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Space Marines.
Yes! 66%  66%  [ 21 ]
No! 31%  31%  [ 10 ]
I don't care, but I like to vote! 3%  3%  [ 1 ]
Total votes : 32

Space Marines.

 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:06 pm 
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This may not surprise many of you, but I have to strongly disagree with the "major change needed" proponents for the SM list.

I am reading all of the comments, but what seems to be a common thread is that the SM don't do what "I" want them to do (i.e. be better armored force).

First of all, that goes against the fluff. Yes, I know, there are instances of some armor being fielded, however, those are the exceptions to the rule, not the rule.

Secondly, and more importantly as it is in strong conflict with established fluff, but given that a chapter only has 1000 marines in it, the most effective way to deploy those limited, albeit very specialized, highly trained assets in an effective manner is exactly how they are portrayed in the current list.

SM Chapters don't have access to a huge amount of vehicles of any type, they don't have large numbers (especially when compared to IG who have access to millions) even if they did have a lot of tanks at their disposal, so complaining about how they are defined is not a very good use of debate time.

Listening to your comments sounds a lot like someone in Congress stating, "Well, since SEALS/RANGERS/FORCE RECON are such great soldiers, why don't we give them M1A2 Abram tanks and they'll be even better".

You're complaining about the way the tool was defined, when you should be using a different tool.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:17 pm 
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(Lion in the Stars @ Oct. 20 2006,12:52)
QUOTE
Just one other thing: ?Following the example of the Eldar list (don't hit me yet), where Falcons cost more as an upgrade to Aspect Warriors (62.5 points each) than they do as a separate formation (50 points each), I think that the Armor Upgrade should come at a higher cost than the per-unit cost of the Tanks in a formation. ?Simply put, larger formations are worth more than smaller ones in Epic, especially with ATSKNF, but you can't simply raise the cost of the base units in the formation. ?You have to make the upgrades cost a little more than the base cost of the unit that you're adding to the formation.

There won't be any hitting from me, unless you count a pat on the back :D .

This is an idea I can get behind and seems to make complete sense.

As long as there's more variety in the armor upgrade options, I wouldn't mind paying more to get the specific units I need than the "in formation" cost.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:30 pm 
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(Honda @ Oct. 20 2006,13:06)
QUOTE
This may not surprise many of you, but I have to strongly disagree with the "major change needed" proponents for the SM list.

I am reading all of the comments, but what seems to be a common thread is that the SM don't do what "I" want them to do (i.e. be better armored force).

First of all, that goes against the fluff. Yes, I know, there are instances of some armor being fielded, however, those are the exceptions to the rule, not the rule.

Secondly, and more importantly as it is in strong conflict with established fluff, but given that a chapter only has 1000 marines in it, the most effective way to deploy those limited, albeit very specialized, highly trained assets in an effective manner is exactly how they are portrayed in the current list.

SM Chapters don't have access to a huge amount of vehicles of any type, they don't have large numbers (especially when compared to IG who have access to millions) even if they did have a lot of tanks at their disposal, so complaining about how they are defined is not a very good use of debate time.

You're complaining about the way the tool was defined, when you should be using a different tool.

I've got a question to go along with this.  In the fluff, how often do SM operate with NO support of any kind from IG?

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:43 pm 
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I've got a question to go along with this.  In the fluff, how often do SM operate with NO support of any kind from IG?


Fair question and depending on how far back in the fluff you want to go, you can get which ever answer you're looking for.

I'm not saying that the example in IA3 is completely representative, but it's very clear from the story line that SM chapters "choose" to operate with IG forces, almost at their discretion. They aren't buddies and you might even go as far as saying they barely tolerate each other.

What is pretty clear from the text is that if the IG needs align with SM goals, then a general plan is worked out. However, most evidence (going way back) is that the SM operate pretty independently (early versions of the game aside) and are used to execute missions that the IG sledgehammer aren't well suited for.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:49 pm 
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Can you imagine the yells if GW made an army in Fantasy that was proclaimed as being balanced and tactically flexible, made of the best units that [Race] has available, but could only compete if it ambushed it's opponents?  Imagine an army that destroys anything if it get to ambush but gets beaten like a redheaded stepchild when it doesn't ambush.  Further, according to GW's own fluff, this army is capable of meeting any foe on an equal footing and winning most of the time.  How long would anyone want to play that army (ie, how long before GW pulled it like Squats, or made it special-order only like the Dark Eldar)?

Now, imagine that you really like the idea of this army, and you're trying to take it to a tournament, where you have a 1/3 chance of being able to use the Ambush rules in your games, and the 2/3rds of the games that you don't ambush you will lose, period.  Would that be any fun to play on either side of the table?

That's where the Epic Marine list is right now.

Marines aren't SpecOps, though.  They're more like a modern Cavalry regiment (whether armored, airmobile or airborne).  'Cavalry' in the modern military means a formation designed to bring all its support with it (Organic support, instead of relying on divisional support).  Cav is unique in this respect, although US Marines come close (the USMC doesn't bring as many tanks as Cav).

Reading IA2, there's 16-20 Land Raiders in the Armory of a Marine Chapter, not counting the ones assigned to the 1st Company.  Then there's 30+ Predators, 16+ Whirlwinds, and 12-16 Vindicators.  All that means that Marines can field a good amount of armor.  Having that not be a 'competitive' option in the list is a BAD thing.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 6:58 pm 
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(Honda @ Oct. 20 2006,13:43)
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Fair question and depending on how far back in the fluff you want to go, you can get which ever answer you're looking for.

I can only imagine that only current fluff would matter. ?

