koooaei wrote:pelicaniforce wrote:
The rules for thousand sons marines make no sense either, since they, like space marines, have t4, but in the case of space marines t4 is attributable to strengthened tissue and redundant organs, while the thousand sons have none, and they, like space marines, have a 3+ save, but in the case of space marines the 3+ armor save is protecting flesh, and the thousand sons do not have flesh. The profile for rubrics cannot be "how hard is it to hurt flesh under armor," it has to be "how hard is it to destroy armor?"
Make them a squadron of walkers.
There you go. Actually, I think that since people have conflicts about stuff like riptides vs dreadnoughts, it should be more specific which way toughness vs. armor value is decided.
As far as I can tell, it seems like
AV vehicles have a main body or monocoque, like a car does, and that everything like drives, interiors, and systems are attached to that. The rules give toughness to machine-things like weapons platforms, big guns, thunderfire cannons, riptides, nemesis dreadknights, and wraith-things because there they don't have any non-systems parts that are just a frame. If you see the body of a car, it doesn't have any useful systems on it (say, wheels or an engine) but it is still obviously the car or tank, and the wheels etc are just attached to it. Dreadnoughts and Sentinels are walkers with
AV because they have a body that doesn't have any active function, and the systems like drive legs are attached to it.
Some people might say that the equivalent to that is a skeleton and everything has some kind of skeleton, but I think the skeleton is more like the axle and wheels (without any tires).
On this reasoning, I think that a Thousand Son is more like an artillery piece, which have toughness, than like a small walker. I would like to try it both ways, but I think that all the parts of the thousand sons are things that have a direct use or are ornamental, and that there isn't a thing like a monocoque that can be deformed or destroyed without simultaneously destroying the wheels, the engine, the guns, the radio, etcetera.
BlaxicanX wrote:It's also worth noting that due to the level of abstraction seen in 40K, there's no reason to assume that the boost 1KSon Sorcerers received from the Rubric, which is lacking in any objective metric for how much of an upgrade it gave to the surviving Sorcerers, would be enough to make a lvl 1 sorcerer suddenly a level 2.
Yeah, I figured I had covered this by saying that I didn't want to say for sure that "mastery levels" correlate to anything in the fluff. Honestly, the main part of the
OP is a game-related argument, not a fluff thing. I just think it's nice to open with some thing italicize-able.
Look at Marines and IG veterans. Both Tactical Marines and Imperial Guard veterans are BS4, despite the fact that a Tactical Marine will have decades of specialized training (Tactical Marines are the Navy SEAL equivalent of Marines, having mastered every aspect of combat by surviving their tenure under all the other roles), decades of psycho-conditioning, super-human reflexes and state-of-the-art optical enhancements built into his helmet to assist in lining up shots. Fluff-wise it makes zero sense for a Marine and a run-of-the-mill Guardsman veteran to have the same BS, but mechanically the range that exists in a stat-rung is so massive that the vast advantages an Astartes has over a Veteran simply isn't enough to justify having a higher BS. That's just one of the weaknesses of a D6 system.
I'm completely on your level with this concept. I appreciate that sometime you have to explain that the marines in tactical squads are pretty well good. I know how abstraction can be a thing.
Actually, as an aside, I think it's a good thing, and that it isn't among the "weaknesses." I think the three or four levels of bs2, 3, and 4 are absolutely ideal. I think bs2 as barely capable/nominal, bs3 as useful, and bs4 as reliable are useful classes/classifications. The difference between hitting 63 percent of the time and 74 is completely useless in this kind of game.
Like I said, this is mostly a gameplay argument. It's actually the same principle by which it makes complete sense for a large minority of guardsmen to shoot as well as transhumans. Using fluff, the brief for designing this unit from scratch (if you had never read any of the current or old codexes) is sorceror is a cabal member with ego and agendas, and he has henchmen or a wall of muscle in the form of rubrics; rubrics are walking metal with no flesh.
The unit as it is in the 4th and 6th books doesn't do that. It has two distinct parts, the sorceror and the rubrics, that are not unitary. As far as the way they are used, they are two separate things that happen to share a unit. The unit now has a novelty shooting attack that was invented essentially because the old units weren't powerful. It simultaneously ended up being useless and not following the fluff brief of "cabal member with goons."
Come back to the Guard Vets. Regular guard have
bs that is "useful," and the reason you take Vets is to get something that is "reliable." Hence, Vets have bs4, because that just means "noticeably more than half the time." If you gave them the old sharpshooters doctrine, basically preferred enemy for shooting, they wouldn't hit noticeably more than half the time. They just need to have that quality to fulfill their function, it's a complete coincidence that they have the same
bs as stock marines.
This is what you were talking around in your post. It was that pretending that profiles are a straight representation of fluff and everyone with bs4 should in the fluff be equally skilled as each other is complete nonsense. Instead, profiles allow you to play units like they would play in fluff. You would use veterans or marines when you want to send only three units to do two or three jobs, and you would use bs3 guardsmen when you are prepared to send five units to do those 2-3 jobs. This is the same with psychic mastery levels. A unit gets the mastery level that gets players to play it the way it behaves in the background.
Similarly, while it may be true that your average 1kSon Sorcerer is stronger than the average joe, on a system where there are only four mastery levels, that gap in power just might not be enough to justify giving them a higher ballistic skill.
Then you just get to this and have essentially confused yourself. There is no "gap" wide enough to justify a difference in skill, because mechanics are about how the unit can be used, there is no conversion rate of fluff power-points to numbers on the the profile.
To get a Thousand Sons squad that can be played the way it behaves in the background, the sorceror has to have psychic power worth protecting with a unit of spirit-inhabited armor. I.E., it has to be a sorceror whose powers are worth the ~200 point price of entry on every sorceror. It is the same as wanting to use a cheap unit from an allied detachment. The price of using that cheap ally includes the price of an
HQ and troop. The Thousand Sons are not, in the fluff, a novelty shooting unit. If you want you can give the sorceror ML4, but as long as the unit has inferno bolts, it will not play the way the it acts in the fluff. A psyker that is ML1 is not worth taking a force org choice and four to nine expensive heavy infantry models to protect.