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![[Post New]](/s/i/i.gif) 2018/07/03 22:34:13
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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Being generaliats i's not a bug, it's a feature. But you have to work to take advantage of it. If you want to specialize more, take Eldar or something. You're essentially complaining that marines are too marine-ey. Automatically Appended Next Post: LunarSol wrote:bananathug wrote:
Well said. Part of the genesis of the problems with marines is they don't really have a job to do.
It's pretty much the only problem. What unit in the game are they good targets for them? Unless they're just raw unkillable rocks for scenario purposes (which doesn't work as long as objectives are won on figure count anyway) then they need to be slightly efficient at killing... something and they're just not.
This sentiment boggles my mind.
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This message was edited 1 time. Last update was at 2018/07/03 22:41:33
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![[Post New]](/s/i/i.gif) 2018/07/03 23:08:47
Subject: Is it possible we'll see a revised Space Marine codex?
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Fixture of Dakka
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I play a lot of games and I cannot think of one that truly values being a generalist over specialist roles.
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![[Post New]](/s/i/i.gif) 2018/07/03 23:26:03
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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Manticore rocket, vs. T7 3+
7 x .5 x .666 x .666 x 2 = 3.1
Manticore Rocket, vs MEQ
7 x .5 x .83 x .666 = 1.9
Tac Squad, 2 Plasma Guns, 1 Grav Cannon, Rapid Fire Range, vs. T7 3+
(4 x .666 x .666 x .83 x 2) + (4 x .666 x .333 x .83 x 2) = 4.4
vs. MEQ
(4 x .666 x .83 x .83 x 2) + (4 x .666 x .666 x .83 x 2) = 5.1 (oc) 4.4 (not oc)
(Not including Bolters, which should probably be shooting guardsmen.)
Comparing that to Ice_Cans Riptide math:
18 shoots 4+ rerolling 1's, wounding on 3+ and you save on a 5+
8 SMS 4+ re-roll 1's wounding on 3+ and 4+save
So 4 die to the burst cannon and 1.5 dies to the sms
Which gives us the interesting fact that a Tac Squad can outshoot a Riptide vs. MEQ, once you factor in the Bolters. Also this is prior to any buffs. Automatically Appended Next Post: LunarSol wrote:I play a lot of games and I cannot think of one that truly values being a generalist over specialist roles.
I've played a lot of games and disagree.
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This message was edited 2 times. Last update was at 2018/07/03 23:28:50
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![[Post New]](/s/i/i.gif) 2018/07/03 23:30:03
Subject: Is it possible we'll see a revised Space Marine codex?
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Regular Dakkanaut
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This is a common game design problem. The Mario, the jack of all stats/trades, should be the character to best introduce players, but it's quickly forgotten once the player advances in skills, because more specialized characters offer better solution for the skilled, or are simply better once one starts understanding the game.
In 40k terms, for example, the "better than average" SM close combat stats are there so that if a players screws up and it's surprised by an enemy assault, it can still recover from the mistake, because he has better than everyone else line infantry. An experienced player can use this to force a Cac engage on a non optimal target, knowing that the basic infantry can still do something. In Theory. Once you understand the game and make less mistakes, it's better to bring the best tool for the job rather than an average one.
If you need to have a generalist to be viable, like in the case of the SM, as they make up half the armies in 40k, you walk a thin line between broken and useless. In most games I play, the generalists never go past casual levels of play and if possible they don't exist anymore, giving space to softer specialization (instead of crippling ones) or to all unique characters/armies.
So, GW needs to decide what they want Marines to be. Because the new Primaris have some wonky design. The 2w 2A makes them better all arounder, but their weapon choices speaks for crippling overspecialization. It should actually be better primaris and normal marines have inverted stats, but keep their weapons.
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This message was edited 2 times. Last update was at 2018/07/03 23:37:25
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![[Post New]](/s/i/i.gif) 2018/07/03 23:44:02
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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CapRichard wrote:This is a common game design problem. The Mario, the jack of all stats/trades, should be the character to best introduce players, but it's quickly forgotten once the player advances in skills, because more specialized characters offer better solution for the skilled, or are simply better once one starts understanding the game.
In 40k terms, for example, the "better than average" SM close combat stats are there so that if a players screws up and it's surprised by an enemy assault, it can still recover from the mistake, because he has better than everyone else line infantry. An experienced player can use this to force a Cac engage on a non optimal target, knowing that the basic infantry can still do something. In Theory. Once you understand the game and make less mistakes, it's better to bring the best tool for the job rather than an average one.
