Switch Theme:

The Power Armor Problem  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fixture of Dakka






ALL Marines need +1 atk, -2pts, add -1ap to bolter if they all fire at same target

   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 NurglesR0T wrote:
 Togusa wrote:
 Crimson wrote:
 Asherian Command wrote:


Or forcing people to have a dice roll to see if they can exit combat... Not this automatic retreat. The opponent should have an opportunity to deal with your opponent trying to exit combat.

It is really bizarre that in order to assault you need to roll the dice to see whether you succeed and then the enemy gets to shoot you, but you can leave from the close combat automatically and with no risk at all. At minimum there should a CC equivalent of overwatch where the enemy gets to hit you but hits only on sixes.


I think leaving combat should come with two conditions:

You must roll equal to or lower than your highest leadership in the unit.

If you roll under your LD you get away, no problem.
If you roll equal to your LD, you get away, but the unit suffers D3 mortal wounds.
If you roll above your LD, you are locked in combat for this turn.

It's simple, easy to use and doesn't complicate the game in any fashion.


How would this factor in with a vast majority of units being LD 7 and higher? I like the idea behind it, I definitely think there should be some sort of draw back or chance of failure to trying to retreat







Well it means all leadership sorta matters right now in and out of close combat. This would also mean space marines need their older leadership profiles back if it meant their leadership was actually more useful other than for 1 case.

From whom are unforgiven we bring the mercy of war. 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

Marines suffer for two reasons:

-Generalist design philosophy
-Shared across multiple factions and Codecies

Generalist units simply don't function outside of small scale or skirmish games. Marine units fail to specialise in any purpose and thus fail to excel in anything. The army can have a balanced, general approach but that doesn't mean each unit has to - thankfully Primaris have started a clean slate and have rectified this. Intercessors are designed to engage light infantry and hold objectives. Hellblasters are designed purely for putting out damage against elite units in the shooting phase. Inceptors are designed to arrive from reserve and instantly put the hurt out, etc

Finally we have some effective units, and the future expansion of the range will plug the holes in the Primaris capability.

Going back to my second point: it has become very difficult to balance or rebalance the range. Are Las Cannon Devastators a bit rubbish? Perhaps they are. Too bad you can't change their statline because it means you'd need to change every other unit in the book. Same with the weapons - it's hard to balance a Las Cannon in a situation where making it stronger would lead to spam across multiple units. Look at Primaris - each unit has a unique weapon and a unique armour in most cases! It means you can change the weapon if it's too strong or too weak without affecting anything else in the book.

Now we hit another problem. If you make Marines better in terms of stats this has a huge impact across multiple factions. Take a Plague Marine - this is literally a Space Marine who's empowered further by the power of Chaos. If you make a regular Marine T5 with 2 wounds that means a Plague Marine must now be T6 with 2 wounds? Suddenly it becomes a mess that needs to address a minimum of 8 books.

Thank the Lord for the clean slate that is Primaris. Some haters will complain, but a few years from now we'll all be glad.

This message was edited 4 times. Last update was at 2018/12/12 23:29:31


-~Ishagu~- 
   
Made in ie
Regular Dakkanaut





 Ishagu wrote:
Marines suffer for two reasons:

-Generalist design philosophy
-Shared across multiple factions and Codecies

Generalist units simply don't function outside of small scale or skirmish games. Marine units fail to specialise in any purpose and thus fail to excel in anything. The army can have a balanced, general approach but that doesn't mean each unit has to - thankfully Primaris have started a clean slate and have rectified this. Intercessors are designed to engage light infantry and hold objectives. Hellblasters are designed purely for putting out damage against elite units in the shooting phase. Inceptors are designed to arrive from reserve and instantly put the hurt out, etc

Finally we have some effective units, and the future expansion of the range will plug the holes in the Primaris capability.

Going back to my second point: it has become very difficult to balance or rebalance the range. Are Las Cannon Devastators a bit rubbish? Perhaps they are. Too bad you can't change their statline because it means you'd need to change every other unit in the book. Same with the weapons - it's hard to balance a Las Cannon in a situation where making it stronger would lead to spam across multiple units. Look at Primaris - each unit has a unique weapon and a unique armour in most cases! It means you can change the weapon if it's too strong or too weak without affecting anything else in the book.

Now we hit another problem. If you make Marines better in terms of stats this has a huge impact across multiple factions. Take a Plague Marine - this is literally a Space Marine who's empowered further by the power of Chaos. If you make a regular Marine T5 with 2 wounds that means a Plague Marine must now be T6 with 2 wounds? Suddenly it becomes a mess that needs to address a minimum of 8 books.

