Space Marine Fixes Thoughts/Ideas |
Jaldon
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Sun Jul 31, 2005 8:25 pm |
|
Brood Brother |
 |
Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
|
This thread was going in the old SG forum, and I thought I would transfer some of it here.
(1) In General Too Weak in Assaults (Fix) Change outnumber result to the following (A) If outnumbered by 2 to 1, or more then enemy gets +1 (B) If Even or just outnumbered enemy gets +0 © If Marines outnumber enemy they get +2
(2) Vindicator Not Worth It (A) Increase it's speed to 25cm (B) Give it FF+1 attacks © Give Demolisher Cannon Ignore Cover OR (D) Decrease it's Detachment cost to 200pts, and per unit cost to 50pts
(3) Too Weak Against WE (A) Make Hunter MW4+TKD3 AA4+ (B) Live with it every army should have weaknesses
Hey just some ideas, I am open
Jaldon 
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
|
|
Top |
|
 |
Tas
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Sun Jul 31, 2005 11:46 pm |
|
Brood Brother |
 |
 |
Joined: Thu Mar 06, 2003 10:01 am Posts: 7823 Location: Sydney, NSW
|
Give Demolisher Cannon Ignore Cover |
I agree - I have always thought this shoud be applied: its appropriate fluff wise and correlates in comparison to some other IG platforms
_________________ Tas My General blog: http://tasmancave.blogspot.com/ My VSF Blog: http://pauljamesog.blogspot.com/ My ECW Blog: http://declaresir.blogspot.com/
|
Top |
|
 |
vanvlak
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 8:29 am |
|
Brood Brother |
 |
 |
Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
|
Trouble is, it doesn't ignore cover, it demolishes it.... that's what the Brumbar, it's ancestor in WWII, was used for.
_________________ Back from oblivion (again)?
|
|
Top |
|
 |
Warmaster Nice
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 9:30 am |
|
Brood Brother |
 |
Joined: Tue Sep 30, 2003 9:15 pm Posts: 7948 Location: Denmark
|
Considering the Marines general lack of TK weapons the Vindy might be pushed into this role as well. Any weapons which can smash apart a concrete bunker should be pretty nasty on a Titan as well.
It would also give the Vindy a very distinct role in the Marine Army...
Apart from that I like the above mentioned suggestions.
Cheers! 
_________________ Sofa General
Nobody expects the Inquisition!!! http://theepiclounge.wordpress.com/
|
|
Top |
|
 |
yme-loc
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 11:34 am |
|
Brood Brother |
 |
Joined: Tue Apr 26, 2005 4:58 pm Posts: 599
|
Quote Jaldon (1) In General Too Weak in Assaults (Fix) Change outnumber result to the following (A) If outnumbered by 2 to 1, or more then enemy gets +1 (B) If Even or just outnumbered enemy gets +0 ? If Marines outnumber enemy they get +2 End Quote
I think this is a good idea.
Quote Jaldon (2) Vindicator Not Worth It (A) Increase it's speed to 25cm (B) Give it FF+1 attacks ? Give Demolisher Cannon Ignore Cover OR (D) Decrease it's Detachment cost to 200pts, and per unit cost to 50pts End Quote
A and B definetly, perhaps give it ignore cover in FF (although would beg question why doesn't leman russ demolisher or baneblade get this ability)
Quote Jaldon (3) Too Weak Against WE (A) Make Hunter MW4+TKD3 AA4+ ? (B) Live with it every army should have weaknesses End Quote
I personally do think its necesary to give the marines a little bit more to deal with war engines.
I quite like the idea of some sort of melta charges upgrade, which could be purchased for specific units (such as assault marines). Although I can forsee problems with this.
I would also give marine leaders the ability to remove 2 blast markers.
Also give them one free commander, I find it strange to see all these space marine companies running around lead by a chapters worth of chaplains but no commanders, of course this last ones just my opinion on a background matter and is unlikely.
_________________ Epic UK - Improving and Enhancing Epic Gaming in the UK [url]http://epic-uk.co.uk/wp[/url]
|
|
Top |
|
 |
Warmaster Nice
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 12:46 pm |
|
Brood Brother |
 |
Joined: Tue Sep 30, 2003 9:15 pm Posts: 7948 Location: Denmark
|
Another issue springs to mind: Dreadnoughts. There's been some suggestions about letting them use Drop Pods for increased mobility. The main issue seems top be their very slow speed which isn't really in line with the Marine philosophy of mobility.
Cheers! 
_________________ Sofa General
Nobody expects the Inquisition!!! http://theepiclounge.wordpress.com/
|
|
Top |
|
 |
Tas
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 12:48 pm |
|
Brood Brother |
 |
 |
Joined: Thu Mar 06, 2003 10:01 am Posts: 7823 Location: Sydney, NSW
|
I agree. There is some good firepower there - but getting it into range has always been a problem. Lets face it, most battles are decided by turns 3 or 4 and these guys are lucky to get a shot in...
_________________ Tas My General blog: http://tasmancave.blogspot.com/ My VSF Blog: http://pauljamesog.blogspot.com/ My ECW Blog: http://declaresir.blogspot.com/
|
|
Top |
|
 |
vanvlak
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 12:54 pm |
|
Brood Brother |
 |
 |
Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
|
And modern 40K fluff permits Drop-Dredds..... 
