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Just how "Elite" are marines supposed to feel? @ 2020/02/26 11:44:59


Post by: Grey40k


 Mr.Omega wrote:

I'm not disputing that Intercessors are more efficient.


Efficiency is the name of the game here, for the thread.

The difference is when you apply constraints within a practical context, its easier to gun down a decent number of Intercessors with Guardsmen than it is to put a dent in the advance of some Custodes.


Well, I am not sure this matters terribly. In tournament play, guard win rates against custodes (38.46%) are much better than against iron hands (24.29%) or raven guard (17.39%).

https://www.40kstats.com/faction-vs-faction

I would argue that intercessors being so point efficient play a significant role in those victories.

That's the name of the game, point efficiency. If you can outtrade your opponent even with your generalists against their specialists (as has been shown here with intercessors) while keeping equal or better point efficiency with specialists, you win.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 11:48:10


Post by: Mr.Omega


Grey40k wrote:
 Mr.Omega wrote:


You don't. You take a sustainable number of casualties each turn to long range bolt rifle fire and then watch as Intercessor squads suffer critical existence failure one after another as your heavy support destroys them from a distance. If the enemy list is alpha-striking, then you get good mileage out of close range FRFSRF as an added bonus.

The thing about Custodes is that you have to kill them fast with units that have to multi-task against killing other immediate threats like grav tanks and jetbike captains since your infantry are useless.


I think that is moving away a bit from the point of the thread, which is that intercessors are too point efficient in many roles.

I compared them against guards because those are the generalist troops of another faction. Others have compared them even against specialist units which should beat them at their role and don't; specially not from a point efficient perspective.

You said you cannot beat custodes with a guard infantry list but that intercessors didn't scare you as much. My point was to show you that even in the most favorable trade (rapid fire range and a unit with orders) your point efficiency is worse than that of an intercessor; and that's even without accounting for rerolls, weird raven cover mechanics, invulnerable saves, you failing morale saves after guards start falling, and so on.

For clarity: when your point efficiency is worse, you can always expect to lose.


Intercessors probably are a little too points efficient at 17 ppm, but they're not that strategically impactful to me.

You're right, points efficiency is king. It's efficient when a similarly costed Executioner Leman Russ TC wipes out almost an entire squad of 10 Intercessors in a single salvo with the only risk being opportunity cost.

Its just that before overly elite armies, you could make an efficient enough infantry contingent. No, you can't meet Intercessors head on and kill them with Guardsmen, granted, but at least anything that makes Guardsmen more effective actually has some return when used against Primaris Marines rather than being a waste of points straight up.

Mathhammer is great, but context can also be important. Mathhammer says that my list with 5 Leman Russ Conquerors and 2 Leman Russ Executioners that I ran a short while back should destroy my opponent's army in a single turn. Context says, this is a reasonable LOS blocking board, good luck killing anything that's too big to hide on the first turn. #



Just how "Elite" are marines supposed to feel? @ 2020/02/26 11:55:33


Post by: Sgt_Smudge


Grey40k wrote:
It just doesn't work, IMHO.

At this point, you would need to bring literal buckets of guardsmen to beat effictively intercessors in a gun fight (and forget about close combat unless you are catachan and even then). Once you factor in real world costs, and timed matches, it is a losing option.
Realistically though, that's the point - you shouldn't be using those Guardsmen to kill the Intercessors alone. That's why you bring specialised units to do it properly - and that's what I think Intercessors (and all Space Marines) realistically should be like, pretty good all round, but if something specialised to kill them crops up, they'll be hurt badly.

Of course, the real world costs and how big the armies would be are the real issue here. It goes either of two ways: the games get bigger on the enemy side (so a 2k army of guardsmen being double the size it is now, compared to a currently sized Marine one), or the Marine army gets smaller and more points heavy (ie, a 2k Marines army looking more like a 1k one).
Obviously, GW wouldn't do the latter, got to have people buying Space Marines, and the former would kill the idea of playing any kind of infantry heavy non-Marine army out of sheer model cost.

But, the question is "how elite are Marines suppose to feel" - if Marines were as elite as I'd describe them properly, the game wouldn't look anything like it is now. So, that's impractical. In terms of current Marine killiness, I don't mind it, but they definitely do need a price increase, IMO. I think we're all on board with Marines being less points efficient than they currently are, the real question is "should they get nerfed", or "should their points increase". I favour the latter.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 11:56:11


Post by: Grey40k


 Mr.Omega wrote:

Intercessors probably are a little too points efficiently at 17 ppm, but they're not that strategically impactful to me.

You're right, points efficiency is king. It's efficient when a similarly costed Executioner Leman Russ TC wipes out almost an entire squad of 10 Intercessors in a single salvo with the only risk being opportunity cost.

Its just that before overly elite armies, you could make an efficient enough infantry contingent. No, you can't meet Intercessors head on and kill them with Guardsmen, granted, but at least anything that makes Guardsmen more effective actually has some return when used against Primaris Marines rather than being a waste of points straight up.


I think that when the troops of one faction start being overly point efficient, things become a lot harder to balance.

Pitching guards against intercessors might be better than guards against custodes, but it is still a losing scenario (and if we compute it fully, by quit a bit).

This means that you need to start devoting specialist resources to deal with the troops of the other faction in a cost efficient manner. At that point, how do you intent to deal with the specialists of the other faction? Because IG troops surely are not point efficient in that role either.

The reason why I insisted a bit more on your custodes vs intercessor example is because while custodes are more point efficient troop wise than guard, average point efficiency is not that ahead wrt to the general IG faction. This is proven by the victory rates in the encounter.

However, overall point efficiency is really bad for IG vs top marine factions. I would argue that it begins with SM basic troops (intercessors) being too point efficient. A point efficiency that is by no means corrected in the other troop categories.

If anything, my understanding of it is that SMs tended to suffer from troop point efficiency, which would then tax them and force them to seek better point efficiency in other categories. Intercessors completely removed that weakness.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 12:04:51


Post by: Mr.Omega


Grey40k wrote:
 Mr.Omega wrote:

Intercessors probably are a little too points efficiently at 17 ppm, but they're not that strategically impactful to me.

You're right, points efficiency is king. It's efficient when a similarly costed Executioner Leman Russ TC wipes out almost an entire squad of 10 Intercessors in a single salvo with the only risk being opportunity cost.

Its just that before overly elite armies, you could make an efficient enough infantry contingent. No, you can't meet Intercessors head on and kill them with Guardsmen, granted, but at least anything that makes Guardsmen more effective actually has some return when used against Primaris Marines rather than being a waste of points straight up.


I think that when the troops of one faction start being overly point efficient, things become a lot harder to balance.

Pitching guards against intercessors might be better than guards against custodes, but it is still a losing scenario (and if we compute it fully, by quit a bit).

This means that you need to start devoting specialist resources to deal with the troops of the other faction in a cost efficient manner. At that point, how do you intent to deal with the specialists of the other faction? Because IG troops surely are not point efficient in that role either.

The reason why I insisted a bit more on your custodes vs intercessor example is because while custodes are more point efficient troop wise than guard, average point efficiency is not that ahead wrt to the general IG faction. This is proven by the victory rates in the encounter.

However, overall point efficiency is really bad for IG vs top marine factions. I would argue that it begins with SM basic troops (intercessors) being too point efficient. A point efficiency that is by no means corrected in the other troop categories.

If anything, my understanding of it is that SMs tended to suffer from troop point efficiency, which would then tax them and force them to seek better point efficiency in other categories. Intercessors completely removed that weakness.


I don't disagree ; Troops choices for SM have traditionally been units that you take for tactical utility and objective taking rather than being efficient blunt instruments, and that's how it should be. I would far rather see a rework of Marine troops rather than a simple points change or flat nerf so that they have ways and means of getting onto objectives and staying there rather than their effectiveness coming from conveniently being a decent source of raw firepower when they're taken in a minimal setup as a tax.

The stuff I'm looking at for taking with my Guard with the newest Greater Good book would seem to give them a pretty good helping hand at dealing with those specialists with the new strategems and tank ace rules more efficiently. I won't comment more than that though just yet because I'll have to wait until the weekend to try out the new rules.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 12:05:45


Post by: Grey40k


 Sgt_Smudge wrote:
Realistically though, that's the point - you shouldn't be using those Guardsmen to kill the Intercessors alone. That's why you bring specialised units to do it properly - and that's what I think Intercessors (and all Space Marines) realistically should be like, pretty good all round, but if something specialised to kill them crops up, they'll be hurt badly.

Of course, the real world costs and how big the armies would be are the real issue here. It goes either of two ways: the games get bigger on the enemy side (so a 2k army of guardsmen being double the size it is now, compared to a currently sized Marine one), or the Marine army gets smaller and more points heavy (ie, a 2k Marines army looking more like a 1k one).
Obviously, GW wouldn't do the latter, got to have people buying Space Marines, and the former would kill the idea of playing any kind of infantry heavy non-Marine army out of sheer model cost.

But, the question is "how elite are Marines suppose to feel" - if Marines were as elite as I'd describe them properly, the game wouldn't look anything like it is now. So, that's impractical. In terms of current Marine killiness, I don't mind it, but they definitely do need a price increase, IMO. I think we're all on board with Marines being less points efficient than they currently are, the real question is "should they get nerfed", or "should their points increase". I favour the latter.


Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.

Usually, generalist troops are supposed to be less point efficient than specialists at specific roles; that's the whole point of having specialists to begin with.

When generalist troops are too point efficient at specialist roles (and intercessors are), then it creates problems of balance.

The fluff idea that a marine is 10 normal troops 100 (or whatever this has been inflated to throughout the years) is completely impractical in the tabletop. Why? Because to achieve this and not obliterate the possibility of the other armies being played (no, hundreds of guardsmen are not feasible), then what ends up happening is that the marine needs to be more point efficient. Once that happens, balance disappears.

So for the sake of the game, marines need to be less good than what the imperial propaganda says. Once you make them "worse", relative point efficiency will improve.


Automatically Appended Next Post:
 Mr.Omega wrote:

I don't disagree ; Troops choices for SM have traditionally been units that you take for tactical utility and objective taking rather than being efficient blunt instruments, and that's how it should be. I would far rather see a rework of Marine troops rather than a simple points change or flat nerf so that they have ways and means of getting onto objectives and staying there rather than their effectiveness coming from conveniently being a decent source of raw firepower when they're taken in a minimal setup as a tax.

The stuff I'm looking at for taking with my Guard with the newest Greater Good book would seem to give them a pretty good helping hand at dealing with those specialists with the new strategems and tank ace rules more efficiently. I won't comment more than that though just yet because I'll have to wait until the weekend to try out the new rules.


I am incredibly rusty, so I try to be cautious with my opinions. I appreciate the points you were making about custodes, though, and generally the viability of guard infantry lists. I am here to learn!

That said, have fun this weekend. I am a bit more pessimistic than you regarding PA guard rules, since it doesn't seem to change much the outcome of games (at least at a competitive tournament level). But maybe time proves me and the other naysayers wrong!


Just how "Elite" are marines supposed to feel? @ 2020/02/26 12:47:15


Post by: Spoletta


"Efficienty" isn't an existing meter, so i don't think that you can use it as an argument.

"Efficient at x" is a meter. Intercessors have things where they are really efficient, and other things where they are the least efficient of all troops.

If you pit guardsmen against intercessors, they are going to lose 100% of the times. But that is true even with CA17 costs and before marine supplements and codex 2.0.

Intercessors have ALWAYS mulched down on other troops, but it never was a problem, since they suffer a lot from dedicated fire. Actually they were always considered to be quite underpowered.

They have become better now (doctrines, new chapter tactics and some point less), but the basics don't change. They still mulch other light infantry and get deleted much faster than other troops (point wise) when met with the proper equipment.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 12:48:23


Post by: the_scotsman


Ahhh, bad mathhammer comparisons, my white whale!

Point 1: you are muddying the waters by adding commanders and support elements into the mix, for starters lets just look at raw durability.

36 BS4 lasgun shots to down a 17-point intercessor. 2.11 shots per point.

108 BS4 lasgun shots to down a 49-point custode. 2.20 shots per point.

So, as you pointed out, custodes are more mathematically inefficient when shooting at them with guardsmen versus shooting at them with intercessors. The reason that most people are going to view intercessors as more threatening comes more on the offense side of things.

Let's round down: 8 intercessors vs 3 custodes. We're giving the custodes 11 points for free. What do these guys do vs guardsmen?

Well, the intercessor squad can remove 6 GEQ per turn, anywhere 30" away, which is very nearly a squad per turn. Rounding down to an average of 8 casualties per turn, they return 23.5% just from shooting.

The custode squad can take out 9 guardsmen, if and only if they get within 12", rapid fire their guns, and successfully charge into melee. It's worth noting that if you put the intercessors in a similar situation, they'd pretty handily wipe 2 squads out. A custode squad whacking an infantry squad in an ideal turn is a 27% return.


At 12" range with no charge, the custodes kill 2.8 guardsmen. At 24" range, 1.4.

With both units, once they're optimally engaging with you, you're mathmatically on the losing end of the exchange. Guardsmen pumping shots into custodes at 12" range is a 22% return, and into Intercessors is 23.6%.

But Intercessors can start doing that from 30" range, and custodes have to move across the whole battlefield with their 6" moves to get in range.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 12:50:11


Post by: Grey40k


Spoletta wrote:
"Efficienty" isn't an existing meter, so i don't think that you can use it as an argument.

"Efficient at x" is a meter. Intercessors have things where they are really efficient, and other things where they are the least efficient of all troops.

If you pit guardsmen against intercessors, they are going to lose 100% of the times. But that is true even with CA17 costs and before marine supplements and codex 2.0.

Intercessors have ALWAYS mulched down on other troops, but it never was a problem, since they suffer a lot from dedicated fire. Actually they were always considered to be quite underpowered.

They have become better now (doctrines, new chapter tactics and some point less), but the basics don't change. They still mulch other light infantry and get deleted much faster than other troops (point wise) when met with the proper equipment.



I would love some examples. In which encounters are they significantly less point efficient than other generalist troops?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:03:57


Post by: Spoletta


Easy.

They are far less durable (per point) against many kind of threats.

For example. I want to screen against Scion plasma drops.

I can use intercessors for this task or i can use Storm Guardians. Which one is more efficient?

Fot this task you aim for 2 objectives:

1) Maximum area covered per point
2) Minimum points lost when they absorb the threat.

I can go into mathammer, but i don't think that we really need it. It is obvious that Storm Guardians are much better at that task.

Another example. Do you want to absorb the impact of khorne zerkers? They suck compared to many other options. Same for a repentia bomb, or even a bloodletter bomb.

You need a screen against the new GK smite spam? They are really really bad (8,5 points per wound).

Guess who's better at holding a point against Bursttide fire? Intercessors or boyz?


Intercessors are the best troop in the game to counter light infantry, but a blanket statement saying that "They are the most efficient!" is obviously wrong.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:05:18


Post by: Dudeface


Grey40k wrote:
Spoletta wrote:
"Efficienty" isn't an existing meter, so i don't think that you can use it as an argument.

"Efficient at x" is a meter. Intercessors have things where they are really efficient, and other things where they are the least efficient of all troops.

If you pit guardsmen against intercessors, they are going to lose 100% of the times. But that is true even with CA17 costs and before marine supplements and codex 2.0.

Intercessors have ALWAYS mulched down on other troops, but it never was a problem, since they suffer a lot from dedicated fire. Actually they were always considered to be quite underpowered.

They have become better now (doctrines, new chapter tactics and some point less), but the basics don't change. They still mulch other light infantry and get deleted much faster than other troops (point wise) when met with the proper equipment.



I would love some examples. In which encounters are they significantly less point efficient than other generalist troops?


There are few generalist troops is the issue, but areas where they can lose out to other troops: tarpitting, board coverage, sheer volume of models (relevant for contesting objectives), as much as they can and do threaten vehicles etc via volume of fire, they lack the ability to take specalist weapons to handle scenarios outside of the norm.

Intercessors are not perfect, they're jsut less imperfect than the other troops if that makes sense. A tacical squad with a combi melta, metla gun and multi melta might kill a vehicle faster than intercessors. Chaos marines are 6 poitns cheaper and can come in 20 man units to swarm stuff etc.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:20:30


Post by: Mr.Omega


the_scotsman wrote:
Ahhh, bad mathhammer comparisons, my white whale!

Point 1: you are muddying the waters by adding commanders and support elements into the mix, for starters lets just look at raw durability.

36 BS4 lasgun shots to down a 17-point intercessor. 2.11 shots per point.

108 BS4 lasgun shots to down a 49-point custode. 2.20 shots per point.

So, as you pointed out, custodes are more mathematically inefficient when shooting at them with guardsmen versus shooting at them with intercessors. The reason that most people are going to view intercessors as more threatening comes more on the offense side of things.

Let's round down: 8 intercessors vs 3 custodes. We're giving the custodes 11 points for free. What do these guys do vs guardsmen?

Well, the intercessor squad can remove 6 GEQ per turn, anywhere 30" away, which is very nearly a squad per turn. Rounding down to an average of 8 casualties per turn, they return 23.5% just from shooting.

The custode squad can take out 9 guardsmen, if and only if they get within 12", rapid fire their guns, and successfully charge into melee. It's worth noting that if you put the intercessors in a similar situation, they'd pretty handily wipe 2 squads out. A custode squad whacking an infantry squad in an ideal turn is a 27% return.


At 12" range with no charge, the custodes kill 2.8 guardsmen. At 24" range, 1.4.

With both units, once they're optimally engaging with you, you're mathmatically on the losing end of the exchange. Guardsmen pumping shots into custodes at 12" range is a 22% return, and into Intercessors is 23.6%.

But Intercessors can start doing that from 30" range, and custodes have to move across the whole battlefield with their 6" moves to get in range.


I'm not doing anything to muddy the waters by including IG support units. When you're taking multiple squads, they're a mandatory extra limb that you will have around unless you're a muppet or they get sniped. And even then, I was making the exact point that the Guard vs Custodes projection was based on ideal circumstances. If anything, the fact that the support characters could get sniped out by a Vindicare supports my argument on the futility of using Guardsmen as anything other than a blocker against Custodes.

As I said on the last page, Intercessors are not a great threat to a Guard army. If they're 30'' away and killing a few handfuls of 4 pt guardsmen a turn I couldn't care less. That's tuesday for the Guard. Any game where I don't lose handfuls of Guardsmen on T1 and T2 is a weird one. I'm going to be switching soon to trying out minimal mechanized Guardsmen soon as they work better at this point in time in the meta than footsloggers from what I've heard.

You talk about bad Mathhammer and then go on about Intercessors killing Guardsmen at long range. It doesn't matter how many "points-per-shot" Intercessors get if they're a smoking pile of ash from getting obliterated by tanks at the end of turn 2, having only killed half my Guardsmen.

If I only went by points per shot, I wouldn't bother with artillery as a Guard player and would only use Leman Russes since they get more hits out of the gate. But what would you know, when I did take 8 Leman Russes to one tournament I had my worst tournament performance in 8th on that day because every board involved a significant amount of LOS blocking terrain. A Leman Russ that you can't shoot with is little more than an expensive brick, and half of them couldn't shoot in 2/3 games. That's why now I'm mixing up artillery with Russes because Mathhammer so often ceases to be important when context comes into play.

Equally, it doesn't matter if Intercessors have an impressive points-per-shot if they're walking target practice in the grand scheme of things. They're not what I'm afraid of, that would be the Repulsors and Aggressors.

Also again with the bad Mathhammer and you come out by comparing Custodes footslogging from across the board at shooting from outside of melee range. I mean, what? A Custodes player is going to be using the deepstrike strategem. If they're on top of you in turn 2 with 2 units of Custodes, that's when they're an immediate threat that I have to deal with, when Intercessors can have their potshots all they like before I begin to care on turn 3. Again, you've completely forgotten that context is a thing.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:25:23


Post by: Sgt_Smudge


Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?

The fluff idea that a marine is 10 normal troops 100 (or whatever this has been inflated to throughout the years) is completely impractical in the tabletop. Why? Because to achieve this and not obliterate the possibility of the other armies being played (no, hundreds of guardsmen are not feasible), then what ends up happening is that the marine needs to be more point efficient. Once that happens, balance disappears.
Well, not unless every other army's elite forces are made equally as efficient.

Marines being point efficient is fine. Everyone else being point inefficient isn't.

Basically, I propose making specialist units more powerful, or making Marines more expensive, instead of making Marines weaker or everyone else cheaper.

I'd rather see Marines stay as an elite army than see Tacticals and Intercessors treated like a horde.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:51:04


Post by: Martel732


"I'd rather see Marines stay as an elite army than see Tacticals and Intercessors treated like a horde."

Ship sailed on that when they brought back AP.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 13:51:24


Post by: the_scotsman


 Mr.Omega wrote:
the_scotsman wrote:
Ahhh, bad mathhammer comparisons, my white whale!

Point 1: you are muddying the waters by adding commanders and support elements into the mix, for starters lets just look at raw durability.

36 BS4 lasgun shots to down a 17-point intercessor. 2.11 shots per point.

108 BS4 lasgun shots to down a 49-point custode. 2.20 shots per point.

So, as you pointed out, custodes are more mathematically inefficient when shooting at them with guardsmen versus shooting at them with intercessors. The reason that most people are going to view intercessors as more threatening comes more on the offense side of things.

Let's round down: 8 intercessors vs 3 custodes. We're giving the custodes 11 points for free. What do these guys do vs guardsmen?

Well, the intercessor squad can remove 6 GEQ per turn, anywhere 30" away, which is very nearly a squad per turn. Rounding down to an average of 8 casualties per turn, they return 23.5% just from shooting.

The custode squad can take out 9 guardsmen, if and only if they get within 12", rapid fire their guns, and successfully charge into melee. It's worth noting that if you put the intercessors in a similar situation, they'd pretty handily wipe 2 squads out. A custode squad whacking an infantry squad in an ideal turn is a 27% return.


At 12" range with no charge, the custodes kill 2.8 guardsmen. At 24" range, 1.4.

With both units, once they're optimally engaging with you, you're mathmatically on the losing end of the exchange. Guardsmen pumping shots into custodes at 12" range is a 22% return, and into Intercessors is 23.6%.

But Intercessors can start doing that from 30" range, and custodes have to move across the whole battlefield with their 6" moves to get in range.


I'm not doing anything to muddy the waters by including IG support units. When you're taking multiple squads, they're a mandatory extra limb that you will have around unless you're a muppet or they get sniped. And even then, I was making the exact point that the Guard vs Custodes projection was based on ideal circumstances. If anything, the fact that the support characters could get sniped out by a Vindicare supports my argument on the futility of using Guardsmen as anything other than a blocker against Custodes.

As I said on the last page, Intercessors are not a great threat to a Guard army. If they're 30'' away and killing a few handfuls of 4 pt guardsmen a turn I couldn't care less. That's tuesday for the Guard. Any game where I don't lose handfuls of Guardsmen on T1 and T2 is a weird one. I'm going to be switching soon to trying out minimal mechanized Guardsmen soon as they work better at this point in time in the meta than footsloggers from what I've heard.

You talk about bad Mathhammer and then go on about Intercessors killing Guardsmen at long range. It doesn't matter how many "points-per-shot" Intercessors get if they're a smoking pile of ash from getting obliterated by tanks at the end of turn 2, having only killed half my Guardsmen.

If I only went by points per shot, I wouldn't bother with artillery as a Guard player and would only use Leman Russes since they get more hits out of the gate. But what would you know, when I did take 8 Leman Russes to one tournament I had my worst tournament performance in 8th on that day because every board involved a significant amount of LOS blocking terrain. A Leman Russ that you can't shoot with is little more than an expensive brick, and half of them couldn't shoot in 2/3 games. That's why now I'm mixing up artillery with Russes because Mathhammer so often ceases to be important when context comes into play.

Equally, it doesn't matter if Intercessors have an impressive points-per-shot if they're walking target practice in the grand scheme of things. They're not what I'm afraid of, that would be the Repulsors and Aggressors.

Also again with the bad Mathhammer and you come out by comparing Custodes footslogging from across the board at shooting from outside of melee range. I mean, what? A Custodes player is going to be using the deepstrike strategem. If they're on top of you in turn 2 with 2 units of Custodes, that's when they're an immediate threat that I have to deal with, when Intercessors can have their potshots all they like before I begin to care on turn 3. Again, you've completely forgotten that context is a thing.



I haven't. I also haven't forgotten that for 1CP, you can turn your Manticore into a Heavy 2D6 S10 AP-2 D3 weapon - and you're saying Intercessors are going to be a pile of ash? Ig have access to multiple ideal weapon profiles for fighting custode targets - high strength, AP-2, damage within the 3-D3 range.

My point overall is that even IF the custodes show up immediately 9" away and even IF they manage to get into combat (not guaranteed) the gap in efficiency between your guardsmen even before orders and his custode squads is incredibly slim in terms of points return percentages. The only reason you felt like it was more is A) you got the points for intercessors wrong and B) you added morale support to your calculations for the custodes and not the intercessors, as if you're fighting 1 custode and 1 intercessor at a time, instead of running the exact same TAC guard list against both. Whatever % of your budget you put towards useless commissars (and they really are just so useless in every situation...) you're putting the same % fighting custodes or fighting intercessors.

Guardsmen are mostly blockers vs custodes. Guardsmen are mostly blockers vs most units - it's definitely their best quality, they're 4ppm models with a 5+ save and decent morale compared to other troops in that point zone. Just compare them to gretchin pound for pound.

The other point of context your missing is buffs. Guardsmen can be multiplied in effectiveness by 1.5 using orders in shooting, and given rerolls and + to hit and + to wound through several other sources. Custodes can reroll 1s to hit, by much, MUCH more expensive HQs. They don't get any benefit for cover vs Ap- weaponry. Even though the efficiency of custodes killing guard vs guard killing custodes is a slight disadvantage in a vacuum - 27% vs 21% - you can easily tilt that in your favor if you want to run an infantry based army into custodes, and they have very few ways to actually make themselves more efficient at killing GEQ, particularly if youre smart about feeding him one squad at a time.

Guard wrecked custodes even during metas where custodes were extremely strong. Remove marines from the equation, they'd do exactly the same thing now.


Automatically Appended Next Post:
 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?

The fluff idea that a marine is 10 normal troops 100 (or whatever this has been inflated to throughout the years) is completely impractical in the tabletop. Why? Because to achieve this and not obliterate the possibility of the other armies being played (no, hundreds of guardsmen are not feasible), then what ends up happening is that the marine needs to be more point efficient. Once that happens, balance disappears.
Well, not unless every other army's elite forces are made equally as efficient.

Marines being point efficient is fine. Everyone else being point inefficient isn't.

Basically, I propose making specialist units more powerful, or making Marines more expensive, instead of making Marines weaker or everyone else cheaper.

I'd rather see Marines stay as an elite army than see Tacticals and Intercessors treated like a horde.


If you gave me complete executive power, I'd probably ditch bolter discipline and limit doctrines (probably to Turn 1, Turn 2, Turn 3 you must switch then they go away after that) and replace them with "Marine infantry ignore AP-1, Marine Vehicles move and fire heavy weapons")

The biggest issue I have with the buffs are that they MASSIVELY spiked marine killiness while rewarding uninteractive play (Squatting in devastator doctrine and not moving your infantry to get Bolter Drill) and did nothing to address the most legitimate complaint of marine players, their fragility.

A marine should be a defensively skewed model. Their most defining characteristic is their power armor, and they've always been billed as a "lightning strike force". A huge blob of dudes standing still and shooting 30" across the table is hardly most players idea of the "Space marine gameplay fantasy".


Just how "Elite" are marines supposed to feel? @ 2020/02/26 14:24:45


Post by: Mr.Omega


the_scotsman wrote:
 Mr.Omega wrote:
the_scotsman wrote:
Ahhh, bad mathhammer comparisons, my white whale!

Point 1: you are muddying the waters by adding commanders and support elements into the mix, for starters lets just look at raw durability.

36 BS4 lasgun shots to down a 17-point intercessor. 2.11 shots per point.

108 BS4 lasgun shots to down a 49-point custode. 2.20 shots per point.

So, as you pointed out, custodes are more mathematically inefficient when shooting at them with guardsmen versus shooting at them with intercessors. The reason that most people are going to view intercessors as more threatening comes more on the offense side of things.

Let's round down: 8 intercessors vs 3 custodes. We're giving the custodes 11 points for free. What do these guys do vs guardsmen?

Well, the intercessor squad can remove 6 GEQ per turn, anywhere 30" away, which is very nearly a squad per turn. Rounding down to an average of 8 casualties per turn, they return 23.5% just from shooting.

The custode squad can take out 9 guardsmen, if and only if they get within 12", rapid fire their guns, and successfully charge into melee. It's worth noting that if you put the intercessors in a similar situation, they'd pretty handily wipe 2 squads out. A custode squad whacking an infantry squad in an ideal turn is a 27% return.


At 12" range with no charge, the custodes kill 2.8 guardsmen. At 24" range, 1.4.

With both units, once they're optimally engaging with you, you're mathmatically on the losing end of the exchange. Guardsmen pumping shots into custodes at 12" range is a 22% return, and into Intercessors is 23.6%.

But Intercessors can start doing that from 30" range, and custodes have to move across the whole battlefield with their 6" moves to get in range.


I'm not doing anything to muddy the waters by including IG support units. When you're taking multiple squads, they're a mandatory extra limb that you will have around unless you're a muppet or they get sniped. And even then, I was making the exact point that the Guard vs Custodes projection was based on ideal circumstances. If anything, the fact that the support characters could get sniped out by a Vindicare supports my argument on the futility of using Guardsmen as anything other than a blocker against Custodes.

As I said on the last page, Intercessors are not a great threat to a Guard army. If they're 30'' away and killing a few handfuls of 4 pt guardsmen a turn I couldn't care less. That's tuesday for the Guard. Any game where I don't lose handfuls of Guardsmen on T1 and T2 is a weird one. I'm going to be switching soon to trying out minimal mechanized Guardsmen soon as they work better at this point in time in the meta than footsloggers from what I've heard.

You talk about bad Mathhammer and then go on about Intercessors killing Guardsmen at long range. It doesn't matter how many "points-per-shot" Intercessors get if they're a smoking pile of ash from getting obliterated by tanks at the end of turn 2, having only killed half my Guardsmen.

If I only went by points per shot, I wouldn't bother with artillery as a Guard player and would only use Leman Russes since they get more hits out of the gate. But what would you know, when I did take 8 Leman Russes to one tournament I had my worst tournament performance in 8th on that day because every board involved a significant amount of LOS blocking terrain. A Leman Russ that you can't shoot with is little more than an expensive brick, and half of them couldn't shoot in 2/3 games. That's why now I'm mixing up artillery with Russes because Mathhammer so often ceases to be important when context comes into play.

Equally, it doesn't matter if Intercessors have an impressive points-per-shot if they're walking target practice in the grand scheme of things. They're not what I'm afraid of, that would be the Repulsors and Aggressors.

Also again with the bad Mathhammer and you come out by comparing Custodes footslogging from across the board at shooting from outside of melee range. I mean, what? A Custodes player is going to be using the deepstrike strategem. If they're on top of you in turn 2 with 2 units of Custodes, that's when they're an immediate threat that I have to deal with, when Intercessors can have their potshots all they like before I begin to care on turn 3. Again, you've completely forgotten that context is a thing.



I haven't. I also haven't forgotten that for 1CP, you can turn your Manticore into a Heavy 2D6 S10 AP-2 D3 weapon - and you're saying Intercessors are going to be a pile of ash? Ig have access to multiple ideal weapon profiles for fighting custode targets - high strength, AP-2, damage within the 3-D3 range.

My point overall is that even IF the custodes show up immediately 9" away and even IF they manage to get into combat (not guaranteed) the gap in efficiency between your guardsmen even before orders and his custode squads is incredibly slim in terms of points return percentages. The only reason you felt like it was more is A) you got the points for intercessors wrong and B) you added morale support to your calculations for the custodes and not the intercessors, as if you're fighting 1 custode and 1 intercessor at a time, instead of running the exact same TAC guard list against both. Whatever % of your budget you put towards useless commissars (and they really are just so useless in every situation...) you're putting the same % fighting custodes or fighting intercessors.

Guardsmen are mostly blockers vs custodes. Guardsmen are mostly blockers vs most units - it's definitely their best quality, they're 4ppm models with a 5+ save and decent morale compared to other troops in that point zone. Just compare them to gretchin pound for pound.

The other point of context your missing is buffs. Guardsmen can be multiplied in effectiveness by 1.5 using orders in shooting, and given rerolls and + to hit and + to wound through several other sources. Custodes can reroll 1s to hit, by much, MUCH more expensive HQs. They don't get any benefit for cover vs Ap- weaponry. Even though the efficiency of custodes killing guard vs guard killing custodes is a slight disadvantage in a vacuum - 27% vs 21% - you can easily tilt that in your favor if you want to run an infantry based army into custodes, and they have very few ways to actually make themselves more efficient at killing GEQ, particularly if youre smart about feeding him one squad at a time.

