Imperial Fists Codex

Imperial Fists Codex




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An article by Liam "Corrode" Royle  Gaming Reviews Tactics Warhammer 40k  October 19, 2019   0
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Nearly two months since the Space Marines Codex v2.0 released, the Imperial Fists are finally here with a Codex Supplement of their own. Was it worth the wait? Are half the rules in the book weirdly obsessed with Buildings, a thing which has never been seen in 8th edition? How many times can a single boltgun hit an enemy model, anyway? All these questions and more will be answered in the following review. It’s worth noting right up the top here that the Imperial Fists book is a little different to the others, because it includes rules for their successor chapter, the Crimson Fists, as well. This has some slightly weird effects, some of which require an errata or FAQ, so when we reach them we’ll highlight them so you know what to look out for.
Imperial Fists Primaris Army. Credit: Jack Hunter
In addition to the faction rules laid out in Codex: Space Marines, Imperial Fists get some additional rules of their own. But before we dive into those, let’s cover what you need to do to get access to them. We’ve covered this before in our Ultramarines , White Scars , Raven Guard , and Iron Hands reviews, so if you already know this part, feel free to skip ahead – though things are a little different in this supplement, thanks to the presence of the Crimson Fists.
For most of 8th edition, you’ve only technically gotten access to the full suite of subfaction (i.e. “Imperial Fists”) specific rules if your army has literally used the IMPERIAL FISTS keyword. Homebrew chapters could choose a trait, but wouldn’t get stratagem, trait or relic access (meaning that in tournaments people just used the main keywords).
That’s changed, and you can now get access to 95% of what’s in this book if you are a Imperial Fists successor chapter (90% if you are actually playing Imperial Fists). We broke those rules down in part 1 of our main book review, and importantly “successor chapters” in this case includes those using the “build your own” traits. If you’re going down-the-line Imperial Fists, this is the tactic you get:
The Imperial Fists gained hugely from the 2019 codex. They retained the good part of their original trait, ignoring cover, and swapped the completely irrelevant “re-roll wound rolls against Buildings” for “unmodified hit rolls of 6 on bolt weapons score 1 additional hit.” This is a great change – Imperial Fists units laying down bolter fire will score 1/6th more hits, which is decent enough on Intercessors and the like, but really nasty on high rate of fire units like Aggressors or Centurions. 
Crimson Fists get a similar trait, sharing the “bolter drill” rule, but swapping the “ignores cover” part out for a modified version of their White Dwarf trait:
The big change here is going from “units with twice as many or more models” to “units with at least 5 more models.” This is a great change – it now makes more sense to take large squads in a Crimson Fists army, whereas the previous tactic pushed you hard towards MSU.
If you want to instead pick your own trait we’ll go through what we think the best successor combos are a bit later on. For now, we just need to establish that Successor chapters can get most (or in fact with CP expenditure, all) of what’s here, and keep that in mind until we cover them in detail. The breakdown of how to get these abilities is as follows (note: this is actually a little bit different to the other supplements thanks to the Crimson lads, so it’s worth checking out):
Successor Chapter Rules - Click to Expand
The Imperial Fists doctrine buffs Heavy weapons while the Devastator Doctrine is up, which is fitting for the sons of Dorn. Attacks made with Heavy weapons which target a VEHICLE or BUILDING (lol) add 1 to the Damage characteristic. As things go, this is an uncomplicated buff. It encourages exactly the kind of playstyle you’d hope to see from Imperial Fists – masses of heavy weapons aiming to tear down enemy armour in the early turns. It’s a little disappointing that it’s only VEHICLES and not MONSTERS or even BATTLESUITS as well – there’s no real reason the Fists should be great at blowing up Land Raiders but not Carnifexes or Riptides – but so it goes.
