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Post by: Kasrkin52
This is my take on how the stats and such should be changed. Feel free to comment and make your own suggestions. But first, here are my impressions.
Presently storm troopers are not that great. If used, they usually deepstrike with melta weapons. Suicide units if you will. In addition to this, they are expensive for a unit that cant offer much. For 16pts a pop after the inital 85 for a 5 man squad, you get a Veteran guardsman in caraprace armor, with a hot-shot lasgun. Veterans are 7 points per man, and the entire suad can have the same armor for 30 more points making them essentially 10 points each. Lets not forget veterans can have 3 special weapons and a heavy weapon. So for 100 points you get 10 veterans with more options, compared to 5 stormies with less options for 85 points. When in comparison to space marines: a tactical squad is 90 pts. thats 18 per space marine. SO for 2 more points you get +1 WS, I, Ld, S, T and power armor. Seems like a deal compared to the price tag of a stormie right? And of course the SM have access to more equipment as well.
According to the fluff, storm troopers are trained since thier youth. Thier skills are second to none, and is the best humanity has to offer before space marines. They love the empeor with the upmost zeal. They spearhead assults and get key objectives and move from one place to another in rapid succession/ deployment. Awesome, but thier current stats have nothing to show for this.
Now with all I said, (there was a purpose for all of it i promise) stormies need to be buffed outright.
Thier current stats are the following:
WS: 3
BS: 4
S: 3
T: 3
I: 3
A: 1/2 (pistols)
Ld: 7 (8 for sergeant)
Sv: 4+
Weapon: Hot shot lasgun - 18" S3, AP3 Rapid Fire
I strongly believe the stats should look like the following:
WS: 4
BS: 4
S: 3
T: 3
I: 3
A: 1/2 (pistols)
Ld: 8 (9 for sergeant)
Sv: 4+
Weapon: Hot shot lasgun - 24" S4, AP3 Rapid Fire OR 18" S4, AP 6 Assualt 3 Pinning
And now my explanations.
Weapon Skill: C'mon trained since infancy and the current stormies ony have a WS of 3? They are considered the special forces/ navy seals of the IG. Thats just dumb. A regular guardsman that has only trained for about 2 or 3 months has a WS of 3. So to show for it I made the WS 4.
Ballistic Skill, Strength, Toughness, Initiative, Attacks, Armor Save: Keep the same. Nothing wrong with where thay are at presently.
Leadership: They have a zeal for the emperor. Again, they are the perfect guardsman and etc. They are trained in the same schools where commisars are from. Makes sence to give them a leadership of 8 (9 for sergeant).
Weapon: These are shock/ assault troops. It only makes sense to give them an assult weapon. THe stats I proposed above just makes complete sense for thier role. They should be able to switch thier weapons to fit the situationn they are tasked with. Since thier guns have a higher potancy than normal lasguns it makes sense that they can switch from the powerful shot to thehigher volume shots. The description even says "a more moreful" (meaning Stregnth wise) "and more penatrating" (AP value) "shot".Thats why I think the S should be 4 instead of the crappy 3 as it is now. SO at rapid fire they can make more shots at the enemy at the range of 18" and they should be pinning due to the amount of shots taken. They should still only be able to take assault weapons, as it would make no sense giving them heavy weapons for the role they are supposed to be for.
Special rules: Furios Charge or stubborn
Now for the special operations, I like how it is, but should be changed a bit. Behind enemy lines should be just infiltrarte, as the pinning is useless due to the proposed stats of thier weapon. Ideas welcome here.
In apocalypse games stormies have a formation that gives them a special rule. It allows them to shoot, run, and shoot again (at a different target if they want). Also there is a -1 penalty to cover saves. Note that is is only when they disenbark from thier transport. I dont know if this rule should be standard or maybe an upgrade somehow, but it makes for a very interesting option. What do you think?
Valkyries as dedicated transports? You decide.
The cost for some of the assault weapon options they have, should be changed. If an AP 3 weapon is so valuable why should you pay more to swap it out for a flamer or grenade launcher? WHy pay full price for a melta or plasma gun?
Grenade Launcher: Free
Flamer: Free
Plasma Gun: 10 pts
Melta Gun: 5 pts
Plasma Pistol: 5 points
Now for the points value. Either keep them as is or maybe cost them out to be be 17-18 pts for the additional stormie after the initial 5 man team. Hell make the 5 man 90 points if you think its undercosted.
With the improvements made, we now have a fun, competetive unit for the Elite choice. They are marines minus the S, T armor save, and the all-round Ld 9. The buffed up hot shots makes up for this I think, and makes the storm trooper well worth 16-18 points each, and while they are no space marine, they should have the balls and equipent to take em down. SO now tell me, what do YOU think? Do my suggestions make sense? WHat should be tweaked? Do you have other ideas that should be done? PLEASE Feel free to comment my proposed rules and give me your thoughts or even your proposed rules. Thanks for reading, and I hope you enjoyed it.
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Post by: AlmightyWalrus
Storm Troopers are not Veterans, and yet everyone keeps comparing them to eachother. I honestly don't see any problems with the current Storm Troopers and giving them S4 AP3 weapons would just be crazy IMO. Valkyries as dedicated transports sounds decent enough though.
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Post by: Kasrkin52
Yes indeed they are not veterans. But veterans have more options, and can have more models for less. I was jut comparing point costs and available options What makes stormies different is thier weapon. But it seems like they only have one role lately, which is deep striking a 5 man squad with melta guns for 105 pts, and in turn making thier special weapon (hotshots) that you are paying for useless. How would S4 AP 3 weapons be overpowered? Thousand Sons have the same kind of weapon with a longer range (24"). WHat makes them more expensive is the 4++ invunerable save, fearless, are troops, and have unique upgrades at about 23 pts per model if you want to compare points. What if the new proposed rule I made for the gun had the Gets Hot! rule. Would that be more fair? Should they cost more with proposed rules and how much?
***In second edition, Stormies came with power packs. This gave thier weapons +1 S to thier lasguns. WHat if this was an upgrade for say about 2-3 pts per model, and make the hot shots barebones S3 without htis upgrade. Fair now?
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Post by: cosmic pixie
AP 3 is over powered, IMHO. Otherwise, your proposals seem fair enough. What were you thinking on the points side of things?
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Post by: RaptorsTalon
cosmic pixie wrote:AP 3 is over powered, IMHO. Otherwise, your proposals seem fair enough. What were you thinking on the points side of things?
AP3 is not over powered.
It is representetive of the fluff and I think very fair for their cost.
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Post by: Kasrkin52
AP 3 is not overpowered especially when there is a 4+ cover save almost everywhere. I think anywhere between 16-19 points per model would be fair if all rules I proposed where included.
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Post by: Jackmojo
I actually rather like the stats on Storm Troopers as they are, but I'd argue they ought to be a smidgen cheaper (bring them down to 13 points per model and reduce the cost of special weapons to take into account the cost they pay for hellguns) and moved over to Troops. Toss on the suggested Valkerie ( NOT Vendetta) transport and now we've got some interesting choices to work with.
Role wise they have problems though, they seem designed to take out other armies elites (use them against tau and watch battlesuits cry), but don't have quite the oomph to do it, that's ok given the rest of the IG list though.
Marc
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Post by: Teufelhunde
Kasrkin52 wrote:
***In second edition, Stormies came with power packs. This gave thier weapons +1 S to thier lasguns. WHat if this was an upgrade for say about 2-3 pts per model, and make the hot shots barebones S3 without htis upgrade. Fair now?
I would take that upgrade at their current cost. It'd make me even happier with my stormies.
As for their cost, remember, its 16 ppm, and 7 ppm for vets. Vets become 10 ppm with carapace armor. For 6 ppm more, you gain a pistol and ccw with every soldier, two AP 3 weapons (hot shot pistol and hot shot lasgun), and the Spec Ops rule, which allows the stormies to perform a varied set of objectives, from infiltrating onto an objective to make the enemy fight for it from the get go to deep striking behind enemy lines to get at nasty targets like, for example, Long Fangs or enemy tanks(if your paid for melta or plasma).
I'm content with what they do. They're the guard version of sternguard imho. Use them to draw enemy fire so your tanks and soldiers can close the distance. If they decided to ignore your stormies, theyre the ones paying the price, since next turn they're liable to eat 16-20 AP 2/3 shots.
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Post by: cosmic pixie
I would still err on the side of caution with the AP3 - I'd certainly not go down to 2 - a squad of guard with weapons that are essentially plasma without 'instant death' or 'gets hot' would be overpowered. Even so, at AP3 they will be very strong - that sort of power at rapid fire ranges would be devastating to anything but Termies - which should certainly be a job for mass fire or heavy weaponry - neither of which are the purpose of Storm Troopers.
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Post by: Witzkatz
...AP 3 is already the value used by the hot-shot lasguns described in C:IG, I don't see why we should be cautious with what is already stated black on white in the book? It's not like it's new.
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Post by: JamesMclaren123
Personally
same cost with S4 HSLGs
or just make then cheaper
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Post by: Diesel Stradin
I agree with most of what you have up there.... except they should keep their Ld but get Stubborn special rule. Also I think Hellgun stats should be: S4 AP4 Assault 2. According to the fluff, Hellgun is stronger and penetrates armour better. However, having Hellguns penetrate power armour is too much. What is the point of the best Astartes war plate is some Guardsmen can penetrate it easily?
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Post by: Kanluwen
Diesel Stradin wrote:I agree with most of what you have up there.... except they should keep their Ld but get Stubborn special rule. Also I think Hellgun stats should be: S4 AP4 Assault 2. According to the fluff, Hellgun is stronger and penetrates armour better. However, having Hellguns penetrate power armour is too much. What is the point of the best Astartes war plate is some Guardsmen can penetrate it easily?
Hellguns aren't issued in huge numbers, first of all. And it does penetrate Power Armour.
Astartes warplate can stop Lasguns, but not en masse.
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Post by: acekevin8412
I have to agree that ST aren't bad....they just can't compete with Veterans. 6.5ppm for hell weapons, ccws, and a specops is quite good, if they didn't cost as much as a marine. I think that's the problem GW has w/ units that carry AP3 guns, competition. Look at the Tau Vespid and Sniper Drone Team, and the Chaos Thousand Son, not bad just outclassed. I think that they'd be better off cheaper or giving hellguns S4. Even then they're only wounding marines half the time.
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Post by: Kasrkin52
Diesel Stradin wrote:I agree with most of what you have up there.... except they should keep their Ld but get Stubborn special rule. Also I think Hellgun stats should be: S4 AP4 Assault 2. According to the fluff, Hellgun is stronger and penetrates armour better. However, having Hellguns penetrate power armour is too much. What is the point of the best Astartes war plate is some Guardsmen can penetrate it easily?
Thanks for the comments. Ok, I can see how they might have the stubborn rule, as they are trained in the same schools as the commisars, and most go on to be one. In regards to what you said about guardsmen killing space marines easily - - the answer is simple, they can kill chaos space marines and the like
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Post by: Zalmout
I really love, everything you have stated. I feel this goes completely with the fluff without making them stupidly OP. This would make me want to take them more often.
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Post by: king-newmic
WS 4: ok in my book, they were raised for war from birth
Int 4: probly no on the simple basis that GW doesnt like giving humans a fast reflex...why IDK.
Ld 8/9: Probly best to give them Ld: 7/8 and give them stubborn. Very dedicated but just a bit shy of the commisar fanaticalism.
Weapons: I dont agree with GW going against the grain and giving stormtroopers AP3 weaponery at str 3. It seems like a poorly thoughtout way of giving guard anti-MEQ. It needs to change in either a str increase or an AP decrease because i cant see fluff wise how that makes sense. Or just a change in general, this can go alot of ways...
Valk's: good idea (rouge thought: why not move the valk's into dedicated transports in the first place? *picked up from a thread several mounths ago)
points cost: 16-15 pts.
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Post by: kadeton
Space Marines train for centuries to get to WS 4, and they're superhuman. The scale simply lacks enough steps to accommodate the difference between "trained human" and "expert human" when going from 3 to 4 is the difference between "trained human" and "expert superhuman".
For Initiative, see the recent (admittedly crappy) Sisters of Battle. Celestians and Seraphim have similar levels of training to Storm Troopers, and they all got nuked back down to I3. Clearly, training doesn't help enough to make up the difference between "human" (3) and "superhuman" (4).