Guard wrecked custodes even during metas where custodes were extremely strong. Remove marines from the equation, they'd do exactly the same thing now.



The Manticore gimmick is brand new and I haven't even tried it yet. But again, still reinforces my point - you're winning because heavy support spam is the way to do it. Which is how it is anyway.

The Intercessor points drop doesn't make a significant strategic difference. It doesn't stop Guardsmen from being able to contribute meaningfully at their price point. All of the same arguments still apply, it just means that my opponent has 45-60 more points to play with. I did add morale support into my calculations, though I probably shouldn't have since I just copied the argument further up the page, but I added a meagre 16 pts on to demonstrate what a minimum sized IG infantry battlegroup would look like. If you're taking multiple squads of infantry with damage dealing in mind, you're taking morale support. And you're right, the LD8 Commissar is pretty bad, but I didn't want to strain my argument by lobbing on the ideal and far more expensive morale support alternatives that you would realistically take just to inflate the numbers. I don't need to.

How efficient Custodes are isn't relevant when the only thing that matters when Custodes drop in next to a gunline is whether they break through the Guardsmen or not and tie up multiple vehicles. At that point the game is over. Checkmate, end of story, period. Intercessors can't checkmate your gunline outside of niche Deathwatch builds to my knowledge and that's why they can be ignored where Custodes can't. All they can do is take potshots and chip away at models you took knowing were going to get removed anyway. It doesn't make any difference whether Custodes efficiently killed their points in or absorbed their shot-per-point worth from Guardsmen if the Custodes player wins because the Guard player has a breached defensive line. Again, context. In that moment the Guard player wins or loses purely based on whether they can eliminate the Grav Tanks, Jetbike Captain and deepstrikers in a timely enough order without one of them getting an oppurtunity to cripple you.

I made the efficiency comparison to demonstrate that on a strategic level when writing a list and before playing the game, it makes no sense to have a build where every infantry buff or support element is worthless if you end up playing Custodes and you lose just because you couldn't kill one of the big threats fast enough. So writing a Guard list is about how much you can spam high strength high damage guns and get cheap blockers and little else. That's fun.

Yes, Guard probably do wreck Custodes when the top meta lists are compared. But by not by using builds that put emphasis on infantry. And I'm not always talking about top ITC tournaments, I'm talking about a ladder rung down with far more common and typical local competitive tournaments and environments.







Just how "Elite" are marines supposed to feel? @ 2020/02/26 14:35:39


Post by: catbarf


the_scotsman wrote:
If you gave me complete executive power, I'd probably ditch bolter discipline and limit doctrines (probably to Turn 1, Turn 2, Turn 3 you must switch then they go away after that) and replace them with "Marine infantry ignore AP-1, Marine Vehicles move and fire heavy weapons")

The biggest issue I have with the buffs are that they MASSIVELY spiked marine killiness while rewarding uninteractive play (Squatting in devastator doctrine and not moving your infantry to get Bolter Drill) and did nothing to address the most legitimate complaint of marine players, their fragility.


I don't think Marine fragility is a legitimate complaint, at least not when stated so broadly.

A single S4, AP0 hit takes out an average of 1.78 points of Guardsmen.
Or 2.22 points of Termagants.
Or 2.92 points of Boyz.
Or 2.33 points of Fire Warriors.
Or 2.0 points of Tacticals.
But it only eliminates 1.41 points of Intercessors.

Intercessors are point-for-point some of the most durable basic infantry in the game against the fire of other infantry, but have an Achilles' heel to high-AP, Dam2 weapons. Marine players don't complain about Primaris fragility because they're getting hosed down by regular bolters or massed lasguns, it's the plasma guns that splatter them- but nobody has those as their basic weapon; and a big part of the reason players spam those high-AP, Dam2 weapons is specifically because they're the only effective way to kill Primaris.

A Primaris army is, mechanically, not too dissimilar from a vehicle-heavy skew list. You're less vulnerable to lasguns and bolters, more vulnerable to plasma guns and lascannons. The issue is that if the game's meta were 50+% vehicle-heavy lists, then the meta would also be to build lists around anti-tank, and suddenly those tanks wouldn't feel so durable anymore. So now all those tank players feel like their vehicles are too easily to kill, plus throw in the random horde list that exploits this meta, and things start to become rather un-fun for everyone.

Giving Marines the ability to ignore AP-1 just means light weapons become increasingly useless, Autocannons become mildly less painful, and plasma/Disintegrator/Exocrine/etc spam will continue to be the only viable counter.

I hate to say it, but if you really need to give Marines a modest buff against high-power weaponry, something like a 5++ is the way to go. But given how, as you've pointed out, Marines on the table feel nothing like Marines in the fluff, I'd rather see rules play to their in-lore strengths. They shouldn't be tanking lascannon fire, they should be sufficiently coordinated and mobile to avoid getting shot with lascannons in the first place. Optimally I think the game would really benefit from a C&C mechanic, but failing that, better ability to move and fire in lieu of 30" Bolter Discipline castling might make them play a bit more fluffy.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 14:39:51


Post by: Sgt_Smudge


the_scotsman wrote:
If you gave me complete executive power, I'd probably ditch bolter discipline and limit doctrines (probably to Turn 1, Turn 2, Turn 3 you must switch then they go away after that) and replace them with "Marine infantry ignore AP-1, Marine Vehicles move and fire heavy weapons")
I'd definitely remove doctrines. Bolter discipline I'm indifferent on, I really like their extra attack on the first round of combat though - that feels suitable.

Ignoring AP-1 I think would go some way on making Marines feel that more durable, but it's really weight of fire AP0 stuff that I find most jarring.

A marine should be a defensively skewed model. Their most defining characteristic is their power armor, and they've always been billed as a "lightning strike force". A huge blob of dudes standing still and shooting 30" across the table is hardly most players idea of the "Space marine gameplay fantasy".
Yeah, castling isn't what I'd call Space Marine-esque.

To me, they're mobile, flexible, and unrelenting, fast and tough as nails. Their weakness is how few of them there are, which is why they need good target priority. Instead, it almost feels that they're too fragile.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 14:45:22


Post by: the_scotsman


 Mr.Omega wrote:
the_scotsman wrote:
 Mr.Omega wrote:
the_scotsman wrote:
Ahhh, bad mathhammer comparisons, my white whale!

Point 1: you are muddying the waters by adding commanders and support elements into the mix, for starters lets just look at raw durability.

36 BS4 lasgun shots to down a 17-point intercessor. 2.11 shots per point.

108 BS4 lasgun shots to down a 49-point custode. 2.20 shots per point.

So, as you pointed out, custodes are more mathematically inefficient when shooting at them with guardsmen versus shooting at them with intercessors. The reason that most people are going to view intercessors as more threatening comes more on the offense side of things.

Let's round down: 8 intercessors vs 3 custodes. We're giving the custodes 11 points for free. What do these guys do vs guardsmen?

Well, the intercessor squad can remove 6 GEQ per turn, anywhere 30" away, which is very nearly a squad per turn. Rounding down to an average of 8 casualties per turn, they return 23.5% just from shooting.

The custode squad can take out 9 guardsmen, if and only if they get within 12", rapid fire their guns, and successfully charge into melee. It's worth noting that if you put the intercessors in a similar situation, they'd pretty handily wipe 2 squads out. A custode squad whacking an infantry squad in an ideal turn is a 27% return.


At 12" range with no charge, the custodes kill 2.8 guardsmen. At 24" range, 1.4.

With both units, once they're optimally engaging with you, you're mathmatically on the losing end of the exchange. Guardsmen pumping shots into custodes at 12" range is a 22% return, and into Intercessors is 23.6%.

But Intercessors can start doing that from 30" range, and custodes have to move across the whole battlefield with their 6" moves to get in range.


I'm not doing anything to muddy the waters by including IG support units. When you're taking multiple squads, they're a mandatory extra limb that you will have around unless you're a muppet or they get sniped. And even then, I was making the exact point that the Guard vs Custodes projection was based on ideal circumstances. If anything, the fact that the support characters could get sniped out by a Vindicare supports my argument on the futility of using Guardsmen as anything other than a blocker against Custodes.

As I said on the last page, Intercessors are not a great threat to a Guard army. If they're 30'' away and killing a few handfuls of 4 pt guardsmen a turn I couldn't care less. That's tuesday for the Guard. Any game where I don't lose handfuls of Guardsmen on T1 and T2 is a weird one. I'm going to be switching soon to trying out minimal mechanized Guardsmen soon as they work better at this point in time in the meta than footsloggers from what I've heard.

You talk about bad Mathhammer and then go on about Intercessors killing Guardsmen at long range. It doesn't matter how many "points-per-shot" Intercessors get if they're a smoking pile of ash from getting obliterated by tanks at the end of turn 2, having only killed half my Guardsmen.

If I only went by points per shot, I wouldn't bother with artillery as a Guard player and would only use Leman Russes since they get more hits out of the gate. But what would you know, when I did take 8 Leman Russes to one tournament I had my worst tournament performance in 8th on that day because every board involved a significant amount of LOS blocking terrain. A Leman Russ that you can't shoot with is little more than an expensive brick, and half of them couldn't shoot in 2/3 games. That's why now I'm mixing up artillery with Russes because Mathhammer so often ceases to be important when context comes into play.

Equally, it doesn't matter if Intercessors have an impressive points-per-shot if they're walking target practice in the grand scheme of things. They're not what I'm afraid of, that would be the Repulsors and Aggressors.

Also again with the bad Mathhammer and you come out by comparing Custodes footslogging from across the board at shooting from outside of melee range. I mean, what? A Custodes player is going to be using the deepstrike strategem. If they're on top of you in turn 2 with 2 units of Custodes, that's when they're an immediate threat that I have to deal with, when Intercessors can have their potshots all they like before I begin to care on turn 3. Again, you've completely forgotten that context is a thing.



I haven't. I also haven't forgotten that for 1CP, you can turn your Manticore into a Heavy 2D6 S10 AP-2 D3 weapon - and you're saying Intercessors are going to be a pile of ash? Ig have access to multiple ideal weapon profiles for fighting custode targets - high strength, AP-2, damage within the 3-D3 range.

My point overall is that even IF the custodes show up immediately 9" away and even IF they manage to get into combat (not guaranteed) the gap in efficiency between your guardsmen even before orders and his custode squads is incredibly slim in terms of points return percentages. The only reason you felt like it was more is A) you got the points for intercessors wrong and B) you added morale support to your calculations for the custodes and not the intercessors, as if you're fighting 1 custode and 1 intercessor at a time, instead of running the exact same TAC guard list against both. Whatever % of your budget you put towards useless commissars (and they really are just so useless in every situation...) you're putting the same % fighting custodes or fighting intercessors.

Guardsmen are mostly blockers vs custodes. Guardsmen are mostly blockers vs most units - it's definitely their best quality, they're 4ppm models with a 5+ save and decent morale compared to other troops in that point zone. Just compare them to gretchin pound for pound.

The other point of context your missing is buffs. Guardsmen can be multiplied in effectiveness by 1.5 using orders in shooting, and given rerolls and + to hit and + to wound through several other sources. Custodes can reroll 1s to hit, by much, MUCH more expensive HQs. They don't get any benefit for cover vs Ap- weaponry. Even though the efficiency of custodes killing guard vs guard killing custodes is a slight disadvantage in a vacuum - 27% vs 21% - you can easily tilt that in your favor if you want to run an infantry based army into custodes, and they have very few ways to actually make themselves more efficient at killing GEQ, particularly if youre smart about feeding him one squad at a time.

Guard wrecked custodes even during metas where custodes were extremely strong. Remove marines from the equation, they'd do exactly the same thing now.



The Manticore gimmick is brand new and I haven't even tried it yet. But again, still reinforces my point - you're winning because heavy support spam is the way to do it. Which is how it is anyway.

The Intercessor points drop doesn't make a significant strategic difference. It doesn't stop Guardsmen from being able to contribute meaningfully at their price point. All of the same arguments still apply, it just means that my opponent has 45-60 more points to play with. I didn't add morale support into my calculations, I probably shouldn't have since I just copied the argument further up the page, but I added a meagre 16 pts on to demonstrate what a minimum sized IG infantry battlegroup would look like. If you're taking multiple squads of infantry with damage dealing in mind, you're taking morale support. And you're right, the LD8 Commissar is pretty bad, but I didn't want to strain my argument by lobbing on the ideal and far more expensive morale support alternatives that you would realistically take just to inflate the numbers. I don't need to.

How efficient Custodes are isn't relevant when the only thing that matters when Custodes drop in next to a gunline is whether they break through the Guardsmen or not and tie up multiple vehicles. At that point the game is over. Checkmate, end of story, period. Intercessors can't checkmate your gunline outside of niche Deathwatch builds to my knowledge and that's why they can be ignored where Custodes can't. All they can do is take potshots and chip away at models you took knowing were going to get removed anyway. It doesn't make any difference whether Custodes efficiently killed their points in or absorbed their shot-per-point worth from Guardsmen if the Custodes player wins because the Guard player has a breached defensive line. Again, context. In that moment the Guard player wins or loses purely based on whether they can eliminate the Grav Tanks, Jetbike Captain and deepstrikers in a timely enough order without one of them getting an oppurtunity to cripple you.

I made the efficiency comparison to demonstrate that on a strategic level when writing a list and before playing the game, it makes no sense to have a build where every infantry buff or support element is worthless if you end up playing Custodes and you lose just because you couldn't kill one of the big threats fast enough. So writing a Guard list is about how much you can spam high strength high damage guns and get cheap blockers and little else. That's fun.

Yes, Guard probably do wreck Custodes when the top meta lists are compared. But by not by using builds that put emphasis on infantry. And I'm not always talking about top ITC tournaments, I'm talking about a ladder rung down with far more common and typical local competitive tournaments and environments.







I am extremely confused as to how you believe custodes deep striking in 9" away from your guard screen creates any kind of "Checkmate."

Like, fundamentally. Custodes are a hair better at returning their points by carving through guardsmen than guardsmen are at carving through custodes. So....check..mate?

In my eyes, the only way this could be a checkmate situation is if you DO spam HS rather than having a large number of GEQ screening your tanks. if you have, say, a brigade's worth of GEQ, you'd lose an absolutely minimal number of guardsmen, just fall back, shoot them with your fall back and shoot order, and shoot them with your artillery.

What can the custode player teleport in, 2 squads of 5? So that's 490 points that teleports in turn 2, kills all of 9 guardsmen with their shooting. Statistically 1 of those 2 squads makes the charge roll, and depending on your spacing kills either 1 more squad or 1.5 more squads.

Sure, you're in trouble at that point if you brought 30 guardsmen to screen with and that's it, but you're talking about an infantry focused list here. That's a drop in the damn bucket. My friend's infantry focused list has like 250 models, we're talking about losing 30 guys tops.

I understand competitive lists don't mean much, but I'm honestly just kind of baffled how in a casual setting you are actually having more trouble with custodes as guard than marines. Are you just taking tons of tanks, minimal screens, and getting tied up by deep strikers/bikes?


Automatically Appended Next Post:
 Sgt_Smudge wrote:
the_scotsman wrote:
If you gave me complete executive power, I'd probably ditch bolter discipline and limit doctrines (probably to Turn 1, Turn 2, Turn 3 you must switch then they go away after that) and replace them with "Marine infantry ignore AP-1, Marine Vehicles move and fire heavy weapons")
I'd definitely remove doctrines. Bolter discipline I'm indifferent on, I really like their extra attack on the first round of combat though - that feels suitable.

Ignoring AP-1 I think would go some way on making Marines feel that more durable, but it's really weight of fire AP0 stuff that I find most jarring.

A marine should be a defensively skewed model. Their most defining characteristic is their power armor, and they've always been billed as a "lightning strike force". A huge blob of dudes standing still and shooting 30" across the table is hardly most players idea of the "Space marine gameplay fantasy".
Yeah, castling isn't what I'd call Space Marine-esque.

To me, they're mobile, flexible, and unrelenting, fast and tough as nails. Their weakness is how few of them there are, which is why they need good target priority. Instead, it almost feels that they're too fragile.


having now played against Grey Knights perma-cover and as Thousand Sons, I think marines having a 2+ armor base makes them a tad bit less interesting. You basically go from being the army that benefits the most from smart use of cover to an army where cover may as well not be on the board.

Getting into smack down drag out gunfights with expendable guard and ork squads isn't really meant to be a marine's MO - those are the kinds of targets they either gun down at range or drop in and alpha strike before they hit back. I'm personally OK with marines being on the losing end of straight up gunfights with the more expendable factions.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 14:54:47


Post by: Martel732


They are too fragile. They are still glass cannons because of costing and AP. GW's "fixes" are just obnoxious.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 15:04:57


Post by: Mr.Omega


the_scotsman wrote:


I am extremely confused as to how you believe custodes deep striking in 9" away from your guard screen creates any kind of "Checkmate."

Like, fundamentally. Custodes are a hair better at returning their points by carving through guardsmen than guardsmen are at carving through custodes. So....check..mate?

In my eyes, the only way this could be a checkmate situation is if you DO spam HS rather than having a large number of GEQ screening your tanks. if you have, say, a brigade's worth of GEQ, you'd lose an absolutely minimal number of guardsmen, just fall back, shoot them with your fall back and shoot order, and shoot them with your artillery.



And here you are, making the assumption that the Custodes player hasn't accounted for killing lots of Guardsmen in reasonable time and that my Guardsmen will just be fresh and perfectly positioned to have something resembling firepower, which they won't.

The act of deepstriking isn't a checkmate, breaking through and tying up all your vehicles is the checkmate situation. It doesn't matter how many points Custodes return by killing Guardsmen. You can't just think about it in terms of math. Custodes straight up win if they make the breakthrough taking into account every other tool, strategem and unit the Custodes player has it has disposal, between a second deepstriking unit, attacking twice a turn in the assault phase and using Grav Tank secondary weapons to thin out Guardsmen in that first turn.

And no I don't think it makes Custodes overpowered, I think it puts me in a situation where my list building is one-dimensional. In much the same way that the introduction of Riptides made me have to reconsider every single list I wrote in 6th and 7th edition after they appeared because of their unique durability profile with multiple 2+ save wounds at toughness 6, being basically invulnerable to a lot of common fire support units, basic Russes and Basilisks included. And no, Riptides also didn't end up as permanent top tier ITC stompers in every year of 6th and 7th, but it didn't mean that they didn't have a significant influence on limiting what you could work with.

When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 15:06:53


Post by: Martel732


I don't quite understand how foot slogging low model count armies can do anything vs IG. They'll never get through the sea of bodies. I can't get through them with jump troops most of the time. They are too deep. The big guns behind the wall of infantry doing the real damage is how IG works. Although some squads with some special weapons aren't crazy.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 15:19:51


Post by: catbarf


Martel732 wrote:
I don't quite understand how foot slogging low model count armies can do anything vs IG. They'll never get through the sea of bodies. I can't get through them with jump troops most of the time. They are too deep. The big guns behind the wall of infantry doing the real damage is how IG works. Although some squads with some special weapons aren't crazy.


Take Auto Bolt Rifles or Aggressors. In Tactical doctrine, a trio of Aggressors double-firing, with re-rolling 1s to hit and to wound, comfortably wipe three full squads. Two such squads make for a solid hole-clearing firebase for just 11% of your army's points total.

As I recall, you've stated in other threads that you play melee-heavy Marines. So, you're playing a melee army with a low model count against probably the best army at meatshield defense-in-depth- you need a real investment in anti-chaff or of course you're going to struggle.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 15:30:36


Post by: the_scotsman


 Mr.Omega wrote:
the_scotsman wrote:


I am extremely confused as to how you believe custodes deep striking in 9" away from your guard screen creates any kind of "Checkmate."

Like, fundamentally. Custodes are a hair better at returning their points by carving through guardsmen than guardsmen are at carving through custodes. So....check..mate?

In my eyes, the only way this could be a checkmate situation is if you DO spam HS rather than having a large number of GEQ screening your tanks. if you have, say, a brigade's worth of GEQ, you'd lose an absolutely minimal number of guardsmen, just fall back, shoot them with your fall back and shoot order, and shoot them with your artillery.



And here you are, making the assumption that the Custodes player hasn't accounted for killing lots of Guardsmen in reasonable time and that my Guardsmen will just be fresh and perfectly positioned to have something resembling firepower, which they won't.

The act of deepstriking isn't a checkmate, breaking through and tying up all your vehicles is the checkmate situation. It doesn't matter how many points Custodes return by killing Guardsmen. You can't just think about it in terms of math. Custodes straight up win if they make the breakthrough taking into account every other tool, strategem and unit the Custodes player has it has disposal, between a second deepstriking unit, attacking twice a turn in the assault phase and using Grav Tank secondary weapons to thin out Guardsmen in that first turn.

And no I don't think it makes Custodes overpowered, I think it puts me in a situation where my list building is one-dimensional. In much the same way that the introduction of Riptides made me have to reconsider every single list I wrote in 6th and 7th edition after they appeared because of their unique durability profile with multiple 2+ save wounds at toughness 6, being basically invulnerable to a lot of common fire support units, basic Russes and Basilisks included. And no, Riptides also didn't end up as permanent top tier ITC stompers in every year of 6th and 7th, but it didn't mean that they didn't have a significant influence on limiting what you could work with.

When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


But how is that fundamentally different from any assault oriented army doing the exact same thing, but much, much better?

As Orks, for example, I can teleport 30 ork boyz at you turn 1, which are MUCH more efficient at getting thru guardsmen, can fight twice, and are much better at getting in from the deep strike with Ere We Go and Evil Sunz.

Anything breaking through your lines and getting into b2b with all your tanks is effectively gg - outside of a few vehicles like hellhounds and baneblades and whatnot.

At first I thought we were talking about custodes making your anti-infantry firepower inefficient because they're all T5 2+ W3, but custodes are only the tiniest hair less efficient to shoot with guardsmen than marines, as I showed. and they come with the drawback of being incredibly inefficient killing your stuff. Actually, all custode weapons are super inefficient at killing GEQ, even hurricane bikes. "Bold of you to assume I have any guardsmen LEFT by turn 2" is equally bizarre to me. what are they screen clearing with? Those 90pt bikes with one hurricane bolter on them? the ones that kill 4 guardsmen in a turn?

Also, how do they fight twice? I'm not seeing that anywhere as a stratagem. There are plenty of armies that CAN fight twice at you, and that's a problem for screening your tanks...but custodes don't seem to be one of them.

Certain weapons in the guard arsenal aren't particularly effective against custodes, that's for sure. I don't see how they warp your listbuilding choices any more than, say, knights do, or the potential that you could bring a basilisk or two and face an ork horde.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:01:17


Post by: Galas


Is mathematically impossible as a Custodes player to eliminate a heavy infantry army of IG in less than two turns. A IG player can have 200 boots on the ground and have many, many points to spare for heavy artillery and other components.

A Custodes List literally doesn't has enough shoots to clear that, even spamming bikes and biker captains. A squad of 3 custodian guards with misericordia will kill at MAXIMUM 18 guardsmen. 6 for shooting and 12 for meele. Thats 150 aprox points killing 72 points assuming shooting from rapidfire range, meele, and literally failing 0 attacks.
And Custodian Guards are troops without deepstrike or transport (A land raider lol) that walk 6" a turn.

I'm sorry but as a Custodes Player to see a Imperial Guard player complaining about fething custodian guards?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:06:17


Post by: AnomanderRake


 Galas wrote:
Is mathematically impossible as a Custodes player to eliminate a heavy infantry army of IG in less than two turns. A IG player can have 200 boots on the ground and have many, many points to spare for heavy artillery and other components.

A Custodes List literally doesn't has enough shoots to clear that, even spamming bikes and biker captains. A squad of 3 custodian guards with misericordia will kill at MAXIMUM 18 guardsmen. 6 for shooting and 12 for meele. Thats 150 aprox points killing 72 points assuming shooting from rapidfire range, meele, and literally failing 0 attacks.
And Custodian Guards are troops without deepstrike or transport (A land raider lol) that walk 6" a turn.


I don't think anyone disputes that Custodes take FW units to function as an army.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:08:05


Post by: Grey40k


 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:25:57


Post by: Insectum7


 Galas wrote:
Is mathematically impossible as a Custodes player to eliminate a heavy infantry army of IG in less than two turns. A IG player can have 200 boots on the ground and have many, many points to spare for heavy artillery and other components.

A Custodes List literally doesn't has enough shoots to clear that, even spamming bikes and biker captains. A squad of 3 custodian guards with misericordia will kill at MAXIMUM 18 guardsmen. 6 for shooting and 12 for meele. Thats 150 aprox points killing 72 points assuming shooting from rapidfire range, meele, and literally failing 0 attacks.
And Custodian Guards are troops without deepstrike or transport (A land raider lol) that walk 6" a turn.

I'm sorry but as a Custodes Player to see a Imperial Guard player complaining about fething custodian guards?


Custodes aren't a very good army as a whole, but they are really irritating with their 2+ saves, 2+ rerolls to hit, counter-intercepting shield captains, etc. As Tyranids it's irritating that I can shoot 90 devourer shots and only remove 1 infantry model.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:27:47


Post by: SeanDavid1991


Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:31:15


Post by: Grey40k


 SeanDavid1991 wrote:


If you want to compare base line marine troops to base line guard troops. Compare scouts.


Why? If intercessors are more point efficient, I will take them. They are troops all the same, the fluff stating they are war gods means little once they put their foot on the table.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:33:19


Post by: SeanDavid1991


Grey40k wrote:
 SeanDavid1991 wrote:


If you want to compare base line marine troops to base line guard troops. Compare scouts.


Why? If intercessors are more point efficient, I will take them. They are troops all the same, the fluff stating they are war gods means little once they put their foot on the table.


Why what? Apologies I thought the debate here was comparing base line troops to base line troops? not what you would take?

Or is this whole thread a complete waste of everyone's time?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:35:33


Post by: Insectum7


 SeanDavid1991 wrote:
Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:37:38


Post by: Galas


 Insectum7 wrote:
 Galas wrote:
Is mathematically impossible as a Custodes player to eliminate a heavy infantry army of IG in less than two turns. A IG player can have 200 boots on the ground and have many, many points to spare for heavy artillery and other components.

A Custodes List literally doesn't has enough shoots to clear that, even spamming bikes and biker captains. A squad of 3 custodian guards with misericordia will kill at MAXIMUM 18 guardsmen. 6 for shooting and 12 for meele. Thats 150 aprox points killing 72 points assuming shooting from rapidfire range, meele, and literally failing 0 attacks.
And Custodian Guards are troops without deepstrike or transport (A land raider lol) that walk 6" a turn.

I'm sorry but as a Custodes Player to see a Imperial Guard player complaining about fething custodian guards?


Custodes aren't a very good army as a whole, but they are really irritating with their 2+ saves, 2+ rerolls to hit, counter-intercepting shield captains, etc. As Tyranids it's irritating that I can shoot 90 devourer shots and only remove 1 infantry model.


Thats because those models cost as much as 5-10 models of nearly any other troop of the game. Maybe stop shooting weak anti infantry shooting vs elite troops and expect to do anything? Tyranids and their Mortal Wound spam have 0 problems dealing with Custodes.

And even with FW, most of FW custodes units add anti tank to the army, not anti infantry. As I said, is nearly mathematically impossible for a Adeptus Custodes force, even using the full range of FW competitive options, to remove 200 models in less than 3 turns.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:39:21


Post by: SeanDavid1991


 Insectum7 wrote:
 SeanDavid1991 wrote:
Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:41:19


Post by: Insectum7


 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


They're both core battle-line troops. Scouts are not.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:41:59


Post by: Grey40k


 SeanDavid1991 wrote:



Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


I do not understand what you are saying.

Intercessors are in the troop category and they, in most scenarios, more point efficient than scouts or tacs. Of course people take intercessors then, hence they are the comparison group for other troops.

Or should I take point inefficient options for the sake of what, wasting our time?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:42:57


Post by: Pyroalchi


Then lets finish with the focus on guardsmen and go over to one of the various other examples of the first post. Like genestealers reaching melee and still loosing etc.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:43:10


Post by: SeanDavid1991


 Insectum7 wrote:
 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


They're both core battle-line troops. Scouts are not.


maybe in fluff.

But the game isn't fluff. The game is points and mechanics. there is literally nothing stopping me having only scouts as my troops inn game etc etc.

Ergo from a mechanics POV you have to compare the basic. Not the fluff.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:45:30


Post by: Pyroalchi


But if you see scouts as marine basic shouldn't they then be compared to IG conscripts instead of infantry squads? Both are the "troops in training "


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:45:43


Post by: the_scotsman


 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
Spoiler:
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


That's why none of my comparisons on page 1 are "1 to 1" - they're comparing equivalent points. pound for pound. I took a bunch of specialist anti-elite melee units and ran them against equal points of intercessors in melee, and a bunch of shooting-only units and ran them against equal points of intercessors in shooting, including stuff like Dark Reapers, which get absolutely shellacked despite all the claims of "but muh D2 weapons." I haven' t run the numbers but I am 1000% certain you'd get the same results or less running autocannon HWTs vs intercessors as well.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:46:34


Post by: SeanDavid1991


Grey40k wrote:
 SeanDavid1991 wrote:



Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


I do not understand what you are saying.

Intercessors are in the troop category and they, in most scenarios, more point efficient than scouts or tacs. Of course people take intercessors then, hence they are the comparison group for other troops.

Or should I take point inefficient options for the sake of what, wasting our time?


The whole point of this thread yes is asking how marines feel. Not intercessors, marines.

I agree that intercessors are efficient, no debates there so wasted argument on me.

my point is to get a fair comparison on like tor like equivelent. If you are comparing basic troops like guard. You gotta compare basic troops like scouts too.

Intercessors are primaris marine, troops but better. So to fairly compare them, compare them to another troops that is 1-2 levels better than the basic codex troops.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:46:38


Post by: Insectum7


 Galas wrote:
Spoiler:
 Insectum7 wrote:
 Galas wrote:
Is mathematically impossible as a Custodes player to eliminate a heavy infantry army of IG in less than two turns. A IG player can have 200 boots on the ground and have many, many points to spare for heavy artillery and other components.

A Custodes List literally doesn't has enough shoots to clear that, even spamming bikes and biker captains. A squad of 3 custodian guards with misericordia will kill at MAXIMUM 18 guardsmen. 6 for shooting and 12 for meele. Thats 150 aprox points killing 72 points assuming shooting from rapidfire range, meele, and literally failing 0 attacks.
And Custodian Guards are troops without deepstrike or transport (A land raider lol) that walk 6" a turn.

I'm sorry but as a Custodes Player to see a Imperial Guard player complaining about fething custodian guards?


Custodes aren't a very good army as a whole, but they are really irritating with their 2+ saves, 2+ rerolls to hit, counter-intercepting shield captains, etc. As Tyranids it's irritating that I can shoot 90 devourer shots and only remove 1 infantry model.


Thats because those models cost as much as 5-10 models of nearly any other troop of the game. Maybe stop shooting weak anti infantry shooting vs elite troops and expect to do anything? Tyranids and their Mortal Wound spam have 0 problems dealing with Custodes.

And even with FW, most of FW custodes units add anti tank to the army, not anti infantry. As I said, is nearly mathematically impossible for a Adeptus Custodes force, even using the full range of FW competitive options, to remove 200 models in less than 3 turns.

I don't, I shoot their floaty tanks because devourers wound them just the same, but they fail saves twice as often. It's apparently better to shoot "weak anti-infantry shooting" against tanks.

I understand Tyranids don't have a problem with Custodes, because I've played against Custodes with my Tyranids plenty of time. That doesn't make them not irritating.

I'm not sure why there's an issue about removing 200 models of GEQ in three turns. Why would that even be necessary?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:47:55


Post by: the_scotsman


Pyroalchi wrote:
Then lets finish with the focus on guardsmen and go over to one of the various other examples of the first post. Like genestealers reaching melee and still loosing etc.


not just "reaching melee". I did this example on a previous page: if you took 2,000 points of intercessors and 2,000 points of harlequins loaded with their best anti-marine melee weapons, deployed them 2" away from the space marines and let them charge, the harlequins would actually lose the ensuing fight.

In an actual game situation, you actually have to close the gap on the unit with the 30" range shooting weapons.




Automatically Appended Next Post:
 SeanDavid1991 wrote:
Grey40k wrote:
 SeanDavid1991 wrote:



Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


I do not understand what you are saying.

Intercessors are in the troop category and they, in most scenarios, more point efficient than scouts or tacs. Of course people take intercessors then, hence they are the comparison group for other troops.

Or should I take point inefficient options for the sake of what, wasting our time?


