Correction to the Army List! The three graviton guns in the breacher squads was a hang over from when they were 15 strong (I played around with this quite a lot). So that needs to drop to two grav guns in each squad. Those points, plus removing the nuncio-vox's (just pray for daylight) and a recon marine, means you can afford two more apothecaries. This way you can just really make your opponent's life miserable...
Glad to finally see the Fists grace your series! About what I would expect, some nice thoughts I'll have to keep in mind. Horus Heresy took a bit of a lull over the holidays, but my friends and I are trying to kick it back up a notch and get back to it. Aiming for 3k list, though the details are constantly shifting. Recon squads feel so weird with Fists, though that might be the "Epic Siege, Knightly Wall" idea demanding too much of a focus. lol As well, Phalanx Warders and the Stone Guantlet have been avoided at first due to that pitiful 1 attack and then due to cries of cheesey lists on the internet. I might have to reconsider both of those points...
Just to start, the cataphractii in the Age of Darkness box are actually decent to get, especially since Huscarls are made with them. A powerful retinue or standalone HQ slot choice and is a WS5 Terminator. People tend to overrate Imperial Fists balance wise, yes they're good, but to a new player they're overpowered. Talking with 7 long term Horus Heresy players across several discords who's been playing since the game first started, Imperial Fists is more of those noob wrecker type armies where if your opponent doesn't know how to deal with it, it's a sweep. They stated that power armor is underwhelming. Makes sense, volkite is everywhere, volkite shreds through power armored units like phalanx warders and templar brethren. Pinning a unit is amazing and renders a unit useless as they can't do anything. Iron Warriors actually counters Imperial Fists very well, which is a big surprise, but a very easy one to see why. Mass shrapnel bolters, Hammer of Olympia, just pins galore. Not to mention graviton crushers aren't something to scoff at either. Iron Warriors also have Iron Havocs, lascannon heavy support squads with precision shots. You wanted to run a character? good luck putting him in any firing lane. You wanted to deep strike you say? Good luck as Augury Scanners are literally everywhere this edition being 10 points (dirt cheap and a mistake if you dont run them), you've lost more than half your squad to the free reaction that those units get from you deep striking even remotely near them. Imperial Fists are balanced, but not broken. If you want a broken legion or faction, play Iron Hands or Mechanicum. Yes, Iron Hands are really good this edition, especially if you play primarchs, Ferrus Manus is one of the most powerful primarchs having a brutal (3) no unwieldy hammer capable of outdueling primarchs with ease, and their only weakness, WS5 terminators, no longer with the new Morlocs terminators, and you need a strength 12 weapon to even remotely hurt Morlocs (in shooting). If you planned to ever take a vehicle too, think again, moritat with double grav pistol. Your vehicle wont live past turn 1, and if you're lucky, wont live past turn 2. Iron Hands get better dreadnoughts, need I say anymore? Mechanicum, now don't get me started on Mechanicum, they give knights flare shields for starters. Myrmidax lets you take a Thanatar robot as an Hq, and Myrmidon destroyers and Thallax are just really damn good for what they do as long as you know how to use them. The reason we don't hear about Mechanicum is because not many people play them (super expensive Forge World models, makes sense), but they are a foe not to be trifled with. So for people wondering, no Imperial Fists aren't auto win, they have 1 cheese being Sigismund with a Solar Marshal praetor, and even then, Sigismund can just get shot off. People also don't like to play that unless they're really power gamey and want to beat poor new players who just wanna have fun. It's unfluffy and not to lore to do it, which is why it's frowned upon.
torso swaps onto mk6 legs isn't as bad as you might think, the belt provides a nice guide for what exactly to remove (remove the belt, including the buckle and leave the butt plate as he says).
I have a ? Im looking to add one more vehicle for my imperial first i have the age of darkness box which has a land raider in thec set plus i got a rhino but i like one good tank any suggestions
Small correction, during the list example you said that Warders have a rerollable 3++, this isn't correct. They have a rerollable 4++. This is from the boarding shields 5++ and the +1 invul from being base to base. Otherwise great stuff from a Fists player!
Aww thank you! IF do seem very good. I LOVE Black Templers. If I didn't already have a new 40k BT Army I'd be looking very seriously at Templar Brethren.
