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Imperial Fists V1.0 [Developmental]

 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Feb 27, 2015 6:02 pm 
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From the rulebook, 2.1.22

Quote:
Expendable Some units are seen by their allies as ablative or just plain disposable. This may be because the units are specifically created to sacrifice themselves or because the units are simply not valued.
A formation does not receive a Blast marker when a unit with expendableis destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move.
If an expendable unit is hit by a weapon with disrupt it does not inflict a Blast marker. If a formation is comprised completely of expendable units then they do not benefit from any of the rules above.
Expendable units killed in an assault count for the purposes of working out its result (see 1.12.7).

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Feb 27, 2015 6:19 pm 
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that's it, although they should not count during an assault either, and the unit still has expendable even if there are no non-expendable units in there (ie. the grot rule)

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Mar 01, 2015 10:06 pm 
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okay, after a bit of thought, and some comments and messages, I think I'm going to keep the centurions in the list as distinct entities

in a nod to Ortron's suggested stats, what are people's feelings on the following?:

Devastator Centurion
INF 15cm 4+ 5+ 3+
Missile Launcher 45cm AP5+/AT6+
Twin Heavy Bolter 30cm AP4+
Graviton Gun 15cm AP5+/AT5+ disrupt

notes: reinforced armour, transport as terminators

Assault Centurion
INF 15cm 4+ 5+ 4+
Twin Heavy Flamers 15cm AP4+ ignore cover
Meltaguns 15cm MW5+
Hurricane Bolters (small arms) EA+1
Siege Drills (assault weapons) MW EA+1

notes: reinforced armour, transport as terminators

I think they should both be worth in the region of 300 points for 4 stands... I've kept the assault centurions at CC5+ to make them more of a FF support unit, after all, their siege drills are generally for drilling into fortifications and then poking a flamer/meltagun through and bbq-ing the contents, rather than whacking nimble eldar

let's get them tested with those stats (will upversion the list and quickref this week) then if they need fixing we can try the following:

A) boost assault centurions to CC4+ but remove EA from the siege drills so they just have the 4xMW CC attacks
B) change them to LV to increase their vulnerability
C) (last resort) drop them to a normal 3+ save
D) split into dedicated formations with no mixing allowed

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Mar 01, 2015 10:48 pm 
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What should the speed of the Assault Centurions be ?


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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sun Mar 01, 2015 11:15 pm 
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15cm.... edited

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Mon Mar 02, 2015 12:45 am 
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I'll play that. Vassal Tuesday?

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Mon Mar 02, 2015 1:27 am 
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I can't do tuesday, but I may be able to strongarm Apoc into taking you on.....

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Mar 05, 2015 8:27 pm 
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m_folias is bringing IF to Adepticon. Should get at least 3 games in with it.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Mar 05, 2015 8:31 pm 
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Great news! A few notes on each game and a pic or two (if there is time) would be a huge help! Glad someone is playing the list, thought it was just me for a while there.... ;)

Do you have the list he's planning to take?

I will upversion the list and quickref over the weekend, it needs a few clarifications...

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Mar 05, 2015 8:41 pm 
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https://traitor-legion.appspot.com/choo ... 10~512~512

We bailed on this Saturday, as the numbers weren't there. Might try a mid-week game soon with CaptPiett.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Thu Mar 05, 2015 9:35 pm 
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thanks Dave, really appreciate the effort :)

I'll try and get some emperor's children games in when I get back on the epic horse :) I would offer some other playtests but you seem to get lists approved quicker than I can paint up stuff to use in playtests ;)

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Mar 06, 2015 1:33 pm 
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in addition to the centurion changes, up for trial in the next list version will be adding 2x twin heavy bolters to the bastion and relegating the tarantulas to upgrade slots (still able to buy tarantulas as static defences)

and what are people's thoughts on replacing the marauder colossus with the thunderhawk bomber?

it keeps the list more self-contained as modern marine armies really should be, but lets me use my thunderhawk models in some form ;) I'd nix the stats from the SoI list or wherever it's approved

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Fri Mar 06, 2015 2:15 pm 
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can't see it being an issue really. Bombers are pretty rare in most games anyways and it fits the theme better anyhows. Because there's no other tbrick version in the list it makes the models as easy to use as TBrick availability is in general (any old model regardless of variant will work-no issues discriminating between types-etc).

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sat Mar 07, 2015 7:48 pm 
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I'm assuming the thawk does not include transport option, loaded with bombs.

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 Post subject: Re: Imperial Fists V1.0 [Developmental]
PostPosted: Sat Mar 07, 2015 7:55 pm 
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Indeed.... no air assault in this list...

The other option is to remove the bomber option entirely

(I was probably going to proxy my thawks as marauder colossus anyway, thought it might be more thematic to add the bomber variant in)

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