Switch Theme:

New Beta rule - GW Buffs all Marine BOLTERs  [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
Steadfast Ultramarine Sergeant






CapRichard wrote:
I read this rule as: double potshots for all objective camper/long range support units. Yey.


Yeah first thing I thought when I read the rule was: how would this have affected my last game? It wouldn't have
   
Made in us
Omnipotent Necron Overlord






 generalchaos34 wrote:
 Xenomancers wrote:
 generalchaos34 wrote:
Bharring wrote:
"Fluff wise any human having the same to hit roll as a space marine is an absolute joke."

Fluffwise, the average sub-decade Battle Brother has the same to-hit roll as an Exarch who has done nothing but his path for millenia.

Fluffwise, some random sub-century Librarian chump has the same to-hit as Asurman, a pre-fall hero of the Eldar people who predates the Empire itself.

There just aren't enough ranges. Theres blind (6+), poorly trained (5+), well trained (4+), super-well-trained (3+) and heroic (2+). They need to jam every skill level possible into that small range.


Precisely, also its a game....so theres that too =P I blame the warp.

Now back to the meat of this board. I just noticed for 276 points your average repulsor loaded with storm bolters and onslaught/HBs is now going to average 24 Str 5 shots and 20 str 4 shots at around 24". Throw that on top of having a trailing Captain/Guilliman and the 10 man intercessor squad inside with the new Indomitous strategem and it looks like A LOT of things can die. Do it twice for maximum destruction for under 800 points. Id love to do this with a Valiant or a Gallant leading the way to REALLY mess with your opponents target priority.

Once those marines are disembarked from the repulsor. A Castellan realistically 1 shot both those targets without even allowing a saving throw. Yeah it's true that unit under the Gman buff can murderize a large swath of chaff units but it is simply unplayable in game terms.


Im beginning to think units like the Castellan are really removing the fun from this game.

OFC they are - with all it's buffs from WL trait and relic it's easily a 1000 point unit. You get it for 600 points.

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
Trustworthy Shas'vre



california

 Xenomancers wrote:
 generalchaos34 wrote:
 Xenomancers wrote:
 generalchaos34 wrote:
Bharring wrote:
"Fluff wise any human having the same to hit roll as a space marine is an absolute joke."

Fluffwise, the average sub-decade Battle Brother has the same to-hit roll as an Exarch who has done nothing but his path for millenia.

Fluffwise, some random sub-century Librarian chump has the same to-hit as Asurman, a pre-fall hero of the Eldar people who predates the Empire itself.

There just aren't enough ranges. Theres blind (6+), poorly trained (5+), well trained (4+), super-well-trained (3+) and heroic (2+). They need to jam every skill level possible into that small range.


Precisely, also its a game....so theres that too =P I blame the warp.

Now back to the meat of this board. I just noticed for 276 points your average repulsor loaded with storm bolters and onslaught/HBs is now going to average 24 Str 5 shots and 20 str 4 shots at around 24". Throw that on top of having a trailing Captain/Guilliman and the 10 man intercessor squad inside with the new Indomitous strategem and it looks like A LOT of things can die. Do it twice for maximum destruction for under 800 points. Id love to do this with a Valiant or a Gallant leading the way to REALLY mess with your opponents target priority.

Once those marines are disembarked from the repulsor. A Castellan realistically 1 shot both those targets without even allowing a saving throw. Yeah it's true that unit under the Gman buff can murderize a large swath of chaff units but it is simply unplayable in game terms.


Im beginning to think units like the Castellan are really removing the fun from this game.

OFC they are - with all it's buffs from WL trait and relic it's easily a 1000 point unit. You get it for 600 points.


This coming from a guy that back in the day cried about conscripts being unbreakable all over Dakka? aaaannnyyywwwaaayyyy...
   
Made in us
Omnipotent Necron Overlord






Yeah you totally schooled me there...not even sure why that is relevant other than the fact I was right that they were OP and guard are still REALLY OP. You could literally give all tacs storm bolters for 0 cost and infantry would outperform them.

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
Trustworthy Shas'vre



california

 Xenomancers wrote:
Yeah you totally schooled me there...not even sure why that is relevant other than the fact I was right that they were OP and guard are still REALLY OP. You could literally give all tacs storm bolters for 0 cost and infantry would outperform them.


