved?


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 4:02 pm 
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Blip wrote:
Btw. Do reports need to be the tournament scenario? (we were trying out an "Ill met by moonlight" scenario last night) and does opponent need to be NetEA approved?


Ideally yes for the scenario, the NetEA approved thing is just difficult all round, I'd suggest trying to use NetEA approved lists against it if possible, if you really dislike the NetEA variant and would rather use EUK then that's fine, the ERC prefer NetEA approved lists for playtest, but when the changes are minor (Orks for example) then it shouldn't be a big deal

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 5:18 pm 
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Not a problem, just didn't want to waste time writing a bat rep which isn't valid. I'll see what I can do this week...


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 5:45 pm 
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It still.is valuable regardless

1. ANY feedback is good
2. Batreps, approval or not, are good at keep inertia in the scene
3. First comer feedback is good not only for a view towards list approachability but provides a litmus test for things such as readability of special rules

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 02, 2015 7:45 pm 
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Don't worry, feed back is on its way ! :-)

First impressions :

Centurions were ace. Despite fighting ulani I took the Dev version as I was trying to take an all comers list. They still were ace, eating through two 6-strong leman russ Cos in firefight (with some lucky rolls.) With two crusaders they are a really cool ground assault unit, looking forward to trying them against another army type where their shooting is of use.

Loved the thunder fires too. Terrible rolling meant they didn't have a great effect (plus trying to hit tanks aren't their strong point) but it was great to have some marine firepower.

Not really understanding their use I wasted my hypiros and tarantulas but looking forward to setting up better next time.

Vindis even in a 6 strong formation still seemed a weak choice over preds. But of course they may be of more use against infantry ! :-)


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Thu Aug 06, 2015 9:40 am 
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Had a question about the list:
It doesn't say there is a limit on the number of upgrades, is there still a limit? (I.e. Two upgrades per formation and no duplicates)


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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Thu Aug 06, 2015 12:01 pm 
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good spot, no limit on number of upgrades but max one of each type, will add to the PDF at some point

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Thu Aug 13, 2015 1:44 pm 
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viewtopic.php?f=84&t=29502&p=570754#p570754

VIIth in a new bat rep against the Death Guard list

Hope its useful i'll ask the opponent and observers to comment

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Fri Aug 14, 2015 7:03 am 
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thanks very much for the report!! :)

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 Post subject: Re: Imperial Fists V1.3 list - updated
PostPosted: Sun Aug 23, 2015 11:54 am 
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Had my first battle with IF list.vs scions of iron
Wanted to try out lots of trenches in a 3k list. Lack of manoeuvrability did hurt ( and bad dice!) but was a close game. Here is the linkhttp://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=30148

I realise I didn't quite set the trenches up according to the rules for coherency (but only by a few cm so I don't think it affected things too much)
Other thoughts on units: loved the thunderfires, good firepower balanced by lack of mobility and IDF.
Fellblade was a beast, didn't kill as much as I thought it would, but it had a lot of staying power.
Vindicators sadly didn't get a chance to shine.

Next steps for me: I want to try a 4k list with lots of trenches, bunkers and three bastions. Also a 5k list to see how the list fights on the advance with a death strike warlord and two lots of Dev centurions.


Last edited by Kapitan Montag on Sun Aug 23, 2015 3:28 pm, edited 1 time in total.

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