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Imperial Fists - what is so different?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=19231
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Author:  frogbear [ Sun Sep 26, 2010 12:29 pm ]
Post subject:  Imperial Fists - what is so different?

With the push for supplements, I came to look at the Imperial Fists and am trying to see what makes them so different.

- They are a Codex chapter
- Presumably they have the greatest ability to defend (fortify) against any army

Immediately that makes me think that they could just use the normal Marine list and just have some differences much like the White Scars. So how are they different?

The only documents I have pulled from these threads a while ago were stats for;
- Damocles Command Rhino
- Land Raider Prometheus
- Land Raider Crusader
- Land Raider Helios

Due to the need for Tunnel Fighting or Boarding actions, I would think that Mark 3 armour may be used by the Imperial Fists - yet unsure whether there would be any change at an Epic level.

So what are people's ideas on the Imperial Fists?
What makes them different?
What do they have less availability to in a Marine List?
What do they have more/different access to?
Are they deserved of any special rule to incorporate their knowledge of fortifications and defence?
Are they deserved of their own title apart from the standard Codex Marines list?

Author:  BlackLegion [ Sun Sep 26, 2010 12:32 pm ]
Post subject:  Re: Imperial Fists - what is so different?

I will wait for Imperial Armour 9 which includes an Space Marine Siege Army List :) Thengive me a few more days and i will upload something to be torn up by you :D

Author:  Evil and Chaos [ Sun Sep 26, 2010 12:36 pm ]
Post subject:  Re: Imperial Fists - what is so different?

They like Siege, which probably means they'd have access to trenchworks, artillery like the Thunderfire cannon, larger Whirlwind formations, Siege Dreadnoughts, and probably this new land raider variant as it has been made for FW's upcoming Siege Space Marines army list.

They would probably *not* use units like Land Speeders, and most of the tanks except the Vindicator. Possibly no Marine air assets too.

Author:  frogbear [ Sun Sep 26, 2010 12:36 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Quote:
Thengive me a few more days and i will upload something to be torn up by you


Jees, I hope my reputation is not that bad (?) :P

Author:  Evil and Chaos [ Sun Sep 26, 2010 12:39 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Quote:
- Damocles Command Rhino
- Land Raider Prometheus
- Land Raider Crusader
- Land Raider Helios

Damocles isn't nessesary IMO.

LR Prometheus again, not nessesary.

LRC Crusader, possibly, it does have a good ability to carry a lot of troops close to the enemy whilst under heavy fire.

Land Raider Helios, possibly, but probably not. Unless you want to make the Imperial Fists into the "We love land raider variants!" Chapter.

Author:  frogbear [ Sun Sep 26, 2010 12:47 pm ]
Post subject:  Re: Imperial Fists - what is so different?

I have no idea who wrote up the article that I downloaded, but someone liked the idea :)

Looks like I may have to wait for Imperial Armour 9 then. Hopefully it provides some inspiration for people out there - otherwise the Imp Fists may miss out again to another 'newer' marine chapter (?).

Let's see if we can make something work.

Author:  BlackLegion [ Sun Sep 26, 2010 1:18 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Beinning of Octobre :)

Author:  Simulated Knave [ Sun Sep 26, 2010 4:51 pm ]
Post subject:  Re: Imperial Fists - what is so different?

What I'd expect in the Imperial Fists:

Thunderfire, Tarantulas, Whirlwinds as an add-on (as well), Thunderhawk Bombing variant, Siege Dreadnoughts, Land Raider Crusader, Land Raider Redeemer, trenchworks, possibly foot-assault troops.

What I'd expect them to lose
Bikes, possibly Land Speeders, Thunderhawk Gunship, possibly Spaceships, Predators (at least as an independent formation)

Author:  zombocom [ Sun Sep 26, 2010 5:56 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Don't forget the Titanhammer Terminators, CC only with thunderhammer and stormshield. They're the only chapter that specifically fields whole formations of them. CC2+, no FF or assault cannons, invulnerable save.

Other stuff: Large whirlwind formations, thunderfire cannons, cheap vindicators, siege dreadnaught, trenchworks.

Author:  BlackLegion [ Sun Sep 26, 2010 8:04 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Ok it seems we will have to wait till IA10. IA9 is about Ship Boarding, IA10 is about Sieges.

Quote:
Books for 2010/2011!
- IA9 Badab war 1
- IA10 Badab war 2
- IA1 second edition (rules are updated only)
- Model masterclass volume 2
- IA11 Battle for Hoth! (Tony kept using the word Hoth, go blame him )


Quote:
Also while talking to Alan I got the following out of him:
- Badab war part 2 this xmas out, as the book was written as one and was just too big to be onebig so they had to cut it in half
- Sons of Medusa...we might get interesting fluff about their origin and also see hints of a future IA with Iron hands in the lead role, he told me he liked the IH because they are gonna be ver different than your standard marines...

Author:  Vaaish [ Sun Sep 26, 2010 9:45 pm ]
Post subject:  Re: Imperial Fists - what is so different?

I wouldn't expect them to loose spacecraft. Lysander figures rather prominently in the previous edition fluff for the marine codex for leading a drop pod assault. In fact, the Imperial Fists command a space-borne fortress monastery called the Phalanx was stated as having a large number of teleporters for use in assaulting a planet. Still being an astartes chapter, I don't see why thunderhawks, barges and strike cruisers wouldn't be deployed or why they wouldn't use land speeders as a quick reaction force while defending or assaulting defenses.

Author:  zombocom [ Sun Sep 26, 2010 9:47 pm ]
Post subject:  Re: Imperial Fists - what is so different?

Vaaish wrote:
I wouldn't expect them to loose spacecraft. Lysander figures rather prominently in the previous edition fluff for the marine codex for leading a drop pod assault. In fact, the Imperial Fists command a space-borne fortress monastery called the Phalanx was stated as having a large number of teleporters for use in assaulting a planet. Still being an astartes chapter, I don't see why thunderhawks, barges and strike cruisers wouldn't be deployed or why they wouldn't use land speeders as a quick reaction force while defending or assaulting defenses.


The usual argument is that if you want to play the chapter when it's behaving in a more codex fashion then you use the codex list to represent it; the varient list shows them working in a specific unconventional way, in this case a siege style which wouldn't have space assets.

Author:  frogbear [ Sun Sep 26, 2010 10:07 pm ]
Post subject:  Re: Imperial Fists - what is so different?

zombocom wrote:
Don't forget the Titanhammer Terminators, CC only with thunderhammer and stormshield. They're the only chapter that specifically fields whole formations of them. CC2+, no FF or assault cannons, invulnerable save.


I take it teleporting is still the norm then with these guys?

Quote:
Other stuff: Large whirlwind formations, thunderfire cannons, cheap vindicators, siege dreadnaught, trenchworks.


I am intrigued by the Siege Dread. Would it be CC based or does it go the other way and have 2xBFG as it's armaments? What would make it different to a normal dread?

Author:  Evil and Chaos [ Sun Sep 26, 2010 10:15 pm ]
Post subject:  Re: Imperial Fists - what is so different?

This is a Siege Dreadnought.
Image

It is armed with a Breaching Drill arm (With internal Heavy Flamer) and a Flamestorm Cannon.

Author:  BlackLegion [ Sun Sep 26, 2010 10:16 pm ]
Post subject:  Re: Imperial Fists - what is so different?

I guess i posted stats for the Ironclad and Siege Dreadnought some times ago. Try a search.

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