_________________ Back from oblivion (again)?
|
|
Top |
|
 |
Tiny-Tim
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 1:13 pm |
|
Hybrid |
 |
Joined: Tue Jul 05, 2005 1:32 pm Posts: 4893 Location: North Yorkshire
|
Quote (Jaldon @ 31 2005 July,20:25) | (1) In General Too Weak in Assaults
(2) Vindicator Not Worth It (A) Increase it's speed to 25cm © Give Demolisher Cannon Ignore Cover
(3) Too Weak Against WE (B) Live with it every army should have weaknesses
Jaldon  | Are Marines weak in assault?
Whenever my regular opponent gets an engagment going I really suffer, but if I do it on my terms then he suffers.
Vindicator - Increase in speed almost universally agreed & ignore cover, no problems from me there.
Can't deal with WE? Well there are termies, and you can have your own WEs so whats the problem.
Now for the disclaimer. I don't play Marines. I find them too difficult to play with, but I am prepared to look for solutions and try and test new ideas.
A problem that has been raised is that a single shot can cripple the movement of a formation by destroying one of its transports. Now Marines can still double and March which can cover a lot of ground.
I originally had a possible solution of increasing the save for Rhinos and Razorbacks, but discussing this with Nick (Mekboy) Simmerson, Speed Freak Champion and general brilliant player he came up with a better solution.
Similar to IG and their Commissars, Marines have Techmarines. Before a battle the Marine player rolls a D3+1 for techmarines (assuming upto 3000pts). He does not have to allocate these, but must have a suitable marking system to show that he has them.
Then during the game these techmarines may be used to allow the player to re-roll a failed armour save on a vehicle. Note a save can only be re-rolled once and if the vehicle has already used a re-roll for say Reinforced Armour, he can't re-roll a re-roll. However if the same vehicle is hit by a MW then the first save is lost, the second save can be taken and if this is failed then a techmarine may be used. Of course TK weapons would not be affected by this rule.
Well I'm open for comments and if there is a bit that doesn't make sense then I'll try to clarify it.
Tim
_________________ _________________ www.epic-uk.co.uk - home of the UK Epic tournament scene NetEA NetERC Xenos Lists Chair NetEA Ork + Feral Ork + Speed Freak Champion
|
|
Top |
|
 |
Tas
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 1:28 pm |
|
Brood Brother |
 |
 |
Joined: Thu Mar 06, 2003 10:01 am Posts: 7823 Location: Sydney, NSW
|
I like the Tech-Marine: After all, it worked well in SM2! Would that also herald the return of the Medic with personnel saves?
When I pushed this in the initial EA playest forum (lets see, thats 3 offiial forums ago now..) I was told it was too complex? has this officla attitud echanged to allow more character diversity?
_________________ Tas My General blog: http://tasmancave.blogspot.com/ My VSF Blog: http://pauljamesog.blogspot.com/ My ECW Blog: http://declaresir.blogspot.com/
|
|
Top |
|
 |
Dwarf Supreme
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 3:48 pm |
|
Brood Brother |
 |
 |
Joined: Fri May 20, 2005 8:45 pm Posts: 11147 Location: Canton, CT, USA
|
I, too, like the ideas of Tech-Marines and Medics.
As for the Vindy, it should have the Ignore Cover ability.
Dreads- let them be able to be deployed by drop pod. Also, am I the only one that would like to see them as seperate formations, instead of just upgrades?
_________________ "I don't believe in destiny or the guiding hand of fate." N. Peart
|
|
Top |
|
 |
nealhunt
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Mon Aug 01, 2005 4:02 pm |
|
Purestrain |
 |
Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
|
I think the marines are pretty close to being okay and only need some minor tweaks. Here are the items I have advocated to the Rules Committee:
Vindicator - up the speed to 25cm All armor formations (except Whirlwinds) - drop 25 points to 275 points/375 for LRs
TSKNF changes: Leaders remove 2 BMs Drop the outnumber mod by 1, i.e. outnumbered is +0, outnumbered more than double is -1.
_________________ Neal
|
|
Top |
|
 |
gary_clark1946
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Tue Aug 02, 2005 12:53 am |
|
Brood Brother |
 |
Joined: Tue Jun 01, 2004 1:40 am Posts: 280 Location: Dominican Republic
|
It has been a while since I jumped in on this but... I am still of the mind that Tech-marines and medics don't need to be complicated to be in the game. The "Leadership" ability alone works well. ... sorry but I don't want to hear the "They aren't leaders!" argument. It is the effect not what you call it. The point is that you get a reasonable solution with out adding any new rules (except maybe expanding their Invulnerable Save to include some number of units in the detachment.)
In any fluff I can remember SM's could care less about beinging outnumbered, period.
end of rant 
_________________ Wolf1
|
|
Top |
|
 |
-AL
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Tue Aug 02, 2005 1:28 am |
|
Brood Brother |
 |
Joined: Wed Jul 20, 2005 2:02 am Posts: 109
|
Good point. Fluss-wise, if Marines aren't outnumbered, then the Emperors resources are being waisted.
_________________ Note to self: add clever signature
|
|
Top |
|
 |
Jaldon
|
Post subject: Space Marine Fixes Thoughts/Ideas Posted: Tue Aug 02, 2005 6:26 am |
|
Brood Brother |
 |
Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
|
Quote Warmaster Nice Dreadnoughts. There's been some suggestions about letting them use Drop Pods for increased mobility. End Quote
*Jaldon looks left then right* pssssst Dreadnoughts can use drop pods, and Thunderhawks, and Landing Craft already.
Jaldon 
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
|
|
Top |
|
 |