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Imperial Fists

 Post subject: Re: Imperial Fists
PostPosted: Mon Feb 24, 2014 7:38 pm 
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I played a game against the IF list this weekend (I'm sure CaptPiett will be here soon with batrep) and here are my thoughts as the opponent:

1. Unless you're playing a special "Assault the Fortress" type of scenario, you've taken the most important element away from the Marines - the shock assault. This list makes them the besieged, and for Marines, I'm not sure that is a good thing. If an IF player pays for bunkers or a Bastion, they are staying there and, in some cases, allowing the opponent's army to move right up and establish control of objectives.

2. I appreciate the removal of Thunderhawks and planetfall - that does make the list seem more like a besieging force in it for the long term.

3. Relic Fellblade - huh? My opponent didn't field this, but I really don't get the justification for it. It's a Legion weapon - keep it in the 30K lists. I know FW said "they show up rarely" in 40K armies, but that is to justify sales. For IF, I would take a page from the new Codex and replace it with with an additional orbital strike or Tremor Mines upgrade or Breaching Charges-type rules.

Honestly, the list seemed to me to be "Marines who hunker down and wait for you to come to them," which neither felt right nor was in any way compelling me to use the list.

Just my thoughts.

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 Post subject: Re: Imperial Fists
PostPosted: Mon Feb 24, 2014 9:17 pm 
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Thanks for the comments

1. I agree with you here and I'm currently trying to turn them into the defensive beasts they are supposed to be, it's a big change from the usual marine schtick, but it was what the community voted on pretty overwhelmingly so that's the direction I've gone in, I'd appreciate any ideas you have on how to achieve this goal, as it seems your experience wasn't much fun which is something I'd like to avoid if possible

2. Glad that you felt the changes were in keeping with the theme

3. I've not got around to reading the codex, can you TL:DR the rules you mentioned for me?

I kinda like the fellblade, I think it merits inclusion from a fluff POV as the fists are reportedly the only chapter with them still running, I know it's in 40k for marketing, but virtually everything else is too, we have umpteen-diddly flavours of land raiders, land raider whirlwinds, land raider vindicators and two extremely similar flavours of land raider assault tanks, they're clearly to make people buy more land raiders for their 40k armies.... I don't think it takes anything away being in the list and I'm aiming to keep it a fluff choice rather than an auto-selection

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 Post subject: Re: Imperial Fists
PostPosted: Mon Feb 24, 2014 9:43 pm 
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These aren't the rules in 40K, but they've got a similar effect. If you want the "actual" rules, let me know and we can discuss it via email or something.

Extra Orbital Bombardment - The 40K version simply adds an additional Orbital Strike asset. I imagine giving the Fists the standard Orbital Bombardment option (like from the Steel Legion list) would be a very similar option, since SMs don't get that list entry anyway. 150/300 points seems like a fair trade, and offers the fluff of targeting a strongpoint or entrenched enemy.

Breaching Charges - In an assault, all enemy in a building/fortification are -1 to their save due to the breaching charges carried by the IF Tactical and Scout units.

Master Crafted Defenses - All standard buildings (i.e. not bunkers and bastions) occupied by Imperial Fist garrisons at the beginning of the game are treated as conferring bunker saves (3+) on units that occupy them due to advance reinforcement by the IFs. (Or perhaps all buiildings currently occupied by the IFs at any time, not transferable to the enemy forces - the IFs know the building weaknesses.)

I think things like that would help add to the flavor of the army and give the player incentive to leave his castle.

Regarding the Fellblade - where is the fluff stating that the IFs still use them? I haven't seen it and I'm just curious.

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 Post subject: Re: Imperial Fists
PostPosted: Tue Feb 25, 2014 6:44 am 
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Good ideas!

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 Post subject: Re: Imperial Fists
PostPosted: Wed Feb 26, 2014 4:10 pm 
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Hey Kyuss,
Due to my own personal battle against the legions of nurgle (AKA a sinus infection :P ) this batrep is both later and less extensive than I originally planned. So, I'm just going to put the results and my thoughts in this thread. Apologies to berzerkermonkey for taking all those wasted pics during the game.

