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Made in us
Decrepit Dakkanaut




Bharring wrote:
Head to head with Guardsmen happens all the time - so Marines lose.

Head to head with Guardians never happens - so Marines lose.

Which is part of the problem. Eldar are a glass cannon that has several ways to just go around it to say "lol too bad".

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fixture of Dakka





Yes.

Marines should be able to engage IG armies without going head to head.

CWE shouldn't be so easily able to engage Marines without going head to head.
   
Made in us
Locked in the Tower of Amareo




IG can fill their deployment zone with cheap bodies, even turning off flyer penetration.


Automatically Appended Next Post:
Bharring wrote:
Head to head with Guardsmen happens all the time - so Marines lose.

Head to head with Guardians never happens - so Marines lose.


Yes, that basically sums it up. Because true balancing has to be done in the context of real games. Math is a tool, but not the entire story.

This message was edited 2 times. Last update was at 2018/07/20 21:22:05


 
   
Made in us
Fixture of Dakka





Would it be fair to say:
-You want Marines to beat Guardsmen head-to-head, I want Marines to be able to avoid the head-to-head.

-You want Marines to beat Guardians even when not head-to-head. I want Marines to have ways to face guardians head-to-head.

This message was edited 1 time. Last update was at 2018/07/20 21:24:14


 
   
Made in us
Stoic Grail Knight






Yendor

YeOldSaltPotato wrote:
 akaean wrote:
should always beat them in a straight shoot out between equal points.


Why? Aren't points a balance mechanism, between which you should have a relatively equal potential result between matched units.


The reason is because as I detailed above, a guardsman has other tactical advantages compared to marines that in a balanced game which must be accounted for by the Point system.
1) The ability to hold a backfield objective with 10 bodies for 40 points is valuable. It helps the guard player avoid situations where they are forced to chose between holding an objective and delivering a hammer blow. it also allows them to simultaneously hold more objectives easier than the marine player. Objectives are important and objective grabbing potential is something that should be factored into cost because it has a direct impact on winning games.
2) Imperial Guard are more numerous than Space Marines. this allows them to more effectively cover a lot of ground. Preventing access to the more valuable parts of the list- such as Basilisks or Leman Russ Battle tanks. Imperial Guard's ability to effectively and cheaply screen is a big important tactical advantage that is worth something outside of pure combat ablility.
3) Games are not fought in a vacuum between troops with basic weapons. Marines have a vulnerability to heavy and special weapons that guard do not due to sheer numbers and weak armor. This lowers the overall value of Marines in army building. If you have a situation where point for point Marines = Guardsmen when shot at by small arms, and Guardsmen >>>>> Marines when shot at by heavy and special weapons you have a disparity that must be addressed, yes in points. Ultimately it depends on the value of resiliency per point to small arms as opposed to the somewhat rarer but still plentiful anti MEQ weapons like Plasma and Disintegrator cannons. Ideally we have a situation where Marines are more durable per point than a Guardsmen vs Small Arms, and Guardsmen are more durable per point than Marines against heavy weapons. In this situation in a small arms shoot out between Marines and Guardsmen the Marines should always win, but this does not mean that they aren't balanced. Because the game is fought between entire armies and not between nothing but troops with basic weapons. Under the current rules, guardsmen are actually more durable per point than marines vs both small arms and heavy / special weapons. Which once again goes into why people complain about tactical space marines.


So yes, points are a balancing mechanism, but you need to take into consideration of other factors rather than pure combat potential. Units do other things aside from fighting, such as being good at claiming objectives (via speed or infiltration), being good at screening, etc. Furthermore you need to consider resiliancy to outside sources of damage when you point things and take into consideration what happens when Plasma Guns or Heavy Bolters are being used. Under all of these considerations, I absolutely stand by that 100 points of marines with bolters should almost always (barring outlier luck) defeat 100 points of guard with las guns. Because the guard have other advantages in other areas outside of a simple infantry v infantry slug fest.

