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Imperial Fists Development 2

 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:18 pm 
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So we should include The Rock in the Dark Angels list too? :D

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:21 pm 
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Quite possibly. Though the Rock engages in actual combat less than the Phalanx, or at least such is my impression.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:31 pm 
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Can't remember any fluff text where the Phalanx actually engaged something.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:38 pm 
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Out of interest what are the 'titanhammer' terminator stats proposed?


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:50 pm 
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Well, it lead the counter-strike in the First Black Crusade, which presumably would have involved some serious combat.

Indeed, it and the rest of the Imperial Fists routed the Chaos fleet "decisively".

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:54 pm 
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The_Real_Chris wrote:
Out of interest what are the 'titanhammer' terminator stats proposed?


No FF or guns, 2 MW3+ CC attacks currently. I think it's overpowered.


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:56 pm 
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The original stats Zombo and I proposed were: No FF or guns, change CC rating to 2+, give invulnerable save.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:57 pm 
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Nah. Its just more powered :)


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 5:57 pm 
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If the stats E&C posted prove underpowered, I'd consider adding an assault cannon and a weak FF, as titanhammer squads are allowed a heavy weapon.


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 9:48 pm 
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Titanhammers currently are CC3+ FF0 EA+1MW, no shooting, RA-TRA-Teleport-Invulnerable Save- Macro Weapon

They have been in one game. In that one game they were shot up and FF assaulted and did nothing (lost initiative). They performed exactly as I said they would on defence - shit. Albeit I did lose the initiative which was a shame.

The extra attack MW I feel balances (to an extent) the loss of the FF as they needed that small power boost. I intend on taking them for more games so they will get their fair share of play tests. :)

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 04, 2010 9:50 pm 
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zombocom wrote:
If the stats E&C posted prove underpowered, I'd consider adding an assault cannon and a weak FF, as titanhammer squads are allowed a heavy weapon.


I went with this type of thinking with the original World Eater Terminators. I have tried it and I found it kind of 'ho-hum'.

I will play test the Titan Hammers as they are now to see if there are any real issues.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 11, 2010 1:14 pm 
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Note to self : Add in Land Speeders

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 11, 2010 9:19 pm 
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Looking at the stats, I believe that the Tarrantulas may be over costed (by about 25 points)?

I would appreciate any opinions on the below comparisons:

Tarantula (6 for 150 points)
LV Immobile 6+ 6+ 6+(5+)
Multi Melta 15cm (15cm) MW5+ (MW) OR
Twin Lascannon 45cm AT4+ OR
Twin Heavy Bolter 30cm AP4+ (gives FF5+)
- A Tarantula Sentry Gun may be armed with only one of the weapons listed


Land Speeder (5 for 200 points)
LV 35cm 4+ 6+ 5+
Multi-melta (15cm) (Small Arms), MW AND
15cm MW5+
NOTES Skimmer, Scout

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

The comparison to 'like' LVs is my main point here. The better armour and ability to move just makes me think Tarrantulas are overpriced. Thoughts?

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 11, 2010 9:23 pm 
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Compare to Razorbacks, which are worth about 35 points each. Land Speeders don't work because they're way, way too mobile.

Personally, I think MM Tarantulas aren't likely to work well. But I could be wrong.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Nov 11, 2010 10:34 pm 
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Razorbacks are AV. The comparrison is not comparable

Honestly I see the formation at around 100 - 125 points. No more really.

Essentially they are terrain that can shoot and hold one objective till brioken.

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