(Hena @ Oct. 20 2006,01:20)
QUOTE
1) Cost changes (+/-25 points)
- Vindicator det, 275 (-25)
- Predator det, 275 (-25)
- Land Raider det 375 (-25)
- Terminator det 350 (+25)
- Landing Craft 375 (+25)
2) Speed upgrades (+5cm)
- Vindicator, 25cm
- Attack Bike, 35cm
3) FF upgrades (1 better)
- Land Raiders, FF4+
- Predator Destructor, FF4+
4) Armours get Hunters
- Vindicator det, hunter upgrade allowed
- Predator det, hunter upgrade allowed
- Land Raider det, hunter upgrade allowed
5) "And They Shall Know No Fear"
- Number of BMs is halved when counting modifiers for resolution (round down)
- Leaders remove 2BMs instead of 1
I'm thinking that the Land Raiders price might be nudged another 25 points down to 350. And possibly that hunters should be allowed 0 - 2 instead of 0 - 1. But so far my conservative side has won and I've only used the list above.
Later addtions from Hena6)
VindicatorType/ Speed/ Armour/ CC/ FF
AV/ 25cm/ 4+/ 6+/ 4+
Weapon/ Range/ Firepower/ Notes
Thunderer Cannon/ 15cm/ MW4+/ Macroweapon
? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
and ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?(15cm)/ small arms/ Macroweapon
7) Change 'Vindicator' upgrade to 'Armour' upgrade
(except in Pred. formation).
Allow taking 1 - 2 of following types: Predator Annihilator, Predator Destuctor, Vindicator.

Remove Vindicator formation.
So what is the idea behind these. One is to allow better mixing of armour within marine formations. This should make them more flexible to meet the opponents. Second to change the vindicator to be close fire support tank. This means that it is not meant to go at it alone, but support others. And with MW4+ FF it can do that. So what do other think?
This is a great list of suggestions I pulled from 2 diff. posts by Hena. ?Words in italics are mine. ?
I feel it MAY be all that is needed to make "mud marines" work.
As a player of "mud marines" being able to add 2 preds or 2 faster vindis, and/or a hunter to an armoured formation is going to help their survival rate alot.
Being able to add preds to tacs is going to give them a bit more bite & a bit more cover.
I would suggest 3
changes to the changes (mostly other peoples suggestions). ?
1)Instead of increasing Termies 25 points, charge 25 points to teleport. ?Limit Termies to 0-2 formations.
2)Lump the Hunter in with the Armor upgrade & make it 0-2. ?Two preds
and a Hunter may be too much, but 2 Preds
or 2 Hunters should be OK. ?Preds would then get the option of Vindis or Hunters, but limited to 1 or the other upgrade, not both in the same formation.
3)Instead of leaders remove 2BMs, change this to marines never count as outnumbred in assaults, just double outnumbered. ?
BMs are rarely a problem for me, but marines are ALWAYS going to be outnumbered in assaults and need a little help there.
Then 2 suggestions that are mine. ?
Reduce Tactical formations from 300 points to 275
1)I've heard many complain about the effectiveness of ?Tacs. ?They don't have as many missile launcher shots as Devs, only have 2 more units & are worse in FF, better in CC. ?Yet they cost 50 points more.
2)Improve Rhino armor to 4+. ?It's hard to keep these guys around as they are usually the only AT target in an Inf. formation
This really might do it. ?It's ALOT of changes and could do the trick.
I'm not sure when I'm going to get to give this a go, but I will as soon as I can.