Posted 31 July 2011 - 10:21 PM
hm, here's what comes to mind:
-I imagined a couple things would work together to give off the IF’s siege feel: Techmarine calling down free turrets left and right, the entrenching scouts, “hold position” tac marines, and missile heavy devastators
-There’s the contradiction between the IF’s supposed close adherence to the Codex and their very un-Codex Terran sword philosophies. So as a compromise you can turn your tac squad into a decent melee squad in a jiffy (chainsword would a very quick/cheap weapons upgrade), plus the melee heavy focus of other units.
-make squads a little slower reinforcing generally, but faster reinforcing when next to a rhino/razorback.
-devastators have a little slower movement speed than tac marines
-Listening posts have a weak gun to start even before upgraded
-At later tiers, one of the IF buildings should have a big battleship gun on it that can be used to fire a salvo of bombardment shots anywhere (or almost anywhere) on the map. Should have a cooldown like IG HQ detect ability. Very similar to an IG earthshaker shot, very good against infantry, less aginst vehicles/buildings. Enemy should be able to hear booms of the guns firing and whistling of incoming shells a little while before impacts (enough time to flee if he’s quick on his feet). Maybe stick a big skyward facing baneblade turret on one of the buildings, the HQ or a Tech Building perhaps. The Steel Legion stubby basilisk shells, maybe enlarged slightly and colored in IF yellow/red/black could work.
-Orbital Bombardment should be a creeping barrage by a low flying IF gunship
-Techmarine gives a small global bonus to vehicles
-The IF are very by-the-book and less dependent on inspirational leaders. Commanders/sergeants should give less bonuses than their vanilla SM counterparts
-Squads have slightly better morale than their SM counterparts, but once broken take slightly longer to recover morale. The IF have this whole neurotic shame/penance thing going on
-HQ has Auspex Pulse ability. For 20 seconds, all listening posts get slightly better sight radius and can detect cloaked units. However for 20 seconds, listening posts are all revealed to the enemy (can see whether they are damaged, whether upgraded or not, etc). The idea is that IF aren’t as great about stealth as other factions (doing stealth and countering stealth). Also lets the enemy know you have great defenses