On the other hand, giving them Stubborn seems completely appropriate, as does having Valkyries as dedicated transports.
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Post by: Unit1126PLL
kadeton wrote:Space Marines train for centuries to get to WS 4, and they're superhuman. The scale simply lacks enough steps to accommodate the difference between "trained human" and "expert human" when going from 3 to 4 is the difference between "trained human" and "expert superhuman".
For Initiative, see the recent (admittedly crappy) Sisters of Battle. Celestians and Seraphim have similar levels of training to Storm Troopers, and they all got nuked back down to I3. Clearly, training doesn't help enough to make up the difference between "human" (3) and "superhuman" (4).
On the other hand, giving them Stubborn seems completely appropriate, as does having Valkyries as dedicated transports.
Can an inquisitor (not superhuman, not really centuries old) be used? Because they're WS 4 and Ini 4.
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Post by: AlmightyWalrus
Unit1126PLL wrote:kadeton wrote:Space Marines train for centuries to get to WS 4, and they're superhuman. The scale simply lacks enough steps to accommodate the difference between "trained human" and "expert human" when going from 3 to 4 is the difference between "trained human" and "expert superhuman".
For Initiative, see the recent (admittedly crappy) Sisters of Battle. Celestians and Seraphim have similar levels of training to Storm Troopers, and they all got nuked back down to I3. Clearly, training doesn't help enough to make up the difference between "human" (3) and "superhuman" (4).
On the other hand, giving them Stubborn seems completely appropriate, as does having Valkyries as dedicated transports.
Can an inquisitor (not superhuman, not really centuries old) be used? Because they're WS 4 and Ini 4.
Considering the kind of stuff an Inquisitor will have access to, I'd say they don't count.
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Post by: kadeton
Unit1126PLL wrote:Can an inquisitor (not superhuman, not really centuries old) be used? Because they're WS 4 and Ini 4.
Characters can't really be used in any sense, because they're exceptional examples of their species. I mean, Saint Celestine is technically only human, and she has WS and I of 7, but I wouldn't use that as an argument that all Seraphim should be on par with her.
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Post by: shakey787
I always thought they should be similar to sternguard ie
different weapon effects depending on range ie
0 - 12" s5 ap3
12 - 18 s4 ap 4
18 - 24 s3 ap 5
to simulate changing the power settings on their weapons or the loss of power over range, or maybe you could forego rapid firing for 1 super shot each up to 12 inches ie s5 ap 3
i agree with the OP stormtroopers should be more elite
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Post by: JamesMclaren123
shakey787 wrote:I always thought they should be similar to sternguard ie
different weapon effects depending on range ie
0 - 12" s5 ap3
12 - 18 s4 ap 4
18 - 24 s3 ap 5
to simulate changing the power settings on their weapons or the loss of power over range, or maybe you could forego rapid firing for 1 super shot each up to 12 inches ie s5 ap 3
i agree with the OP stormtroopers should be more elite
i like your idea but str 5 is too high IMO i would go for somthing like this
0-12" s4 AP3
12-18" s4 ap4
18-24" s3 ap5
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Post by: liquidjoshi
It all makes sense, and make stormtroopers viable without stormicide. Take it to GW. Now.
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Post by: king-newmic
@kadeton: so vetran guardsmen have trained for centruries to get BS4? Basic commisars, vetran bodyguards, and PCS/CS get WS and BS of 4 and they are probly recieving the same amount of training time as storm troopers. These are not just troopers, these are "the best of the best guard".
As a counter point to the fact that the GW scale is small is that Stormtroopers are not a high 3 but a low 4 in my opnion.
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Post by: Unit1126PLL
They may be exceptional members of their species...
...but I was under the impression that Storm Troopers were exceptional as well.
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Post by: kadeton
king-newmic wrote:@kadeton: so vetran guardsmen have trained for centruries to get BS4? Basic commisars, vetran bodyguards, and PCS/CS get WS and BS of 4 and they are probly recieving the same amount of training time as storm troopers. These are not just troopers, these are "the best of the best guard".
As a counter point to the fact that the GW scale is small is that Stormtroopers are not a high 3 but a low 4 in my opnion.
I think it's pretty standard that BS is easier to get than WS across most races. BS 4 is a lot less special than WS 4. Everyone and his dog gets BS 4. Presumably it's because sights, targeters, recoil compensators and so on are easier to obtain than superhuman hand-to-hand fighting skills.
Storm Troopers aren't the "best of the best" guard. They're the "best fighting force". The actual "best of the best" are exactly what you listed there: Commissars, Bodyguards, and Commanders. There aren't enough people of that caliber to actually form an entire fighting force, so the Storm Troopers are as good as it gets for rank-and-file... and WS 3 is apparently as good as it gets.
Their fluff is mostly about their skill with guns, going on about "fierce firefights", "guns blazing" and "precision lasfire". It doesn't say anything about being able to stand toe-to-toe with a Space Marine.
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Post by: Kasrkin52
Zalmout wrote:I really love, everything you have stated. I feel this goes completely with the fluff without making them stupidly OP. This would make me want to take them more often.
Thanks for the comments, Im glad you enjoyed the read.
liquidjoshi wrote:It all makes sense, and make stormtroopers viable without stormicide. Take it to GW. Now.
Thanks, I really hope they make some changes in the next edition.
king-newmic wrote:@kadeton: so vetran guardsmen have trained for centruries to get BS4? Basic commisars, vetran bodyguards, and PCS/CS get WS and BS of 4 and they are probly recieving the same amount of training time as storm troopers. These are not just troopers, these are "the best of the best guard".
As a counter point to the fact that the GW scale is small is that Stormtroopers are not a high 3 but a low 4 in my opnion.
You got it spot on. I was going to say the same.
I forgot to add comments on the cost options of the assault weapons they can take. I edited the first post and will put my comments here as well. I beleive the Flamer and Grenade launcher should be a free swap. The melta gun, plasma gun, and plasma pistol should be reduced by 5 pts. Agree, disagree?
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Post by: I_am_a_Spoon
Came up with something similar here, with a few exceptions (just ignore the other units and custom weapons).
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Post by: Vaktathi
I've always thought they should be as such
WS4 BS4 S3 T3 I3 A1(2 for serg) Ld8(9 on serg) Sv4+
Gun: S3 AP5 Assault 3 18", possibly Pinning
Special Rule:
Deep Strike
Infiltrate
Scout
Furious Charge
Wargear:
Carapace Armor
Pistol
Hellgun
CCW
Frag/Krak
Make them 70pts for 5, 130pts for 10.
This would enable them to actually fulfill the role of an actual "stormtrooper", elite infantry that engage the enemy at close range with short range, high RoF weapons and clear enemy positions by assault for exploitation by heavier/mobile forces. It'd make them decent enough as an assault unit to clear some units, but not enough to make them as scary assault unit like Berzerkers or something which IG really shouldn't have, and make them shooty/mobile enough to fit the rest of the army and perform theri function adequately.
As is, they're a gimped MEQ hunter unit whose best role is as a min sized suicide tank hunter group.
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Post by: daedalus
Kasrkin52 wrote:
Presently storm troopers are not that great. If used, they usually deepstrike with melta weapons. Suicide units if you will.
You say this as if there is something bad about that. Also, they don't always suicide. They take a surprising amount of fire, especially if you have them go to ground. But let's read on.
In addition to this, they are expensive for a unit that cant offer much. For 16pts a pop after the inital 85 for a 5 man squad, you get a Veteran guardsman in caraprace armor, with a hot-shot lasgun. Veterans
Full stop. Storm Troopers aren't supposed to be Veterans. They satisfy different roles.
Next thing I hear, you'll be wanting to make them scoring.
are 7 points per man, and the entire suad can have the same armor for 30 more points making them essentially 10 points each. Lets not forget veterans can have 3 special weapons and a heavy weapon. So for 100 points you get 10 veterans with more options, compared to 5 stormies with less options for 85 points.
7 points = model with BS 4
3 points = carapace armor
2 points = AP3 lasgun (free exchange for bolter)
1 point = 'free' pistol
3 points = Pick a USR
Seems well worth it to me. Sometimes the value of a squad is more than it's statline.
When in comparison to space marines: a tactical squad is 90 pts. thats 18 per space marine. SO for 2 more points you get +1 WS, I, Ld, S, T and power armor. Seems like a deal compared to the price tag of a stormie right? And of course the SM have access to more equipment as well.
You're looking at a unit in a vacuum. That's a great way to achieve balance, however, by the end of the day, all of your armies will be identical. I would advise against that.
According to the fluff, storm troopers are trained since thier youth. Thier skills are second to none, and is the best humanity has to offer before space marines. They love the empeor with the upmost zeal. They spearhead assults and get key objectives and move from one place to another in rapid succession/ deployment. Awesome, but thier current stats have nothing to show for this.
Fluff is a bad thing to develop rules from, otherwise you'll have movie marines.
Now with all I said, (there was a purpose for all of it i promise) stormies need to be buffed outright.
Thier current stats are the following:
WS: 3
BS: 4
S: 3
T: 3
I: 3
A: 1/2 (pistols)
Ld: 7 (8 for sergeant)
Sv: 4+
Weapon: Hot shot lasgun - 18" S3, AP3 Rapid Fire
I strongly believe the stats should look like the following:
WS: 4
BS: 4
S: 3
T: 3
I: 4
A: 1/2 (pistols)
Ld: 8 (9 for sergeant)
Sv: 4+
Weapon: Hot shot lasgun - 24" S4, AP3 Rapid Fire OR 18" S4, AP 6 Assualt 3 Pinning
That's better than a Tac squad with a gun like that. Probably better than Sternguard. At least Sternguard get hot when they try to use their S4/AP3 ammo.
And now my explanations.
Weapon Skill: C'mon trained since infancy and the current stormies ony have a WS of 3? They are considered the special forces/ navy seals of the IG. Thats just dumb. A regular guardsman that has only trained for about 2 or 3 months has a WS of 3. So to show for it I made the WS 4.
This isn't a HUGE boost. I'll give you that one. They SHOULD be at least a little more elite than Veterans.
Ballistic Skill, Strength, Toughness, Attacks, Armor Save: Keep the same. Nothing wrong with where thay are at presently.
Initiative: Again trained since infacny. The perfect guardsman: Trained to the peak. I think they should have a better reaction time than the average guardsman. So I of 4 makes sense to me for this.
Leadership: They have a zeal for the emperor. Again, they are the perfect guardsman and etc. They are trained in the same schools where commisars are from. Makes sence to give them a leadership of 8 (9 for sergeant).
I'll give you the leadership. Initiative makes no sense though. They're still humans, and that's a hell of a bonus.
Weapon: These are shock/ assault troops. It only makes sense to give them an assult weapon. THe stats I proposed above just makes complete sense for thier role. They should be able to switch thier weapons to fit the situationn they are tasked with. Since thier guns have a higher potancy than normal lasguns it makes sense that they can switch from the powerful shot to thehigher volume shots. The description even says "a more moreful" (meaning Stregnth wise) "and more penatrating" (AP value) "shot".Thats why I think the S should be 4 instead of the crappy 3 as it is now. SO at rapid fire they can make more shots at the enemy at the range of 18" and they should be pinning due to the amount of shots taken. They should still only be able to take assault weapons, as it would make no sense giving them heavy weapons for the role they are supposed to be for.
But the problem is that you now have a gun at least as good as what Sternguard have, which are supposed to be the elite Space Marines. That doesn't make sense.
Now for the special operations, I like how it is, but should be changed a bit. Behind enemy lines should be just infiltrarte, as the pinning is useless due to the proposed stats of thier weapon. Ideas welcome here.
Funny, that.
In apocalypse games stormies have a formation that gives them a special rule. It allows them to shoot, run, and shoot again (at a different target if they want). Also there is a -1 penalty to cover saves. Note that is is only when they disenbark from thier transport. I dont know if this rule should be standard or maybe an upgrade somehow, but it makes for a very interesting option. What do you think?
Valkyries as dedicated transports? You decide.