OP? You were right? Nah fam you’re wrong on almost every level. Conscripts were amazing but not OP. When something kicks your butt in almost every game (which I’m assuming is your source of whining) that doesn’t make it OP, it makes it a good unit. When a unit single handidly wins all games is when it’s OP. Guard are in an amazing spot. As are orks, 1k sons, marines of nurgle, all of the eldar factions, tau.. all are in good standing. That’s a BIG chunk of armies there, better than some previous editions had. So stop being all upset and enjoy this game for once.
   
Made in us
Omnipotent Necron Overlord






Conscripts weren't OP? ROFL. That is all I can say about that.

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
Loyal Necron Lychguard





Really curious what Pain4Pleasure considers to actually be OP... Conscripts at their prime were probably the most dominant unit in 8th. Even the Castellan hasn't been as meta-warping as a bunch of untrained mooks with flashlights.
   
Made in jp
Longtime Dakkanaut





So, at least three pages were added since I last posted.

Several other people added the source request, and made many of the same fluff arguments as to why Space Marines wouldn't be the only ones to qualify for this, or a similar rule.

If we're going to keep talking about this though, could the people/person pushing the casual sexism please stop? I like this thread so far and don't want to see it ended prematurely.
   
Made in us
Decrepit Dakkanaut




Have we gotten to the point someone argued Index Conscripts weren't OP? Hell that quicker than the Scatterbike defense at least.

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
Imperial Guard Landspeeder Pilot




On moon miranda.

 fraser1191 wrote:
CapRichard wrote:
I read this rule as: double potshots for all objective camper/long range support units. Yey.


Yeah first thing I thought when I read the rule was: how would this have affected my last game? It wouldn't have
Pretty much, it won't make or break most games, it's kinda meaningful on Bikes/Terminators/etc, but the basic Tac marine doesn't get too much out of it, and they're the ones that needed something the most.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Omnipotent Necron Overlord






It is certainly a marine buff but it's the worst kind of buff. It just make the strongest marines stronger (DW) and doesn't help the bad units like tactical marines.

There is still no reason not to to take DW everything.

The possitive is -
HB cents are now considerable.
Rhinos with 2 SB now put out reasonable firepower
Redemptors got beter
Repuslors got better
Crusders got better
Even sterngaurd got better
Intercessors got better
Bikes got a lot better
Terminators got better
Stormraven can now stay outside of charge range and still rain death.

Is this going to make a meaningful difference? NO. The real issue with marines is point cost and weak defensive stats and trash stratagems and traits not confering to vehicals.

This message was edited 1 time. Last update was at 2019/01/24 02:48:17


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
Imperial Guard Landspeeder Pilot




On moon miranda.

 Xenomancers wrote:
It is certainly a marine buff but it's the worst kind of buff. It just make the strongest marines stronger (DW) and doesn't help the bad units like tactical marines.
Yeah, GW went for a "rule of cool" addition that wasn't well thought out. It helps...just not in the way it needs to

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in au
Pestilent Plague Marine with Blight Grenade





 Formosa wrote:
 Nightlord1987 wrote:
Hey, since were all complaining about about being underpowered and under represented with bolter discipline, how about letting my Plague Marines fire their bolters as pistols in CC?


I quite like that idea


+1

Plague marines losing that +1 attack in CC still stings

"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
Esteemed Veteran Space Marine



Ottawa

 Xenomancers wrote:
 generalchaos34 wrote:
 Xenomancers wrote:

Once those marines are disembarked from the repulsor. A Castellan realistically 1 shot both those targets without even allowing a saving throw. Yeah it's true that unit under the Gman buff can murderize a large swath of chaff units but it is simply unplayable in game terms.


Im beginning to think units like the Castellan are really removing the fun from this game.

OFC they are - with all it's buffs from WL trait and relic it's easily a 1000 point unit. You get it for 600 points.


The Castellan is one of the coolest looking models imo. Giant stompy medieval looking robot bristling with guns. So cool.

But it sucks all the fun out of the game.
   
Made in au
Pestilent Plague Marine with Blight Grenade





Problem is if you made the Castellan 1000 points, no one would use it.

I think the Knights in general are very cool models and I have a few on my shelf - but they never should have made their way into standard 40k.


"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
Daemonic Dreadnought





Eye of Terror

Played a game tonight using the beta bolter rule against a Guard / IK list.

My army is a Black Legion gunline. The relevant units are Abaddon, 3 Laspreds with combi-bolters and 3 10 man CSM squads with 2 lascannons each. It had a total of 24 bolters and 4 combi-bolters (counting the Talon of Horus, even though it doesn't have 'bolt' in the name.)

