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Imperial Fists Siege Force



Imperial Fists Siege Force

Imperial Fists Siege Force


Type: Army Unit
Faction: Space Marines
Cost: 2
Attack Value: 2
Hit Points: 2
Command Icons: 1
Signature/Loyalty:
Traits: Soldier. Imperial Fists.

Reaction: After you deploy this unit, rout 1 or more target Ally units at this planet.

Set: The Threat Beyond Number: 95 Quantity: 1
Illustrator: Jacob Atienza
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


18 Comments

This is the exact card I wanted for space marines since I played my first tournament. I now can pick these guys instead of splashing in sanctioned psyker to counter traders and pirates.

Just like in the w40k game I always prefer to play mono so cards that helps that are always good IMO.


 

    • starkjoy and Killax like this

Woot, didn't notice the new pack's cards were already uploaded.

 

Anyway, this is a well rounded SM unit with utility, which is great for any faction with access to it. If Orks hadn't received such strong cards this pack, we might've had seen a few AM/SM decks thanks to these guys.

Wouldn't the card have been better phrased "After you deploy this unit, rout all Ally units at this planet."?

 

Either way, most of my decks have 3 Rogue Traders and 3 Void Pirates. This card makes it open season on these and other  Ally units, killing command struggles wherever it is deployed. Will not look forward to facing any deck using this.

Wouldn't the card have been better phrased "After you deploy this unit, rout all Ally units at this planet."?

 

One or more lets you keep your allies at the planet and get rid of theirs.

    • ultimate26, XaosChaos and TheHiveTyrant like this

Very cool card in terms of design. Currently does not hold an incredible great use in SM decks (because of their allready powerfull arsenal) but from a fluff perspective fits the "Space Police" very well. It also is far from bad once we see more and more relevant Allies.

 

3/5

Decent 2 drop that can put up a fight during the command phase :)

Just being a 2 drop makes it excellent. Now I can kick off those dirty Eldar command struggle hoarders.

This plus catos squad is pretty nuts to play against.

 

You never know if your "hold the bank" units will be where you need them to be.

    • Darikgrey likes this

This plus catos squad is pretty nuts to play against.

 

You never know if your "hold the bank" units will be where you need them to be.

 

Yeah, that could quickly turn into a "You deploy where I say you deploy" deck, LOL! Wow...

    • TheHiveTyrant likes this

These guys actually end up being better in a Ragnar deck than a Cato deck because there is a "small" drawback here that no one is talking about. If you send a whole bunch of your opponent's Ally cards (like Void Pirates, Rogue Traders and Eldar Survivalists) back to HQ in the Deploy phase, you had better make sure your opponent doesn't win the Command Struggle at the planet he sends his warlord to because if he does, he will get the benefit of all those card and resource bonuses (even when the ally units are exhausted). That means you pretty much have to send your warlord to the same planet as his (and have more standing command icons there). So, you know, better for Ragnar than Cato.

    • Killax likes this
I am actually thinking the effect may be better used on your own allies for the reasons given above - it is more likely I win command if my Void Pirates are at the same planet as my warlord after all.

Yes, I risk losing them in combat - but with Cato I'm probably not fighting anything too big, and with Ragnar if they use an attack there then its 1 less hit for Ragnar himself to worry about.

Also note there are a couple of allies that aren't resource generators, most notably Biel Tan Guardians. Routing them can seriously change the picture of a command struggle, and with 1 HP and a primary role of command winning they are of very little use in HQ.

These guys actually end up being better in a Ragnar deck than a Cato deck because there is a "small" drawback here that no one is talking about. If you send a whole bunch of your opponent's Ally cards (like Void Pirates, Rogue Traders and Eldar Survivalists) back to HQ in the Deploy phase, you had better make sure your opponent doesn't win the Command Struggle at the planet he sends his warlord to because if he does, he will get the benefit of all those card and resource bonuses (even when the ally units are exhausted). That means you pretty much have to send your warlord to the same planet as his (and have more standing command icons there). So, you know, better for Ragnar than Cato.

 

Agree with that, though its still diminishing their command presence on the actual planet array, which is a sizeable benefit overall.

