Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 56 posts ]  Go to page Previous  1, 2, 3, 4  Next

Space Marine Fixes Thoughts/Ideas

 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 8:21 am 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
On the WPS Epic Rules Committee, yes I know I should go outside once in a while, it has been suggested to bring in a whole command stand.

This would use the techmarine rule above, a similar version for the apothic##$$## Medic and also a Standard Bearer to allow for limited reduction of BM.

The idea is to reduce the Supr Com to +75pts and havethis additional up-grade at + a further 50pts.

I agree that ome of the existing rules could be used further. ie Inv Sv, but is a bit of a throw away save and not a bonus to be used when really needed.

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
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 12:44 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 9:30 pm
Posts: 20
I quite like the techmarine idea but as an alternative, how about just give Rhino's and razorbacks the chance to re-roll their armour save? (but not anything else based on a rhino chassis) Without the limitation of D3 +1 which the techmarines would give.

Fluff wise it could be justified by the fact that Rhino's are incredibly easy to repair


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 1:15 pm 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 28, 2003 10:43 pm
Posts: 7925
Location: New Zealand
Quote (The_Ape @ 02 2005 Aug.,12:44)
I quite like the techmarine idea but as an alternative, how about just give Rhino's and razorbacks the chance to re-roll their armour save? (but not anything else based on a rhino chassis) Without the limitation of D3 +1 which the techmarines would give.

Fluff wise it could be justified by the fact that Rhino's are incredibly easy to repair

That is basically just giving them the reinforced armour ability... which I don't think they deserve.

An invulnerable save maybe... to represent the ease of repair etc of rhinos (not razorbacks which are already good value in epic, and also don't have the easy repair ability in 40k).

_________________
http://hordesofthings.blogspot.co.nz/


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 2:11 pm 
Brood Brother
Brood Brother

Joined: Thu Feb 13, 2003 4:26 pm
Posts: 7016
Location: Southfields, London, England
Quote (Jaldon @ 31 2005 July,20:25)


(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


Sounds groovy


(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


Decrease cost - it has to preserve the link to 40k for the studio to accept it.


(3) Too Weak Against WE
(A) Make Hunter MW4+TKD3 AA4+ :p
(B) Live with it every army should have weaknesses


Live with it

Other things to consider:

Armour is too expensive - especially the Land Raiders. I never field them any more :S.

_________________
Tom Webb
Author Page: http://www.newtonwebb.com
Twitter: http://twitter.com/thewebb
Facebook: http://www.facebook.com/thenewtonwebb
Instagram: http://www.instagram.com/thenewtonwebb


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 2:30 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 9:30 pm
Posts: 20
Quote (Markconz @ 02 2005 Aug.,13:15)
Quote (The_Ape @ 02 2005 Aug.,12:44)
I quite like the techmarine idea but as an alternative, how about just give Rhino's and razorbacks the chance to re-roll their armour save? (but not anything else based on a rhino chassis) Without the limitation of D3 +1 which the techmarines would give.

Fluff wise it could be justified by the fact that Rhino's are incredibly easy to repair

That is basically just giving them the reinforced armour ability... which I don't think they deserve.

An invulnerable save maybe... to represent the ease of repair etc of rhinos (not razorbacks which are already good value in epic, and also don't have the easy repair ability in 40k).

Well, id personally be happy with just a better armour save. You are right, they dont deserve the reinforced armour rule, but on the same note, i feel the invulnerable save is not much better.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 2:55 pm 
Brood Brother
Brood Brother

Joined: Thu Feb 13, 2003 4:26 pm
Posts: 7016
Location: Southfields, London, England
I am quite happy with rhinos as they are TBH.

_________________
Tom Webb
Author Page: http://www.newtonwebb.com
Twitter: http://twitter.com/thewebb
Facebook: http://www.facebook.com/thenewtonwebb
Instagram: http://www.instagram.com/thenewtonwebb


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 3:09 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36984
Location: Ohio - USA
Well I agree, to upgrade the Vindy and Hunter. And yes, we let Dreads use  Drop Pods, the new big ones vs. the small old versions which, carry SMs (Assault Pods), Deathwind Rockets and a Heavy Support Weapon.  We may even give the Assault Pod a weapon as in SM1.  We also still use M/Mortars and T/Guns, as well as  Tarantulas and Rapiers with our SMs, as in SM1.  And all our Epic Forces still use the SM1 Off Board Support system.  So there is no such thing as too much firepower !     :;):

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 02, 2005 4:51 pm 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 6:07 pm
Posts: 9
How about giving Vindicator 'disrupt' aswell.  The marines don't have a disrupt weapon, but I know I would certainly keep my head down if targeted by a Vindicator.  It would make it a better unit to use just before an assault.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Wed Aug 03, 2005 11:31 pm 
Brood Brother
Brood Brother

Joined: Sun Jul 24, 2005 12:49 pm
Posts: 34
Quote (Jaldon @ 31 2005 July,20:25)
(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

Regarding the proposed solution to weak assaults, I generally agree with the proposed changes to "outnumber results".

As far as Titans, Space Marines have access to their own Titans so I really don't see any reason to develope new units or dramatically alter existing ones to fill a TK role.  Space Marines are not designed to fight Titans.  They are powered infantry with support vehicles.

As for the Vindicator... let's just say I seem to love beating dead horses.

I have posted my opinion on the Vindicator before and I will continue to stick to my guns until they are pried from my cold dead hands.  The Demolisher Cannon should be identical to the Imperial Guard gun of the same name.  It is the same gun, after all, so no need for it to perform differently because it's mounted on a Rhino instead of a Chimera, Russ, or Baneblade chassis.  No justification exists for increased FF, Extra Attacks, or other options that do not exist in the Guard's version.