Imperial Fists Centurion Devastator Squad. Credit: Jack Hunter
Putting aside that rather lukewarm criticism, the cool thing about the doctrine is that it makes some units really nasty. The above-pictured Centurions throw out a sickening amount of damage, particularly with their heavy bolters benefiting from the “bolter drill” rule as well, and being AP-2 while in the doctrine. Suppressors are suddenly rocking S7, AP-3, damage 3 against their main targets. Hellblasters can potentially deliver S9, AP-5, D3 shots from 36″ away – that’s a savage amount of firepower. Las-fusil equipped Eliminators are now a flat damage 4, which is hard to say no to. Even “incidental” anti-tank weaponry becomes a lot more deadly. It’s not hard to imagine an Imperial Fists army downing their opponent’s armour early on in the game under a hail of bullets.
The downside here is that it all falls flat if your opponent doesn’t have any, or many, VEHICLE units. It also doesn’t totally work with the trait and, as we’ll see later, some of the Stratagems – heavy bolters love it, but massed bolter fire from Aggressors or Intercessors would much rather you were in the Tactical doctrine. It creates a weird tension in your decision-making, which is going to be a bit of a theme for this book.
The Imperial and Crimson Fists are somewhat unique among chapters receiving supplements as they both got specialist detachments in Vigilus Defiant. The specialist detachments can be unlocked by spending a single command point on a Specialist Detachment Stratagem , and they apply to all the units with a specific set of keywords in a detachment, unlocking two stratagems, a relic, and a warlord trait. We’re going to go into a quick overview of the detachments here, and go into details on their effects in the appropriate sections below.
The Siegebreaker Cohort is the big draw to stick with the Imperial Fists rather than playing their somewhat bluer successors. The Siegebreaker Cohort applies to Captains, Centurions, Dreadnoughts, and Vindicators. The specialist detachment doubles down on killing vehicles and buildings – there’s one stratagem that relates specifically to destroying buildings, and one that applies to both buildings and vehicles. Both the warlord trait and relic have been overwritten by the release of this supplement, so we won’t be looking at them.
The Liberator Strike Force is all about the Primaris – it applies to all the Primaris characters, Intercessor Squads, Reiver Squads, and Hellblaster Squads in a detachment. The stratagems, warlord trait, and relic are all unique, so don’t get overwritten by this supplement.
Crimson Fists Hellblasters, ready to liberate. Credit: Corrde
There’s three units in the book, which is 300% more than Raven Guard or Iron Hands had. So far, so good. Two of them are returnees from previous editions, in the shape of Captain Darnath Lysander of the Imperial Fists (still not worth it) and Chapter Master Pedro Kantor of the Crimson Fists (extremely worth it). Neither of these got a Primaris upgrade, and Lysander is basically not changed at all from his previous version, though Pedro gained an extra Attack, better re-rolls, and an improved storm bolter. Joining them is the new boy Tor Garadon, first announced a few weeks ago after grainy leaks started showing up on the Internet.
Imperial Fists Captain Tor Garadon. Credit: Jack Hunter
Continuing the theme of all the new Space Marine supplements getting a Primaris character, the Imperial Fists get Captain Tor Garadon. Garadon gives friendly Imperial Fist units the standard captain re-roll 1s to hit, has a gigantic fist with a x3 strength modifier, and has a Signum Array that provides a friendly unit within 3″ BS 2+. Garadon also has a pair of abilities that increase his potency against Vehicle and Building units, the Siege Captain ability and Siege Master warlord trait (we’ll cover this below). Combined, these give Garadon 6 s12 punches on the charge that do 4 damage to Vehicles, and a d3+1 damage grav-gun, both of which get +1 to wound (so he’s wounding knights on 2s with his fist, or 3s with the grav-gun). He, of course, can’t do this to a Carnifex, but at least he can punch out Rob’s semtex filled Kytan.
Garadon also only provides captain re-rolls, unlike the more powerful chapter master re-rolls. This gives an Imperial Fists player an uncomfortable tension between a chapter master to buff multiple units, or Tor Garadon to help buff a single unit (and be a bit of a melee powerhouse). We did some math to look at this – Garadon is marginally better at boosting a single unit than a Chapter Master, but when either shooting with multiple units, or as hit modifiers and extra hits from the Siege Masters and stratagem Bolter Drill come into play, the Chapter Master re-rolls step ahead.