Here's what I took:
Tactical, bunkers/minefield, 275
Tactical, bunkers/minefield, 275
Tactical, SC, rhinos, hunter, 450
Assault terminators, chaplain, 375
Land raiders, hunter, 400
Land speeder, typhoon, 225
Thunderbolt, 175
Thunderbolt, 175
Scouts, rhinos, 150
Predator annihilators, 250
Predator destructors, 250
3000
I wanted to test out fortifications, especially minefields, and see if I could make the assault terminators useful.

Berzerkermonkey took orks:
Blitz brigade, 'uge, flack wagon, 2 oddboys, 4 deth kopta, 450
Warband, flackwagon, 235
Warband, flackwagon, 235
Storm boys, 150
Storm boys, 150
Blitz brigade, uge, 4 deth kopta, 2 oddboy, 450
Kult of speed, 6 scorcha flackwagon, 235
Gargant, 650
Fighta squadron, 150
Fighta squadron, 150
Fighta squadron, 150

Orks won, 3-0 with T&H, blitz, and BTS.

Testing points
Fortifications: I garrisoned the tacticals in their bunkers behind minefields, along with the speeders. Eric garrisoned his warbands across from them. I placed the fortifications around the T&H objectives. It quickly became evident that I should have put the minefields farther up the board, as the opponent could claim the objectives without crossing them. I felt a bit stupid for that placement mistake :{[] however, if an opponent places the objectives just over the midline of the board, there's almost no way to use the minefields to make objective claiming harder on him (except for the blitz, of course). The bunkers made the tacticals hard to shift, even with a gargant shooting at them. It did greatly limit those tacticals' mobility however. The walker ability when crossing their own minefield was greatly appreciated, as I rolled 2 1s during an assault.

Assault terminators: I was able to catch a blitz brigade with these guys. Even after having 2bms for teleporting, and missing 3 out of 5 regular attacks, they still won the assault pretty handily. I drove up the scouts in support position at the beginning of turn 2. The scouts' only real effect was to keep the deth koptas out of the combat as they were closer to the scouts than the termies. After all that glory, however, the scorchas doubled back and fried the termies pretty good. I had one broken unit left for the remainder of the game. Because they don't have a ff or ranged shot, there's less value in getting two formations and teleporting them in support of each other. Maybe a captain can bring them all in at once if numbers are really needed (8 vice 4), or just two separate assaults in tactically significant directions. My point is that the termies will probably be pretty lonely in the enemy's backfield after you use them. Perhaps they would be better used mid-board, disrupting the opponent's advance on the trenches. They would end up closer to their friends.

Mobility of IF formations: my plan was basically to hold the center with tacticals/fortifications, and use the fast stuff and the termies to get on the ork side of the board via the flanks. with the heavy use of air, Eric was able to strip away my mobile formations over the course of the game. I tried to take a bunch (preds, scouts, speeders, the BTS tactical), but all save the annihilators were gone on turn 4. The fortifications felt more like an anchor than an asset at that point.

Because the IF limit their own mobility by taking fortifications instead of rhinos, I would hesitate to limit objective holding by the platforms. If they're the only units around an objective, why does that mean the IF doesn't hold it? Logically, they are denying the objective to the enemy, and holding it for the IF. If the IF player takes a few fortifications and other things to keep the IF "flavor", that shouldn't limit his ability to hold his own objectives. Like baran, he has to fit some mobile FMs into the army to grab objectives, and these are rare enough to be picked off by the opponent. Honestly, if I took any more mobile FMs, it wouldn't have felt much like an IF force.

In future games I'd like to try out the platforms and bastion. Also a 6-strong whirlwind fm. I just have little in the way of proxies for the platforms. I'm sure I'll figure something out. I couldn't see anything that was broken in the list. I'll just echo Eric's comment about the siege quality of the list: by taking fortifications, the IF besieges himself, rather than the opponent. I think this is a product of the nature if E:A rather than list-specific. One can't force the opponent to put himself in trenches so one can try to dig him out :) If possible, I recommend making a siege assault list build possible, so that the Fists can methodically root out opponents from cover (not necessarily trenches etc., but buildings and forests).

