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Imperial Fists Development 2

 Post subject: Re: Imperial Fists Development 2
PostPosted: Tue Nov 30, 2010 8:54 pm 
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Evil and Chaos wrote:
I'd be wanting that FF3+ on a 100pt tank, personally.


I am of the same thought. Happy to run some games with the 4+ for now and then boost the stat if needed.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Tue Nov 30, 2010 10:47 pm 
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Evil and Chaos wrote:
I'd be wanting that FF3+ on a 100pt tank, personally.

Yeah, that's kinda my fault. I was strongly against it. And berated and belittled Frogbear until he conceded, at least for initial playtests.

Mainly because I think it's got arguably better firepower (shorter ranges on it's primary, longer on it's secondary, same accuracies, and much better abilities on both). It's indisputably tougher (not hugely, but it's there), and it's only marginally more expensive (14%). To tack on a significantly superior Firefight value (4+ vs 3+MW) even if it's susceptible to CC attacks, just seemed a bit much.

I could be wrong, but I see some definite concerns with the way this unit and list can operate.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Sun Dec 05, 2010 2:19 pm 
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Hena wrote:
Evil and Chaos wrote:
Hena wrote:
Without longer range LRs, you're certainly right. I do remember them being dropped from Thawks ... After quick check on IA2 (p.173), it does say that they can transported in LR, Rhino of Razorback for rapid redeployment which would imply that Epic could certainly do this (same as Krieg and their artillery). Whether you want to include it is another matter. Perhaps allow +25 points for 2 or +50 4 Rhinos to transport (as there is no comment how many can fit into Rhino, but assuming one should fit into razorback then two might fit into Rhino).

Rhino transport was proposed. Then it was pointed out that Space Marines would rather stab themselves in the leg than waste Rhinos (And their Space Marine crews) lugging around static sentry guns during a battle. The IA text makes it clear that they use Rhinos to move Tarantulas around between battles, but not during battles.

I'd say that battle in sense 40k, sure. In epic however it would just that rapid re-deployment. The usage would of course depend on the chapter so I don't see that as a problem here. For Marines this list is using LRs so Rhinos would be left as secondary for Tarantulas.

I agree that it possible to move Tarantulas in a Epic game. Just like DK uses Centaurs. Granted SM may not but its a possibility that should exist. And if they have Expandable, a upgraded formation of SM could drop them behind if need and re-deploy if they were under attack and were missing some transports.

1 per Razor, 2 per Rhino and 3 per Land Raider.


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Sun Dec 05, 2010 10:02 pm 
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I have never found the resources to dedicate towards repositioning another unit when they could be better utilised trying to win the ganme by grabbing objectives.

Maybe it's just me...

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Wed Dec 15, 2010 8:19 am 
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Discussions have taken place between SK, Hena and myself in regards to the whole Tarantula debate.

SK and myself have decided that going into the new year, we will continue to use the units in the 2 lists however they will be designated as follows:

- Imperial Fists will have Sentry Guns
- Apocrypha of Skaros will have Support Weapons

As the name Tarantula appears to be quite an evocative word for debates, we are divorcing ourselves from its use. We would trust that any other list that comes up wishing to use the same units moves towards one of the examples we have provided.

It is hoped that in the new years worth of play tests, we will give the units some good use and come back to 'the table' for discussions at about this time next year to talk about our findings on the units as they stand.

I will update the Imperial Fists list this week.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Wed Dec 15, 2010 9:32 am 
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Frogbear figured (and I think he's got a good point), that since both lists are experimental there's no reason to unify the stats yet. Test the two out, see how each performs. One may commend itself over the other.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Wed Dec 15, 2010 9:39 am 
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frogbear wrote:
As the name Tarantula appears to be quite an evocative word for debates, we are divorcing ourselves from its use. We would trust that any other list that comes up wishing to use the same units moves towards one of the examples we have provided.