Captain Lysander is almost completely unchanged from his previous incarnation in the 2017 Codex Space Marines, and like in that version of the Codex, he kind of sucks. He doesn’t really have enough attacks to be a melee beatstick, and he’s not tough enough to cause anyone real problems. His special buff is now “no more than 1 model can flee” rather than “+1 Ld”, but how relevant either of those is in a codex with small, tough, high-Leadership units with a free re-roll is questionable. You kind of get the sense that GW don’t really know what to do with him, so here he is.
Pedro, on the other hand, has stepped the fuck up. For some reason he’s gained a base Attack, giving him 5 (effectively 6, since he benefits from his own aura). He also gets the new, improved, version of Chapter Master re-rolls, and his gimmick storm bolter is damage 2 as well. At an unchanged cost of 150pts, he’s a fantastic force multipler to drop in to your pile of guns, and of course he doubly buffs melee too since he’s handing out both re-rolls and more attacks. Even Intercessors are pretty nasty when a basic unit of them can be throwing out 5 attacks per model re-rolling all hits. The only slight downside to Kantor is that he continues to tote a regular old power fist, and therefore has -1 to hit on his own attacks, but punching things himself isn’t his primary role, it’s shouting at others to do it. And in any case with Shock Assault he’ll usually be throwing out 7 attacks which hit on 3s and re-roll, which is plenty to be getting on with.
The doctrine bonus causes several codex units to particularly stand out for Imperial Fists. Mostly, these units are things that have significant volume of heavy weapon fire to maximize the benefits from the doctrine.
Imperial Fists Leviathan Dreadnought. Credit: Jack Hunter
The Imperial Fists have access to 14 stratagems, two fewer than any other supplement (and fewer than Crimson Fists, their own successor chapter). Imperial Fist stratagems are a bit of a grab bag – some of the stratagems continue the inexplicable love for the BUILDING keyword, some are great at increasing the sheer volume of bolter fire they put out, and some don’t seem to mesh at all with a doctrine that encourages staying in Devastator Doctrine.
Imperial Fists Deimos Vindicator Laser Destroyer. Credit: Jack Hunter
Imperial Fists Phalanx Warders. Credit: Jack Hunter
The Siegebreaker Cohort also gives the Imperial Fists two additional stratagems. One stratagem is fantastic, and the other continues along with GW attempting to force Buildings to be a thing.
Then you’ve got the two Crimson Fist ones, which they can use in addition to the other 14 Imperial Fist stratagems. These are straight ports from the January White Dwarf index:
The two stratagems given to the Crimson Fists out of Vigilus Defiant increase the potency of Crimson Fist Primaris units.
Imperial Fists Primaris Captain with Power Fist. Credit: Jack Hunter
The Imperial Fists have access to two sets of relics – four Relics of the Fists and six Special-Issue Wargear. The Relics of the Fists can be freely taken by Imperial Fists characters, or given to a successor chapter, including Crimson Fists, with Champion of Blades. The eight Special-Issue Wargear items can be given to either Imperial Fists or their successors, and through Gift of the Phalanx a subset can be given to a sergeant. The Crimson Fists have access to an additional two Relics of the Fists, again duplicated from the White Dwarf index in January.
The four Imperial Fist relics are a mix of one weapon and three different upgrade options, ranging from a generally useful aura boost to a magic banner that doesn’t synergize with an army in Devastator Doctrine.
As befits the more aggressive successor chapter of the glorious boys in yellow, both the Crimson Fist relics are weapons, and pretty decent ones at that.
In addition to what we can now say for sure are the four standard pieces of Special-Issue Wargear, the Imperial Fists and their successors have four unique items. As seems to be common, the unique bolt ammo is underwhelming; however some of the others are competitive with the genuine Relics of the Fists as options to take in a list.
The Imperial Fists and the Crimson Fists each have their own unique set of warlord traits, with the Imperial Fists having six and the Crimson Fists having three. There is an additional trait for each chapter gated behind Specialist Detachments, and the Field Commander stratagem can be used to have as many as three separate characters with warlord traits.
Imperial Fists Gravis Captain. Credit: Jack Hunter
The Crimson Fists get a set of three unique warlord traits, and can use Sentinel of Terra to take an additional one from the Imperial Fists table on their warlord, as long as the warlord isn’t Pedro Kantor (he won’t be).