This message was edited 2 times. Last update was at 2018/07/20 22:28:02


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Locked in the Tower of Amareo




Bharring wrote:
Would it be fair to say:
-You want Marines to beat Guardsmen head-to-head, I want Marines to be able to avoid the head-to-head.

-You want Marines to beat Guardians even when not head-to-head. I want Marines to have ways to face guardians head-to-head.


Read the above post. That's my position as well.
   
Made in us
Focused Fire Warrior




NY

Hmm at a glance it looks like Dire Avengers should be 9ppm and 2pp weapon. I have no doubt that Fire warriors could stand to be at 8ppm again. I am pretty surprised at how expensive eldar infantry are, but on the other hand oooh battle focus is noice. On the other hand it sounds like people don't dare to use it, opting for wave serpents instead.
As for guard, they should probably be 5ppm. Wouldn't that solve a fair bit of the complaints about them being too numerous, cheap CP farms, efficient bodies and shooters etc. While also giving conscripts a place to function again?
Then there's marines. Y'all have me less confident in either 11ppm as is or 15ppm 2W or even just adding 1A (still rather see bolter and chainsword combo.)
   
Made in ca
Been Around the Block




My preference would mainly be a change to the To Wound Chart.

Attackers strength Vs. Targets toughness (NEW) D6 Roll to Wound (NEW)

Is the strength more than TWICE the toughness? - Auto Wound
Is the strength TWICE the toughness? - 2+
Is the strenght GREATER than the toughness? - 3+
Is the strength EQUAL to the toughness? - 4+
Is the strength LOWER than the toughness? - 5+
Is the strength HALF of the toughness? - 6+
Is the strength less than HALF the toughness? - Cannot Wound

I know there would be some issue taken with the removal of the "Wound anything on a 6+" but i really do believe it is the major part of the horde/volume of fire problem.
to mitigate the loss, I'd like to see a stratagem implemented.

Stratagem
2CP Desperate Offensive
Choose a target unit you control. The next time that unit shoots or fights, it wounds its target(s) on a roll of 6.

Lastly, I think the trio of global rules, maybe limited to Matched Play, would go a long way to making not only marines,but units that are meant to have a good armor save, actually perform up to par.

Global Rules
- "Troops" units with a cost of less than 6 point per model have a Toughness characteristic of 2
- Units with a Save (Sv) characterisitic of 3+ re-roll failed Save (Sv) and Invulnerability (Inv) rolls. (Rerolls happen before modifiers are applied)
- Units with a Save (Sv) characterisitic of 2+ roll 2 dice and discard the lowest when rolling Save (Sv) and Invulnerability (Inv) rolls. (Rerolls happen before modifiers are applied)

   
Made in us
Longtime Dakkanaut




Shas'O'Ceris wrote:
Hmm at a glance it looks like Dire Avengers should be 9ppm and 2pp weapon. I have no doubt that Fire warriors could stand to be at 8ppm again. I am pretty surprised at how expensive eldar infantry are, but on the other hand oooh battle focus is noice. On the other hand it sounds like people don't dare to use it, opting for wave serpents instead.
As for guard, they should probably be 5ppm. Wouldn't that solve a fair bit of the complaints about them being too numerous, cheap CP farms, efficient bodies and shooters etc. While also giving conscripts a place to function again?
Then there's marines. Y'all have me less confident in either 11ppm as is or 15ppm 2W or even just adding 1A (still rather see bolter and chainsword combo.)

I agree guardsmen should be 5ppm, but this edition has shifted things downward. We now have things like fire warriors and skitarii rangers that are now 7ppm.

-A skitarii ranger is BS 3+, 4+ armor, 6++ and has a 30" str 4 weapon.
-A tau fire warrior is BS 4+, 4+ armor, and has a 30" str 5 weapon.
-A guardsman is BS 4+, 5+ armor, and has a 24" str 3 weapon.

A guardsman being 5 ppm in comparison to the other two is not exactly fair in my mind. Plus, GW have already had the opportunity to adjust the points costs of infantry in CA 2017 and they didn't. It looks like 4 point guardsmen are here to stay.