The whole point of this thread yes is asking how marines feel. Not intercessors, marines.

I agree that intercessors are efficient, no debates there so wasted argument on me.

my point is to get a fair comparison on like tor like equivelent. If you are comparing basic troops like guard. You gotta compare basic troops like scouts too.

Intercessors are primaris marine, troops but better. So to fairly compare them, compare them to another troops that is 1-2 levels better than the basic codex troops.


I wasn't, actually. I threw guardsmen in there mostly because they were a bugbear unit earlier in the edition. I was trying to compare Intercessors in melee vs units that only do melee, and intercessors shooting vs units that only do shooting.

Not basic troops vs basic troops. Basic troops vs supposed "Specialist elites" from other factions.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:49:48


Post by: SeanDavid1991


Spoiler:
the_scotsman wrote:
 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
[spoiler]
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


That's why none of my comparisons on page 1 are "1 to 1" - they're comparing equivalent points. pound for pound. I took a bunch of specialist anti-elite melee units and ran them against equal points of intercessors in melee, and a bunch of shooting-only units and ran them against equal points of intercessors in shooting, including stuff like Dark Reapers, which get absolutely shellacked despite all the claims of "but muh D2 weapons." I haven' t run the numbers but I am 1000% certain you'd get the same results or less running autocannon HWTs vs intercessors as well.
[/spoiler]

I get that but what i'm saying is the methodology is flawed. If you truely want to compare intercessors you have to find a unit that is supposed to be the same in another codex. 1-2 levels above the basic troops but still troops. Rubric marine for instance.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:50:37


Post by: Insectum7


 SeanDavid1991 wrote:
 Insectum7 wrote:


They're both core battle-line troops. Scouts are not.


maybe in fluff.

But the game isn't fluff. The game is points and mechanics. there is literally nothing stopping me having only scouts as my troops inn game etc etc.

Ergo from a mechanics POV you have to compare the basic. Not the fluff.

There's literally nothing stopping you from having only Intercessors as troops, too?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:51:17


Post by: the_scotsman


 SeanDavid1991 wrote:
Spoiler:
the_scotsman wrote:
 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
[spoiler]
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


That's why none of my comparisons on page 1 are "1 to 1" - they're comparing equivalent points. pound for pound. I took a bunch of specialist anti-elite melee units and ran them against equal points of intercessors in melee, and a bunch of shooting-only units and ran them against equal points of intercessors in shooting, including stuff like Dark Reapers, which get absolutely shellacked despite all the claims of "but muh D2 weapons." I haven' t run the numbers but I am 1000% certain you'd get the same results or less running autocannon HWTs vs intercessors as well.
[/spoiler]

I get that but what i'm saying is the methodology is flawed. If you truely want to compare intercessors you have to find a unit that is supposed to be the same in another codex. 1-2 levels above the basic troops but still troops. Rubric marine for instance.

Something like Chaos Marines, Dark Reapers, Necron Immortals, like that?

Spoiler alert, they beat all those units too. I think I had all those in the OP.

EDIT: didn't run the numbers on rubric marines. 5 man rubric with the sorc casting mini-smite does 11% more damage in shooting to Intercessors than intercessors do to them, but costs 4% more points and has to make up a range gap.

So, Rubrics seem pretty equivalent to intercessors if the person playing the intercessors opts to play without chapter tactics or doctrines or a chapter master or a lieutenant.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:52:43


Post by: Grey40k


 SeanDavid1991 wrote:

I agree that intercessors are efficient, no debates there so wasted argument on me.

my point is to get a fair comparison on like tor like equivelent. If you are comparing basic troops like guard. You gotta compare basic troops like scouts too.

Intercessors are primaris marine, troops but better. So to fairly compare them, compare them to another troops that is 1-2 levels better than the basic codex troops.


Sorry, I don't understand you at all. Am I forced to take scouts or tacticals? A troop is a troop, regardless of what the fluff says.

If they wanted primaris to be elite, they could have put them in the elite category.

As for moving on to other troops, I am happy to do that. I do feel that OP already gave a lot of examples highlighting the point efficiency of intercessors when pitched against many melee specialists from other factions.

Aside from giving a long list of the point efficiency of different marine troops against other units, what else is there to say?

Is there anyone who does not think that intercessors are too point efficient? Is there anyone left who things that IH dakka isn't too point efficient?

PS - All comparisons were done in terms of point efficiency, obviously not simply miniature to miniature.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 16:53:35


Post by: SeanDavid1991


the_scotsman wrote:
 SeanDavid1991 wrote:
Spoiler:
the_scotsman wrote:
 SeanDavid1991 wrote:
 Insectum7 wrote:
 SeanDavid1991 wrote:
[spoiler]
Grey40k wrote:
 Mr.Omega wrote:


When I'm thinking about playing against Marines in 8th, I'm thinking about working around Aggressors, Leviathans and Repulsors, not Intercessors.


I am aware at this point we are theory crafting, but I just wanted to point something out.

If the enemy troops are more point efficient than yours, this means that they already won one battle.
If all the unit types in one army are more point efficient overall than yours, it means you lose the war.

Primaris marine troops are possibly the most point efficient troops across armies at many of the relevant roles (perhaps not at carpeting the board). In particular, they trade very well both with the vast majority of enemy troops, and even with some specialists from other factions (many examples of melee given earlier in the thread).

More point efficient troops means that they can deploy a lesser investment and out trade enemy troops (and sometimes even specialists).

Telling us that heavy detachments kill primaris intercessors is meaningless. Marines also have answers against heavy detachments, and for sure you won't kill those marine heavies with lasgun guards. This effectively means that your non troop types are on double duty, i.e. killing enemy troops and killing enemy specialists. This means that specialist guard (and other armies) troops have to be more point efficient than marine specialists in order to recuperate the advantage lost by the less point efficient troops.

Currently, marine Iron Hands firepower through heavy support is more point efficient than guard heavy support (the whole levies with bubbles and so on), and sure as heck marine troops are more point efficient than IG troops. This means that IH outtrade IG in all departments and that is why they have a freaking 75% win rate against astra militarum.

This is my old returning take on the current meta anyway.


The IH things is debateably an ITC thing not just rules thing. Also the key thing that bugs me about this whole arguement is you can;t compare Intercessors to guard line. They aren't the same troops. Intercessors are not the base marine troops. They are primaris marine troops. Bigger better stronger than normal marines.

If you want to compare base line marine troops to base line guard troops. Compare scouts.

That's a weird statement. Intercessors are definitely more of a baseline troop than a Scout. Tacticals and Intercessors are (now) what Marine organization is built around.


Yeah but you wanna compare the basic to the basic yes? intercessors are not the basic, not yet.

You still have mini marines and scouts.

Gotta compare equivalents, not the values that skew results.

To be clear I have no issues with the comments made about intercessors and how maybe they're a bit too efficient. But to compare them to guard troops just because they're both troops isn't a real comparison.

That's like comparing a black knight ravenwing to a genestealer cult normal biker because they're both fast attack.


That's why none of my comparisons on page 1 are "1 to 1" - they're comparing equivalent points. pound for pound. I took a bunch of specialist anti-elite melee units and ran them against equal points of intercessors in melee, and a bunch of shooting-only units and ran them against equal points of intercessors in shooting, including stuff like Dark Reapers, which get absolutely shellacked despite all the claims of "but muh D2 weapons." I haven' t run the numbers but I am 1000% certain you'd get the same results or less running autocannon HWTs vs intercessors as well.
[/spoiler]

I get that but what i'm saying is the methodology is flawed. If you truely want to compare intercessors you have to find a unit that is supposed to be the same in another codex. 1-2 levels above the basic troops but still troops. Rubric marine for instance.


Something like Chaos Marines, Dark Reapers, Necron Immortals, like that?

Spoiler alert, they beat all those units too. I think I had all those in the OP.

Okay it's clear you don't want feedback to help improve your theory and gather more accurate data (which I agree with btw just helping you compile the most accurate data you cna). Instead you wanna just whine about marines and intercessors. I get it now.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 17:03:42


Post by: the_scotsman


You asked for something that I already delivered for several different factions. Which of these units would you figure would be a fair "Elevated troop vs elevated troop" comparison?

-Tempestus Scions
-Dire Avengers
-Necron Immortals
-Ork Nobz
-Tyranid Genestealers
-GSC Acolytes

Because I can tell you, Tyranid Genestealers are a hair more efficient in melee, Scions a hair more efficient in shooting, but almost everything else the marines beat in their general "chosen mode of fighting" point for point.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 17:10:42


Post by: Grey40k


the_scotsman wrote:
You asked for something that I already delivered for several different factions. Which of these units would you figure would be a fair "Elevated troop vs elevated troop" comparison?

-Tempestus Scions
-Dire Avengers
-Necron Immortals
-Ork Nobz
-Tyranid Genestealers
-GSC Acolytes

Because I can tell you, Tyranid Genestealers are a hair more efficient in melee, Scions a hair more efficient in shooting, but almost everything else the marines beat in their general "chosen mode of fighting" point for point.


Personally, I would love to see a full comparison between intercessors and scions fighting a bunch of different things.

For example, fighting Genestealers, fighting MEQ, fighting GEQ, fighting light vehicles, heavy vehicles.

Then tanking damage from different weapon types.

All that in point per format.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 17:14:31


Post by: Insectum7


 SeanDavid1991 wrote:

Okay it's clear you don't want feedback to help improve your theory and gather more accurate data (which I agree with btw just helping you compile the most accurate data you cna). Instead you wanna just whine about marines and intercessors. I get it now.


If it means that much to you, why don't you do it yourself and post it?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 17:38:09


Post by: Slayer-Fan123


 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?

The fluff idea that a marine is 10 normal troops 100 (or whatever this has been inflated to throughout the years) is completely impractical in the tabletop. Why? Because to achieve this and not obliterate the possibility of the other armies being played (no, hundreds of guardsmen are not feasible), then what ends up happening is that the marine needs to be more point efficient. Once that happens, balance disappears.
Well, not unless every other army's elite forces are made equally as efficient.

Marines being point efficient is fine. Everyone else being point inefficient isn't.

Basically, I propose making specialist units more powerful, or making Marines more expensive, instead of making Marines weaker or everyone else cheaper.

I'd rather see Marines stay as an elite army than see Tacticals and Intercessors treated like a horde.

Easy, weaker in power. The solution: no Super Doctrines is a start.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 18:04:56


Post by: flandarz


Is "basic troop" code for "compare the worst choice we got to the best choice yall got. See? Not so bad, huh?"


Just how "Elite" are marines supposed to feel? @ 2020/02/26 18:08:51


Post by: Martel732


Bottom line: marines feel too elite on their turn and not elite enough on the opponent's turn. That's my take on it overall without getting into too many weeds.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 18:11:23


Post by: Unit1126PLL


Martel732 wrote:
Bottom line: marines feel too elite on their turn and not elite enough on the opponent's turn. That's my take on it overall without getting into too many weeds.


GW: Good point, good point. Oh, I know, we'll just not let the opponent have a turn, that'll sort out the Marines feeling elite enough. We'll make sure to nerf them though so they don't feel too elite... hmm... I think we'll take away ATSKNF, then give them +2 LD instead. That's a nerf right?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 18:15:34


Post by: Martel732


 Unit1126PLL wrote:
Martel732 wrote:
Bottom line: marines feel too elite on their turn and not elite enough on the opponent's turn. That's my take on it overall without getting into too many weeds.


GW: Good point, good point. Oh, I know, we'll just not let the opponent have a turn, that'll sort out the Marines feeling elite enough. We'll make sure to nerf them though so they don't feel too elite... hmm... I think we'll take away ATSKNF, then give them +2 LD instead. That's a nerf right?


GW turned this up to 11 and broke off the knob for the GK.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 18:36:42


Post by: the_scotsman


Martel732 wrote:
Bottom line: marines feel too elite on their turn and not elite enough on the opponent's turn. That's my take on it overall without getting into too many weeds.


100% agreed. I'd like to see marines have a defence against AP-1. I played the new sisters using that as their chapter tactic and it made a huge difference, actually.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:31:08


Post by: AlmightyWalrus


As far as I can see from the example in the first post, three of the melee units kicked the Intercessors to bits (Daemonettes, Boyz, and Bloodletters) and three got kicked to bits (Howling Banshees, Harlequins, and Striking Scorpions). Of the latter three, Striking Scorpions and Howling Banshees have been synonymous with "pathetic melee units" for the last four editions. What is this supposed to prove, exactly?


5 Warp Talons vs. 5 Intercessors (95 points vs. 85 points, so Intercessors are a little cheaper):

Spoiler:

Warp Talons charge:

21 attacks, hitting on 3+, wounding on 4+ with rerolls, AP-2. 21*(2/3)*(3/4)*(2/3)=7

That's 3.5 dead Intercessors, or 59.5 points lost.

The Sergeant and his remaining buddy punch back.

5 attacks, hitting on 3+, wounding on 4+, AP0. 5*(2/3)*(1/2)*(1/3)=0.555...

That's slightly more than half a dead Warp Talons, or around 9.5 points lost. That's a pretty convincing victory for the Warp Talons.

Intercessors charge:

Assuming that the Intercessors are running Bolt Rifles:

10 shots, hitting on 3+, wounding on 4+, AP-1. 10*(2/3)*(1/2)*(1/2)=1.666...

That's 1.666... dead Warp Talons, followed up by:

16 attacks, hitting on 3+, wounding on 4+, AP0. 16*(2/3)*(1/2)*(1/3)=1.777...

That's 1.777 dead Warp Talons, added to the previous we get a total of 3.444... dead Warp Talons or slightly more than 58.555... dead points of Warp Talons.

If we assume that 2 Warp Talons survive, they strike back with 7 attacks, hitting on 3+, wounding on 4+ with rerolls, AP.2. 7*(2/3)*(3/4)*(2/3)=2.333.

That's one and a third dead Primaris Marine, or 19.833... points. A convincing victory for the Intercessors, albeit not by the same margin as the Warp Talons beat them above.

The Warp Talons kick the crap out of Primaris Marines if they get the charge, whereas they get the crap kicked out of them if they get shot and charged.


3 Shining Spears (90 points) vs. 6 Intercessors (85 points, so very slight edge to Intercessors)
Spoiler:

Shining Spears charge
Assuming outside of 6" range for the Laser Lance shooting attack:

12 Shuriken Catapult Shots, S4 AP0 with AP-3 on 6s to wound. I'll split after the hits to make the 6s to wound more obvious. BS3+. 12*(2/3)*(1/2)=4 wounds. 5/6 of these wounds are AP0: 4*(5/6)*(2/3)=2.222 wounds. 1/6 of the wounds are AP-3: 4*(1/6)*(5/6)=0.555... Adding the two together, we get 2.777... wounds or slightly less than 1½ dead Intercessors.

Intercessors Overwatch (assuming Bolt Rifles):
8 shots, S4, AP-1, BS6+: 8*(1/6)*(1/2)*(1/2)=0.333...
That's one sixth of a dead Shining Spear.

Shining Spears attack, 6 attacks WS3+ S6 AP-4 D2. 6*(2/3)*(2/3)=2.666... Assuming that the .666 wounds finishes off the wounded Intercessor, we're now at just the Sergeant remaining, with 4 dead Intercessors netting the Shining Spears 68 points killed.

Sergeant fights back:
3 attacks, hitting on 3+, S4 AP0: 3*(2/3)*(1/2)*(1/3)=0.333...

In total, we're up to 0.666... wounds to the Shining Spears. That's 0.333... of a killed model, or 10 points. A convincing win for the Shining Spears.

Intercessors charge:

Assuming that the Intercessors are running Bolt Rifles:

10 shots, hitting on 3+, wounding on 4+, AP-1. 10*(2/3)*(1/2)*(1/2)=1.666...

That's 0.833... dead Shining Spears.

Spears Overwatch:
12 Shuriken Catapult Shots, S4 AP0 with AP-3 on 6s to wound. I'll split after the hits to make the 6s to wound more obvious. BS6+. 12*(1/6)*(1/2)=1 wound. 5/6 of this wound is AP0: 1*(5/6)*(2/3)=0.555...wounds. 1/6 of the wound is AP-3: 1*(1/6)*(5/6)=0.138... Adding the two together, we get 0.694... wounds or slightly less than ½ dead Intercessors.

Discounting Laser Lances for Overwatch since 6" is pretty damn short.

Intercessors attack. 16 attacks, hitting on 3+, wounding on 4+, AP0. 16*(2/3)*(1/2)*(1/3)=1.777... Added to the earlier, that's 2.61 wounds total, or 39.15 points slain.

The remaining two Shining Spears hit back:
4 attacks WS3+ S3 AP-4 D2. 4*(1/3)*(2/3)=0.888... That's 0.888 of an Intercessor, for a total of one dead Intercessor or 17 points slain. A win for hte Intercessors, but not the blowouts we've seen so far.


5 Khorne Berzekers with Icon and Chainaxe/Chainsword vs. 5 Intercessors (90 points vs. 85 points, so slight edge to Intercessors).
Spoiler:

Khorne Berzerkers charging:

Intercessors Overwatch (assuming Bolt Rifles):
10 shots, S4, AP-1, BS6+: 10*(1/6)*(1/2)*(1/2)=0.333... That's 0.416... dead Berzerkers.

Berzerkers attack, assuming no interrupt stratagem:
31 Chainaxe Attacks, S6 AP-1 WS3+: 31*(2/3)*(1/2)*(1/2)=5.1666... wounds.
10 Chainsword Attacks, S5 AP0 WS3+: 10*(2/3)*(1/2)*(2/3)*=1.111... wounds.
That's 6.277... wounds or more than 3 dead Intercessors, 51 points killed.


The Sergeant and his remaining buddy punch back.
5 attacks, hitting on 3+, wounding on 4+, AP0. 5*(2/3)*(1/2)*(1/3)=0.555... Added to the previous, that's 0.971... dead Berzerkers, or 17.478 points killed. A victory for the Khorne Berzerkers for sure.
Intercessors charge:

Assuming that the Intercessors are running Bolt Rifles:

10 shots, hitting on 3+, wounding on 4+, AP-1. 10*(2/3)*(1/2)*(1/2)=1.666...

That's 1.666... dead Berzerkers, followed up by:

16 attacks, hitting on 3+, wounding on 4+, AP0. 16*(2/3)*(1/2)*(1/3)=1.777...

That's 1.777 dead Berzerkers, added to the previous we get a total of 3.444... dead Berzerkers or 61.992... dead points of Berzerkers.

The Berzerker Champion and his buddy punch back:
10 Chainaxe Attacks, S6 AP-1 WS3+: 10*(2/3)*(1/2)*(1/2)=1.666... wounds
4 Chainsword Attacks, S5 AP0 WS3+: 4*(2/3)*(1/2)*(2/3)*=0.444... wounds.
In total 2.111... wounds or 17.944... points killed in return. A victory for the Intercessors.


7 actual, non-.poop Genestealers vs. 5 Intercessors (84 points vs. 85 points, most miniscule advantage possible for Genestealers)
Spoiler:

Genestealers charging

Intercessors Overwatch (assuming Bolt Rifles):
10 shots, S4, AP-1, BS6+: 10*(1/6)*(1/2)*(2/3)=0.555... That's 0.555... dead Genestealers.

Genestealers attack:
21 attacks at WS3+ S4 AP-1 with 6s to wound being AP-4. I'll split the wounds up for ease of reading. 21*(2/3)*(1/2)=7. Of these 5/6 are AP-1 and 1/6 are AP-4. (7*(5/6)*(1/2))+(7*(1/6))=4.083... or just slightly more than 2 dead Intercessors (34 points).

Three remaining Intercessors fight back:
7 attacks, WS3+, S4 AP0: 7*(2/3)*(1/2)*(2/3)=1.555... or 1.555... dead Genestealers, which is 18 points slain.

Even the maligned Genestealers actually win combat by killing almost twice their points in Intercessors if they get the charge, assuming we're using 12 PPM Genestealers and not 15 PPM.

If the Intercessors get the charge, they win. I'm not going to bother.



I could keep going with a bunch of other melee units that aren't awful, but the conclusion is that in general dedicated melee units that aren't awful against everything kill Intercessors on the charge, but die if the Intercessors get to shoot and charge them first. Intercessors have no bonus to movement or charges though.

What's the point of this particular thought exercise again? Proving that Howling Banshees and Striking Scorpions are poop? Didn't everyone already know that?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:34:20


Post by: flandarz


It ain't just Marines that feel weak on your opponent's turn. This whole game is geared towards being the "killiest". Everyone is scooping models off the table by the bucket.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:45:43


Post by: Karol


Slayer-Fan123 785780 10726750 wrote:
Easy, weaker in power. The solution: no Super Doctrines is a start.

So armies that have doctrins as their fix to a bad codex, revert to being bad again? no thank you.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:47:55


Post by: Daedalus81


the_scotsman wrote:
You charge them with 10 wyches with a net just to try and keep them occupied and don't even manage to kill one dude, then they attack back and 6 of your dedicated melee-only troops are fething gone before they even get to their turn when they get to either fall back or shoot you in the face with pistols, if you have anything left after the morale check.


This seems unlikely to me when Wyches have a 4++/6+++ in melee. In fact it seems like a simple 10 strong Wych unit could kill 5 Primaris with bodies left to spare.

This is using +1S drugs. I don't know which would be best.

Round 1
3 * .666 * .5 * .5 * 2 = 1
28 * .666 * .5 * .333 = 3.1
2 Primaris die

10 * .666 * .666 * .5 * .833 = 1.8
2 Wyches die

Round 2
*Primaris no longer have a bonus and likely can't flee
** If this is round 3 then the Wyches hit on 2s, but I did 3s

1 Wych dies
1 Primaris dies and 1 spare wound

Round 3

2 Primaris die
Wyches have 7 models left.


Obviously if you shoot the choppy the you get to worry less, but Primaris are by no means guaranteed to win.



Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:53:43


Post by: Sgt_Smudge


Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?
Easy, weaker in power. The solution: no Super Doctrines is a start.
Why weaker? Why not more expensive?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 19:54:08


Post by: the_scotsman


Well, maybe that one of the single best gunline troops choice units in the game should not be able to win on the charge against dedicated melee units? That it would be pretty stupid and frustrating if tau fire warriors were some 30% more effective in shooting and could also beat khorne bezerkers in melee combat on the charge?

I don't think it's controversial to claim that MOST of the power budget in a unit like khorne bezerkers seems to be in their assault stats. You don't think it's a bit bizarre for a gunline unit with full effectiveness out to 30" range beats them if they get the charge?

The thing you're leaving out in all your examples as well is that the marines continue to be alive in the second round, where they get to fire their pistols and attack back again, this time before the chargers.

Also...are you forgetting Shock Assault here? In your Genestealer Example you say 3 intercessors attack back with 7 attacks. Wouldn't it be 11, with the chainsword sergeant and shock assault?

I get 3 dead genestealers round 1 between overwatch and attacks back, then another 2.5 in the following round between pistols and melee attacks.

The only way 12ppm genestealers beat intercessors with the charge is when they survive overwatch over 10 models.

The whole purpose of the thread was to show that, while there are units out there that are dedicated melee-only specialists that do beat intercessors, there are a bizarre number that lose or fight to a draw against a unit that's so crazy powerful at range.

That pretty much tracks with what my experience fighting the new marines has been like: I charge into a wall of firepower with units that I MUST remove from the table or they will literally table me before turn 3, I manage to take out maybe one key target, but then my opponent uses an interrupt or a similar stratagem and some unit of intercessors or hellblasters just clocks a dedicated assault unit off the table with their A3 and A5 sergeant, and bottom of 2/top of 3 is just the marines mopping up whatever dregs are left. When I win, I win because I have some unit that's so absurdly huge and powerful it can cripple the whole front line, or I have one of the rare units like Thousand Sons able to hold their own in gunfights in abundance.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:01:24


Post by: AlmightyWalrus


I did mess up the Shock Assault, yes.

Still, other than the Genestealers and Harlequins, what are these melee units that fail to beat Intercessors that aren't also awful against pretty much everything else?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:10:36


Post by: the_scotsman


 AlmightyWalrus wrote:
I did mess up the Shock Assault, yes.

Still, other than the Genestealers and Harlequins, what are these melee units that fail to beat Intercessors that aren't also awful against pretty much everything else?


"ok, sure, maybe they do return nearly triple their points in a firefight with a dedicated anti-marine unit that was in the meta for ages, and maybe they do beat a melee unit that's been common in competitive tyranid lists, and maybe they can out-shoot the most complained about unbeatable meta troop unit in the game, but you ADMIT that there DOES exist units that DO beat them!

AHA!

Marines balanced and fine CONFIRMED!"

Look, it's pretty dang clear that marines are in an imbalanced state right now in general. The purpose of the post was to highlight a secondary problem: That their current ruleset makes the units whose entire job is "Good at this one thing" seem like crap. They shoot better than fire warriors. They fight better than harlequins and genestealers. They're tougher than necrons. There's a real reason for the whole "NPC Factions" meme floating around.

Eventually, the kid who just keeps screaming "I have all the thuper powerth!" is going to stop getting invited to play-pretend.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:16:18


Post by: AlmightyWalrus


There is no point to this if you're going to put words in my mouth. I never said Marines were fine. I said the particular complaint in the OP doesn't make sense. You're adding in a conclusion that I didn't argue for once in my post.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:18:00


Post by: Slayer-Fan123


Martel732 wrote:
Bottom line: marines feel too elite on their turn and not elite enough on the opponent's turn. That's my take on it overall without getting into too many weeds.

Something something IGOUGO exacerbates these problems you people complain about something something


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:31:04


Post by: the_scotsman


 AlmightyWalrus wrote:
There is no point to this if you're going to put words in my mouth. I never said Marines were fine. I said the particular complaint in the OP doesn't make sense. You're adding in a conclusion that I didn't argue for once in my post.


The complaint in the OP is that marines being cranked up to 11 with primaris makes everyone else's elites play like absolute chumps in comparison.

Grotesques are another funny example: 3 of them manage to kill a grand total of 2 intercessors the turn they charge in, and the remaining 6 intercessors cause 3 wounds and finish off the first grotesque with the pistols the following turn.

Or necron lychguard. The big melee badasses charge into equal points of primaris, kill two...and lose 2. LOL. or Tyranid warriors - 4 of them kill one guy, MAYBE, on the charge, and then lose one guy in return. whomp whomp.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:39:52


Post by: Daedalus81


I don't think you're looking at it through the right lens. If Berzerkers get charged then you're "doing it wrong".

Primaris
Single Tap : 0.8
Double Tap : 1.7
Round 1 Melee : 1.8
Round 2 Melee : 1.2

Berzerkers
Pistols : 0.6
Round 1 Melee : 7.0
Round 2 Melee : 4.8

So, yes they die if they get charged, but they do 400% more in melee otherwise.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 20:44:56


Post by: AlmightyWalrus


the_scotsman wrote:
 AlmightyWalrus wrote:
There is no point to this if you're going to put words in my mouth. I never said Marines were fine. I said the particular complaint in the OP doesn't make sense. You're adding in a conclusion that I didn't argue for once in my post.


The complaint in the OP is that marines being cranked up to 11 with primaris makes everyone else's elites play like absolute chumps in comparison.

Grotesques are another funny example: 3 of them manage to kill a grand total of 2 intercessors the turn they charge in, and the remaining 6 intercessors cause 3 wounds and finish off the first grotesque with the pistols the following turn.

Or necron lychguard. The big melee badasses charge into equal points of primaris, kill two...and lose 2. LOL. or Tyranid warriors - 4 of them kill one guy, MAYBE, on the charge, and then lose one guy in return. whomp whomp.


Say we remove Intercessors from the game as a thought experiment.

Does this solve the problem of those units? Possibly in the case of Genestealers and Harlequins. Lolno in the case of Lychguard, Howling Banshees, Striking Scorpions or Tyranid Warriors.

Most melee units have been dumpster tier for the entire edition. I'd love to change that somehow, but Intercessors is just one blip in a long line of problems plaguing melee in 40k.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:09:14


Post by: Tyel


The point the_scotsman is making is that Intercessors have amazing shooting potential. They shouldn't then be able to smash you in the face as well.

Saying "well if my Khorne Berzerkers teleport into charge range and successfully make a charge they clean house" is a bit meaningless. Sure, it happens - but it doesn't happen very often in game, because getting Khorne Berzerkers across the table is difficult, and even with rerolls they have a very good chance to fail a vaguely long-distance charge. Then they got and potentially counter-charged if they want to just clear off a couple of survivors. Which means you lose horribly, its not even close.

The comparison isn't with Khorne Berzerkers or Genestealers - its something like Fire Warriors. Or Kabalites. Or Guardians or some other troop choice. Most of which if clearly dedicated to shooting, pose essentially no combat threat at all.

And frankly the Intercessors are playing with a hand behind their back, because they will have a bucket load of buffs which are typically better than what other factions get.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:20:40


Post by: Slayer-Fan123


 Sgt_Smudge wrote:
Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?
Easy, weaker in power. The solution: no Super Doctrines is a start.
Why weaker? Why not more expensive?

Because Super Doctrines aren't a thing that should exist to begin with.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:22:41


Post by: Insectum7


Tyel wrote:
The point the_scotsman is making is that Intercessors have amazing shooting potential. They shouldn't then be able to smash you in the face as well.

Saying "well if my Khorne Berzerkers teleport into charge range and successfully make a charge they clean house" is a bit meaningless. Sure, it happens - but it doesn't happen very often in game, because getting Khorne Berzerkers across the table is difficult, and even with rerolls they have a very good chance to fail a vaguely long-distance charge. Then they got and potentially counter-charged if they want to just clear off a couple of survivors. Which means you lose horribly, its not even close.

The comparison isn't with Khorne Berzerkers or Genestealers - its something like Fire Warriors. Or Kabalites. Or Guardians or some other troop choice. Most of which if clearly dedicated to shooting, pose essentially no combat threat at all.

And frankly the Intercessors are playing with a hand behind their back, because they will have a bucket load of buffs which are typically better than what other factions get.

^I somewhat disagree, I think running the numbers again against just plain Tacticals would be interesting, and serve as an additional baseline.

Not that I disagree with the basic premise of the thread, but another set of numbers could show the extent of divergence Intercessors provide, one way or another. I would offer but I'm really busy today.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:37:10


Post by: Sgt_Smudge


Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?
Easy, weaker in power. The solution: no Super Doctrines is a start.
Why weaker? Why not more expensive?

Because Super Doctrines aren't a thing that should exist to begin with.
Yeah, agreed on super doctrines, but I'd rather have Marines being more expensive and stronger, instead of cheaper and weaker. Obviously, it can be done without stacking rules, and adding to the bloat.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:40:30


Post by: Slayer-Fan123


 Sgt_Smudge wrote:
Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Slayer-Fan123 wrote:
 Sgt_Smudge wrote:
Grey40k wrote:Wel, that's the thing being discussed here. The fact that marine troops are right now too point efficient for generalist troops.
The question then becomes which way does one go about doing that - making them more expensive in points, or weaker in power?
Easy, weaker in power. The solution: no Super Doctrines is a start.
Why weaker? Why not more expensive?

Because Super Doctrines aren't a thing that should exist to begin with.
Yeah, agreed on super doctrines, but I'd rather have Marines being more expensive and stronger, instead of cheaper and weaker. Obviously, it can be done without stacking rules, and adding to the bloat.

I'm not calling for stuff to be actively weaker. However we can probably agree that Super Doctrines should not have even been an idea to begin with. Getting rid of them solves SEVERAL issues with benefits on top of benefits. Intercessors are already strong with the stuff they have without that additional benefit.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 21:51:10


Post by: Luke_Prowler


 Daedalus81 wrote:
I don't think you're looking at it through the right lens. If Berzerkers get charged then you're "doing it wrong".

Primaris
Single Tap : 0.8
Double Tap : 1.7
Round 1 Melee : 1.8
Round 2 Melee : 1.2

Berzerkers
Pistols : 0.6
Round 1 Melee : 7.0
Round 2 Melee : 4.8

So, yes they die if they get charged, but they do 400% more in melee otherwise.

I think saying that "you're doing it wrong" for failing a charge is rather unfair, when the ability to succeed or fail a charge is entirely dependant on a 2d6 roll. Sure, you can use points, CP, or faction traits to improve your odds, but that only makes the intercessor look better. We've been assuming the pure melee units automatic make their charge, everyone gets into melee range, and avoided overwatch, which is not realistic at all.

It really comes back to the other point scotsman was making: Space Marines feel Elite now because they make other armies elite units feel like chumps. You can hand wave it away as poor balance, but that doesn't really change the fact that no one that doesn't play marines wants to play a game where they have to outnumber the enemy ten to one to have a chance, let alone the impracticality of it. ONe could even turn this around by say that Marine were always Elite, but people didn't feel that way because of poor balance, not because they weren't already better than most options when used in the right context.