Not going to touch the Apoc thing, as I have a rocky relationship with Apoc, and I fear I may be biased. Valkyries as dedicated transports is interesting though. I might actually be okay with that one, though I might have to suggest that if you were to allow that, you disallowed having Valks (and Vendettas) in squadrons. Otherwise you're skimmer spamming.
Since there is no special character that makes storm troopers a troop choice (im guessing sergeant bastonne was going to be one but didnt make the cut) they should be able to hold objectives. May be they should have a special rule like this - Take the Objective: Storm Troopers are considered troop chioces for the purpose of objective based missions without taking up slots in the FOC. I mean cmon, its explained in the codex that they storm key objectives and whatnot. Why not give them the ability to do so?
Not going to comment.
The cost for some of the assault weapon options they have, should be changed. If an AP 3 weapon is so valuable why should you pay more to swap it out for a flamer or grenade launcher? WHy pay full price for a melta or plasma gun?
Grenade Launcher: Free
Flamer: Free
Plasma Gun: 10 pts
Melta Gun: 5 pts
Plasma Pistol: 5 points
Storm Troopers are not Tac Squads. Those are too cheap and you're not building cost into the models for this. Fine, if you must, but you pay full price for the first one, and then you only even get the second one period, albeit at reduced price, if you take 10 Stormies. You want the perk, you have to accept full responsibility.
Now for the points value. Either keep them as is or maybe cost them out to be be 17 pts for the additional stormie after the initial 5 man team. Hell make the 5 man 90 points if you think its undercosted.
I'd rather not increase the price. Your idea is vastly undercosted at standard prices though.
With the improvements made, we now have a fun, competetive unit for the Elite choice. They are marines minus the S, T armor save, and the all-round Ld 9. The buffed up hot shots makes up for this I think, and makes the storm trooper well worth 16-18 points each, and while they are no space marine, they should have the balls and equipent to take em down. SO now tell me, what do YOU think? Do my suggestions make sense? WHat should be tweaked? Do you have other ideas that should be done? PLEASE Feel free to comment my proposed rules and give me your thoughts or even your proposed rules. Thanks for reading, and I hope you enjoyed it.
I think they already have the balls and equipment to take down space marines. Every time I've used them, ranging from two 5 man squads with meltas and plasmas respectively, to a 10 man squad in a chimera with meltas, they've always made their points back. Honestly, I feel like most people haven't even bothered using them; They just accept that the Internet says they're bad. They're really not. Really. They're like the ultimate trump card. "Oh, there's something I'm going to have a problem dealing with, good thing I have this thing that can outflank/deepstrike/infiltrate exactly where it needs to to get the job done." The problem is that your ideas are like the new psycannon. They would become a no-brainer, such that they demand the exclusion of any other choice.
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Post by: Vaktathi
As someone who owns damn near 200 stormtrooper models, and loves the unit concept, I've never had them really pull through as anything other than suicide melta units in min sized squads.
They get slaughtered in CC almost as easily as basic guardsmen. In a shooting war with SM's they merely manage to attain parity rather than having any sort of advnatage, and break easier, and are much more vulnerable to the majority of heavy weapons fire in the game.
There is almost nothing that you couldn't find another unit to do better than Stormtroopers.
They're given too much wargear that's value far too highly for their statline to support in order to combat units that even under optimal circumstances they can merely match and usually will be on inferior footing to.
16pts each is just too much for what they do, and even if they had their cost cut to something more reasonable like 12, they'd still be awkwardly built, they have a bunch of contradictory gear, rules and weapons options that just don't come together well except in the form of suicide DS melta units (and in which case their much-paid-for AP3 goes to waste). Account 5ppm for the carapce and hotshot is way too much. Carapace armor in this game is and always has been ubiquitously over-valued, especially for IG units.
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Post by: somecallmeJack
Your changes make sense, but I think the hotshot lasgun is a bit overpowered. S4 ap3? I think theyre OK as S3 ap3.
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Post by: Pomyboy
I think that the statline you stated above, should be correct. The information you provided, with the reson is highly true in my opinion. A stormtrooper would kick a gaurdsmens ass, and yet they have the same WS and I. what up with that.
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Post by: acekevin8412
Just wondering, how (un)balanced would it be if Hotshot lasguns were R18"S4 AP3 Assault2?
In fluff, hotshot lasguns/hellguns are described as rapid-firing, hence the assault. They are also stated as piercing power armour, AP3, and for buffing reasons, S4.
Just wondering, within the fluff, is there a difference between hotshot lasgun/hellguns? I remember reading somewhere that hotshot lasguns are supposed to be next-generation hellguns, but I don't remember where.
Finally, all of the ballistics experts out there as well as people who operate firearms, is it even possible for a projectile to have more penetration power but less stopping power?
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Post by: Unit1126PLL
acekevin8412 wrote:
Finally, all of the ballistics experts out there as well as people who operate firearms, is it even possible for a projectile to have more penetration power but less stopping power?
Definitely yes. For example, a bullet from the Tokarev TT-33 can pierce class 3 body armor. It is, however, a terrible defensive weapon, because without a hit to the vitals, the bullet will pass clean through the human without inflicting debilitating damage.
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Post by: acekevin8412
But wouldn't going through most parts of the torso hit organs? Like the lungs, intestines, etc? And isn't it worse if the projectile penetrates through the target because then they are going to leave behind bullet hole that was larger than the entry hole?
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Post by: Mr. Self Destruct
It would probably create a sucking wound, but it's generally better to have it stuck in the target to debilitate it. Most of why the M16 is so powerful is because it hits a target and the bullet literally spins and tumbles around until it stops.
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Post by: JamesMclaren123
Unit1126PLL wrote:acekevin8412 wrote:
Finally, all of the ballistics experts out there as well as people who operate firearms, is it even possible for a projectile to have more penetration power but less stopping power?
Definitely yes. For example, a bullet from the Tokarev TT-33 can pierce class 3 body armor. It is, however, a terrible defensive weapon, because without a hit to the vitals, the bullet will pass clean through the human without inflicting debilitating damage.
That is the problem that us brits have with the SA 80 the bullet just goes straight through but does not cause that much damage
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Post by: acekevin8412
So basically, the reason that the bolter is S4 AP5 is that it can't penetrate that far, but when it does, it explodes inside the target right?
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Post by: Unit1126PLL
acekevin8412 wrote:But wouldn't going through most parts of the torso hit organs? Like the lungs, intestines, etc? And isn't it worse if the projectile penetrates through the target because then they are going to leave behind bullet hole that was larger than the entry hole?
That's why I said missed the vital organs. If you hit their shoulder, leg, or hip area, it'll not incapacitate them hardly at all.
As for exit wounds, an exit wound is indeed larger than an entry. But if the entry is .3 inches (7.62mm, common round) then the exit is like, .4 inches ... still not debilitating.
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Post by: acekevin8412
Alright, your explanation makes sense.
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Post by: Nocturn
I like the statline that the OP suggested, at 18 PPM.
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Post by: Kasrkin52
@daedalus
Thanks for the review. I might agree with you on some things. For example, I can understand how humans should only have an I 3 value, but what makes me irritated is the fact that a squad of veterans or even regular guardsman can defeat a squad of stormies in CC. The only advantage they have is the extra attack from a pistol.
Pomyboy wrote:I think that the statline you stated above, should be correct. The information you provided, with the reson is highly true in my opinion. A stormtrooper would kick a gaurdsmens ass, and yet they have the same WS and I. what up with that.
He is absolutely correct.
I dont think just the exrta attack should win them the CC, is should be thier skill, as well as the fluff states they have asualt roles, storming objectives, so if needbe they would charge a unit. I'm not saying they should be the best but should hold somwehwhat.
If the leadership I suggested is too much to ask for, as well as the Initiative, why not give them furious charge or stubborn? Is that too overpowered even at 18pts per model? At least this fits the assualt role and they would get that initiative boost if they charge of course.
***I edited the original post, as I see some things wouldnt work.
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Post by: Nocturn
Stubborn isn't that bad of an idea...
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Post by: Panzerboy26
Nothing is 'wrong' with Storm Troopers other than their point coast.
16pts is too much to pay for a guardsmen of ANY stripe. That's as much or more than some Space Marines.
They have a decent (for Guard) armor save, a couple of coolish special rules, and most importantly that AP 3 Hellgun. I'd say that this is worth 12pts a model tops.
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Post by: Vaktathi
Nocturn wrote:I like the statline that the OP suggested, at 18 PPM.
At 18ppm you'd see them even less than you see them now. T3 4+ sv infantry, especially with crappy Init and combat ability (even with WS4 and furious charge they aren't hugely scary) and without any ability to hold objectives, are never going to be effective for those points, especially relative to anything else in the book, and in light of basic troops being 5ppm (3.5x cheaper) and only very slightly easier to kill. 18pts is completely unreasonable for any such unit, even the current 16pts would still be probably be a bit too much for the OP's suggested changes, which tells you how awful that current costing is.
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Post by: king-newmic
Lets see: As Storm troopers should be now: +5 pts: basic guardsmen +3 points for carapace +2 points for BS+1 +3 points for AP3 upgrade +3 points for special rules -2 points because "Non-troop scoring" rule. Total:14 ppm Add ons via this thread: +2 points for WS +1 +1 point for +1 Leadership +1 point for +1 gun Str. This is how it should look give or take half a point here and there for the listings (way to complicated to get into half point range)
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Post by: Vaktathi
king-newmic wrote:Lets see:
As Storm troopers should be now:
+5 pts: basic guardsmen
Don't forget that the basic guardsmen is actually more like 4pts. The squad is 50pts and that includes Sergeant with extra attack and higher Ld.
+3 points for carapace
Carapace at 3ppm is overcosted, there's a reason nobody ever takes it on Vets/Command squads aside from theme, or took it even at 20pts in the previous book.
+2 points for BS+1
+3 points for AP3 upgrade
AP3 is dubious in value given the prevalance of cover, short range (making such ST's highly vulnerable to assault) and poor weapon S, 3pts is possibly a bit much. 2pts is probably more accurate.
+3 points for special rules
Again, a bit much, many other units get such abilities or similar ones for half the cost. 2pts is probably better.
So really what we should end up with is something around 12pts, 10 after scoring decrease, so lets say 55 for 4+1 Sergeant, or 115 for 9+ 1 Sergeant, or maybe 60 for 5 and 120 for 10.
Add ons via this thread:
+2 points for WS +1
Unfortunately there's just no way it's worth 2pts on S3 T3 I3 models, 1pt maybe, especially only going from WS3 to WS4.
+1 point for +1 Leadership
+5pts for the unit perhaps, that's about how GW costs it for most Imperial units.
+1 point for +1 gun Str.
So after this lets say 80 for 5 and 150 for 10, still feels a bit steep, especially considering something like BA Assault Marines or Grey Hunters are like the same cost, and still markedly superior and troops.
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Post by: Unit1126PLL
We could work backwards from Thousand Sons:
Pros:
Lose Slow and Purposeful = +2 points
Gain CCW = +1 pt
Gain Special Operations: +3 pts
Cons:
Lose power armor = -4 pts
Lose all 4s except WS and BS = -1 pts / stat = -3
Lose Fearless = -2 pts
Lose 2 LD = -2 pts
Lose str 4 guns = -1 pt
Lose invulnerable save = -4 pts
Total comes out to 13 ppm at current in-codex stats.
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Post by: Vaktathi
Don't forget that TSons are scoring, and also seen almost universally as overcosted and under-capable as well unfortunately
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Post by: Unit1126PLL
True dat, yo. What is scoring worth? And I can't arbitrarily change the numbers based on perceived worth of the original unit.