The beta rule came into play with units between 12 and 24 inches away. Immediate thoughts:

- The beta rule is useful, sometimes. These are still bolters and they are really only good against Infantry.

- Combi-bolters on vehicles are worth it. It was fun figuring out who to go after with them and they made a difference in several situations.

- Against Infantry / Tempestus, each CSM squad averaged 6 more hits and 2 more wounds a turn for units at full strength. Total, it worked out to 18 more wounds over 4 rounds of shooting (I rolled separately for the beta dice to keep track.) The extra wounds forced morale checks twice, the actual number of models that left the table worked out to be just under 30.

- Against a Leman Russ, the bolters got some hits but no wounds. Bolters, even when rapid firing, are terrible against T8.

- Against wounded Infantry squads, the Combi-Bolters got some work done. I did wipe out a unit with one and force a failed morale check with another. I was using them at the end of turns, once it was clear who needed the most love.

While the game went well, I feel like this was a best case scenario. My army doesn't really move, it sits back and shoots stuff up with lascannons. Once the Knight went down, my opponent was forced to push up toward my lines. It was a good situation for me and it's not going to happen every game.

Overall, my impression is the beta rule does not make much of a difference. The extra wounds and failed morale checks were nice but they were nothing game-changing. My beatsticks - Abaddon, the Daemon Prince and the Helbrutes - could have done the same work had they gotten into combat.

The one area where I think the beta rule is generally useful is against weakened units. Being able to use a combi-bolter to tack on another wound at the end of a turn is nice, I could see how Night Lords could put this to good use to maximize attrition.

The one thing I would change about the beta rule is to make bolters AP -1 when rapid firing. I know this sounds like wishlisting, but there were a couple situations where I was like, okay, I have 16 shots from this unit and they can't really hurt anything they can target. This rule addresses volume of fire at distance and I'm not sure that's the right problem to solve. The worst thing about bolters is that they don't do enough damage to anything but light infantry.

The last thing I wanted to say is this got me thinking about my list. Specifically, about replacing the CSM with Chosen with combi-bolters. The reason I've been using CSMs, besides stacking up lascannons, has to do with detachments and command points. I think I could deal with losing a few command points in exchange for double the number of bolter shots, but most of the armies I face are better equipped to deal with them. Hence the point about AP -1.

This message was edited 1 time. Last update was at 2019/01/24 06:04:50


   
Made in us
Been Around the Block




I'm not sure that the rule would make sense for Sisters thematically. Marines are the all range, all strategies, tactically flexible force. Sisters are the melta, flamer and bolter zealots that run at you and knock your teeth in. Giving them rules that promote sitting at 24" doesn't really seem consistent with what the army pushes.
   
Made in us
Storm Trooper with Maglight






novembermike wrote:
I'm not sure that the rule would make sense for Sisters thematically. Marines are the all range, all strategies, tactically flexible force. Sisters are the melta, flamer and bolter zealots that run at you and knock your teeth in. Giving them rules that promote sitting at 24" doesn't really seem consistent with what the army pushes.


Yeah, I'm fine with them not getting it, but considering Sisters don't have bikers, terminator armor, etc, they wouldn't be receiving one of the big draws of the rule.



 Asherian Command wrote:
HoundsofDemos wrote:
Sisters are far more common than marines. I forget if which novel in the Sisters omnibus goes into, but pretty much any world with an ecclesiarchy prescience will have sisters of battle present, possibly in great numbers.

They are shown as having the numbers and skill to overwhelm the local PDF with only some difficulty. If there are only a million or so marines, there are likely 10s or 100s of millions of sisters. Compared to the IG that's small but it's still a lot of nuns with guns.


I would say billions. Not millions.

There are trillions of guardsmen. Billions of sisters of battle makes sense considering how they are cast aside so easily.

To answer your Question Luciferian in terms of meta sisters have faith, no real good stratagems or characters currently apart from Celest, but they are somewhat playable. Hence my suggestion of giving them different types of bolter shells that are unique to them. (or also for grey knights *cough*)


Sanctified Ammunition [1CP] - Pick a friendly [Adeptus Sororitas] unit within 6" of a [Grey Knights] squad. Dead 1d3 mortal wounds to that unit. For the remainder of the turn, all of the ranged and melee attacks of the [Grey Knights] count as 1 AP lower than it would normally be.

