marine7312000 Posted June 7, 2014 Share Posted June 7, 2014 Over in this thread: http://www.bolterand...phase-finished/, Black Cohort is looking on some input for the key units and rules that identify the IFs. The thread is to re-build the CRB and 'dexes from the ground up. I'm looking for your input brothers. What units do you feel are key? Are there any rules that you feel are key to running an IF army? Link to comment https://bolterandchainsword.com/topic/292126-if-identity-units-and-rules/ Share on other sites More sharing options...
Cain21 Posted June 10, 2014 Share Posted June 10, 2014 Lets see.......the heavy support section of the Codex. Link to comment https://bolterandchainsword.com/topic/292126-if-identity-units-and-rules/#findComment-3714031 Share on other sites More sharing options...
jeremy1391 Posted June 11, 2014 Share Posted June 11, 2014 Tactical squads and devs/dev centurions are keystones to getting the most out of a fist list. Link to comment https://bolterandchainsword.com/topic/292126-if-identity-units-and-rules/#findComment-3715496 Share on other sites More sharing options...
Cain21 Posted June 12, 2014 Share Posted June 12, 2014 Well tac squads are not really a stand out neither would devistators, based on that the fists are codex adherent and would therefore have the same number of tacs and devs than any other chapter, hency why I leaned more towards heavy support. Yes dev centurions make sence becuase they do have alot of those suites compared to others as well as things like Vindicators, whirlwinds, thunderfire cannons all which lean more towards the fact that the fists first and foremost can actually have more of those 4 things than other chapters and that they prefer siege warfare which also leans toward more use of these types of war machines therefore requiring more of them in order to use. Link to comment https://bolterandchainsword.com/topic/292126-if-identity-units-and-rules/#findComment-3716241 Share on other sites More sharing options...
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