Thank the Lord for the clean slate that is Primaris. Some haters will complain, but a few years from now we'll all be glad.


Not true. Fluff =/= rules. All units are now simply datasheets. The model is just a physical representation of an abstract set of rules and stats. What, exactly is stopping anyone writing a new rule into a Devastator squad that says 'If all models are armed with 4 of the same heavy weapon, they reroll all to wound rolls.' or up their BS or something. Nothing at all. And why would you need to change Nurgle stuff on the basis of fluff and flavour text? If we were going on that, ten marines should be able to slaughter 30 Guard, easy. Especially so in close combat.
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

Because that's not the design philosophy of how the classic Astartes operate.

And it's clear for all to see that there is a connection between Astartes and their +1 Chaotic counterparts.

As for Guard I will concede that GW has failed to price cheaper horde units appropriately and has created a value imbalance between the disposable and the elite. This needs to be addressed more than most things.

-~Ishagu~- 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Ishagu wrote:
Because that's not the design philosophy of how the classic Astartes operate.

And it's clear for all to see that there is a connection between Astartes and their +1 Chaotic counterparts.

As for Guard I will concede that GW has failed to price cheaper horde units appropriately and has created a value imbalance between the disposable and the elite. This needs to be addressed more than most things.


Well the classic astartes have a primaris upgrade. Deathguard still have disgusting resilient and +1 toughness.

Space marines just need 1 wound and better bolters. Deathguard have only been recently redone in that way.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Decrepit Dakkanaut




 Elbows wrote:
A couple of things on the Scorpions which can make them very slightly "okay", but still sub-par when it comes to tournaments perhaps.

1) The Exarchs claw does not suffer a -1 to hit (so he can get exploding attacks)
2) The biting blade is now cheaper, where before it was so close to the claw, but worse...it was illogical
3) The Striking Scorpions gain +1 to hit vs. enemies in cover, and it doesn't state shooting or melee...so you'd have 2+ to shoot and fight vs. models in cover (re-rolling 1's on the Shuriken Pistol if you have Biel-Tan craftworld)
4) The mortal wound mask occurs each fighting phase, not just yours. While '6's are rough...occasionally you're going to luck out and roll those 3-4 sixes and kill dead something decent.
5) They're now better priced (almost cheap)

A squad of 10 is around 115 points or so, which is reasonable, but they're just not a "power" unit. If anything, I think they're now one of the most accurately statted and costed units - meaning, of course, they fall under all of the over-effective units.

EDIT: I will agree that another squad of Scorpions is definitely better than Karandras, one of the less well equipped Phoenix Lords (though he's still cool and I look forward to fielding him again sometime). Even with reductions, Phoenix Lords are still in a bad spot.

Even with those additions, I'd go a step further and give them their damn regular Infiltration back.

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
Legendary Master of the Chapter





Chicago, Illinois

Slayer-Fan123 wrote:
 Elbows wrote:
A couple of things on the Scorpions which can make them very slightly "okay", but still sub-par when it comes to tournaments perhaps.

1) The Exarchs claw does not suffer a -1 to hit (so he can get exploding attacks)
2) The biting blade is now cheaper, where before it was so close to the claw, but worse...it was illogical
3) The Striking Scorpions gain +1 to hit vs. enemies in cover, and it doesn't state shooting or melee...so you'd have 2+ to shoot and fight vs. models in cover (re-rolling 1's on the Shuriken Pistol if you have Biel-Tan craftworld)
4) The mortal wound mask occurs each fighting phase, not just yours. While '6's are rough...occasionally you're going to luck out and roll those 3-4 sixes and kill dead something decent.
5) They're now better priced (almost cheap)

A squad of 10 is around 115 points or so, which is reasonable, but they're just not a "power" unit. If anything, I think they're now one of the most accurately statted and costed units - meaning, of course, they fall under all of the over-effective units.

EDIT: I will agree that another squad of Scorpions is definitely better than Karandras, one of the less well equipped Phoenix Lords (though he's still cool and I look forward to fielding him again sometime). Even with reductions, Phoenix Lords are still in a bad spot.

Even with those additions, I'd go a step further and give them their damn regular Infiltration back.


They already do. They can set up 9inches away from enemy units.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Been Around the Block




Long time lurker weighing in here.

