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Imperial Fists V1.0 [Developmental]

 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Nov 13, 2014 11:17 pm 
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kyussinchains wrote:
tbh option 2 is probably the cleanest way of doing it and removing a swathe of army specific rules, it would be a minimal change to the list functionality

also @ TRC you said you hate 'crusaders' did you mean 'centurions' or do you hate the land raider crusader as well?


The silly space marine in a space marine in a space marine things. Cernturions? I have no reason yet to hate Crusaders. :)


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Nov 13, 2014 11:31 pm 
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kyussinchains wrote:
quite keen on the bastion having the heavy bolters, I also think we can tweak the fortification names and rules easily enough, but the developmental version has had a single playtest so far so let's get some games in!


Alternatively nows the time to make changes if they are minimal so people don't have to do the same games all over again :)


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Nov 14, 2014 10:40 am 
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if you want to trial the new style bunkers in any test games you get to play, be my guest, let's just get on with it for now, I'd rather get the glaring issues highlighted above tested out if possible, I think it's such a minor change, more wording than anything else, that I really don't need to fiddle and upversion the list

so to reiterate, keep the masters of siege rule for now, including BM removal bonus and test the list as it is currently, then we can discuss changes further down the line :)

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Nov 14, 2014 10:52 am 
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From playing against it, predominantly with tournament armies, I've got no issues with the course of the list. Adding all these things like thawks, warhounds etc detracts from the theme and IMO starts down the power creep route

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Nov 14, 2014 3:24 pm 
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Yeah definitely no thawks, I think Chris was mainly asking for a fluffy justification why siege = no thawks (which the design statement doesn't 100% do). Which is easy to do, ie the one a few posts back about them being deployed elsewhere.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sat Nov 15, 2014 4:37 am 
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Kyuss,

Finally got around to reading up on the latest changes. Some observations if I may...

The assault centurions seem a bit behind their devastators brothers in effectiveness. One unit has decent shooting and EA FF, whilst the assaults have a poor shooting attack and fairly avg FF and CC.

Now I haven't played with either yet but when I do I wouldn't bother with the assaults atm. I think your armour, CC/FF stats are on the money but I'd tweak the weapons load some. If your assuming three centurions to a stand, and I make that assumption based on your devastators stats, then where are their other two twin linked flames attacks and hurricane bolters? For my 2c these guys aren't the CC monsters that terminators or veteran assault marines are but rather close range FF monsters.

As a suggestion, keep Devastators as the clear long range firepower masters but reduce their effectiveness on the engage, whilst make assault centurions the go to IF unit for clearing fortifications:
Devastator Centurions
Inf 15cm Ar: 4+RA CC: 5+ FF3+
2x TL HB 30cm AP4+
1x TL LC 45cm AT4+
1x ML 45cm AP5+/AT6+


Assault Centurions
Inf 15cm Ar: 4+RA CC: 4+ FF4+
2x TL Flamer 15cm AP4+ IC
1x TL Meltagun 15cm MW5+
Hurricane bolters (15cm) EA+1
Siege Drills (base contact) EA+1 MW

Now I realise that's a significant change to the Assault's capabilities but he is now good at the close fights whilst the devestator is best in a support role, which feels right - too me anyway :P

I also note that this makes them pretty good stats wise, and they may require a points hike, however I'd also consider that given these guys are almost at "walking tank" status, they should be considered Light Vehicles with walker. That would help to balance them against terminators and other assault infantry types as they are now more vulnerable to AT firepower. Alternatively give them a 3+ save and do away with the RA. They're similar to terminators but terminator armour is still the best armour in the galaxy, so I have no issue with these guys having a worse save, somewhere between standard marines and terminators.


Next point is: do we need thud guns if you already have the thunder fire? Given were talking 40k marines and not 30k, the thud gun for my mind has been superseded by the thunderfire in marine inventories. Happy with the support weapons formation/upgrades but the two versions of the same weapon seems unnecessary. You could also consider marines being able to tow (transport) a single support weapon in a rhino or land raider. Allowing the marines to use theses weapons a little more offensively and towed/internally carried infantry support weapons isn't anything unusual in real life or 40k, IIRC in 2nd ed you could tow most support weapons..

I'm still not 100% on the siege masters special rules! but let me come back to that in another post shortly.


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sat Nov 15, 2014 11:21 am 
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ortron wrote:
Kyuss,

Finally got around to reading up on the latest changes. Some observations if I may...

The assault centurions seem a bit behind their devastators brothers in effectiveness. One unit has decent shooting and EA FF, whilst the assaults have a poor shooting attack and fairly avg FF and CC.

Now I haven't played with either yet but when I do I wouldn't bother with the assaults atm. I think your armour, CC/FF stats are on the money but I'd tweak the weapons load some. If your assuming three centurions to a stand, and I make that assumption based on your devastators stats, then where are their other two twin linked flames attacks and hurricane bolters? For my 2c these guys aren't the CC monsters that terminators or veteran assault marines are but rather close range FF monsters.


agreed, and you're probably right that atm the devs are better than the assaults

Quote:
As a suggestion, keep Devastators as the clear long range firepower masters but reduce their effectiveness on the engage, whilst make assault centurions the go to IF unit for clearing fortifications:
Devastator Centurions
Inf 15cm Ar: 4+RA CC: 5+ FF3+
2x TL HB 30cm AP4+
1x TL LC 45cm AT4+
1x ML 45cm AP5+/AT6+