If you need to have a generalist to be viable, like in the case of the SM, as they make up half the armies in 40k, you walk a thin line between broken and useless. In most games I play, the generalists never go past casual levels of play and if possible they don't exist anymore, giving space to softer specialization (instead of crippling ones) or to all unique characters/armies.
So, GW needs to decide what they want Marines to be. Because the new Primaris have some wonky design. The 2w 2A makes them better all arounder, but their weapon choices speaks for crippling overspecialization. It should actually be better primaris and normal marines have inverted stats, but keep their weapons.
This is a common player problem. Being given a generalist choice and then not knowing what to do with it because it's not written on it's forehead.
Specialist forces define your plan for you. Generalist forces allow you to make new plans on the fly.
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![[Post New]](/s/i/i.gif) 2018/07/03 23:54:36
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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w1zard wrote:Bharring wrote:(As for the Titans made of Adamantium, how does that cover the squared/cubed problem? Unless I'm missing a gakton of lift on every Titan, they'd only be functional when walking on surfaces made of Adamantium.)
Adamantium is supposed to have multiple times the durability of hardened steel while being as light, or lighter than titanium. Such a material allows for architecture that just wouldn't work with conventional materials, including titan chassis. The square cubed law still applies to titans but adamantium raises the ceiling of what is possible. It also solves the titan's "weight" problem by being so light.
Source? Or are we just supposed to take your word at it? Automatically Appended Next Post:
We've tried. He keeps bringing it up.
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This message was edited 1 time. Last update was at 2018/07/03 23:55:49
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![[Post New]](/s/i/i.gif) 2018/07/03 23:58:40
Subject: Is it possible we'll see a revised Space Marine codex?
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Insectium to be honest I believe you are trying too hard to reinvent the whell. Not saying you arent a good player, not even saying marines are useless because they arent, because tournament meta it is not common, but even playing Marines in a casual setting is a chore. I play dark angels, and in my case, even playing against other players in a casual enviroment (mostly craftworld, tau, drukhari), I for example have stopped using all together my Deathwing, because they are that bad, and playing greenwing with ravenwing as support is a chore. When I play Space Marines I dont feel a flexible generalist at all, I feell like and old man in a whell chair trying to climb a mountain. A sensation that I dont felt the moment I play custodes (Guardians and Terminators), or Tau (breachers on devilfish amd stealth suitsso you can see they are weak lusts). As much as I try to make space marines work, using all my tools (I regularly shoot and charge with my tacticals, etc...), it just inst worth it. The odds are just so much against them.
The only reason I play my dark angels so much is because most of my opponents are other marines.
Maybe if the game had missions that where better for genealists, but I dont know.
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This message was edited 1 time. Last update was at 2018/07/04 00:00:45
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/07/04 00:06:58
Subject: Is it possible we'll see a revised Space Marine codex?
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Regular Dakkanaut
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Insectum7 wrote:
This is a common player problem. Being given a generalist choice and then not knowing what to do with it because it's not written on it's forehead.
Specialist forces define your plan for you. Generalist forces allow you to make new plans on
the fly.
Players have problems if the game systems are not well made or allow for wild balance. Between using 4-5 generalists units to do a job and 1-2 specialized ones, it's sadly better to use the specialized ones as they are more efficient.
In order to actually make new plans on the fly, you need flexible tools. Marines, like everyone, choose their equipment before the battle starts. If I gave a unit all anti tank/ HI capability, sure I can use them against a horde, but I can do it with every unit in every army. It's not something marine alones can do. Especially since some weapons are useful against all targets instead of simply a restricted subset.
To really be generalist, you need some on the fly ability, that enables, even for a single turn, to change gears. With the stratagem they had potential, but really dropped the ball. just look at deathwatch. SIA, +1wound stratagem and mixed squad give simple troops way fore flexibility in target choiche, having multiple ways that the entire squad can deal with more than 1 target instead of the few weapon specialists.
Mind that I say this as SM player who likes marines just because they should be flexible... but I find them just inadeguate most of the times.
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![[Post New]](/s/i/i.gif) 2018/07/04 00:07:11
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Primark G wrote:One thing to understand is a good guard player can burn 2 cp every turn to keep a squad from breaking so you have to hammer at least two separate units.