This message was edited 1 time. Last update was at 2018/07/21 03:20:49


 
   
Made in us
Decrepit Dakkanaut




And the thing is that Rangers/Vanguard and Fire Warriors and Kalabites are actually fair for their prices. Are Guardsmen too durable for the cost? Maybe, but at least the former dudes have the offensive capabilities.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Been Around the Block




Sorry if this has been brought up already; I read half the thread but need to go to bed now and thought this needed to be thrown out there.
I think marines seem less tough because options of thinning hordes have been brought down in 8th. In previous editions, templates had the potential to kill scads of clumped horde units at once. I remember killing 9 ork boyz at a time with with one multi blast manticore strike in previous editions. Maybe make traditional horde killer weapons (large blasts and flame templates), scale based on unit size, much like how the grav flux bombard works. Flamer does D6 shots vs 5 man units but 2d6 vs 10, 3d6 vs 15, ect.
   
Made in gb
Witch Hunter in the Shadows





rooster92 wrote:
Maybe make traditional horde killer weapons (large blasts and flame templates), scale based on unit size, much like how the grav flux bombard works. Flamer does D6 shots vs 5 man units but 2d6 vs 10, 3d6 vs 15, ect.
A suggestion that is often thrown around is to simply double the number of shots from the flamer-style weapons and restrict the number of hits they can inflict to the size of the target unit.

The more powerful blast weapons on the other hand (demolishers, battlecannons, etc) might benefit from your suggestion instead, as they need to generate multiple hits against heavy targets to get anywhere in this edition.
   
Made in us
Longtime Dakkanaut




Slayer-Fan123 wrote:
And the thing is that Rangers/Vanguard and Fire Warriors and Kalabites are actually fair for their prices. Are Guardsmen too durable for the cost? Maybe, but at least the former dudes have the offensive capabilities.

So you are saying we should buff the offensive output of guardsmen and increase their cost to compensate?
   
Made in ch
The Dread Evil Lord Varlak





A.T. wrote:
rooster92 wrote:
Maybe make traditional horde killer weapons (large blasts and flame templates), scale based on unit size, much like how the grav flux bombard works. Flamer does D6 shots vs 5 man units but 2d6 vs 10, 3d6 vs 15, ect.
A suggestion that is often thrown around is to simply double the number of shots from the flamer-style weapons and restrict the number of hits they can inflict to the size of the target unit.

The more powerful blast weapons on the other hand (demolishers, battlecannons, etc) might benefit from your suggestion instead, as they need to generate multiple hits against heavy targets to get anywhere in this edition.

The removal of blast templates really did enable hordes to be more effective used as a wall of meat. Before you had to space your army out, potentially if you brought to many modells even keep some of them in reserve, now we can just plot down as many as we want as close as we want and wont get punished for it via flammer, etc. Additionally Blasts could often hit multiple units, now they can't so in hindsight we could either do with better scatter/blast weapon rules instead of a blanket ammount of shots or with a scaling shot's system at 5/10/15/20/25/30 modells in the targeted unit etc. an additional d3 shots.
Granted that might be too good but still a better solution then what we have now in which basiliks turned into glorified AT weaponry instead of an artillery piece.

This message was edited 1 time. Last update was at 2018/07/21 14:30:45


 
   
Made in us
Decrepit Dakkanaut




w1zard wrote:
Slayer-Fan123 wrote:
And the thing is that Rangers/Vanguard and Fire Warriors and Kalabites are actually fair for their prices. Are Guardsmen too durable for the cost? Maybe, but at least the former dudes have the offensive capabilities.

So you are saying we should buff the offensive output of guardsmen and increase their cost to compensate?

Um no. Not even close.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Slayer-Fan123 wrote:
w1zard wrote:
Slayer-Fan123 wrote:
And the thing is that Rangers/Vanguard and Fire Warriors and Kalabites are actually fair for their prices. Are Guardsmen too durable for the cost? Maybe, but at least the former dudes have the offensive capabilities.

So you are saying we should buff the offensive output of guardsmen and increase their cost to compensate?

Um no. Not even close.

