Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 76 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

Imperial Fists V1.3 Approved!

 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Thu Aug 24, 2017 9:01 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
Thanks, Kyuss! Wanted to exploit it for good :)


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Thu Aug 24, 2017 1:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 7990
Location: Manalapan, FL
I'd strongly suggest that we (in EA in general) give an area for defensive terrain like razorwire and minefields and whatnot and the player can model it in whatever configuration they desire.

_________________
The Artist Formerly Known As Marine Army Champion

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sat Aug 26, 2017 6:26 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
That would be advisable indeed.

Maybe create an appendix added to the tournament pack that handles all the rules coming with them homogenized to suit all factions.


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sat Aug 26, 2017 12:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 7990
Location: Manalapan, FL
They're not shared though. For instance this list has different effects for being in trenches than say DKoK.

_________________
The Artist Formerly Known As Marine Army Champion

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sat Aug 26, 2017 12:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
jimmyzimms wrote:
They're not shared though. For instance this list has different effects for being in trenches than say DKoK.


exactly. but geometric layout and basic effects should be homogenized. different effect of used should be special ruls for each list separately


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sun Aug 27, 2017 8:13 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
Another 3 question:

1. Does landing in a minefield trigger a dangerous terrain test (from my point of view yes as it is an approach move, but want to have it confirmed )

2. In said minnefield:
A. Does disembarking trigger a test on the disembarked (as it would trigger overwatch fire) even if the landing craft disembarked the troops outside the minefield? Because actually they would have to move away from the craft in order to reach their disembarking location.
B. Does the engage then trigger a second test after disembarking (if disembarked into the field)
C. How would A. apply to troops with jumpbacks?

3. Does teleporting into a minefield trigger the minefield? As you would not know whether you teleport on a mine or not.


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sun Aug 27, 2017 11:57 am 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 5779
Location: Leicester UK
1. Yes, just as you'd take a DTT for landing in other terrain

2. A - only if the troops disembark into the minefield directly
B - no, troops are placed within 5/15cm of the aircraft, they dont disembark then move into engagements, if they disembarked outside the minefield no test, if they landed in the minefield, they need to test
C - no, it can be assumed that some kind of techno handwavium disables mines in the immediate vicinity

_________________
Adeptus Astartes Army Champion, also AC for Imperial Fists and Red Corsairs

various hobby/painting threads: full of 6mm goodness

Army Forge List Co-ordinator (netEA+EpicUK)


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Sun Aug 27, 2017 1:46 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
Ok. Thanks.

Consolidation after an engagement would then trigger normally.

Does moving cautiously apply for the special nature of a minefield? Can a consolidation move be made cautiously, as it would not impair any reduction to the move? Is thereby a consolidation move always considered as cautious? What about eldar?

Sorry for going all overboard with the questions. But in the case of minefields and their best use this all crosses my mind when considering different kinds of how to conduct engagements

::) .


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Mon Aug 28, 2017 9:58 am 
Brood Brother
Brood Brother

Joined: Tue Feb 22, 2011 11:43 pm
Posts: 2218
Location: UK
Most people in my games play that any 'move' from A to B can be made cautiously, hence consolidations can. Eldar are a good example of why this makes sense - if they move cautiously their move is reduced to 5cm.

_________________
Kyrt's Battle Result Tracker (forum post is here)
Kyrt's trade list


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Mon Aug 28, 2017 3:48 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
Kyrt wrote:
Most people in my games play that any 'move' from A to B can be made cautiously, hence consolidations can. Eldar are a good example of why this makes sense - if they move cautiously their move is reduced to 5cm.


Exactly my point: it is only eldar and dark eldar that would suffer during a consolidation move made cautiously. The other races would not as they are limited to 5cm anyways. So that sits somewhat at odds. But I think this simply has to be accepted and in any case does not really belong here.


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Fri Sep 22, 2017 6:08 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Mar 20, 2012 9:14 am
Posts: 174
Is the siege dreadnoughts heavy flamer considered as an extra attack in ff? Asking because the stats could be misread like that since the heavy flamer adds a second time a small arms ic entry in addition to the flamestorm cannon small arms ic entry. Or should it have that extra attack?


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Fri Sep 22, 2017 6:57 am 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 5779
Location: Leicester UK
Just a single attack

_________________
Adeptus Astartes Army Champion, also AC for Imperial Fists and Red Corsairs

various hobby/painting threads: full of 6mm goodness

Army Forge List Co-ordinator (netEA+EpicUK)


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Tue Sep 26, 2017 9:28 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Mar 02, 2014 10:39 pm
Posts: 20
Location: Banjoland
At the EEC I played Imperial Fists and we discussed a little bit about how you are allowed to garrison with the fortifications you get in exchange of the rhinos. Both I and the other IF player at the tournament had read the sentence "These fortifications are set up with the formation they are part of and once set up cease to be "units" in that formation" as the fortifications are units in the formation during set up, and therefore can be used to "garrison away" from the objective to be in a more favourable position. The other players I discussed this with thought it was a reasonable reading of the rules. But then Richard L came up with the idea how to use it effectively(?). And we began to wonder if that was the intention of the rules. So I bring it up here for discussion. The main question is whether the fortifications are units and can garrison within 15 cm of an objective or if one of the Tacticals or Scouts has to be within 15 cm of the objective?

I made a simple drawing of Richard's idea (he came up with it after our game... :) )

Attachment:
garrison.jpg
garrison.jpg [ 47.3 KiB | Viewed 249 times ]


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Tue Sep 26, 2017 9:53 am 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 5779
Location: Leicester UK
yes, this is indeed an issue, I am planning to change the rules in V1.4 so that all fortifications purchased either individually or as replacements for the transport option of a formation are deployed as per the standard rules and do not count as part of the formation so you cannot perform the trick in the diagram above

I'm sorry if this caused any problems at the EEC

_________________
Adeptus Astartes Army Champion, also AC for Imperial Fists and Red Corsairs

various hobby/painting threads: full of 6mm goodness

Army Forge List Co-ordinator (netEA+EpicUK)


Top
 Profile Send private message  
 
 Post subject: Re: Imperial Fists V1.3 Approved!
PostPosted: Tue Sep 26, 2017 10:22 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Mar 02, 2014 10:39 pm
Posts: 20
Location: Banjoland
It caused no problems. I might had done so if the IF armies at the EEC had been made up of more tacticals in bunkers.

One more question: Bunkers give a 3+ cover, IF gets a reinforced 4+ cover. Do they get to roll 3+/4+? or either 3+ or 4+/4+?

Anyway I really like the theme of the army since it differs so much from the Codex Marines. But after the tournament I felt it was a little to defensive to play five games in a row. I got bored of overwatch at some points. Short thoughts after the tournament otherwise:
- I want to try Assault Centurions in Land Raiders
- Don't leave home without a Reaver Titan - sorry, you pretty fluffy Fellblade
- Storm Talons and Thunderfire Cannons are awesome and fun
- I want to use dreadnoughts and Vindicators, but don't know where...


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 76 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net