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Imperial Fists - what is so different?

 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Oct 03, 2010 5:39 pm 
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BlackLegion wrote:
I had the idea that the Imperial Fists player could usea special rule that allows him to combine two formations into one formation after seeing the opponents army but before set up.
This would represent to bulk up numbers at strongpoints for a better defence.


Formations of 8 terminators? No thanks.


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Oct 03, 2010 7:49 pm 
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This has been an interesting thread to say the least and a bunch of great ideas.

Although I agree that the IF list should be different from the standard marine list, I think the solution to solving the IF would be to focus more on rules than equipment. I believe that your army is only as good as the man and not the machine. The IF at least fluff wise will fight on to the last man. Absolutely no falling back and it doesn't matter the odds. Storm of Iron was a very good example of that. The defense of Terra is another.

So maybe to reflect that, modification to the way IF handle blast markers or crossfire should be looked at. I think that would represent a more accurate reflection of the IF than having the most support weapons, Vindicators, Artillery, etc. Bend the rules but don't break them. The trenchworks ideas would be good theme too. Maybe even consider the ability to buy a bunker for 50pts like the Eldar have for a Webway and have some special ability that it adds as well as being a objective marker.

A good example would be +1 to initiative rolls as long as bunker is in control of IF or maybe +1 to rolls for artillery strikes?


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Sun Oct 03, 2010 8:39 pm 
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Placing this idea here that was in this thread: viewtopic.php?f=73&t=19288
=====================================

Fortified Defence
When, with at least 50% of the formation defending from cover at the start of an assault, Imperial Fists count a 'drawn' combat result as a win. The opponent is broken with no extra casualties and follows the rules for [insert reference here].

In effect, there is no 2nd round of combat with Imperial Fists who are defending from cover - there is always a winner and a loser.


======================================

I will use this thread as a reference as I build the force throughout the week. Hope to have something to show by the weekend.

Cheers....

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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Oct 04, 2010 3:52 am 
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In relation to my idea of always "defender", FB, have you considered optional objectives for defending IFs? e.g IFs defending wouldn't be able to take Blitz as they're focussed on defence and there would be a focus on "immobile" forces.


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 Post subject: Re: Imperial Fists - what is so different?
PostPosted: Mon Oct 04, 2010 7:17 am 
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It is a concern. I do not want to change objectives from the GT. Due to this, garrisons should be a big thing (especially if you have paid the points for trenches etc), which help get a force to move forward. Eventually, even defenders may have a push forward to gain ground to set up new defences.

It's all a little overwhelming atm :)

Imagine what the Chaos forces would be with so much support :D

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