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Imperial Fists v0.2 VS Iron Hands v0.5b

 Post subject: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Fri Mar 28, 2014 9:11 pm 
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Putting a stub in place to make sure I don't lame out and not write this up after the battle tonight (public shaming at its best! ;D )

Imperial Fists 3k
====================================
Land Speeder 200
Land Speeder 200
Tactical 275
Tactical 275
Assault Terminator 325
+ Captain 50
Assault Terminator 325
+ Chappy 50
Predators 250
+ Hunter 75
Predators 250
+ Hunter 75
Bastion 250
+ tech 25
Thunderbolt 175
Scout 150
Razorwire+Bunkers 50

Iron Hands 3k
====================================
Clan 225
+ Tactical 75
+ Razorback 25
Clan 225
+ Tactical 75
Vindicator 225
+ Hunter 75
Vindicator 225
+ Hunter 75
Reaver (3 AML) 650
Storm Talon 200
Heavy Infantry 325
+ Razorback 25
Clan 225
+ Morlock 125
+SC 100
+ Land Raider 75
+ Hunter 75

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Fri Mar 28, 2014 9:53 pm 
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BAD. ASS. Can't wait to see how this turns out.

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 02, 2014 11:12 pm 
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OK opponents with multiple children under 4 do not speedy players make. This game is an in progress one so I'll start the documentation of the T0-1 and continue as we play.

Terrain:
Attachment:
1. Table Setup.jpg
1. Table Setup.jpg [ 44.57 KiB | Viewed 4150 times ]


Initial Deployment:
Attachment:
2. Deployment.jpg
2. Deployment.jpg [ 55.89 KiB | Viewed 4150 times ]


IH Strategy:
[tbc]

IF Strategy:
Basic thoughts are to advance and hold either side of the center with the Tacticals, the Bastion being an AA and strong point between the two formations. Predators and Land Speeders will March T1 to the extreme right flank and setup for flanking/clipping attacks (hopefully in close support of each other) on T2 to throw the IH attack into disarray. Once I saw the Titan on the table I knew there was trouble (which I anticipated) so my attempt to model out the Imperial Fists Titanhammer squad can teleport in and assault her with the Land Speeder MW supporting fire to take out the beast and claim the BTS. Knowing my opponent's playstyle does help somewhat as they tend to field Titans on the backfield more in a supporting roll which I hope they will again allowing me to slip in and attack. The woods on the left flank are some trouble but should be somewhat protected by the fact that they'll block them as much as me and if I can set the pace of the game they'll be on their back foot, hopefully.

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Last edited by jimmyzimms on Wed Apr 09, 2014 10:43 pm, edited 3 times in total.

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 03, 2014 6:44 am 
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Did you deliberately swap the colours over to make my tiny brain overheat and shut down? ;)

Just joshing you, looking forward to seeing how this pans out

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 09, 2014 6:02 pm 
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kyussinchains wrote:
Did you deliberately swap the colours over to make my tiny brain overheat and shut down? ;)



Hahahahah I didn't even realize I did that! :) Yeah that's mind bending.

Anyways finally have a minute to document up Turn 1 from my notes=>

T1

IF: Put scouts on overwatch (stalling)
IH: Fighters on CAP
IF: Tactical double on left center into the Star Port securing enemy objective as a side effect.
IH: Clan advances down road. Fires at Scouts with 2 hits, both saved (yay bunkers!) laying a single BM on them 'cause "why not?".
IH: Retains and advance Vindicators forward in supporting range of Clan, still out of range of scouts so take potshot with the Hunter at the Bastion and misses (seriously, how do you miss a fortress? ::) ).
IF: Because the tight deployment of the IH with a triple AMLload-out I decide to spread out and March Tacticals forward across the center-line right flank but realize I can't quite make the woods so I pull up short in the buildings. Still feeling worried about the titan and wanting to delay as long as possible to activate my reaction forces so pass the initiative. This activation will have repercussions throughout the game
IH: Clan Marches into extreme left flank woods. Retain with Heavy Infantry and March supporting the Clan, keeping enough woods to prevent anything shooting/assaulting.
IF: Predators March across table to behind cover to be setup to counter the IH thrust.
IH: Vindicators activate and March into cover of the Factory buildings in the center.
IF: Starting to feel the pinch and thinking my wide flanking strategy isn't going to work I activate and March the other Predator formation close in to the other. I pass the initiative.
IH: March the SC equipped Clan right up into cover of the center Factory buildings leaving the Morklocks embarked on the Land Raider Assault transport ostensibly for spearheading the T2 assault.
IF: Land Speeders advance into cover on the right flank supporting the Tacticals way out there for T2.
IH: Reaver activates, advances slightly swinging/turning to the right and lets loose with the triple AML, 3 templates landing across the Tacticals and catching two land speeders as a bonus. Great rolls with 2 Land Speeders, 1 Rhino, 4 Tactitcals being hit. 1 Land Speeder and 2 Tacticals fail their saves.
IF: Last formation of Land Speeders activate and take cover at the Bastion able to respond either direction to the impending IF T2 assaults.
IF: Bastion fires Thuderfires at Clan scoring no hits
IF: Thunderbolts stand down
- Terminators are of course still off board

IF Tacticals, Land Speeders, and Scouts all rally on IF side. The Clan sheds all BM.
Attachment:
3.T1.jpg
3.T1.jpg [ 54.6 KiB | Viewed 4066 times ]


IH: 0
IF: 0

Will the brave Imperial Fists weather the oncoming assault of the Iron Hands or will they crumble before the might of Macroweapons and bionics and harsh language? Stay tuned to T2 write up later today! Would you like to know more?

