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Made in gb
Been Around the Block





I was having a flick through the AM codex and thought of some ideas that I think could help the Space marine books without making them overly powerful or relying too much on stratagems. It's borrowed a lot from the AM codex but a few words re-gigged here and there to make it fluffy and sensible. I could come up with more and maybe do infantry or vehicle specific but didn't want to overload. What do you think?

Chapter tactic

HQ unit may issue a chapter tactic to a corresponding unit within 6" on a roll of a D6. Cannot be a CHARACTER.
Captain with Chapter master stratagem, Primarch 2+
Captain pass on 3+
Lieutenant pass on 4+

Weather the storm: Unit may move but not advance. Any shots directed at this unit reduce the AP by 1. If unit is in cover then reduce AP by -2.
Target the commander: All of a units weapons may target a CHARACTER that are in range regardless of whether or not there are closer enemy units.
Hone your weapons: Increase the ballistic skill OR weapon skill in a phase by 1 (to a maximum of 2+).
Forward advance: Unit can shoot, even if it advanced in the movement phase. Heavy weapons will behave like Assault weapons on the advance, while Rapid Fire ones will not taking any penalty to hit.
Storm of fire: Tactical, Scout, Intercessor squad may either increase AP of weapon by 1 or add number of shots by bolter, Bolt rifle by 1.
Focus fire: Predator, Vindicator, Whirlwind, Stalker, Hunter may fire main gun twice. Main gun is any gun that is not on a sponson.
   
Made in us
Fixture of Dakka





To balance orders, consider trading out the reroll aura for the orders.

That would let you have orders be more impactful while tipping the scales even less.

(yes, Marines need help, my point is that you could add more powerful orders for the same amount of power change.)

Ultras more-or-less had Orders in 6th/7th, with tactical doctrines. I would think their Orders, like their CT, should focus (but not necessarily only impact) on their core: Tacs, Devs, ASM.
   
Made in us
Omnipotent Necron Overlord






Why should space marines...who literally a single space marine could lead an entire worlds forces into battle...have to roll for their orders? An AM company commander gets his orders off automatically?

Just make them automatic.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Decrepit Dakkanaut




Honestly these would make more sense as Strategems rather than taking the main shtick of Guard.

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
Humming Great Unclean One of Nurgle





In My Lab

Also, I highly object to giving Devastator teams the ability to snipe characters. The rest seem okay-ish, but that's blatantly too good.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Steadfast Ultramarine Sergeant






Marines should trade out reroll auras for "Doctrines"

Basically I'd make it so a captain provides X tactical doctrines, which would simply be reroll 1s to hit. They would be no range on them, rolls to activate or anything, just a cap on how many you have. Then I'd make it so HQs regardless gave you tactical doctrines. Lieutenants would probably stay the same as it seems more fitting.

I'd have Guilliman have his perfect doctrine to reroll hits and wounds and he would get X per turn as opposed to X for the game like other HQs

This would keep me from having to hug my characters
   
Made in us
Longtime Dakkanaut




I've mentioned this a couple times, but I do feel that the "orders" mechanic is far superior to the "aura" mechanic since it feels more commandery.

Basically, instead of "units within 6" do X" it's "select one unit within 6" to do X". Except this time "X" can be changed to suit your needs.

Examples:
- Aim true, Brothers!: Reroll ones to hit
- Onwards, to glory!: Move again instead of shooting

Etc...
Now, I don't want to step on the Guard's cool stuff, but in this case I think the game would be so much more interactive and fun. Though, the Guard can just have overall better/more orders (such as FRFSRF or regiment specific ones) as their thing.
   
Made in us
Longtime Dakkanaut




I definitely think that auras being replaced by 1-2 units being buffed would be better, but agree that having a lot of orders should stay guard's thing.
   
Made in ca
Commander of the Mysterious 2nd Legion





I've always thought orders should have been folded into stratigiums. they're an almost perfect fit, and it's not like guard can't spare the CPs

Opinions are not facts please don't confuse the two 
   
 
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