Yes and no. They are indeed great on a HSS but rather expensive and limited on anything else. Being assault, even when only 24" is perhaps their biggest strength. The big issue is that they get hot when conducting a return fire reaction or overwatch, which makes them objectively worse than Lascannon's when shooting at 2+ Save/Invul Sav units, worse than Lascannon's when shooting at vehicles, and worse than Volkite Culverin's when shooting at 3+ infantry. Mainly cause you'll be killing yourselves if you need to react. The true strength of a HSS is that you can't shoot at them or assault them without being punished. And Assault Cannons are a two edged sword in this case. They are, however, the best weapon when it comes to flexibility. You can move and shoot. And have a great impact on anything you choose to shoot at. You can definitely do worse than a HSS packed with 10 of them.
@@FerreusVir - Thinking about it. I did apply to a job at GW last summer as a 30K rules writer. Didn't even pass the resume stage. We'll see if whoever they took can balance things better than I would have. So far, not impressed though.
Imperial Fists? BARF!! Worst Legion in the game (because they are busted OP and destroy game balance) and worst Legion in the lore too (having become Plot Armour wearing Mary Sues recently - especially Dorn, who was a total failure until they retconned him). They also have the least lore accurate rules in HH 2.0 having become some GW twerp's homebrew wet-dream that somehow got officially published, to the point that I hope Dorn gets killed, after turning traitor, during the SoT series. Yes, that would retcon things, but they already retconned things when they made the IF not total do-nothings. And you are crazy if you think the IF Legion rules is not busted. Recon squad Nemesis bolter spam is a problem already outside of Legions with bonuses to hit with them. New Imperial Fist Legion rule should be: At the start of the game, roll a dice. On a 2+ your whole army loses it's Plot Armour and treats all terrain that is not a fortification as super duper dangerous terrain, taking a wound with no saves on a 5+ when moving through or into terrain that is not a fortification. Additionally, Imperial Fist counter-intelligence is famously inadequate and laughably bad. All enemy Infiltrators start wherever they want on the board, regardless of any special rules or equipment the Imperial Fist units may have. Furthermore, the Imperial Fist players always goes second to reflect how Dorn and the Imperial Fists were never proactive in anything and only knew how to base camp like losers. Lastly, any Imperial Fist units placed into reserves only entry play on a 6+ to reflect how the Imperial Fists were constantly deploying to the wrong warzone or lost in warp storms. On a reserve roll of less than 6, the units placed into reserve are counted as destroyed. There, way more lore accurate now.
Correction to the Army List! The three graviton guns in the breacher squads was a hang over from when they were 15 strong (I played around with this quite a lot). So that needs to drop to two grav guns in each squad. Those points, plus removing the nuncio-vox's (just pray for daylight) and a recon marine, means you can afford two more apothecaries. This way you can just really make your opponent's life miserable...
I may be wrong, but it comes for me at 2005 :
HQ: - 260
Fafnir - 175
Castelan - 85
Elites: 375
Dreadnought - 195
Apos (4) - 180
Troops: 1125
Breacher (10, 2x Grav, SGT Armour) 195
Breacher (10, 2x Grav, SGT Armour) 195
Warden (10, Legion Vexilla, 2 Hammer, SGT Armour + Gauntlet) 295
Warden (10, Legion Vexilla, 2 Hammer, SGT Armour + Gauntlet) 295
Recon (5, 5 Nemesis, Scanner) 145
HS:
Heavy (10, 10 Autocannon, Scanner, SGT Armour) 245
Glad to finally see the Fists grace your series! About what I would expect, some nice thoughts I'll have to keep in mind. Horus Heresy took a bit of a lull over the holidays, but my friends and I are trying to kick it back up a notch and get back to it. Aiming for 3k list, though the details are constantly shifting.
Recon squads feel so weird with Fists, though that might be the "Epic Siege, Knightly Wall" idea demanding too much of a focus. lol As well, Phalanx Warders and the Stone Guantlet have been avoided at first due to that pitiful 1 attack and then due to cries of cheesey lists on the internet. I might have to reconsider both of those points...
Phalanx Warders may not hit particularly hard but geez they're survivable. Back them up with a character that can dish out some hurt?