LOL...oddly so. There is some very voiced and heat opinions on something so...trivial isn't the word but....maybe it is. I hope to see testing on both in the coming months and who knows maybe I'll even finish my marine army so I can test too!! :D


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 Post subject: Re: Imperial Fists Development 2
PostPosted: Wed Dec 15, 2010 10:24 am 
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Hena wrote:
Why is it that hard to get to one set of unit stats instead of creating your own units? Is it really that impossible to agree to something?

Tarantula Sentry Guns changed into this ten years ago... Frogbear is following that exactly, and is not making up his own unit.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Wed Dec 15, 2010 1:25 pm 
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Hena wrote:
Simulated Knave wrote:
Frogbear figured (and I think he's got a good point), that since both lists are experimental there's no reason to unify the stats yet. Test the two out, see how each performs. One may commend itself over the other.

Ok, that is fine. However neither list will not go past experimental without consolidating to one stat. So finish the lists and send 'me to Chroma or me for inclusion.


Hena, that is fine. The fact that it is in as experimental is very much appreciated and good enough for me.

I would not want it going past experimental till I was totally happy with it. In that event, a years worth of play tests should present many ideas that both our lists can benefit from.

So I am totally on board with you there :)

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Dec 23, 2010 1:58 pm 
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First off, I would like a small round of applause for reading the entire 16 freaking pages this thread has generated. ;D


Quote:
Why is it that hard to get to one set of unit stats instead of creating your own units? Is it really that impossible to agree to something?


<cough, Tau, cough> :)

Ok, all that aside, on to the important points/questions...

Now to set the stage I would like to say that I am primarily a SM player, dipping into a couple of IG lists when I feel like being naughty, but have been an Epic and 40K Codex SM player for quite some time. No Wolves, Angels, Templars, or any other special variant. If it's codex, it's how I've been playing.

So, when I ask questions or make comments, it is from a bog standard codex perspective.

I. As someone looking for something new, why would I want to play this list? Assuming I had an interest in trying to paint something yellow half as decently as Vaaish, what is it that should attract me to this list? I understand the fluff behind it, and I am a big fluff player, but I'm struggling a bit to see why I should pick this list to play. Where's the sizzle?

I don't intend for that to be a criticism of the list and all the efforts to date, but as a "customer" I don't think I've been sold on the new "car" because my old one still pretty much gets me by satisfactorily.

II. I'm looking at v08 and I have a couple questions/comments on the Assault terminators.

First off, I'm not sure why I would take them. The armor save is vastly weaker than what their 40K equivalent value is, which is the whole reason for taking them with the TH/SS combination. Since the TH hits last (in 40K), the SS provides a 3+ invulnerable save, thus allowing them the opportunity to shrug off most incoming fire and close with the enemy to deliver those devastating TH attacks. To further bolster this effect, they are usually transported in a Landraider to protect them from anything else nasty.

So the Inv save that is on this formation does not accurately reflect this formation ability to endure in order to close with the enemy. Initially, I liked the idea of giving the formation a TK ability, but have since come to the conclusion that it is not accurate nor necessary giving the armor save a boost. Literally, the Titan Killer formations can stand underfoot of a Reaver titan and save ANY damage on a 3+ (whether regular or invulnerable save). So, I strongly recommend a re-evaluation of this formation to more accurately reflect how they behave in the game.

As it stands now, they seem too susceptible to FF, which is quite uncharacteristic.

III. Assuming that this is intended to be a defensive list, I struggle to see where you have all the tools you need to conduct the job at hand. Ignoring 40K specific units for the moment, have you defined what it would take to successfully defend your position against an aggressive assault? (vs. the passive stance like Caesar at Alesia)

What do you think the tools ought to be? I think once you have that defined, then it might make it easier to fit the 40K formations into those slots and define whether or not they are effective at that job or need attention.

You've addressed some of these issues with the increased WW formations, but the Siege Dread was originally introduced in the Vraks campaign, which was SMs attacking, not defending.

