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2020/02/11 02:40:40
Subject: Fixing Doctrines: Doctrine Inflexibility
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Longtime Dakkanaut
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Hey folks!
Been thinking a lot recently of how to fix Marines. I love powerful Marines, because they ARE cool, and there ARE a lot of ways to build them because they're potent. However, when even the most optimistic person I know in this game started calling the new meta Marines a "cancer" on the game, I had to put my head to it. Here's my first idea at a fix. I think Marines need more than this (Master Artisans/Master Craftsmen should be a "you only get this trait" bonus, not "this plus something else" bonus), but this is a good start for helping to balance things out.
Doctrine Inflexibility:
At the start of the game you begin with the Devastator Doctrine active. At the start of each successive Battle Round, you must change your Doctrine, if able.
Basically, this would force you out of Devastator Doctrine turn 2, and force you out of Tactical Doctrine turn 3. This would also make the Ultramarine stratagem "Cycle of War" actually matter, as they would be the only Chapter capable of leaving the Assault Doctrine. The Super-Doctrine bonuses are therefore far more mitigated. You can build you list for that devastating turn 1, as so many do, and that's fine - but you'll suffer far more turns 2-6 than they currently do. To me, this makes sense, and would be fun.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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2020/02/11 04:58:04
Subject: Fixing Doctrines: Doctrine Inflexibility
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Fixture of Dakka
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Yarium wrote:
(Master Artisans/Master Craftsmen should be a "you only get this trait" bonus, not "this plus something else" bonus)
Eh. I mean, Salamanders get Master Artisans+, and they're not dominating the meta at the moment.
Doctrine Inflexibility:
At the start of the game you begin with the Devastator Doctrine active. At the start of each successive Battle Round, you must change your Doctrine, if able.
Basically, this would force you out of Devastator Doctrine turn 2, and force you out of Tactical Doctrine turn 3. This would also make the Ultramarine stratagem "Cycle of War" actually matter, as they would be the only Chapter capable of leaving the Assault Doctrine. The Super-Doctrine bonuses are therefore far more mitigated. You can build you list for that devastating turn 1, as so many do, and that's fine - but you'll suffer far more turns 2-6 than they currently do. To me, this makes sense, and would be fun.
Interesting idea. My main concern would be that it might punish some of the "super doctrines" that are less powerful on the surface. Sure, Iron Hands and Imperial fists wouldn't be able to sit in devastator doctrine all game (without spending 1CP a turn to jump back to it), but Raven Guard would have to do all their best sniping on turn 2 or not at all. And custom non-successor chapters would be forced to lose devastator doctrines turn 2 even if they're not all that powerful in the first place.
Basically, I worry that it's punishing all marines for the sins of the IH and the IF.
I
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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2020/02/11 05:11:39
Subject: Fixing Doctrines: Doctrine Inflexibility
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Walking Dead Wraithlord
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Doctrines should be a once per battle ability per doctrine.
Reroll everything chapter master aura should be a once per battle startegem.
Hopefully this means the doctrine is not the be all and end all of the army build. Once you use your doctrine /re-roll that's it. You then have to rely on other elements of your army. (you still have your traits and other strategems that mgith actualy get used...).
So hopefuly people would take more varied options rather than just spam whatever their super doctrine tells them to spam.
But to be honest I don't know man. There's too many interactions, I wouldn't have the foggiest where to start. Perhaps keep SM 2.0 without supplements and then make the doctrines work a bit like tides and have to roll for it.
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2020/02/11 05:33:31
Subject: Fixing Doctrines: Doctrine Inflexibility
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Regular Dakkanaut
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So there are a couple options to fix doctrines
1) When switching doctrines at the beginning of the round and you have access to a super doctrine you must choose between the super doctrine or the AP increase.
- A lot of weapons being used are high RoF with low AP, going from 0-1 and 1-2 AP is a massive change for those style weapons
2) OPs suggestion. You have one round of each doctrine.
-Meaning that if your trying to maximize effectiveness on a doctrine, you have a spectrum of Positioning VS Alpha-strike with Doctrine leaning that hardest on alpha, where Assault leaning hardest on positioning.
