having taken a day to read and digest all the discussion, I thought it would be a good idea to explain my thought processes with the list, most of which are based on actual gaming data...
I started from the POV of a planetary taskforce approach, but several people who have shown an interest wanted more siegeworks to represent the marines being fully dug in
After playtesting standard fortifications against Black Legion, Tau and Eldar, it was a severe penalty for the marines to give up the rhinos and mobility for a slight bonus to their save, my thinking here was that if we wanted to keep the fortifications in the list, it would be hard to drop the price of the formation due to marines being inherently expensive (and the risk of spamming formations) I also wanted to keep the fluff nuts happy so didn't want to buff formation sizes or anything like that
my solution was to improve the fortifications to give the marines a worthwhile benefit, giving them RA in bunkers was a nice boost, it also is pretty simple to implement and is generally easy to justify, marines have better bunkers or make use of them more effectively, in the same way, it was discussed how to give the trenches a boost and make them worthwhile. As trenches were historically a way to safely and covertly move troop formations around, it seemed that representing this somehow was a good idea, a few people suggested hidden deployment, but I felt that having first strike would be a good option, it’s a rule that exists in the game already, and fits well with the idea that troops rush a fortification only to find it full of decoys and suddenly they are counterattacked from a hidden angle
Neither of these additions are really ‘special rules’ they use established game mechanics to give an easily justifiable boost to the marines who are meant to be the ‘masters of siege’
The way I see it, is that there are 3 options open to us at this stage:
1.) Remove the special rules and just have fortifications work as they already do, remove them as an option for transport upgrade and just have them purchased from the army list section, or perhaps just one free set per tactical/dev formation 2.) Replace the standard fortifications with marine specific ones, so bunkers become firebases that bestow a 4+ RA save on any infantry unit (friend or foe) inside, trenches become bulwarks that bestow first strike on any infantry unit (friend or foe) inside 3.) Remove the bunkers and trenches, let the marines use minefields, Tarantulas/Hyperios and bastions to hold ground while they push forwards
I can put this to a poll if people think it’s required, I am happy to remove the blast marker effect, although I feel that marines have just as hard a time shedding blast markers as anyone else, especially when you pay 50 points for a leader character, my preferred options are #2 and #3, either is fine with me, and they’re not mutually exclusive, you don’t have to take fortifications if you don’t want to
On the aircraft situation, Thunderhawks were removed to preserve theme and also limit tactical options, if they were left in, the list was in danger of becoming codex marines with lots of shiny new toys…
I view it as the situation where the Thunderhawks have dropped the marines off to hold a strongpoint while they go and extract valuable cargo or support an assault somewhere, air support is provided by storm talons which are more numerous and able to redeploy more rapidly, this is the same rationale for the removal of spacecraft, and the inclusion of more land raider variants and the Fellblade, this is a heavily-supported ground mission, not a tactical airstrike
I don’t want to include missile silos at this point, I just don’t see them being used by marines, adding more immobile stuff to the list further encourages the static defensive play that we’re trying not to promote…. the Deathstrike warlord was included because I just wanted to add something different and felt it would be a good fit for the list, the power fist means it can handle itself when the fighting gets up close and dirty and the deathstrike gives a long range shot at enemy war engines such as decimators which can really mess up a marine force
On the lists, I think 3+ RA on the bastion makes it a bit tough against much shooting while still not helping against pinpoints and TK, I’d rather keep 4+ RA for now and add a void shield, 2x Heavy bolters would be a consideration too, could justify upping the firefight to 5+ in that case… the other option would be the techmarine upgrade, like an ork oddboy, maybe a techmarine character upgrade could add a void shield to a bastion unit?
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