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Imperial Fists V1.0 [Developmental] vs NetEA Black Legion

 Post subject: Imperial Fists V1.0 [Developmental] vs NetEA Black Legion
PostPosted: Fri Nov 07, 2014 10:11 am 
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Had a game against Steve54 and his black legion last night, I took:

DEVASTATOR [250]
4 Devastator units plus transport

DEVASTATOR [250]
4 Devastator units plus transport

LAND RAIDERS [325]
4 Land Raider

SCOUTS [150]
4 Scout units plus transport

SCOUTS [150]
4 Scout units plus transport

TACTICAL [450]
6 Tactical units plus transport, Supreme Commander, Hunter

TERMINATORS [375]
4 Terminator units, Chaplain

THUNDERFIRE BATTERY [250]
4 Thunderfire Cannons

VINDICATOR [225]

BASTION [300]
1 Bastion, 4 Tarantulas, 4 Emplacements, 2 Thudd Gun

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

Steve took something along the lines of: (can't remember exactly)

3x retinues
2x chosen
spaceship
terminators
2x feral titans
hellblades
raptors

I chose to take fortifications with the devastators, stuck the marines in bunkers and surrounded the objectives in my half with minefields

I made a bit of a castle on the left flank with my bastions and hyperios and deployed towards that side, hoping the devs on the far right could hold off any assaults with their bunkers and overwatch

This won't be an activation-by-activation report, and nor are there any pics....

Turn 1, I sustained fire with my thunderfire battery on the BL BTS which was garrisoned forwards in range, I scored 4 hits and killed an obliterator and 2 marines, putting 5 blast markers on the formation, I then retained and doubled the vindicators forward, killing two more marines from the BTS and breaking them, Steve began by moving his formations forwards and pushing his raptors out wide to threaten my vindicators, his hellblades shot a tactical marine and survived the hunter missile hit, I pushed my formations forwards towards mid table and there was some tit-for tat shooting, my land raiders blew up 3 of the rhinos from one retinue, while my thudd guns sustained on the broken BTS, reducing it to the daemon prince and a single marine, at the end of turn 1 we were both positioned for some big engagements

Turn 2 came around and we both teleported, I put my terminators in a position to threaten steve's ferals and a retinue, his terminators came down near my thunderfires and land raiders, I won the rolloff and my terminators engaged his retinue, winning the combat (just) but losing a stand of termies to the nearby support fire from a feral, my tacticals did precisely sod-all in support (as usual) steve then activated his spaceship, with the barrage hitting my rightmost scouts, killing one, his pinpint attack exploded the bastion in one go.... the chosen then podded in, summoned daemons and engaged my tacticals, in the end it ended up quite close thanks to some pretty awful support fire from the feral, and my tacticals were broken and withdrew, my bastion broke the terminators with disrupt hits, the thunderfires moved forward and finished them off with more disrupt shots, and the land raiders sustained on a feral titan claiming a crossfire with the terminators, despite needing 3's I only scored 4 hits, neither of which were saved, fortunately one was a critical which sent the beast crashing to the ground anyway, on the left flank, steve engaged and wiped out my second scout formation, and my bunkered devs shot his other retinue up, the vindicators went down to the second feral.... or it may have been the raptors....

turn 2 had left Steve reeling, I'd hurt a lot of his formations and still had much of my force left, I lost the strategy roll for turn 3 and had foolishly moved my thunderfire cannons next to my land raiders, Steve was able to call them intermingled and a brutal assault wiped both formations out, as I still had both T&H objectives and was able to scramble back to contest my blitz (but alas, not break the feral) it would have gone to turn 4 (which steve would almost certainly have won) but we had run out of time so we called it a winning draw to Chaos

thoughts:

thundefire cannons are great, really potent shooting, and their disrupt attacks are great for breaking small formations like terminators, they seem quite powerful, however they're slow, with a 10cm move they're not easily redeployed, if you take two formations then you just slow an already slow force down, they seem okay at 250 points

Bunkers aren't bad, giving RA to the occupants seriously saved my bacon in this game, Steve got 4 hits on the isolated devs with his hellblades, I failed 3 saves (all rolled 1 or 2) but the re-rolls saved all 4 stands

Thudd guns are a good addition to the list, I'd be hesitant adding them to a bastion again as by sustaining to get the indirect fire you give up overwatch on the tarantulas and unless your target is within 60cm then you can't fire your other weapons either

Bastion died horribly vs the pinpoint, not sure whether DC4 would be a good move or make the bastion too good..... opinions?

Vindicators.... again just a bit pants and they die FAR too easily... I'm starting to think they wouldn't be overpowered at 6 for 250......

hyperios platforms.... probably should come with emplacements, 30cm is just not useful enough, Steve remarked that in the 5-6 games he's played against the IF, he's pretty much never been shot at by a hyperios platform unless it was already game over and he was doing silly stuff like throwing planes in all over the shop.... they could do with a range boost, right now they're token AA with limited areas they can deploy and the points would be better spent on a few additional hunters, they don't need to shut the air game down, but as this list works well as an area-denial list, they should be able to cut off parts of the sky too...