Just to start, the cataphractii in the Age of Darkness box are actually decent to get, especially since Huscarls are made with them. A powerful retinue or standalone HQ slot choice and is a WS5 Terminator. People tend to overrate Imperial Fists balance wise, yes they're good, but to a new player they're overpowered. Talking with 7 long term Horus Heresy players across several discords who's been playing since the game first started, Imperial Fists is more of those noob wrecker type armies where if your opponent doesn't know how to deal with it, it's a sweep. They stated that power armor is underwhelming. Makes sense, volkite is everywhere, volkite shreds through power armored units like phalanx warders and templar brethren. Pinning a unit is amazing and renders a unit useless as they can't do anything. Iron Warriors actually counters Imperial Fists very well, which is a big surprise, but a very easy one to see why. Mass shrapnel bolters, Hammer of Olympia, just pins galore. Not to mention graviton crushers aren't something to scoff at either. Iron Warriors also have Iron Havocs, lascannon heavy support squads with precision shots. You wanted to run a character? good luck putting him in any firing lane. You wanted to deep strike you say? Good luck as Augury Scanners are literally everywhere this edition being 10 points (dirt cheap and a mistake if you dont run them), you've lost more than half your squad to the free reaction that those units get from you deep striking even remotely near them.
Imperial Fists are balanced, but not broken. If you want a broken legion or faction, play Iron Hands or Mechanicum. Yes, Iron Hands are really good this edition, especially if you play primarchs, Ferrus Manus is one of the most powerful primarchs having a brutal (3) no unwieldy hammer capable of outdueling primarchs with ease, and their only weakness, WS5 terminators, no longer with the new Morlocs terminators, and you need a strength 12 weapon to even remotely hurt Morlocs (in shooting). If you planned to ever take a vehicle too, think again, moritat with double grav pistol. Your vehicle wont live past turn 1, and if you're lucky, wont live past turn 2. Iron Hands get better dreadnoughts, need I say anymore?
Mechanicum, now don't get me started on Mechanicum, they give knights flare shields for starters. Myrmidax lets you take a Thanatar robot as an Hq, and Myrmidon destroyers and Thallax are just really damn good for what they do as long as you know how to use them. The reason we don't hear about Mechanicum is because not many people play them (super expensive Forge World models, makes sense), but they are a foe not to be trifled with.
So for people wondering, no Imperial Fists aren't auto win, they have 1 cheese being Sigismund with a Solar Marshal praetor, and even then, Sigismund can just get shot off. People also don't like to play that unless they're really power gamey and want to beat poor new players who just wanna have fun. It's unfluffy and not to lore to do it, which is why it's frowned upon.
Been waiting a while for this one. Thank you!
We're getting there! 😅
torso swaps onto mk6 legs isn't as bad as you might think, the belt provides a nice guide for what exactly to remove (remove the belt, including the buckle and leave the butt plate as he says).
Nice! Yeah I've got Alpha Legion Killteam bits on the way. Hoping to do just this.
Mother of Pearl! I don't know why the Vigil Stormshields on Tartaros Terminators never clicked in my mind. Going to add a unit of those for sure!
I didn't get it either.
Excellent as always, can't wait on a vid for my lovely White Scars!
Oh me too! My next Legion!!
I have a ? Im looking to add one more vehicle for my imperial first i have the age of darkness box which has a land raider in thec set plus i got a rhino but i like one good tank any suggestions
Small correction, during the list example you said that Warders have a rerollable 3++, this isn't correct. They have a rerollable 4++. This is from the boarding shields 5++ and the +1 invul from being base to base.
Otherwise great stuff from a Fists player!
Oh so true! Had a confused moment with the storm shields. So many layers of rules on these guys! 😅
my favourite series! and if I would be a filthy imperialist, I would most probably go with IF!
Aww thank you! IF do seem very good. I LOVE Black Templers. If I didn't already have a new 40k BT Army I'd be looking very seriously at Templar Brethren.
@@blackbriargaming5483 same, just going against the nature of the legion, being defensive masterminds, IF assault element sounds so good!
great video as always, just a few more until the EC's so all the vids I'd like to see for my Istvaan 3 loyalists army.
Thank you! I'm building EC lists right now! Traitor, though. Using them in a league that kicks off next Monday. Hot tips?? 😅
@@blackbriargaming5483 you'd know better than me, this is my first army.
For Dorn!! For the EMPEROR OF MANKIND!!
Breacher Squads can only have 1 graviton gun per 5 marines, so you can only have 2 in each 10 man squad.
Whoops!! Hang up from when they were 15 strong!!
Remove them, a few nuncio vox and buy two more apothecary 😊
Question, why all the Nuncio-vox in the 2k Stone Gauntlet list? Just for night fight leadership?
Yyyyep! Though I've stuffed the grav guns, two too many. Take them out and go two more apothecary.
I wish raven guard were better on the tabletop lol
I think they do just fine! You just have to build to their strengths.
