Tactical Command
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Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=31113
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Author:  kyussinchains [ Thu Apr 07, 2016 10:48 pm ]
Post subject:  Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

Got a game in this evening against dptdexys, some concerns have been raised about the imperial fists list using a warlord titan, so I wanted to test the list out to see how it got on

the lists:

Imperial Fists

Tacticals - librarian, bunkers + minefields
Tacticals - librarian, bunkers + minefields
scouts - supreme commander
scouts
land speeders
land speeders
Terminators - chaplain
Bastion - techmarine
Hyperios
Warlord titan (deathstrike configuration)

Codex Marines

scouts
scouts
devastators - drop pods
terminators - supreme commander
terminators - chaplain
predator annihilators - vindicator
thunderhawk
thunderhawk
landing craft
strike cruiser
thunderbolts
thunderbolts

Deployment

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I set my blitz objective up fairly centrally, aware that dptdexys would likely split his objectives to the extreme flanks to divide my garrisons, I deployed my T&H objectives 30cm apart just over the halfway line, directly in front of my blitz objective, I garrisoned the bastion on the blitz to the left where it would have a wider field of fire, I put bunkers and minefields around the two T&H objectives, the scouts and speeders were fast enough not to need garrisoning forwards

Turn 1

Codex marines win initiative, force IF to go first, IF put hyperios on overwatch

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strike cruiser drops some pie plates, killing a scout and a land speeder

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deathwind misses, places more blast markers

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hyperios plink devs, who successfully sustain, wiping hyperios out

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speeders marshall and move to support fire, scouts retain and engage, lose a stand and break >:(

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tbolts strafe other scouts, fortunately supreme commander makes his invulnerable save!

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scouts double to hide near the bastion AA bubble

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bastion overwatches

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tbolts strafe the speeders killing one

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speeders (bike models used as speeders) double forwards

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codex scouts advance a tiny bit

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tacticals re-overwatch

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thunderhawk plinks bastion

tacs re-overwatch (pic missing)

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thawk #2 plinks bastion again

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warlord marches

landing craft drops preds off who do a point of damage on the bastion (pic missing)

End of turn 1, broken IF scouts rally, tbolts get off without issue, thawks take blast markers

Author:  Corran_dk [ Thu Apr 07, 2016 11:14 pm ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

Following this one with interest :)

Author:  kyussinchains [ Fri Apr 08, 2016 8:56 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

Turn 2

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land speeders single move and shoot preds, no kills, 1BM

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scouts retain and engage, preds countercharge and drag speeders in, a pred and vindicator are destroyed, support fire kills 2 speeders, IF win the rolloff by 1, preds and speeder break

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Devs engage scouts, wiping them out for no losses (stupid dice!!)

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warlord doubles and pops a single rhino

(something happened, pic missing)

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tacs re-overwatch

(codex do something, pic missing)

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scouts march into bastion

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tbolts strafe speeders, killing one

Imagespeeders marshall and move closer to bastion AA

(codex marines do something probably)

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tacs re-overwatch

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thunderhawk strafes tacs in left bastion killing two

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End of turn 2 - everything rallies, all formations bar the landing craft fly off with no blast markers

Author:  kyussinchains [ Fri Apr 08, 2016 9:20 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

Turn 3

terminators teleport in - no blast markers, IF win strategy roll

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speeder marches to codex blitz


landing craft engages tacticals, no kills, breaks

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preds hit speeders for no kills

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bastion overwatches

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tbolts score 4/4 hits from 30cm away....

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....speeders roll 4 saves, how nice

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warlord singles and fires deathstrike at the landing craft, 1 damage, all other hits saved :{[]

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tbolts destroy speeder, terminators go onto overwatch

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scouts double to contest T&H objectives, plink warlord

(Tacs go back on overwatch, codex devs move up to claim T&H objective - pics missing)

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Terminators engage and destroy bastion, Juuuuust get into range to claim blitz, I forget what broke the second speeder formation here

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IF are out of activations at this point, codex scouts march onto codex blitz, termies shoot them but fail to break them, then second thunderhawk lands on speeders, destroys them and firmly takes blitz, game ends as a 2-0 victory (blitz, T&H) to codex marines

Thoughts

I found the IF list to be very slow and vulnerable to air assault, having 2 completely static ground flak units and no aircraft to put onto CAP. Dave played very well throughout as usual, splitting his objectives ensuring I would have to split my garrisons up, and picking off my more fragile mobile formations, due to the activation disparity throughout the game, I was constantly left with few good targets to shoot or engage which is why I chose to hold the terminators back until turn 3 as I wasn't going to be able to get to the blitz otherwise. Dave made sure the warlord had activated each turn before dropping any of his big flyers onto the deck, and when he did give me a chance, the idiot-bot proceeded to fail to do anything significant at all

next time I'll probably garrison the bastion on a T&H objective and avoid putting garrisons on my blitz as they were basically ignored all game until the end when they were destroyed in short order

I'll try the list out a couple more times in a few weeks time, probably against necrons or maybe tyranids

comments and thoughts always welcome :)

Author:  Apocolocyntosis [ Fri Apr 08, 2016 10:22 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

kyussinchains wrote:
some concerns have been raised about the imperial fists list […]
scouts - supreme commander

I'm very 'concerned' about the sc being in scouts … what am i missing here?
can't think of any reason he wouldn't be better off in a tactical bunker and using the spare 50pt to buy razorbacks or whatever?

looks like a like that could often get a draw, or win if the opponent attacks too aggressively and the assaults bounce

Author:  mordoten [ Fri Apr 08, 2016 10:24 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

Thanks for the report!

Author:  Kapitan Montag [ Fri Apr 08, 2016 10:54 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

What were the concerns about the warlord that you were wanting to test?

Too weak or too op?

I have used it only once so far, against tau, it didn't really kill anything, but it did soak up a lot of firepower, I basically marched it turn one, and then used it to support firefight engagements.
With its weapon load out it seems harder to use. But I think it would sometimes shine against the right sort of opposition.

Author:  kyussinchains [ Fri Apr 08, 2016 11:00 am ]
Post subject:  Re: Imperial Fists v1.3 vs Codex Astartes (NetEA Approved)

just that the list itself is too powerful, it has a lot of 4+ RA to slog through combined with a very resilient BTS which can deny 3 objectives quite easily

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