Sanctified Armor [1CP] - Pick a friendly [Adeptus Sororitas] unit within 6" of a [Grey Knights] squad. Dead 1d3 mortal wounds to that unit. For the remainder of the turn, the [Grey Knights] unit has a 5+ Invulnerable Save. If the unit already has an Invulnerable Save, it's value is increased by 1 (Maximum of 3+).

Maaaaaaybe a little tongue in cheek there. (and of course poorly worded/phrased)
   
Made in us
Daemonic Dreadnought





Eye of Terror

kurhanik wrote:
novembermike wrote:
I'm not sure that the rule would make sense for Sisters thematically. Marines are the all range, all strategies, tactically flexible force. Sisters are the melta, flamer and bolter zealots that run at you and knock your teeth in. Giving them rules that promote sitting at 24" doesn't really seem consistent with what the army pushes.


Yeah, I'm fine with them not getting it, but considering Sisters don't have bikers, terminator armor, etc, they wouldn't be receiving one of the big draws of the rule.


I don't think it makes sense for Sisters to get Bolter Discipline for the following reasons:

1) Fluff - Sisters are normal humans with power armor. Space Marines are genetically augmented super soldiers with biomechanical enhancements tailored to improve their tactical efficiency. It makes sense all that engineering would result in a soldier who's handier with their basic armament.

2) Rules - Sisters have their own special mechanics, like Acts of Faith. It makes sense to differentiate between the armies to give each a unique flavor.

3) Points - Sisters are 9 points, Tacticals are 13 points. You can field a lot more Sisters than you can Space Marines. Giving Sisters Bolter Discipline technically nerfs Tacticals, while this rule seems to be aimed at improving the situation for Tacticals (and terminators, and bikes, etc.) It makes sense to focus on Space Marines given their current challenges on the tabletop.

4) It's Not About the Gun - The rule's name is Bolter Discipline, not Better Bolters. The fact the rule applies to bolters is not the point, it suggests a mastery of the weapon in combat. It's not supposed to apply to every single case of someone wielding a bolter, it's supposed to apply to those who have elevated the use over and above the weapon's ordinary use. It makes sense this discipline would be specific to certain forces.

Finally, while it's great that some people have a lot of enthusiasm for Sisters, the last thing anyone needs is another army that throws off game balance. Sisters are pretty tough as-is and I'm not sure I see the deficiency that makes it necessary to tinker with their rules too much.

   
Made in pl
Fixture of Dakka




Pain4Pleasure wrote:
 Xenomancers wrote:
Yeah you totally schooled me there...not even sure why that is relevant other than the fact I was right that they were OP and guard are still REALLY OP. You could literally give all tacs storm bolters for 0 cost and infantry would outperform them.


OP? You were right? Nah fam you’re wrong on almost every level. Conscripts were amazing but not OP. When something kicks your butt in almost every game (which I’m assuming is your source of whining) that doesn’t make it OP, it makes it a good unit. When a unit single handidly wins all games is when it’s OP. Guard are in an amazing spot. As are orks, 1k sons, marines of nurgle, all of the eldar factions, tau.. all are in good standing. That’s a BIG chunk of armies there, better than some previous editions had. So stop being all upset and enjoy this game for once.

Sure man, try enjoying playing GK. also I dont understand the argument used here, if someone was losing all games because of conscripts, then weren't they kind of a winning all those games for the other guy ? Wouldn't those conscripts fall under your definition of OP? Because if the only type of unit or army you consider OP is something that gives a 100% win ratio, then no such unit exists. Even if by some freak accident an army would win against all other, there would still be mirrors.

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 gb
Automated Rubric Marine of Tzeentch



Netherlands

Aaaand it's back to talking about SoB again.

Back on topic, the problem with the bolter is not the amount of shots you get, it's the fact that the shots aren't strong enough. You could make the bolters assault 3 weapons for free, and then you would find out that you just managed to make your 15 pt unit resemble the 8 pt dakkagant. Hurray. At least they used to punch through guard armor in previous edition, now they don't even do that.

All bolters should be ap-1 from the get go, and inferno bolters should be ap-3.

14000
15000
4000 
   
Made in gb
Longtime Dakkanaut




 techsoldaten wrote:
Played a game tonight using the beta bolter rule against a Guard / IK list.