Ishagu: I have seen a lot of your comments over a long period of time regarding marines, and I largely agree with most of what you've posted (even though you frequently get a lot of flak haha). I've been playing 40k since 3rd and I play marines and 5 other armies, so my opinion is not faction bias. The old marine statline is no longer really relevant to the way the game is going and I'm not that sad about it. I have 3000-4000 points of old school marines, but the models are showing their age, and I was glad to upgrade to play mainly Primaris infantry, and forge world tanks (until Primaris gets some good tanks at least.) I'm hoping some of the vehicles will stick around longer, since I think their aesthetic still mostly looks fine next to Primaris. A lot of the fixes people want to apply to marines is basically what Primaris marines already are, but with a points decrease, and I bet over another chapter approved, intercessors will come down yet again. Whether its good or bad, and no matter what people wish list, Primaris marines will continue to get better, and old marines will get less and less relevant; it's just a fact and I'm pretty much cool with it.

I also don't understand why guard infantry squads get made out to be such a bogeyman compared to other infantry. (Imperial soup not withstanding, but my group all play mono faction). I regularly play against and use massed guard squads, and they are never scary to me or feel like a huge asset when I use them. They occupy space on the line and plunk out moderately effective shots here and there till they die. When I play against guard squads, my dedicated anti infantry platforms mow them down like they're nothing, points efficiency be damned. They're just not that hard to kill in my opinion. My intercessors often die in inglorious ways if I deploy them poorly, or if the opponent has a lot of indirect fire, or efficient solutions to them, but I've also had games where I hide them well, or have them in good cover, and they hold the line and kill a few infantry. The only thing I want more out of intercessors is a bit more killing power, but from the looks of the vigilus release, it seems they may be getting some stratagems to help with that.

Bottom line, as a marine player in a casual, semi competitive environment; do I think marines could get a little better? Yes. Do I think they're terrible? No.
And I think as more Primaris releases happen they will get better, and old marines will not. Anything else is wishful thinking.
   
Made in us
Decrepit Dakkanaut




 Asherian Command wrote:
Slayer-Fan123 wrote:
 Elbows wrote:
A couple of things on the Scorpions which can make them very slightly "okay", but still sub-par when it comes to tournaments perhaps.

1) The Exarchs claw does not suffer a -1 to hit (so he can get exploding attacks)
2) The biting blade is now cheaper, where before it was so close to the claw, but worse...it was illogical
3) The Striking Scorpions gain +1 to hit vs. enemies in cover, and it doesn't state shooting or melee...so you'd have 2+ to shoot and fight vs. models in cover (re-rolling 1's on the Shuriken Pistol if you have Biel-Tan craftworld)
4) The mortal wound mask occurs each fighting phase, not just yours. While '6's are rough...occasionally you're going to luck out and roll those 3-4 sixes and kill dead something decent.
5) They're now better priced (almost cheap)

A squad of 10 is around 115 points or so, which is reasonable, but they're just not a "power" unit. If anything, I think they're now one of the most accurately statted and costed units - meaning, of course, they fall under all of the over-effective units.

EDIT: I will agree that another squad of Scorpions is definitely better than Karandras, one of the less well equipped Phoenix Lords (though he's still cool and I look forward to fielding him again sometime). Even with reductions, Phoenix Lords are still in a bad spot.

Even with those additions, I'd go a step further and give them their damn regular Infiltration back.


They already do. They can set up 9inches away from enemy units.

I was told it was worded like a Deep Strike so they wouldn't be able to move or anything.

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
Terrifying Rhinox Rider




Marines are really good at things that core game doesn’t count. They’re good at moving under fire, and shooting under fire, and shutting down what’s shooting at them.

That doesn’t happen directly in 40k. There is a movement stat, there are advance moves, charges, and a variety of Fleet style rerolls, but none of them are slowed down by enemy actions and neither is shooting.

Generalist units simply don't function outside of small scale or skirmish games. Marine units fail to specialise in any purpose and thus fail to excel in anything.



Except if you choose any other game system at random, good odds are it would have some kind of pinning rules built in. I can see a set of pinning rules where a unit of hellblasters would get snowed in by shooting and took serious penalties before it got to fire. The defense would be that you’d have to surround them on all sides with bolter marines to win the cover fire fight and stop the pin from getting them. That’s what the designs of old marine squads are supposed to do.

40k ports lots of its stats and dice rules from WHFB. Problem is the actual gameplay of fantasy was about block units doing wheel moves and flank charges, and they didn’t replace that with a shooting version which probably would have been pinning. As a result it’s just dice rolling and that’s why specialist units work better.

   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Ishagu wrote:
Marines suffer for two reasons:

-Generalist design philosophy
-Shared across multiple factions and Codecies

Generalist units simply don't function outside of small scale or skirmish games. Marine units fail to specialise in any purpose and thus fail to excel in anything. The army can have a balanced, general approach but that doesn't mean each unit has to - thankfully Primaris have started a clean slate and have rectified this. Intercessors are designed to engage light infantry and hold objectives. Hellblasters are designed purely for putting out damage against elite units in the shooting phase. Inceptors are designed to arrive from reserve and instantly put the hurt out, etc

Finally we have some effective units, and the future expansion of the range will plug the holes in the Primaris capability.