I mean, we've been talking about damage, but what about utility? Intercessors have objective secured, where as the units that *can* beat them handedly aren't. If the intercessors are sitting on an objective, it doesn't really matter if you can beat them in two combat rounds if the objective will get taken in the next turn.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:02:55


Post by: Daedalus81


 Luke_Prowler wrote:
 Daedalus81 wrote:
I don't think you're looking at it through the right lens. If Berzerkers get charged then you're "doing it wrong".

Primaris
Single Tap : 0.8
Double Tap : 1.7
Round 1 Melee : 1.8
Round 2 Melee : 1.2

Berzerkers
Pistols : 0.6
Round 1 Melee : 7.0
Round 2 Melee : 4.8

So, yes they die if they get charged, but they do 400% more in melee otherwise.

I think saying that "you're doing it wrong" for failing a charge is rather unfair, when the ability to succeed or fail a charge is entirely dependant on a 2d6 roll. Sure, you can use points, CP, or faction traits to improve your odds, but that only makes the intercessor look better. We've been assuming the pure melee units automatic make their charge, everyone gets into melee range, and avoided overwatch, which is not realistic at all.

It really comes back to the other point scotsman was making: Space Marines feel Elite now because they make other armies elite units feel like chumps. You can hand wave it away as poor balance, but that doesn't really change the fact that no one that doesn't play marines wants to play a game where they have to outnumber the enemy ten to one to have a chance, let alone the impracticality of it. ONe could even turn this around by say that Marine were always Elite, but people didn't feel that way because of poor balance, not because they weren't already better than most options when used in the right context.

I mean, we've been talking about damage, but what about utility? Intercessors have objective secured, where as the units that *can* beat them handedly aren't. If the intercessors are sitting on an objective, it doesn't really matter if you can beat them in two combat rounds if the objective will get taken in the next turn.


Let me be clear that "doing it wrong" isn't a dig at anyone. It's just the melee specialists are hard to get to where they need to be. Getting them charged is just bad news all around (unless it is Centurions).

But that is the trade off to get a unit like what Berzerkers do or what Boyz can do and so on.

Intercessors can kill 5 guardsmen (8 or 9 if they get to double tap before charging). Berzerkers can kill 15 (and charge two units to do so). But we're not talking about that, because it isn't as sexy as "Intercessors own the world" - and in part rightfully so, because Intercessors are easier to use.





Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:07:47


Post by: flandarz


Is this equivalent points of Berserkers or equivalent models?


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:10:54


Post by: Slowroll


This thread has talked me into dusting off my Death Guard. In the OP shooting scenario, I've got Plague Marines at a slight disadvantage to the Intercessors, regardless of bolt rifle type. They would win enough that the outcome would be far from certain. Add Blight Launchers and now they kill more points than they lose.

Now I'm not a tournament player, and agree with Scotsman's points. I just thought it was interesting. DG are due for a better chapter tactic, if they got something as good as what the Scions got, then maybe there will be something there.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:24:49


Post by: catbarf


 Luke_Prowler wrote:
It really comes back to the other point scotsman was making: Space Marines feel Elite now because they make other armies elite units feel like chumps. You can hand wave it away as poor balance, but that doesn't really change the fact that no one that doesn't play marines wants to play a game where they have to outnumber the enemy ten to one to have a chance, let alone the impracticality of it. ONe could even turn this around by say that Marine were always Elite, but people didn't feel that way because of poor balance, not because they weren't already better than most options when used in the right context.


I think that in a game where Marines are

1. the most popular faction, and therefore the baseline against which everything else is judged,

and

2. the most popular faction, and therefore the omnipresent threat that everyone builds armies to counter,

Marines will never feel elite and will always feel vulnerable, unless they're made brokenly overpowered. 30K is the extreme example, where Marines are everywhere, and everyone who isn't Marines is cramming as much AP3 weaponry as possible to counter them, further diminishing their 'elite' status. A Marine in 30K doesn't feel like an elite special forces soldier, he feels like a random mook, while Imperial Militia feel like waves of cheap trash.

You could make each Intercessor equivalent to ten Guardsmen, but when Intercessors fight other Marines more often than they fight anyone else, that doesn't make Intercessors feel elite- it just makes Guardsmen feel weak.

So I think the idea of making Marines feel 'elite' has to go out the window. No matter what you do to them, as long as they're by far the most popular army, they'll just be the baseline. If you want to play an army that feels elite, you buy Custodes.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:27:42


Post by: Insectum7


^@catbarf, nicely put.

Marines should feel "elite" compared to who? Is the relevant question.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:30:10


Post by: Tyel


 Insectum7 wrote:

And frankly the Intercessors are playing with a hand behind their back, because they will have a bucket load of buffs which are typically better than what other factions get.

^I somewhat disagree, I think running the numbers again against just plain Tacticals would be interesting, and serve as an additional baseline.

Not that I disagree with the basic premise of the thread, but another set of numbers could show the extent of divergence Intercessors provide, one way or another. I would offer but I'm really busy today.


Which numbers do you want?

I mean a Tyranid genestealer and a marine are now the same points.

So lets say 5 charge 5, handwave overwatch.
Genestealers attacking=(15*2/3*2/3*1/2)+(15*2/3*1/6)=5. So... yeah. 60 points of damage, rather than 8.5*5=42.5. So Tacticals are much worse here.
For shooting/assault Marines are essentially fractionally more expensive point for point Intercessors with auto bolt rifles (the one you don't typically see). The intercessor gets 50% more shots, for 17/12 more points.
He gets 100% more wounds.

It basically means against something with guaranteed D2 the Primaris have it worse, but despite some people saying its still too common I think D2 has been quietly nerfed. Which I think is part of the problem - its not just that Marines got buffed to the eyeballs, quite a few of the anti-Marine weapons of choice took a hit in CA19. My precious, "totally should have been nerfed in 2018 but in 2019 it just feels sad" Ravagers being an obvious case in point. Abberants are another.

There is far more D1 stuff out there and mortal wounds and then the Primaris trounces the Tactical Marine. Perhaps weirdly the 2 wounds even makes them strangely unsatisfying to shoot with multi-damage weapons. 1/6th of the time you get say 2 lascannons/blasters/mining lasers etc through, only to get a 1 on the first dice. So you get one intercessor - when at least that would have killed 2 tactical marines.

Which is sort of the sad thing. The best way to kill Intercessors is probably... other intercessors with stalkers. Especially if say IH so you can jog around without penalty and have the usual buff bots on hand.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:35:10


Post by: AlmightyWalrus


 flandarz wrote:
Is this equivalent points of Berserkers or equivalent models?


Points, but a Chainaxe/Chainsword Berzerker is 16 PPM while an Intercessor is 17 PPM so it's close either way.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:58:28


Post by: An Actual Englishman


This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:59:05


Post by: Argive


Wow.. someone said that storm guardians are better than intercessors because they screen better and cover more ground..


Just how "Elite" are marines supposed to feel? @ 2020/02/26 22:59:12


Post by: Luke_Prowler


 catbarf wrote:
 Luke_Prowler wrote:
It really comes back to the other point scotsman was making: Space Marines feel Elite now because they make other armies elite units feel like chumps. You can hand wave it away as poor balance, but that doesn't really change the fact that no one that doesn't play marines wants to play a game where they have to outnumber the enemy ten to one to have a chance, let alone the impracticality of it. ONe could even turn this around by say that Marine were always Elite, but people didn't feel that way because of poor balance, not because they weren't already better than most options when used in the right context.


I think that in a game where Marines are

1. the most popular faction, and therefore the baseline against which everything else is judged,

and

2. the most popular faction, and therefore the omnipresent threat that everyone builds armies to counter,

Marines will never feel elite and will always feel vulnerable, unless they're made brokenly overpowered. 30K is the extreme example, where Marines are everywhere, and everyone who isn't Marines is cramming as much AP3 weaponry as possible to counter them, further diminishing their 'elite' status. A Marine in 30K doesn't feel like an elite special forces soldier, he feels like a random mook, while Imperial Militia feel like waves of cheap trash.

You could make each Intercessor equivalent to ten Guardsmen, but when Intercessors fight other Marines more often than they fight anyone else, that doesn't make Intercessors feel elite- it just makes Guardsmen feel weak.

So I think the idea of making Marines feel 'elite' has to go out the window. No matter what you do to them, as long as they're by far the most popular army, they'll just be the baseline. If you want to play an army that feels elite, you buy Custodes.

I think it is possible to make Marines feel elite without breaking the game, but also I think a big part of that is people needing curbing their expectations a bit. GW needs to stop selling people on the fantasy of marines as demi-gods as much as they need to reduce the lethality and make tactical choices actually more tactical.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 00:01:48


Post by: catbarf


 Luke_Prowler wrote:
and make tactical choices actually more tactical.


I'm not sure how they can really do that, without reintroducing the leadership-based mechanics (target priority tests, meaningful morale, etc) that have been systematically stripped out of the game over the years. In a system where everything comes down to mobility, offense, and defense, there's nothing fundamentally different between an Ork Nob and a Space Marine.

If the game had more of a C&C element to it, like unit activation mechanics a la Epic, then that would be the logical thing for Marines to excel at. But not having that dimension to play in puts them in a rough spot.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 00:34:55


Post by: Canadian 5th


 catbarf wrote:
I'm not sure how they can really do that, without reintroducing the leadership-based mechanics (target priority tests, meaningful morale, etc) that have been systematically stripped out of the game over the years. In a system where everything comes down to mobility, offense, and defense, there's nothing fundamentally different between an Ork Nob and a Space Marine.

If the game had more of a C&C element to it, like unit activation mechanics a la Epic, then that would be the logical thing for Marines to excel at. But not having that dimension to play in puts them in a rough spot.


You just hit the nail on the head.

GW has responded to complaints about the game being to complex by slowly stripping out rules and the current games is the logical endpoint. People want the game simple, balanced, easy to learn, while still having differentiated units and weapons profiles, and you just can't squeeze all of that into 8th edition.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 00:37:07


Post by: Insectum7


 catbarf wrote:
 Luke_Prowler wrote:
and make tactical choices actually more tactical.
I'm not sure how they can really do that, without reintroducing the leadership-based mechanics (target priority tests, meaningful morale, etc) that have been systematically stripped out of the game over the years. In a system where everything comes down to mobility, offense, and defense, there's nothing fundamentally different between an Ork Nob and a Space Marine.

If the game had more of a C&C element to it, like unit activation mechanics a la Epic, then that would be the logical thing for Marines to excel at. But not having that dimension to play in puts them in a rough spot.

^word!

Those target priority mechanics from 4th were excellent. To specify further, it took a Ld test to not fire at the closest unit (by category, infantry or vehicles/large, generally). Marines had higher base leadership, but by default every Space Marine captain lent their Ld value to every Space Marine unit on the board. Base Tactical 8, Led by Veteran sergeant 9, Captain on table 10. That was a great mechanic to express "elite".

2nd brought it's own "eliteness" terms. Things like Strategy Value, immunity/protection from gasses and blinding effects, and Targeters on heavy weapons when most other infantry didn't have them.

7th Ed. dropped the ability for units with grenades to use them all in CC. Up until 7th iirc, a unit of Marines (who often automatically came with Krak Grenades) would wreck vehicles in CC because every model could plant a Krak Grenade on it in CC. We've lost that too.

In 8th at least UM have Fall-Back-and-shoot which feels like more traditional ATSKNF, but a bunch of other stuff has been lost. Doctrines, Bolter-Disciplie, etc. help, and IMO Classics using the base codex balance out reasonably well. But I do miss some of the more subtle nods to "eliteness". Primaris stats just take a hammer to any attempt at subtlety.

- - - -

Another thing that is a big deal, imo. Up until 8th, Bolters basically ignored GEQ armor. In 2nd, Guard had Flakk armor, which was a 6+ save, 5+ against Blasts. Bolters with their AP-1 would just cut through it. 3rd through 7th had the AP mechanic in which Bolters again cut through GEQ armor. That's why Guardsmen in 8th suddenly getting a 5+ against bolters was a big change. That's not much of an issue anymore with marines shooting twice up to 24" and getting a -1AP in Tactical Doctrine, but 7th to 8th was a hefty shift in bolter shooting output vs. GEQ. And again, the ineffectiveness of blasts/templates in comparison to prior editions skewed things away from traditional results as well.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 00:50:49


Post by: Canadian 5th


 Insectum7 wrote:

^word!

Those target priority mechanics from 4th were excellent. To specify further, it took a Ld test to not fire at the closest unit (by category, infantry or vehicles/large, generally). Marines had higher base leadership, but by default every Space Marine captain lent their Ld value to every Space Marine unit on the board. Base Tactical 8, Led by Veteran sergeant 9, Captain on table 10. That was a great mechanic to express "elite".

2nd brought it's own "eliteness" terms. Things like Strategy Value, immunity/protection from gasses and blinding effects, and Targeters on heavy weapons when most other infantry didn't have them.

7th Ed. dropped the ability for units with grenades to use them all in CC. Up until 7th iirc, a unit of Marines (who often automatically came with Krak Grenades) would wreck vehicles in CC because every model could plant a Krak Grenade on it in CC. We've lost that too.

In 8th at least UM have Fall-Back-and-shoot which feels like more traditional ATSKNF, but a bunch of other stuff has been lost. Doctrines, Bolter-Disciplie, etc. help, and IMO Classics using the base codex balance out reasonably well. But I do miss some of the more subtle nods to "eliteness". Primaris stats just take a hammer to any attempt at subtlety.

- - - -

Another thing that is a big deal, imo. Up until 8th, Bolters basically ignored GEQ armor. In 2nd, Guard had Flakk armor, which was a 6+ save, 5+ against Blasts. Bolters with their AP-1 would just cut through it. 3rd through 7th had the AP mechanic in which Bolters again cut through GEQ armor. That's why Guardsmen in 8th suddenly getting a 5+ against bolters was a big change. That's not much of an issue anymore with marines shooting twice up to 24" and getting a -1AP in Tactical Doctrine, but 7th to 8th was a hefty shift in bolter shooting output vs. GEQ. And again, the ineffectiveness of blasts/templates in comparison to prior editions skewed things away from traditional results as well.


Even just bringing back initiative and making Intercessors I3 and Tacticals I4 would make a huge deal of difference. Suddenly Intercessors fight last/simultaneously against almost anything else in the game and that takes a lot of the shine off their assault profile.

EDIT: Though I still don't think Intercessors are the problem they're being made out to be. We should buff other units to make them good, not go all 'Harrison Bergeron' on the issue.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 00:55:45


Post by: Slayer-Fan123


It wasn't just the Bolter not ignoring even the 6+ save. It's also that those units for the most part got cheaper.

GW basically kept the prices of everything the same when completely changing the mechanics and didn't think that out. Same thing with the wounding system.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:06:49


Post by: Luke_Prowler


 catbarf wrote:
 Luke_Prowler wrote:
and make tactical choices actually more tactical.


I'm not sure how they can really do that, without reintroducing the leadership-based mechanics (target priority tests, meaningful morale, etc) that have been systematically stripped out of the game over the years. In a system where everything comes down to mobility, offense, and defense, there's nothing fundamentally different between an Ork Nob and a Space Marine.

If the game had more of a C&C element to it, like unit activation mechanics a la Epic, then that would be the logical thing for Marines to excel at. But not having that dimension to play in puts them in a rough spot.

My first idea would actually be reintroducing leadership mechanics. Yes, whether GW will do that is doubtful, but we're just talking theoretical.

If nothing else, closing the melee/range balance gap would help


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:14:50


Post by: Daedalus81


 An Actual Englishman wrote:
This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


That marines are not balanced doesn't mean intercessors are OP. Intercessors were 17 points in CA 2018. Beta Bolters came a month later. Shock Assault was a few weeks before supplements. Is it 5 extra S4 AP0 attacks that really tipped the boat for people?

It is kind of just soap boxing without a real desire to address the root issue.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:21:14


Post by: Argive


Yes intercessors are OP as a troops choice now more than ever with traits and doctrines.

Absolutely no chance... There was a reason for this change. Apparently people wanted "more accessible" "simpler" "quicker" etc... and reading rules was apparently beyond the target markets ability (LOL).

I guess it worked for the shareholders as the profits have bene going up and up...So here we are with this husk of a game rerolling buckets of dice...The only real "tactical mechanic" is how many rerolls can you apply to your killiest unit. But I guess its fine as the killiest guys are now movie marines.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:21:49


Post by: Insectum7


 Daedalus81 wrote:
 An Actual Englishman wrote:
This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


That marines are not balanced doesn't mean intercessors are OP. Intercessors were 17 points in CA 2018. Beta Bolters came a month later. Shock Assault was a few weeks before supplements. Is it 5 extra S4 AP0 attacks that really tipped the boat for people?

It is kind of just soap boxing without a real desire to address the root issue.

Seems to me the package deal is the issue. The additional shots, attacks and AP from doctrines pushes Intercessors into an uncomfortable space in relation to numerous other units.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:37:38


Post by: Daedalus81


 Insectum7 wrote:

Seems to me the package deal is the issue. The additional shots, attacks and AP from doctrines pushes Intercessors into an uncomfortable space in relation to numerous other units.


Yes, but the Intercessor's we're talking about don't really benefit in that manner.

WS see no benefit until turn 3.
BT see no benefit until turn 3.
RG see no benefit in melee.
UM Intercessors wouldn't be until round 2.
SBRs aren't moving up to melee very often and suffer greatly against hordes.
Salamanders get a reroll and some AP shade.
IF don't care to be in melee and would never want Bolt Rifles.
IH would never want Bolt Rifles.

Popular successors are +3" and MA - both of which give no real gaks about stock Intercessors.

The worst of the worst an an IH SBR. Pit that against a WS ABR and demonstrate that Intercessors as a whole are problematic.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:41:20


Post by: Insectum7


 Daedalus81 wrote:
 Insectum7 wrote:

Seems to me the package deal is the issue. The additional shots, attacks and AP from doctrines pushes Intercessors into an uncomfortable space in relation to numerous other units.


Yes, but the Intercessor's we're talking about don't really benefit in that manner.

WS see no benefit until turn 3.
BT see no benefit until turn 3.
RG see no benefit in melee.
UM Intercessors wouldn't be until round 2.
SBRs aren't moving up to melee very often and suffer greatly against hordes.
Salamanders get a reroll and some AP shade.
IF don't care to be in melee and would never want Bolt Rifles.
IH would never want Bolt Rifles.

Popular successors are +3" and MA - both of which give no real gaks about stock Intercessors.

The worst of the worst an an IH SBR. Pit that against a WS ABR and demonstrate that Intercessors as a whole are problematic.

Speaking only for UM, they can get two units into Tactical on turn 1. Without any supplements, Intercessors are going to see turn 2 anyways, in which case that AP-2 can be in full swing at players discression.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:46:46


Post by: Daedalus81


 Insectum7 wrote:
Speaking only for UM, they can get two units into Tactical on turn 1. Without any supplements, Intercessors are going to see turn 2 anyways, in which case that AP-2 can be in full swing at players discression.


Sure, but is that trait and CP spend for an extra point of AP and a bit of movement flexibility wrecking games (it also necessitates two full 10 man units)? Is it somehow more powerful that double shoot from CSM?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 01:58:40


Post by: Insectum7


 Daedalus81 wrote:
 Insectum7 wrote:
Speaking only for UM, they can get two units into Tactical on turn 1. Without any supplements, Intercessors are going to see turn 2 anyways, in which case that AP-2 can be in full swing at players discression.


Sure, but is that trait and CP spend for an extra point of AP and a bit of movement flexibility wrecking games (it also necessitates two full 10 man units)? Is it somehow more powerful that double shoot from CSM?

Ignore the UM part. The more relevant part to the discussion is the second bit. Hilighted.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 02:28:53


Post by: Daedalus81


 Insectum7 wrote:
 Daedalus81 wrote:
 Insectum7 wrote:
Speaking only for UM, they can get two units into Tactical on turn 1. Without any supplements, Intercessors are going to see turn 2 anyways, in which case that AP-2 can be in full swing at players discression.


Sure, but is that trait and CP spend for an extra point of AP and a bit of movement flexibility wrecking games (it also necessitates two full 10 man units)? Is it somehow more powerful that double shoot from CSM?

Ignore the UM part. The more relevant part to the discussion is the second bit. Hilighted.


Sure, but is the obscenely powerful? It's certainly good and UM are probably the only one who would care to do it, anyway.

Put another way - which would you rather have?

20 S7 AP3 D2 and 40 S4 AP1

or

20 S7 AP2 D2 and 40 S4 AP2


Just how "Elite" are marines supposed to feel? @ 2020/02/27 02:32:14


Post by: JNAProductions


The latter, of course.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 02:39:20


Post by: Insectum7


 Daedalus81 wrote:
 Insectum7 wrote:
 Daedalus81 wrote:
 Insectum7 wrote:
Speaking only for UM, they can get two units into Tactical on turn 1. Without any supplements, Intercessors are going to see turn 2 anyways, in which case that AP-2 can be in full swing at players discression.


Sure, but is that trait and CP spend for an extra point of AP and a bit of movement flexibility wrecking games (it also necessitates two full 10 man units)? Is it somehow more powerful that double shoot from CSM?

Ignore the UM part. The more relevant part to the discussion is the second bit. Hilighted.


Sure, but is the obscenely powerful? It's certainly good and UM are probably the only one who would care to do it, anyway.

Put another way - which would you rather have?

20 S7 AP3 D2 and 40 S4 AP1

or

20 S7 AP2 D2 and 40 S4 AP2
weird equivalency, since the entire army takes advantage of the doctrine and it depends on what Im fightung against anyways. Whats the sourse of the 20 S7 shots anyways?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 02:44:33


Post by: AlmightyWalrus


 JNAProductions wrote:
The latter, of course.


The first is more dead Primaris equivalents.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 02:52:24


Post by: JNAProductions


I missed the strength and damage values-thought it was something else.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 03:51:28


Post by: Insectum7


 AlmightyWalrus wrote:
 JNAProductions wrote:
The latter, of course.


The first is more dead Primaris equivalents.


But basically equal vs. MEQ (CSM/Necron Immortals). I get 10.6 vs 10.3.

Personally I fight enough hard targets with invulns (Leviathans, Custodes, Knights) to make the Heavy Doctrine often pretty useless in comparison to pumping my bajillion bolters by a point of AP.

I still want to know where those 20 S7 D2 shots are coming from, and why that's equivalent to a single Intercessor squad for the purpose of this scenario.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 03:52:09


Post by: Daedalus81


 Insectum7 wrote:
weird equivalency, since the entire army takes advantage of the doctrine and it depends on what Im fightung against anyways. Whats the sourse of the 20 S7 shots anyways?


A Levi who wants to be in Heavy. It is much harder to build an effective army around Rapid Fire over Heavy.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 04:17:08


Post by: Insectum7


 Daedalus81 wrote:
 Insectum7 wrote:
weird equivalency, since the entire army takes advantage of the doctrine and it depends on what Im fightung against anyways. Whats the sourse of the 20 S7 shots anyways?


A Levi who wants to be in Heavy. It is much harder to build an effective army around Rapid Fire over Heavy.


Ah right, brain fart I thought they were S8. I was thinking about the Scorpius for some reason.

So A: You're comparing a 160 point unit to a (whatever Leviathan costs these days)

And B: Against a Leviathan the extra AP doesn't matter for most heavy weapons.

Bonus: playing UM I just keep the Leviathan in Heavy doctrine.

Bonus bonus: with UM I Oath against it, and use the extra AP on the bolters to pitter patter away at it more effectively.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 04:31:19


Post by: Gadzilla666


 Daedalus81 wrote:
 Insectum7 wrote:
weird equivalency, since the entire army takes advantage of the doctrine and it depends on what Im fightung against anyways. Whats the sourse of the 20 S7 shots anyways?


A Levi who wants to be in Heavy. It is much harder to build an effective army around Rapid Fire over Heavy.

I don't think anyone is going to argue that a leviathan isn't a greater threat than four squads of intercessors. But that leviathan is a heavy support choice. Intercessors are troops. They can be used to fill troops slots that provide cp while offering a significant threat in both shooting and melee, while still having objective secured, all while being moderately survivable. And that cp they help provide only makes that leviathan more effective.

Most factions don't have troops capable of that much heavy lifting, and are forced to spend points on those less effective troops to fill slots in order to fill out detachments to acquire cp that could have been spent on superior units instead. The availability of intercessors means sm players points are used more effectively just because of their greater utility.

I don't think this is a problem with intercessors but more a problem caused by the current system of strategems and cp production, combined with the poor troops choices many factions are saddled with. But it's still another factor in space marine's current superiority.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 04:40:55


Post by: Daedalus81


 Insectum7 wrote:


Ah right, brain fart I thought they were S8. I was thinking about the Scorpius for some reason.

So A: You're comparing a 160 point unit to a (whatever Leviathan costs these days)

And B: Against a Leviathan the extra AP doesn't matter for most heavy weapons.

Bonus: playing UM I just keep the Leviathan in Heavy doctrine.

Bonus bonus: with UM I Oath against it, and use the extra AP on the bolters to pitter patter away at it more effectively.


It'd be 340 plus the Warlord, Trait, and CP to do that, which is knight level points while also reducing CP generation to get the best force multiplier.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 04:53:08


Post by: Eonfuzz


I mean, intecessors are basically 2W 30" Rubric Marines that are better in close combat. iirc Intercessors are also cheaper than Rubrics and can recieve more buffs than them

I think that kinda highlights how good they are


Just how "Elite" are marines supposed to feel? @ 2020/02/27 04:53:29


Post by: Insectum7


 Daedalus81 wrote:
 Insectum7 wrote:


Ah right, brain fart I thought they were S8. I was thinking about the Scorpius for some reason.

So A: You're comparing a 160 point unit to a (whatever Leviathan costs these days)

And B: Against a Leviathan the extra AP doesn't matter for most heavy weapons.

Bonus: playing UM I just keep the Leviathan in Heavy doctrine.

Bonus bonus: with UM I Oath against it, and use the extra AP on the bolters to pitter patter away at it more effectively.


It'd be 340 plus the Warlord, Trait, and CP to do that, which is knight level points while also reducing CP generation to get the best force multiplier.


I'm not sure the ultimate point of what you're saying, but a Leviathan is 340 points then? If so your scenario is a 170 point unit against a 340 point unit.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 05:26:06


Post by: Argive


I mean if intercessors aren't all that great Ill happily trade them foe some eldar Guardians yeah ? doctrines rules starts n' all yeah?? I'm sure SM players wont mind seeing as intercessors aren't all that OP or even good apparently.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 05:29:39


Post by: Insectum7


 Argive wrote:
I mean if intercessors aren't all that great Ill happily trade them foe some eldar Guardians yeah ? doctrines rules starts n' all yeah?? I'm sure SM players wont mind seeing as intercessors aren't all that OP or even good apparently.

I dunno man, those 12" range guns are pretty OP.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 05:38:28


Post by: Daedalus81


Gadzilla666 wrote:

I don't think anyone is going to argue that a leviathan isn't a greater threat than four squads of intercessors. But that leviathan is a heavy support choice. Intercessors are troops. They can be used to fill troops slots that provide cp while offering a significant threat in both shooting and melee, while still having objective secured, all while being moderately survivable. And that cp they help provide only makes that leviathan more effective.

Most factions don't have troops capable of that much heavy lifting, and are forced to spend points on those less effective troops to fill slots in order to fill out detachments to acquire cp that could have been spent on superior units instead. The availability of intercessors means sm players points are used more effectively just because of their greater utility.

I don't think this is a problem with intercessors but more a problem caused by the current system of strategems and cp production, combined with the poor troops choices many factions are saddled with. But it's still another factor in space marine's current superiority.


I mean, I guess? Intercessors have never been a "problem" in my games. My opponent is usually out of CP by turn 2 and it isn't being spent on them.

So you've got durable troops giving CP and kicking off decent chaff clearing. The determination to where other armies can't compete past this line gets muddy real quick.

It was't that long ago that IS were considered by many to be the ultra-mega-best troops in the game. You could probably find a post from me doing math hammer on beta bolter Primaris fighting them and arguing for people to use them more.

I guess my point is - gak's complicated.




Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:07:04


Post by: Insectum7


I think you're over complicating it. The thread isn't about the win rates of marines overall, it's about how "elite" (nu)marines as combatants feel in comparison to other main-line infantry. This bit about the Leviathan is a sideshow.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:20:02


Post by: Grey40k


I think that rule simplifications have a lot to do with the current imbalances.

It seems that progressively the game has been dumbed down. This comes with someone who jumped from 2n / 3rd to 8th.

For example, initiative and skill comparisons are gone from melee combat. It appears now that “skilled” melee combat has to do with 1) getting the charge, 2) cheesing movement to tag units, sling and so on, which are just pure gamey mechanics.

Same with target choosing and the various leadership checks.

When you take so many strategic elements out and it becomes a game of just “jumping” your opponent, it is hard to differentiate units. Elite, in war, often has to do with better strategic coordination.

Then I hear one tournament player after another using jump pack charge units with thunderfists saying they have a finesse army. I don’t doubt they are smart people, but the tactics seem very elementary to me. I guess hats the game in 8th?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:21:57


Post by: Table


Marines are obviously to good as of now. This will be corrected in the coming years but for now we have to deal with it. Ive been dealing with being marines -1 as a chaos player for years and years.

GW will let the current FOTM ride for a while, because money. But in the end, it will correct and well go back to having Eldar/Tau tournaments.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:25:25


Post by: Gadzilla666


 Insectum7 wrote:
I think you're over complicating it. The thread isn't about the win rates of marines overall, it's about how "elite" (nu)marines as combatants feel in comparison to other main-line infantry. This bit about the Leviathan is a sideshow.

Right. Which is the point I'm trying to make, possibly not clearly enough.

Intercessors should be stronger one on one with most other troops, but not point for point. Troops are supposed to be the backbone of an army. But right now sm have a much stronger backbone than most. Intercessors don't feel like a waste of points like csm, or cultists. Many factions need to throw elite, fast attack, or heavy support options at them to have a good shot at winning a fight. I'm not arguing that intercessors are too good, it's that other factions troops are too bad.

And yeah, gaks complicated.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:44:41


Post by: Grey40k


Gadzilla666 wrote:
 Insectum7 wrote:
I think you're over complicating it. The thread isn't about the win rates of marines overall, it's about how "elite" (nu)marines as combatants feel in comparison to other main-line infantry. This bit about the Leviathan is a sideshow.

Right. Which is the point I'm trying to make, possibly not clearly enough.

Intercessors should be stronger one on one with most other troops, but not point for point. Troops are supposed to be the backbone of an army. But right now sm have a much stronger backbone than most. Intercessors don't feel like a waste of points like csm, or cultists. Many factions need to throw elite, fast attack, or heavy support options at them to have a good shot at winning a fight. I'm not arguing that intercessors are too good, it's that other factions troops are too bad.

And yeah, gaks complicated.


I agree with the first half, but your conclusion is weird to me. Other troops are too bad is obviously a relative statement. If you make other troops better, marines obviously won’t be as elite.

IMHO the problem is that there are so few variables left in the game that to make them elite they need to award them massive amounts of raw power. They cannot be simply better coordinated, because that means very little in game right now.

Lethality can be too high, specially with those rerolls. I guess you got jumped by a 30-40 attacks with rerolled super hammer time unit (ignores most armor and toughness isn’t a defense), game over avatar of khaine.

Why did banshees and scorpions do better, as I recall, in my editions? Because they got good initiative and were skilled fighters. Now, they just don’t have the raw stats to compete.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:48:29


Post by: Slayer-Fan123


Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 06:59:56


Post by: Gadzilla666


Grey40k wrote:
Gadzilla666 wrote:
 Insectum7 wrote:
I think you're over complicating it. The thread isn't about the win rates of marines overall, it's about how "elite" (nu)marines as combatants feel in comparison to other main-line infantry. This bit about the Leviathan is a sideshow.

Right. Which is the point I'm trying to make, possibly not clearly enough.

Intercessors should be stronger one on one with most other troops, but not point for point. Troops are supposed to be the backbone of an army. But right now sm have a much stronger backbone than most. Intercessors don't feel like a waste of points like csm, or cultists. Many factions need to throw elite, fast attack, or heavy support options at them to have a good shot at winning a fight. I'm not arguing that intercessors are too good, it's that other factions troops are too bad.

And yeah, gaks complicated.


I agree with the first half, but your conclusion is weird to me. Other troops are too bad is obviously a relative statement. If you make other troops better, marines obviously won’t be as elite.

IMHO the problem is that there are so few variables left in the game that to make them elite they need to award them massive amounts of raw power. They cannot be simply better coordinated, because that means very little in game right now.

Lethality can be too high, specially with those rerolls. I guess you got jumped by a 30-40 attacks with rerolled super hammer time unit (ignores most armor and toughness isn’t a defense), game over avatar of khaine.