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 Post subject: Re: Imperial Fists
PostPosted: Wed Feb 26, 2014 4:26 pm 
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Many thanks for the report, I really appreciate you taking the time to play the list and share some thoughts :D

I mostly agree that the fists can end up stranded in their fortifications too.... I'm hoping the addition of platforms and the bastion mean you can have more mobile formations in an army, and taking a couple of hyperios formations may help with the air cover (need more testing, but I'd wager buffing them to 45cm range would be a massive boon)

I'm torn on the objective holding/contesting, I think more playtesting will probably show whether the platforms should be able to capture an objective (I think that will probably end up being a yes, maybe a specific IF type rule...)

So far when I played the list as a ground-based-slightly-shootier-than-codex-marines list it performed pretty well, and had plenty of mobility, both siege games have been uphill struggles

Terminator wise, I've only taken them once, I think a single teleporting formation held in reserve as a way to incentivise your opponent to hold stuff back to protect his objectives is their main use, without air assault, they're definitely relegated to the sidelines and are no longer the spearhead of the force

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 Post subject: Re: Imperial Fists
PostPosted: Wed Feb 26, 2014 9:08 pm 
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berzerkmonkey wrote:
Regarding the Fellblade - where is the fluff stating that the IFs still use them? I haven't seen it and I'm just curious.

The recent Imperial Armour 2: Space Marines, second edition has rules and background for 40k 'Relic' Fellblades. They are extremely rare - "only a few" chapters can still field one. The Horus Heresy background for the Fellblade notes it sees use to a variable amount in different legions; with Ultramarines, Imperial Fists and Iron Warriors using the most, fielding them "extensively".

Apart from the Iron Hands its not stated who the other 'few' chapters still able to field a Fellblade(s) are. Given they were one if the two still loyalist, first founding chapters that used them the most its probable the IF would still have at least one. A number of us have epic Fellblade models and it would be nice to have a list that uses them (could be a reason some try the list) and given their slow, tough, nature they fit with the slow defensive theme of the IF list theme. Doesn't have to be included for sure, but it seems a nice idea that people liked and is getting tested.


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 Post subject: Re: Imperial Fists
PostPosted: Wed Feb 26, 2014 9:13 pm 
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The fluff justifies it, so I have no problem with it. I haven't read IA 2, so I wasn't aware of the addition. Fellblades ahoy!

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 Post subject: Re: Imperial Fists
PostPosted: Sun Mar 02, 2014 9:30 am 
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As I mentioned previously, I think this whole concept is really cool. Between this and Jimmy's Iron Hands list, I am sorely tempted to paint up a bunch of yellow marines... well, I've actually already painted a few...

I can see a list this static and that encourages castling so much being boring. They may have the same problems that Dwarves have in Fantasy and Warmaster - ie, they are great at sitting around, castling, and shooting, but goddamnit all if a game with or against them isn't as much fun as watching paint dry. I wish I had some constructive ideas about how to make such a list more exciting. I'll give it some thought.

What are people doing for bastion and bunker models? The idea of making these is fun and exciting to me.

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 Post subject: Re: Imperial Fists
PostPosted: Sun Mar 02, 2014 12:27 pm 
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I think that's the problem with defensive siege lists anyway, the baran siegemasters list tends to be very dull and is why the krieg list was developed, I put the theme of the list to the community who overwhelmingly voted for a defensive siege list..... its probably never going to be the most fun list to play in siege mode, but hopefully there should be enough options there to play as ground-pounding marines and win

Currently I'm using the daemonscape fortifications

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 Post subject: Re: Imperial Fists
PostPosted: Sun Mar 02, 2014 9:35 pm 
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captPiett wrote:
Hey Kyuss,
Due to my own personal battle against the legions of nurgle (AKA a sinus infection :P ) this batrep is both later and less extensive than I originally planned. So, I'm just going to put the results and my thoughts in this thread. Apologies to berzerkermonkey for taking all those wasted pics during the game.

