jareddm wrote:Game mechanics are not lore and never will be. Not to mention that taking a wound does not mean a casualty, it just means no longer being capable of continuing to fight.
You just defined casualty. casualty means no longer being able to fight, not dead.
casualties, loss in numerical strength through any cause, as death, wounds, sickness, capture, or desertion.
http://dictionary.reference.com/browse/casualty
kveldulf wrote:Deadnight wrote:While There are plenty things about chapter size and recruitment rates that I find ludicrous to begin with, your example doesn't work as game =\= fluff.
Uh............. yes it does.
The amount of time spent alone to produce 1 marine is not effecient with current stats. Then you have the issue of cost to magnify the ineffeciency (thrones, not pts)
That's it in a nutshell. If you think there is something worse than the whole few decades to train a scout thing and money thing, then I would love to hear it.
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jareddm wrote:Game mechanics are not lore and never will be. Not to mention that taking a wound does not mean a casualty, it just means no longer being capable of continuing to fight.
Indeed. I I've thought of this too. It makes it feel a bit more consistent, but still falls very short in matters of combat effectiveness.
If the tabletop reflected the lore, then Space Marines would be Toughness 5, Wounds 2, Strength 5, Initiative 6,
BS 5,
WS 5. You CAN. NOT. USE TABLETOP.
AS. LORE.
In the fluff, a single squad of Space Marines could take on ten squads of Imperial Guard and only take minimal casualties. On the tabletop, a single squad of Space Marines can barely even handle two squads of Guard.