Then what are you suggesting?... Because the only thing 4ppm guardsmen have going for them is being cheap wounds that can bubble wrap more important units and being CP batteries for other armies. I'd take a unit of rangers over a unit of 5ppm guardsmen any day, and that is coming from a guard player.

This message was edited 1 time. Last update was at 2018/07/21 17:07:27


 
   
Made in us
Locked in the Tower of Amareo




Everything about them is great at 4ppm.
   
Made in us
Longtime Dakkanaut




Martel732 wrote:
Everything about them is great at 4ppm.

Sure, but if you bump them up to 5ppm then rangers and fire warriors become better then them by miles. By reducing rangers and fire warriors to 7ppm instead of raising guardsmen to 5, they have boxed themselves in design-space wise.

This message was edited 1 time. Last update was at 2018/07/22 04:13:45


 
   
Made in us
Pious Palatine





Tacoma, WA, USA

It may be indicative of nothing when it comes to 40K, but in Kill Team GW set points at:

- Intercessor 15
- Reiver 16
- Scout 10
- Tactical Marine 12

- Guardsman 5
- MT Scion 9

- Dire Avenger 10
- Guardian Defender 7
- Ranger 11
- Storm Guardian 6

- Fire Warrior 8
- Pathfinder 6
- Breacher 8

Is this the relative value in Kill Team only, or is it a preview of what to expect in Chapter Approved? Time will tell.
   
Made in us
Decrepit Dakkanaut




Dire Avengers at 11 would be decent, but this is the wrong thread obviously.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Pious Palatine





Tacoma, WA, USA

I'm speaking to the idea that GW has locked in the cost of some models, leaving no space for pricing corrections to allow other models to be properly priced in comparison.

Kill Team makes some changes to the 40K prices, even while mostly staying similar. Could be coincidence, or could be a preview. The old Tactical Marine under current rules starts to look a a lot better if he is 12 points and Guardsman are 5 points rather than 13 and 4 respectively .
   
Made in it
Longtime Dakkanaut





Probably the easiest way to put SM back in line with other factions is just to add this rule to all power armors (primaris included):

Power Armor: Reduce strenght of incoming ranged attacks by 1.

This is a rule that no one else has, so it feels distinctive and comboes extremely well with the general T4 of SM. S3 wounds on 6+, S4 on 5+ and S5 on 4+. This makes all the marines much harder against small arms, but still vulnerable to specialized weapons and melee attacks, which is exaclty how they should be.

Then change the crux terminatus from 5++ to -2 strenght for incoming ranged attacks and you have fixed terminators too.
   
Made in us
Locked in the Tower of Amareo




w1zard wrote:
Martel732 wrote:
Everything about them is great at 4ppm.

Sure, but if you bump them up to 5ppm then rangers and fire warriors become better then them by miles. By reducing rangers and fire warriors to 7ppm instead of raising guardsmen to 5, they have boxed themselves in design-space wise.


Maybe ig should have an actual weakness. Like poor troops. I think they're fine at 5. Or even 6. IG would still have their undercosted tanks, undercosted artillery, undercosted psykers, undercosted hqs, and infinite cp. Seems like being weak in one place woudn't ruin them, right?

This message was edited 1 time. Last update was at 2018/07/22 20:19:33


 
   
Made in us
Longtime Dakkanaut




Martel732 wrote:
w1zard wrote:
Martel732 wrote:
Everything about them is great at 4ppm.

Sure, but if you bump them up to 5ppm then rangers and fire warriors become better then them by miles. By reducing rangers and fire warriors to 7ppm instead of raising guardsmen to 5, they have boxed themselves in design-space wise.


Maybe ig should have an actual weakness. Like poor troops. I think they're fine at 5. Or even 6. IG would still have their undercosted tanks, undercosted artillery, undercosted psykers, undercosted hqs, and infinite cp. Seems like being weak in one place woudn't ruin them, right?

-IG tanks aren't undercosted, they are exactly where they should be if you make comparisons with codices that are actually good.
-IG artillery may be slightly undercosted, I'll grant you, but IG has always had the best artillery in the game.
-IG having infinite CP is a consequence of the CP generation system and the dissolution of the platoon structure. It was not intended, and I fully expect to see it fixed soon.
-IG are supposed to have mediocre infantry that become dangerous in large numbers, and act as meatshields in smaller numbers. They are exactly as they should be right now.