So you have this up close and personal unit, sort of sitting back in the lines praying for someone to get close. It would seem to me that if you are going to defend your line, you'd want more shooty variants to keep them away, not necessarily lure them close...which they won't do because you want them to.

If I am building a line of defense, I don't know why I would ever choose a dread other than the shooty version.

I see your desire to provide an infantry heavy force and I don't see anything wrong with that as a design, but you'll need to be able to give the IF a way to hold the line (i.e. keep the enemy off the IF side of the board), give the enemy a good reason to attack you, have the ability to counter-attack when they inevitably get into your lines, then some way to contest part of the enemies side of the table, in order to keep the list from being more than a one or two shot list.

Using the Krieg as an example, which conceptually attempts to do some very similar things to the IF list you are attempting, they can:

1. Beat the living daylights out of the opponent with plentiful artillery
2. Hold the line with large infantry formations that are difficult to remove
3. Deep strike formations that can contest or claim objectives
4. Use all of those formations to push into the enemies side of the table

Now having said all that, what strikes as part of the challenge with this list is that it has a loose association of formations that do not perform mutually supportable functions...unless they are attacking...which seems to be the opposite purpose of the list.

So, it seems to me that the exercise should start with:

a. Ok, I'm drawing a line in the sand "here" (speaking figuratively)
b. They're coming from that direction through here
c. My initial line of defense has this and this and this
d. Assuming they breach my line, I'm going to do this...
e. I will disrupt their attack by...
f. I will do the happy dance on their corpses when I've done this...

A little more humorously, the list doesn't appear to know what it wants to be when it grows up. :)

IV. Sentry guns - They are a red herring. If you happened to get them right would they correct all the other issues? I don't think so. Focus on the big rocks.

And for the record, Sentry guns are immobile once deployed. They are roughly 3/4 the size of a rhino and with no wheeled carriage to transport them, you're left with Thawk transporters as the only viable choice. Not going to happen during a battle. They are used for screening and bolstering an occupied position.

Apologies for the big brain dump, but after pouring all that thread into the very little space between my ears, something had to leak out.

Cheers,

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Dec 23, 2010 6:27 pm 
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Hi Honda_reloaded

2 things:
1. Yay! Honda is back
2. Yay! Some feedback on the list! :)

Thanks Honda for the feedback. My main goal at present was to supply the infantry based force and attempt some new elements and units. Whether they work or not I was going to leave to a years worth of play tests (being 2011). I do not disagree with you at all, you make some valid points - I do need to test the impact of a few of the newer units however in their current role.

The main point in all this is I am in no rush. I have no delusions that the list is at an acceptable point to be considered 'Imperial Fists' for the long haul. While the standard Marine lists offers everything that the Imperial Fists player should need, my vision for this force is what has been portrayed in all the Imperial Fists literature that I have read from GW, in that they always seem to be on the defensive (caught short and without a full legion) and then attempt to strike back (Space Marine, Sons of Dorn).

So some points seeing it is 4am here and I should go back and get 1 more hours sleep:

Quote:
why would I want to play this list?

At present - as a challenge and to test out units not available in other lists. Apart from that, it is still experimental and finding its feet.

Quote:
Assault terminators......First off, I'm not sure why I would take them....As it stands now, they seem too susceptible to FF, which is quite uncharacteristic.

This has been my argument all along - no difference of opinion there. People have insisted they are awesome at their current stats (too good in v0.8 and so reduced to CC2+ only 1MW attack in v1.0 - NetEA doc to come) and so I placed them in there to be tested over 2011 to see whether I was correct or whether I was missing something.

Quote:
What do you think the tools ought to be?

Without going crazy with choices, so far I have the following:
- increased numbers for whirlwinds
- ability to take more hunters per activation
- firebase and mines
- thunderfire formations
- cheap sentry guns
- increased numbers of vindicators
- formations of sniper scouts

So far all them are very defensive so I am not sure what more I need to have. I have the artillery, the support weapons, and SM by their ATSKNF are hard to move from any position they occupy - especially in that firebase. Add in that the walker ability for their own mines and I have quite defensive positions.