Unlike the Imperial Fists specialist detachment, the Crimson Fists trait is unique, so can be used in addition to the traits in the supplement – as long as you take the Liberator Strike Force.
Imperial Fists Terminator Librarian. Credit: Jack Hunter
Imperial Fist psychic powers are a bit weird, in that several powers seem to encourage an army that fights in close, something at odds with the doctrine bonus to heavy weapons and lack of a way to mitigate the movement penalty. Once again we also have a power that gets bonuses for targeting buildings. At this point we’re hoping that this is a prelude to Psychic Awakening making buildings good, but don’t have a lot of faith in that.
Overall, Tectonic Purge and Fortify are probably must-takes in a gunline army, though cases can be made for the other powers on either an army that fights at close range or on a secondary Librarian, or against enemy gunlines which aren’t going to want to charge at yours.
Imperial Fists Veteran Intercessors. Credit: Jack Hunter
Looking individually at the Imperial Fist psychic powers, warlord traits, relics, and stratagems there are quite a number of powerful options that any army would be happy to have – but there’s also a strange tension with how all the individual parts are going to interact. Legacy of Dorn encourages high volume heavy weapons – heavy bolters, assault cannons, onslaught gatling cannons, autocannons, and the like. Siege Masters and Bolter Drill encourage the use of bolt weapons, with the heavy bolter and stalker bolt rifle some of the only weapons that fit into both categories. Close-Range Bolter Fire and The Shield Unwavering encourage playing close where you can leverage the melee potential of Intercessors, but works best with auto bolt rifles for volume of fire, and being in assault doctrine to gain AP after changing their weapons to be pistols and then melee attacks if the bolt fire wasn’t enough. This ends up with the Imperial Fists in an interesting position where they may not want to remain in Devastator Doctrine all game, unlike many other Space Marine armies that want to sit in their bonused doctrine. Start the game out in Devastator and stay there while vehicles get chewed up, but switch over to Tactical or even all the way to Assault as the game progresses and heavy targets are harder to find.
With this in mind we’re going to take a look at two different Imperial Fists lists, one designed to take advantage of the Siegebreaker Cohort and one we recently saw at the LGT and were interested by. We’re also going to forgo our usual dive into potential successor chapter traits and take a look at how the unique Crimson Fists chapter tactic, stratagems, traits, and relics can create an army that feels different from the Imperial Fists.
The primary detachment is Indomitus Crusaders, so the Primaris Lieutenant can take the Greyshield trait, allowing both Siege Masters and No Matter the Odds to be used by the entire detachment, so every 6 to-hit turns into three hits, and one unit can use Bolter Drill as well so each 6 turns into 4 hits. The supplement has also given this army a 50% buff to its anti-tank power, previously based around volume of low strength 2-damage shots, now hitting for 3-damage. Assuming that the Siegebreaker Cohort version of the Indomitable trait remains available, this army has 160 wounds that will nearly always be in cover and immune to morale, a tough ask to push through.
The supplement also shores up some of our concerns about the list at LGT, Tank Hunters on a unit helping push those three damage hits into a Knight, and Close-Range Bolter Fire giving each Intercessor squad some potential two damage hits if they end up stuck in combat (though it will sacrifice the third damage and additional AP). We’re very excited to see how much stronger this list ends up now.
Previously, he was taking the Indomitable warlord trait out of Vigilus. With it going away, we think that Hand of Dorn is the best single warlord trait to take here, though taking Architect of War and using Sentinel of Terra to grab Hand of Dorn as a second trait is better – at worst you end up breaking even on CP.
Here we’ve got a second list with a double battalion. While Space Marine battalions can get expensive due to troop costs, Imperial Fists take full advantage of them with all the bolt rifles getting extra shots. Our first battalion has two squads of Infiltrators, and one big block of regular bolt rifle Intercessors. How we use these three units will depend a ton on our matchup, as they can be effective in multiple ways. Against anyone with a strong deep strike presence we want to keep the Infiltrators back towards our lines, providing a 12″ bubble of screening and keeping our Centurions safe. If our opponent lacks a
https://www.goonhammer.com/codex-supplement-imperial-fists-the-goonhammer-review/
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