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Last edited by jimmyzimms on Wed Apr 09, 2014 10:49 pm, edited 2 times in total.

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 09, 2014 8:37 pm 
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I certainly would!!

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 09, 2014 9:12 pm 
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T2: IH win initiative and decide go first.

Attachment:
3.T1-movement.jpg
3.T1-movement.jpg [ 157.92 KiB | Viewed 4040 times ]


IH: Advance vindicators on right flank into close range of the Tacticals and fire their Demolishers inflicting 3 hits (Hunter misses - seriously what's wrong with this guy?), all of which I fail to save.
IH: Retain and activate the supporting Clan who rush up and bail out of the Rhinos and assault the last of the Tactical formation. The Scouts take an overwatch pot shot at the one Tactical stand just in range (to at least lay a BM) which hits and is saved. IH inflict 5 hits with an additional 2 supporting hits from the Vindicators with each unit failing at least one save completely wiping the formation. The IF cause 2 hits one of which kills an INF stand. Clan consolidates into cover on the far side of the building, just out of ZOC of the Land Speeders.
IF: Seeing an opportunity for T3 I activate Land Speeders and move up and out of LOS of the Titan.
IF: Retain and the Bastion fires on the Clan using IC option of the Thunderfires inflicting 1 hit which is saved
IH: Heavy Infantry activate moving to the edge of the woods passing the Dangerous Terrain tests. They prep the Tacticals in the Starport hitting two Rhinos which fail their saves (The Emperor is not with us today!).
IF: Seeing my Right flank already gone and the danger of my left falling as well I activate the Land Speeders and advance into range of the Heavy Infantry and melta away causing 3 hits killing 1 Tactical, Devestator, and Rhino unit.
IF: Knowing the entire battle hinges on this next move I attempt to retain with the Predators and... roll a 1. The Predators hold fire at the Heavy Infantry causing no hits with their autocannons and 1 hit with a H. Bolter which is saved. The Hunter however destroys the Plasma Razorback (small bit of grace that was).
IH: The Clan on the far left activates and advances through the woods to the edge losing a Rhino on a failed dangerous terrain test (Yay statistical eventualities!). 1 las, 1 melta, 1 plasma hit causing two kills.
IF: Predators activate and put distance between them and the other predator formation to prevent any T3 intermingled assaults but still allow some supporting fire if needed as well as to gain a firing solution on the Heavy Infantry. One autocannon hit which is saved.
IH: Reaver activates and advances forward and laterally to line up a shot on the Starport. Another punishing salvo lands covering the Tactical formation hitting the last rhino and two of the Tactical stands all which fail their saves.
IF: The remaining 4 Tactical stands knowing they are the target of the Morlocks just across the way go on Overwatch for the coming storm hoping to cause a few hits as they break cover.
IH: Vindicators activate and advance into extreme close range (This appears a favorite tactict of my opponent). Seeing the high probability we're going to be broken I elect to overwatch fire on the Vindicators causing a single hit which is amazingly NOT saved for once! The remaining 3 open up and fire claiming crossfire and causing a single hit which is saved.
IH: Now the monster assault Clan attempts to retain failing the activate but leveraging the SC re-rollhead long smashes right into the Tactical formation. The Morlocks pour out of their assault transports straight into close combat. With the supporting fire from the Vindicators they inflict 9 standard hits and 3 MW hits completely destroying their enemies (the flying Powerfirst not even needed-total over kill >:D ). The Clan consolidates just out of ZOC of the Land Speeders and where possible, in cover.
IF: As a hail-mary I activate the Thunderbolts in a ground attack mission on the Reaver avoiding the substancial AA umbrella now operating center of the table. The IH attempt to intercept, failing. The attack run strips two shields from the Titan.

The Vindicators and the left flank clan shed their BM. The Heavy Infantry rally to 3 BM. The Clan on the Right flank fails to rally but drops a BM due to the Captain in the formation. The IF Land Speeders rally and shed two BM.

Attachment:
4.T2.jpg
4.T2.jpg [ 54.06 KiB | Viewed 4042 times ]


IH: 0
IF: 0

The outlook appears bleak for the Imperial Fists. But can they still defiantly strike back even in the face of looming defeat? Next time on Epic: Armageddon, folks!

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 09, 2014 11:29 pm 
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IF: Seeing the chance, Terminators teleport surrounding the Reaver.

