Game up here:
viewtopic.php?f=84&t=29275I changed the list after realizing Centurions needed a whole Land Raider to themselves. I've broken down my thoughts into a few categories for you.
List BuildingMy first thoughts as I ran down the list, and briefly glanced at stats.
- Centurions: Those are unique, let's test both of those. I don't think Assaults will get into combat, I think the Devs are going to be better but I'll test both. Let's transport them in Land Raiders and make them a "mobile reserve/linebreaker" formation.
- Tacticals: Cool, I can take bunkers and mines instead of Rhinos. Very fluffy. Why would anyone take razor wire over mines? They're going to be sitting there though, better add some Thudd Guns so they can actually reach something.
- Scouts: Crap, all that stuff was expensive, I need activations. Scouts it is!
- Terminators: Crap, I have nothing to get behind his lines with. I need these.
- Thunderfire: Those are a lot of shots, but I don't think they'll get to shoot much. No thanks.
- Bastion: That's 200 points of Deathstrike bait. No thanks.
- Fellblade: Holy crap that's expensive AND 350 points of Deathstrike bait. No thanks.
- Storm Talons: Well I need AC and more activations, I'll take them. Wonder why no TBolts?
- Thunderhawk: That's a lot of points for little to no saturation. No thanks.
- Hyperios: I still need activations. I don't think these will do much beyond deter his AC. Well I can at least use them to stall.
Beyond those, the Formation Constants section took a couple of reads and glances back at the list to make sure I was legal. Some thoughts there:
If you have the 1/3 covering AC/WE/Defenses, I don't think you need to further restrict the defenses to "0-1x for every X formation". It's a lot of double checking that I don't think is necessary. I'd say put them in the 1/3 (my preference) or do the 0-1x thing. Not both.
Also, why the minimum width of 2.5cm?
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Finally, fortifications:
The second bullet's last sentence confuses me.
Thoughts on the StatsThe Assault Centurion has a twin heavy flamer, that be AP3+.
Thoughts on the Special RulesI really like "Masters of Siege"; it conveys a theme and does just what its name implies. The First Strike and RA bullets makes me picture infantry that know exactly when to fire at a charging enemy and how to maximize their use of cover.
This bullet doesn't need to be there though: "Imperial Fists formations may replace their 'plus transport' with 2 bunkers plus 125cm2 of trenches, minefields or razor wire for free"
I also never used the 1 more BM ability bullet, mostly due to Matt wanting nothing to do with the siege line. Between the FS and RA stuff I'd be fine without it.
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Automation is good as well. I'd change the second bullet to this though, it took more than one read for me:
A formation made up completely of units with automaton may only contest objectives.
Also, instead of referencing expendable and then further modifying it, I'd replace the last bullet with:
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 iis 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.
Slightly more text, but less cross-referencing and confusion I think.
Thoughts from the GameI really felt the Assault Centurions were better options after the game (not before though, I thought they'd be too slow and the Devs would prove more useful). The Devs were meh for me. Lots of weapons but the ranges are stepped, and they're only FF3+. The Assaults are better in FF and support, but have a nice little MW shot.
I hadn't read the Masters of Siege before the game. I thought my Tacs would do all right up there with some light artillery. Then I went over the rule and thoughts damn, I wouldn't mess with that. The Thudd Guns were the only thing that shot all game. It was a lot of points put I think it was worth it as it dictated the movement of the game.
Hyperios shot 0 times. They were useful for activation burns turn 1, but after that all they did was keep the AC away from my Tacs. 45cm range would get my vote.
I didn't see the point in razorwire if I could get minefields, I'd say you could drop it.