Also, the Vindicator should move at 30cm as do all other Rhino variants.  There is nothing in the Demolisher's description that justifies a speed difference.  It moves the same speed as all other Marine vehicles in 40k and has the same fire rate as the Whirlwind which currently moves at 30cm in Epic.  The big dozer blade that we always see on the Demolisher is optional equipment available to all Rhino variants and the Demolisher Cannon cannot posssibly weigh more than the Whirlwind/Hunter turrets + ammo.  Even the Predators have to be pretty weighty to support all those sponsons and huge turreted weapons plus ammo/batteries.

_________________
You people are crazy!  Crazy fruit-loops from the leftward land of silliness.  Even I couldn't make this stuff up.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Thu Aug 04, 2005 8:53 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
Drop Pods can carry Dreds already:

From the rulbook notes for Drop Pods:

Notes: Planetfall, Transport (may carry one formation that includes only Tactical, Devestator, Scout and
Dreadnought units).

Perhaps I'm missing something however...






Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Thu Aug 04, 2005 3:13 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 03, 2005 8:30 pm
Posts: 40
Well, I've played scads of games with my marines and agree for the most part with Jaldon that marines aren't super broken. However, they have issues that I think need to be addressed because they are easily the weakest army right now.

Issues I see:
1) The manner that marines hold onto BMs and how badly they can be outnumbered leads to starting many combats down from 1-4 points.

2) They have to take thunderbolts to deal with enemy AC. As my regular opponents take piles of aircraft, the cost and limits placed on Hunters have proven that they can't defend you from many/any air attacks.

3) Attack Bikes. So inferior to Landspeeders that there will likely NEVER be a reason to take them unless drastically changed.

4) Dreadnoughts. Need to be their own formation that can use drop pods. I'd also like to see a Multimelta option because they are still packaged with them.

5)Librarians. They can't compete with Chaplains. I think if they were TK(1) then it would fix marine warmachine problems and give librarians a use.

6) Predators. Simply not worth 300 points.

7) Landraiders. Also not worth 100 points a pop.

8) Why does ATSKNF have a negative attached to it? Rallying with twice as many BMs as a regular formation while being half as big is crippling in many cases.

9) Marine formations dont get any leaders. Maybe its just us, but my group always thought that marine infantry formations should be lead by a veteran sergeant who is just a leader.

Those are my issues with the marines right now, in no real order. I know that they all won't get changed, but I also feel like its best to get them out in the open.

I've found that most marine armies are becoming "cookie cutter" armies because a number of the formations simply aren't worth the points or can't compete with other similar formations. I hate the overall sameness of these armies when the list has so many options.

_________________
http://bluegrassgamers.com/

Come check us out, cause we rock.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Thu Aug 04, 2005 9:58 pm 
Brood Brother
Brood Brother

Joined: Sun Jul 24, 2005 12:49 pm
Posts: 34
Quote (Jow @ 04 2005 Aug.,15:13)
5)Librarians. They can't compete with Chaplains. I think if they were TK(1) then it would fix marine warmachine problems and give librarians a use.

:oo

How do you justify giving a Librarian the TK ability?  We're talking about a 50 point upgrade, here.  If Librarians need to be upgunned, there must be a way to do it without making him a Ubernaught or a mandatory inclusion in each and every army?

_________________
You people are crazy!  Crazy fruit-loops from the leftward land of silliness.  Even I couldn't make this stuff up.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Thu Aug 04, 2005 10:37 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
Librarians don't need TK.  They are incredibly flexible compared to Chaplains.  I typically include as many or more Librarians as Chaplains in my armies now.  If they were improved I would only take Chaplains in a few circumstances.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Fri Aug 05, 2005 4:03 pm 
Brood Brother
Brood Brother

Joined: Fri Jul 15, 2005 3:04 pm
Posts: 11
An idea that I floated just before the forum changes at SG was to give assualt marines sniper on there Chain swords(I know its a unit ability but units can have weapon abilites such as first strike on warp spiders).  

Against titans with 4+RF there attacks are almost as good as MW but against cheap guardsman they are no better.  This bumps the specialist assualt units without improving the all round and firesupport units.


Top
 Profile Send private message  
 
 Post subject: Space Marine Fixes Thoughts/Ideas
PostPosted: Tue Aug 09, 2005 7:02 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 03, 2005 8:30 pm
Posts: 40
Quote (nealhunt @ 04 2005 Aug.,22:37)
Librarians don't need TK. ?They are incredibly flexible compared to Chaplains. ?I typically include as many or more Librarians as Chaplains in my armies now. ?If they were improved I would only take Chaplains in a few circumstances.

Sorry it took me so long to reply, I was stuck in Springfield, Misery :p

Librarians don't need TK. ?They are incredibly flexible compared to Chaplains. ?I typically include as many or more Librarians as Chaplains in my armies now. ?If they were improved I would only take Chaplains in a few circumstances.


I don't see how you all think Librarians are better. ????

In combat, a chaplain always gives you +1 to the result because of the inspiring rule, not to mention the macro attack you get in CC. So a chaplain has a guaranteed +1 in combat, and can give you up to +2, for just 50 points.

A librarian on the other hand, will only give you +1 if you hit something and kill it. So a Librarian has ~50% chance of giving you just +1, and thats only if your fighting something that won't get a save against your macro attack.

From this, I believe its fairly obvious that the chaplain is even better in a FF because you still get the +1 for inspiring, where a Librarian only has a ~50% chance of that same +1.

I don't think a TK attack for a librarian makes them a must have, it just puts the output more inline with what the chaplain can give you.

_________________
http://bluegrassgamers.com/

Come check us out, cause we rock.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 56 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 15 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net