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Space Marine Ground-Pounders

 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:05 am 
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This was my understanding too :D
I i got a penny every time i read cannon when someone actually means canon i would be rich  :cool:

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:21 am 
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As always, one post, more than one reply!  Much more flavorful!  

Morgan Vening:
Quote: 


I suspect moving Scouts to support and increasing them back to 150 would limit their popcorniness.  

Teleport will likely be restored.  It's usable in circumstances where Deep Strike might not be, is one of the defining characteristics of Terminators, and could, after all, be done from facilities other than orbiting ships (I think some Titans carry teleporters, don't they?). Cost would, of course, be adjusted back up.  

In regard to Vindicators, you misunderstand me.  I meant that even at 200 points, I still look at them and go..."But there're Land Speeders..." It's kind of sad.  A fifty point Vindicator would make a dandy support option for a lot of formations, but I'd worry it was a little too tempting.  

The problem is that it's not that Titans are undercosted (at least, I don't think it is...).  The problem has more to do with the rest of the Space Marine options - the Titans are more-or-less as good in a Guard list as for Marines, it's just that the Marine units are less valuable in comparision to Titans than Guard options.  The Baran Siegemasters list, IIRC, also has 25% allies, so this wouldn't be the first example of such.  And it does fit well with the independent nature of Space Marines.  Hopefully a combination of a little less ally and a few more marines for the price is enough.  

Really, what the Space Marines need is a bit more long-ranged firepower (hopefully helped slightly by the Thudd Gun), and a bit more ability to kill huge massively armored targets (hopefully an ability provided by the Land Raider Terminus, which may get some adjustment).  Another decent anti-Titan unit might be nice for the Marines, but the fluff doesn't exactly overflow with such options, and it's appropriate for the Marines to lack them.  

I am, as always, open to argument.  :)  

* * *
The_Real_Chris:
The Damocles is supposed to be a better command vehicle than the Prometheus - hence the arrangement I have.  Of course, this results in a ludicrously expensive vehicle that is incredibly vulnerable, but if we're going to be bothered by such things we might as well stop playing Space Marines altogether.  ;)

I was tempted to go the 'individual purchase' route with Rhinos, and may still.  The question is if garrisons need to be that much cheaper - even if you garrisoned an entire Battle Company, you'd only save about 50 points, wouldn't you?

Also, the Imperial Fists would be neat.  

Vindicators, to me, feel like they're worth about 55 points each.  Maybe 60.  

* * *
Jiridian:
It all sounds plausible enough...

Teleport will likely be added back in.  They just don't feel like Terminators without the option, and it's at least theoretically possible for it to happen in circumstances where drop-podding or Thunderhawk insertion would be a poor choice.  

[quote]
You have done a good job with the pts in that the extra points gained by my cheaper Termies, Scouts, Tactical, Speeders is eaten up by the more expensive Thunderhawks.


That was the plan (though Scouts are likely going back up in price.  At 125 they seem a little too cheap - and dammit, we have Landspeeders and Dreadnoughts for cheap activation padding ;)).  

Any suggestions or other comments?  

* * *

GlynG:
Simulated Knave.  Stimulated Knave would not be a good, family-friendly moniker.  Not at all.  

The problem with Thunderfire Cannons is that they're semi-independent individual artillery pieces manned by a Techmarine.  Thudd Guns are crew serviced, and thus fit well as a Devastator upgrade.  Furthermore, they have existing models, whereas the Thunderfire is pretty much guaranteed to be done by fans, if at all (hell, the thing's only got medium popularity in 40K).  Plus, it's Thudd with two ds.  How could anyone turn down that?  

Hence: predates the Thunderfire, has a model, fits a little better with an existing unit.  And goes Thudd.  

* * *

hello_dave:

Thank you.  :)  The whole new world thing was more or less the plan.  

* * *
Honda:
A more accurate comparison would be the Commander whining about the enemy being able to destroy him when he insists on wandering up to their guns unsupported with Thunderhawks and Titans, surely...

Of course, since Marines in the fluff can and apparently do attempt that, often meeting with success, would he not be right to?  

* * *

Generally:

Pondering adding variant Whirlwind shells for a bit of diversity in what is a useful but short-on-character unit.  Trying to figure out if I'm missing any marine units that would be logical to include.  Also trying not to regret removing Drop Pods.  Then again, there's an entire Space Marine list that assumes people are going to be Thunderhawking and Drop Podding in large quantities already.  :p  

Does anyone have any ideas for things that would make sense in the list or seem to be missing?  Comments, concerns, sarcastic observations?

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:22 am 
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Stupid misplaced quote tag.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:29 am 
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Well ALL Whirlwinds in current Wh40k have incendiary rounds which Ignore Cover Saves. They have minimal lower Strength and worser Armourpiercing than regular Whirlwind missiles.

And i see no problem with Thunderfire Cannons other that they can't be transported in any ground vehicles (they can only have a DropPod). Would fitnicely in a garrisoning Devastator Detachment or as a 4 unit strong formation of their own (Wh40k Apocalypse has a Thunderfire Defence Battery).

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:47 am 
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There's the normal rounds, the Ignore Cover Rounds, and the Minefield Rounds.  Were there any others in Imperial Armor (or somewhere like that) that I'm not aware of?  