Berzerkermonkey took orks:
Blitz brigade, 'uge, flack wagon, 2 oddboys, 4 deth kopta, 450
Warband, flackwagon, 235
Warband, flackwagon, 235
Storm boys, 150
Storm boys, 150
Blitz brigade, uge, 4 deth kopta, 2 oddboy, 450
Kult of speed, 6 scorcha flackwagon, 235
Gargant, 650
Fighta squadron, 150
Fighta squadron, 150
Fighta squadron, 150



Hey captPiett,

Just a quick note in case you guys play each other again while playtesting the IF. The Ork list has too many pts spent on Gargants/fliers. If you take a Gargant then you can only fit in 350 pts of fliers.

Sure it wouldn't have been game changing though.

Cheers
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 Post subject: Re: Imperial Fists
PostPosted: Sun Mar 02, 2014 10:23 pm 
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kyussinchains wrote:
I think that's the problem with defensive siege lists anyway, the baran siegemasters list tends to be very dull and is why the krieg list was developed, I put the theme of the list to the community who overwhelmingly voted for a defensive siege list..... its probably never going to be the most fun list to play in siege mode, but hopefully there should be enough options there to play as ground-pounding marines and win

Currently I'm using the daemonscape fortifications


Indeed. I'm thinking that making some Imperial Fists and having them pull triple duty as Codex, Imperial Fists, and Iron Hands is the way to go. The occasional castle game can be fun, but then switch it up for those times when you don't feel like sitting around.

As far as the list itself, you mentioned your reasoning for not including a battle barge, but I think that could be a fun and fluffy addition that might break up some of the monotony of the list. Two turns is a long time to hold out, and the cavalry crashing to earth to save the day could add some interesting dimension to the list.

I'm not able to find pictures of the bunkers on the Daemonscape web site. Do you know where I can find some?

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 Post subject: Re: Imperial Fists
PostPosted: Tue Mar 04, 2014 9:54 am 
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I am considering the BB being added back in, it was suggested early on as a counterattacking mechanism, I've just added quite a few toys to the list and am conscious of balance issues

My hope was that with the bastions, thunderfires and platforms, you could hold objectives and still have a decent amount of attacking stuff, I've only played 3 games so far so it's early days, I'm still trying to build the "right" army list, I have some ideas for my next game in a few weeks time (got a tournament and emperor's children to test in the meantime) and will report back

if your red marines feel like trying the list out, I'd appreciate any batreps and thoughts you have!

Re: Daemonscape, I believe they're having some issues with the pics on their site, they do make bunkers, pics of which should be back soonish I hope!

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 05, 2014 12:00 am 
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Sure, I understand. I think this list will be tough to get just right, but it certainly can be done. I think you're off to a great start.

I am working on some yellow marines at the moment that I can playtest the list with... damn you, Kyuss... I don't need to collect and paint yet another Epic army!!!

What are people using for Bastions? Scratch builds?

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 Post subject: Re: Imperial Fists
PostPosted: Wed Mar 05, 2014 7:37 pm 
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Quick questions re0.2 list:
1. Are upgrade formations restricted by core choices?
2. Land Raider Achilles are unable to be taken say, by a devestator formation? Somewhat loses their transport ability in this list
3. It states, "Imperial fists formations may replace their 'plus transport' with 50cm of minefields or razor wire and 2 bunkers for free"
That can read several ways. Does it mean I get
-50cm of minefields OR 50cm of razor wire
OR
-50cm of minefields and/or razor wire in any combination?
Also, does that mean the the bunkers come with razor wire only or regardless of defense?
4. Depth of the defense terrain? I assume 2.5cm based on the upgrade but it's not spelled out. Does that mean I can take 50cm by 50cm squares then? ;) [just joking]. Perhaps instead of length you provide an area to this and the player can model what they want?
5. Does trading transport for defenses count against the 1/3rd total?

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