Attachment:
5.T3-movement.jpg
5.T3-movement.jpg [ 150.95 KiB | Viewed 4024 times ]


T3: IF win initiative and elect to go first (obviously)

IF: Land Speeders double into range of the Reaver. Fire MW with three hits, taking down voids. Hit saved.
IF: Retains and activate a a combined assault of the two terminator formations into B2B with the Reaver. The Titanhammer squad inflicts a total of 4 regular hits and lovely 9MW hits on the Titan accumulating a grand total of 5 Damage points. However the beast stomps the mighty Commander and destroys 5 of the terminators stands but ultimately is felled when it loses the assault resolution allowing me to claim the BTS!
IH: The Morlock and Clan activates and sustains on the Land Speeders destroying the formation.
IF: The Bastion fires at the Clan and kills a Morlock with the SC stand.
IH: The Heavy Infantry advance and fire at the Predators killing two.
IH: The supporting Clan assaults the remaining Predators and wipes the formation out securing both objectives for T&H
IF: The 2nd formation of Predators sustain on the Heavy Infantry killing the last Tactical.
IH: The Right flank Vindicators reverse course and fire at the last remaining Terminator+ Chaplain killing it for BTS.
IF: The Scouts ineffectually fire on the Clan in the buildings across from them.
IH: The remaining Vindicator squadron marches to claim the Blitz.

Attachment:
5.T3.jpg
5.T3.jpg [ 50.58 KiB | Viewed 4024 times ]


IF: 1 (BTS)
IH: 2 (BTS + T&H)

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Wed Apr 09, 2014 11:39 pm 
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Thoughts:

I'm having trouble figuring out a combination that plays well for me as the IF. Some of this is my failure as a General and some is that their play-style doesn't come naturally to me. I feel the the defenses don't really give me much for most formations to be worthwhile. Why would I give up cannon fodder Rhinos and be stuck in place for the entire game for some minimally advantageous defenses? Looking back I can see that once my opponent dropped an arty reaver on the table that bunching up in cover was a loosing strategy as he could just bomb me from afar. However the defenses suffer from IC/Disrupt attackers (as they should). This made me spread out way too far which allowed Matt to overwhelm two specific locations on the map with his troops. I am wondering if perhaps defenses might be more palatable if they each gave a specific bonus and you can pick and choose when selecting some?

For instance:
Bunkers=> Grants Reinforced Armor to the unit inside?
Trenches=> Grants cover (of course) and Fearless to units in them? (representing the fact that hackdowns and flushing troops out of them is hard)
Razorwire/Minefields are good as is.

I also think a certain, albeit small, number of defenses should be automatic freebies based on points.

thoughts?

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 7:41 am 
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interesting report, I must confess I've been in a "painting up my shiny new armies and fantasising about black templars" phase lately and haven't been giving much thought to IF development

I agree that the fortifications need to give a real boost to be worth dropping rhinos and mobility for.... I'm leaning towards bunkers giving RA to the units inside, or a bonus 'bunker save' of a 5+ invulnerable

I hear you on the freebie defenses, might be worth getting a free set of fortifications for each tactical detachment or something....

I'm looking at several updates to the list in the next few months, just need to get some more games in....

in your report, did the Reaver die to combat res? if so that shouldn't happen as Reavers are fearless....

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 2:50 pm 
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Nope flying MW powerfists and melta supports. I might of typo'd above as I was writing on my tablet on the train and trying to not get bum-funk on me. My wording of "assault resolution" really should have been "wins the assault". Not sure my choice of wording there (again, bum-funk :) )

granted I had a few bad rolls and Matt a few spectacular ones but honestly I was completely out-generaled this game. I never seemed to get the rhythm down for the IF as the while, hunker down folks the bullshit's a 'coming playstyle isn't something I'm used to. I should point out that the Bastion was awesome in retrospect. Less in that it killed anything (though with no small satisfaction when I killed the enemy SC :) ) as opposed to the game flowed around it as the strongpoint it should be. If we can sort the bunkers and trench works out I think this list is grand.

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Last edited by jimmyzimms on Thu Apr 10, 2014 3:07 pm, edited 1 time in total.

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 2:56 pm 
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ah the phrase 'felled when it loses the assault resolution' threw me off is all :)

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 3:10 pm 
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A few notes about local meta:
-infinitely high terrain for LOS
-anything touching a terrain counts as IN terrain
-Land Speeders get MW regardless of FF or CC (not sure if that's got an official ruling in NetERC at all)

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 3:13 pm 
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those are the same as we play, we also play area terrain so the whole thing counts as blocking LOS

not sure about speeders....? can't see why they get MW in CC, the MW is on their small-arms entry

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 Post subject: Re: Imperial Fists v0.2 VS Iron Hands v0.5b
PostPosted: Thu Apr 10, 2014 3:21 pm 
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Our local reasoned it out as spraying hot energy death at 5 meters and less is no less deadly than at 25. Basically just as your B2B doesn't mean every single person in the squad is literally touching and no one shoots, just that your going to get a power fist to the face in return and that the small arms abilities translate, unless explicitly stated otherwise, to all forms of the assault. Just that the efficacy varies due to range.

.edit: I should also note this almost never comes up in games but I like to spell out local meta-differences, JIC

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