Which is where the 15 marines vs 50 guardsmen part comes in. In theory the marine player is hitting three units that way.
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![[Post New]](/s/i/i.gif) 2018/07/04 00:16:42
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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Galas I have the complete opposite experience. I love that I have to use my army and squads differently in every match sometimes. I find it dynamic, challenging, and super rewarding. One week I'm a defensive gunline, the next week I'm balls out charging across the table. It's great! I posted in some other thread that Tac squads are my favorite unit, and they truly are.
I dunno if they're perfectly balanced, maybe not. I think a minor offensive boost to their bolters would serve them well. But to see people claim that marines need a redesign because they're "useless generalists" or whatever... man, play another army. As for reinventing the wheel, it's been the same wheel for decades and I'm not reinventing anything. Automatically Appended Next Post:
UM CT is basically the fly ability.
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This message was edited 1 time. Last update was at 2018/07/04 00:18:43
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![[Post New]](/s/i/i.gif) 2018/07/04 00:29:31
Subject: Is it possible we'll see a revised Space Marine codex?
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Regular Dakkanaut
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We know, you seems to live in the perfect Marine world. I would love to live in your meta
 I would actually make it baseline for all Astartes. My favourite CT is the salamander ones though, rerollings those special weapons in every squad is very useful. Too bad Lias Issodon is RG
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This message was edited 1 time. Last update was at 2018/07/04 00:30:10
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![[Post New]](/s/i/i.gif) 2018/07/04 01:57:43
Subject: Is it possible we'll see a revised Space Marine codex?
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Scarred Ultramarine Tyrannic War Veteran
McCragge
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Space Marines while generalist in nature can be specialized which cannot be said for other factions.
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Bow down to Guilliman for he is our new God Emperor!
Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."
"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."
DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. |
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![[Post New]](/s/i/i.gif) 2018/07/04 03:59:51
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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CapRichard wrote:We know, you seems to live in the perfect Marine world. I would love to live in your meta
 I would actually make it baseline for all Astartes. My favourite CT is the salamander ones though, rerollings those special weapons in every squad is very useful. Too bad Lias Issodon is RG
Haha, i misread that. On the fly ability vs. Fly ability. Reading while distracted and all.
As for the necessity of an "on the fly ability", no they don't need an explicit mechanic to be generalist. All they need to do is have a way to function in more than one role, which they can already do simply by having slightly higher stats and good morale over most basic infantry, plus access to excellent gear options. Load them out right and they can engage numerous types of targets in a variety of ways. Some shooting, some CC, some defensively from cover, some aggressively and taking ground. They can be called upon for different tasks with reasonable effectiveness. Tac squads lean shooty despite the fact you can give the sarge a CC weapon (speaking of which, I should distribute some chainswords). But their options for shooting are varied and effective, especially with multiple squads working together. The UM tactic lends them exceptional close quarters ability over other basic troops, as being able to fall back and shoot makes charging far less risky for them, and greatly reduces the effectiveness of an opponent charging you.
Squads like Fire Warriors are very limited in what they can effectively engage and how. They're not going to be hurting any vehicles or a Terminator Squad much, nor should they be charging Guardsmen except in rare circumstances, I would think. A Tac Squad can do those things pretty well.
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![[Post New]](/s/i/i.gif) 2018/07/04 04:24:12
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Bharring wrote:The square/cubed law applies to what you're standing upon, too. Sure, Adamantium may be lighter than any known material per volume, but you're still running at cubed volume standing on squared surface area.
Sure. Let's do some rough math.
We don't know the exact volume of a titan. But we do know they are 40ft tall. So I'm assuming a titan is 1/3 the volume of a 40x20x20 foot block of pure titanium. So, roughly 5,300 cubic feet of titanium. Titanium is 283.39 pounds per cubic foot, so that is a grand total of roughly 1,502,000 pounds for the entirety of the titan. Remember this is a highball estimate because the titan has internal spaces and components probably made of much lighter components. Now, assuming each titan foot has an area of 75 square feet, that is 150 square feet across which to spread this weight. This would mean that means the terrain that a titan stands upon is subjected to 10,013 pounds per square foot.
Compare this to an M1 Abrams tank which has a track width of a foot and a quarter and a track contact length of 20 feet. This means an M1 has a total ground contact area of 50 square feet, and weighs 144,000 pounds. An m1 tanks subjects the terrain it is on to 2,880 pounds per square foot.