TBH, IG are exactly where they should be as a faction if you compare them with eldar, dark eldar, and tyranids. Space Marines and GK are just hot garbage. Space Marines and GK need buffs, IG doesn't need nerfs.

This message was edited 1 time. Last update was at 2018/07/23 01:56:09


 
   
Made in us
Locked in the Tower of Amareo




Looking up from my gutter, ig seem much more bs than nids or tau. 4pt models really shouldnt be dangerous ever because of all the other value you get from them. They could have no shooting at all and still be worth 4ppm.
   
Made in us
Longtime Dakkanaut




I posted this previously in another thread but it probably goes better here. There is some preamble that i think helps explain my thought process, and then my "marine fixes" at the bottom. It is likely imperfect, but I feel we need something in this direction if marines are ever going to feel powerful and fun to play.


The marine vs guardsmen comparisons is really only useful to a point.

The codex as a whole suffers from a severe lack of functionality in 8th edition.

They are the most basic faction that follows the majority of the rules in the game with the least number of special abilities. Their faction bonuses mostly amount to rerolls, which are nice but but not enough to outweigh the advantages of other factions.

Their transports are slow, have no fire points, and not being able to disembark after moving makes them very reactionary. They also cost so much that it's rarely worth paying their cost to deliver any of the squads Marines can actually put inside of them.

Chapter tactics not effecting vehicles is also strange.

Their damage focused vehicles are punished if they move because they almost exclusively have heavy weapons. This especially hurts attack bikes and landspeeders, as they are designed to be rapidly moving into position with short range heavy weapons like multi-meltas. Their actual tank vehicles also get shut down very easily in close combat.

For their troops, they have to choose between static heavy weapons or short range special weapons to actually start doing damage, but don't have the mobility to get into range with the special weapons, and the heavy weapons are too focused on 1 shot D6 damage to effectively get past enemy invul saves. They also cost too much.

Defensively, the more aspects of enemy guns you can ignore, the better you are. Having a 6+ armor save means you ignore a lot of the AP on enemy guns. Having an invul save means you ignore AP. Having FNP means you ignore damage and mortal wounds.

In general, most Marine units don't ignore the damage stats of enemy weapons at all, so when you shoot at them you are getting the full use of your firepower.

This goes for their tanks as well. It isn't a coincidence the best marine vehicle, the Leviathan dreadnought, has a 4++. Everything else just dies too easily.

Primaris are a different, very strange, issue. The second wound is useful against very weak guns, but pointless once 2D are aimed at them. The abundance of low invul saves, negatives to hit, and Necron shields make high rate of fire, low AP medium damage like autocannons very effective, and these weapons also vaporize primaris, so it's very likely that a typicalarmy will be able to kill a fair number of them with D2+ weapons before having to use 1D weapons, which are still fairly effective when you look at what the primaris cost.

Because of all this, Marines need to either get significant rules buffs and new abilities, or they need to get much cheaper. Until that happens they aren't going to be able to compete with armies that have wide spread invuls, negatives to hit, FNP, masses of bodies, the fly keyword, smite spam, and high mobility. Right now they aren't actually GOOD at anything, and pay for durability that isn't real.

think if it were up to me, id consider something like the changes below. Maybe not all of them at once, and points would definitely have to move around here and there, but to me the marine issue is less one of simple points cost issues and more of not having the abilities needed to operate in 8th edition. To me these changes are more about making Marines feel like Marines, and be fun and interesting to play again, than just making them competitive. Obviously it's mostly foolish wish listing.