Thudd Guns (at least some of them) have wheels and are crew serviced, so it sort of makes sense to have them be a little mobile.  My main objection to Thunderfires is that they lack a model, meaning that one either builds one's own (yikes), or uses Thudd Guns - in which case why not just have them be Thudd Guns?  

There's both precedent and rules basis for the Thudd Gun.  

Now, if you want to have both, my only real objection is the slight redundancy of having the three different artilleries, the lack of models, and the fact that the rules would have to be created.  Formation of four would make sense - and possibly as an upgrade to the Dreadnought formation...

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 12:48 am 
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I too would tend towards Thunderfire rather than Thudd guns, as I like Epic to look like the modern Warhammer 40,000 setting, not the Warhammer 40,000 setting of 15 years ago.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 1:15 am 
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Thunderfire Cannons are mobile too. Epic has seems to have the consensus that guns have a Speed of 10cm (Ork Big Gunz, Baran Thudd Guns and Rapiers, etc).

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 01, 2009 1:19 am 
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Personally, I like to get a bit of each.  Ah well.  

The rules people seem to be throwing around have the damn thing being rather more useful than the Whirlwind, which is just a little bit crazy, IMO.  

Move: 10 or 15cm, Save: 5+, CC: 6+ (it's one guy and a big gun.  That's more than fair), FF: 5+ (same as the Whirlwind, which seems fair as well)
Weapon:
-2BP
-1BP, Ignore Cover
-3xAP5+, Disrupt

Not sure which one to pick out of that.  The middle one makes the Whirlwind feel redundant (to me), the last one feels quite weak, and the first one is just ludicrous.  

In regard to Whirlwind shells:

Incendiary Castellan (ignores cover):
3xAP5+, Ignore Cover, Indirect Fire

Castellan (minefield):
2xAP4+/AT6+, Disrupt, Indirect Fire
-It's a pretty small minefield - doesn't seem quite worthy of actually producing one...

Alternatives more than welcomed.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Wed Dec 02, 2009 11:53 pm 
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I hope to finish my final essay in the next few days, at which point I will relax by trying to produce something vaguely resemble a decent army list document, maybe even with some fluff, why not?  

That should hopefully produce a vaguely play-testable version of the list, should people be interested in trying a few games over the next few weeks or months.  If anyone has any particular recommendations they have not yet mentioned, now is the time to do so.  :)  

Otherwise, you should see a list sometime next week, or even this weekend.  :)  I'm hoping to get in a small game or two over the next week myself, and I'll post a report or two as well.  

Thanks to everyone for their help and advice so far.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 08, 2009 3:46 pm 
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I don't think anyone has brought this up, so... I think one of the great resources in the SM list that is frequently overlooked is the Razorback.  In the core list, you can get one for 25 points and a pair for 60 points (counting the equivalent points for sacrificing the Rhino).  That's some of the cheapest units in the SM army.

For example, a Dev formation + 3 Razorbacks + 1 rhino adds 75 points over the basic Dev formation.  On a pure, undamaged formation comparison it adds 3 shots that are comparable to the 8 the Devs already have, adding about 40% firepower.  It adds about 35% to the FF ability.  It increases the unit count from 6 to 8, although they have 5+ armor saves.  However, even with casualties, TSKNF makes that a net gain in BMs required to break, so I'd estimate this at a solid 25% increase in formation durability.  It also provides a 25% increase in transport capacity.  That 75 point increase in points is only 30%, which is easily worth it.  I's only the possible impact on activation count that keeps maxing out Razorbacks from being a no-brainer for ground forces.

A comparison after the formation starts taking damage looks even better.  The extra transport capacity means a formation is better at maintaining mobility.  The Razorbacks have the range to be suppression and provide a different mix of firepower than the Devs.  That means once you start taking casualties and BMs you can maneuver so as to maintain optimal firepower.  If your target is mostly AV, push the lascannons forward so they can fire and so on.  Obviously, those are qualitative judgments but if you run a bunch of scenarios all of the numbers would be as good or better than an unblemished formation.

You can easily do the same comparison for Tacticals.  Basically, the firepower increase is proportionally larger because Tacs only have one shot per unit and the other numbers similar.  Point cost is a larger proportion of the formation cost commensurate with the larger increase in firepower.  Overall, though, the Razorbacks are still a bargain.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 08, 2009 3:51 pm 
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The Razorback makes the Vindicator look worth 25pts.  :grin:

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 08, 2009 4:51 pm 
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I tend to say the Razorback is the standard to which all else is measured. On that basis whats better, 300 points for 4 pred annihilators or 12 AT razors spred accross a few formations :)

It does tend to be though AT added to Devs and AP added to Scouts.

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 08, 2009 4:52 pm 
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I'd like to see the AT one with only FF6+, to balance it against the Heavy Bolter version (which is slightly worse, IMO).

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 Post subject: Space Marine Ground-Pounders
PostPosted: Tue Dec 08, 2009 4:52 pm 
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Quote: (The_Real_Chris @ Dec. 08 2009, 15:51 )

AP added to Scouts.

In our area, it's *AT* that is added to Scout Detachments, giving a garrisoned 45cm AT4+ overwatch threat to any armour or mechanized formations approaching the Marine lines.

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