So a titan is about three times as heavy as an M1 per square foot that it is standing on. Much heavier sure, but not enough to sink into the ground (much) wherever it walks or anything crazy like that. This also assumes that adamantium is as light as titanium when it could possibly be even lighter. It also assumes we are fighting on earth, on planets with lower gravity this is much less of an issue.
The Newman wrote:
Nope, gotta stop you again there. You only count the separation distance 9 times, not 10
You are right on that, my bad.
The Newman wrote:
That's not how you calculate force on a curved path, that calculation is (kg * mps^2)/radius of the curve in meters. Which admittedly gives a similar answer if the banshe has to make turns with a radius less than 3m or so, but that's also ignoring that a power sword has a danger zone roughly a meter. She wouldn't need turns that sharp for a vaguely straight picket line.
You are correct, I was simplifying these calculations because the calculus necessary to get the truly accurate answers was more complicated than I wanted to do, and it wouldn't have made much of a difference to the overall figures. I mean if I really wanted to go into depth I would have to take into account her acceleration in regards to distance traveled, plus time for deceleration afterward to keep her total time at 1 second exactly. I also didn't take into account air resistance which would make all of these numbers much higher.
It's has also been a few years since I have taken college physics so forgive me if I am a bit rusty.
The Newman wrote:
Nah, all we've really established is that the Marines have to be in closer order (say, 3 feet apart instead of 6) and in a not terribly wavy line so the Banshee can take more gradual arcs to keep within the 3 foot danger zone of a light saber to pull off the ridiculous feat in question.
Sure, but that is an extremely contrived situation. Again, if I line up 10 navy seals against a wall standing shoulder to shoulder and mow them down with a machine gun, I guess I can technically claim that I killed 10 navy seals within a second. But that doesn't really mean anything when it comes to actual combat scenarios.
The Newman wrote:
** I have to take an aside here and concede the overall point since 27 mps is 60 mph, which means I obviously did a converion wrong on the back of the envelope yesterday. Mr. Bolt set the human speed record at 27.8 mph back in 09, but physics are still physics and traction is a thing that exists. **
Not a problem.
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This message was edited 5 times. Last update was at 2018/07/04 04:58:55
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![[Post New]](/s/i/i.gif) 2018/07/04 05:04:12
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Your math is wrong on an abram's ground pressure. It's 13psi (or 1,872 per square foot. It also weighs 63 tons, or 126,000 lbs. Also its kPa is 103 (a human is 16psi walking, and 55 kPa)
People have survived being run over by them in swampy terrain, at least according to the army.
Next don't forget to double the ground pressure for walking vehicles/animals.
The kPa of a titan using your example is 10,013. Double that if the titan walks, so 20,026 kPa. A human walking in stilettos has a 3,250 kPa. People walking on earth definitely sink into the ground on softer surfaces, like dirt, turf and such. The main reason they stop sinking is because the reach the rest of the shoe and suddenly their kPa become the 55/110 that a normal walking human has. So at 20,026 kPa a titan certainly should (in the real world) sink. Also remember, a paved surface can only take so much weight before it breaks. So at 1,502,000 lbs, or twice the weight of a WWI destroyer, how much can a paved surface take, before it gets ground to gravel?
"Sure, but that is an extremely contrived situation. Again, if I line up 10 navy seals against a wall standing shoulder to shoulder and mow them down with a machine gun, I guess I can technically claim that I killed 10 navy seals within a second. But that doesn't really mean anything when it comes to actual combat scenarios. "
GW says it can happen, so in their universe it can happen.
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This message was edited 1 time. Last update was at 2018/07/04 05:04:29
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![[Post New]](/s/i/i.gif) 2018/07/04 05:07:58
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Mmmpi wrote:Your math is wrong on an abram's ground pressure. It's 13psi (or 1,872 per square foot. It also weighs 63 tons, or 126,000 lbs. Also its kPa is 103 (a human is 16psi walking, and 55 kPa)
The latest models of abrams is 72 short tons or 144,000 pounds. https://en.wikipedia.org/wiki/M1_Abrams
I admit my calculation for m1 ground pressure is was a rough calculation based on what little info I could find about the lengths and widths of its tracks. If you have a source about its actual ground pressure please link it for me.
Mmmpi wrote:The kPa of a titan using your example is 10,013.
That is pounds per square foot not kilopascals. Learn to conversion.
