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Imperial Fists Planetary Task Force

 Post subject: Imperial Fists Planetary Task Force
PostPosted: Sat Sep 24, 2011 1:33 pm 
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Latest updated file: 24 September 2011

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

I have updated the list to be more of a Planetary Task Force (hence the name).

This is the third development thread for the Imperial Fists and just like them, I am hoping to get some feedback on the direction of the list.

Regards....


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File comment: Imperial Fists Planetary Task Force V0.9
Imperial Fists V09.pdf [49.65 KiB]
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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Sat Sep 24, 2011 1:41 pm 
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V0.9 changes from the previous developments:

- Implemented NetEA Marine updates and costs
- Predators added
- Removed Thunderhawk Bomber
- Replaced Marauder Bomber formation with Marauder Heavy Bomber (Stats from Epic: Siege)
- Removed Battlebarge
- Added Rhino Transports
- Added Razorbacks
- Removed standard Terminator option
- Repriced option for Achilles upgrade

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Sat Sep 24, 2011 4:39 pm 
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Wasn't the last list V1.0?

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Sun Sep 25, 2011 1:00 am 
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BlackLegion wrote:
Wasn't the last list V1.0?


I will have to look but that is just cosmetic.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Sun Sep 25, 2011 1:11 am 
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OK I thought I was going nuts about that :D


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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Sun Sep 25, 2011 1:19 am 
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Sorry guys, i was just going by my last doc i had in my epic drive.

I will have it fixed on a future update if required.

Cheers.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 1:47 pm 
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Had a game tonight vs LatD.

The force I took:

Assault Terminators: 350 (still think they are over-priced)
Tacticals + Razorback + Rhinos: 300
Tacticals + Crusaders: 425
Tacticals + Fortified Position
Hyperios Platform: 125
Hyperios Platform: 125
Land Speeders: 200
Land Speeders: 200
Vindicators: 225
Land Raiders - Achilles Upgrades: 400
Thunderbolts: 175
Thunderbolts: 175

LatD had the following:

Coven + Dem + Hydra + Chimeras + 2x Hellhounds
Coven + Dem
Coven + Daemon Prince + 5x Big Mutants
Coven + Asp Champ + 4x Fire Support + Hydra +5x Cultists
Plague Tower
Plague Tower
Firelords
Hellfire Cannons
Plague Zombies
G.Daemon
6x Lesser daemons

I was able to win the game 2-0 (BTS + TSNP) only because the opponent made 2 errors:
1. Kept his BTS all in vehicles at the start of the game that allowed the Termies to break them, and the Thunderbolts to clean up the mess
2. After winning an assault vs my BTS, he used his consolidation move to walk back onto his table side and forgot about TSNP

So it was a shallow win at best so not one that I am counting. My thoughts on the list however:

Assault Terminators : Same as standard termies with Inv Save, no FF attack, and no shooting. I cannot remember what they were meant to be for the price however at 350 points, they either need to come down in cost, or gain a 2+ CC, or EA MW+1 and possibly increase their CC to 4+? This will need some work. Ideas?

Crusaders: Fine as they are

Achilles Land Raider: These were left alone and their 60cm range was very useful seeing I had 2 shots from each at that range. There appears to be much gnashing of teeth about these at a total cost of 400 points (100 points each) and yet I am really not sure whether they should be 425 points for all four of them. Obviously this is open for discussion.

Hyperios Platform: Nice cheap activation. Staying as is.

Vindicators: It was good to be using these and they even gave a Plague Tower a fright. I could definitely use these more effectively.

Overall I was not that happy with the game under the conditions that I won, and due to my tactics. Not sure what I was doing wrong, but I do know that I was struggling after turn 3 if it had continued. I put it down to me rather than the list.

More games to come as we get more games of Epic happening again.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 10:01 pm 
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frogbear wrote:
Assault Terminators : Same as standard termies with Inv Save, no FF attack, and no shooting. I cannot remember what they were meant to be for the price however at 350 points, they either need to come down in cost, or gain a 2+ CC, or EA MW+1 and possibly increase their CC to 4+? This will need some work. Ideas?

I'm inclined to see them keep their 3+ FF/CC stats and drop their price to 325 to start with.


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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 10:48 pm 
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Hi Dobbsy

Thanks for jumping in on this one. Very much appreciated.

Just to clarrify, these assault terminators are Thunderhammer/Storm Shield (THSS). I understand that we may envisage that there are a balance of Terminators to act under a number of scenarios, I was going for the 'unrealistic' full formations of the THSS feel of this formation. I do understand however that I will need to share the Assault terminators with other lists - albeit they may be wanting twin lightning claws (hard to justify the Inv Save there).

So the question is, what would you prefer to exist for NETEA Marines:

1. Three terminator classes (standard + THSS + standard assault)
2. Two Terminator classes (standard + assault - abstracted rather than representative)

My preference for THSS termies (after some discussion this morning with Morgan) would be CC2+ FF0+, no shooting, Inv Save and 325 points

So with the above in mind, what stats would you like me to keep testing?

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 11:15 pm 
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I'd prefer to see two versions maximimum with Assaults abstracted - given the Standards are abstracted too. Also, as you say, other lists will probably want to share them and it'll be easier on book keeping and cut confusion etc.

Try the 2+CC/0FF (not sure why I posted "3+CC/FF" in the earlier post<shakes head> ) at 325 for starters. Then we can keep looking at it as more testing comes in. I'd rather go down in increments to begin with. Let's start at a conservative price for now. Is Inv Save necessary?


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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 11:40 pm 
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Thanks Dobbsy. I will go with the CC2+ and FF0 with no shooting then.

As for Inv Save, it was the Storm Shield element. No opponent as yet has had a problem with it (I ask after every game), and with the knowledge of how these guys are sucseptible to a FF assault (as in very easy to break), it does help to justify their points at 325.

If you don't mind, I would really like to keep playing them with Inv Save and get a full year's testing with them at those stats. In effect, it can be representative in any Termi Assault force as the lightning claws will usually have an equal number of storm shields backing them up or taking the head of an assault. Also imagine the conversion/modelling examples from having such a formation exist! it would simply be (as DJ Lance says) "AWESOME!" :D

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 11:49 pm 
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I just had a game over at Grandma Wendie's and let my opponent (complete noob, but what can I do....) ,who was using the standard marine list, use the assault termie rules. They teleported on and beat up a few russ's (company, 8 russ at start with 3BM, termies killed 2, had 1BM on them from Tele, 1 died to tanks FF) before losing to a bad roll on the combat res by 1. They just kinda walked around after that getting close to my units before I would run away and leave them in the dust with nothing to do.

They "looked" good, but I don't know, can only take the "new guy" into account so much, so...

3.5 hours for a 2000p game.. uhg.. :-\

edit.edit, first game this month already!, Im on track to beat my average!


Last edited by Lord Aaron on Thu Oct 06, 2011 11:55 pm, edited 1 time in total.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Thu Oct 06, 2011 11:54 pm 
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frogbear wrote:
If you don't mind, I would really like to keep playing them with Inv Save and get a full year's testing with them at those stats.

Ok, give it a run. No probs with it really, just curious to know if it was necessary given half the squad wouldn't have them (i.e Lightning claws).


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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Oct 07, 2011 12:00 am 
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Lord Aaron

That is what I find. After that initial assault, they are pretty much stranded as they cannot shoot and cannot FF assault. This is the biggest 'angle' I try and display to people that think they are too good or better than standard terminators. While good for the initial assault, a standard formation should be able to get a minimum +3 on any FF assault dice roll against this formation.

They are very specific, and if out manouvoured or mis-placed, they do not have that 'tactical' ability to perform as a standard Terminator formation might.

Seriously, I find them a challenge to use and that is why I am so interested in using them more. Perhaps in a future game I will take two or three formations of them to see whether they out-perform in higher activations.

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 Post subject: Re: Imperial Fists Planetary Task Force
PostPosted: Fri Oct 07, 2011 1:29 am 
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I prefer invulnerable save assault terminators for 350 myself.


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