First I'd make a few game wide changes:
1. Heavy weapon movement penalties only effect infantry. Why put them on vehicles if not to offer effective mobility.
2. All <vehicle> units can fall back and still shoot at -1 BS. <Fly> units can shoot normally. Fly can be better (as if the movement abilities aren't enough), but it doesn't need to be night and day.
3. CP generation is based on the number of points spent on troops and HQs, not generated from detachments. Perhaps 1CP per 100 points. Certain units or armies like knights could have special rules giving them extra CP as needed.
4. Change the deepstrike restriction to 25% of the points level, but let it happen during any turn. Deepstrike should be powerful but not overwhelming.
5. All strategems that let a unit deploy 9" away from the opponent on the first turn should be limited to 1 use per game. It's just not fun to have your opponent set up large multible units of aggressors, electropriests, zerkers, cultists, and so on with little to no counterplay other than who gets the first turn.
6. No unit can ever benefit from more than one -1 to hit modifier they give themselves. 1 is really bad enough. The exception to this would be negative to hit modifiers the firing unit gives itself by moving with heavy weapons and so on, and these also cap out at 1, for a max of -2 if you have yourself a penalty, and the target also gives you one.
7. Shooting attacks always hit on a 6 regardless of the modifier.

For Marines specifically:
1. Everything in the codex should ignore the first point of AP that effects their armor. So they always get a their save against anything worse than AP2. This wouldn't effect cover, so a heavy bolter against a marine in cover would still save on a 3+ since it didn't reduce their actual armor save. AP2 against a marine in cover would also save on a 3+ since the cover would be ignored and the first point of AP would be ignored. This notably doesn't make them any more durable against weapons without an AP value, but helps them stick around against heavier guns. This gives marines reasonable durability without making them heavy infantry or require D2 weapons to remove.
2. ATSKNF gets the ultramarine chapter tactic added into it. This let's all marine units fall out of combats they don't want to be in and still shoot.
3. All Marines with 1 attack should be bumped up to 2. This makes up for the loss of the attack they used to gain from charging and makes them fairly effective in close combat against typical troop units of similar cost.
4. Rhinos should have 2 fire points. There should also be a universal rhino 1 point strategem to let a squad disembark and still shoot from a rhino after it moved.
5. Bolters and chainswords gain AP1. Remember that Marines would mostly ignore this AP. It would help them chew through some tougher targets, and give them a slight increase to damage against light infantry (remember that the worse your armor save, the less they are bothered by enemy AP).
6. OC plasma gets a nerf / buff: it causes one mortal wound to the bearing model on any roll of an unmodified roll 1 to hit, whether it gets rerolled or not. Each shot can only cause one mortal wound, so if you do roll a 1 and then reroll to another 1, you still only take 1 MW. This makes Plasma more dangerous to single wound infantry but doesn't nerf its power. It also makes Terminator, hellblaster, and vehicle durability count for something as a plasma platform.
7. Melta and Las get a special rule causing them to never do less than 3 damage. It's worth noting that this only bumps the average damage from 3.5 to 4, but makes them much more consistent and satisfying when it does get through invuls.
8. Drop pods should have to be 9" away from the enemy, but the guys shouldn't have that limitation when they disembark. If you pay that much for a pod, you should be able to use your flamers and assault easier. Otherwise why buy a pod? If you think this is overpowered then look at what units like bloodletters can do the turn they come in (aka kill everything). Also keep in mind i think deepstrike should be limited to 25% of your army.
9. Land raiders should be able to disembark their contents after moving. The unit should then be able to shoot and charge.
10. Smoke launchers should be something you activate at the beginning of your opponents shooting phase, once a game. Choosing between shooting and smoke is a non choice 99% of the time. Makes smoke launchers actually useful.
11. Killshot, line breaker bombardment, and empyric channeling change to only require 2 of the units, but line breaker only does 2D3 if you use two tanks and 3D3 for three.
12. Honor guard, company vets, terminators of all types, vanguard Vets, sternguard, and the similar versions of vets other Marine books have all get BS2+/WS2+.
13. Apothecaries should be able to grant 1 unit within 6" with a 5+ FNP in addition to what they do now.
14. Vindicators should have 3 shots, +1D3 for every 5 models in the unit.
15. Chaplains should cause units to reroll all wounds in close combat instead of hits. This might make them actually worth taking. And doesn't invalidate captains.
16. Flamer weapons need to do 2d6 hits vs units over with over 5 models.
17. Gravguns should be assault 2 and all grav weapons should wound all vehicles and monsters on a 4+.