This is not how walking works either. Humans don't put all of our weight onto one foot, we learn forward and "fall" and move our foot forward to catch ourselves. Presumably the titan works in the same manner.
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This message was edited 4 times. Last update was at 2018/07/04 05:12:41
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![[Post New]](/s/i/i.gif) 2018/07/04 05:28:50
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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w1zard wrote:
This is not how walking works either. Humans don't put all of our weight onto one foot, we learn forward and "fall" and move our foot forward to catch ourselves. Presumably the titan works in the same manner.
And while one foot is in the air, all the weight is on the other foot.
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![[Post New]](/s/i/i.gif) 2018/07/04 05:29:22
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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So, on abram's weight, I used the M1A1 weight, you used the M1A2 weight. No issues there. I though the track was 18 inches (you said 15), but according to one of the defense contractors it's 25 inches, or 635mm. ( https://www.iso-group.com/sustainment/military-land-vehicles/M1-Abrams/M1-Abrams-T156-Track-Shoe)
You're right on how humans walk, in that we let ourselves fall forward. But we put most of our weight on that down step, assuming we're not trying to walk lightly. Meanwhile, mid step, all of our weight is on the other, stationary foot. All of it. So yes, doubling still works here.
edit: keep in mind, I'm not arguing that titans don't work in universe.
edit 2: forgot the don't after titans in my first edit.
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This message was edited 2 times. Last update was at 2018/07/04 05:39:15
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![[Post New]](/s/i/i.gif) 2018/07/04 05:36:30
Subject: Is it possible we'll see a revised Space Marine codex?
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Decrepit Dakkanaut
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This might be the best off topic conversation in relation to the actual thread topic.
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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. |
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![[Post New]](/s/i/i.gif) 2018/07/04 06:15:12
Subject: Is it possible we'll see a revised Space Marine codex?
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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For being “generalists,” the marines sure do suck out loud at close combat. One swing of s4 ap nothin’ is just sad.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2018/07/04 06:20:32
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Better then most non-marine armies though. Guard, eldar, sisters, tau, half the demons, they're only S3. Most of their CQC specialists are only S3. Most of them only have T3 as well, and a 4+ or 5+ armor save. So marines have a 50% higher chance of getting a wound, and 50% higher chance of not being wounded.
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![[Post New]](/s/i/i.gif) 2018/07/04 06:32:23
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Insectum7 wrote:w1zard wrote:
This is not how walking works either. Humans don't put all of our weight onto one foot, we learn forward and "fall" and move our foot forward to catch ourselves. Presumably the titan works in the same manner.
And while one foot is in the air, all the weight is on the other foot.
No it isn't, not totally... a large fraction of the weight is actually directed forward giving us forward movement. If all of the weight was on one foot we wouldn't move at all because we'd be perfectly balanced. Human walking is actually more like controlled falling.
Mmmpi wrote:
You're right on how humans walk, in that we let ourselves fall forward. But we put most of our weight on that down step, assuming we're not trying to walk lightly. Meanwhile, mid step, all of our weight is on the other, stationary foot. All of it. So yes, doubling still works here.
This is incorrect, at no point in the walking cycle is the entirety of the weight planeted on one foot. See my above post. First weight is shifted forward, then one foot is raised (at this point I'd say about 75% of the weight is on one foot, but the rest is directed forward) then as we start to fall the second foot is placed down arresting our forward movement. Furthermore, even if you were correct, the pressure would only be doubled at short intervals during the walking process (namely when one foot is lifted and the other foot is planted) and not in perpetuity, so that is not a fair thing to say to simply double the ground pressure.
Interesting. Those are much wider treads than I thought. Ok, redoing the math. M1 abrams ground contact is 2.083*20*2 = 83.32 square feet. Using the m1a2 weight of 144,000 pounds that is a ground pressure of 1,728 pounds per square foot. Which would make our rough estimate of a titan roughly 5.79 times heavier than an M1 tank per square foot, which again, is quite heavy, but not quite to the point of sinking down to bedrock and unable to move levels of heavy.
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This message was edited 1 time. Last update was at 2018/07/04 06:39:59
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![[Post New]](/s/i/i.gif) 2018/07/04 06:39:26
Subject: Is it possible we'll see a revised Space Marine codex?
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Ultramarine Chaplain with Hate to Spare
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niv-mizzet wrote:For being “generalists,” the marines sure do suck out loud at close combat. One swing of s4 ap nothin’ is just sad.