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Post by: king-newmic
@vathaki: -Guardsmen are worth 5 points because there simply worth 5 points. ou have to draw the line in the sand somewhere and as far as im concerned, you start off with the basic mainline trooper as the starting cost no ifs, ands, or buts about it. -Storm troopers also get a sargent with higher leadership and extra attack under the belt, double check the codex again -There are only 3 units in the codex that can buy carapace. one can buy it at 10ppm, another can buy it at 4ppm, and the last one can get it at 3ppm. Im using the lowest value you can get for carapace in the guard codex. If you want at 2ppm then make it that way. -i felt AP3 is equal to 3 points. if you kill a single space marine then you made your points. Plus weapons are notorious for being hard to price right. -Storm troopers get a 2ppm main special rule and a secondary 1 point special rule on the side. Its fair. -WS might be 1 point, i just made it 2 points because thats how much BS costs -Ld of 9 is alot harder to crack than a Ld of 8. +1 points is nothing to sweat over. iIn the end, grey knights and blood marines may be better at assulting but thats what theyre good at. We did not come here to build a guardsmen greyknight, we came here to build a imperial guard stormtrooper. Its reasonably powerful, alot better than it was before, and still has its fluff to fall back on. Mission acomplished in my opnion. also, i dont know the costs of chaos so you should follow the skeleton of my example and work your way up from the basic trooper till you add up all the costs. the rest of the points that are not accounted for in terms of uprades for the unit are what you can adjust with. Oh, and the more stuff you add on, the more it adds on to the costs; "Sum of the parts..." and all that.
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Post by: Jackster
They are really fine as it is... (As long as people stop comparing them to Vets...)
Some sort of combi weapon for them would be cool though
Instead of wasting time "fixing" them, why not fix the units that are actually bad. Like say Ogryns.
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Post by: I_am_a_Spoon
Dunno if anybody clicked on my link, by in my thread, I made the following changes to Stormtroopers:
- Gave them the Combat Squads USR.
- Gave them the option to take a Vox Caster, Demolition Charge and/or Medi-Pack.
- Improved the range and strength of Hot-Shot weaponry: both Lasguns (Range 24", Str. 4, AP 3, Rapid Fire) and Laspistols (Range 12", Str. 4, AP 3, Pistol). I know that Str. 4 might seem a bit much when compared to Boltguns, but Boltguns are a high 4 (49%), and Hot-Shots are a low 4 (40%). On a ten-point scale, it can be misleading.
- Gave them the option to replace their Hot-Shot Lasguns with Hellguns (Range 24", Str. 3, AP 5, Assault 3).
- Gave them the option to take Meltabombs and Camo Cloaks.
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Post by: acekevin8412
Good call on the S4 and good idea about bringing back hellguns, though I think they should be R18"
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Post by: Diesel Stradin
Jackster wrote:They are really fine as it is... (As long as people stop comparing them to Vets...)
Some sort of combi weapon for them would be cool though
Instead of wasting time "fixing" them, why not fix the units that are actually bad. Like say Ogryns.
Ogryns does not = bad....... they are annoying as hell since power fists can't instant death them.....
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Post by: Vaktathi
king-newmic wrote:@vathaki:
-Guardsmen are worth 5 points because there simply worth 5 points.
Except..they're not. A squad of 10 is 50pts. That *includes* the cost of the sergeants extra attack and Ldboost, and the ability to merge squads.
you start off with the basic mainline trooper as the starting cost no ifs, ands, or buts about it.
Except that doesn't quite work all the time. There is no cost for just the trooper given, and the basic trooper has an ability stormtroopers will never get, Scoring.
-Storm troopers also get a sargent with higher leadership and extra attack under the belt, double check the codex again
Yes they do, I never said anything to the contrary, but he costs the squad an additional 5pts (base squad of 4+1sergeant is 85pts, an additional 5 is 80pts)
-There are only 3 units in the codex that can buy carapace. one can buy it at 10ppm, another can buy it at 4ppm, and the last one can get it at 3ppm. Im using the lowest value you can get for carapace in the guard codex. If you want at 2ppm then make it that way.
Right, I understand the equivalency, but one should also realize when looking at carapace that nobody takes it because for those values are simply too high to be worth it. As I noted, even in the last codex when it was 20pts, nobody took it competitively.
-i felt AP3 is equal to 3 points. if you kill a single space marine then you made your points. Plus weapons are notorious for being hard to price right.
Right, but again on relatively easy to kill models with very short ranged, low S guns that cannot be followed up with an assault, and especially given the prevalance of cover, 3ppm is difficult to justify.
-Storm troopers get a 2ppm main special rule and a secondary 1 point special rule on the side. Its fair.
They cannot utilize all of their special operations rules in a game however, only 1, meaning the marginal value of those abilities over each other relatively low. They also don't use them anywhere near as effectively as most other units given their relatively S, T, I, Ld and Sv and the relative weakness of their basic weapons (S3 guns).
-WS might be 1 point, i just made it 2 points because thats how much BS costs BS gives a direct 33% increase in effective firepower over BS3. WS3 won't net the same kind of return, especially with stats that generally means the vast majority of enemies will strike first, strike harder, and be harder to harm in return.
-Ld of 9 is alot harder to crack than a Ld of 8. +1 points is nothing to sweat over.
Perhaps, but at the same time, relating ST's to anything in their current price-range, they're going to be taking that test a lot more often, and they don't have other special rules to help mitigate it (e.g. ATSKNF)
iIn the end, grey knights and blood marines may be better at assulting but thats what theyre good at.
In the case of the former they're also just as good if not better at shooting, and the latter isn't much worse at shooting (in fact, the only if sitting at 12" and trading shots without cover are the assault marines going to be in trouble, if sitting at 12" and the marines have cover they'll beat the ST's at shooting even if the ST's also have cover) , and equivalent if not better as a tank hunting unit.
also, i dont know the costs of chaos so you should follow the skeleton of my example and work your way up from the basic trooper till you add up all the costs. the rest of the points that are not accounted for in terms of uprades for the unit are what you can adjust with. Oh, and the more stuff you add on, the more it adds on to the costs; "Sum of the parts..." and all that.
The problem is that with this line of thinking, without acknowledging diminishing returns, you end up with what the Stormtrooper is now, a unit with too many special rules and fancy wargear that doesn't have a statline to support it and make effective use of all that, and ends up costing half again as much as it should.
Jackster wrote:They are really fine as it is... (As long as people stop comparing them to Vets...)
How so? The problem isn't only comparing them to vets, it's when you compare them to anything else in the same general price range. Vets will do pretty much every job just as well except back field AT for fewer points and hold objectives, while anything else that costs as much as ST's will be roughly as shooty but also far hardier and better in CC.
Diesel Stradin wrote:
Ogryns does not = bad....... they are annoying as hell since power fists can't instant death them.....
No, actually theyr'e pretty awful. Just because a powerfist won't ID them doesn't make them good. A basic tac squad can nearly match them point for point in CC, and will outfight them with a single powerfist routinely. Ld6/7 doesn't exactly help either for a CC shock unit...
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Post by: king-newmic
-I agree that the sargent does cost more than the average trooper but because you cannot buy sargents separately anymore, the basic cost of the trooper averages out to be 5 points. The ability to merge squads is null as it presents a good thing and a bad thing wraped into one. There is no need to pay for it. +1 point to merge the squad -1 point because you now have less squads to work with. -you are right, there is a cost for putting another unit onto the field, im not sure if i added it in there but it should be there. -carapace should be woth 2ppm but thats for another thread to decide. Everything else is debatable but requires too much effort: im just showing where generaly all the points went into the model and what its generaly worth: 13-14 points instead of 16 for the normal trooper which is a very big drop in points. paying 17-18 points for this upgraded trooper should also be about right. Cant know for sure but as the biggest rule of all in making points adjustments says: "It is better to aim over and have a slightly bad unit then to aim under and have an overpowered one" -Everyone compares stormtroopers to vets because stormtroopers are supposed to be better than vets yet storm troopers fail to beat them in almost every catagory that you put the two in. Go figure. - I like all of spoons suggestions, they feel right for a storm trooper. Maybe stepping on the toes for the spacemarines when it comes down to Combat Squads but i dont think it will hurt too much. -Ogryns: dont let anyone tell you otherwise, they are priced very badly for what they do and are missing a couple of features. As for fixing them, go and check 2 or 3 threads back and you'll find several good fixs, one made by me, another by spoon, and another 1 or 2 that derseve mentioning. All of them are better than they were before. Give them a look see and support your local Dakka-posters!
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Post by: acekevin8412
In the Tau Codex Brainstorm Thread, we were talking about reworking rapid to be assault1/heavy2.
This might be interesting to allow stormies the ability to move and fire at max range or stay stationary and fire twice. However, I can't imagine it being beneficial to keep a unit like stormies still for a turn since they are only 18"
I don't remember if it was mentioned earilier, would making Hot-shot lasguns Assault2 be too much?
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Post by: I_am_a_Spoon
acekevin8412 wrote:In the Tau Codex Brainstorm Thread, we were talking about reworking rapid to be assault1/heavy2.
That might be fine for an additional "Support" weapon class or something. Rapid Fire however is supposed to represent weapons that require concentration and control to operate effectively at long range, but which can be brought to bear much more readily up close.
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Post by: acekevin8412
That's what was being discussed, whether Rapid Fire should be:
the ability to long range single shots and close up rapid shots
or
quick single shots on the move and pump out a steady stream of shots while stationary.(Because you don't have to compensate for two things moving, yourself and the target.
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Post by: I_am_a_Spoon
Well, Rapid Fire as you described it would suit its namesake better. I suppose the current rules could apply to a "Rifle" weapon class... after all, why not have both?
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Post by: JamesMclaren123
I_am_a_Spoon wrote:Well, Rapid Fire as you described it would suit its namesake better. I suppose the current rules could apply to a "Rifle" weapon class... after all, why not have both?
i completely agree i think rapid fire works as it is but add in this new idea as a new weapon type of "Rifle"
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Post by: king-newmic
Hehehe, i had a mind flash last night, what if instead of making the rifle have only 2 types of fire, why not 3?
12" assult 1
-final bursts and sprays before engaging the enemy at CC
12" rapidfire 2
-decently to well aimed shots at an enemy thats close
max range" rapidfire 1
-well aimed shots at long range
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Post by: resipsa
IMHO, and truth be told I've only read about 2/3 of the posts in depth, (so I apologize for any redundancy), here's what I think the Stormtroopers should be and why:
I've always noted storm troopers described in book as either shock infantry (rangers, swat units, or marines) or special operations infantry, that being said, leaving human like stats of I3, T and S 3 would be reasonable and recommended. Weapon skill 4 should only come in if a unit has a specific close combat role for the guard... like ogryns or special characters. I'd find that the BS 4 is most representative of infantry that train with their weapons constantly, have targeters, etc. equipment that compensates or augments their shooting ability.
I like the idea of selectable mode weaponry, allowing for either greater volume of fire, or lower volume, higher strength, more penetrating shots, not because it would be particularly fluffy, but moreso because it would make the unit more versatile on the field. Regarding armor, I find that the 4+ save is sufficient and needs no change there. Lowering prices for special weapons may be a good idea, however, I'd like to see only mission specific weapons provided, and should be increased to 3 per squad (IE - meltas only allowed for an antitank doctrine, whereas, plasma or flamers for anti infantry doctrines).
I think that the storm troopers should be allowed to select from 4 doctrines, the standard airborne, standard Recon but with flamers as their spec weapons, and pinning rules on their weapons; perhaps a tank hunter specific variant that can take infiltrate and a tank hunter benefit, and perhaps an "assassination/sabotage" doctrine, allowing for deep strike, a demo charge, and a combination of plasma or melta weapons and meltabombs for taking out a specific unit.
In order to balance these perks, perhaps a rule such as the lone wolf's killpoint rule should take effect, where the IG player will gain benefit from the unit actually achieving their mission objective (kill x units, go to X objective, destroy X tank, etc.) and or counting against the IG player where they do not achieve their goal. This should all be at standard cost.
My two cents anyway. Thoughts?
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Post by: Leonid
makes sence to me
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Post by: SoliderSnake
Ok, I LOVE Storm Troopers with all my heart, so I pretty much agree to everything that the OP stated for changes. As for the people who say that these changes would have them stepping on the toes of Space Marine units, remember that they are Elites and still almost twice as costly as regular units in our codex. To those worried about a ST spam, that means that any viable list will probably not even have all 3 Elite slot choices filled, to save points on everything else that an IG list needs, like Vendettas, and Melta-vets.
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Post by: CalgarsPimpHand
Stormtroopers should be significantly cheaper and (and I know this is heresy to a lot of newer players) shouldn't have AP3. That has never had support in the fluff, and has never even been hinted at in any earlier incarnation of the rules. It makes no sense as anything except a gimmicky anti-MEQ hand-out from the design team, and I think contributes significantly to the overpricing of STs.