Going back to my second point: it has become very difficult to balance or rebalance the range. Are Las Cannon Devastators a bit rubbish? Perhaps they are. Too bad you can't change their statline because it means you'd need to change every other unit in the book. Same with the weapons - it's hard to balance a Las Cannon in a situation where making it stronger would lead to spam across multiple units. Look at Primaris - each unit has a unique weapon and a unique armour in most cases! It means you can change the weapon if it's too strong or too weak without affecting anything else in the book.

Now we hit another problem. If you make Marines better in terms of stats this has a huge impact across multiple factions. Take a Plague Marine - this is literally a Space Marine who's empowered further by the power of Chaos. If you make a regular Marine T5 with 2 wounds that means a Plague Marine must now be T6 with 2 wounds? Suddenly it becomes a mess that needs to address a minimum of 8 books.

Thank the Lord for the clean slate that is Primaris. Some haters will complain, but a few years from now we'll all be glad.


The simple answer is to cease the idiocy of codices, get rid of them, and fold all space marines into a single faction, and all chaos into a single book while also severing all bonds between each other's stats with the excuse of the warp mutating chaos space marines. We don't need Dark Angels, Blood Angels, Space Wolves, Grey Knights, Scions, Harlequins, Deathwatch, Custodes, Assassins, Thousand Sons, Death Guard, or Genestealers. All of them can be folded into bigger faction books to cut down on redundancy and eliminate needless faction bloat.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in us
Screaming Shining Spear





USA

from 2nd edition on I always thought that Heavy weapons were meant to take down big targets....no infantry.

What would happen if battlecannons, Frak Missiles, Lascanons, etc ....things meant to take down dreadnoughts, vehicles, etc. ALL got a minus to hit when targeting small mobile infantry?

-2 to hit a tac marine with a lascanon, -1 to hit a terminator, normal modifiers to hit a massive land raider.

Seems Marines would then be subject to smaller arms weapons and the 3+ saves would go further.


Automatically Appended Next Post:
...With something like that in place...heavy bolters would be a serious consideration. Do I take 10 lascannons or 10 heavy bolters...or should I just take 5 of each?

This message was edited 1 time. Last update was at 2018/12/13 02:37:19


 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 admironheart wrote:
from 2nd edition on I always thought that Heavy weapons were meant to take down big targets....no infantry.

What would happen if battlecannons, Frak Missiles, Lascanons, etc ....things meant to take down dreadnoughts, vehicles, etc. ALL got a minus to hit when targeting small mobile infantry?

-2 to hit a tac marine with a lascanon, -1 to hit a terminator, normal modifiers to hit a massive land raider.

Seems Marines would then be subject to smaller arms weapons and the 3+ saves would go further.


Automatically Appended Next Post:
...With something like that in place...heavy bolters would be a serious consideration. Do I take 10 lascannons or 10 heavy bolters...or should I just take 5 of each?


On top of further restructuring, ideally "going to ground" should induce a -1 to hit with infantry but take up their action for that turn, being in cover should be a -1 to hit, and trying to shoot infantry with a dedicated anti-tank heavy weapon like a lascannon or bright lance should also incur a -1 to hit.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

I really hate the -1 to hit mechanic especially if it could be abused as it is currently with almost every faction that has it.

If anything it should give a +1 to save.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Second Story Man





Astonished of Heck

pelicaniforce wrote:
40k ports lots of its stats and dice rules from WHFB. Problem is the actual gameplay of fantasy was about block units doing wheel moves and flank charges, and they didn’t replace that with a shooting version which probably would have been pinning. As a result it’s just dice rolling and that’s why specialist units work better.

Incorrect tense on that one. 40K ported lost of its stats and dice rules from WHFB. The situation has changed somewhat in that regard when they proceeded with the Dark Imperium. Not as much as Age of Sigmar, but the amount of WHFB is considerably less in 40K today than it was a couple years ago in 7th Edition. It's been rather needed, and I think that it has progressed in a good direction. Now, if they could just be better focused on making the game balanced and work without more pages in the errata than rules, we'll be starting to cook with something more than cow pies.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Asherian Command wrote:
I really hate the -1 to hit mechanic especially if it could be abused as it is currently with almost every faction that has it.

If anything it should give a +1 to save.