In the context of tank battles and daemon princes, yes. But in the context of most "basic troops" their stats are quite good. A Marine is about six times as likely to kill a Guardsman than the other way around.
Automatically Appended Next Post:
w1zard wrote: Insectum7 wrote:w1zard wrote:
This is not how walking works either. Humans don't put all of our weight onto one foot, we learn forward and "fall" and move our foot forward to catch ourselves. Presumably the titan works in the same manner.
And while one foot is in the air, all the weight is on the other foot.
No it isn't, not totally... a large fraction of the weight is actually directed forward giving us forward movement. If all of the weight was on one foot we wouldn't move at all because we'd be perfectly balanced. Human walking is actually more like controlled falling.
Try walking on something rated for only just over half your weight and see what happens. Titans walk slowly.
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This message was edited 2 times. Last update was at 2018/07/04 06:43:33
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![[Post New]](/s/i/i.gif) 2018/07/04 06:43:33
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Insectum7 wrote:
w1zard wrote: Insectum7 wrote:w1zard wrote:
This is not how walking works either. Humans don't put all of our weight onto one foot, we learn forward and "fall" and move our foot forward to catch ourselves. Presumably the titan works in the same manner.
And while one foot is in the air, all the weight is on the other foot.
No it isn't, not totally... a large fraction of the weight is actually directed forward giving us forward movement. If all of the weight was on one foot we wouldn't move at all because we'd be perfectly balanced. Human walking is actually more like controlled falling.
Try walking slowly on something rated for only just over half your weight and see what happens.
What he said.
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![[Post New]](/s/i/i.gif) 2018/07/04 07:42:11
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Insectum7 wrote:
Try walking on something rated for only just over half your weight and see what happens. Titans walk slowly.
That is not how it works. Your weight just doesn't dissapear when you walk and I'm not saying that, it is just directed forward instead of downward.
Standing with both feet on something rated for only half of your weight would get you the same result so I'm not sure what you are trying to argue here.
Here is a diagram that explains it. The explanation is crude and not 100% accurate as it doesn't take into account leg angle or locomotion in relation to the body, nor really show what is happening with center of mass in relation to leg angle, but it is a good illustration to show the principle.
F is the downward force of the titan where N is the normal force countering gravity. As the titan steps forward, its weight is directed forward at a certain angle theta, generating forward force and taking some of the magnitude off of the downward push of its weight.
The downward force would then be F*cos(theta) and be less then the total force downward if the titan were standing still.
EDIT: Depending on the locomotion parameters, there may be a brief moment where the entire titan's weight is on one foot as the center of mass passes over the leg during forward movement, but it is only for a fraction of a second during each step cycle.
please don't attach non wargaming images to Dakka.
Reds8n
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This message was edited 13 times. Last update was at 2018/07/04 11:59:09
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![[Post New]](/s/i/i.gif) 2018/07/04 09:05:48
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Marines are not generalists.
They are no tougher than Guard, Kabalites or Fire Warriors for their points against S3 and S4 shots - and much worse against S5, high AP guns etc that players actually use to kill them.
At the same time they do considerably worse damage output.
You can change this by blinging them out with special weapons - but this just makes them even more fragile for their points. Paying around 30 points for MEQ stats isn't healthy.
I mean since we are doing weird theorycraft scenarios. Run 10 Fire Warriors (70 points) into 5 Marines shooting first, no buffs.
20*1/2*2/3*1/3=2.222 dead marines. Lets say 2.
6*1/6*2/3*1/2=0.333 Fire Warriors. Probably 0.
10*1/2*1/3*1/3=0.555 Marines. Lets say half a marine even though this obviously can't happen.
2.5*2/3*2/3*1/2=0.555 Tau.
So in this weird scenario the Tau have maybe lost 1 fire warrior (7 points) and killed 2.777 (rounding to 3) Marines. Or 7 points to 39 points.
Are we now saying Fire Warriors are generalists? Because while they have a pretty crap melee attack, it is, point for point, on par with Marines?
If I use DE Kabalites it gets even better - are they generalists too? Are we just saying all troops are generalists, but some are more general than others?
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![[Post New]](/s/i/i.gif) 2018/07/04 09:30:19
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Your diagram doesn't show the whole picture.