Bring them down to around 8-10 pts. The selective fire modes idea is a great one IMO - I would go with something like 24" S3 AP4 Rapid Fire as their basic fire mode and 6" S4 AP3 Assault 1 to represent cranking up their weapons in close range (and even then the AP3 is just a concession to players who have gotten used to the AP3 - I'd rather make it 6" S4 AP4 Assault 2).
Aside from the large body of fluff and previous rules that had their weapons NOT punching straight through power armor, remember that even though stormtroopers are highly elite and they have the best small arms available to the guard, they are called so in comparison to the guard, not to the (incredibly rare and far more powerful) space marines. The ability for a stormtrooper's weapon to easily negate the most common armor in the Imperium (flak) and even go through carapace armor, valuable armor worn by important people and other elite units, would be a Big Deal. They are the best of the best of normal humans, their rules only seem too weak when they cost the same as Space Marines and fight MEQs 90% of the time on the tabletop. Cut their points in half and bring their weapons in line with the fluff and I think they'd be worth taking.
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Post by: acekevin8412
@CalgarsPimpHand I started the IG with their 5th edition codex, so I "grew up" with AP3 Hot-shots. However, I would gladly accept your changes as as long as all their other options remained the same. From what I have read of the fluff, I agree that there is no mention of hellguns punching through power armour. Carapace maybe. They really are just a contrived way to include MEQ killers.
One question I had though. If STs are supposed to be Elite SpecOps soldiers, why can they only take 2 special weapons when veterans can take 3? I think this should've been switched. Also, with all their high-tech gear, why can't Sergeants take power fists?
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Post by: kenshin620
acekevin8412 wrote:
One question I had though. If STs are supposed to be Elite SpecOps soldiers, why can they only take 2 special weapons when veterans can take 3? I think this should've been switched. Also, with all their high-tech gear, why can't Sergeants take power fists?
Probably because ST are very organized. After all if Space Marines are the emperor's finest, why are they limited to a heavy weapon and a special weapon in their bread and butter squads? Why not x4 special weapons/etc? Vets on the other hand are those who probably dont have authorization, they have their "ways" of getting additional requisition.
Also generally IG with powerfists is a bad idea unless you have more than 10 bodies protecting it
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Post by: Reisen-tanith
I am a huge fan of storm troopers, and always thought they could be a bit better, I allways mount them in valkyries anyways so I wellcome the dedicated transport Idea. Also I love the Idea of the Missions and the loe wolf draw backs that resipsa stated. In my opinion, I think that fluff and rules wise, the storm troopers would do best if they have a specific mission to follow, choosen after deployment. Here's what I think:
sabbotage: stromtroopers gain Infiltrate and tanks hunters USR. if they fail to destroy or immobilize an enemy tank, they count as *2 kps for a mission that uses Kps
Air calvery: storm trooopers who deepstrike roll 1 less scatter dice to land
Dynamic entry: the turn they enter the board, the storm troopers hellguns gain assault 2. (cant think of penalty)
Forward recon: storm troopers gain scouts and move through cover Usr. (maybe a rule to make artilliry acurate, as recon is meant to rely info)
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Post by: Che-Vito
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Post by: Soltari
Actually, whole Elite chapter of IG is underpowered (or rather overpriced) and rarely sees play. But every unit has distinctive role:
Ogryns are melee experts ( WS 4 S 5, lots of attacks and wounds) (so Stormies have WS 3)
Ratlings are snipers ( BS 4, sniper rifles in standard, Stealth and Infiltrate USR) (so Stormies don't have Sniper Rifles)
Psykers serve as crossover of artillery and tricksters. (so Stormies don't handle Demo-Charges)
in the result Storm Troopers are remote Spec Ops Strikers.
Generaly, I'd think that cost 14 pts/model (full squad 140 pts) would be fair, with some (maybe not all) of following improvements.
Of course, improved stat-line would be nice, however i don't think it would be good change.
S, T and I, are beyond consideration, 3 is human level, let's keep it. W is the same case.
Attacks. Well, they already have three attacks on charge (sergeant even four) plus assault shot from HS Pistol. Enough.
I hesitate about WS and Ld, because they share background with Commissars, and these have (basic, not Lords) WS 4 and Ld 9, on par with *Company Commanders*. That's because Commissars are drawn from toughest and meaniest Storm Troopers or Storm Troopers are those who failed to become Commissars.
Only stat improvement they should get is Ld 8 (+1 for Sgt). I think they're far more determined fulfilling orders and less concerned about safety than Vets. And in 4th ed Stormies had base Ld 8.
Five-men strong squad can have Plasma Pistol and 2 Plasma Guns = 3 specials. That's much. I miss only option to include two Heavy Flamers  Unfair is that cost of special weapon both in vet and storm squad is the same, while stormies are giving back much more potent weapon. Maybe some discount?
I wouldn't also change hotshot weapons - they're already three times more efficent than standard guardsman's lasgun against MEQs, but I would add more equipment options.
Like free swap of HS Lasgun for Hellgun. According to books it has greater rate of fire and dissipation along with power than std lasgun. Let's say 12'' Assault 3 S3 AP6. Analogical to vet's shotgun for sweeping mobs of light infantry.
Why so short range? Because they assault enemy - soften target with guns first, then enter the fray.
Since 4 ed Stormies lost also melta-bombs, left only with frag and krak grenades. It would be fair to give them Auxillary Grenade Launchers (krak), 12' range, one shot, trading power for range. Great piece of equipment of Elysian Veterans from IA 3/4. Stormies could get this for swaping HS Pistol (-1 attack) and maybe some points.
Special rules.
'Glory boys' get orders from higher command, and thus have more independent nature. This could be reason, why they're so despised  In game terms they wouldn't receive orders but will keep one in effect continously, depending on kind of mission.
Surgical Strike = grants the squad INFILTRATE universal special rule and all team members get
TARGETERS (their weapons count as twin-linked against monstrous creatures and vehicles)
Recon & Sweep = grants the squad SCOUTS and MOVE THROUGH COVER universal special rules and all team members get
MOTION SCANNERS (when squad shoots at enemy unit it must reroll successful cover saves-vs light infantry)
Storm Objective! = heh, jump packs would be great here (grant DEEP STRIKE and jump infantry status) but overpowered option. According to Gaunt's Ghosts guardsman issue jump packs exist... as an alternative usual DEEP STRIKE+re-roll scatter dice, with addition of SURGICAL ENHANCEMENT (Squad may always regroup, instead of buffed IA version - we're just emulating orders).
Many ideas may overlap with mentioned, but it only proofs the way st should be improved
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Post by: Ashiraya
IMO, stormtroopers are good as they are. They were made that way. Logic lies behind every stat. S4 AP3 weapons? no, these guys do NOT have Inferno Bolters.
WS3, because guardsmen are supposed to die as soon as the enemy gets into melee, so close combat skill is not a priority.
Automatically Appended Next Post: You can give all stormies, including the sergeant, LD8 though. but them being as psychically strong and brave as Marines?....
Think twice first.
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Post by: I_am_a_Spoon
I don't mind Strength and AP 3, but they at least need a boost to range.
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Post by: Greyish
WS4/I4 - With humans this should be left to dedicated close-combat fighters only, such as the Crusaders. While trained in many different aspects, STs mainly rely on shooting and should still be treated as such on TT. Having a CCW with pistol translates that they're better prepared/trained enough for close-combat over most other IG units anyway. AP3 - Yes on Hot-shots, but no on Hellguns. Helguns should be an optioned swap for Hot-Shot Rifles though, acting roughly as a polar opposite - S3-4/AP4-5 at 30", Rapid Fire. Hellrifles (C:GK) could be 36", but Heavy to be consistent. Sorting out the Stormtroopers is easy otherwise. The main problem is their expensive cost. Take out the Special ops abilities and make them purchasable options instead. Bring STs down to 10-12pts to compensate.
50006
Post by: dreadfury101
do away with storm troopers and let vets upgrade to hellguns, that way vets become the "mr potato head" of guard
or change the stormtroopers armor to 3+ and leave them at current cost, i dont see a reason why superior armed and armored troops in guard cant have tougher armor. besides carapace armor is basically just a breastplate, these are stormtroopers give them half-plate or banded mail
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Post by: AlmightyWalrus
Sorry but no, Stormtroopers do not have better armour than SM Scouts and CERTAINLY not armour comparable to power armour.
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Post by: dreadfury101
why would they not have better armor than scouts? sm scouts have carapace armor if im not mistaken, and that armor doesn't cover their whole bodies, they have better Toughness to compensate but storm troopers are covered head to toe in armor, esplain it to me lucy.
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Post by: AlmightyWalrus
Lucy wrote:Both the scouts and the Stormtroopers have Carapace Armour. Neither of them have full-covering armour. The Adeptus Astartes also have a way higher quality of gear than any other Imperial branch barring the Inquisition, Officio Assassinorum and the Adeptus Custodes.
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Post by: dreadfury101
AlmightyWalrus wrote:Lucy wrote:Both the scouts and the Stormtroopers have Carapace Armour. Neither of them have full-covering armour. The Adeptus Astartes also have a way higher quality of gear than any other Imperial branch barring the Inquisition, Officio Assassinorum and the Adeptus Custodes.
i loled, i can understand the fluff reasons, but looking at the models stormtroopers just look more armored that's justification enough for me, plus thye are elites, i see no real problem with high cost units that are elites and not scoring to have a decent armor save. they are still t3 and die to over half the weapons in the game
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Post by: AlmightyWalrus
dreadfury101 wrote:Lucy wrote:Both the scouts and the Stormtroopers have Carapace Armour. Neither of them have full-covering armour. The Adeptus Astartes also have a way higher quality of gear than any other Imperial branch barring the Inquisition, Officio Assassinorum and the Adeptus Custodes.
i loled, i can understand the fluff reasons, but looking at the models stormtroopers just look more armored that's justification enough for me, plus thye are elites, i see no real problem with high cost units that are elites and not scoring to have a decent armor save. they are still t3 and die to over half the weapons in the game
4+ is still a decent armour save. And, going by your logic, they shouldn't have a 3+ save because Marines look more armoured. Let's put it this way: a Necron Warrior has a 4+ armour save and yet you want a Stormtrooper to have 3+?
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Post by: Joey
AlmightyWalrus wrote:
4+ is still a decent armour save. And, going by your logic, they shouldn't have a 3+ save because Marines look more armoured. Let's put it this way: a Necron Warrior has a 4+ armour save and yet you want a Stormtrooper to have 3+?
Armour is irrelevant in the modern game anyway. there's so many AP2/3 weapons around, and cover saves abound.
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Post by: Ashiraya
If you give stormtroopers 3+ sv then i will double facepalm.
Stormtroopers are not space marines; if you reason that it doesnt need to be like the fluff for game balance, then you should know that it IS already different from the lore. If we wanted to have it fluff-true, normal marines would have stats like a warboss in mega armour (but faster) and stormtroopers would look like gretchin beside them. They have AP3 weapons, be happy with that. It is enough to give my poor marines a headache.
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Post by: Soltari
I can't see reason why ST should have 3+ sv. Carapaces at 4+ are optimal choice between cost, protection and weight (grav-chuting...). It stops bolter fire, anyway.
Geee... I thought that *all* SM have whooping Ld 10 ;p On the other hand, IMHO spec ops chief has as independent nature as company commander, so Ld 9 for their sergeant seems plausible.
I think, that stormies should have enhanced choice of equipment, just as I stated in post above. They're forming special squad, so need special toys.
How about double Heavy Flamer entry? Aux. Grenade Launchers? Continuous Order effect (Bring it Down, Fire on my target, Get back to fight) as a part of mission?
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Post by: Banzaimash
Combi-GL's on hellguns for an extra few points.
Also some fancy grenades like tear gas (/eq: Int 10 on the charge) or smokes (same as on vehicles, but for infantry).
The ability to take the Deathwatch stabilized Heavy Bolters would be nice as well.
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Post by: Che-Vito
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Post by: Banzaimash
Suspensor heavy bolters would give them a punch (range 18", str5 ap 4 assault 3).