Why did banshees and scorpions do better, as I recall, in my editions? Because they got good initiative and were skilled fighters. Now, they just don’t have the raw stats to compete.

They shouldn't be head and shoulders more "elite" than troops in other elite armies on a points for points basis. Csm get stomped by intercessors. Chosen can hold their own, but their an elite option. It doesn't make sense that an elite army has to use its best infantry to handle another elite armies supposedly basic troops.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:04:09


Post by: Insectum7


Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:23:20


Post by: Grey40k


 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.


That’s right! Current close combat looks like a game of fishing for that gotcha! moment.

I don’t think some races were ported with care to the new systems.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:32:05


Post by: Slayer-Fan123


 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Except the 4+ save is more valuable now, and AP-3 is basically just as effective as it was before. Really the only thing lost was the I6, which is really just attacking first which is what happens when you charge anyway. In reality, they didn't become much different themselves as a unit.

The real issue is how hard it is to get to combat now and the fact anyone and their mother can escape it.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:35:32


Post by: An Actual Englishman


 Daedalus81 wrote:
 An Actual Englishman wrote:
This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


That marines are not balanced doesn't mean intercessors are OP. Intercessors were 17 points in CA 2018. Beta Bolters came a month later. Shock Assault was a few weeks before supplements. Is it 5 extra S4 AP0 attacks that really tipped the boat for people?

It is kind of just soap boxing without a real desire to address the root issue.


I think the maths in the OP shows exactly why Intercessors themselves are OP. Perhaps Marines and Intercessors are OP?!

They feature in 99% of Marine lists, is that some weird coincidence? Are they literally just taken to fill troops slots? If so why aren't cheaper scouts and tacticals taken?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:38:44


Post by: Insectum7


Slayer-Fan123 wrote:
 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Except the 4+ save is more valuable now, and AP-3 is basically just as effective as it was before. Really the only thing lost was the I6, which is really just attacking first which is what happens when you charge anyway. In reality, they didn't become much different themselves as a unit.

The real issue is how hard it is to get to combat now and the fact anyone and their mother can escape it.


Wrong for our unit-vs.modeling here on all accounts except fall back, but ok. Which brings up the old fall back rules, and how Banshees would easily catch fleeing units because of their I6. No mention of the 2A, 2W of Intercessors though.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 07:50:45


Post by: Gadzilla666


 An Actual Englishman wrote:
 Daedalus81 wrote:
 An Actual Englishman wrote:
This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


That marines are not balanced doesn't mean intercessors are OP. Intercessors were 17 points in CA 2018. Beta Bolters came a month later. Shock Assault was a few weeks before supplements. Is it 5 extra S4 AP0 attacks that really tipped the boat for people?

It is kind of just soap boxing without a real desire to address the root issue.


I think the maths in the OP shows exactly why Intercessors themselves are OP. Perhaps Marines and Intercessors are OP?!

They feature in 99% of Marine lists, is that some weird coincidence? Are they literally just taken to fill troops slots? If so why aren't cheaper scouts and tacticals taken?

Because they're the strongest option. Intercessors can compete with many elite options from other armies. Taking them is just as good for sm players as elite, fast attack, or heavy support options for other factions. So they fill troops slots while keeping points and other foc slots open, further expanding marine's already huge variety of choices. They're a "tax" unit that isn't really a tax. (Course I'm speaking to the choir here).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 08:11:30


Post by: Moriarty


I suspect the OP was referring to Primaris as the defining ‘Marines’, rightly or wrongly.

Marines (generally) should feel elite, at least to Imperial players. Xenos players could care less if they were elite or not - they just make it seem as if humanity finally ‘stepped up to the plate’.

People being the beasts they are, there will always be a ‘disconnect’ between the fluff and table top performance. Problems arise when the game fails to balance these two. While it is easy to present a Marine as elite on a model for model basis, games are theoretically balanced by a points system. So the elite status is off set by numbers of enemy, and the Marines don’t feel elite, because they are overwhelmed. The Marine tactics of the surgical strike on an unprepared enemy is not able to be represented on the table top. Cue weeping, wailing etc.

Rather than buff Marines, I would look at using things like deployment options, off board artillery strikes and degrading the opposing command and control as ways of off setting an opponents numerical advantage.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 08:15:58


Post by: Insectum7


Moriarty wrote:
I suspect the OP was referring to Primaris as the defining ‘Marines’, rightly or wrongly.

Marines (generally) should feel elite, at least to Imperial players. Xenos players could care less if they were elite or not - they just make it seem as if humanity finally ‘stepped up to the plate’.

People being the beasts they are, there will always be a ‘disconnect’ between the fluff and table top performance. Problems arise when the game fails to balance these two. While it is easy to present a Marine as elite on a model for model basis, games are theoretically balanced by a points system. So the elite status is off set by numbers of enemy, and the Marines don’t feel elite, because they are overwhelmed. The Marine tactics of the surgical strike on an unprepared enemy is not able to be represented on the table top. Cue weeping, wailing etc.

Rather than buff Marines, I would look at using things like deployment options, off board artillery strikes and degrading the opposing command and control as ways of off setting an opponents numerical advantage.

^That's why Drop Pod marines are the best marines .

But that Aura bubble stuff suuuux, even if it does make your army look like cover illustrations; a dwindling huddle of marines around a character or two and the occasional banner.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 08:45:09


Post by: Canadian 5th


 An Actual Englishman wrote:
I think the maths in the OP shows exactly why Intercessors themselves are OP. Perhaps Marines and Intercessors are OP?!

They feature in 99% of Marine lists, is that some weird coincidence? Are they literally just taken to fill troops slots? If so why aren't cheaper scouts and tacticals taken?


Intercessors aren't taken in 99% of all SM lists though.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Dark Angels) [32 PL, 5CP, 553pts] ++

Chapter Selection: Dark Angels

Detachment CP [5CP]

+ HQ [20 PL, 388pts] +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

Sammael in Sableclaw [11 PL, 200pts]

+ Troops [12 PL, 165pts] +

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

++ Air Wing Detachment +1CP (Imperium - Dark Angels) [25 PL, 4CP, 517pts] ++

+ No Force Org Slot [4CP] +

Battle-forged CP [3CP]

Chapter Selection: Dark Angels

Detachment CP [1CP]

+ Flyer [25 PL, 517pts] +

Nephilim Jetfighter [9 PL, 147pts]: Twin heavy bolter [17pts], Twin lascannon [40pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

++ Outrider Detachment +1CP (Imperium - Dark Angels) [67 PL, -1CP, 930pts] ++

+ No Force Org Slot [0
CP] +

Chapter Selection: Dark Angels



Detachment CP [1CP]

Specialist Detachment: Ravenwing Attack Squadron [-1CP]

+ HQ [9 PL, 188pts] +

Ravenwing Talonmaster [9 PL, 188pts]: Warlord
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

+ Elites [5 PL, 60pts] +

Ravenwing Apothecary [5 PL, 60pts]
. Black Knight Bike: Ravenwing grenade launcher

+ Fast Attack [53 PL, 682pts] +

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter [10pts]

++ Total: [124 PL, 9CP, 2,000pts] ++


A recent top tier ITC list that uses the humble scout. I could also see Infiltrators being used if deep striking assault units are a meta-problem, though they can also make dropping onto an objective from reserves a nightmare as well.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 08:48:10


Post by: Darsath


 Canadian 5th wrote:
 An Actual Englishman wrote:
I think the maths in the OP shows exactly why Intercessors themselves are OP. Perhaps Marines and Intercessors are OP?!

They feature in 99% of Marine lists, is that some weird coincidence? Are they literally just taken to fill troops slots? If so why aren't cheaper scouts and tacticals taken?


Intercessors aren't taken in 99% of all SM lists though.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Dark Angels) [32 PL, 5CP, 553pts] ++

Chapter Selection: Dark Angels

Detachment CP [5CP]

+ HQ [20 PL, 388pts] +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

Sammael in Sableclaw [11 PL, 200pts]

+ Troops [12 PL, 165pts] +

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

++ Air Wing Detachment +1CP (Imperium - Dark Angels) [25 PL, 4CP, 517pts] ++

+ No Force Org Slot [4CP] +

Battle-forged CP [3CP]

Chapter Selection: Dark Angels

Detachment CP [1CP]

+ Flyer [25 PL, 517pts] +

Nephilim Jetfighter [9 PL, 147pts]: Twin heavy bolter [17pts], Twin lascannon [40pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

++ Outrider Detachment +1CP (Imperium - Dark Angels) [67 PL, -1CP, 930pts] ++

+ No Force Org Slot [0
CP] +

Chapter Selection: Dark Angels



Detachment CP [1CP]

Specialist Detachment: Ravenwing Attack Squadron [-1CP]

+ HQ [9 PL, 188pts] +

Ravenwing Talonmaster [9 PL, 188pts]: Warlord
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

+ Elites [5 PL, 60pts] +

Ravenwing Apothecary [5 PL, 60pts]
. Black Knight Bike: Ravenwing grenade launcher

+ Fast Attack [53 PL, 682pts] +

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter [10pts]

++ Total: [124 PL, 9CP, 2,000pts] ++


A recent top tier ITC list that uses the humble scout. I could also see Infiltrators being used if deep striking assault units are a meta-problem, though they can also make dropping onto an objective from reserves a nightmare as well.


Huh. I thought Intercessors were fairly common in the current meta lists, not representative of a tiny portion of them. Good to learn.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 09:19:10


Post by: Spoletta


 Eonfuzz wrote:
I mean, intecessors are basically 2W 30" Rubric Marines that are better in close combat. iirc Intercessors are also cheaper than Rubrics and can recieve more buffs than them

I think that kinda highlights how good they are


Bad example

Rubrics are cheaper than intercessors.

Also, they have an almost 4++ which is hard to pass these days.

Not to mention that they bring a deny and a power to the table.

(If you don't consider doctrines and count 1MW for the mini smite, rubrics actually outshoot intercessors Without assault doctrine intercessors are also outmeleed by rubrics)


Just how "Elite" are marines supposed to feel? @ 2020/02/27 09:32:19


Post by: Not Online!!!


Funnily enough, in the early to mid era of 8th, when marine threads were everywhere i made an observation.

Namely the following. All good troop units at the time, (IS, Kabalites, Firewarriors to an extent, cultists,etc) dropped in price in the transition either from 7th to 8th or from Index to Codex.
On average somewhere in the realm of 15-30%.

I also postulated at the time that troops which remained at their pricepoint like tacs or CSM, etc would be bad, further i estimated that the CSM tac would need to be 10-11 pts to compete with the Cultists.

Which is funnily what happened.
Now to connotate this with another observation, i am one of those mad enough to run a CSM horde. Comparatively to those former good Troop units they perform wonderfully. (not to mention bolter discipline and the melee buff nor Red Corsairs). Not overly oprressive not overly wastefull.

The real issue really starts to appear when we add in traits and supplements. So is a Red corsair list allready head above a normal CSm dex 2.0 ( 1.5 really) in it's use off CSM.
Normally though CSM add ons are regarded to be necessary but also only focus on 1-2 Key units and charachters to work. (Which is funnily enough what leads to the absurd situation of Stacking tactics that can be relatively easily counterplayed in most cases at the cost of regular inefectivness.)
Contrast those specific build buffs with the generalist buffs marines recived and you get a general idea.

The issue was CSM / Tac/ SM Troops in general, underperformed. GW fixed one side, (CSM, somewhat) and broke the other side of the equation completely (thanks supplements.)



Just how "Elite" are marines supposed to feel? @ 2020/02/27 09:38:34


Post by: Gadzilla666


Darsath wrote:
 Canadian 5th wrote:
 An Actual Englishman wrote:
I think the maths in the OP shows exactly why Intercessors themselves are OP. Perhaps Marines and Intercessors are OP?!

They feature in 99% of Marine lists, is that some weird coincidence? Are they literally just taken to fill troops slots? If so why aren't cheaper scouts and tacticals taken?


Intercessors aren't taken in 99% of all SM lists though.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Dark Angels) [32 PL, 5CP, 553pts] ++

Chapter Selection: Dark Angels

Detachment CP [5CP]

+ HQ [20 PL, 388pts] +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

Sammael in Sableclaw [11 PL, 200pts]

+ Troops [12 PL, 165pts] +

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. 4x Scout (Boltgun) [44pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun

++ Air Wing Detachment +1CP (Imperium - Dark Angels) [25 PL, 4CP, 517pts] ++

+ No Force Org Slot [4CP] +

Battle-forged CP [3CP]

Chapter Selection: Dark Angels

Detachment CP [1CP]

+ Flyer [25 PL, 517pts] +

Nephilim Jetfighter [9 PL, 147pts]: Twin heavy bolter [17pts], Twin lascannon [40pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

Ravenwing Dark Talon [8 PL, 185pts]: 2x Hurricane bolter [20pts]

++ Outrider Detachment +1CP (Imperium - Dark Angels) [67 PL, -1CP, 930pts] ++

+ No Force Org Slot [0
CP] +

Chapter Selection: Dark Angels



Detachment CP [1CP]

Specialist Detachment: Ravenwing Attack Squadron [-1CP]

+ HQ [9 PL, 188pts] +

Ravenwing Talonmaster [9 PL, 188pts]: Warlord
. Land Speeder [61pts]: Twin assault cannon [44pts], Twin heavy bolter [17pts]
. Talonmaster [4pts]: Power sword [4pts]

+ Elites [5 PL, 60pts] +

Ravenwing Apothecary [5 PL, 60pts]
. Black Knight Bike: Ravenwing grenade launcher

+ Fast Attack [53 PL, 682pts] +

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Black Knights [23 PL, 272pts]: 7x Ravenwing Black Knight [238pts]
. Ravenwing Huntmaster [34pts]: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter [10pts]

++ Total: [124 PL, 9CP, 2,000pts] ++


A recent top tier ITC list that uses the humble scout. I could also see Infiltrators being used if deep striking assault units are a meta-problem, though they can also make dropping onto an objective from reserves a nightmare as well.


Huh. I thought Intercessors were fairly common in the current meta lists, not representative of a tiny portion of them. Good to learn.

Don't know we're that data's coming from. But ALL the marine lists that made it to the LVO top 8 had intercessors. The winning list had six squads of them.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 09:44:29


Post by: Spoletta


Intercessors will always be there.

You need 6 troops. More than one or 2 scouts are literally tax without any functions. Tac marines are bad. Infliltrators can be nice, but still in limited numbers due to the high cost.

No matter what you do, you WILL have intercessors, and that's even before considering that they are actually a really good troop.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 09:52:24


Post by: Grey40k


 Insectum7 wrote:
Slayer-Fan123 wrote:
 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Except the 4+ save is more valuable now, and AP-3 is basically just as effective as it was before. Really the only thing lost was the I6, which is really just attacking first which is what happens when you charge anyway. In reality, they didn't become much different themselves as a unit.

The real issue is how hard it is to get to combat now and the fact anyone and their mother can escape it.


Wrong for our unit-vs.modeling here on all accounts except fall back, but ok. Which brings up the old fall back rules, and how Banshees would easily catch fleeing units because of their I6. No mention of the 2A, 2W of Intercessors though.


Again, I agree.

Right now the game has lost game mechanics in favor of rerolls and more dice. Initiative and defens made melee combat more nuanced, and allowed for units to differentiate themselves across more dimensions. Right now, some of the old more specialized melees have lost their advantages (initiative, highgly skilled defense) without enough return in special rules and rerolls. This means that they lose to intercessors because intercessors were buffed in raw power. That aside, how freaking absurd it is that melee has become a matter of getting the charge to win. Charges should be a bit of an advantage, but not the end of it all!

The other issue is how shooty some armies are, such as marines (and specially IH, of course). From the bolter rapid fire era to assault 3. Bolter rapid fire favored close quarters fights with a combination of melee and shooting. Assault 3 just favors sitting in the edge of the map and falling back out of melee. It does not reward more nuanced gameplay.

Some armies are stuck in tactics of that era without much support to bring them to current time relevance. For example, guard FRFSRF was good in an era when getting closer maximized shooting output. However, if you face against someone who is happy to shoot you from far away it is wasted potential.

Marines are currently better because their old line is not updated to modern mechanics. Rather, they have new miniatures conceived in this new era (and with modern rules in mind) which make up an increasingly large fraction of the marine range. Since old miniatures (eldar melee, I looked at it and felt so sad) are simply being ported (and not well), they are falling behind in power.





Just how "Elite" are marines supposed to feel? @ 2020/02/27 10:18:22


Post by: Table


Grey40k wrote:
 Insectum7 wrote:
Slayer-Fan123 wrote:
 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Except the 4+ save is more valuable now, and AP-3 is basically just as effective as it was before. Really the only thing lost was the I6, which is really just attacking first which is what happens when you charge anyway. In reality, they didn't become much different themselves as a unit.

The real issue is how hard it is to get to combat now and the fact anyone and their mother can escape it.


Wrong for our unit-vs.modeling here on all accounts except fall back, but ok. Which brings up the old fall back rules, and how Banshees would easily catch fleeing units because of their I6. No mention of the 2A, 2W of Intercessors though.


Again, I agree.

Right now the game has lost game mechanics in favor of rerolls and more dice. Initiative and defens made melee combat more nuanced, and allowed for units to differentiate themselves across more dimensions. Right now, some of the old more specialized melees have lost their advantages (initiative, highgly skilled defense) without enough return in special rules and rerolls. This means that they lose to intercessors because intercessors were buffed in raw power. That aside, how freaking absurd it is that melee has become a matter of getting the charge to win. Charges should be a bit of an advantage, but not the end of it all!

The other issue is how shooty some armies are, such as marines (and specially IH, of course). From the bolter rapid fire era to assault 3. Bolter rapid fire favored close quarters fights with a combination of melee and shooting. Assault 3 just favors sitting in the edge of the map and falling back out of melee. It does not reward more nuanced gameplay.

Some armies are stuck in tactics of that era without much support to bring them to current time relevance. For example, guard FRFSRF was good in an era when getting closer maximized shooting output. However, if you face against someone who is happy to shoot you from far away it is wasted potential.

Marines are currently better because their old line is not updated to modern mechanics. Rather, they have new miniatures conceived in this new era (and with modern rules in mind) which make up an increasingly large fraction of the marine range. Since old miniatures (eldar melee, I looked at it and felt so sad) are simply being ported (and not well), they are falling behind in power.





I hope im not misunderstanding you but the actual mini has very little impact on power level. Any mini can be given rules to make them competitive. GW does not choose to do this. For whatever reason (insert theory here).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 10:31:53


Post by: Grey40k


Table wrote:
I hope im not misunderstanding you but the actual mini has very little impact on power level. Any mini can be given rules to make them competitive. GW does not choose to do this. For whatever reason (insert theory here).


Of course, but it is more likely that a new sculpt is given rules in accordance to current power level and design philosophy. Old sculpts already had rules and often they just tweak them a bit between editions.

For example, terminators. Are terminators equivalent in current power to what they were when they were first released? I'd argue that that role is filled by centurions more than by terminators. Terminators didn't get much new stuff, just updates to their gear. Centurions were designed to be tougher for their era, based on what was available in the battlefield.

The result is that, GK paladins aside, I have yet to see a competitive list that fields terminators. But I do see Centurions being used by ome lists (e.g. RG).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 10:37:34


Post by: vict0988


 flandarz wrote:
It's certainly better internal balance than any other Codex has.

Necron internal balance is great, the Monolith and Obelisk are really bad and a few units are a little bad, but overall pretty good with few units that are massively better than the alternatives. I don't think a competitive meta will ever not boil down to 1-3 lists or tactics per faction. Starcraft 1 is said to have been amazingly balanced, but did it have a hundred different build-paths? If any Starcraft Veterans are here I'd like to know.
Grey40k wrote:
Why did banshees and scorpions do better, as I recall, in my editions? Because they got good initiative and were skilled fighters. Now, they just don’t have the raw stats to compete.

Banshees are better now than they were previously because the Fight phase has mechanics that makes melee worthwhile. If you're thinking as far back as AP2 power weapons then Banshees might have been an important asset against certain units. If you have enough Movement value to get the charge Initiative is irrelevant, if you're stopping a couple inches short after a failed charge your initiative is irrelevant as you die to shooting. I'm happy it's gone, maybe that's because my melee units don't get clubbed before they do something if I'm pressing the attack. Banshees lack good stratagems like +1 to wound and fight twice, relying instead on psychic powers more effectively used in combination with ranged attacks. One thing to remember is that a couple of dead Banshees could lead to a useless unit of Banshees next turn.
 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Forgetting the +2 M, Banshees still have a 4+ Sv, if you were to port Primaris back to 7th they'd be AP 4 so the 5+ (or 6+ if your opponent is in the right Doctrine) is better than what you would have had. Necron Gauss Immortals were pretty much the exact same as Intercessors are today, 4+ FNP translates to 2W and 24" S5 RF vs 30" SE4 RF, their only lacks were bolter discipline and +1 atk in the first round of combat. Maybe you just weren't playing against competitive lists with your Howling Banshees, not that I fault you that would be horrible. The old morale rules were horrible, you might think the new tri-point rules and tagging is bad, but pulling off more than a dozen Warriors after less than half a dozen died was stupid.
Spoletta wrote:
Intercessors will always be there.

You need 6 troops. More than one or 2 scouts are literally tax without any functions. Tac marines are bad. Infliltrators can be nice, but still in limited numbers due to the high cost.

No matter what you do, you WILL have intercessors, and that's even before considering that they are actually a really good troop.

If they weren't pts effective (CP included) they wouldn't get brought and people would bring a Battalion of Scouts or no Troops at all, we've seen that work for some competitive armies. You're not bringing 6 copies of a unit just because, it's doing something for your list. I've played a couple of games with 6x5 Intercessors and they haven't really been amazing. I have been playing against more or less perfect counter lists and victory was only denied me based on games going to turn 7 in the two last games I used them in so maybe I would have seen how truly amazing they are under different circumstances or if my list was tailored differently. I didn't really find Flesh Tearers to be any stronger or weaker than Necrons and I beat BA with my Necrons just a couple of games ago and have been beating Marines the majority of the games I've played against them since their rework (although I took a short hiatus before the first IH nerf).

Comparing Intercessors to 1W models is a little hard because 2 W does not equal twice as durable as 1W except against 1D weapons. Increasing the cost of the best Intercessor weapon for each Chapter by 1 would be a good idea I think. If you want to run heavy BA Intercessors or Assault IH Intercessors I think you're punishing yourself enough already, no need to further increase the pts cost.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 10:49:20


Post by: Grey40k


 vict0988 wrote:

Banshees are better now than they were previously because the Fight phase has mechanics that makes melee worthwhile. If you're thinking as far back as AP2 power weapons then Banshees might have been an important asset against certain units.


I am refering to 2nd and 3rd edition. If we were to compute the melee point efficiency of banshees in those editions against marines and now (say intercessors) I am sure you would find a big difference.

have been beating Marines the majority of the games I've played against them since their rework (although I took a short hiatus before the first IH nerf).


I am sorry, but what we as individuals accomplish in some specific tables is irrelevant. IH win rates are there for everyone to check and l2p is not a valid answer. Those win rates indicate that the rules are not good; in fact they are really bad. Besides win rates, marines are super prevalent and IH do extremely well (almost never finish last positions of tourney). So thisis not just a few players getting a lot of victories.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 12:08:57


Post by: Marin


My hearth really sunk when i saw 2 units of intercessors slaughtered two of Sean Naydes`s Spears units.
It`s not normal that shooting units just destroy everything in close combat just because they get extra attacks for free, they should rly get the extra attack when they charge.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 12:26:45


Post by: AlmightyWalrus


 An Actual Englishman wrote:
 Daedalus81 wrote:
 An Actual Englishman wrote:
This has become one of the most cringe-worthy threads on this forum right now.

It's pretty clear what Scotsman is trying to illustrate with his examples at the start of this thread.

Does anyone actually believe that Marines and in particular Intercessors are balanced right now? If the answer is 'no' then why are people picking bizarre, minor faults with the OP and using extreme, outlier examples to prove it wrong?

I get this is dakka, the place where we argue for the sake of it sometimes, but I'm still amazed at how contentious this thread has become.


That marines are not balanced doesn't mean intercessors are OP. Intercessors were 17 points in CA 2018. Beta Bolters came a month later. Shock Assault was a few weeks before supplements. Is it 5 extra S4 AP0 attacks that really tipped the boat for people?

It is kind of just soap boxing without a real desire to address the root issue.


I think the maths in the OP shows exactly why Intercessors themselves are OP.


Why? You've got three units that are the melee backbone of their respective (sub-)factions that handily beat the Intercessions, two melee units that haven't been viable for (at least) four editions that don't, one melee unit that straight up loses (Harlequins) and one that still wins if they can make it in enough numbers (Genestealers). Is this some Orkoid maths that the rest of us aren't green enough to understand?

EDIT: By all means, buff Striking Scorpions and (especially!) Howling Banshee so that they actually work. Expand Harlequins so they have actual options. Give Nids something to give them a better chance. While we're at it, do the same to Assault Marines, Kroot, Bloodcrushers, Nobz, and a bunch of other melee units that have been sub-par the entire edition.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 12:56:34


Post by: Pyroalchi


One (Elite) unit that does seem to fair pretty well against Intercessors (on a purely theorycrafting basis) are Bullgryn with Brute shields. Since they cost 42 Points each I would compare 4 of them (164 Points) against 10 Intercessors (170) split in two units with chainswords on their sergants (cause why not). I factor in Bolter Discipline and Shock assault but not Doctrines etc.

Assuming they jump out of a chimera and make the charge (which was more or less the assumption of the initial examples):
The Bullgryns take 20 x 1/6 x 1/3 x 1/3 = 0.37 damage from Overwatch (which is negligble)
IG Turn: Bullgryns kill 17 x 2/3 x 2/3 x 1/2 = 3.77 of the intercessors
The remaining 7 intercessors hit back with 25 x 2/3 x 1/3 x 1/6 = 0.93 wounds (so together with Overwatch cause the first wound to the big Boys

SM Turn: the Intercessors shoot their pistols 7 x 2/3 x 1/3 x 1/6 = 0.26 (again neglible)
The do another 18 x 2/3 x 1/3 x 1/6 = 0.66 wounds in their fight phase, still not killing their first Bullgryn
The Bullgryns hit back: 13 x 2/3 x 2/3 x 1/2= 2.89 wounds, finishing of the first squad and killing the first guy from the second

IG Turn: The Bullgryns hit again for another 2.89 wounds, leaving only the last sergant standing.
between pistol Shooting and his CC attacks, the Sergant causes 0.19 wounds and is killed in the next round


=> I'm not 100% sure if I did it completely correct, for example I'm not sure if the Intercessors still profit from shock assault in their turn, but it does not really Change much on the outcome. It also does not make much difference, if the Intercessors charge first.


What is my take from that? Purely looking at the CC abbility of troops/elites, while the Intercessors have really a s***load of attacks for a shooty troop choice the use of those attacks fades extremely against durable Units (like T5, sv2+ Bullgryns).
BUT: I'm still of the opinion that the CC troop choices mentioned in the initial post should perform much better against a shooty troop choice.





Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:07:58


Post by: Marin


Pyroalchi wrote:
One (Elite) unit that does seem to fair pretty well against Intercessors (on a purely theorycrafting basis) are Bullgryn with Brute shields. Since they cost 42 Points each I would compare 4 of them (164 Points) against 10 Intercessors (170) split in two units with chainswords on their sergants (cause why not). I factor in Bolter Discipline and Shock assault but not Doctrines etc.

Assuming they jump out of a chimera and make the charge (which was more or less the assumption of the initial examples):
The Bullgryns take 20 x 1/6 x 1/3 x 1/3 = 0.37 damage from Overwatch (which is negligble)
IG Turn: Bullgryns kill 17 x 2/3 x 2/3 x 1/2 = 3.77 of the intercessors
The remaining 7 intercessors hit back with 25 x 2/3 x 1/3 x 1/6 = 0.93 wounds (so together with Overwatch cause the first wound to the big Boys

SM Turn: the Intercessors shoot their pistols 7 x 2/3 x 1/3 x 1/6 = 0.26 (again neglible)
The do another 18 x 2/3 x 1/3 x 1/6 = 0.66 wounds in their fight phase, still not killing their first Bullgryn
The Bullgryns hit back: 13 x 2/3 x 2/3 x 1/2= 2.89 wounds, finishing of the first squad and killing the first guy from the second

IG Turn: The Bullgryns hit again for another 2.89 wounds, leaving only the last sergant standing.
between pistol Shooting and his CC attacks, the Sergant causes 0.19 wounds and is killed in the next round


=> I'm not 100% sure if I did it completely correct, for example I'm not sure if the Intercessors still profit from shock assault in their turn, but it does not really Change much on the outcome. It also does not make much difference, if the Intercessors charge first.


What is my take from that? Purely looking at the CC abbility of troops/elites, while the Intercessors have really a s***load of attacks for a shooty troop choice the use of those attacks fades extremely against durable Units (like T5, sv2+ Bullgryns).
BUT: I'm still of the opinion that the CC troop choices mentioned in the initial post should perform much better against a shooty troop choice.



.
To much fantasy, SM could kill the chimera and 2-3 Bullgryns die during disembark. You usually don`t want such expensive units in transport that can be blasted.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:08:55


Post by: the_scotsman


Yeah, they do worse the closer you get to a marine statline.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:15:44


Post by: Pyroalchi


Isn't the chance to die from disembarking only 1/6? So for 4 Bullgryns it would be more 0-1 dying and not 2-3


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:34:17


Post by: Blood Hawk


Space Marines just got nerfs by the way. FYI

https://www.dakkadakka.com/dakkaforum/posts/list/785881.page


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:46:44


Post by: Saturmorn Carvilli




Only read the Doctrine change as it applies to my marine army. That was basically what I would have purposed. I don't know about the other changes.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:49:31


Post by: AlmightyWalrus


Seems fair for a first tuning pass. Not being able to sit in Devastator Doctrine all game really does change a lot.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 13:58:30


Post by: Karol


It looks like you can never go back to it either. So armies that were tuned to use the devastator doctrin and not tactical or assault lost a lot, because you can very well sit in tactical for multiple turns.

It is going to be interesting to see how this impacts the units people take, and what chapters are going to be run.

I feel sad for those people that emptied GW store houses out of old and costly centurion models, only to have them return to how their were pre new sm codex.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:02:34


Post by: vict0988


Grey40k wrote:
 vict0988 wrote:
I have been beating Marines the majority of the games I've played against them since their rework (although I took a short hiatus before the first IH nerf).


I am sorry, but what we as individuals accomplish in some specific tables is irrelevant. IH win rates are there for everyone to check and l2p is not a valid answer. Those win rates indicate that the rules are not good; in fact they are really bad. Besides win rates, marines are super prevalent and IH do extremely well (almost never finish last positions of tourney). So thisis not just a few players getting a lot of victories.


How is it irrelevant that I have more success against nu-Marines than with them? The ITC win-rates? Has somebody started compiling proper stats for CA events yet and seperated out the paint and sportsmanship scores? I didn't say gitgud and I didn't say IH are fair, in fact I took a break from 40k for a couple of weeks because IH was so unfair at launch. I also suggested a small nerf to Intercessors, was the suggestion outrageously small? Are Intercessors still boogiemen at +1 pt? How much do you feel they should cost? Should the cost of doctrines and super doctrines never be taken into account? For BA it seems to for some people that the super doctrine isn't worth the cost. What exactly is it that you think the stats say and what do you think would fix the issues the stats highlight?

Edit: the update is right up my alley. Assault SM lost nothing which is interesting. The designers commentary made me laugh out loud, where were the playtesters?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:23:42


Post by: Grey40k


 vict0988 wrote:
What exactly is it that you think the stats say and what do you think would fix the issues the stats highlight?


Bring back the old initiative, and the old weapon skill checks for melee.
Tone down charge mechanics.
Remove 1 attack from intercessors.
Remove 1 D and 1 AP from the stalker rifle.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
Worsen the save from shield dome to 5++ or 6++ for impulsors.
Tone down the thunderfire cannon slow.

And that's just a start


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:26:59


Post by: Not Online!!!


you realise marines just got a nerfbat to the head right?

And an actual decent one imo.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:31:14


Post by: Sgt_Smudge


Grey40k wrote:
Remove 1 D and 1 AP from the stalker rifle.
Makes it pretty irrelevant then, really? One shot less than the regular bolt rifle, less mobility, but slight better range? No thank you.
I'm fine with removing the extra Damage or AP, but not both.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
You'd want the auto at Rapid Fire 3? Yikes. Even Rapid Fire 2 would feel like a lot. And it certainly shouldn't be Rapid Fire 1, because then the regular BR is superior in every way.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:32:49


Post by: Slayer-Fan123


Grey40k wrote:
 vict0988 wrote:
What exactly is it that you think the stats say and what do you think would fix the issues the stats highlight?