If fluff is being used as a guide to determine army developement, then anything that GW has rendered invalid would be, well, invalid.

Edit:
I have a further question, as I am by no means a fluff expert.  

Are there examples in which GW has sacrificed fluff in order to make an army list work?  

If they have, then that would be all the justification needed to try to make the Marine list work better.





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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 7:16 pm 
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I am reading all of the comments, but what seems to be a common thread is that the SM don't do what "I" want them to do (i.e. be better armored force).


Personally, my complaint is that the list doesn't give: a- What it propounds to give (A multi-role army list) and b- An accurate representation of the Background (Where Marines are multi-role).

First of all, that goes against the fluff. Yes, I know, there are instances of some armor being fielded, however, those are the exceptions to the rule, not the rule.

Not at all. Airborne operations are in the minority, if anything. Even in the flyer-happy Imperial Armour books Marines are found in ground operations more often than they are seen conducting airborne operations.

Try having a read through the Epic: Armageddon army list's unit descriptions... most of them are written in such a manner as to imply extensive ground-based campaigns in-theatre, not lightning raids from Thunderhawks.


Plus, how about this from the Epic:Armageddon rulebook army list precis:

"Space Marines excell in defensive situations too. Their heavy armour and special training allows them to withstand attack after attack against seemingly overwheling odds, coming out at the end battered but victorious."

Doesn't portray the way the army operates on the tabletop all that well does it? :)


Reading IA2, there's 16-20 Land Raiders in the Armory of a Marine Chapter, not counting the ones assigned to the 1st Company.  Then there's 30+ Predators, 16+ Whirlwinds, and 12-16 Vindicators.  All that means that Marines can field a good amount of armor.  Having that not be a 'competitive' option in the list is a BAD thing.

Yep, and Marines are quite prepared to construct new vehicles between operations too, they have no disinclinations against fielding an armoured attack when the situation calls for it.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 7:18 pm 
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Are there examples in which GW has sacrificed fluff in order to make an army list work?  

If they have, then that would be all the justification needed to try to make the Marine list work better.


Sure, the current Epic: Armageddon Marine armylist. :)

It's sacrificed two thirds of the army in order to make air assaults the only competative option, contrary to the background.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 8:55 pm 
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The marine list can be tweaked but it will never be a heavy armored force. Its never been portrayed that way in the fluff (noting especially the removal of the old ironwing).  Frankly if thats what you want to play you should play mech guard, not marines, as that is one of their strengths.  If your eally followed fluff marines would not have access to allied titans or aircraft in a list.

As it stands now the marines air assault ability is second only to necrons.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 9:14 pm 
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Reading IA2, there's 16-20 Land Raiders in the Armory of a Marine Chapter, not counting the ones assigned to the 1st Company.  Then there's 30+ Predators, 16+ Whirlwinds, and 12-16 Vindicators.  All that means that Marines can field a good amount of armor.  Having that not be a 'competitive' option in the list is a BAD thing.



The assumption that you are making, which I don't think is correct, is that ALL of that stuff shows up in one spot when the SM go to battle.

Go back and look at what the Avenging Sons showed up with their mission, which appears to be quite typical.

Then look at the drop on the missile silo by the Raptors. The chapter only send some of its resources for any battle, because of its AOA.

They don't fight with the numbers that you are quoting, post-Heresy.

Now if you are referring to a pre-Heresy list, then that is another cup of tea.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 9:16 pm 
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If your eally followed fluff marines would not have access to allied titans or aircraft in a list.


That sounds less like the fluff and more like a typical game of 40k.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 9:19 pm 
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Several points:

Marines generally work alone. In larger confrontations this may well be alongside other Imperial forces, and may be coordinated too, but as a rule they'll do their own thing.

I don't think the Marine list needs a major overhaul. I've seen competitive armies that don't use exclusively air-assault forces, although they usually use it to some degree.

I think the changes described already: the points tweaks, the vindicator, the stats tweaks - they're all good, but hardly a major overhaul. Also remember that variant lists which focus on other areas are possible. Such as an Imperial Fist siege army, perhaps.

Personally, I'd advance some of my pet theories - making predators 5+RA save, for example, and Rhinos 4+ save, but these affect too many things to stand a real chance of being accepted, and probably would have knock-on effects (chimeras, and so forth). We should concentrate on the things that really need fixing, and be mindful that it being a difficult army to play isn't a bad thing, and that we don't want to do the classic GW thing of swinging the pendulum too far the other way.


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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 9:19 pm 
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Edit:
I have a further question, as I am by no means a fluff expert.  

Are there examples in which GW has sacrificed fluff in order to make an army list work?  

If they have, then that would be all the justification needed to try to make the Marine list work better.


I think the question that you're really asking, and you're doing it in a very nice way, is "does GW modify the framework to make things more playable" and the answer is definitely. You see that in Epic all the time.

What it all boils down to is what the army champion envisions, validated by JJ or seeded by JJ, and then developed.

So the standard Codex Epic list is not going to change that significantly from it's current incarnation.

Now does that mean that someone can't come up with a list featuring the changes that you want to see manifested, then turned into an experimental list, tested, and then submitted to the ERC for eventual consideration?

Not in the least and that is certainly encouraged...but don't expect wholesale changes to the existing Codex, it is very nearly working as designed.

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 Post subject: Space Marines.
PostPosted: Fri Oct 20, 2006 9:23 pm 
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"Space Marines excell in defensive situations too. Their heavy armour and special training allows them to withstand attack after attack against seemingly overwheling odds, coming out at the end battered but victorious."


You are quoting "out of context". The heavy armor that is being referred to is the body armor that they wear.

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