My army is a Black Legion gunline. The relevant units are Abaddon, 3 Laspreds with combi-bolters and 3 10 man CSM squads with 2 lascannons each. It had a total of 24 bolters and 4 combi-bolters (counting the Talon of Horus, even though it doesn't have 'bolt' in the name.)

The beta rule came into play with units between 12 and 24 inches away. Immediate thoughts:

- The beta rule is useful, sometimes. These are still bolters and they are really only good against Infantry.

- Combi-bolters on vehicles are worth it. It was fun figuring out who to go after with them and they made a difference in several situations.

- Against Infantry / Tempestus, each CSM squad averaged 6 more hits and 2 more wounds a turn for units at full strength. Total, it worked out to 18 more wounds over 4 rounds of shooting (I rolled separately for the beta dice to keep track.) The extra wounds forced morale checks twice, the actual number of models that left the table worked out to be just under 30.

- Against a Leman Russ, the bolters got some hits but no wounds. Bolters, even when rapid firing, are terrible against T8.

- Against wounded Infantry squads, the Combi-Bolters got some work done. I did wipe out a unit with one and force a failed morale check with another. I was using them at the end of turns, once it was clear who needed the most love.

While the game went well, I feel like this was a best case scenario. My army doesn't really move, it sits back and shoots stuff up with lascannons. Once the Knight went down, my opponent was forced to push up toward my lines. It was a good situation for me and it's not going to happen every game.

Overall, my impression is the beta rule does not make much of a difference. The extra wounds and failed morale checks were nice but they were nothing game-changing. My beatsticks - Abaddon, the Daemon Prince and the Helbrutes - could have done the same work had they gotten into combat.

The one area where I think the beta rule is generally useful is against weakened units. Being able to use a combi-bolter to tack on another wound at the end of a turn is nice, I could see how Night Lords could put this to good use to maximize attrition.

The one thing I would change about the beta rule is to make bolters AP -1 when rapid firing. I know this sounds like wishlisting, but there were a couple situations where I was like, okay, I have 16 shots from this unit and they can't really hurt anything they can target. This rule addresses volume of fire at distance and I'm not sure that's the right problem to solve. The worst thing about bolters is that they don't do enough damage to anything but light infantry.

The last thing I wanted to say is this got me thinking about my list. Specifically, about replacing the CSM with Chosen with combi-bolters. The reason I've been using CSMs, besides stacking up lascannons, has to do with detachments and command points. I think I could deal with losing a few command points in exchange for double the number of bolter shots, but most of the armies I face are better equipped to deal with them. Hence the point about AP -1.


Interesting write up and thoughts!
I personally agree though, on the vast majority of units (especially non-terminator infantry units) this isn’t really going to make much of a difference. Sure, it’ll give a few extra shots over the course of a game, but I don’t foresee it being something that can be relied upon to help the armies “get over the line”.

One thing I’m tempted by is a double combi-bolter Thousand Sons Rhino, with the Inferno Bolts stratagem. 74 points (and 1 cp) for 8 str 4 -2ap shots on a t7, manoeuvrable, base is pretty interesting. Sure, they don’t have the invuln, or All Is Dust, but I can see them doing work in some matchups.

But, for me, the main winners are bikes and Dark Talons/Flyers with Hurricane Bolters. The only downsides really, are that Bikes can’t get into buildings and Flyers can’t hold objectives.
   
Made in us
Battlewagon Driver with Charged Engine




I would be soooo down for AP-1 bolters (and AP-3 infernal). Usually people bring up the fact that bolters aren't really armor piercing but AP-1 only blows through cultist&ork armour (so thsirts and trenchcoats)

I mean, they won't get that buff since primaris exist and are already AP-1 and that's where the SM line is going but one can dream
   
Made in gb
Automated Rubric Marine of Tzeentch



Netherlands

Kdash wrote:


Interesting write up and thoughts!
I personally agree though, on the vast majority of units (especially non-terminator infantry units) this isn’t really going to make much of a difference. Sure, it’ll give a few extra shots over the course of a game, but I don’t foresee it being something that can be relied upon to help the armies “get over the line”.

One thing I’m tempted by is a double combi-bolter Thousand Sons Rhino, with the Inferno Bolts stratagem. 74 points (and 1 cp) for 8 str 4 -2ap shots on a t7, manoeuvrable, base is pretty interesting. Sure, they don’t have the invuln, or All Is Dust, but I can see them doing work in some matchups.