Bring back the old initiative, and the old weapon skill checks for melee.
Tone down charge mechanics.
Remove 1 attack from intercessors.
Remove 1 D and 1 AP from the stalker rifle.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
Worsen the save from shield dome to 5++ or 6++ for impulsors.
Tone down the thunderfire cannon slow.

And that's just a start

This reeks of someone that's butthurt that they lost to Intercessors like holy cow


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:33:41


Post by: Sgt_Smudge


Not Online!!! wrote:
you realise marines just got a nerfbat to the head right?

And an actual decent one imo.
Hit them hard, in all the right places, IMO. The main offending things (camping in Devastator Doctrine, Infiltrating Centurions, etc) have been mitigated now, and Ultramarines feel more like Ultramarines, being more tactical versatile (although, I still think their Doctrine ability is a bit too strong).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:39:02


Post by: Blood Hawk


Not Online!!! wrote:
you realise marines just got a nerfbat to the head right?

And an actual decent one imo.

That and Tau got some major buffs in their PA. Tau already had a better game against the new marines than some and with the nerfs to marines plus Tau buffs they probably are back to having the advantage in that match up.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:42:33


Post by: Grey40k


 Sgt_Smudge wrote:
Grey40k wrote:
Remove 1 D and 1 AP from the stalker rifle.
Makes it pretty irrelevant then, really? One shot less than the regular bolt rifle, less mobility, but slight better range? No thank you.
I'm fine with removing the extra Damage or AP, but not both.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
You'd want the auto at Rapid Fire 3? Yikes. Even Rapid Fire 2 would feel like a lot. And it certainly shouldn't be Rapid Fire 1, because then the regular BR is superior in every way.


I don't think intercessors needed a whole new bolter class, to be honest. I'd remove the cost but make them only slightly better than the good old marine bolter, the specifics could be discussed (it is not like I am designing this myself).




Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:43:12


Post by: vict0988


Grey40k wrote:
 vict0988 wrote:
What exactly is it that you think the stats say and what do you think would fix the issues the stats highlight?


Bring back the old initiative, and the old weapon skill checks for melee.
Tone down charge mechanics.
Remove 1 attack from intercessors.
Remove 1 D and 1 AP from the stalker rifle.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
Worsen the save from shield dome to 5++ or 6++ for impulsors.
Tone down the thunderfire cannon slow.

And that's just a start

The old WS was a waste of text and boxes, the new is much improved. I think it'd be really cool if all Craftworld and Harlequin melee units were -1 to hit in melee. Initiative was a useless stat most of the time, Movement is much more important.
Charge mechanics?
And give them +1 S? I could agree to removing angels of death from them so they just get the +1 attack all the time while firstborn get it in first round of combat. They're bigger I think it makes sense they hit harder somehow.
Way too much of a nerf for the stalker, it'd be complete trash. You do know that it's heavy 1 and has to compete with a weapon that fires 2 shots at 30" right? Devastator Doctrine also just got nerfed and they're probably going to be pretty bad without additional nerfs.
Why can't Space Marines have weapons they can use after advancing?
Why not just increase the price?
TFC slow is unfair, especially since it can be double-dipped with shoot twice.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:43:48


Post by: Slayer-Fan123


You made that pretty clear you didn't think out any of those ideas, you're right.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:45:18


Post by: Ishagu


Marines just got a lot less elite :-P


Just how "Elite" are marines supposed to feel? @ 2020/02/27 14:46:16


Post by: Sgt_Smudge


Grey40k wrote:
 Sgt_Smudge wrote:
Grey40k wrote:
Remove 1 D and 1 AP from the stalker rifle.
Makes it pretty irrelevant then, really? One shot less than the regular bolt rifle, less mobility, but slight better range? No thank you.
I'm fine with removing the extra Damage or AP, but not both.
Bring back rapid fire instead of assault for small arms (e.g. for the autobolt rifle).
You'd want the auto at Rapid Fire 3? Yikes. Even Rapid Fire 2 would feel like a lot. And it certainly shouldn't be Rapid Fire 1, because then the regular BR is superior in every way.


I don't think intercessors needed a whole new bolter class, to be honest. I'd remove the cost but make them only slightly better than the good old marine bolter, the specifics could be discussed (it is not like I am designing this myself).
Regardless, the different classes *do* exist, and your proposals wouldn't really have a positive impact on how they function.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:16:28


Post by: Grey40k


 vict0988 wrote:

The old WS was a waste of text and boxes, the new is much improved. I think it'd be really cool if all Craftworld and Harlequin melee units were -1 to hit in melee. Initiative was a useless stat most of the time, Movement is much more important.


When you say old, I do not think you mean the same as me. You have to understand that I just caught up to 8th with my old armies. I do not know how recent previous editions worked.

Way too much of a nerf for the stalker, it'd be complete trash. You do know that it's heavy 1 and has to compete with a weapon that fires 2 shots at 30" right?


What I meant, genarally speaking, was to distinguish the bolters between rapid fire (without AP) and precision fire (with AP). Anything equal or only slightly better to bolters with those profiles would be sufficient, IMHO.


Why can't Space Marines have weapons they can use after advancing?


That used to be a terminator thing, in terms of the theme. Assault to basic troops is too much, IMHO.

Why not just increase the price?
TFC slow is unfair, especially since it can be double-dipped with shoot twice.


I honestly don't care too much if it is cost or else, but quite clearly some primaris stuff is too cost effective.


Automatically Appended Next Post:
 Sgt_Smudge wrote:
Regardless, the different classes *do* exist, and your proposals wouldn't really have a positive impact on how they function.


See my answer above. Besides the fact that we are not here to design the game, I meant it as how generally I would handle nerfing some of the primaris stuff. Keep the them, tone down the stats. The specific values are more complex to choose.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:19:43


Post by: Martel732


 Ishagu wrote:
Marines just got a lot less elite :-P


We'll see. I'm very skeptical.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:23:53


Post by: Ishagu


Martel732 wrote:
 Ishagu wrote:
Marines just got a lot less elite :-P


We'll see. I'm very skeptical.


Remember when you were sceptical about the Castellan being weak after the nerfs it got? I remember you saying that it was still the most powerful unit and a week later is vanished from any and all tables. I still run one for a laugh from time to time as I love the model.

This isn't quite as drastic, but it will have a tangible impact.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:33:15


Post by: Martel732


 Ishagu wrote:
Martel732 wrote:
 Ishagu wrote:
Marines just got a lot less elite :-P


We'll see. I'm very skeptical.


Remember when you were sceptical about the Castellan being weak after the nerfs it got? I remember you saying that it was still the most powerful unit and a week later is vanished from any and all tables. I still run one for a laugh from time to time as I love the model.

This isn't quite as drastic, but it will have a tangible impact.


I underestimated what a knifes edge those lists were on. Also, that nerf involved pts changes if i recall. This definitely dings marines, but seems hollow without points hikes.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:36:12


Post by: Ishagu


I can now destroy a Leviathan in one round of shooting, no problem.

You don't think that's a big deal?

Iron Hands and Raven Guard have lost some of their strongest tools.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:40:26


Post by: Martel732


Is it? I hate that model and think about it as little as possible. I usually go for the surround on them and shoot units that are actually mortal.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 15:53:24


Post by: Marin


They missed IF LUL


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:02:28


Post by: Darsath


 Ishagu wrote:
Martel732 wrote:
 Ishagu wrote:
Marines just got a lot less elite :-P


We'll see. I'm very skeptical.


Remember when you were sceptical about the Castellan being weak after the nerfs it got? I remember you saying that it was still the most powerful unit and a week later is vanished from any and all tables. I still run one for a laugh from time to time as I love the model.

This isn't quite as drastic, but it will have a tangible impact.


Weren't you the one that was going around the forums saying that it was only Iron Hands that were the problem? If Space Marines continue doing well (mainly non-IH), it would make that look rather foolish. I wouldn't go around trying to start beef with people the way you are doing when you are as equally guilty yourself.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:07:29


Post by: Ishagu


Iron Hands were the biggest problem. I never said they were the only problem. Let's see how it pans out now, anyways.

I actually think they are still very strong. They have the Methodical Firepower Strat, and can get infantry with a 5+++


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:09:57


Post by: Martel732


IF and IH were crippling me in 2 turns anyway.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:12:37


Post by: Spoletta


They got only 1 turn to do it now.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:16:48


Post by: Martel732


How so? Tactical doctrine rips my units to pieces too.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:16:58


Post by: the_scotsman


Well, that certainly helps out competitive play. I dont think anyone where we play was infiltrating cents anyway, but good step in the right direction, thats for sure.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:22:26


Post by: Ishagu


Martel732 wrote:
How so? Tactical doctrine rips my units to pieces too.


Get some different units?

You run a pure infantry list, right? You don't have dedicated anti tank from what I saw last time you posted a list.

You can make an effort to adapt or can stop complaining lol
There has just been a massive meta shift. You can't complain before the effects have been measured by the community!


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:28:19


Post by: Gadzilla666


 Ishagu wrote:
Martel732 wrote:
How so? Tactical doctrine rips my units to pieces too.


Get some different units?

You run a pure infantry list, right? You don't have dedicated anti tank from what I saw last time you posted a list.

You can make an effort to adapt or can stop complaining lol
There has just been a massive meta shift. You can't complain before the effects have been measured by the community!

Two words, remember them.

Librarian.

Dreadnought.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:29:53


Post by: Martel732


What do you consider AT in a game with so many invulns?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:34:31


Post by: Ishagu


The very best invuls are now a 4++. If you take a good number of anti tank shots they can still do significant damage. The 3++ isn't an issue outside of a few units like Magnus if he goes 1st.

In my Ultras army if I'm looking to compete I typically have around 16 shots or more a turn Str 8 -10 D6 damage weapons.

Even If I'm firing at something with a 4++ I will do a lot of damage.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:35:58


Post by: Melissia


Once I complete them, my Sisters will have 9d3 S8 d6 damage weapons. So yeah. Not hard to get that level of firepower and is something you should account for.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:36:55


Post by: Insectum7


 vict0988 wrote:

If you're thinking as far back as AP2 power weapons . . .

Further back, when Power weapons ignored armor altogether.

 vict0988 wrote:
 Insectum7 wrote:
Slayer-Fan123 wrote:
Banshees didn't do better. You're looking through rose tinted glasses there. Scorpions had the deployment shenanigans at least, but weren't exactly making any waves.

4+ save, weapons that ignore armor and I6 was definitely better than a save that's reduced to a 5+, AP -3 weapons and a system that allows whoevers turn it is to fight first. Not to mention bonus attacks and extra wounds on the marines they're pitted against.

Forgetting the +2 M, Banshees still have a 4+ Sv, if you were to port Primaris back to 7th they'd be AP 4 so the 5+ (or 6+ if your opponent is in the right Doctrine) is better than what you would have had. Necron Gauss Immortals were pretty much the exact same as Intercessors are today, 4+ FNP translates to 2W and 24" S5 RF vs 30" SE4 RF, their only lacks were bolter discipline and +1 atk in the first round of combat. Maybe you just weren't playing against competitive lists with your Howling Banshees, not that I fault you that would be horrible. The old morale rules were horrible, you might think the new tri-point rules and tagging is bad, but pulling off more than a dozen Warriors after less than half a dozen died was stupid.

Because we're talking 3rd, 4th era, Immortals are wounding Banshees on 2s in shooting, and Banshees are only wounding back in CC on 6s. I didn't play Eldar, so wasn't using Banshees myself. Imo there was a lot to like about the older Morale rules, for example, if those Banshees hit hard enough they could run through an enemy squad, killing them all, and contact another one sticking them in combat via Consolidate or Sweeping Advance. This made Assault potentially much more deadly. Also, no Overwatch.

But the main point besides all that was that against Marines on a model to model basis, Bashees still felt somewhat capable. Accepting Primaris as the "New Marine Baseline" makes Banshees look like ultimate chumps, despite being elite warriors with potentially 100s of years of experience.


Automatically Appended Next Post:
 Melissia wrote:
Once I complete them, my Sisters will have 9d3 S8 d6 damage weapons. So yeah. Not hard to get that level of firepower and is something you should account for.


Mmmmm, Exorcists. . . . hubba hubba. Man they got good.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:43:04


Post by: Ishagu


 Melissia wrote:
Once I complete them, my Sisters will have 9d3 S8 d6 damage weapons. So yeah. Not hard to get that level of firepower and is something you should account for.


Absolutely. And even if half of the wounds are blocked you can still deliver 20 damage a turn.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:43:12


Post by: Martel732


 Ishagu wrote:
The very best invuls are now a 4++. If you take a good number of anti tank shots they can still do significant damage. The 3++ isn't an issue outside of a few units like Magnus if he goes 1st.

In my Ultras army if I'm looking to compete I typically have around 16 shots or more a turn Str 8 -10 D6 damage weapons.

Even If I'm firing at something with a 4++ I will do a lot of damage.


Im not debating that. I'm talking about low rof weapons that rely on high ap being completely foiled. So again, what do you consider at weapons in 40k?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:53:43


Post by: AlmightyWalrus


Marin wrote:
They missed IF LUL


No they didn't. The change to Doctrines means just loading up on heavy weapons and gunning everything down with them because you get both volume of fire and extra damage against vehicles isn't as potent any more.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:54:48


Post by: Melissia


Can someone link the rules change, or tell me which one to look at? I'm lazy this morning.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 16:56:41


Post by: Ishagu


Martel732 wrote:
 Ishagu wrote:
The very best invuls are now a 4++. If you take a good number of anti tank shots they can still do significant damage. The 3++ isn't an issue outside of a few units like Magnus if he goes 1st.

In my Ultras army if I'm looking to compete I typically have around 16 shots or more a turn Str 8 -10 D6 damage weapons.

Even If I'm firing at something with a 4++ I will do a lot of damage.


Im not debating that. I'm talking about low rof weapons that rely on high ap being completely foiled. So again, what do you consider at weapons in 40k?


A las cannon is an anti tank weapon, but you need them in decent number to average the dice and damage. 1 is not enough. 2 are also not enough. Too much variance.

12 on the other hand?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:00:55


Post by: Martel732


You are still losing a lot of that investment vs invulns. I dont know if lascannons are really that good at AT for this reason. You are paying for 12 lascannons to get the effect of 6.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:09:46


Post by: Ishagu


Yes but they wound t7/8 targets on a 3+

High rate of fire Str7 weapons wound on a 4/5+

As long as the numbers are good they are effective. I have no problem with some tough units that cost 300+ points having an Invul.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:16:59


Post by: Slayer-Fan123


Ishahu proves he's incapable of math. What a shocker.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:22:32


Post by: Martel732


You claim my posted list is not optimal, but im using suppressors and inceptors to hedge against invulns. You didnt even understand what they were for.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:24:54


Post by: Ishagu


Martel732 wrote:
You claim my posted list is not optimal, but im using suppressors and inceptors to hedge against invulns. You didnt even understand what they were for.


I understood exactly what they were for. I don't think you have enough.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:27:03


Post by: Martel732


So a ba list whittled down to one real assault unit doesnt have enough shooting? Meanwhile im being told on ba boards it had way too much shooting.

You dont seem to get why ap above -2 is not particularly worth paying for.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:30:07


Post by: Da Boss


Obviously, Space Marines are supposed to be better than all the other factions.
Xenos factions only exist to give the Space Marines someone to beat up. Imperial Guard and other imperial factions for the most part only exist to give Space Marines someone to look down on.
Even Chaos Space Marines have to be worse, because they are not true to the Emperor of Mankind and therefore must be crushed like the scum they obviously are.

If you play 40K you gotta accept this. If you are not playing Space Marines you are a background character, an NPC. You are lower priority, a second class gamer. You should count yourself lucky to have your face kicked in to facillitate the power fantasies of the Space Marine players, for whom the game is actually made.

If we accepted this there would be far less angst.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:30:25


Post by: Melissia


I think this is kinda getting to the point of needling. Let's chillax?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:31:12


Post by: Martel732


Thats only true from a kit support standpoint.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:32:10


Post by: Melissia


 Da Boss wrote:
If you play 40K you gotta accept this
No I don't. Haven't accepted it for twenty years now, not about to start now.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:33:29


Post by: Da Boss


It is a fact though, isn't it? Non marine players are second class, and only exist in the game rules and the fiction surround the game to get beat up by space marines and make them look cool.
Marines are the point of 40K.

I don't like this, but it is obviously true.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:35:09


Post by: Melissia


 Da Boss wrote:
It is a fact
Nope.

Space Marines haven't been considered the strongest army in 40k throughout most of 40k's history. Most popular, yes. But not necessarily the strongest.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:35:40


Post by: Slayer-Fan123


 Ishagu wrote:
Slayer-Fan123 wrote:
Ishahu proves he's incapable of math. What a shocker.


But I'm a better player than you, evidently. I don'r cry about losing all the time lol

When have I once actually complained about losing? I've complained about bad balance. I've complained about typos and obviously bad interactions. I've obviously complained about a lot of things.

However, when have I complained about losing?


Automatically Appended Next Post:
 Melissia wrote:
 Da Boss wrote:
It is a fact
Nope.

Space Marines haven't been considered the strongest army in 40k throughout most of 40k's history. Most popular, yes. But not necessarily the strongest.

Exactly. Look at Eldar with how long they've been the strongest faction each time they get updated rules. The worst they were was MID TIER in an edition that I'm pretty sure they never got an update in (5th).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:38:33


Post by: Gadzilla666


 Da Boss wrote:
It is a fact though, isn't it? Non marine players are second class, and only exist in the game rules and the fiction surround the game to get beat up by space marines and make them look cool.
Marines are the point of 40K.

I don't like this, but it is obviously true.

It wasn't always that way. (Stares wistfully at csm 3.5 codex).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:39:53


Post by: Da Boss


 Melissia wrote:
 Da Boss wrote:
It is a fact
Nope.

Space Marines haven't been considered the strongest army in 40k throughout most of 40k's history. Most popular, yes. But not necessarily the strongest.


When that is the case, it is an accident rather than design. The game designers for 40K are obviously incompetent. Space Marines or a Space Marine variant have always done well in 40K.
They are in every starter, they are the focus of most of the fiction, they get the most models, the majority of the factions in the game are Space Marines, the game was balanced around them for several editions...
They never wait long for an update for their rules and always have a multitude of options.

There is no way for me to describe that other than "Space Marines are the first class faction of 40K, all other factions are second class."
I used to stress out about this, and get annoyed. I am happier since I have accepted this is a fact and therefore have zero expectation of anything being any other way.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:40:37


Post by: Melissia


Or "Leafblower" Guard in 5th, for that matter.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:41:32


Post by: Da Boss


Gadzilla666 wrote:
 Da Boss wrote:
It is a fact though, isn't it? Non marine players are second class, and only exist in the game rules and the fiction surround the game to get beat up by space marines and make them look cool.
Marines are the point of 40K.

I don't like this, but it is obviously true.

It wasn't always that way. (Stares wistfully at csm 3.5 codex).


Even then, they were just Bad Marines. From the perspective of a 3rd edition Ork player, they were still Marines. My factions special rules were specifically designed to deal with Marines, and even then, we were not that effective at it back then. (Not to mention waiting decades for my main battle tank to be released as a model I could buy...)

It is mad to me that you guys are saying that because of some badly balanced rules here and there that means that Marines are not the first class faction and all others second class. There is more to it than the poorly written half assed rules the incompetents in Nottingham come up with. Eldar have multiple models in their line that have not been updated since 2nd or 3rd edition and huge portions of their line in Finecast. So what if GW cannot balance their rules because they are incompetent? They are obviously not a first class faction like Marines (though they are the favourite Xenos faction, for sure).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:41:45


Post by: Melissia


 Da Boss wrote:
When that is the case, it is an accident rather than design
The "design" is they're just trying to make a fun game that sells miniatures.

Selling miniatures means creating a fun game with a cool narrative. And for that, they build up EVERY army's badassness. Even the Imperial Guard get upsold on how badass they are on a regular basis. They actually WANT a balanced game. It's just hard to balance a game with twenty plus factions and such a massive variety and history of things that have to be included.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:43:38


Post by: reds8n


 Melissia wrote:
I think this is kinda getting to the point of needling. Let's chillax?


Indeed.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:45:11


Post by: AnomanderRake


 Melissia wrote:
 Da Boss wrote:
When that is the case, it is an accident rather than design
The "design" is they're just trying to make a fun game that sells miniatures.

Selling miniatures means creating a fun game with a cool narrative. And for that, they build up EVERY army's badassness. Even the Imperial Guard get upsold on how badass they are on a regular basis. They actually WANT a balanced game. It's just hard to balance a game with twenty plus factions and such a massive variety and history of things that have to be included.


The "design" also involves trying to make the rules use fewer words rather than work better (see: rerolling misses before penalties), trying to make the new stuff better than the old stuff to push minis independent of whether that makes the game fun, and dumping big releases for one army instead of spreading out their rules releases to exacerbate any balance issues by concentrating them in one place.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:46:37


Post by: Da Boss


Would probably be easier if so many of those 20 factions were not different variants of the one favourite faction but it seems to work for them.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:46:44


Post by: Insectum7


 Da Boss wrote:
It is a fact though, isn't it? Non marine players are second class, and only exist in the game rules and the fiction surround the game to get beat up by space marines and make them look cool.
Marines are the point of 40K.

I don't like this, but it is obviously true.


In terms of releases you have something, but in terms of game rules you're way off base. Space Marines usually hover around "solid-middle-to-high-tier". Other armies swing near and above SM all the time. This "Space Mariens OP!" era we're having it a pretty rare occurrence, overall.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:49:46


Post by: Da Boss


I think the focus on game rules is a red herring with regard to this. I am looking at the whole thing, the fiction, the release schedule, the model range. Space Marines dominate all of that, and like you say they are rarely ever actually BAD in game, if they are, it is only by accident. I don't believe that when other factions are really good it is on purpose either, the designers are just terrible at their jobs.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:49:52


Post by: Slayer-Fan123


Gladius was fething stupid when it was released.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:52:06


Post by: Melissia


 Da Boss wrote:
I think the focus on game rules is a red herring with regard to this.
Careful there, you need a permit to move the goalposts that far.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 17:59:19


Post by: Insectum7


Slayer-Fan123 wrote:
Gladius was fething stupid when it was released.


Double Demi-Co with Company Support? Heck yeah. But it allowed me to compete with Triptide, Wolfstars, Wraithknights and Decurions, so in terms of macro balance I was pretty ok with it. The tide raised a lot of ships in 7th.


Automatically Appended Next Post:
 Melissia wrote:
 Da Boss wrote:
I think the focus on game rules is a red herring with regard to this.
Careful there, you need a permit to move the goalposts that far.

Yeah. Fined for assertion rollback, -3 Respect.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:05:21


Post by: Slayer-Fan123


 Insectum7 wrote:
Slayer-Fan123 wrote:
Gladius was fething stupid when it was released.


Double Demi-Co with Company Support? Heck yeah. But it allowed me to compete with Triptide, Wolfstars, Wraithknights and Decurions, so in terms of macro balance I was pretty ok with it. The tide raised a lot of ships in 7th.


Automatically Appended Next Post:
 Melissia wrote:
 Da Boss wrote:
I think the focus on game rules is a red herring with regard to this.
Careful there, you need a permit to move the goalposts that far.

Yeah. Fined for assertion rollback, -3 Respect.

Which says a lot. You literally needed FREE units. Not just upgrades, like with the AdMech formation (which was bad anyway because "one of every unit!!!1!"). Free units. That always added up to at minimum an extra 350 points (Rhinos were 35 right?).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:06:59


Post by: AnomanderRake


Slayer-Fan123 wrote:
...Which says a lot. You literally needed FREE units. Not just upgrades, like with the AdMech formation (which was bad anyway because "one of every unit!!!1!"). Free units. That always added up to at minimum an extra 350 points (Rhinos were 35 right?).


Rhinos were 35, Razorbacks 55. You needed a 550pt handicap to fight the power lists.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:10:28


Post by: Slayer-Fan123


 AnomanderRake wrote:
Slayer-Fan123 wrote:
...Which says a lot. You literally needed FREE units. Not just upgrades, like with the AdMech formation (which was bad anyway because "one of every unit!!!1!"). Free units. That always added up to at minimum an extra 350 points (Rhinos were 35 right?).


Rhinos were 35, Razorbacks 55. You needed a 550pt handicap to fight the power lists.

I think for one of my lists I did Rhinos for the Devs (keeps the two Grav Cannons safe so they can shoot out the window), two Drop Pods for Flamer Assaults, and then just Grav Spam Assault Cannon Razorbacks.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:15:53


Post by: Insectum7


Rhinos and Pods for me, Firing Grav out the Rhinos and then taking cover behind wrecks. It was bonkers but a lot of fun as an army.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:17:01


Post by: Tyel


Things like Gladius were necessary because of GW's myopic "the codex is the codex is the codex" approach.

Pity the factions that were never "fixed".

I think these are good changes. I'm not convinced its going to stop Marines being the big cheese - but it might bring them back into some sort of balance, and some things can perhaps be further sorted by CA points changes. (Which is a polite way of me saying Thunderfire Cannons are still a problem pls nerf).


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:24:25


Post by: Gadzilla666


Tyel wrote:
Things like Gladius were necessary because of GW's myopic "the codex is the codex is the codex" approach.

Pity the factions that were never "fixed".

I think these are good changes. I'm not convinced its going to stop Marines being the big cheese - but it might bring them back into some sort of balance, and some things can perhaps be further sorted by CA points changes. (Which is a polite way of me saying Thunderfire Cannons are still a problem pls nerf).

True, but let's hope we don't have to wait for the next ca, there is a big FAQ coming up.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:29:09


Post by: Insectum7


Tyel wrote:
Things like Gladius were necessary because of GW's myopic "the codex is the codex is the codex" approach.

Pity the factions that were never "fixed".

I think these are good changes. I'm not convinced its going to stop Marines being the big cheese - but it might bring them back into some sort of balance, and some things can perhaps be further sorted by CA points changes. (Which is a polite way of me saying Thunderfire Cannons are still a problem pls nerf).

TFCs seem pretty mild compared to other LOSless fire out there, or is this strictly because of the Tremor Shells strat?


Just how "Elite" are marines supposed to feel? @ 2020/02/27 18:34:01


Post by: Slayer-Fan123


It's the tremor shells, which is easily rectified by saying "this can only affect one unit per turn".


Just how "Elite" are marines supposed to feel? @ 2020/02/27 19:25:25


Post by: vict0988


 Insectum7 wrote:
Tyel wrote:
Things like Gladius were necessary because of GW's myopic "the codex is the codex is the codex" approach.

Pity the factions that were never "fixed".

I think these are good changes. I'm not convinced its going to stop Marines being the big cheese - but it might bring them back into some sort of balance, and some things can perhaps be further sorted by CA points changes. (Which is a polite way of me saying Thunderfire Cannons are still a problem pls nerf).

TFCs seem pretty mild compared to other LOSless fire out there, or is this strictly because of the Tremor Shells strat?

Wyverns cost 22% more, are they worth 22% more? Tremor Shells is a problem when it's a problem and then it's not fun. A Wyvern does about 2 damage to a unit of Intercessors, a TFC does about the same. TFC gets two amazing Strats for free, Wyvern can pay 1 CP for the privilege of having one of those good Strats. TFC can heal vehicles. TFC has better Detachment abilities. Durability favours Wyvern but TFC deals slightly more damage in melee so tagging it costs more.

Most SM Stratagems should be divided into specialist detachments and locked behind a 1CP paywall for every 2-6 Stratagems and then the TFC should get a pts bump of +10 or so pts, but then so should a lot of other things. At least you won't face one with AP-2 D2 or D1 with aimbot past turn 1 any longer.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 19:33:09


Post by: Da Boss


Hmm. I don't see it as me moving the goalposts as I never intended to only speak about the game rules, but I guess therefore I am off topic in this thread which is only about game rules. In that context, I can see the point ye are making.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 19:54:49


Post by: Grey40k


Insectum7 wrote:
 vict0988 wrote:

If you're thinking as far back as AP2 power weapons . . .

Further back, when Power weapons ignored armor altogether.


Exactly! I am not arguing that we should go back to exactly that, but heck banshees were more powerful then and I have yet to see a list with banshees now.



So much this. The old range has not ported well at all because the rules that made those specialists useful have been removed. Now they are just bad against "raw power" factions like primaris marines.

Having a "simpler" game has resulted in worse balanced game where a lot of flavor has been lost. I insist, I despise the idea of melee being reduced to jump packs, thunder hammers, and getting the gotcha out of your enemy.




Just how "Elite" are marines supposed to feel? @ 2020/02/27 20:03:39


Post by: Insectum7


Grey40k wrote:
Insectum7 wrote:
 vict0988 wrote:

If you're thinking as far back as AP2 power weapons . . .

Further back, when Power weapons ignored armor altogether.


Exactly! I am not arguing that we should go back to exactly that, but heck banshees were more powerful then and I have yet to see a list with banshees now.



So much this. The old range has not ported well at all because the rules that made those specialists useful have been removed. Now they are just bad against "raw power" factions like primaris marines.

Having a "simpler" game has resulted in worse balanced game where a lot of flavor has been lost. I insist, I despise the idea of melee being reduced to jump packs, thunder hammers, and getting the gotcha out of your enemy.


Ehh, there were big balance issues and "gotchas" in 3rd and 4th too. 40K is more or less the same that it's always been in that you can create as simple or as complicated a game as you want through army choice, list building, mission and terrain set up. And flavor is still here, but it's often just in different places. There are definitely some aspects about 3rd 4th that I miss though.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 20:50:15


Post by: Karol


A bad options, which to work requires your opponent to either play bad or let you use them is not a real option. It is like me saying I can beat someone from a higher weight class and 2 years older, as long as he doesn't defend himself, and doesn't try to attack either.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:11:35


Post by: Canadian 5th


Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:13:02


Post by: flandarz


I disagree. I'm fine with "better options", but I'd like to be able to take, say, a Stompa without actively hamstringing myself.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:13:42


Post by: Martel732


 flandarz wrote:
I disagree. I'm fine with "better options", but I'd like to be able to take, say, a Stompa without actively hamstringing myself.


I agree with this. Bad options serve no purpose.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:16:55


Post by: flandarz


Worse than no purpose: they can make a player who really likes a certain model turn away from the game altogether because it's practically unplayable. Back to the Stompa, unless my opponent actively builds not to take it out, it's done in 1 round. 2 tops, and the second round it'll be basically worthless.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:30:17


Post by: Galas


 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:33:27


Post by: catbarf


 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is so absolutely bogus, I'd like you to confirm that you're serious and not being tongue-in-cheek.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 21:35:29


Post by: Insectum7


Reminds me of the existence of and makes me feel sad for the Grav Gun this edition though. :(


Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:33:54


Post by: Canadian 5th


 Galas wrote:
 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

It's a different type of game but I agree with the design philosophy. In 40k terms, having units with varying levels of power puts skill into list building. If all units were equally powerful you could literally pick any legal list and go 50/50 with any other list; you may as well play chess.

Also, it's fundamentally impossible to design only good units for even one army, let alone an entire game. Some choices will always be niche at best if not outright bad.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:36:43


Post by: Martel732


I disagree with this philosophy.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:37:26


Post by: Saturmorn Carvilli


 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


It really isn't. Before the internet and games where a player didn't need to buy anything more than a rule book, it didn't take very long to figure out what the best class, abilities, spells, etc. if powergaming was your goal In the age of the internet it is even easier.

As much as some people what to believe that low hanging fruit of picking the thing that is completely better than the other thing makes them Napoleon, it really isn't. It is substituting actual skill for putting the game on an easier setting. In games like 40k, they give the impression that one player is better at the game than another when they are basically playing a 5th level character vs. a 3rd level character.

Having trap choices is wasted ink and pretty much the opposite of skill expression. Anyone wanting even something close to a competitive game (as in a game where the winner is a contest, not the colloquial use of it here on Dakka Dakka) are going to straight up easily avoid them leaving them to players that don't really care that much about winning to likely even play well anyways with the occasional player taking them to provide more challenge in winning depending on how much of a trap they are. So often times, trap options are doubling the difference of outcomes since the only ones taking them are the ones not likely to play all that well to begin with.



Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:38:37


Post by: Not Online!!!


 Canadian 5th wrote:
 Galas wrote:
 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

It's a different type of game but I agree with the design philosophy. In 40k terms, having units with varying levels of power puts skill into list building. If all units were equally powerful you could literally pick any legal list and go 50/50 with any other list; you may as well play chess.

Also, it's fundamentally impossible to design only good units for even one army, let alone an entire game. Some choices will always be niche at best if not outright bad.



This is nonsense and maybee Males sense for a trading card game but not for a wargame of anykind where the Situation of the battlefield and Personal skill should decide and not if i brought card /x 3 Times...


Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:40:53


Post by: JNAProductions


 Canadian 5th wrote:
 Galas wrote:
 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

It's a different type of game but I agree with the design philosophy. In 40k terms, having units with varying levels of power puts skill into list building. If all units were equally powerful you could literally pick any legal list and go 50/50 with any other list; you may as well play chess.

Also, it's fundamentally impossible to design only good units for even one army, let alone an entire game. Some choices will always be niche at best if not outright bad.

A unit should be bad in some lists.
A unit should not be bad in EVERY list.

A Sloppity Bilepiper is great for Nurgling and GUO heavy lists, but not particularly useful in a mixed-god list with min-sized units of Plaguebearers to hold objectives.
A Spoilpox Scrivener is amazing with Plaguebearers, and not worth it without them.
A list comprised of fifteen different SM Captains won't win anything, even though Captains are a good HQ.

Basically, there can be skill in list-building without any unit being out-and-out BAD.

Moreover, while I'm fine with there being a difference between a tournament-ready, super optimized list and a just generally good list, they shouldn't be THAT severe. I'm of the opinion that, if two players of equal skill go head-to-head, one with a tweaked to the gills and fully optimized list, one with a generally good but not super fine-tuned list, the win rate shouldn't be more than 60/40.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 22:44:38


Post by: flandarz


I agree with JNA and would like to add that no one should hafta feel like their favorite army or model is bad.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 23:13:24


Post by: Galas


 Canadian 5th wrote:
 Galas wrote:
 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

It's a different type of game but I agree with the design philosophy. In 40k terms, having units with varying levels of power puts skill into list building. If all units were equally powerful you could literally pick any legal list and go 50/50 with any other list; you may as well play chess.

Also, it's fundamentally impossible to design only good units for even one army, let alone an entire game. Some choices will always be niche at best if not outright bad.



Card games are totally different because they NEED to have bad cards to fill the packages and make the good ones actually valuable and scarce. That doesn't apply to this context where you buy whatever you want. I knew you would come with that example, but I didn't wrote it because I tought it was obvious.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 23:15:02


Post by: catbarf


 Canadian 5th wrote:
 Galas wrote:
 Canadian 5th wrote:
Bad options are good game design. There should be some skill in assembling your army and having bad or 'trap' options creates the possibility for skill expression in list creation.


This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

It's a different type of game but I agree with the design philosophy. In 40k terms, having units with varying levels of power puts skill into list building.


It's a garbage design philosophy. It may have a business justification in a genre (TCGs) designed to encourage you to spend more to get the randomly-distributed 'good' cards, but it has absolutely no place in serious game design.

Name a successful competitive videogame where the developers deliberately introduce trap options to reward the 'skill' of picking the meta choice. Heck, name a successful non-TCG analog game with that philosophy.

 Canadian 5th wrote:
If all units were equally powerful you could literally pick any legal list and go 50/50 with any other list; you may as well play chess.


This is only true if
1. You place no value on collecting the army that works the way you want it to or are most comfortable with,
2. You have no skills relevant to the actual game which make your choice of list more effective than one randomly generated,
3. 'Everything is worth taking in some context' actually means 'randomly-generated slapped-together lists are just as effective as ones created with a plan and understanding of strategy', which is simply false.

Most importantly: The fact that perfect design is nigh-impossible does not in any way justify embracing deliberate imbalance so that netlisters can feel like they have credible skill, ESPECIALLY for a game as hobby-oriented as this one.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 23:44:59


Post by: Canadian 5th


Martel732 wrote:I disagree with this philosophy.


You also lose every game if your forum posts are anything to go by...

Saturmorn Carvilli wrote:It really isn't. Before the internet and games where a player didn't need to buy anything more than a rule book, it didn't take very long to figure out what the best class, abilities, spells, etc. if powergaming was your goal In the age of the internet it is even easier.

As much as some people what to believe that low hanging fruit of picking the thing that is completely better than the other thing makes them Napoleon, it really isn't. It is substituting actual skill for putting the game on an easier setting. In games like 40k, they give the impression that one player is better at the game than another when they are basically playing a 5th level character vs. a 3rd level character.

Having trap choices is wasted ink and pretty much the opposite of skill expression. Anyone wanting even something close to a competitive game (as in a game where the winner is a contest, not the colloquial use of it here on Dakka Dakka) are going to straight up easily avoid them leaving them to players that don't really care that much about winning to likely even play well anyways with the occasional player taking them to provide more challenge in winning depending on how much of a trap they are. So often times, trap options are doubling the difference of outcomes since the only ones taking them are the ones not likely to play all that well to begin with.


If a fluff player is constantly getting blown out because they built and purchased a terrible army, they should use the social contract that comes with playing a game to set up scenarios that work for their army and allow for a fun game. Otherwise even the 'best' army can lose to a skew list that it wasn't designed to fight.


Not Online!!! wrote:This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


That's not how real militaries work and it isn't how 40k works or has ever worked. Maybe there exists some ideal game that hits perfect balance while also holding a level of true to life (or lore) realism but that game isn't 40k.

This is nonsense and maybee Males sense for a trading card game but not for a wargame of anykind where the Situation of the battlefield and Personal skill should decide and not if i brought card /x 3 Times...


You're so far wrong I'm unsure where to start... There are real-life examples of hard to train and expensive to equip military units hitting the field and proving to be entirely worthless. The same goes for more purely equipment based units like a tank company. Sometimes your procurement process delivers a lemon, live with it.

This example also applies to 40k which has always had units that are good/competitive and units that are bad/uncompetitive. That's reality.

JNAProductions wrote:This is wrong at so many levels... All options should have some uses. Not all of them should be equal in all context. But when you put design time into creating something people will pay money to have, and spent time building and probably painting it, that thing should have a place. An utility, and not just to be a trap so people can kid themselves into thinking they are great at list building when most just copypaste lists from the internet.


Show me a time that this has ever been the case for 40k. I'll wait.

A unit should not be bad in EVERY list.

A Sloppity Bilepiper is great for Nurgling and GUO heavy lists, but not particularly useful in a mixed-god list with min-sized units of Plaguebearers to hold objectives.
A Spoilpox Scrivener is amazing with Plaguebearers, and not worth it without them.
A list comprised of fifteen different SM Captains won't win anything, even though Captains are a good HQ.

Basically, there can be skill in list-building without any unit being out-and-out BAD.

Moreover, while I'm fine with there being a difference between a tournament-ready, super optimized list and a just generally good list, they shouldn't be THAT severe. I'm of the opinion that, if two players of equal skill go head-to-head, one with a tweaked to the gills and fully optimized list, one with a generally good but not super fine-tuned list, the win rate shouldn't be more than 60/40.


It's mathematically impossible for there not to be a worst unit in a math-based game like 40k. Define what you mean by 'generally just good' versus 'super optimized' and then tell me how you would test for that to ensure that it happens; then repeat that process for every unit in the game. I eagerly await your results.

flandarz wrote:Card games are totally different because they NEED to have bad cards to fill the packages and make the good ones actually valuable and scarce. That doesn't apply to this context where you buy whatever you want. I knew you would come with that example, but I didn't wrote it because I tought it was obvious.


You do know that most people who play card games seriously buy singles right? You open a booster pack for fun or for a draft, not for deck building.

I'm also happy that you didn't use your time-bending powers for something nefarious and just used them to 'wrote you toughts' on a forum. If you used your tense bending powers to play the stock market you'd probably do rather well.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 23:50:16


Post by: JNAProductions


I’m sorry, since when am I a billion dollar gaming company?

GW should balance the game-not perfectly, but a hell of a lot better.


Just how "Elite" are marines supposed to feel? @ 2020/02/27 23:55:44


Post by: catbarf


 Canadian 5th wrote:
This example also applies to 40k which has always had units that are good/competitive and units that are bad/uncompetitive. That's reality.

(...)

Show me a time that this has ever been the case for 40k. I'll wait.

(...)

It's mathematically impossible for there not to be a worst unit in a math-based game like 40k. Define what you mean by 'generally just good' versus 'super optimized' and then tell me how you would test for that to ensure that it happens; then repeat that process for every unit in the game. I eagerly await your results.


That sonic boom you hear is the sound of goalposts flying from 'deliberate imbalance is a good thing because it rewards me for being able to netlist' to 'flawlessly perfect balance isn't possible'.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 00:27:29


Post by: flandarz


There's a big difference between "the unit is worse than that one" and "this is a bad unit".


Just how "Elite" are marines supposed to feel? @ 2020/02/28 00:35:38


Post by: Martel732


"You also lose every game if your forum posts are anything to go by..."

I only talk about the losses for the most part. Usually ugly ones. And that has nothing to do with this analysis anyway.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 00:40:32


Post by: Sgt_Smudge


Suffice to say, I disagree with Canadian's posts, for a variety of the reasons given above.

Units existing just to be considered "trash" units because "there's objectively trash military units IRL" is terrible game design for a *game*.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 01:42:22


Post by: Daedalus81


Martel732 wrote:
IF and IH were crippling me in 2 turns anyway.


With the current deployment rules...hide and drop stuff into deepstrike. Let them take ground turn 1 and if they overtuned their list for the doctrine they'll suffer.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 01:44:47


Post by: Canadian 5th


 catbarf wrote:
It's a garbage design philosophy. It may have a business justification in a genre (TCGs) designed to encourage you to spend more to get the randomly-distributed 'good' cards, but it has absolutely no place in serious game design.

Name a successful competitive videogame where the developers deliberately introduce trap options to reward the 'skill' of picking the meta choice. Heck, name a successful non-TCG analog game with that philosophy.


*cough* 40k *cough* Or do you think that GW doesn't intentionally nudge units to make sales?

League of Legends balances for 4 tiers of play. A pick that works at one level is likely not as effective at another level and this is entirely intentional.

Hearthstone is a CCG, you specified non-TCG remember, that also uses MtG style card balance.

This is only true if
1. You place no value on collecting the army that works the way you want it to or are most comfortable with,
2. You have no skills relevant to the actual game which make your choice of list more effective than one randomly generated,
3. 'Everything is worth taking in some context' actually means 'randomly-generated slapped-together lists are just as effective as ones created with a plan and understanding of strategy', which is simply false.

Most importantly: The fact that perfect design is nigh-impossible does not in any way justify embracing deliberate imbalance so that netlisters can feel like they have credible skill, ESPECIALLY for a game as hobby-oriented as this one.


1. There exists no game where hat you want is possible so I'm going to ignore this suggestion. Developers should not be forced to chase an impossible goal.
2. If the game were to be perfectly balanced this would be an equally viable way to play.
3. Show me a version of this game, or any other asymmetrical game for that matter, where every unit was/is viable.

My stance on the matter is that, given that perfect balance is impossible, designers should seek to add strategy and skill expression to each level of gameplay play.

The first level is figuring out your style of play. If you prefer hardcore tournaments it's advisable to check the rules and meta for those before moving onto the next step. For a less competitive player, this might involve picking an army that speaks to them.

At the first level, you have a list building/unit selection. Your task here is to build a list that meets your goals on the table. At this stage, the worst units in terms of balance are likely to be filtered out by people who care about winning games.

The next level is pregame, how will you deploy what optional wargear or psychic powers will you take.

Finally is the actual gameplay where the models are moved and dice are rolled.

None of this means that there shouldn't be balance between armies, each army should have lists that appeal to all levels of play, this goal, however, doesn't require all units to be equally playable at every level. In fact, some units could even exist solely to look cool in a diorama. After all, in a game as hobby focused as ours that can be its entire point.


Automatically Appended Next Post:
 catbarf wrote:
 Canadian 5th wrote:
This example also applies to 40k which has always had units that are good/competitive and units that are bad/uncompetitive. That's reality.

(...)

Show me a time that this has ever been the case for 40k. I'll wait.

(...)

It's mathematically impossible for there not to be a worst unit in a math-based game like 40k. Define what you mean by 'generally just good' versus 'super optimized' and then tell me how you would test for that to ensure that it happens; then repeat that process for every unit in the game. I eagerly await your results.


That sonic boom you hear is the sound of goalposts flying from 'deliberate imbalance is a good thing because it rewards me for being able to netlist' to 'flawlessly perfect balance isn't possible'.


You can quote me as stating that the game, even before the recent FAQ, was in a good place balance-wise. My stance on that hasn't changed so you don't have the gotcha here that you think you have.


Automatically Appended Next Post:
 Sgt_Smudge wrote:
Suffice to say, I disagree with Canadian's posts, for a variety of the reasons given above.

Units existing just to be considered "trash" units because "there's objectively trash military units IRL" is terrible game design for a *game*.


It doesn't surprise me that all the people who hate tournament-style lists and gameplay would disagree with a person approaching the game from a tournament playing mindset...


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:27:35


Post by: Melissia


 JNAProductions wrote:
I’m sorry, since when am I a billion dollar gaming company?

GW should balance the game-not perfectly, but a hell of a lot better.
They're working on it. I mean, the latest errata helped a lot.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:37:33


Post by: catbarf


 Canadian 5th wrote:
It doesn't surprise me that all the people who hate tournament-style lists and gameplay would disagree with a person approaching the game from a tournament playing mindset...


'The game should be deliberately imbalanced so it rewards me for exploiting its rules (or just netlisting)' isn't a 'tournament playing mindset'.

It's a 'bad player looking for a way to start the game with an unfair advantage' mindset.

Folks like Nick Nanavati aren't asking GW to pretty please leave IH alone so they can be rewarded for the strategic genius of using the same broken lists everyone else is. Good players don't need to exploit bad balance to win, let alone pretend that it's a legitimate game skill.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:38:19


Post by: Daedalus81


 Canadian 5th wrote:

*cough* 40k *cough* Or do you think that GW doesn't intentionally nudge units to make sales?


Banshees in PA. Brand new kit. Did people want to use them? Nope.
They took a point cut. Do people want to use them? Still nope (according to the forums).

So what's GW's angle here? Do you think they're not selling banshees outside the competitive arena? Because it's a bet you'd lose.

Spoiler:

51 Jain Zar
https://www.ebay.com/itm/40K-Jain-Zar-Howling-Banshees-Eldar-Phoenix-Lord-Warhammer-Blood-of-Phoenix/163910426357?hash=item2629d29ef5&_trkparms=ispr%3D1&enc=AQAEAAADcA%2BN9XuYeBVuIDcYQ9BCQ%2Fbyuz%2BG2es63YytanDUDMuICb5ZzaRSe0%2B8HrxWTMMG2qEKKFIzEhCe6brNJVeyVGASI1MKRN8snWGzEQvkF4D26LkB4fHYpp%2BNjtXCc6wUZUEf2ANi0g2srUTzc4vzqoKSSOmlu3p1pw4udlTic3aTyvAlhevKnd6KUU%2FGyQhtlNI5dINUywjzCiq3%2Bron5h5ldyCaR6L0awGOHIYKzpYrceK3uxij3%2B40pPnr8f9Phl6SFyZv3ko92CWjUrM6InRmxHhbPWL2KxEKfXbj32Vca3Q5N4IiQr2GMorIZLk6BftgQNdMzGGqZ4uIw6tRMvbuc7FZ1Vwktbv1T%2F8i7JrEAP%2BusfYzab%2BnHKM5ADwrwfVBR5cCy1vyJHRxIBE41uMsttNyGsppqLlf%2B1Ge0zAho6a7IVP68GhJUX058OW4D8Qlb85bIPbbU7rq7f%2FWWWh7qs7nb6qM8ns3jOnQOpq7BGZ6GBmejy9UHOlj63zGM5beqrJSGpG%2B97hLFdDMI2yo0CDPWcwRJw%2BNJl%2Fw9yQNVp4X3ANDXW5t3RkXf9bPmBKpWgN0JvYixhGyG6RWpJuIuoDh9aviz%2BpVp5xZjfGsOZCD%2BCAuPK%2FbOqf8NUGjxMHirjc0rYkdqH2lT8UoHWsC5NJrqAjfOU0SgqvZ4EGUmdffq8dbSZs4%2F1CgBYGAotmnQN1EvxRP%2B1OdfVxxkF3z77VSMbi%2BbfU2gxOZPHa9lA0Ew3Fpj1%2BH8n28HJ62Kl2ACqE05pUJjyzNm%2Ff71%2Fnky8gO7Em8AsRiSk7tcxKjIbuyK%2FNKwNJ7hEs6wS%2BOK86I5Y54EZCxiLjY1meSvGiGy1%2B0S16WXmmImDdHLw3Fntr%2FmIzjwHpbqbVQ8EM7CnNpGvN56oq%2BexeZ77QSaCTKwoJqqgXDyOtyMwkylJVm0KFJPP0k%2F%2Fxj1rAuldqrrLOTM5KKCmX3e7huE9ExxO3HaYiBsuG9ujWNQjynqpD86pcOmssqUI6BGhs%2FTExv7Qrg29M0e0WdZHcihxQavUf1kF8Y0c4qpjCzi5vxZsBy6M5lh%2BJLyVY%2BqyupbJcP5J7xW8IxAuVkaYPCThsjTHGWZZdh9Y7pYxYHgWucDp1fhDqwR3oG2iXs%2F2Y%2BvNHmp7TUimC8Jy8J85SZWgLxHWo%3D&checksum=163910426357e029a9c740174cbeab6d71feab4639c1

58 Banshees
https://www.ebay.com/itm/5-Howling-Banshees-Blood-of-the-Phoenix-Warhammer-40K-Eldar-Craftworlds/163910426884?hash=item2629d2a104:g:MOYAAOSwEd1dqlWg

55 Banshees
https://www.ebay.com/itm/Howling-Banshees-Aeldari-Eldar-Blood-of-the-Phoenix-40K-Plastic/133206568754?hash=item1f03baef32:g:QqoAAOSwwFldqQyc



That's $8,000 of those models on just eBay. Do you really think GW needs to nudge models to sell them? "The worst unit ever" - CSM have listings with 113 + 71 + 91 + 264 from SS...and that's all I care to look at. That's a gak ton of models through a single sales channel for models that are "not good".

They don't even make a Chaplain Dread right now, but it is one of the most popular models on tables right now. What do you figure the strategy is there?

And what's even more absurd about this notion is that GW could never ever nerf anything without someone calling it a nudge even if the unit needed it.



Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:41:47


Post by: Canadian 5th


 catbarf wrote:
 Canadian 5th wrote:
It doesn't surprise me that all the people who hate tournament-style lists and gameplay would disagree with a person approaching the game from a tournament playing mindset...


'The game should be deliberately imbalanced so it rewards me for exploiting its rules (or just netlisting)' isn't a 'tournament playing mindset'.

It's a 'bad player looking for a way to start the game with an unfair advantage' mindset.

Folks like Nick Nanavati aren't asking GW to pretty please leave IH alone so they can be rewarded for the strategic genius of using the same broken lists everyone else is. Good players don't need to exploit bad balance to win, let alone pretend that it's a legitimate game skill.


Bruh, I haven't even posted a list yet and my current collection doesn't contain a single Primaris model as I bought it years ago. On top of that I play DA who haven't exactly had it great ith 8th edition. If anybody marines player should be crying about Primaris power creep it would be me, but I'm entirely cool with it.

Take your false narrative and shove it.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:42:42


Post by: flandarz


Saying "there should be bad units" isn't a tournament mindset. It's a "I only have fun when I'm using the same list everyone else is using and curb-stomping this lame casual" mindset. In fact, the tournament scene would be a whole lot more interesting if there were more "good" choices, allowing for a wider variety of build options and less "and here we have the exact same two lists you saw last game and they'll be doing the exact same thing you just saw". I mean, would it really be bad for a tournament to have a solid array of different lists?


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:42:49


Post by: Canadian 5th


 Daedalus81 wrote:
 Canadian 5th wrote:

*cough* 40k *cough* Or do you think that GW doesn't intentionally nudge units to make sales?


Banshees in PA. Brand new kit. Did people want to use them? Nope.
They took a point cut. Do people want to use them? Still nope (according to the forums).

So what's GW's angle here? Do you think they're not selling banshees outside the competitive arena? Because it's a bet you'd lose.

Spoiler:

51 Jain Zar
https://www.ebay.com/itm/40K-Jain-Zar-Howling-Banshees-Eldar-Phoenix-Lord-Warhammer-Blood-of-Phoenix/163910426357?hash=item2629d29ef5&_trkparms=ispr%3D1&enc=AQAEAAADcA%2BN9XuYeBVuIDcYQ9BCQ%2Fbyuz%2BG2es63YytanDUDMuICb5ZzaRSe0%2B8HrxWTMMG2qEKKFIzEhCe6brNJVeyVGASI1MKRN8snWGzEQvkF4D26LkB4fHYpp%2BNjtXCc6wUZUEf2ANi0g2srUTzc4vzqoKSSOmlu3p1pw4udlTic3aTyvAlhevKnd6KUU%2FGyQhtlNI5dINUywjzCiq3%2Bron5h5ldyCaR6L0awGOHIYKzpYrceK3uxij3%2B40pPnr8f9Phl6SFyZv3ko92CWjUrM6InRmxHhbPWL2KxEKfXbj32Vca3Q5N4IiQr2GMorIZLk6BftgQNdMzGGqZ4uIw6tRMvbuc7FZ1Vwktbv1T%2F8i7JrEAP%2BusfYzab%2BnHKM5ADwrwfVBR5cCy1vyJHRxIBE41uMsttNyGsppqLlf%2B1Ge0zAho6a7IVP68GhJUX058OW4D8Qlb85bIPbbU7rq7f%2FWWWh7qs7nb6qM8ns3jOnQOpq7BGZ6GBmejy9UHOlj63zGM5beqrJSGpG%2B97hLFdDMI2yo0CDPWcwRJw%2BNJl%2Fw9yQNVp4X3ANDXW5t3RkXf9bPmBKpWgN0JvYixhGyG6RWpJuIuoDh9aviz%2BpVp5xZjfGsOZCD%2BCAuPK%2FbOqf8NUGjxMHirjc0rYkdqH2lT8UoHWsC5NJrqAjfOU0SgqvZ4EGUmdffq8dbSZs4%2F1CgBYGAotmnQN1EvxRP%2B1OdfVxxkF3z77VSMbi%2BbfU2gxOZPHa9lA0Ew3Fpj1%2BH8n28HJ62Kl2ACqE05pUJjyzNm%2Ff71%2Fnky8gO7Em8AsRiSk7tcxKjIbuyK%2FNKwNJ7hEs6wS%2BOK86I5Y54EZCxiLjY1meSvGiGy1%2B0S16WXmmImDdHLw3Fntr%2FmIzjwHpbqbVQ8EM7CnNpGvN56oq%2BexeZ77QSaCTKwoJqqgXDyOtyMwkylJVm0KFJPP0k%2F%2Fxj1rAuldqrrLOTM5KKCmX3e7huE9ExxO3HaYiBsuG9ujWNQjynqpD86pcOmssqUI6BGhs%2FTExv7Qrg29M0e0WdZHcihxQavUf1kF8Y0c4qpjCzi5vxZsBy6M5lh%2BJLyVY%2BqyupbJcP5J7xW8IxAuVkaYPCThsjTHGWZZdh9Y7pYxYHgWucDp1fhDqwR3oG2iXs%2F2Y%2BvNHmp7TUimC8Jy8J85SZWgLxHWo%3D&checksum=163910426357e029a9c740174cbeab6d71feab4639c1

58 Banshees
https://www.ebay.com/itm/5-Howling-Banshees-Blood-of-the-Phoenix-Warhammer-40K-Eldar-Craftworlds/163910426884?hash=item2629d2a104:g:MOYAAOSwEd1dqlWg

55 Banshees
https://www.ebay.com/itm/Howling-Banshees-Aeldari-Eldar-Blood-of-the-Phoenix-40K-Plastic/133206568754?hash=item1f03baef32:g:QqoAAOSwwFldqQyc



That's $8,000 of those models on just eBay. Do you really think GW needs to nudge models to sell them? "The worst unit ever" - CSM have listings with 113 + 71 + 91 + 264 from SS...and that's all I care to look at. That's a gak ton of models through a single sales channel for models that are "not good".

They don't even make a Chaplain Dread right now, but it is one of the most popular models on tables right now. What do you figure the strategy is there?

And what's even more absurd about this notion is that GW could never ever nerf anything without someone calling it a nudge even if the unit needed it.



Somebody bought all those Banshees, why should GW care if they later went on to resell them?


Automatically Appended Next Post:
 flandarz wrote:
Saying "there should be bad units" isn't a tournament mindset. It's a "I only have fun when I'm using the same list everyone else is using and curb-stomping this lame casual" mindset. In fact, the tournament scene would be a whole lot more interesting if there were more "good" choices, allowing for a wider variety of build options and less "and here we have the exact same two lists you saw last game and they'll be doing the exact same thing you just saw". I mean, would it really be bad for a tournament to have a solid array of different lists?


See my post right above yours...


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:44:32


Post by: Daedalus81


Those are trade sales by FLGS that use eBay. It clearly demonstrates demand for models - despite rules. GW literally don't ever need make gak OP to sell models.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:49:01


Post by: Canadian 5th


 Daedalus81 wrote:
Those are trade sales by FLGS that use eBay. It clearly demonstrates demand for models - despite rules. GW literally don't ever need make gak OP to sell models.


Don't need to doesn't mean doesn't do, but it's impossible to prove that somebody doesn't do anything so I'll just leave this paticular line of argument at unresolvable.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 02:51:49


Post by: flandarz


I don't really care if you've posted a list or not, because it doesn't matter in regards to the mindset of "there should be objectively bad choices". It's (I want to curb stomp my opponents with the same list everyone else is using) not a false narrative because that mindset either doesn't apply to you (and I didn't call you out by name) or it does and it's a true narrative. Pick one.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 03:09:34


Post by: Daedalus81


 Canadian 5th wrote:
 Daedalus81 wrote:
Those are trade sales by FLGS that use eBay. It clearly demonstrates demand for models - despite rules. GW literally don't ever need make gak OP to sell models.


Don't need to doesn't mean doesn't do, but it's impossible to prove that somebody doesn't do anything so I'll just leave this paticular line of argument at unresolvable.


It is likewise to prove that somebody does do something without consistent and repeatable evidence.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 03:24:32


Post by: catbarf


 Canadian 5th wrote:

Bruh, I haven't even posted a list yet and my current collection doesn't contain a single Primaris model as I bought it years ago. On top of that I play DA who haven't exactly had it great ith 8th edition. If anybody marines player should be crying about Primaris power creep it would be me, but I'm entirely cool with it.


None of this is at all relevant to the fact that you're saying the game should deliberately have bad balance to reward listbuilding rather than actual skill at gameplay, so I don't know why you're bringing it up.

Did you think I was accusing you of wanting IH to stay broken? I used Nick as an example of a high-level competitive player who doesn't call for imbalance nor use listbuilding as a crutch for bad generalship. He has a competitive mindset, and it's about being good at the game, not using spreadsheets to club seals and calling it skill.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 03:56:53


Post by: Canadian 5th


flandarz wrote:I don't really care if you've posted a list or not, because it doesn't matter in regards to the mindset of "there should be objectively bad choices". It's (I want to curb stomp my opponents with the same list everyone else is using) not a false narrative because that mindset either doesn't apply to you (and I didn't call you out by name) or it does and it's a true narrative. Pick one.


catbarf wrote:None of this is at all relevant to the fact that you're saying the game should deliberately have bad balance to reward listbuilding rather than actual skill at gameplay, so I don't know why you're bringing it up.

Did you think I was accusing you of wanting IH to stay broken? I used Nick as an example of a high-level competitive player who doesn't call for imbalance nor use listbuilding as a crutch for bad generalship. He has a competitive mindset, and it's about being good at the game, not using spreadsheets to club seals and calling it skill.


This applies to both of you so I'll save myself doing individual replies.

None of the players at the top tables net deck and an average to poor player with the exact same list wouldn't win a tournament. If either of you are trying to imply that you can rock up to a tournament with a less than bulletproof list that you know how to run and do well I think we can end this discussion right here.

As for why bad choices are good they reward the ability to spot and avoid them. That could be via reading the codex/FAQ/supplements or just via asking on a forum such as Dakka. They also help to separate the wheat from the chaff when the meta does shift or a new edition drops. These 'net lists' didn't all drop fully formed onto tables and the process of discovering what to use before the community has reached a consensus on what to use and waht not to use is a skill worth rewarding.

That said outright terrible units are often so obviously bad that sorting them out early isn't a high bar, so the game could do with a raising of the floor (which I have advocated for up thread) rather than nerfing things at the top.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 04:02:50


Post by: Argive


 Daedalus81 wrote:
Those are trade sales by FLGS that use eBay. It clearly demonstrates demand for models - despite rules. GW literally don't ever need make gak OP to sell models.


I think what that demonstrates is huge supply... But not necessarily the demand. You'd need the actual "sales completed" analytic here. As someone who flips models on the regular, usualy when theres good models with good rules there ain't that many on ebay because as soon as they are below RRP price people gobble them up.

Theres a reason there are a bazillion falcolns & Vypers for sale


Just how "Elite" are marines supposed to feel? @ 2020/02/28 04:31:20


Post by: flandarz


I think the disagreement here boils down to you saying that spotting the bad choices is preferable, while myself and the others are saying spotting the superior choices is preferable. A good game (and by extension, a good tournament scene) shouldn't boil down to less than a dozen viable builds (or slight variations of). That's not fun to play or watch.

While the lists are obviously being built by skilled players, it certainly doesn't take much skill to copy their list and strategy. A more skill-based list building scene would have more equivalent choices. Then people would be testing out far more variations on and coming up with a large variety of lists and strategies.

Side note: people HAVE won tournaments with "less than bullet-proof lists". Partly because random dice, but also because they recognize shifts in the meta and look for ways to exploit them. For example, right now the meta is geared towards taking out Primaris. Knowing that, you could (theoretically) build a list that exploits the abundance of high AP and 2 Damage weaponry. It may even be "suboptimal" under normal conditions, but the environment would make it a winner.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 04:49:24


Post by: Slayer-Fan123


To an extent Cadian is correct. In general it's not smart to buy Power Weapons for Infantry sergeants, period. They're not a melee unit and never will be. Why should Power Weapons be even CHEAPER than they are just for them? They shouldn't be.


Automatically Appended Next Post:
 flandarz wrote:
I think the disagreement here boils down to you saying that spotting the bad choices is preferable, while myself and the others are saying spotting the superior choices is preferable. A good game (and by extension, a good tournament scene) shouldn't boil down to less than a dozen viable builds (or slight variations of). That's not fun to play or watch.

While the lists are obviously being built by skilled players, it certainly doesn't take much skill to copy their list and strategy. A more skill-based list building scene would have more equivalent choices. Then people would be testing out far more variations on and coming up with a large variety of lists and strategies.

Side note: people HAVE won tournaments with "less than bullet-proof lists". Partly because random dice, but also because they recognize shifts in the meta and look for ways to exploit them. For example, right now the meta is geared towards taking out Primaris. Knowing that, you could (theoretically) build a list that exploits the abundance of high AP and 2 Damage weaponry. It may even be "suboptimal" under normal conditions, but the environment would make it a winner.

Except those lists have always been one-offs and not overall successful for a reason.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 04:55:22


Post by: flandarz


This is true, but the argument was that it taking a "less than bullet-proof list and winning a tournament" is absurd. It, however, DOES happen, even if rarely.



Just how "Elite" are marines supposed to feel? @ 2020/02/28 04:58:15


Post by: Slayer-Fan123


 flandarz wrote:
This is true, but the argument was that it taking a "less than bullet-proof list and winning a tournament" is absurd. It, however, DOES happen, even if rarely.


Which is a point of luck. Someone creating a decent TAC list should not lose to another TAC list because they chose the incorrect army. THAT is not good design. However that's the design that's being defended.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 05:00:31


Post by: flandarz


I agree. Which is why myself (and others) have argued that "bad" choices aren't preferable in this game.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 05:22:18


Post by: Canadian 5th


 flandarz wrote:
I think the disagreement here boils down to you saying that spotting the bad choices is preferable, while myself and the others are saying spotting the superior choices is preferable. A good game (and by extension, a good tournament scene) shouldn't boil down to less than a dozen viable builds (or slight variations of). That's not fun to play or watch.


What are your thoughts of 'trap choices' things that look good due to either raw stats or special rules but that just never work in practice? Do those take skills to discover and would the game be better off without such tests of skill?

While the lists are obviously being built by skilled players, it certainly doesn't take much skill to copy their list and strategy. A more skill-based list building scene would have more equivalent choices. Then people would be testing out far more variations on and coming up with a large variety of lists and strategies.


Yeah, but those just copying the best list aren't winning major tournaments (I can't speak to FLGS tournaments where the turn out is tiny) and no balance change will stop them from doing it. The kind of player who netlists will take the tournament winning lists if they win by an inch or a mile.