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Post by: Totalwar1402
dreadfury101 wrote:do away with storm troopers and let vets upgrade to hellguns, that way vets become the "mr potato head" of guard
or change the stormtroopers armor to 3+ and leave them at current cost, i dont see a reason why superior armed and armored troops in guard cant have tougher armor. besides carapace armor is basically just a breastplate, these are stormtroopers give them half-plate or banded mail
Kasrkin models are wearing full plate, never mind half, they have shoulder pads, legs armour, gauntlets etc. They don't have 3+ armour because because power armour suits are supposed to be rare relics not general issue equipment. Giving them power armour would break the guards theme as a relatively rational force like a modern army. These are SAS or paratroopers; not knights in shining armour.
Regular range guns would be good, I mean it certainly doesn't look like a carbine to me. You could maybe boost its str to 4. Then you'd probably be good if you didn't change the points. Three special weapons. I suppose since they forgo heavy equipment that would be fine, they certainly have more right to it than veteran squads IMO. Stormtroopers probably aren't taken since its easier to spam plasma guns in veteran squads for anti marine duty.
Scouts have less armour on their bodies but this is just down to the limits of abstraction. If you had an RPG you could say the scouts don't have armour on legs but in the game this can't actually be done. Just like there is no distinction between soriatus armour and marine power armour (I think in FFG marine has two extra points of armour on the chest and one extra overall). The armour is broke down into broad catagories.
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Post by: dreadfury101
What about a Mission that gives them fearless?
Augmented lobotomy(see mechanist Storm Troopers)
or "Suicide Squads", "no one comes home" etc
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Post by: Totalwar1402
dreadfury101 wrote:What about a Mission that gives them fearless?
Augmented lobotomy(see mechanist Storm Troopers)
or "Suicide Squads", "no one comes home" etc
Fearless wouldn't really help them. Most CC units can beat them. I mean I did with a Tau squad
Do you mean like old bionics or FNP for the augmented troopers? Actually you could give them access to squad medics I suppose. Be a bit OT I admit.
But I think most people want a boost to killing power not survivability.
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Post by: JamesMclaren123
Banzaimash wrote:Suspensor heavy bolters would give them a punch (range 18", str5 ap 4 assault 3).
but this would have to take up both sw slots or some other balanceing factor, but i really like this idea
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Post by: Lothar
Many people are saying ST are good enough as they are now. But that is not true. How often do you see ST on the field? On how many tournaments did lists with ST make it to the top? Is your personal experience good with them when playing against competitive armies? Dont think so...at least mine is very bad and I use them very often (since I like the models, thats the only reason).
There is a reason why top players (tournament winners) do not use ST. They can only be used as a suicide squad (with meltas/plazmas, 5-man squad, mostly deep striking). But you are paying so much for it, it is just highly ineffective. And you will only use their special weapons. Hot shot lasguns are really bad bargain for that price of 16 points a man.
5-man squad is also a very easy kill point for enemy to take (you can count them as K.I.A. after you use them). And what can they do in return? Not much. With 2 meltas you can try to take out some tank (best use of ST). The chance of success is very low even when you hit during DS (and you hit only 56% with DS reroll). And even if you do, there is not many vehicles they are good at destroying (to make it worth the point cost of ST).
Compare them to the chaos termies, which are also used as suicide DS squad. Termies have MUCH better stats, 3 meltas (only combi meltas, but this is suicide unit, remember?), 2+ armour, 5+ invul, higher morale, power weapons which you can upgrade to chainfists, etc:
ST, 5-man, 2-meltas...105 points (+better DS)
Chaos termies, 3-man squad, 3-combi meltas....105 points (+better stats and armour and accurate DS when close to the standart bearer)....... ST's are crap in comparison...
My experience with ST. They often scatter and are not in melta range because of that (or worse - I have to roll the Mishap table). If they hit during DS, they shot at vehicle. Very often (not mostly) only 1 melta hits. Melta hits sometimes not even penetrate the vehicle, but most times they does IF they are in melta range. Very often this penetrate hit stuns/immobilizes/destroy weapon (it is only 50% chance to destroy the vehicle). When you take into account all the things that can go wrong you figure out there is only a small chance to finally destroy the vehicle you want to get rid of. And you are giving your enemy a free kill point. So if someone sais they are good enough, do not listen to him...
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Post by: Joey
Stormtroopers with meltaguns is 105 points, deep striking anywhere you like getting whatever side/rear armour on the field that you fancy. BS4, 2D6+8 penetration, and +1 on the damage chart.
Then next turn the enemy has to attack the squad with something that would otherwise be attacking something else. Death Company charging at them, for example, rather than my Command Squad.
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Post by: Lothar
Joey wrote:Stormtroopers with meltaguns is 105 points, deep striking anywhere you like getting whatever side/rear armour on the field that you fancy. BS4, 2D6+8 penetration, and +1 on the damage chart.
Then next turn the enemy has to attack the squad with something that would otherwise be attacking something else. Death Company charging at them, for example, rather than my Command Squad.
DS anywhere you like....about 60% chance you really get there
BS 4.....1,33 hits (2 melta shots)
8 + 2D6 penetration.....only when at melta range, but ok, I will count with 100% chance to penetrate low armour
+1 on the damage chart.....50% chance to destroy vehicle (4,5,6)
= about 40% chance that you destroy what you want (except vehicles with high rear armour like Land Raiders)...not really a good deal if you ask me. 60% of times you will do either nothing or not enough dammage to justify used points and kill point for enemy.
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Post by: SpankHammer III
I'd be happy if they just went to WS4, Ld8 and had the option for an extra special weapon.
I don't think they are as bad as a lot of people think, but I would like a little more for their cost.
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Post by: Lothar
SpankHammer III wrote:I'd be happy if they just went to WS4, Ld8 and had the option for an extra special weapon.
I don't think they are as bad as a lot of people think, but I would like a little more for their cost.
I am with you, sir, third special weapon is just what they need  . They would be a bit higher in cost (115) but the chance to pop a vehicle would be high enough (cca 60%).
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Post by: Joey
Lothar wrote:Joey wrote:Stormtroopers with meltaguns is 105 points, deep striking anywhere you like getting whatever side/rear armour on the field that you fancy. BS4, 2D6+8 penetration, and +1 on the damage chart.
Then next turn the enemy has to attack the squad with something that would otherwise be attacking something else. Death Company charging at them, for example, rather than my Command Squad.
DS anywhere you like....about 60% chance you really get there
BS 4.....1,33 hits (2 melta shots)
8 + 2D6 penetration.....only when at melta range, but ok, I will count with 100% chance to penetrate low armour
+1 on the damage chart.....50% chance to destroy vehicle (4,5,6)
= about 40% chance that you destroy what you want (except vehicles with high rear armour like Land Raiders)...not really a good deal if you ask me. 60% of times you will do either nothing or not enough dammage to justify used points and kill point for enemy.
I did you the courtesy of not assuming you were unaware of the maths behind it, I'd appreciate it if you extended the same courtesy to me.
Against non-Land Raiders, i.e. anything with a weak back armour, kaskrins are guarenteed a penetrating hit, and sure only a 50% chance to blow the thing up but weapon destroyed and immobilised are not what you'd call insignificant.
Even against Land Raiders they have a pretty good chance (can't remember offhand the liklihood of rolling 6 or higher on two d6 but more than half) of doing some damage.
And the liklihood of them scattering into somewhere either too far away or onto mishap is pretty low. Depends on circumstances obviously, but that's why you deepstrike in the open.
In my last game they destroyed a Vindicator with ease. In my next game they may blow up a predator or land raider.
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Post by: SpankHammer III
I'd be happy if they just went to WS4, Ld8 and had the option for an extra special weapon.
I don't think they are as bad as a lot of people think, but I would like a little more for their cost.
I am with you, sir, third special weapon is just what they need. They would be a bit higher in cost (115) but the chance to pop a vehicle would be high enough (cca 60%).
Thanks, the WS4 abnd LD8 represent their schola education and the extra special just makes sense.
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Post by: Lothar
Joey wrote:
Even against Land Raiders they have a pretty good chance (can't remember offhand the liklihood of rolling 6 or higher on two d6 but more than half) of doing some damage.
And the liklihood of them scattering into somewhere either too far away or onto mishap is pretty low. Depends on circumstances obviously, but that's why you deepstrike in the open.
In my last game they destroyed a Vindicator with ease. In my next game they may blow up a predator or land raider.
Agree that they can even pop a land raider.
About scatter. There is a very high chance that after scatter you will not be at melta range and that would be bad. Mishap can occur when your opponent place important vehicles on good spots (where there is not enough space around for DS otherwise then through "hit" or minimal scatter) or surround them with other models (infantry or small vehicles). If your enemy is smart, you are not likely to DS in the open AND DS into the back of the vehicles. Because there will be no "open space" in the back (or side, depends on many things) of your target.
You was very lucky in your game. In my last game I was not able to DS in the open, because my opponent was prepared against ST and placed his vehicles properly. I took my chances and DS very dangerously because otherwise I would not have had a good chance to pop my target (I was lucky and roll "hit", but without luck my ST's would have had roll for mishap for sure). In the game before that I had to DS the same way, because again my opponent placed vulnerable targets well. One ST squad had a mishap, but was only delayed. Next turn both squads came and manage to DS into the back of his vehicles. But the poor basterds did not manage to kill single vehicle. Only "Stun" and "imobilize" one of them. None of this was important for my opponent so I basically threw the points from the window...The game before that my enemy had no good targets (only rhinos) so the ST were a bit wasted (and they did not even kill a single rhino due to scatter/miss/glance). Game before that I did scatter into some dangerous terrain, lost first melta guy and the second one missed (again, points wasted). And I could continue on and on. I really play them often.
When playing ST one must really depend on luck. If those elites are working in your games then good for you. My experience is not so good...
Sry for my bad english
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Post by: Bonde
Feth me sideways! I feel strongly about improving the stormtroopers, and I just spent 40 minutes writing the longest post I have ever written on Dakka, just to have it deleted when trying to post it, because Dakka logged me out while I was typing. I tried to go back and copy the text, but when I logged in and tried to paste it again, I had apparently copied the wrong bit of text :(
What I tried to say was that Stormtroopers feel very weak right now, and they would have a hard time even taking out a full unit of lootas or devastators in the enemy backfield, even though the ST squad would cost more than the target squad.
My suggestion was a bit of a combination of you guys' own brilliant suggestions: Either the ST's should have acess to a S3 AP4 Hellgun, that should either be assault 3 R18" or assault 2 R24", or keep their "hot-shots" and make the ST's relentless, as they would have been trained in superb firing drill with focus on close range firefights. This wouldn't be overpowered at all, as they don't have access to heavy weapons anyway. I don't know if the special weapon upgrades should remain the same points cost if their weapons were to be upgraded this way. Their improved training should really give them WS4 so they would better be able to defend themselves in CC, as they would clearly have been trained for self defence and close combat more than the regular guardsman. They should also get LD8 with the sergeant having LD9, because of them being trained to operate without direct contact to the command chain and instead act on their own initiative. This would make them better in CC, while stillnot being as powerful as MEQ, as they still wouldn't have ATSKNF or S/T/I 4.
These three buffs, while keeping the same points cost as now, would make them much more viable in infiltrating/outflanking/deep striking ten man squads with 2x plasma/melta and a power sword, (while still being able to do melta suicide without being OP) as they now would be able to take on most backfield units. They would still have trouble beating CC geared MEQ units without support, but at least now they would be a flexible and worthwhile unique elite choice.
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Post by: Ashiraya
You can't put it that way. Marines have WS4, not guardsmen, not even storm troopers! it is hard to reflect this in a 10-point stat system, but you reason that they should have LD8; so you reckon they are as strong psychically as Marines? at least if we put it your way.