No, the save mechanic is dumb and doesn't make a lick of sense. Cover doesn't increase your armor because cover makes you harder to hit, not increasing your durability. And using cover should simply be countered with auto-hitting/minimal scatter template weapons, grenades, or just suppressing the crap out of the respective unit to effectively neutralize via pinning. The issue is that you're still looking at things with a 40k lense, and not looking at how to fix 40k by abandoning its fairly crappy conditions. Because let's face it, 40k under the traditional mechanics is never improving. The game is never going to improve from endless cycles of terrible-ness and imbalance because the game devs don't give a gak about the game. These past editions it's marines that have been anemic and weak, and next edition it will be somebody else. And so-on and so-forth. If you want to really improve things, that means abandoning GW madness such as sub-faction traits.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in us
Screaming Shining Spear





USA

From a game perspective....more modifiers to hit are preferred.

Do it up front to limit the dice rolling.....so if in an example 1 out of 3 misses....roll and move on

If you add the bonuses to the same effect for saves....so 1 in 3 is the net effect of a rule....you have the TO HIT roll, then the TO WOUND roll and finally the TO SAVE roll.

Cut down on all the dice rolling and time wasting. More modifiers to hit and miss rather than AP to saves.

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Terrifying Rhinox Rider




O
 vipoid wrote:
The issue with 40k is that there's rarely any value in even having infantry. What exactly does infantry do that makes them worth taking?

Outside of a few exceptions, infantry are basically just tanks - except slower and with significantly worse armour and firepower. There's basically nothing they can do that can't be done just as well (and usually much better) by vehicles or monsters. And please don't give me any crap about Objective Secured. Objective Secured is utterly worthless when your troops are smeared across the battlefield because you were stupid enough to bring infantry to a Mechwarrior fight.

What's more, infantry are almost always hampered by having to take garbage weapons on most members - which are useless against everything but infantry, and still pretty poor even then.

It's compounded even more by the fact that GW adamantly refuses to give most large models weaknesses. In virtually every case, they're vastly more durable than infantry and have vastly more firepower, but then they compound that by also being drastically more mobile. You have Imperial Knights that move at the same speed as Dark Eldar Raiders. Again, what is even the point of infantry? If Knights and such were at least slow, then they might need infantry to support them and go forward to capture objectives and such. But when Knights travel at the speed of Anime-Mechas, why would anyone bother?

Even IG Infantry Squads - probably the best infantry in the game at present - still only get used as a cheap way to generate CP, in order to fuel the Knights and such to actually do the legwork. Anything the infantry do on the battlefield after that is basically just a bonus.

If you want Space Marines to be worthwhile, then the first thing that needs to change is for Infantry to stop being treated as nothing more than target-practise for Knights. They need a meaningful role. Either go back to 5th and make it that only troops can capture objectives, or else give troops a way to punch above their weight class (at least under certain circumstances).


So much of this is true. At one time people used to take four squads of kabalites with dark lances and no raider and just shoot with them. They’d take guardians and dire avengers without transports either. If that were still the case then there’d be at least an effect from these ideas about combat knives and ap-1 bolters. As it is you just have one kind of infantry that’s rubbish buffed up to fight infantry that are never on the board and it doesn’t help to kill if they are.

I really would like infantry to be at the center of games. I’d like them to get over watch against enemy moving and shooting, I think infantry should get a whole shooting round in the enemy turn as well as in their own. That might balance out vehicles carrying great big guns and moving fast, and ideally getting relentless back as well.

I appreciate the person who said infantry might have a -1 to hit against anti tank weapons. It’s thinking in a good direction.


 Charistoph wrote:
the
amount of WHFB is considerably less in 40K today than it was a couple years ago in 7th Edition. It's been rather needed, and I think that it has progressed in a good direction. Now, if they could just be better focused on making the game balanced and work without more pages in the errata than rules, we'll be starting to cook with something more than cow pies.


The game in WHFB was getting people out of position via the march moves and facing rules. 40k doesn’t have any analogue, where’s the analoguentonthat?
   
Made in au
Pestilent Plague Marine with Blight Grenade





 Wyzilla wrote:
 admironheart wrote:
from 2nd edition on I always thought that Heavy weapons were meant to take down big targets....no infantry.

What would happen if battlecannons, Frak Missiles, Lascanons, etc ....things meant to take down dreadnoughts, vehicles, etc. ALL got a minus to hit when targeting small mobile infantry?

-2 to hit a tac marine with a lascanon, -1 to hit a terminator, normal modifiers to hit a massive land raider.

Seems Marines would then be subject to smaller arms weapons and the 3+ saves would go further.


Automatically Appended Next Post:
...With something like that in place...heavy bolters would be a serious consideration. Do I take 10 lascannons or 10 heavy bolters...or should I just take 5 of each?


On top of further restructuring, ideally "going to ground" should induce a -1 to hit with infantry but take up their action for that turn, being in cover should be a -1 to hit, and trying to shoot infantry with a dedicated anti-tank heavy weapon like a lascannon or bright lance should also incur a -1 to hit.