Side note: people HAVE won tournaments with "less than bullet-proof lists". Partly because random dice, but also because they recognize shifts in the meta and look for ways to exploit them. For example, right now the meta is geared towards taking out Primaris. Knowing that, you could (theoretically) build a list that exploits the abundance of high AP and 2 Damage weaponry. It may even be "suboptimal" under normal conditions, but the environment would make it a winner.


They never have sustained success and your looking for any loophole you can get is laughable.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
 flandarz wrote:
This is true, but the argument was that it taking a "less than bullet-proof list and winning a tournament" is absurd. It, however, DOES happen, even if rarely.


Which is a point of luck. Someone creating a decent TAC list should not lose to another TAC list because they chose the incorrect army. THAT is not good design. However that's the design that's being defended.


I've said that we should raise the floor for the worst armies. Units can be imbalanced but armies should all have a range of roughly balanced playable lists.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 05:46:55


Post by: flandarz


I don't believe "trap choices" are a test of skill. Even if you don't ask around the internet first, or have the know-how to spot them, you're only gonna field it maybe a handful of times before you figure it out anyway. I guess the "trap", in this case, is that GW trapped you into spending money and time on a unit that's bad, so yay, I guess?

If GW's stance is "forge the narrative", then all units should, at least, be viable. If I wanna, say, build an Ork army that centers around Burna Boyz (which is currently an extremely bad choice), that should be a viable option. It doesn't have to be "top of the meta", but it shouldn't be a free win for my opponent either.

And that's what we've been saying to you. You should be able to field the army and the units with the lore you love and not be punished for it. You shouldn't have to be forced into less than a handful of lists in order to not get stomped into the ground. It doesn't have to range from awful to OP, when a range from good to great would suffice and make for a better game for everyone.

Edit: also, I don't believe that all units should be either equally good, or equally good at everything. A "trap choice" could just be a unit that works well under certain circumstances, or against certain targets/opponents. That's fine. But there shouldn't be out and out, in every circumstance, bad picks for units or Factions. Ideally, every unit and Faction should have options and the chance to shine as the meta shifts.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 05:57:51


Post by: Canadian 5th


 flandarz wrote:
I don't believe "trap choices" are a test of skill. Even if you don't ask around the internet first, or have the know-how to spot them, you're only gonna field it maybe a handful of times before you figure it out anyway. I guess the "trap", in this case, is that GW trapped you into spending money and time on a unit that's bad, so yay, I guess?


You failed the skill test, welcome to the game.

If GW's stance is "forge the narrative", then all units should, at least, be viable. If I wanna, say, build an Ork army that centers around Burna Boyz (which is currently an extremely bad choice), that should be a viable option. It doesn't have to be "top of the meta", but it shouldn't be a free win for my opponent either.


Then talk to your opponent and set up a fluffy fun game where your bad units have a chance. Use the social contract that is part of the game to your advantage.

And that's what we've been saying to you. You should be able to field the army and the units with the lore you love and not be punished for it. You shouldn't have to be forced into less than a handful of lists in order to not get stomped into the ground. It doesn't have to range from awful to OP, when a range from good to great would suffice and make for a better game for everyone.


You also shouldn't run your fluffy weak list into a guy grinding reps for ITC and expect a close game. Talking to your opponents and planning a match is part of the game, so try that step once in a while too.

Edit: also, I don't believe that all units should be either equally good, or equally good at everything. A "trap choice" could just be a unit that works well under certain circumstances, or against certain targets/opponents. That's fine. But there shouldn't be out and out, in every circumstance, bad picks for units or Factions. Ideally, every unit and Faction should have options and the chance to shine as the meta shifts.


Your definition of a 'trap' is a specialist unit and they already exist.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 06:03:50


Post by: Ishagu


 JNAProductions wrote:
I’m sorry, since when am I a billion dollar gaming company?

GW should balance the game-not perfectly, but a hell of a lot better.


What a strange dig to make on the day where they have literally balanced the game better.

You get free erratas and faqs.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 06:10:33


Post by: flandarz


So, your idea of an ideal game is one where there are bad choices (and that GW should deliberately make them bad so they can make "weak" players waste their money on a "trap") and that if I want to play with them I should talk to my opponent so they go easy on me? Rather than just being able to play what I like, and you play what you like, and we can both have a good time without "pulling punches"? I guess there's no accounting for taste.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 06:39:20


Post by: Ishagu


 flandarz wrote:
So, your idea of an ideal game is one where there are bad choices (and that GW should deliberately make them bad so they can make "weak" players waste their money on a "trap") and that if I want to play with them I should talk to my opponent so they go easy on me? Rather than just being able to play what I like, and you play what you like, and we can both have a good time without "pulling punches"? I guess there's no accounting for taste.


So you think the art of list building shouldn't exist? Every unit should be balanced against every other at all times? That's pretty stupid lol


Just how "Elite" are marines supposed to feel? @ 2020/02/28 06:49:46


Post by: Slayer-Fan123


The art should exist, but the balance shouldn't be so bad that I can look at two lists and just determine the winner. That's basically what we have right now.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:00:40


Post by: Gadzilla666


There's very little "art" to finding the most OP broken units and rules. Every poster on dakka knew exactly what the problems with the ih supplement were as soon as we saw the first leaks.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:05:50


Post by: Slayer-Fan123


Gadzilla666 wrote:
There's very little "art" to finding the most OP broken units and rules. Every poster on dakka knew exactly what the problems with the ih supplement were as soon as we saw the first leaks.

Honestly I will say for this forum we are good about catching all these problems pretty quick. Granted I didn't point out anything about Salamanders though as I had 0% interest in seeing the previews for their supplement.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:14:38


Post by: Canadian 5th


 flandarz wrote:
So, your idea of an ideal game is one where there are bad choices (and that GW should deliberately make them bad so they can make "weak" players waste their money on a "trap") and that if I want to play with them I should talk to my opponent so they go easy on me? Rather than just being able to play what I like, and you play what you like, and we can both have a good time without "pulling punches"? I guess there's no accounting for taste.


This literally can't work, what if your favourite unit is, for example, Intercessors and you just love Guilliman and Calgar. You build the following list:

Brigade:

HQ:

Marneus Calgar - 200

Captain Sicarius - 110

Chaplain Cassius - 85

Troops:

6 Units of 10 Intercessors - 196
-Auto Bolt Rifles x10
-Thunderhammer

Dedicated Transport:

Impulsor - 79

Super Heavy Detachment:

Guilliman - 350

2,000 points, 5 command points

Would you want this list to actually be able to beat somebody and would buffing these units to the point where that could actually happen not cause balance issues in a better-built list?

It sounds to me like you want to have your cake and eat it too with regards to balance.



Automatically Appended Next Post:
Slayer-Fan123 wrote:
The art should exist, but the balance shouldn't be so bad that I can look at two lists and just determine the winner. That's basically what we have right now.


If that's the case help me balance the units in the list I've have above so it can compete against an ITC list. It shouldn't be hard to do at all because I used marines and their terribly overpowered Intercessors.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:40:15


Post by: vict0988


 Canadian 5th wrote:
Yeah, but those just copying the best list aren't winning major tournaments (I can't speak to FLGS tournaments where the turn out is tiny) and no balance change will stop them from doing it. The kind of player who netlists will take the tournament winning lists if they win by an inch or a mile.

If they are winning by a mile then that gives them an unfair advantage over people not using that same list, that's why we're all saying we'll give the list-builders an inch or a foot, but a mile removes the competitive aspects from the rest of the game. Who cares about terrain, movement, mission, dice rolls and deployment if you have so much range that your deployment cannot be too far back, if terrain is ignored for most of your shooting units, if you get re-rolls on every dice, if you're strong enough in melee that even if you deploy your shooty army on the line against what is supposed to be a melee list you still win from sheer stats.

The inch will always be there, if you take Special Weapons Squads, Infantry Squads, Special Weapons Squads in Chimeras and Infantry Squads in Chimeras one or more of those options will necessarily be worse than the others, combos will exist and either make units OP when the combo is used or UP when the combo isn't used. Fair enough that's we'll give you that inch, but if unit X is so good that 1/3 of the models produced by GW are useless if your opponent brings one then the game is too easy to solve and the net-listers get an unfair advantage, there is room for fair advantage in a balanced and good game, what you're describing with units being so bad as to automatically weed people out of having even a fun game against anyone that doesn't baby you is not a good game.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:43:38


Post by: Not Online!!!


Canadian 5th.

You couldn't even bother to propperly Quote me and instead messed up the Quote...



Here:
This is nonsense and maybee Males sense for a trading card game but not for a wargame of anykind where the Situation of the battlefield and Personal skill should decide and not if i brought card /x 3 Times...


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:44:36


Post by: vict0988


 Canadian 5th wrote:
Brigade:

HQ:

Marneus Calgar - 200

Captain Sicarius - 110

Chaplain Cassius - 85

Troops:

6 Units of 10 Intercessors - 196
-Auto Bolt Rifles x10
-Thunderhammer

Dedicated Transport:

Impulsor - 79

Super Heavy Detachment:

Guilliman - 350

2,000 points, 5 command points

Would you want this list to actually be able to beat somebody and would buffing these units to the point where that could actually happen not cause balance issues in a better-built list?

The list is illegal, it would have to be a Battalion and you'd have 11 CP because of Guilliman and the 3 you get from being battle forged. I don't think the list looks too terrible. But the question is whether Calgar has a place in one or more lists without being terrible, repeat down the line for each unit. The goal is not that every list is equal, but that no unit is useless. The list should suck against armies that spam 2Dam weapons, but maybe it should be really strong against melee hordes with mostly 1Dam or against short-ranged high damage lists.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 07:56:14


Post by: Canadian 5th


Not Online!!! wrote:
Canadian 5th.

You couldn't even bother to propperly Quote me and instead messed up the Quote...



Here:
This is nonsense and maybee Males sense for a trading card game but not for a wargame of anykind where the Situation of the battlefield and Personal skill should decide and not if i brought card /x 3 Times...


And...


Just how "Elite" are marines supposed to feel? @ 2020/02/28 08:01:00


Post by: Marin


Yea, the nerfs hit mostly couple of list effectiveness during the game, but hardly make SM reasonable.
Will probably force the SM to finally start playing like SM, shoot and than go to close combat, not unmovable castle that shoots everything out of the board.




Just how "Elite" are marines supposed to feel? @ 2020/02/28 08:16:31


Post by: Canadian 5th


text removed.

Reds8n




Just how "Elite" are marines supposed to feel? @ 2020/02/28 08:40:42


Post by: Pyroalchi


Regarding the whole "There must be bad units"/"it is mathematically impossible to not have a bad unit" point:
While I theoretically agree that unless you have a very limited number of units it is highly unlikely to not have some of them being weaker than others, I think there can be a lot of tools to give Units different advantages and tactical uses, closing the gap a bit.

As example: I played a pen and paper game (The Dark Eye) for years and in their official rules there are maybe a dozen types of "weapons talents" (like swords, spears etc.) with maybe 10 specific weapons each. The unfun thing of them was, that for each weapon type, there were 1-2 options that were clearly superior (in damage, offense/defense) to all else. Additionally amongst the talents themselves were 3 or 4 that were superior to all else and 3 or 4 that were so weak that you were really punished for taking them. So basically everyone ran around with a sword or maul or two-handed sword unless he wanted to have a serious disadvantage.
Then we discovered some house rules that managed to fix that quite nicely by using various more or less hidden screws, to make the weapons choice a tactical one instead of purely running the numbers. Swords were still the king of swordplay with good base stats and various maneuvers to for example disarm the opponent, but struggled against heavy armor and Mauls that were almost impossible to be disarmed and better against armor. Mauls on the other hand let your defense suffer due to their weight. Spears, became a viable option, since their reach began to mean something. And Polearms while slightly inferior than Spears/Mauls/Axes on paper gained the unique ability to switch between those options to their liking.

To port that to Warhammer 40k:
My opinion is that there are several screws that could be used to differentiate the units more and create for example units that while having inferior stats bring a tactical component that makes them worth taking IN A SPECIFIC CONTEXT. Just of the hip:
- deepstriking: you could have weak/inferior units that can deepstrike on turn one while others that are really strong have to wait till turn three or can't do it at all
- objective scoring: instead of "objective secured" you could as well introduce a factor for how much models each model of the unit count when contesting an objective. Some units might count each model twice, others thrices, very powerful units just 1/2.
- If we ever get more detailed terrain rules you would have various screws to adjust the tactical use of units
- The old firing arcs were also a fitting tool for that.

And I'm sure there are various more. Of course there would still be units that are superior/inferior in most scenarios/for most lists/using most tactics, but the inferior ones might gain special uses that make them worth fielding without being punished to much.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 08:53:23


Post by: Canadian 5th


Pyroalchi wrote:
Regarding the whole "There must be bad units"/"it is mathematically impossible to not have a bad unit" point:
While I theoretically agree that unless you have a very limited number of units it is highly unlikely to not have some of them being weaker than others, I think there can be a lot of tools to give Units different advantages and tactical uses, closing the gap a bit.


Your theoretical is actually a fact. In any game with more than one functionally distinct unit (to avoid the example of a game where that units have stats such that they lock different on paper but actually do exactly equal damage to one another in gameplay) there has to be a worst unit. This isn't some flight of fancy, it's basic math. Just like my saying that half of all datasheets in the game are below average is a fact.

As example: I played a pen and paper game (The Dark Eye) for years and in their official rules there are maybe a dozen types of "weapons talents" (like swords, spears etc.) with maybe 10 specific weapons each. <snip>


You do realize that's what happened in real life, right? Only spears and polearms turned out to be the best combination and this eventually lead to pike and shot where the only weapons of note became pikes and guns with the odd cavalry unit kept around incase a flank crumbled.

The reality is that any complex system will slowly be whittled down to whatever gets the job done. 40k is no different.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 09:02:07


Post by: Not Online!!!


So Twohanded swords just didn't exist then in the pike and shot era?

Because i distinctly remember them used to cut open pikesquares but alas..... What do i know...




Just how "Elite" are marines supposed to feel? @ 2020/02/28 09:08:53


Post by: Canadian 5th


Not Online!!! wrote:
So Twohanded swords just didn't exist then in the pike and shot era?

Because i distinctly remember them used to cut open pikesquares but alas..... What do i know...


They weren't actually used that way based on the latest historical texts I've read. The myth of the Landsknechte charging blocks of pike is a classic tale of exageration.

Feel free to dig up some well documented sources if you care to have this debate.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 09:18:11


Post by: Pyroalchi


You do realize that's what happened in real life, right? Only spears and polearms turned out to be the best combination and this eventually lead to pike and shot where the only weapons of note became pikes and guns with the odd cavalry unit kept around incase a flank crumbled.


I'm not that proficient in weapons history but let's say I'm aware that that was about what happened. But from an ingame perspective it is not the most fun experience if you are shown "Hey, here are 100 different weapons in 10 weapon talents. But by the way 7 of those talents are strictly inferior no matter the circumstances and among the remaining there is no point for 8 out of 10 options."

And while I agree (with my limited knowledge) that spears and polearms became the weapons of choice of medieval ARMIES, it is an rpg, so the players are not soldiers in a large army but more specialists etc. And as far as I know bodyguards, officers, spies and commandos still used other weapons outside of polearms and spears.

To again port this to WH40k (and IG for this example, as I'm most familiar with their codex): while I completely understand that on a global/sectorwide/galaxy scale there should be units/variants that are seen as clearly superior (for example the BC Leman Russ, which I see as the generalist option in the fluff), on the scale of a single battle (which is the focus that is usually played), there should be other options that in this specific context are better.
Looking from a fluff perspective: Imagine being an Administrativum Clerk and seeing the battle performances of the LR variants on 100 different battlefields/against different enemies and seeing the BC always scoring amongst the top 3 and on average over the 100 battlezones clearly on top. For him it is obvious that this is the best option - on a large scale. That is the polearm/spear
Now look at the commander of a regiment fighting in a an urban environment with bunkers everywhere. He sees his battle and sees that the Demolisher is usually more useful as the BC can not really take advantage of its reach. So if you ask him he would say the demolisher is the best. This might metaphorically be a sword or maul inside the castle turrets staircase
Going one step down we look at a company commander facing lots of cover camping infantry in a destroyed city centre. He would say the Eradicator is the most useful, as it (at least in the fluff) specifically targets his problem - removing infantry in cover. He does not need the on average best choice (BC) or the best to remove heavy targets up close (demolisher), but a specific tool for a specific problem. For the medieval example this might be an estoc against a heavily armored knight in very close combat - extremely useful in this very specific situation against a very specific enemy - less so outside of it.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 09:37:57


Post by: Canadian 5th


Pyroalchi wrote:
You do realize that's what happened in real life, right? Only spears and polearms turned out to be the best combination and this eventually lead to pike and shot where the only weapons of note became pikes and guns with the odd cavalry unit kept around incase a flank crumbled.


I'm not that proficient in weapons history but let's say I'm aware that that was about what happened. But from an ingame perspective it is not the most fun experience if you are shown "Hey, here are 100 different weapons in 10 weapon talents. But by the way 7 of those talents are strictly inferior no matter the circumstances and among the remaining there is no point for 8 out of 10 options."

And while I agree (with my limited knowledge) that spears and polearms became the weapons of choice of medieval ARMIES, it is an rpg, so the players are not soldiers in a large army but more specialists etc. And as far as I know bodyguards, officers, spies and commandos still used other weapons outside of polearms and spears.


RPGs have always had this issue and, as explained above, there will always be overall mathematical winners in terms of effectiveness. It's literally not something you can design around even if a complex enough design can obfuscate things for a time.

To again port this to WH40k (and IG for this example, as I'm most familiar with their codex): while I completely understand that on a global/sectorwide/galaxy scale there should be units/variants that are seen as clearly superior (for example the BC Leman Russ, which I see as the generalist option in the fluff), on the scale of a single battle (which is the focus that is usually played), there should be other options that in this specific context are better.
Looking from a fluff perspective: Imagine being an Administrativum Clerk and seeing the battle performances of the LR variants on 100 different battlefields/against different enemies and seeing the BC always scoring amongst the top 3 and on average over the 100 battlezones clearly on top. For him it is obvious that this is the best option - on a large scale. That is the polearm/spear
Now look at the commander of a regiment fighting in a an urban environment with bunkers everywhere. He sees his battle and sees that the Demolisher is usually more useful as the BC can not really take advantage of its reach. So if you ask him he would say the demolisher is the best. This might metaphorically be a sword or maul inside the castle turrets staircase
Going one step down we look at a company commander facing lots of cover camping infantry in a destroyed city centre. He would say the Eradicator is the most useful, as it (at least in the fluff) specifically targets his problem - removing infantry in cover. He does not need the on average best choice (BC) or the best to remove heavy targets up close (demolisher), but a specific tool for a specific problem. For the medieval example this might be an estoc against a heavily armored knight in very close combat - extremely useful in this very specific situation against a very specific enemy - less so outside of it.


That only works so long as the Munitorium continues to field too many useless versions of the LR. Once they slowly start to choose only the best performing models and specialist variants you'll quickly reach a point of convergence. For another example look at how interwar tank designs evolved as WW2 broke out.

The options that are fielded will always tend to converge on the best few options and because 40k is a very lethal game these units will be taken in multiples to preserve redundancy.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 10:39:22


Post by: Grey40k


Pyroalchi wrote:


To again port this to WH40k (and IG for this example, as I'm most familiar with their codex): while I completely understand that on a global/sectorwide/galaxy scale there should be units/variants that are seen as clearly superior (for example the BC Leman Russ, which I see as the generalist option in the fluff), on the scale of a single battle (which is the focus that is usually played), there should be other options that in this specific context are better.


Of course!

The only reason why there are "mathematically superior" options is because of GW doing a poor job at balancing. For example, Leman Russ main turret guns have obsolete options. Not because there isn't room for some turrets being better at some roles than others, but because GW was unable to implement that via rules. There is sufficient room for a wide selection of units by specializing them in a cost effective manner at different roles.

I don't see the point of arguing with someone who claims there should be noob traps in a game.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 10:49:07


Post by: Canadian 5th


Grey40k wrote:
Of course!

The only reason why there are "mathematically superior" options is because of GW doing a poor job at balancing. For example, Leman Russ main turret guns have obsolete options. Not because there isn't room for some turrets being better at some roles than others, but because GW was unable to implement that via rules. There is sufficient room for a wide selection of units by specializing them in a cost effective manner at different roles.

I don't see the point of arguing with someone who claims there should be noob traps in a game.


You do realize, that using math and logic, I can prove that you cannot ever achieve mathematical balance within a system as complex as 40k?

Literally, in order to even start checking unit balance, you need to at least compare each option to the other options within its faction. In the case of Ultra Marines, this would require 24 factorial, 6.2e23 in layman's terms, different comparisons just for their HQ units and this doesn't account for wargear and relics. Do you feel that it's realistic to expect GW to do more than a million billion tests for each and every unit just because you're unhappy with the current balance of the game?



Just how "Elite" are marines supposed to feel? @ 2020/02/28 10:57:20


Post by: Grey40k


 Canadian 5th wrote:
Grey40k wrote:
Of course!

The only reason why there are "mathematically superior" options is because of GW doing a poor job at balancing. For example, Leman Russ main turret guns have obsolete options. Not because there isn't room for some turrets being better at some roles than others, but because GW was unable to implement that via rules. There is sufficient room for a wide selection of units by specializing them in a cost effective manner at different roles.

I don't see the point of arguing with someone who claims there should be noob traps in a game.


You do realize, that using math and logic, I can prove that you cannot ever achieve mathematical balance within a system as complex as 40k?


No, you cannot. In addition, I don't get much arguing with you; all I have seen are claims yet no evidence or useful information added to the debate.

We'll see what happens after the nerf bat. Personally, my impression is that this is not enough to break the dominance. However, given that I am incredibly rusty, I'll have to just wait and see.



Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:01:19


Post by: Canadian 5th


Grey40k wrote:
No, you cannot. In addition, I don't get much arguing with you; all I have seen are claims yet no evidence or useful information added to the debate.

We'll see what happens after the nerf bat. Personally, my impression is that this is not enough to break the dominance. However, given that I am incredibly rusty, I'll have to just wait and see.


Do you disagree with my assertion that it would take an absurd number of unique comparisons to properly ascertain the balance just between the HQ choices open to the Ultra Marines? If so, please state your reason for disagreement and provide me with a mathematical model for how you would approach the task of balancing the game, I've shown my work and it comes out to n! comparisons per category.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:02:10


Post by: Karol


 Ishagu wrote:
 flandarz wrote:
So, your idea of an ideal game is one where there are bad choices (and that GW should deliberately make them bad so they can make "weak" players waste their money on a "trap") and that if I want to play with them I should talk to my opponent so they go easy on me? Rather than just being able to play what I like, and you play what you like, and we can both have a good time without "pulling punches"? I guess there's no accounting for taste.


So you think the art of list building shouldn't exist? Every unit should be balanced against every other at all times? That's pretty stupid lol


There is a difference between someone making a 4 men wrestling team out of 20 people picking the best people vs the best others school have, and someone having to pick a 4 men team out of randoms who probably shouldn't even do sports. Even if there is such a thing as art of building in the age of net decking army builds, codex shouldn't be full of trap units, trap gear options. And double that goes for getting those units in starter sets, and star collecting boxs. Now that is stupid.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:09:24


Post by: Canadian 5th


Karol wrote:
 Ishagu wrote:
 flandarz wrote:
So, your idea of an ideal game is one where there are bad choices (and that GW should deliberately make them bad so they can make "weak" players waste their money on a "trap") and that if I want to play with them I should talk to my opponent so they go easy on me? Rather than just being able to play what I like, and you play what you like, and we can both have a good time without "pulling punches"? I guess there's no accounting for taste.


So you think the art of list building shouldn't exist? Every unit should be balanced against every other at all times? That's pretty stupid lol


There is a difference between someone making a 4 men wrestling team out of 20 people picking the best people vs the best others school have, and someone having to pick a 4 men team out of randoms who probably shouldn't even do sports. Even if there is such a thing as art of building in the age of net decking army builds, codex shouldn't be full of trap units, trap gear options. And double that goes for getting those units in starter sets, and star collecting boxs. Now that is stupid.


You do know you can pick the exact same 4 man team if you think it gives you the best shot at winning? Unlike in your hypothetical you can have exact clones of the other guys wrestling team.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:10:41


Post by: Grey40k


 Canadian 5th wrote:
Grey40k wrote:
No, you cannot. In addition, I don't get much arguing with you; all I have seen are claims yet no evidence or useful information added to the debate.

We'll see what happens after the nerf bat. Personally, my impression is that this is not enough to break the dominance. However, given that I am incredibly rusty, I'll have to just wait and see.


Do you disagree with my assertion that it would take an absurd number of unique comparisons to properly ascertain the balance just between the HQ choices open to the Ultra Marines? If so, please state your reason for disagreement and provide me with a mathematical model for how you would approach the task of balancing the game, I've shown my work and it comes out to n! comparisons per category.


I don't need to read another rant about how many combinations of stuff you can have in a large game. It doesn't convince me or scare me.

I am sorry, but unless you buy some good will putting actual work in, I don't feel like engaging in a 5+ pages long based on what I have seen you post.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:17:05


Post by: Pyroalchi


@ Canadian 5th: I think we should be careful here because we might misunderstand each other fundamentaly:
I think you are right that if you compare unit stats against each other (and for that you have to make some assumptions regarding battlefield, enemies, range etc.) you will hardly be able to achieve true "balance" in a sense of everything being equally powerful. At least if you don't want to have every unit be the same or have the exact same performance.

What I'm talking about is give every unit a use or in other terms a specific utility that makes it worth taking - in a specific context.

Looking at the LR turret options we have some that do that quite well:
BC: is the allrounder as it should be
Demolisher: has shorter range but better damage => it has the advantage if your battleplan/a board with lots of terrain/an enemy lacking long range fire allows to get up close
Executioner: slighlty better against 2W T4 models like primaris if you can handle overcharging
Punisher: excellent if you face low toughness hordes

And then you have the three mathematically inferior options Exterminator, Eradicator and Vanquisher. But each has advantages in the fluff that could easily be ported to the rules, giving them a specific use:
- Eradicator: fluffwise the "cover killer" (which does not mean much when cover usually means +1 save and the Demolisher has +1 AP which is the same as ignoring that Bonus) => either cover should mean more to make ignoring it worthwile or it could be able to wound enemies that are positioned behind walls by hitting the wall (in the fluff that's the point of the subatomic shells it uses)
- Vanquisher: fluffwise the "vehicle killer" => make it superior or more reliable compared to the BC vs. vehicles. Of the hip: flat 6 damage when targeting a vehicle AND/OR ignore InvSv on vehicles AND/OR damage against vehicles are D6 mortals instead of normal damage AND/OR give it S9
- Executioner: fluff wise build to be lighter and move faster, serve as stop-gap air defense, also theoretically the ballistic weapon with the least recoil => ou could allow it to douple tap at full speed AND/OR give a bonus at anti-air

=> would that change the fact that the BC is overall the best option winning in the mathematical comparison you mentioned? I think no, because it would still be the best "take all comers" option. But it would give the 3 underperforming options a specific use. Armies severely lacking in long range AT with only enough free Points for a single LR would profit more from a Vanquisher than a BC, and playing on bords with lots of cover and walls, the Eradicator would become an interesting tactical option.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:19:47


Post by: Karol


 Canadian 5th wrote:


You do know you can pick the exact same 4 man team if you think it gives you the best shot at winning? Unlike in your hypothetical you can have exact clones of the other guys wrestling team.

yes, if everyone plays the same exact one codex. But w40k is not like that. One codex can be like early 8th eldar where it practicaly didn't matter what you took as long as the army had reapers in it. Or you can be a new player that decided to play DE or Harelquins and after spending money, and playing a few games you suddenly realise the majority of your book is no valid to play.

There is no art in picking an army, when some people had a codex writen in a such a way that it comes with a pre build good army, and another codex, which after you read it gives the feeling it has no good army, or has an army that one army that maybe is going to work, if stars allign themselfs and you are a god tier player with dice running hot every game.


Just how "Elite" are marines supposed to feel? @ 2020/02/28 11:26:15


Post by: Canadian 5th


Grey40k wrote:
I don't need to read another rant about how many combinations of stuff you can have in a large game. It doesn't convince me or scare me.

Then I'd suggest that you're understanding of the math may be a little spotty.

For example, do you understand what a factorial is and how it is derived?

I am sorry, but unless you buy some good will putting actual work in, I don't feel like engaging in a 5+ pages long based on what I have seen you post.

Then I'll happily accept your concession that I'm correct and you're in the wrong.

Before that, I'd also urge you to look at my reply to Pyroalchi as to how just trying to compare the humble Leman Russ to other models quickly becomes a nightmare.

-----

Pyroalchi wrote:
@ Canadian 5th: I think we should be careful here because we might misunderstand each other fundamentaly:
I think you are right that if you compare unit stats against each other (and for that you have to make some assumptions regarding battlefield, enemies, range etc.) you will hardly be able to achieve true "balance" in a sense of everything being equally powerful. At least if you don't want to have every unit be the same or have the exact same performance.

What I'm talking about is give every unit a use or in other terms a specific utility that makes it worth taking - in a specific context.

No, I understand what you're saying but the difficulty comes into play the moment you have two options that each cover the same role. I'll cover this in your LR turret example.

Looking at the LR turret options we have some that do that quite well:
BC: is the allrounder as it should be
Demolisher: has shorter range but better damage => it has the advantage if your battleplan/a board with lots of terrain/an enemy lacking long range fire allows to get up close
Executioner: slighlty better against 2W T4 models like primaris if you can handle overcharging
Punisher: excellent if you face low toughness hordes

Now compare these models to your other sources of damage. Then compare how well they survive compared to other units. Then factor in point costs. Then ability to screen/be screened by other units. Then deployment options. Ability to hide via TLOS. I could go on and this is still just looking at the LR next to other units.

-----

Karol wrote:
 Canadian 5th wrote:


You do know you can pick the exact same 4 man team if you think it gives you the best shot at winning? Unlike in your hypothetical you can have exact clones of the other guys wrestling team.

yes, if everyone plays the same exact one codex. But w40k is not like that. One codex can be like early 8th eldar where it practicaly didn't matter what you took as long as the army had reapers in it. Or you can be a new player that decided to play DE or Harelquins and after spending money, and playing a few games you suddenly realise the majority of your book is no valid to play.

There is no art in picking an army, when some people had a codex writen in a such a way that it comes with a pre build good army, and another codex, which after you read it gives the feeling it has no good army, or has an army that one army that maybe is going to work, if stars allign themselfs and you are a god tier player with dice running hot every game.

That's not true though, every codex has had at least one top 3 ITC result in the past calendar year. Is that not a sign of at least some level of balance between armies?


Just how "Elite" are marines supposed to feel? @ 2020/02/28 12:26:41


Post by: Karol


And in my country, where ITC is not played, my army placed in top 8 in 5th edition the last time. Plus it is for tournaments. Very few new people start with an exact tournament list, mostly because just like me, they fall for the whole, play what you want thing.


Also harlequins has 3 top 8s last year in ITC? not saying I don't believe you, but where does harleguin lists or pre nerf Inari lists with MW spaming jetbikes in them?


Just how "Elite" are marines supposed to feel? @ 2020/02/28 12:41:57


Post by: vict0988


 Canadian 5th wrote:
Grey40k wrote:
No, you cannot. In addition, I don't get much arguing with you; all I have seen are claims yet no evidence or useful information added to the debate.

We'll see what happens after the nerf bat. Personally, my impression is that this is not enough to break the dominance. However, given that I am incredibly rusty, I'll have to just wait and see.


Do you disagree with my assertion that it would take an absurd number of unique comparisons to properly ascertain the balance just between the HQ choices open to the Ultra Marines? If so, please state your reason for disagreement and provide me with a mathematical model for how you would approach the task of balancing the game, I've shown my work and it comes out to n! comparisons per category.

This is silly, you're being silly. Balancing a game is not this hard. You take your basic HQ and then you do math to see if the next HQ unit is superior or inferior to the original, add or subtract pts based on theoretical value of upgrades/downgrades, do some testing and see if you need to adjust the cost up or down from your theoretical value. Then you release and update it once a year based on how often it's brought in games according to tournament statistics and army lists posted on forums. Give it two years were you are actively trying to balance a unit and you're not actively trying to shake up the meta with major changes in how powerful armies are and every unit is more or less balanced.

It's okay if there are poisonous chemicals in the food we eat, but food safety regulations put upper limits on how much can be included. Like chlorophyll you can include a lot of, caffeine less, cyanide less than what can be traced. The balance doesn't need to be perfect, it needs to be safe to consume casually and safe to consume competitively and if it isn't safe then it needs to be on the packaging so GW would have to put a label "trap unit" on all the bad units they don't intend to keep reasonably balanced. Stop trying to sell me a sausage that's 20% cyanide.