3) 1Dev/2Tac/3Assault
So 1 round of Dev, followed by 2 of assault, followed by 3 of Assault. If your doing this, toss in a strategem to move the ticker one turn forward (so Assault can still be in play by T3)
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2020/02/11 05:34:25
Subject: Fixing Doctrines: Doctrine Inflexibility
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Decrepit Dakkanaut
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Just. Remove. Super. Doctrines. They. Should. Not. Exist.
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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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2020/02/11 05:39:35
Subject: Fixing Doctrines: Doctrine Inflexibility
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Walking Dead Wraithlord
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Add a draw back on using doctrines.
Like if you are in devastator, if you want to shoot heavy weapons and gain benefit, you cant move and are easier to charge or something.
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2020/02/11 05:52:59
Subject: Fixing Doctrines: Doctrine Inflexibility
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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Argive wrote:Add a draw back on using doctrines.
Like if you are in devastator, if you want to shoot heavy weapons and gain benefit, you cant move and are easier to charge or something.
No overwatch for devastator perhaps? In assault you must attempt to charge if within charge range?
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2020/02/11 08:03:36
Subject: Fixing Doctrines: Doctrine Inflexibility
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Loyal Necron Lychguard
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Yarium wrote:Hey folks! Been thinking a lot recently of how to fix Marines. I love powerful Marines, because they ARE cool, and there ARE a lot of ways to build them because they're potent. However, when even the most optimistic person I know in this game started calling the new meta Marines a "cancer" on the game, I had to put my head to it. Here's my first idea at a fix. I think Marines need more than this (Master Artisans/Master Craftsmen should be a "you only get this trait" bonus, not "this plus something else" bonus), but this is a good start for helping to balance things out. Doctrine Inflexibility: At the start of the game you begin with the Devastator Doctrine active. At the start of each successive Battle Round, you must change your Doctrine, if able. Basically, this would force you out of Devastator Doctrine turn 2, and force you out of Tactical Doctrine turn 3. This would also make the Ultramarine stratagem "Cycle of War" actually matter, as they would be the only Chapter capable of leaving the Assault Doctrine. The Super-Doctrine bonuses are therefore far more mitigated. You can build you list for that devastating turn 1, as so many do, and that's fine - but you'll suffer far more turns 2-6 than they currently do. To me, this makes sense, and would be fun.
I don't think Marines are too powerful, Sallies probably need to get back Stratagem buffs or something to bring them back in power actually. I have said that I think the above rule should be put in place, but mostly for gameplay reasons, not balance. Outside ITC Marines Iron Warriors are tier 1 rather than tier 0, so if you nerf them as part of a faction-wide nerfs they probably cannot handle another couple of nerfs to their powerful options without also needing to nerf other tier 1 armies (Orks, Craftworlds, Chaos soup). Wyldhunt wrote: Yarium wrote: (Master Artisans/Master Craftsmen should be a "you only get this trait" bonus, not "this plus something else" bonus)
Eh. I mean, Salamanders get Master Artisans+, and they're not dominating the meta at the moment.
Is that not because the buffs Salamanders give to flamers and meltas aren't enough to bring them up to par with the best units in the codex? Their super doc is basically irrelevant, Master Artisans Stealthy successors are extremely good. Master Artisans needs a nerf, IMO GW should remove the hit part of the equation, just give a single wound re-roll per phase. Rather than buffing Salamanders I think flamers, heavy flamers, melta guns and multi-meltas need buffs. Yarium wrote: Doctrine Inflexibility: At the start of the game you begin with the Devastator Doctrine active. At the start of each successive Battle Round, you must change your Doctrine, if able. Basically, this would force you out of Devastator Doctrine turn 2, and force you out of Tactical Doctrine turn 3. This would also make the Ultramarine stratagem "Cycle of War" actually matter, as they would be the only Chapter capable of leaving the Assault Doctrine. The Super-Doctrine bonuses are therefore far more mitigated. You can build you list for that devastating turn 1, as so many do, and that's fine - but you'll suffer far more turns 2-6 than they currently do. To me, this makes sense, and would be fun. Interesting idea. My main concern would be that it might punish some of the "super doctrines" that are less powerful on the surface. Sure, Iron Hands and Imperial fists wouldn't be able to sit in devastator doctrine all game (without spending 1CP a turn to jump back to it), but Raven Guard would have to do all their best sniping on turn 2 or not at all. And custom non-successor chapters would be forced to lose devastator doctrines turn 2 even if they're not all that powerful in the first place. Basically, I worry that it's punishing all marines for the sins of the IH and the IF. I
Shouldn't Raven Guard move over to Assault Doctrine? Why even have doctrines if you're just moving through them to get to your super doctrine?