I made a very similar suggestion in another thread. +1 AS in the confines of the AP system is useless and hardly a defensive strategy.


"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in us
Second Story Man





Astonished of Heck

pelicaniforce wrote:
 Charistoph wrote:
the amount of WHFB is considerably less in 40K today than it was a couple years ago in 7th Edition. It's been rather needed, and I think that it has progressed in a good direction. Now, if they could just be better focused on making the game balanced and work without more pages in the errata than rules, we'll be starting to cook with something more than cow pies.

The game in WHFB was getting people out of position via the march moves and facing rules. 40k doesn’t have any analogue, where’s the analoguentonthat?

Read what I quoted for context of what I said. Your response bears little correlation to what was being discussed.

Here it is with a little emphasis:
pelicaniforce wrote:
40k ports lots of its stats and dice rules from WHFB. Problem is the actual gameplay of fantasy was about block units doing wheel moves and flank charges, and they didn’t replace that with a shooting version which probably would have been pinning. As a result it’s just dice rolling and that’s why specialist units work better.

This message was edited 1 time. Last update was at 2018/12/13 03:41:50


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Terrifying Rhinox Rider




You’re exactly right Charistoph, what’s not being discussed is that while 40k has had a variety of changes in the way it rolls dice, it has always lacked mechanisms for maneuver and board control that similar games do have. Space marines are great at maneuver warfare, so where is the maneuver mechanic 40k, and isn’t it terrible that the discussion is so distracted by more talk about dice rolling?
   
Made in us
Second Story Man





Astonished of Heck

pelicaniforce wrote:
You’re exactly right Charistoph, what’s not being discussed is that while 40k has had a variety of changes in the way it rolls dice, it has always lacked mechanisms for maneuver and board control that similar games do have. Space marines are great at maneuver warfare, so where is the maneuver mechanic 40k, and isn’t it terrible that the discussion is so distracted by more talk about dice rolling?

Yes, and no. Maneuver in WW2 was markedly different than maneuver in ye olden days of the Roman Legions, the pike and shot era, or even the Napoleonic Wars. During the time of block formations, it was largely about getting enough press in to a formation to cause it to break, and this is what flanking was for. In modern times, it is as much about eliminating cover as providing that press, and sometimes more about eliminating cover. How does 40K not represent that before or now?

Theoretically, the purpose of Power Armor is to reduce the dependence on cover and provide protection out in the open or in the press of melee (for the purposes of 40K, at any rate). However, there is always a race between weapons and armor, and Power Armor has been on a losing battle with it for some few editions now. It used to be that weapons that ignored armor were relatively rare, like Plasma or Power Weapons. By 7th Edition, such weapons were actually rather prolific due to the carrying price going down. Some Melee Weapons did see a drop in performance when Melee Weapons gained AP, but this was relatively unimpactful for Power Armor, unless you had a penchant for Chaplains, as Power Swords were just as capable as before. The Dark Imperium gave a slight reprieve on that with AP not being so absolute, but reductive in capacity, but most of the price points changed little, and leaving the power and terminator armor classes still with issues.

Certain types of power armor should have different benefits beyond their simple Save. The Eldar approach doesn't match the Imperium's any more than the Tau's matches either. Tau's benefits are obvious being able to pack more Wargear on the model than the others, but how to address Eldar and Imperium's armor? Primaris is good for Space Marines of ALL types, as it gets them up to Movie Marine status, but that won't work for the Sisters and Inquisition, nor does it fit at all for the Eldar.

Side Note: Yes, I know the Orks, Necrons, and others have benefits, too, but Ork armor is ramshackle, Necrons rebuild themselves, and Tyranids are usually massive.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in au
Regular Dakkanaut




 Togusa wrote:
I think leaving combat should come with two conditions:

You must roll equal to or lower than your highest leadership in the unit.

If you roll under your LD you get away, no problem.
If you roll equal to your LD, you get away, but the unit suffers D3 mortal wounds.
If you roll above your LD, you are locked in combat for this turn.


We do not need more Mortal Wounds in this game. MWs are an unbalanceable and anti-fun mechanic that deserves to be dragged out back by its hair to be beaten, shot, waterboarded and shot again.