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Post by: dbsamurai
Kasrkin52 wrote:
Presently storm troopers are not that great. If used, they usually deepstrike with melta weapons. Suicide units if you will. In addition to this, they are expensive for a unit that cant offer much. For 16pts a pop after the inital 85 for a 5 man squad, you get a Veteran guardsman in caraprace armor, with a hot-shot lasgun. Veterans are 7 points per man, and the entire suad can have the same armor for 30 more points making them essentially 10 points each. Lets not forget veterans can have 3 special weapons and a heavy weapon. So for 100 points you get 10 veterans with more options, compared to 5 stormies with less options for 85 points. When in comparison to space marines: a tactical squad is 90 pts. thats 18 per space marine. SO for 2 more points you get +1 WS, I, Ld, S, T and power armor. Seems like a deal compared to the price tag of a stormie right? And of course the SM have access to more equipment as well.
just a minor correction that supports your point a bit more, space marines are 16 points, the extra points in the initial 90 is because of the sergeant. With that in mind, your point is even more proven, after all they are most definately not worth the same as a space marine. The primary reason for their cost I feel is the potency of their AP 3 weapons. I'll get into the strength issues in a sec but despite their low strength, with AP3 they will annihilate any squad from a GEQ army, be it dire avengers, fire warriors, or even guardsman. Since it is rare for a unit to have a 2+ save outside of space marines, the ap of their weapons means that pretty much any unit in an opposing army is at threat by the piercing ability of their guns.
Kasrkin52 wrote:According to the fluff, storm troopers are trained since thier youth. Thier skills are second to none, and is the best humanity has to offer before space marines. They love the empeor with the upmost zeal. They spearhead assults and get key objectives and move from one place to another in rapid succession/ deployment. Awesome, but thier current stats have nothing to show for this.
Now with all I said, (there was a purpose for all of it i promise) stormies need to be buffed outright.
WS: 4
BS: 4
S: 3
T: 3
I: 3
A: 1/2 (pistols)
Ld: 8 (9 for sergeant)
Sv: 4+
Weapon: Hot shot lasgun - 24" S4, AP3 Rapid Fire OR 18" S4, AP 6 Assualt 3 Pinning
.
I concur with your stat changes, their years of training puts them above most recruits. My only minor qualm is that the average true full armored space marines has about 60 years of battle experience under his belt to get that WS 4, something no guardsman could ever have. From a fluff standpoint then, you're totally wrong. Logically however, considering the WS of guardsman leaders, I find your change to be perfectly sensible, after all they're better than guardsman in training and experience it should reflect this, same with their leadership.
My only problem is your S modification to the hotshot lasgun. The reason for this is as follows:
you squad deep strikes next to my fire warriors (12 fire warriors against 10 hotshot lasguns, let's just assume they're in range, rapid fire too because deep strike tends to land you there, to make this easy)
19 shots at rapid fire range (sergeant's pistol and 9 hotshots)
12.66 hit
6.33 wound, 6.33 die because ap3.
at their present state you just killed over half my squad in one round of shooting. Against any GEQ, armor save or not, this is what you're doing
now bump it up to S4 and you'll see what happens:
19 shots
12.66 hit
8.4 wound, 8.4 die.
against any squad you just killed them all in one round of shooting based on pure mathhammer. sometimes more sometimes less, but pure math means that at S4 you're gonna be killing whatever squad they shoot at. you won't even need to take special weapons, just drop them near a squad on an objective and bam that squad is toast.
from a fluff standpoint, you're also wrong:
Bolters fire explosive rounds designed to penetrate armor and rend flesh. Las weapons fire concentrated light (not plasma! different matter states!) by increasing the armor peircing capabilities of the laser, you reduce it's overall area to increase focus and increase the rrate and amount that light particles strike a surface. In captain tightpants talk: it's like putting your finger over the nozzle of a hose. You decrease the area so the water shoots out faster. The water doesn't get any stronger, but it strikes harder. That's why hotshot lasguns have the same strength but greater armor peircing than standard lasguns: they shoot concentrated light rather than standard shots. The reason that lascannons are so much more powerful is that they use a chemical laser that requires battery exchangers after each shot, the difference being like comparing a laser pointer to the spartan laser. which is also why hotshot lasguns, despite having close to the same armor peircing potential as lascannons, do not have the same strength. they fire a different kind of laser, the same kind as a lasgun, just focused into a tighter beam to allow it to burrow thru armor like a needle.
In short, increasing the strength of hotshots is a bad idea, both for fluff, and for the havoc it will wreak on every army in the game. It will make storm troopers a must have that can wipe out any squad short of terminators that they come across. Hell with AP 3 they can even take on warriors and win, since with BS4 they'll pop enough wounds to take down warriors in just a few rounds of shooting. Increasing their strength will only break them and make them op
that said, the rest of their options seem to be kosher  excellent work you definately put a lot of thought into this
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Post by: Bonde
All that mathhammer is assuming that the target squad is out of cover, which is a very unlikely situation in this edition. The cover saves might get nerfed quite a lot in next edition, but when considering damage output in this edition, AP3 is not that important, unless you opponent is caught completly off guard. Therefore, I find AP3 way too overpriced when given to infantry units in this edition.
Fluff wise, WS4 does make sense when comparing stormtroopers to other WS4 guard units, like regular commisars, platoon commanders and Ogryns, all which are not as elite and skilled as the stormtroopers in the fluff. Stormtroopers are more skilled in CC, as they are trained to assault fortifications and capture key locations in advance of the main force.
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Post by: SpankHammer III
You can't put it that way. Marines have WS4, not guardsmen, not even storm troopers! it is hard to reflect this in a 10-point stat system, but you reason that they should have LD8; so you reckon they are as strong psychically as Marines? at least if we put it your way.
DKK have WS4, I agree that the 10 point system make things difficult but making ST WS4 BS4 just make them the best humanity has to offer. Marines still have higher T, S and I to represent the process of becoming marines. I stand by my first idea all you need to boost ST ( IMHO) is +1 the WS, leadership and Special weapon slots.
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Post by: Ashiraya
Bonde wrote:All that mathhammer is assuming that the target squad is out of cover, which is a very unlikely situation in this edition. The cover saves might get nerfed quite a lot in next edition, but when considering damage output in this edition, AP3 is not that important, unless you opponent is caught completly off guard. Therefore, I find AP3 way too overpriced when given to infantry units in this edition.
Fluff wise, WS4 does make sense when comparing stormtroopers to other WS4 guard units, like regular commisars, platoon commanders and Ogryns, all which are not as elite and skilled as the stormtroopers in the fluff. Stormtroopers are more skilled in CC, as they are trained to assault fortifications and capture key locations in advance of the main force.
Pure BS.
Commissars got the same training as Stormtroopers, except that they were the best and bravest.
Ogryns because, well, boyz have ws4 too. It's because of their race being natural close-combatants.
I disagree; AP3 makes quite a difference, as infiltrate+ DS means that they fire on what they want to, such as Devs behind a barricade, except that they are on the wrong side!
Platoon commanders>Stormtroopers.
If you want to use fluff reason, then explain to me why a IG captain can take two direct hits from my heavy bolter and still fight on strongly.
fluff=/=gameplay, for simplicity and balance. Automatically Appended Next Post: I once considered remaking the stats to a 20-point system, but realized no one was interested.
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Post by: ObliviousBlueCaboose
To point out, for the ig bs4 is only +1 ppm.
Standard Guardsman is bs 3 no krak grenades. Kraks are 1ppm.
Vets are bs 4 with kraks. Since kraks are 1ppm, and vets are 2ppm more then standard guardsmen. Hence bs 4 is only 1 more ppm then bs 3.
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Post by: Bonde
Hehe, I'm really enjoying this discussion
I wasn't only trying to argue from a fluff point of view (although someone mentioned that Death Korps have army wide WS4, and they have nowhere the training that space marines do), I also meant that giving stormtropers WS4 would give them a little edge in defending themselves from I4 WS4 attacks before counter attacking at I3, making them a little more viable in assault, which currently they are not at all.
ST's CAN fire on the enemy they want to when arriving, but that doesn't help that the enemy probably will be in area terrain, and will be able to survive the few S3 wounds they will get. After that they can return fire with their heavy weapons (long fangs/ devastators/ lootas) and completely anihilate the bunched up stormtroopers, which still would cost more than the target squad.
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Post by: dbsamurai
Bonde wrote:All that mathhammer is assuming that the target squad is out of cover, which is a very unlikely situation in this edition. The cover saves might get nerfed quite a lot in next edition, but when considering damage output in this edition, AP3 is not that important, unless you opponent is caught completly off guard. Therefore, I find AP3 way too overpriced when given to infantry units in this edition.
Fluff wise, WS4 does make sense when comparing stormtroopers to other WS4 guard units, like regular commisars, platoon commanders and Ogryns, all which are not as elite and skilled as the stormtroopers in the fluff. Stormtroopers are more skilled in CC, as they are trained to assault fortifications and capture key locations in advance of the main force.
Yea I agreed with your WS4 assessment lol, but the mathhammer is important because of deep strike. How often do you see every squad in an army in cover? especially on a key objective, since the key objective is rarely in a building (tactically after all it makes more sense to force your opponant into the open). In addition, how often to do you see space marines taking cover lol, they're an army that hates cover, especially DoA BA, since jumppacks make cover a death trap  Deep strike means you can drop right next to a squad, in a position where you have clear los to them with no cover. I site this only because whenever my buddies take storm troopers, they always target the squad thats out of cover, and against IG you can't afford to sit back and shoot unless you're tau. Even then as tau you're going to have to constantly maneuver to get those objectives in 2/3rds of games, so you're rarely going to have cover against their DS AP3 weapons. The best tactic currently with stormies and kasrkin is to drop them next to an open squad, since it saves them the chance of mishap and gives them a clear shot and some poor bastard out in the open, which is why I assumed no cover in my math
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Post by: rob-or-ross
I don't really care about the WS4 thing, what I want to see from Stormtroopers is much greater choice of weapons.
They are elites - they should have the best of equipment.
Make a squad of 5 like this:
1 Sergeant - can give 1 order, only to his own men if they are in cohesion.
4 guys.
Those 4 guys can have 2 special weapons.
They can have demo charges.
They can have Melta bombs.
Defensive grenades perhaps?
You can buy more guys.
For every 2 guys you buy you can have 1 special weapon.
That way you could have a 7 man squad (nice tidy deep strike arrival) with 3 special weapons and an order.
Just give them loads of options for weapons, like the Elysians can have, they are all pretty much stormtroopers.
Actually, a deepstriking squad of 11 with 5 plasma guns and an order might be a bit broken.
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Post by: Soltari
Well, I've seen proposed rules for some Sisters of Battle units and got sick. Our vision of Stormies is something between Seraphim and Dominion Squads (Celestians ' cost-efficency is broken, but our ideas *aren't* so overpowered ;p And sisters have their Acts of Faith...
Ld 9 for leader (Storm Trooper Sgt) of spec ops squad is equal to level of Commissar, or Company Commander (and Sanctioned Psyker ;p). These also aren't Space Marines. Sounds fair.
I think that problems with their efficiency can be solved with orders:
Bring it Down reduces chance to miss vehicle or monster by 2/3. Makes great kill squad.
Fire On My Target exposes any hiding light infantry, or vehicle with smoke launchers halving it's cover save. Perfect for combat sweep.
Get back in the Fight - with Ld 9 and ability to automatically regroup, could make Assaults with Stormies interesting.
They should get one of them (choice before deployment) as a part of Special Operation - such order would be in effect for remainder of the game, without need of test.
Stormies also could make decent jump infantry (as an option), especially when Imperial Guard lacks such unit.