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This message was edited 1 time. Last update was at 2020/02/11 08:04:46
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2020/02/11 13:58:04
Subject: Fixing Doctrines: Doctrine Inflexibility
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Longtime Dakkanaut
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Wyldhunt wrote:Interesting idea. My main concern would be that it might punish some of the "super doctrines" that are less powerful on the surface. Sure, Iron Hands and Imperial fists wouldn't be able to sit in devastator doctrine all game (without spending 1CP a turn to jump back to it), but Raven Guard would have to do all their best sniping on turn 2 or not at all. And custom non-successor chapters would be forced to lose devastator doctrines turn 2 even if they're not all that powerful in the first place.
Basically, I worry that it's punishing all marines for the sins of the IH and the IF.
I think that's not a real worry simply because there's a stratagem that lets you get an extra use of a Doctrine: Adaptive Strategy (lets you, once per game, move the Doctrine back). So every single Space Marine player can actually get 2 turns of a Doctrine at the cost of a command point. It seems to suggest that GW was already thinking of making Doctrines work this way anyways.
As to everyone else, I don't think deep cuts are needed, because I like Marines being powerful. Super Doctrines existing is pretty awesome, because it helps keep Space Marines as mono-Marines. Seeing an Ultramarine player being rewarded for fielding all Ultramarines is really cool. If I were to make other changes, I'd likely remove the ability for Space Marine Successors to have access to their parent's Super Doctrine, and to cause their parent chapter to lose the Super Doctrine if souped up.
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This message was edited 1 time. Last update was at 2020/02/11 13:58:21
Galef wrote:If you refuse to use rock, you will never beat scissors. |
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2020/02/11 23:22:05
Subject: Fixing Doctrines: Doctrine Inflexibility
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Walking Dead Wraithlord
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Gadzilla666 wrote: Argive wrote:Add a draw back on using doctrines.
Like if you are in devastator, if you want to shoot heavy weapons and gain benefit, you cant move and are easier to charge or something.
No overwatch for devastator perhaps? In assault you must attempt to charge if within charge range?
Its a start.
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2020/02/12 16:48:22
Subject: Fixing Doctrines: Doctrine Inflexibility
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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Have a bloody exalt my good man.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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2020/02/27 14:06:24
Subject: Fixing Doctrines: Doctrine Inflexibility
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Longtime Dakkanaut
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I am the best.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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2020/02/27 14:07:18
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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The Dread Evil Lord Varlak
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Called it yarium.
are you a Tzeentchian?
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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2020/02/27 14:11:56
Subject: Fixing Doctrines: Doctrine Inflexibility
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Longtime Dakkanaut
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I just know how GW thinks. Most of the time it's something along the lines of "Share And Enjoy"
(10 internet points if you get the reference)
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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2020/02/27 14:14:02
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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The Dread Evil Lord Varlak
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the answer is 42.
i guess. Still, i find the adaptive strategy deletion a bit wonky in a way.
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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2020/02/28 22:42:11
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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Deathwing Terminator with Assault Cannon
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Adaptive strategy should become beginning of movement, target unit, choose any doctrine for the turn stratagem.
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2020/02/29 00:39:22
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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Fixture of Dakka
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skchsan wrote:Adaptive strategy should become beginning of movement, target unit, choose any doctrine for the turn stratagem.