When you step, there's a portion of time when all of the weight is directly on one foot. As you swing forward, the weight remains on that foot, but the direction it's being pushed in moves as your center of balance moves. Once your raised foot touches down, the the weight starts to shift to both. When you step up, the weight shift swings up as your body pitches forward, until you reach the center point, where all of your weight is focused straight down again on one foot. For the majority of this time, all of your weight is still on once foot, with a even further reduced surface area (most people step on the balls of their feet), and as long as one foot is in the air, ALL of the body's weight is focused on the other foot.
The only variable that changes, is the exact direction that weight is being projected in. It's not always straight down.
We've also been overlooking the effect of when the weight shifts. When the raised foot steps down, all of that weight is suddenly impacting on the ground on one small surface area. This has an effect even on things as small as a human body. There's a reason impact foot wear is marketed to runners. But while we use those shoes to protect the feet, the ground is taking the same impact. A human doesn't usually have a high enough PSI to actually damage anything, but if you're running in looser soil, you'll notice running footprints are deeper then walking foot prints.
So a warhound titan needs to hold up it's own weight (including surviving the impact of it's own walking), and walk on a surface strong enough to take the force of 1.5 million pounds with every step, including the sudden impact of each individual step.
Edit: I just noticed the edit. I would say the time it's one one foot, weight directly downward would depend on how long it takes it to take a step. It could be a fraction of a second, it could be one or two seconds.
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This message was edited 2 times. Last update was at 2018/07/04 09:33:58
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![[Post New]](/s/i/i.gif) 2018/07/04 10:53:47
Subject: Is it possible we'll see a revised Space Marine codex?
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Regular Dakkanaut
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Insectum7 wrote:
Haha, i misread that. On the fly ability vs. Fly ability. Reading while distracted and all.
As for the necessity of an "on the fly ability", no they don't need an explicit mechanic to be generalist. All they need to do is have a way to function in more than one role, which they can already do simply by having slightly higher stats and good morale over most basic infantry, plus access to excellent gear options. Load them out right and they can engage numerous types of targets in a variety of ways. Some shooting, some CC, some defensively from cover, some aggressively and taking ground. They can be called upon for different tasks with reasonable effectiveness. Tac squads lean shooty despite the fact you can give the sarge a CC weapon (speaking of which, I should distribute some chainswords). But their options for shooting are varied and effective, especially with multiple squads working together. The UM tactic lends them exceptional close quarters ability over other basic troops, as being able to fall back and shoot makes charging far less risky for them, and greatly reduces the effectiveness of an opponent charging you.
Squads like Fire Warriors are very limited in what they can effectively engage and how. They're not going to be hurting any vehicles or a Terminator Squad much, nor should they be charging Guardsmen except in rare circumstances, I would think. A Tac Squad can do those things pretty well.
I find their CC to be extremelly poor right now. And I am the kind of guy that doesn't shy away from the good old move - shoot - charge all in the same turn if it means I can tie up enemies or secure a kill. I play against Guard, Chaos and Admech, so they usually have squishier infantry, I just never win war of attritions in melee with marines. 10 man tactical squad get eaten alive turn by turn by zombies or cultists. And I don't mean an entire mass of them, just their basic 20 unit strength. When your guns have the same profile as your CAC attack and you do more attacks with shooting than with melee, it's hard to see melee as effective. And I remember to use my pistols if the fight phase lasts more than the charge turn. Every time I've used Primaris in the same capacity, they performed massively better. When taking damage, the odd wound doesn't reduce my counter attack, and each marine contributes more attacks. I had once a Primaris squad held an entire flank (of chaff infantry), something that my normal tactical would have struggled to do. Not that it had any tactical value, we kept figthing in melee for the "dramatic effect". We sometimes do that in battle.
Arguably, the better troop generalist right now are the Grey Hunters from the Space Wolves. Because of 2 factors: They are armed with Bolter, Bolt pistol AND Chainsword. A whole squad charging for them is the equivalent of of another round of shooting instead of half round of shooting, and if you want to get expensive, their Wolf Guard Battle Leader can be kitted out better than a normal Sergeant. The second factor is their stratagem: True Grit. Makes them not lose their firepower in the next shooting phase, making their bolters into Pistol 2 weapons.
As for Fire Warriors not hurting vehicles.... I guess it depends how you look at things. Their S5 actually puts them in a particular situation when needing to tap at T8 vehicles (which is super common for me since the guard player loves his Leman Russ).