 

The way I look at it is this: if they have a Void Pirate and a Rogue Trader sat at a planet, they're likely getting those bonuses anyway, short of me Warlord-sniping them. Me sending them back to HQ doesn't change that, but it does give me a command win where they had one before.

 

Agree on the Cato vs Ragnar assessment here though, as a pair of allies sitting on their lonesome is exactly the sort of thing Cato wants to snipe, while Ragnar doesn't want his commitment to be so predictable.

    • Killax likes this

Agree with that, though its still diminishing their command presence on the actual planet array, which is a sizeable benefit overall.

 

The way I look at it is this: if they have a Void Pirate and a Rogue Trader sat at a planet, they're likely getting those bonuses anyway, short of me Warlord-sniping them. Me sending them back to HQ doesn't change that, but it does give me a command win where they had one before.

 

Agree on the Cato vs Ragnar assessment here though, as a pair of allies sitting on their lonesome is exactly the sort of thing Cato wants to snipe, while Ragnar doesn't want his commitment to be so predictable.

 

 

The thing here is, the effect simply said isn't anything incredible. By no means is it bad but in my experience there is no giant reason for this to be included in Ragnar's deck either. Main reason being that his deck allready heavily commits in the two drops where many of them allready have 2 HP. More of that generally leads to a weaker match up against DE or Chaos who happen to deal really well with that kind of bodies and do not heavily rely on Allies anyway to do the heavy lifting mainly because of what ktom also mentioned, these Allies will all commit together with the Warlord again to make sure they'll gain the income.

 

In fact, if possible Pirates and Traders arguably would be even more better if they could be deployed in HQ...

 

Apart from that I feel this card does help you out against Tau and Eldar, who do rely heavier on Allies to getting the work done, Biel-Tan Guardians, Eldar Survivalist, Recon Drone and ECT are a whole lot less usefull when kicked to HQ. 

 

As such I cannot rate this card over 3/5, despite the avarage rating being 4/5...

    • XaosChaos likes this

I don't understand "Ally".

"Ally" can be opponent(s) units ?

ally references the traits on army cards, on this card for example; soldier, imperial fist are both traits. ally is a trait some cards share.

Cards these guys can rout (Post Warlord Cycle)

  • Biel-Tan Guardians
  • Earth Caste Technician
  • Eldar Survivalist
  • Goff Boyz
  • Murder of Razorwings
  • Penal Legionnaire
  • Recon Drone
  • Rogue Trader 
  • Sniveling Grot
  • Void Pirate

Most of these cards are common in a lot of decks. Especially since Traders, Pirates, and Survivalists (If you have access to them) are pretty much auto includes. Safe to say you might be good running at least 2 of them for now. 

Pirates are auto-include, for sure, and Traders are commonly used but not universal. Survivalists are considered weak by many, and seem to make it into about half of decks that can use them. Biel Tan Guardians is a better call as an autoinclude.

 

Recon Drone, I'd note, is a card that I've replaced with Promotions because of this card, and because of For the Tau'va.

 

ECTs and Razorwings still see play, but half their value is in the search effect. 

 

Goff Boyz some use and some don't, but as they're not command units, its not too disastrous when they're routed, though it can be annoying.

 

Penal Legionnaire and Snivelling Grot don't see play at all.

 

But yeah, this is a solid card. Its not so much whether its good, its more that Space Marines have so many solid cards that this one hovers around the include/exclude line.

True, ECT is half about the search, but routing it and deploying a hammer is (at least temporarily) as good as deploying 2 hammers (better perhaps as promotion can't be used to overcap). Long term tis worse of course.

 

With Trader/Pirate/Survivalist it's great for disposing of their hammers, though by adding them to the warlord train you are actually making it more likely they'll get their bonus cards/resources.

 

Still a solid card for skewing command and having some combat value too. Shines if there's a situation where the opponent has stacked multiple allies for any reason.

 

If Ork wasn't the superior split, would be entertaining to include this and Cardinis in a Staging Grounds deck - this could rout a bunch of stuff for Cardinis to AoE the Warlord's location later, or it could even drop in via a Staging Ground to rout some Goff Boyz. Very niche and Orks are much better for SG decks, but maybe one day...