Note: I did want a special rule to always count a draw as a win while defending from cover for assaults, yet I was advised not to go with this - I am still unconvinced yet happy to trial the list for a year without this to appease these opinions.

Do you think I should have more?

Quote:
I don't know why I would ever choose a dread

You are not alone there either. It is in there as a token Marine unit for the playtests to see how they fair.

Quote:
the list doesn't appear to know what it wants to be when it grows up

Well playtests and feedback will definitely help here :) It is quite defensive with some longer ranged support (Thunderfire cannons as a unit and on the Achilles + increased whirlwinds), with some close quarter action (queue the Crusaders), with the deep strikers, and air supports (including the thunderhawk bomber). So I am struggling (other than through possible low activations - thereby costs) to see how the list cannot compete - rather I believe it has been my bad choices in a game that has been an element of consideration above anything else. Am I wrong?

At present my main concerns are :
- getting the terminators right
- getting the Achilles right (FF4+ MW @ 100 points a tank) - not sure on this
- Dreadnoughts and their function in the list
- Helios - are they sufficient?

The rest (it is my belief that) I just need to use the items more effectively. As a point of interest Honda, is there anything else you would add? Please also bear in mind that I am attempting to keep special rules to a minimum, not change the objectives of the GT, and not looking to add umpteen pieces of extra terrain to the table whenever these guys play - however I am open to all and new ideas.

More questions in my mind:
- Is there more that should be able to deepstrike?
- Should I bring Predators back into the mix?
- Should I have Rhinos in the list?
- Do they need a special rule that makes people want to play them more?

Going to sleeps now for another hour Zzzzz

Cheers...... ;)

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Thu Dec 23, 2010 11:52 pm 
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Ok, let me think on this for a day or so...fiddling around with lists and such and I'll see what I come up with.

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 Post subject: Re: Imperial Fists Development 2
PostPosted: Mon Dec 27, 2010 4:08 pm 
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Some of these suggestions (and that’s all they are) come from the fact that I started reading the Horus Heresy novel “A Thousand Sons”, which so far, is quite good. So if some of the “items” cause you to think, “Is he in his right mind?”, the answer is probably “no”, I was probably having an out of body experience.

Note: This post is more to develop a concept, hence the lack of certain specifics. Once the concept gels, then details can be worked on.

On to the fun…

Assumptions:

1. I believe that this list is supposed to be set from the perspective of Imperial Fists defending Terra against an assault from an Iron Warriors force. <Ok, per E&C comment, I guess you can ignore this bit>

2. As such, I will be borrowing “items” that would be present from that conflict, items that would never be available to the codex SM list

3. This IF list is intended to operate within the framework of an upcoming “Nemesis” book, hence the tailoring to a known enemy (i.e. the Iron Warriors)

4. Remove options that would encourage aggressive offensive capabilities.

The last item will more than likely be a little controversial.

The point in making that an assumption, is that during the Siege of Terra, Dorn more than likely wanted to walk across the battlefield and rip Perturabo’s hearts out (because SM have two) with his bare hands. Dorn is not a passive personality. In fact, his arrogance nearly caused a second civil war shortly after the Imperium had barely survived the Horus Heresy.

So, it will be necessary for the IF player to recognize that although he/she may want to charge across the table to attack the enemy in force, doing so would leave the defenses of the Emperor’s palace weakened, thus placing the Emperor at risk.

This must never happen.

So, on to the brain dump of ideas, both big and small.

1. Set up the list to support Core and Support formations as has been suggested before. The current free form structure allows for the creation of lists that are contrary to how the list was envisioned to play. That way, by making “defensive” choices core, a certain list behavior will be encouraged.

2. Add a Leman Russ turret to the top of firebases to give them some “reach out and touch you” capabilities. The reasoning for doing this is that the IF are defending existing fortifications that will most likely have been created by non-SM labor. Also, Predators are much too special and rare in relation to other IG tanks to stick one of their turrets on top of a building.