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Post by: Soltari
Because everybody would like such fruitful discussion to have definite conclusion, here's compiled effect of our take on Stormtroopers
Special thanks, for following people, bringing most constructive solutions (random order): Kasrkin52, Vaktathi, daedalus, resipsa, dbsamurai, king-newmic, kadeton, AlmightyWlarus, Jackmojo, CalgarsPimpHand, Greyish, Che-Vito, Banzaimash, BrotherHaraldus
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: JamesMclaren123
Soltari wrote:Because everybody would like such fruitful discussion to have definite conclusion, here's compiled effect of our take on Stormtroopers
Special thanks, for following people, bringing most constructive solutions (random order): Kasrkin52, Vaktathi, daedalus, resipsa, dbsamurai, king-newmic, kadeton, AlmightyWlarus, Jackmojo, CalgarsPimpHand, Greyish, Che-Vito, Banzaimash, BrotherHaraldus
I very much like what you have done  however i would say that instead of two special weapons it should be two special weapons PLUS another special weapon per two or three additional troopers, i just think that two is not enough for a ten man squad (mabye even have it and additional two special weapons if 5 extra troops are taken)
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Post by: Soltari
Che-Vito wrote:Very well done. The Hellgun setup seems nasty, but balanced. JamesMclaren123 wrote:I very much like what you have done Thanks very much. I hope that others would also like result of our combined ideas  I've checked maths behind stormies' main setups very intensively. Stormies equiped with hellguns are just as effective against GEQ, as they were in 4 ed (per point spent). Hotshot lasguns are already good against MEQ, but against SOB its terrific, no change then. They still have troubles dealing with squads composed of high T models, but IMHO they ought to have such weakness. Aux. grenade launchers give them some additional punch, but in a limited way. Flexibility and selection of equipment are storm troopers' greatest advantages. This is also logic behind "two specials/squad". Standard issue stormtrooper's armament already has special purpose, and meltas, plasmas and flamers (which are honed to such degree by veterans) are only support for them. Che-Vito wrote: One point of note; as it is currently, they may only Deep Strike if they take Airborne Assault, and may only Infiltrate/Outflank if they take the last of the three options. Not sure if this is intentional or not. It was intentional, because Insertion method depends on mission profile, and higher command would choose the most advantageous method (and equipment) under circumstances of current combat zone. Grav-chuting equipment would be required for drops, different one for pathfinding a jungle. Game-wise - it's just a trick to lessen cost point of squad. MTC+Scouts work well in cover-heavy sites, as well ignoring enemy cover weapons. *Suggested* weapons - hellguns and other assault weapons, (flamers which already ignore cover). Infiltration+twin-linked weapons work great for picking priority targets (monstrous creatures/vehicles). *Suggested* weapons - hotshot lasguns, heavy hitters (meltas, plasmaguns, combi- GL). Jump packs/Gravchutes+autoregroup work well for brave raids and withdrawals. *Suggested* weapons - depending on target, but often hotshot pistols and some flamers. Actually, Outflanking is allowed when squad either is going to Infiltrate or to Scout (so it works with first and third option). Thanks for feedback.
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Post by: JamesMclaren123
Soltari wrote:Che-Vito wrote:Very well done. The Hellgun setup seems nasty, but balanced.
JamesMclaren123 wrote:I very much like what you have done
Thanks very much. I hope that others would also like result of our combined ideas
I've checked maths behind stormies' main setups very intensively. Stormies equiped with hellguns are just as effective against GEQ, as they were in 4 ed (per point spent).
Hotshot lasguns are already good against MEQ, but against SOB its terrific, no change then. They still have troubles dealing with squads composed of high T models, but IMHO they ought to have such weakness. Aux. grenade launchers give them some additional punch, but in a limited way. Flexibility and selection of equipment are storm troopers' greatest advantages.
This is also logic behind "two specials/squad". Standard issue stormtrooper's armament already has special purpose, and meltas, plasmas and flamers (which are honed to such degree by veterans) are only support for them.
Che-Vito wrote:
One point of note; as it is currently, they may only Deep Strike if they take Airborne Assault, and may only Infiltrate/Outflank if they take the last of the three options.
Not sure if this is intentional or not.
It was intentional, because Insertion method depends on mission profile, and higher command would choose the most advantageous method (and equipment) under circumstances of current combat zone. Grav-chuting equipment would be required for drops, different one for pathfinding a jungle. Game-wise - it's just a trick to lessen cost point of squad.
MTC+Scouts work well in cover-heavy sites, as well ignoring enemy cover weapons. *Suggested* weapons - hellguns and other assault weapons, (flamers which already ignore cover).
Infiltration+twin-linked weapons work great for picking priority targets (monstrous creatures/vehicles). *Suggested* weapons - hotshot lasguns, heavy hitters (meltas, plasmaguns, combi- GL).
Jump packs/Gravchutes+autoregroup work well for brave raids and withdrawals. *Suggested* weapons - depending on target, but often hotshot pistols and some flamers.
Actually, Outflanking is allowed when squad either is going to Infiltrate or to Scout (so it works with first and third option).
Thanks for feedback.
i see what you are saying with the special weapon slots but my logic is that they will be breifed on thier specific mission, eg "you will take out the tanks" or "you will take out the MC's" ect thinks they know thier hot-shots or hellguns just cannot deal with and so will take extra meltaguns for tanks or plasma guns for things with a hight toughness, but i guess every unit must have a weakness
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Post by: Soltari
MC/Tanks? It's place where underslug grenade launchers come in.
In full-buff Anti-MC/Tank setup we would have:
(10 stormies)
HSLG+Plasma Pistol (Sgt)
2 Meltaguns
7 HSLG+7auxillary grenade launchers = (185 points)
it equals 2 shots S8 AP1, 1 shot S7 AP2 and 7 shots S6 AP4 on any target within 12". And they would count as twin-linked against tanks if stormies got into board via infiltration. Of course, squad can afford only one such 'Alpha Strike' (Aux GL is One Shot) but few things can withstand such fussilade.
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Post by: McNinja
I am unsure why hot-shot lasguns have a shorter range than regular Lasguns. If you have to use a stronger energy pack, the only thing that should change should be either the Str or the AP, not the range. Hot-shot lasguns should be 24".
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Post by: Squidmanlolz
McNinja wrote:I am unsure why hot-shot lasguns have a shorter range than regular Lasguns. If you have to use a stronger energy pack, the only thing that should change should be either the Str or the AP, not the range. Hot-shot lasguns should be 24".
The light is accelerated, it's arc due to gravity and forces unknown may be amplified, also they may simply be less accurate and ineffective at lasgun ranges.
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Post by: Soltari
McNinja wrote:I am unsure why hot-shot lasguns have a shorter range than regular Lasguns. If you have to use a stronger energy pack, the only thing that should change should be either the Str or the AP, not the range. Hot-shot lasguns should be 24".
Maybe, its more prone to dissipation, or GW for simplicity sake, described it such way. I don't know, but Stormies are at last well-rounded in configuration posted above
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Post by: JamesMclaren123
Squidmanlolz wrote:McNinja wrote:I am unsure why hot-shot lasguns have a shorter range than regular Lasguns. If you have to use a stronger energy pack, the only thing that should change should be either the Str or the AP, not the range. Hot-shot lasguns should be 24".
The light is accelerated, it's arc due to gravity and forces unknown may be amplified, also they may simply be less accurate and ineffective at lasgun ranges.
either that or the light is focused at a shorter distance due to the nature of the ST fighting and the fact that the less distance the light has to travel through the battle feild the more energy you can put into the shot
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Post by: The Crusader
Hell I'd settle for Ws4 and a 24" S4 AP4 gun if it had to be changed
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Post by: Soltari
Maybe you'd change your mind if you would have seen this:
http://www.dakkadakka.com/dakkaforum/posts/downloadAttach/101500.page
There's another IG Elite choice, which seems out of gas - Ratlings. Stormtroopers with 24" with S4 gun would overlap their role to some degree. But again, probably sniper rifles have so bad impact on their performance. But this is subject of this thread:
http://www.dakkadakka.com/dakkaforum/posts/list/419437.page
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Post by: DAaddict
How about S3 Assault 18" AP5 3 shots with Rending.
This puts it as a tweener weapon with an increased ROF and the ability to be used as an Assault weapon makes it different than any standard las gun. Rending gives it the less than automatic but nasy AP2 ability which gets rid of FNP and affects terminators also. 10 of these putting out 30 shots means an average of 2 or 3 rending shots every turn. Take the current lasrifle as 12" and it is getting 20 shots (for a squad of 10) hitting 10 times and actually wounding 3 times. It puts it into a less dependable than AP3 but more effective (if it rends)
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Post by: Soltari
DAaddict wrote:How about S3 Assault 18" AP5 3 shots with Rending.
Very juicy but li'l op change. I'd love to playtest it but I'm afraid that other players wouldn't be happy with that  Change from rapid fire to assault increases threat range up to 24", and allows to follow shooting immediately with melee. Not to mention additional shot, which coupled with rending, means every other trooper will score unsaved hit. But still like it.
Please check our compiled effort linked in pdf, couple posts above, anyway.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Soltari
Che-Vito wrote:One alternative possibility:
Hellgun S3 Ap5 Assault 2
(May take Combi options AFTER both special weapons for the squad have been purchased. Combi-options available to models that opt to not take special weapons.)
-Plasma +5 ppm
-Melta +5 ppm
- Flamer +5 ppm
etc.
Interesting approach, but few aspects come to mind:
1. Combi-weapons (plasma/melta/flamer) work in very similar way to special options - they overlap, so maybe instead standard SW, let only combi-weapons remain.
2. In case of plasmas and meltas, which ignore all existing armour - squad of Stormies (230) could insta-kill Terminator squad (200 pts). It has greater firepower (though limited) than Devastator or Retributor Squad (Heavy Support units). Thus, balancing would mean reducing max number of Stormies per squad to 5.
3. Cost of options - combi-plasma/melta/flamer in SM chapters cost 10 ppm. Wouldn't 5 ppm make it underpriced option?
Che-Vito wrote:As well as a special rule:
Close Quarters: Stormtroopers are trained to fight harder in close quarters than your average Guardsmen. To represent this, models with a Weapon Skill of 3 or lower, are hit on a 3+ by Stormtroopers in close combat.
This is Preferred Enemy vs WS <= 3, practically increasing chance to hit in melee vs WS3 models from 4+ to 3+ only. Not powerful, I'd say it's a balanced edge Stormies needed. There are not so many WS3 models in wh40k.
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Post by: Happygrunt
On the subject of non-scoring troops, why not let them take a "Capture and Control" doctraine, where they may select one objective on the board to score against and be able to take a valk. as a dedicated BUT THEY MUST disembark to capture the chosen objective.
Would give a fun "lightning assault" idea, and is similar to their apoc formation. (Maybe give them the shoot-move-shoot rule as well)
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Post by: Soltari
They haven't staying power needed in holding objective. I'd say that "Capture and Control" would benefit Ogryns far more.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Soltari
Maybe something like this (changing name, because unit has quite different feel, I'd say even unique, just like last chancers): Alpha Strikers squad = 75 points composition: 5 Alpha Strikers may have additional five Alpha Strikers = 15 ppm for every 5 Alpha Strikers, you may upgrade one of them to Sergeant: +1A, +1 Ld, sgt options = 5 ppm For every Sergeant up to four Alpha Strikers may take one of following: (...) - hell-flamer, hell-plasma, hell-melta = 10 ppm If there are two Sergeants in Alpha Strikers squad, unit gets Combat Squads rule. Insertion: Deep Strike/Grav-Chute
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Post by: Happygrunt
Just an FYI, combat squads is NOT a USR. It is a space marine exclusive rule.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Happygrunt
Che-Vito wrote:Happygrunt wrote:Just an FYI, combat squads is NOT a USR. It is a space marine exclusive rule.
He never said USR...
Someone had said it earlier. I was just adding that in.
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Post by: Majarlischi
I do agree with what your saying hear but if they change IG elites, then they need to change all others especially space marines bcos why buy a sternguard vet at 25pts when you can get a bog standard at 18? And there suppose to be the most skilled shots in the entire legion! So why do they hv the same BS?
So you make a gd case but they would hv to look over every elite unit in the entire game and change them all...
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Post by: The Crusader
Sternguard get special Issue Ammunition to represent their skill, other marines do not get that.
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Post by: liquidjoshi
Majarlischi wrote:I do agree with what your saying hear but if they change IG elites, then they need to change all others especially space marines bcos why buy a sternguard vet at 25pts when you can get a bog standard at 18? And there suppose to be the most skilled shots in the entire legion! So why do they hv the same BS?
So you make a gd case but they would hv to look over every elite unit in the entire game and change them all...
Would it have killed you to type out those extra letters? To actually counter your argument, they get Special ammunition, an extra attack per member, and a larger amount of them may carry Combi-weapons. Well worth the 7 points IMHO, they're also elites and can score with Kantor on the field. Really worth it.
I am a little envious of Sternguard; Marines "Elite" guys get good stuff, while our are Marine killers. Great, until the marines get to shoot back.
If Hot shot lasguns got special ammo I'd be happy, or a strength increase; If they;re going to kill Marines, might as well do it well.
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Post by: slushy112
Don't forget if you want to go down the fluff route marine armies would only have about 5 models in 2k against a horde of Orks because they are the space marines but they can't as they need to keep the game balanced so i think the str 4 Ap 4 and stubborn would be the best choice in my honest opinion.
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