Finally, chapter tactics need a rework. Obviously they need to also effect vehicles. They also all need to be worth taking. My ideas here might not be as polished as some of these others.
A. Ultramarines can auto pass leadership tests, and overwatch on a 5+. Their strategem should change to allow a unit to fire twice. I would nerf Roboute, though, so that his aura no longer grants re-rolls to anyone but himself. He then no longer removes the need to for captains, Calgar, chapter masters, and LTs. He can then drop by about 100 points and just be a close combat god.
B. White scars should treat rapid fire weapons like assault weapons with half the range but double the shots (so a bolter becomes assault 2, 12"), in addition to their current bonuses. Their vehicles would treat all heavy weapons as assault weapons.
C. Imperial fists should gain +2 to their saves when they are in cover instead of +1, and their vehicles should only need to be 25% obscured to get cover. They lose all of their current bonuses.
D. Black Templars gain have a 4+ save mortal wounds, and reroll their charges.
E. Salanders keep their current trait, but vehicles get it too.
F. Ravenguard keep their current trait, but vehicles get it too.
G. Iron hands get an army wide +1T. Their strat changes to let them use 5+ FNP for 1 unit that turn.

This message was edited 1 time. Last update was at 2018/07/23 02:59:12


 
   
Made in us
Longtime Dakkanaut




Martel732 wrote:
Looking up from my gutter, ig seem much more bs than nids or tau. 4pt models really shouldnt be dangerous ever because of all the other value you get from them. They could have no shooting at all and still be worth 4ppm.

IG seem BS in comparison to nids or tau because of how gak SMs are in comparison right now. Even in their sorry state, marines still out-shoot tyranids and can out-melee tau if you pull off the right tactics. IG definitely out-shoot marines (as they should) and aren't pushovers in melee either due to sheer numbers so it just seems like IG are "better" where in actuality they are exactly where they should be and it's just marines that suck.

The only army that should stand still and shoot better then Guard should be Tau. Space Marines should be an equal mix of shooting and melee but they overpay for it.

This message was edited 2 times. Last update was at 2018/07/23 05:55:58


 
   
Made in de
Regular Dakkanaut




So one problem with Space Marines is that you pay for melee and shooting stats while only being able to use one most of the time.

How about allowing them to fall back and still shoot (maybe at -1 BS) and charge, at least with infantry, bikes and dreads? Along with that, give them 2 attacks.
These rules are part of the codex anyway, as chapter tactics (which have to be redone anyway so they are useful on other vehicles and other units).

This might be one important bit to make terminators good.
   
Made in us
Focused Fire Warrior




NY

We can clearly see that many armies derive strength from subverting a rule, I'm of the impression that sm should be the army that follows the standard rules and is simply efficient enough to counter that. Currently they are not efficient at base, and have few ways to subvert standard rules, UM and WS tactics being some of them and appropriately mild. They should not outdo specialists in their field. T'au and IG should have more volume and/or efficiency in ranged, gaunts should surpass their ability to tie up enemies, genestealers should outdo them in cc kill potential. But having special weapons hidden in groups of tough infantry that can fight well under any circumstances should count for something. Standard marines are heavy chaff in this scenario and at 10ppm they might be affordable enough to fit that. Other units that cost more for similar stats should have gimmicks.

After all they are super soldiers, not mini meat tanks.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I am starting to feel much better about Marines being cheaper than Dire Avengers or Necron Warriors. Both of those other choices are paying for "gimmicks" that work far more often than Marines' "gimmick" of ATSKNF.
And at 10ppm, Marines would still technically be more expensive than an 8ppm Avenger, who just so happens to have a 4ppm gun.
It also brings a Marine a bit closer to "scale" for a 4ppm Guardsman

So, fingers crossed, Chapter Approved will have massive points reductions for basic MEQs as well as TEQs.

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This message was edited 1 time. Last update was at 2018/07/23 15:00:44


   
 
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