Hopefully Steve will be along with his thoughts soon

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Fri Nov 07, 2014 10:58 am 
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No complaints about the IF list, it feels right for a defensive SM list ie its more area denial and reacting to threats rather than sitting and boring your opponent into submission like the Barans.

Turrets are fine, they provide a decent amount of firepower to fend off early attacks but by turn2-3 generally if you persist then they get ground down.

I'll try and get a game in soon with me taking the IF, maybe something like this
Devastators+Support battery 275
Devastators+Support battery 275
Bunkers 50
Tacticals+SC+Hunter 450
Terminators+Chaplain 375
Terminators+Captain 375
Bastion 250
Scouts+Razorback 175
Speeders 200
Storm talons 200
Land Raiders 325
(Should terminators be 325? is that a typo? if they should then add some razorbacks)
Idea would be bunkers ringed with mines/wire on blitz+1 other objective with devs in bunkers with support battery. Bastion+tarantulas on other objective. Tacticals,s couts, speeders+LR react to threats, terminators teleport turn 2 to where needed

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Fri Nov 07, 2014 11:11 am 
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looks like a good list and yes terminators are 325 rather than 350 due to the loss of thunderhawks as a delivery system....

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Sat Nov 08, 2014 3:54 am 
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Kyuss, could the Bastion do with a Void shield (or two) perhaps? Maybe giving it a bit of resilience that is ongoing? I'm pretty sure I've read that IF defences use them.

Would it be too unfluffy for an IF Bastion to have one?

Steve, do you see the IF winning a lot of games at all? If not, is there something else they could do with?


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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Sat Nov 08, 2014 8:42 am 
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Yes, I think it plays differently to Codex SM but is close enough in terms of power, if Kyuss hadn't intermingled the LRs+thundefires he would have won this game against my tournament Black Legion list.

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Sat Nov 08, 2014 9:48 am 
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Dobbsy wrote:
Kyuss, could the Bastion do with a Void shield (or two) perhaps? Maybe giving it a bit of resilience that is ongoing? I'm pretty sure I've read that IF defences use them.

Would it be too unfluffy for an IF Bastion to have one?

Steve, do you see the IF winning a lot of games at all? If not, is there something else they could do with?


I like the void shield idea..... makes it a much less rock-paper-scissors result against stuff with pinpoint attacks..... or indeed deathstrikes

I think the list would struggle against AMTL as you dont really have the firepower to disrupt and weaken the titans before they get to you..... it will be interesting to try!

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 Post subject: Imperial Fists V1.0 [Developmental] vs NetEA Black Legion
PostPosted: Mon Nov 10, 2014 9:34 am 
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What happened with the bastion exactly. You said it was destroyed by the spaceship on his first activation of T2 but then it managed to fire on terminators?

I'd be wary of boosting something because there is something in the game that counters it. That's where power creep comes from... I'm not saying the bastion should or shouldn't have a void shield, more DC etc, I'm just saying be careful with your reasons for doing it.

To give the other side of the argument for completeness: I know Steve likes to take spaceships but they aren't all that common globally, and it is after all exactly what they "should" be used for. Even then, you need to get lucky to destroy the bastion. Any WE should fear deathstrikes and pinpoints, that is what the opponent has paid for.

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Mon Nov 10, 2014 4:10 pm 
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chronology error, the bastion fired before being pinpointed

I don't think this list is in any danger of power creep whatsoever, I've been very careful to avoid overpowering stuff as it's much harder to get people to agree with debuffing stuff, which is much more of a cause of power creep

my issue is that right now it's just a sitting duck, at least lone war engines can scuttle for cover.... a couple of void shields would be little deterrant to a pair of deathstrikes, but would at least be able to soak up a pinpoint or two....

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 Post subject: Re: Imperial Fists V1.0 [Developmental] vs NetEA Black Legio
PostPosted: Mon Nov 10, 2014 5:13 pm 
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Basically a stationary titan when it comes to things isn't a bad idea. I'd go with voids over more DC any day.
I guess with AMTL as an opponent lots and lots of thunderfires perhaps?

Still wish the bastions being the t&h objectives was in the game :)

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 Post subject: Imperial Fists V1.0 [Developmental] vs NetEA Black Legion
PostPosted: Wed Nov 12, 2014 2:19 am 
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Why can't it be in cover? I didn't spot anything about that in the list. I don't have a strong opinion either way, just not sure what one should expect in terms of survivability for the points. Shadowswords and void spinners get nuked from orbit with regularity of course and it's pretty annoying when that happens, so is it just that the bastion is particularly important to the army?

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