On the other hand, a mechanic that adds a risk element to falling out of combat is sorely needed. My preferred solution would be to give the unit attacking a free swing as their target turns to flee. After all, trying to run away from a crippled Rhino isn’t going to be particularly dangerous, but turning your back on Khârn the Betrayer is asking for a chainaxe where the sun don’t shine. Something like:

Cut Down: When a unit declares that it is Falling Back, before it moves, all units that have a model within 1” of the unit Falling Back may make a Cut Down attack. A model making a Cut Down attack fights exactly as if it had been chosen to fight in the Fight Phase, with the following restrictions:

- a model may not make a Cut Down attack if it is within 1” of an enemy model that is not part of the unit Falling Back
- a model may not Pile In, Consolidate or otherwise move when making a Cut Down attack
- a model making a Cut Down attack may not be selected to fight a second time using Stratagems or other special rules
- all attacks made by a Cut Down attack must be directed at the unit Falling Back
- the order in which units make a Cut Down attack is determined by the player making Cut Down attacks
- note that, if casualties taken from an earlier Cut Down attack leave no models from the unit Falling Back within 1” of a unit that has not yet attempted a Cut Down attack, that unit will be ineligible for making a Cut Down attack against the unit

After all Cut Down attacks have been resolved and casualties removed, the unit Falling Back then makes its Fall Back move.

It could use some fine tuning and it’s a bit wordy (because if you aren’t wordy players will pick it apart for any advantage) but the basic concept is there: you fall back, whatever you fall back from gets to swing at you unless it’s also engaged with something else. I’ve stopped the attacking unit from moving since that opens the door to shenanigans. I toyed with the idea of limiting any given unit to making one Cut Down attack per turn, but didn’t because you can currently make unlimited Overwatch attacks.

It introduces an interesting little tactical counter-play: if you have multiple units in combat, what order do you fall back with them? Do you leave a sacrificial unit there to block the Cut Down? It makes positioning and moving in the previous Fight Phase tactically important for the defender.
   
Made in it
Waaagh! Ork Warboss




Italy

 Wyzilla wrote:
 Asherian Command wrote:
I really hate the -1 to hit mechanic especially if it could be abused as it is currently with almost every faction that has it.

If anything it should give a +1 to save.

No, the save mechanic is dumb and doesn't make a lick of sense. Cover doesn't increase your armor because cover makes you harder to hit, not increasing your durability. And using cover should simply be countered with auto-hitting/minimal scatter template weapons, grenades, or just suppressing the crap out of the respective unit to effectively neutralize via pinning. The issue is that you're still looking at things with a 40k lense, and not looking at how to fix 40k by abandoning its fairly crappy conditions. Because let's face it, 40k under the traditional mechanics is never improving. The game is never going to improve from endless cycles of terrible-ness and imbalance because the game devs don't give a gak about the game. These past editions it's marines that have been anemic and weak, and next edition it will be somebody else. And so-on and so-forth. If you want to really improve things, that means abandoning GW madness such as sub-faction traits.


The -1 to hit as a free chapter trait is broken, something that should never existed. Orks Blood Axes, which are supposed to be sneaky and invisible, get +1 to their save if they're shot from distance. Not a -1 to hit for free. A -1 to hit granted by psychic power or stratagem, or because the specific unit is supposed to be super fast or able to dodge bullets, makes more sense.

 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Blackie wrote:
 Wyzilla wrote:
 Asherian Command wrote:
I really hate the -1 to hit mechanic especially if it could be abused as it is currently with almost every faction that has it.

If anything it should give a +1 to save.

No, the save mechanic is dumb and doesn't make a lick of sense. Cover doesn't increase your armor because cover makes you harder to hit, not increasing your durability. And using cover should simply be countered with auto-hitting/minimal scatter template weapons, grenades, or just suppressing the crap out of the respective unit to effectively neutralize via pinning. The issue is that you're still looking at things with a 40k lense, and not looking at how to fix 40k by abandoning its fairly crappy conditions. Because let's face it, 40k under the traditional mechanics is never improving. The game is never going to improve from endless cycles of terrible-ness and imbalance because the game devs don't give a gak about the game. These past editions it's marines that have been anemic and weak, and next edition it will be somebody else. And so-on and so-forth. If you want to really improve things, that means abandoning GW madness such as sub-faction traits.


The -1 to hit as a free chapter trait is broken, something that should never existed. Orks Blood Axes, which are supposed to be sneaky and invisible, get +1 to their save if they're shot from distance. Not a -1 to hit for free. A -1 to hit granted by psychic power or stratagem, or because the specific unit is supposed to be super fast or able to dodge bullets, makes more sense.


Like I said, sub-faction traits are dumb and shouldn't exist either. They increase complexity needlessly while adding more to balance and will always have a "best" option. Remove the -1 to hit traits and another chapter/culture/craftworld/etc becomes the best option. Best to just throw it all out and return to choosing units that fit the fluff of your army if you want to go that route, and viciously curbing the ability to make optimized lists resulting in units being relegated as "non-viable".