Assault Centurions
Inf 15cm Ar: 4+RA CC: 4+ FF4+
2x TL Flamer 15cm AP4+ IC
1x TL Meltagun 15cm MW5+
Hurricane bolters (15cm) EA+1
Siege Drills (base contact) EA+1 MW

Now I realise that's a significant change to the Assault's capabilities but he is now good at the close fights whilst the devestator is best in a support role, which feels right - too me anyway :P


those are definitely more distinct in roles! my only question would be why have all that extra armour only to hang back and shoot? I'm happy adding the extra flamer shot to the assaults, and the hurricane bolters (as it seems that both variants have them) that way we boost the assaults to a similar level to the devs and make them worth taking, I've only seen a single batrep using them so far, let's get a few more in, then we can evaluate what changes need making, I'm happy to base off your suggested weapon loadout, although I'd really prefer to drop the meltaguns and lose the MW attack (I'm on a bit of a crusade about the large swell in availability of MW in lists!)

Quote:
I also note that this makes them pretty good stats wise, and they may require a points hike, however I'd also consider that given these guys are almost at "walking tank" status, they should be considered Light Vehicles with walker. That would help to balance them against terminators and other assault infantry types as they are now more vulnerable to AT firepower. Alternatively give them a 3+ save and do away with the RA. They're similar to terminators but terminator armour is still the best armour in the galaxy, so I have no issue with these guys having a worse save, somewhere between standard marines and terminators.


the issue I think we'll run into with making them light vehicles (and I agree they should be LV, they're the same size or bigger than Tau broadsides!!) is that LV should be based individually and I don't think a single centurion should have anywhere close to the power of a stand of three, they should also be worse than a dreadnought, which means they'd end up being 35-50 points each, easily spammed etc....

Quote:
Next point is: do we need thud guns if you already have the thunder fire? Given were talking 40k marines and not 30k, the thud gun for my mind has been superseded by the thunderfire in marine inventories. Happy with the support weapons formation/upgrades but the two versions of the same weapon seems unnecessary. You could also consider marines being able to tow (transport) a single support weapon in a rhino or land raider. Allowing the marines to use theses weapons a little more offensively and towed/internally carried infantry support weapons isn't anything unusual in real life or 40k, IIRC in 2nd ed you could tow most support weapons..


I added thudd guns in to give the IF the ability to hit the enemy deployment zone, with the removal of air assault I felt that you were restricted in being able to respond to enemy artillery or units like falcons and hammerheads, thunderfires are great, but 60cm non-indirect fire can only help you so much.... I thought that in a full-on siege defence setting that the marines might break out all the toys that they could find ;) I think having them be transportable is completely fine, my concern would be that adding support weapons AND rhinos to a formation, coupled with ATSKNF would make them very very hard to break and suppress, so felt that taking the platforms limits the mobility of the formation as a trade off, it also helps keep the 'defensive theme' a little by not having rapiers speeding 60cm across the table in rhinos to zap stuff!

Quote:
I'm still not 100% on the siege masters special rules! but let me come back to that in another post shortly.


thoughts and constructive criticism always welcome!

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 3:52 pm 
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Trying to make a list up, I actually looked at the centurion stats...

They are as tough as terminators? I had no idea. Is that from 40k, or something in Epic? Terminator armour was always described as the toughest, so just surprised?


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 5:09 pm 
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yeah they showed up in the last codex as an armor level between terminators and full dreadnoughts. They have one of the most idiotic models GW has put out since the stormraven.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 5:29 pm 
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Perhaps better save and ditch the RA? Not really sure as I don't know the stats...
Annnnnnnd again, why I prefer Exodus Wars rules to EA (D10 and separate reroll armor values). Kyuss can you reiterate the value proposition to these against Termies and why I take one over the other?

Thanks

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 6:20 pm 
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Centurions have +1 toughness and Strength plus an extra wound over regular terminators but don't get the terminator INV save. In 40k terms they need a S10 weapon to instagib them compared to a S8 weapon for regular termies. I guess in the end it makes them a bit tougher overall than a Termie but not enough that I think it makes much difference in Epic.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 6:27 pm 
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uhhhhg can I say I really hate GW? [sigh]

Honestly, if the stats are so close we're really just making termies by another name, fluff be damned. There's got to be slot for them. Perhaps they're the garrison force or don't go riding around in vehicles in this list?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 6:47 pm 
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Sorta, yes. There are other differences like weapons options, slow and purposeful, move through cover etc. You are correct, they are basically a shameless attempt to shovel more models to the sheep.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 6:54 pm 
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spit-balling

-no march orders but gain walker
-lack of vehicles (in this list)
-garrison units only? everyone else is in the bunkers or rhinos?
-Inverse of above: They're the ones manning the Bastions?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Tue Nov 18, 2014 8:18 pm 
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Good discussion in my absence (buying a bed somehow morphed into spending the entire weekend remodelling our bedroom....)

Quick points raised earlier, terminators are a bit more generalist, they are intended as the deep strike option in the list, teleporting behind enemy lines to take out key threats (titans, decimators, void spinners etc) the centurions are intended to spearhead the assault/counterattack, they have potent FF capability and decent shooting, I envision them in crusaders, doubling up and shooting, then supporting the other dudes as they advance and engage, they are a bit more ponderous and less suited to CC, so they act as an anchor for the army to work with

I dont want to fiddle with the stats before testing them a good few times

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