Let's say I moved to get into double tap with a full 10 man squad, equipped with plasma, combi plasma and a grav to shoot at a Leman Russ. Same with 12 fire warriors.
Marines have
7x2 bolter shots = 0,5 damage
2x2 plasma shot (let's OC because f*ck that Leman) = 2 damage
4 Grav = 1 damage
Total = 3,5 damage
Fire Warriors I have 12x2 pulse rifle shot = 1.3 damage
When you factor in cost, you're doing 2,7 the damage for 2,7 the cost pretty much. Ence they are pretty much equivalent. (if I mathammered right, I'm not double checking, still shouldn't be far off). Not to make a case on it, just pointing it out where the system "breaks even" with the new wounding table.
My favourite unit in terms of versatility is actually the Sternguard veterans, all thanks to their +1 to wound stratagem. With that I can pretty much direct them at any target and expect to chip away some wounds. Especially when buffed with Lias and a Lieutenant. That's the point though, it's the stratagem that makes them really versatile. Chaos on the other hand, has Veteran of the Long War, which basically does the same, that can be applied to pretty much any units. Combined with prescience, they have the flexibility to give +1/+1 to almost every infantry, making them for a turn, hit and wound above their strength. I find that to be real flexibility, rather than having a plasma gun here and there. In this edition, at least.
EDIT: For the whole discussion about Titans = Antigrav Plates/antigrav tech here and there. Problem solved.
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This message was edited 1 time. Last update was at 2018/07/04 10:55:46
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![[Post New]](/s/i/i.gif) 2018/07/04 11:22:10
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Generalist units do work in 40K, it's just that tac marines do not. For a well designed generalist troop, look at tyranids warriors. The standard loadout gives you for 28 points a reasonably hard model, with an assault heavy bolter and that is scary in melee. Is it scarier than 28 points of assault specialists? No, 2 genestealers perform better. It is scarier in shooting than 28 points of ranged specialists? No, the equivalent number of devgants/hiveguards perform better. Do they work satisfactorily overall? Yes they do. The secret behind warriors? Expensive body, cheap weapon choices, full customization.
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This message was edited 1 time. Last update was at 2018/07/04 11:22:50
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![[Post New]](/s/i/i.gif) 2018/07/04 11:29:49
Subject: Is it possible we'll see a revised Space Marine codex?
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Longtime Dakkanaut
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Mmmpi wrote:
Edit: I just noticed the edit. I would say the time it's one one foot, weight directly downward would depend on how long it takes it to take a step. It could be a fraction of a second, it could be one or two seconds.
Like I said it depends on the locomotion parameters. If the back foot is brought to original position instead of immediately going forward, there could conceivably be no time where the full weight of the titan is put on one foot. That isn't how normal humans walk and is more of a hobble then an actual stride but it is possible. I was wrong in my statement that a "normal human" walk doesn't put the full weight on one foot at any point, but I still stand by my assertion that doubling the titan's ground pressure for comparison purposes is horribly incorrect, because the timeframe that this is true is only a small fraction of the total walk cycle, however long that may be.
Mmmpi wrote:
We've also been overlooking the effect of when the weight shifts. When the raised foot steps down, all of that weight is suddenly impacting on the ground on one small surface area. This has an effect even on things as small as a human body. There's a reason impact foot wear is marketed to runners. But while we use those shoes to protect the feet, the ground is taking the same impact. A human doesn't usually have a high enough PSI to actually damage anything, but if you're running in looser soil, you'll notice running footprints are deeper then walking foot prints.
The longer the step takes, the less this is an issue, as the application of force by the titan's foot is spread out over a longer period of time. A running titan, sure this would be an issue, but I really don't think titans are capable of moving at the same rate as a human if the titan was scaled down. Maybe a light jog, but a for a full on sprint the forces would be enormous and the titan would most likely rip itself apart, unless adamantium is ridiculously stronger then even its strong depiction in the lore, but that is really stretching the limit of believability.
EDIT: You can throw away my example titan. I found official measurements for a warhound. http://warhammer40k.wikia.com/wiki/Warhound-class_Titan
It is stated that a warhound is 410 tonnes which is 903,895 pounds. Assuming 75 square feet surface area per titan foot, that is 6,026 pounds per square foot, much less than my estimated 10,013 pounds per square foot. It converts to only 288.5kPa of ground pressure.
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This message was edited 12 times. Last update was at 2018/07/04 12:15:15
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