Hi. Can next one be the Iron Warriors?
Nnnnnope! Space Wolves next. Which I'm VERY excited about 😁
I don’t think you appreciate how busted the assault cannons are, especially when hitting on 2+
Yes and no. They are indeed great on a HSS but rather expensive and limited on anything else. Being assault, even when only 24" is perhaps their biggest strength. The big issue is that they get hot when conducting a return fire reaction or overwatch, which makes them objectively worse than Lascannon's when shooting at 2+ Save/Invul Sav units, worse than Lascannon's when shooting at vehicles, and worse than Volkite Culverin's when shooting at 3+ infantry. Mainly cause you'll be killing yourselves if you need to react. The true strength of a HSS is that you can't shoot at them or assault them without being punished. And Assault Cannons are a two edged sword in this case. They are, however, the best weapon when it comes to flexibility. You can move and shoot. And have a great impact on anything you choose to shoot at. You can definitely do worse than a HSS packed with 10 of them.
They outperform lascannons vs av14
I wish you can make a Space wolves version of this. It would really help a lot
Coming next week!
FINALLY! :D
The hype is real!! 😋
@@blackbriargaming5483 just a question, why didn't you go with 3 solarite power gauntlet in the warder squads?
Dark angels please 👍
The laaaaast one 😅
@@blackbriargaming5483this makes me so sad 🥹 I'm so excited for it but it'll be like, august by the time it happens!!
@@blackbriargaming5483 hardest one too since they just do everything
@Danila Petrov ha ha yeah, not sure I'll be fully developing six rites of war 😅
in terms of fists: just take anything - you will win
Please 🙏 do a emperors children how to build a legion!
lol most baslanced XD lol they are the army of all meta chasers for 30K
Ha ha. Hardly. But I meant balanced in a sense of equal emphasis on shooting and combat.
This video just made me so angry. What broken rules. Damn, I'm pissed off now. Thanks for ruining HH 2.0, Imperial Fists. You're right there with UM.
You should write GW a letter.
@@FerreusVir - Thinking about it. I did apply to a job at GW last summer as a 30K rules writer. Didn't even pass the resume stage. We'll see if whoever they took can balance things better than I would have. So far, not impressed though.
@@andrewbakescakes9684 If you're that bothered by the rules are you going to play HH 1.0 or just hold out for an update?
@@FerreusVir - Hold out for an update. Those in my group that do IF or UM also believe they are broken and self-moderate.
@@andrewbakescakes9684 well thats good at least. Hopefully with HH going full plastic and getting more traction GW will focus more on the rules.
Imperial Fists? BARF!! Worst Legion in the game (because they are busted OP and destroy game balance) and worst Legion in the lore too (having become Plot Armour wearing Mary Sues recently - especially Dorn, who was a total failure until they retconned him).
They also have the least lore accurate rules in HH 2.0 having become some GW twerp's homebrew wet-dream that somehow got officially published, to the point that I hope Dorn gets killed, after turning traitor, during the SoT series. Yes, that would retcon things, but they already retconned things when they made the IF not total do-nothings.
And you are crazy if you think the IF Legion rules is not busted. Recon squad Nemesis bolter spam is a problem already outside of Legions with bonuses to hit with them.
New Imperial Fist Legion rule should be: At the start of the game, roll a dice. On a 2+ your whole army loses it's Plot Armour and treats all terrain that is not a fortification as super duper dangerous terrain, taking a wound with no saves on a 5+ when moving through or into terrain that is not a fortification. Additionally, Imperial Fist counter-intelligence is famously inadequate and laughably bad. All enemy Infiltrators start wherever they want on the board, regardless of any special rules or equipment the Imperial Fist units may have. Furthermore, the Imperial Fist players always goes second to reflect how Dorn and the Imperial Fists were never proactive in anything and only knew how to base camp like losers. Lastly, any Imperial Fist units placed into reserves only entry play on a 6+ to reflect how the Imperial Fists were constantly deploying to the wrong warzone or lost in warp storms. On a reserve roll of less than 6, the units placed into reserve are counted as destroyed.
There, way more lore accurate now.
... how you doing there buddy...? 🙃
@@blackbriargaming5483 - I've calmed down a little. IF always "trigger" me. : P
@@andrewbakescakes9684 ha ha, when in doubt, the answer is always FotA 😋
@@blackbriargaming5483 - I don't like solving broken with another type of broken though. I don't think that makes a healthy game.
Bloody bit unstable there mate