3. This idea is borrowing from the Siege of Vraks book (and Apocalypse), but create a Laser Defense Turret (LDT) that has a nasty TK weapon in it (e.g. Volcano cannon) along with Void shields. It will be immobile, have structure points (probably 2), and be part of the next item…

4. Imperial “wall”. This is a fortified siege wall. It should probably come in equivalent sized sections as the Krieg trenches (e.g. 20 cm), have structure points (e.g. 2) provide a 3+ cover save, and be impassable terrain to vehicles until destroyed, at which point it becomes difficult terrain. Also allow for the possibility of taking one or more sections as a Gate which may have -1 structure points, but allow for the movement through the wall by vehicles and titans. Also for consideration would be the placement of the wall. My gut feeling says that 15 cms from base edge is too constricting. Should the wall be allowed to be placed 30 or 45 cms in from the base edge? I think yes, but that would have to be tested. Also, late thought just in, Walls/Gates must be placed before objectives, any space operations planning, or garrisoning forces.

So the sequence would be set up table and terrain, choose sides (maybe allow IF to pick sides), place wall sections/LDT/gates, then objectives. From there, normal set up would take place.

5. Wall segments may have immobile AA upgrades (Hydra equivalents) for a cost.

6. Allow for 2-4 support formations per core formation (to be determined by testing)

7. And here’s the fun part…the only core formations will be Firebases and Walls/Gates

So, what does this do for us…well, primarily, it forces the list to become very defensive by definition. It allows you to not worry too much about the overall impact of the support formations because by nature, they will always be supportive of the “structure”, i.e. the wall. <cue Pink Floyd>

A list of choices would look something like:

Core

Firebase for xxx pts (on second thought, this might end up being a support formation)
Wall or Gate for xxx pts, upgrades AA towers

Support (let’s say two per core for now)

Laser Defense Tower for xxx points
Tactical squad with transport if needed (possibly allow for a larger foot formation)
Devastator squads
Terminator squad (Standard or Assault-save needs to be fixed)
Dreadnought (Missile Lascannon combo…maybe add the Rifleman (two twin-linked autocannons)
Achilles Landraider
Standard Landraider (maybe for its transport capabilities)
Fellblades*
Thunderfire cannon batteries
Whirlwind batteries (normal sized)
Thunderhawk bombers
Non-Warhound Titans

* Fellblades are SM operated super heavy tanks, similar to Baneblades. They are chapter relics used alongside standard SM forces during the Great Crusade.

In operation, the list would have a fairly significant wall presence with a few LDT’s spread throughout the wall. Probably there’d be a gate in there somewhere to allow for the eventual sallying out of an assault force to grab an objective or two on the opponent’s side.

Before the gate, you might put a Firebase and may put one each near the IF side objectives. However, because they are armed, the opponent would have to take into consideration how close to the mid-point of the table they might place those objectives. Put them too close to the middle for easy grabbing, then face the possibility of garrisoned forces shooting at you or being on overwatch early and impeding your progress. You would also be able to place them behind the wall.

There should be a bit of a struggle for the IF general in that you’d have to decide do I defend the walls, or keep a mobile reserve behind the walls to counter-attack any breaches? What happens to my force if I try to do both? If I stick a Titan behind the wall to ensure that I crush any breakthroughs, will he actually get his points back as he won’t be able to shoot through the walls at formations on the other side.

As the opponent of this force, you now have to decide what to do, because the wall is there. It may radically force you do change what you would really rather not do. It is in your face and there's no amount of trickery you can perform to ignore it. You just have to deal with it.

I can see lot’s of internal dynamics in a list like this, even if it represents something as potentially static as a defense force.

Anyway, that’s my two yen for whatever they are worth…and if this turns out to not be your cup of tea, no worries…though I may try to produce the list separately just to keep the idea alive.

Cheers,

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Last edited by Honda_reloaded on Mon Dec 27, 2010 5:11 pm, edited 1 time in total.

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