I'd probably be okay with that. The strongest applications would probably be giving some IH unit their shooting buffs (not too bad on a single unit) and turn 1 and 2 WS and BS melee buffs. And overbuffing melee units is a risk I'd be willing to playtest against.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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2020/04/02 03:34:15
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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Rookie Pilot
Brisbane
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With the advent of Psychic Awakening: The Greater Good, all of the Space Marine doctrines seem rather underpowered - at least compared to the Lite Space Marines that the Guard can field (Tempestus Scion Detachments).
+1AP to all weapons, when combined with an already crazy strong -2AP basic weapon?
Bonus shots on 6's? Combined with orders, with Space Marine accuracy?
Redeployments?
Super Deep Strikes?
I don't have any Marines, but they sure are easy to play against, now...
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I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
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2020/04/02 16:25:43
Subject: Re:Fixing Doctrines: Doctrine Inflexibility
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Slayer6 wrote:With the advent of Psychic Awakening: The Greater Good, all of the Space Marine doctrines seem rather underpowered - at least compared to the Lite Space Marines that the Guard can field (Tempestus Scion Detachments).
+1AP to all weapons, when combined with an already crazy strong -2AP basic weapon?
Bonus shots on 6's? Combined with orders, with Space Marine accuracy?
Redeployments?
Super Deep Strikes?
All limited to a single T3 HQ choice(Tempestor Prime) to issue them Orders, a single Elite choice(Scion Command Squad), and a single Troops choice(Scions)--and I guess the Taurox Prime too?
I don't have any Marines, but they sure are easy to play against, now...
So are Scions, if you know they're coming.
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2020/04/02 18:04:03
Subject: Fixing Doctrines: Doctrine Inflexibility
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Humming Great Unclean One of Nurgle
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Also, it's +1 AP or bonus shots on a nat 6 or super deep strike. Not all at once.
Plus, it's shackled to their basic unit having a S3 18" gun.
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Clocks for the clockmaker! Cogs for the cog throne! |
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2020/04/03 03:43:27
Subject: Fixing Doctrines: Doctrine Inflexibility
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Fixture of Dakka
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JNAProductions wrote:Also, it's +1 AP or bonus shots on a nat 6 or super deep strike. Not all at once.
Plus, it's shackled to their basic unit having a S3 18" gun.
That 18" bit being very important given that you're probably deepstriking them. No rapid fire on that strength 3 gun. Scions are good, but they're not so good that marines need to be jealous of them.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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2020/04/08 00:26:15
Subject: Fixing Doctrines: Doctrine Inflexibility
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Rookie Pilot
Brisbane
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Wyldhunt wrote: JNAProductions wrote:Also, it's +1 AP or bonus shots on a nat 6 or super deep strike. Not all at once.
Plus, it's shackled to their basic unit having a S3 18" gun.
That 18" bit being very important given that you're probably deepstriking them. No rapid fire on that strength 3 gun. Scions are good, but they're not so good that marines need to be jealous of them.
Iotan Dragons Doctrine turns that 18" into 24"...
Yes I have dropped 5 full squads with a single Prime who has a Rod, Tactical Auto-reliquary, Master of Command (Progeny of Conflict), and Inspired Tactics, and gone FRFSRF straight off the bat to eliminate far more expensive units by sheer weight of high AP dice...
Kanwulen wrote:All limited to a single T3 HQ choice(Tempestor Prime) to issue them Orders, a single Elite choice(Scion Command Squad), and a single Troops choice(Scions)--and I guess the Taurox Prime too?
You can technically field as many Scion squads as you like - as long as you have Regimental Advisors to spare and still benefit from the various doctrines...
So that frees up:
Lord Commissars x 3
Primaris Psykers x 3
Aradia Madellan
Commissar Yarrick
A total of 5 Battalions of Tempestus - the Command Squads are really only used if I want to run a Valkyrie and do some Precision Drops, and even there I will use a Command Squad and 8 man Scion Squad (or 7, if I include a Prime inside).
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This message was edited 1 time. Last update was at 2020/04/08 00:27:22
I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
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