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I think you are in danger of doing what happened to the siegers, they were set up ultimately to win on auto pilot. Set up the objectives and fortifications correctly, and roll dice. I remember winning a game where I rolled 5 straight 1's for activation. It didn't matter, nothing had to move from cover they just had to fire.
If you want aa cover all over your forces, who are boosted by their emplacements, what is the weak point or the element of play? So basically they sit there until overwealming force is brought to bear or the enemy loses too much to continue?
as I said earlier, the siegers are a very different beast, they can take masses of troops and activations which makes grinding through them sat in fortifications something of a chore.... the IF don't have this, they'll end up with 10 activations most likely, several of which will either be immobile (platforms, bastion), or very slow (thunderfires, bunkered formations)
having played the list with old style fortifications, it was far too easy to beat the marines in engagements, just prep + outnumber (which isn't hard) and you're starting +4 up, it's easy to soak up a few OW shots with your prep+support unit, leaving a clean engaging formation to get stuck in, no bunker protects against hackdowns
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I thought the Marine siege warfare would be different to the guard, as in dynamic defence. Strong points held and reinforced through sallies and movement.
and it is.... I've had decent results using the list in exactly that way, using bastions and turrets to defend objectives and then having waves of marines to push forwards on the ground, the fortifications are there in the same way as they are in the krieg list, not intended to be the main focus of the list, but there if you want them, they needed a boost as they don't benefit marines in the same way as they benefit guard
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That will make it a pricy unit. Looking at it I can't see the problem. You have put a goblin with twin lascannons defending (no bm's for losing them) a seriously tough AA piece that if anyone is inside becomes first strike heaven. (Does a fortification get first strike as well?)
nobody gets first strike in bunkers..... to clean the rules up, I've made it a static war engine which troops can fire out of and use their FF in engagements
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I assume you are deploying these in cover to get -1 to hit? If you had to get extreme you can put them 45cm away from an objective (15cm + tarantuals strung out, plus 15cm coherency from a 3DC war engine). You can even have fun with their ZOC. Is the 80mm per side? That plus the ZOC means you could block access across 180mm until it is destroyed. Assuming I can get it into cover easily I would be tempted to put the expendable units 15cm away from it.
I haven't put them in cover yet, might be worth a try, just limits their shooting
also as far as I'm aware, you can't use 15cm coherency like that, as the tarantulas only have 5cm coherency you can't sit them 15cm away..... it's why marine scouts have to stick 5cm from the rhinos (ask dptdexys for clarification)
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The wire and stuff was designed to stop people being able to easily get into CC. Stick the leading edge say 7 from your trenches and when infantry disembark from transports they aren't in CC. But because you are as good in CC as FF it isn't as important for you, the best you get is the DT test. I don't think you can start making them better though. Why shouldn't cautious Eldar be able to creep through? Or Necrons, or guard use explosives to clear etc. If people are cautiously coming through it means you have held them at the wire and got to shoot. And If you are complaining about troops starting 5cm away from you getitng into CC it is your own fault...
fair enough
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Are these the space marine in a space marine in a space marine? Please god no, replace with dreadnoughts...
yes they are, they're not to everyone's tastes either, but they're in the list now, from the fluff the IF make heavy use of centurions, and this way you have an option to make use if you've converted some, you may hate the models/fluff, I do too, but this isn't
my list, and after all, opinions are like arseholes....
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An example of a more dynamic approach is to ditch all the siege special rules (different saves, magic bm's, first strike etc) and say IF garrisons may before or after all other units.
nice idea, although having played the list many times, I can say that you just wouldn't want to use fortifications as they are.....
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Fluff text - Imperial Fist defences are legendary for both their lethality and intricate nature, confusing and misdirecting attacking enemy forces. All too often heretics and traitors have massed to take a position, only to find nothing but decoys, or rank after rank of reinforced defenders, or even worse entirely absent sallying forth to attack the weak spot in their own defence.
got a link to this fluff? I'd like to read it

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So sequence - objectives, fortifications, spaceships, put aside off table forces, any IF formations that wish to deploy, enemy garrisons, alternating units, remaining IF garrisons.
Suff like Bastions moving about is explained by those decoys that fooled them, or the unmanned shells not yet active etc. Then have a bunch of scouts, tacs with dreds and aa, weapons, etc and away you go.
the bastion is a war engine so can deploy as it wishes, it doesn't *need* to garrison, so it's more "mobile" at the start of the game....
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Oh and are rapiers and thudd guns etc crewed by marines? Mine are (model wise), surely they would have better CC/FF stats than human ones?
yeah, a single marine, which at the 'squad-per-base' level of epic isn't going to make enough of a difference to the stats, he's just one guy after all....
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Another possible change is replacing Devs with crew served weapons. So rather than a dev formation you get one of mole mortars, thudd guns and rapiers... Some armies already use those as dev proxies. Static defence so the devs get out the really big guns.
Go from 2 rhinos and 4 devs to say 2/3 of each weapon for 250/300.
well, we already have thunderfire cannon batteries for the same cost as a dev formation.... I'd rather add the support weapons to boost the formation size of devs than replace them, you also get better defensive FF and save in that situation
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And going back to the list - is it compulsory to use the special rule for bunkers? I would much rather a thudd gun or rapier got a 3+ as they would if they occupied an enemy bunker...
I don't see why it would be compulsory if you wanted to use the 3+ save.... I can add a note to the list, what are other people's thoughts on the matter?