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Imperial Fists - what is so different?

 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Sep 26, 2010 10:18 pm 
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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.


This list would (logically) be representing a siege force. Sieges would presumably lack a lot of the more mobile elements, due to their inherently more static nature.

Thunderhawks would (to me) feel out of keeping for attacks on emplaced positions - ditto drop pod assaults (though those less so). Plus, the usual caveats about not being "normal list plus stuff" demand sacrifice.

i.e. what zombocom said.

The Siege dread, frogbear, is the Ironwhatever in the current C:SM. At least, that's what I refer to with it.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Sep 26, 2010 10:24 pm 
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The Siege dread, frogbear, is the Ironwhatever in the current C:SM. At least, that's what I refer to with it.

Nope that's an Ironclad Dreadnought. A Siege Dreadnought is made by Forgeworld and I linked to a picture on the previous page.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Sep 26, 2010 10:27 pm 
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Yep.
Siege Dreadnought = Assault Cannon Dreadnought but replace Assault Cannon with Flamestorm Cannon and add a Heavy Flamer.
Iron Clad Dreadnought = Assault Cannon Dreadnought but replace Assault Cannon for Hurricane Bolters.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Sep 26, 2010 10:31 pm 
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Siege Dreadnought = Assault Cannon Dreadnought but replace Assault Cannon with Flamestorm Cannon and add a Heavy Flamer.

The CCW also becomes a breaching drill of some kind, granting it a special attack when in CC with bunkers or buildings (Punches the wall then fills the bunker with flame).


Also the Ironclad has heavier armour.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Sep 26, 2010 10:35 pm 
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Simulated Knave wrote:
The Siege dread, frogbear, is the Ironwhatever in the current C:SM. At least, that's what I refer to with it.


Actually I more meant the FW one with siege drill and inferno cannon:

Image


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 12:45 am 
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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.


so effectively the list represents operations after the initial assault? I would still expect thunderhawk support, if not for transport then for ground attack functions as well as speeders for QRF or harassment of defenders.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 3:21 am 
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so effectively the list represents operations after the initial assault? I would still expect thunderhawk support, if not for transport then for ground attack functions as well as speeders for QRF or harassment of defenders.


Firstly (and since I'm the only person who suggested getting rid of Thunderhawks), if you read my post you should have noticed that I suggested replacing the standard gunship with the bombing variant. Which still provides ground attack functions. However, everyone being able to zip around the battlefield the same as usual while ground elements are able to use trenches seems to be a pretty big improvement without any real drawback...

Second, again, in order to get the shiny new stuff you have to give up some other stuff. Thus, something has to be removed - and transport Thunderhawks are one of the obvious elements that's less critical to a siege list.

As to why they might not use Landspeeders - they're light, flimsy and as vehicles don't hide particularly well. All of these are bad for protracted siege warfare. On the other hand, they deal well with difficult terrain and are highly mobile. I could see them being used or not being used.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 3:31 am 
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BlackLegion wrote:
I guess i posted stats for the Ironclad and Siege Dreadnought some times ago. Try a search.


If it was before the crash, I am guessing this is not going to be found via a search - I just tried using "Siege Dreadnought".

Able to repost stats?

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 3:33 am 
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Evil and Chaos wrote:
Quote:
Siege Dreadnought = Assault Cannon Dreadnought but replace Assault Cannon with Flamestorm Cannon and add a Heavy Flamer.

The CCW also becomes a breaching drill of some kind, granting it a special attack when in CC with bunkers or buildings (Punches the wall then fills the bunker with flame).


So any relevant difference on an Epic:A level apart from the stamdard EA+1 MW? Ignore Cover perhaps?

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 8:15 am 
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frogbear wrote:
Evil and Chaos wrote:
Quote:
Siege Dreadnought = Assault Cannon Dreadnought but replace Assault Cannon with Flamestorm Cannon and add a Heavy Flamer.

The CCW also becomes a breaching drill of some kind, granting it a special attack when in CC with bunkers or buildings (Punches the wall then fills the bunker with flame).


So any relevant difference on an Epic:A level apart from the stamdard EA+1 MW? Ignore Cover perhaps?


How about...

Flamestorm Cannon
Powerfist: Extra Attack +1, MW
Heavy Flamer: b/c, Extra attack +1, to hit value=cover save


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 8:20 am 
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fredmans wrote:
to hit value=cover save


?

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 8:53 am 
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To attack something in cover, use the cover save as the to-hit-value.

In contact with a fortification, 3+ to hit
In a building, 4+ to hit
In woods, 5+
etc.

Just a thought, but it would increase the effectiveness somewhat against fortifications, instead of a wholesale Ignore Cover ability, which also is an unresolved issue.

/Fredmans


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 9:08 am 
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That sounds far too complex and unnecessary for Epic. :P

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 9:56 am 
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Siege Dread stats would be something like:

FF3+
CC4+, Macro Weapon
Heavy Flamer, AP4+, 15cm range, ignores cover
Flamestorm Cannon, AP3+, 15cm range, ignores cover

And maybe give ignores cover in the notes.

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Sep 27, 2010 10:07 am 
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I agree. Just Ignore Cover to the +1MW EA is enoughf or the Siege Drill.

Something like this:

Space Marine Siege Dreadnought
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 3+ 4+ 4+
Weapon Range Firepower Notes
Flamestorm Cannon 15cm AP3+ Ignore Cover
Heavy Flamer 15cm AP4+ Ignore Cover
Siege Drill (base contact) Assault Weapon Macro-weapon, Extra-Attack (+1), Ignore Cover
Notes: Walker, Ignore Cover.

Space Marine Ironclad Dreadnought
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 3+ 3+ 3+
Weapon Range Firepower Notes
Hurricane Bolter (15cm) Small Arms -
Seismic Hammer (base contact) Assault Weapon Macro-weapon, Extra-Attack (+1)
Notes: Walker.

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