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in pl
Fixture of Dakka




But how would the merge even work? Something like SW wulfen or anything GK is vastly different from what anything marines have.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Wyzilla wrote:


Like I said, sub-faction traits are dumb and shouldn't exist either. They increase complexity needlessly while adding more to balance and will always have a "best" option. Remove the -1 to hit traits and another chapter/culture/craftworld/etc becomes the best option. Best to just throw it all out and return to choosing units that fit the fluff of your army if you want to go that route, and viciously curbing the ability to make optimized lists resulting in units being relegated as "non-viable".


Only from an overly competitive point of view, where all that matters is the most effective list available. Sub factons traits add variety to the game and even a non perfect trait could add a lot of fun.

The -1 to hit should be removed not because it's the best trait some armies have, but because it's too powerful for being just a free bonus.

 
   
Made in ie
Longtime Dakkanaut




Ireland

 Wyzilla wrote:
The issue is just that at its core the 40k game is completely and utterly fethed. The balance between infantry/vehicles is basically nonexistent, there's a ton of mechanics that just don't make a lick of sense, and a lot of the new rules neither reduce the playtime or make the game simpler as was advertised. Blast templates were easy, and all they needed to fix them was to simply reduce or remove scattering altogether- instead we now have d6 hit mechanics that take even more time. Marine infantry wasn't stupendous in prior editions as mentioned, but at least there was transport and sweeping advance rules to give them an edge over your basic guardsmen squad. That's all gone now, and instead we have a terrible edition of poorly implemented mechanics that weren't thought out well - coupled with bizarre religious adherence to statlines even though the limits to strength and toughness have been removed. And keeping the asinine turn system that encourages "shot off the board syndrome", where you either have enough cover to protect your army or expect to lose a significant chunk on the first shooting phase.

If you want to improve marines, you need to improve 40k so there's actual tactics for heavy and elite infantry compared to the standard gameplay of just pushing up the table with blobs of units trying to screen as much fire as possible for your deathstar(s), a concept that also needs to be taken outside and shot once and for all. I wouldn't opt for just stat increases, but completely and utterly changing the wargame to add deep mechanics for both infantry and vehicles while also speeding things up for gameplay's sake (such as minimal/no scatter templates). Add suppression mechanics to infantry, make dedicated AT weapons suffer minuses to hit against infantry targets, bring back things like sweeping advances to quickly resolve melee combat, mandate heavy use of terrain in the rules themselves, and use alternating unit turns to prevent one person just activating all of their units and blowing units clean off the table. All elite infantry such as Space Marines, Custodes, and Aspect squads should be a pain in the ass to kill without using the proper tools for the job, and inferior infantry units such as guardsmen shouldn't be able to outshoot them on a per-points basis.

Cause it's not just Marines. Aspect Warriors, Custodes, warriors, etc are all gak units with no place on the table in a game that caters mostly to superheavies and blobs of infantry where "tactics" consist of merely spamming shots and managing auras. GW keeps creeping the scale forward and shoving more Epic units in without giving a single damn as to how it'll effect the meta, and doesn't seem to care about game design either really. It's just about getting people to field expensive blobs of infantry and superheavies now to be pushed on and off the table with a broom as people dump bucketloads of dice that take forever to count hits. At this point the community either needs to make its own rules or just switch to kill team, because there's probably no improving 40k for there to even be a place for elite armies at this point.


This.
40K is a hot mess, sure the models and the background are wonderful. However the rules are some of the worst I have encountered in my 30 years of miniature gaming. So full of needless bloat to try to add flavour, and also lacking in any real decision making.

If people want to try a game of what 40k should be, play One Page Rules Grim Dark. The rules are very easy to learn, but offer a lot more than what current 40k does.

As it is GW will not fix their broken system, as they are too addictied to adding special rules, and will not adopt Alternative Activations. Also they need to abandon the armour save mechanic, and instead have Armour as a stat the attack needs to equal or beat in order to cause a wound, armour should be constantly active, not passive.

The objective of the game is to win. The point of the game is to have fun. The two should never be confused. 
   
Made in jp
Longtime Dakkanaut





 Peregrine wrote:
 JohnHwangDD wrote:
WTF? If guard can't outshoot SM, and they certainly should not out-fight them, what's the point of even having them. Of course Guard should always out-shoot SM! That's what they do!


Guard =/= basic infantry squad. Basic infantry should be cannon fodder whose primary role is to set up camp somewhere (preferably on an objective) and die so that something more important doesn't. The IG units that should be out-shooting marines are the veterans, tanks, etc.


So basic infantry. Like Space Marine tactical squads.
   
 
Forum Index » 40K General Discussion
Go to: