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[NetEA] Iron Hands (Experimental)

 Post subject: Re: [NetEA] Iron Hands
PostPosted: Thu Aug 08, 2013 9:51 am 
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ok, so we recognice the fact that the IH is in need of a fighter and moves on :)
Until then perhaps we can bring back the thunderbolts or even better put the latest Storm Talons in the list to give them some playtesting, this is an experimental list after all...
(when you have time jimmyzimms please uppdate the armylist and post it on the first page, my opponents thinks I make my own rules :) )

Perhaps it is time to look at the proposed titan options?
I don't play with any other titan than the warhound so my expertise is flawed...

Looking at the lists all the titans have a very good weapon loadout in my opinion. Adding the Inferno gun to a warhound perhaps but do we need more AT shots...? And a barrage titan seems a little to far from the SM standard...?
Looking at the Adeptus list I'm more intrested in the non weapon upgrades. Especially the Carapace multilaser for AA (to solve the lack of fighters we might have :) ) and Landing pad for the reaver making it a "long" range artillery titan (instead of teleporters) and perhaps even the veteran upgrade to give them leader to show the tight bond with the Mechanicum :)
What do you think?


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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Mon Aug 12, 2013 9:33 pm 
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Interisting tidbit fromthe new Codex:
Quote:
No bionic rules but Iron Hands have army wide 6+ FNP and It Will Not Die for vehicles and characters .

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Mon Aug 12, 2013 9:41 pm 
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1. The long bitched about 6th edition Marine codex finally is out?
2. WTF do any of those actually do? ;)

It's pretty awesome to see the IH actually get mentioned somewhere. Talk about the red-head step child of the marines! :D

From here
viewtopic.php?f=73&t=25705&start=34

You mention
Quote:
Chapter Tactics for the following chapters: Ultramarines, White Scars, Imperial Fist, Salamanders, Iron Hands, and Raven Guard. They have two special rules per choice.


And details on what that involves?

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Mon Aug 12, 2013 10:11 pm 
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I think the FNP is Feel No Pain(?) = almost like an inv. save but not against big guns :)
"It will not die" is similar to regeneration, if a model has any wounds left in the end turn (and is hurt) it can self repair one wound. A little like the titans shields?

Will be reading the Codex when it comes out, not buying the weird centurions though :eh


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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Tue Aug 13, 2013 3:23 pm 
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uvenlord wrote:
I think the FNP is Feel No Pain(?) = almost like an inv. save but not against big guns :)
"It will not die" is similar to regeneration, if a model has any wounds left in the end turn (and is hurt) it can self repair one wound. A little like the titans shields?


Correct. As Vehicles in 6th Edition now have Hull Points (usually 3, you loose one at every glancing hit), It Will Not Die can repair them. Atthe end of your tun you roll a D6. On a 5+ the model regains one Wound or Hull Point it has lost.

FNP is Feel No Pain. If the model looses a Wound roll a D6, on a 5+ (6+ in the case of Iron Hands) the Wound-loss is ignored. Doesn't work against weapons with Instand Death. This are usually those with double the Strength as the Toughness of the target. Battlecannons, Lascannons, Krak-Missiles fall in this cathegory, basically everything with AP4+ before being Twin-linked in Epic excluding Plasma Cannons .

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Tue Aug 13, 2013 5:07 pm 
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Right now here's where we stand with latest suggestions
Feedback requested and if we feel good, it'll go in OP for testing

Attachment:
Iron Hands Chapter Army List.pdf [577.95 KiB]
Downloaded 235 times

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Tue Aug 13, 2013 6:50 pm 
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Is the Flesh is Weak ruelonce per turn or once per game only? Or why is there the restriction that it has to be declared before the activation roll for an assault?

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 7:23 am 
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Good work Jimmyzimms :)

Have read it once and only have small corrections/suggestions until nex time.

1.Change "Light Recon" to Scout so we use the same language for the same units on all lists.
2.Same for the "Bombardment Support" change to Whirlwind. (Unless you want to change to a little heavier support artillery ;)
3. Why do you need to take two different warhounds in a pack? (is it to powerfull otherwise?)
4. Veteran Officers have their assault cannon as +5/+5 should be 5+/5+...
5. Veteran Officer. Why not add something about counting as terminators here so we don't need to specify that they can be transported in landraiders, thunderhawks etc. The Eldar Pathfinder have this "counts as a rangers unit for the purpose of being transported"

6.Cult of the Machine. Add in LOS to get the blastmarker, perhaps not.
7.Like I said before :) I would like to change the wording on "The Flesh is Weak" so you can use it in any assault. Not just your own turn. Declaree before results is rolled...
8. Some of the transports still mentions Tactical recon and aspirants. (and veteran officers if we do point 5

Thats all! :)

We might want to restrict the Landraider if it can be abused and is against the fluff... perhaps something about not fielding more LR than veteran officers.
Right now we canfield a army that only consists of dreadnoughts :) will try that if i can get hold of some more models/proxies
I miss the extra dreadnought options, especially the MW one.
Need to try the Mobile Fortress, right now I see no real use for it but it is fun so I will need to find some way of deploying it!
Titans is looking good, weapon swap, nice and simple.

/Uven


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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 8:57 am 
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This list is looking better and better! You guys have done a great job. Looking forward to playong against it!

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 6:16 pm 
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uvenlord wrote:
1.Change "Light Recon" to Scout so we use the same language for the same units on all lists.


Might as well just do this across the board other than Assault Transports being a unit upgrade.

uvenlord wrote:
3. Why do you need to take two different warhounds in a pack? (is it to powerfull otherwise?)

Restriction taken from the AMTL list. Details are in the development thread there but basically to keep them parity.

uvenlord wrote:
5. Veteran Officer. Why not add something about counting as terminators here so we don't need to specify that they can be transported in landraiders, thunderhawks etc. The Eldar Pathfinder have this "counts as a rangers unit for the purpose of being transported"

I got no problem with that.

uvenlord wrote:
6.Cult of the Machine. Add in LOS to get the blastmarker, perhaps not.

Sounds good. Lets try that. LOS without range seems probably balanced at first glance. Leads into additional needs for balance on FiW as that needs to be reworked into a linear scalability for list size.

uvenlord wrote:
7.Like I said before :) I would like to change the wording on "The Flesh is Weak" so you can use it in any assault. Not just your own turn. Declaree before results is rolled...

Kicking this down to the next post as there's specific conversation and input I want to have around this.

uvenlord wrote:
We might want to restrict the Landraider if it can be abused and is against the fluff... perhaps something about not fielding more LR than veteran officers.

Interesting idea. Lets try some play testing around maxing raiders to see if we need to do this. I epxect not however as they are limited by cost and formation size naturally. Not like we've had trouble in every other list so far. I'll point out that I am firmly in the overcosted camp (they're a 70 point unit at best but we've got a pathological need to have everything a multiple of 25 ::) )

uvenlord wrote:
Right now we canfield a army that only consists of dreadnoughts :) will try that if i can get hold of some more models/proxies

1 clan is compulsory so not quite a pure dread mob :)

uvenlord wrote:
I miss the extra dreadnought options, especially the MW one.

I intend to revisit the dread options once the dust settles a bit and see if nicking a few options from the IF list is in order.

uvenlord wrote:
Need to try the Mobile Fortress, right now I see no real use for it but it is fun so I will need to find some way of deploying it!

Basically it is a warlord with free corvus pods and SC to boot. I don't see them being terribly often taken though it'd be fun to match them up against AMTL :D I'm figuring that we'll get the rest of the list somewhat confirmed and then figure out cost/abilities needed and adjust before moving this from Experimental to Developmental status.

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 6:29 pm 
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OK so here's the Flesh is Weak discussion:

Basic idea is that a formation can become temporarily Fearless which makes them more Firefight orientated vs stand off and shoot as they're going to have less consequences to a failed assault than usual. The counter is that you need an Inspiring figure in the formation (Venerable Dread for instance) which are expensive and usually open you up to additional attacks (AT in the afore mentioned example). This helps to move the list into the chosen thematic direction of being an up close and personal army.

There are two areas of discussion that need to be addressed:
1. Is this an offensive ability or something that can be performed at anytime such as in response to being attacked?
I've personally viewed it as the former as I wanted to "reward" aggressive play styles and wanted to make sure the ability wasn't just a "default no brainer" in every assault.

2. Army wide abilities in general should be just "on" or should scale linearly as army size increases.
Currently this is broken. We need to reword this so that it is as effective at 2k as it is at 5k armies. Blanket application to all formations with inspiring characters seems a bit OTT but limited to 1 formation in the game is bull-pucky as well. Probably something along the lines as "1 use per Clan formation taken, but applicable to any qualifying formation". This would probably counter the Dread Mob of Doom (DMoD from here on out :D ) mentioned earlier.

thoughts from the brain trust-GO!

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 8:40 pm 
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Quote:
1 clan is compulsory so not quite a pure dread mob :)
I will never forgive you for pointing this out >:D

jimmyzimms wrote:
OK so here's the Flesh is Weak discussion:

Basic idea is that a formation can become temporarily Fearless which makes them more Firefight orientated vs stand off and shoot as they're going to have less consequences to a failed assault than usual. The counter is that you need an Inspiring figure in the formation (Venerable Dread for instance) which are expensive and usually open you up to additional attacks (AT in the afore mentioned example). This helps to move the list into the chosen thematic direction of being an up close and personal army.

There are two areas of discussion that need to be addressed:
1. Is this an offensive ability or something that can be performed at anytime such as in response to being attacked?
I've personally viewed it as the former as I wanted to "reward" aggressive play styles and wanted to make sure the ability wasn't just a "default no brainer" in every assault.

2. Army wide abilities in general should be just "on" or should scale linearly as army size increases.
Currently this is broken. We need to reword this so that it is as effective at 2k as it is at 5k armies. Blanket application to all formations with inspiring characters seems a bit OTT but limited to 1 formation in the game is bull-pucky as well. Probably something along the lines as "1 use per Clan formation taken, but applicable to any qualifying formation". This would probably counter the Dread Mob of Doom (DMoD from here on out :D ) mentioned earlier.

thoughts from the brain trust-GO!
ok, putting out my first thoughts without thinking them trough :)
1. If "Flesh is Weak" symbolize their bionics they would fluffwise be a passive ability. Right now I think of the ability as a mix of mind and machine so it could be both activated and passive...
Passive is simpler so my vote is on a passive skill, sorry.
2.Might be terrible wrong here but how about the same skill, always active, but only for clan formations? The SM already halves the number of extra hits taken in assaults, would this be to powerful?


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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 8:43 pm 
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Well if it is always active might as well just give everything fearless to begin with, no? :D
Ohhhhhh fearless Heavy Infantry detachment with Chappy Character upgrade is scary

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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 8:56 pm 
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jimmyzimms wrote:
Well if it is always active might as well just give everything fearless to begin with, no? :D
Ohhhhhh fearless Heavy Infantry detachment with Chappy Character upgrade is scary
Ahhrgh, forgot what I was thinking. Not Fearless but fearless when in closecombat=no hackdown and can stay in ZoC. So not the same as today, sorry :{[]


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 Post subject: Re: [NetEA] Iron Hands
PostPosted: Wed Aug 14, 2013 8:59 pm 
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How about an Invulnerable Save while in an Assault?

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