But, for me, the main winners are bikes and Dark Talons/Flyers with Hurricane Bolters. The only downsides really, are that Bikes can’t get into buildings and Flyers can’t hold objectives.


You only upgrade one of the combi bolters. It's a really really bad stratagem. Only really worth considering for a twin heavy bolter on a LR really.

14000
15000
4000 
   
Made in gb
Longtime Dakkanaut




topaxygouroun i wrote:
Kdash wrote:


Interesting write up and thoughts!
I personally agree though, on the vast majority of units (especially non-terminator infantry units) this isn’t really going to make much of a difference. Sure, it’ll give a few extra shots over the course of a game, but I don’t foresee it being something that can be relied upon to help the armies “get over the line”.

One thing I’m tempted by is a double combi-bolter Thousand Sons Rhino, with the Inferno Bolts stratagem. 74 points (and 1 cp) for 8 str 4 -2ap shots on a t7, manoeuvrable, base is pretty interesting. Sure, they don’t have the invuln, or All Is Dust, but I can see them doing work in some matchups.

But, for me, the main winners are bikes and Dark Talons/Flyers with Hurricane Bolters. The only downsides really, are that Bikes can’t get into buildings and Flyers can’t hold objectives.


You only upgrade one of the combi bolters. It's a really really bad stratagem. Only really worth considering for a twin heavy bolter on a LR really.


Oops, 2 CP then. Forgot about it only affecting 1 weapon. As for it being “bad”, I agree in a small way, but, it all depends on what you’re doing with the rest of your CP and how many you have. Starting with 14CP isn’t unreasonable for a Thousand Sons army (pure, let alone Chaos Soup) so spending 2 only drops you to 12, and with those 12 you likely have more than enough for the main strats you want to pull off over the first 3 turns.
   
Made in jp
Longtime Dakkanaut





 techsoldaten wrote:
kurhanik wrote:
novembermike wrote:
I'm not sure that the rule would make sense for Sisters thematically. Marines are the all range, all strategies, tactically flexible force. Sisters are the melta, flamer and bolter zealots that run at you and knock your teeth in. Giving them rules that promote sitting at 24" doesn't really seem consistent with what the army pushes.


Yeah, I'm fine with them not getting it, but considering Sisters don't have bikers, terminator armor, etc, they wouldn't be receiving one of the big draws of the rule.


I don't think it makes sense for Sisters to get Bolter Discipline for the following reasons:

1) Fluff - Sisters are normal humans with power armor. Space Marines are genetically augmented super soldiers with biomechanical enhancements tailored to improve their tactical efficiency. It makes sense all that engineering would result in a soldier who's handier with their basic armament.

2) Rules - Sisters have their own special mechanics, like Acts of Faith. It makes sense to differentiate between the armies to give each a unique flavor.

3) Points - Sisters are 9 points, Tacticals are 13 points. You can field a lot more Sisters than you can Space Marines. Giving Sisters Bolter Discipline technically nerfs Tacticals, while this rule seems to be aimed at improving the situation for Tacticals (and terminators, and bikes, etc.) It makes sense to focus on Space Marines given their current challenges on the tabletop.

4) It's Not About the Gun - The rule's name is Bolter Discipline, not Better Bolters. The fact the rule applies to bolters is not the point, it suggests a mastery of the weapon in combat. It's not supposed to apply to every single case of someone wielding a bolter, it's supposed to apply to those who have elevated the use over and above the weapon's ordinary use. It makes sense this discipline would be specific to certain forces.

Finally, while it's great that some people have a lot of enthusiasm for Sisters, the last thing anyone needs is another army that throws off game balance. Sisters are pretty tough as-is and I'm not sure I see the deficiency that makes it necessary to tinker with their rules too much.


I think it makes sence for sisters to get bolter discipline for the following reasons:
1) Fluff- Sisters train hours a day using the weapon, which can be used by unaugmented humans with no issues. Sisters infact specialize in it's use.

2) Rules- Space Marines already have better stats, it makes sense that units with similar weapons training would have similar rules.

3) Points- Sisters are 9 points, for that they have a lower leadership, lower strength, lower toughness, and lower WS. The difference in points isn't enough to offset that difference in durability from T4 alone in the use of small arms. Giving sisters bolter disicpline technically buffs sisters to tac marine levels with small arms fire, and vehicles.

4)It's not about the gun - The rule's name is Bolter Discipline, not better bolters. The fact the rule applies to bolters shooting is not the point, it suggests a mastery of the weapon in combat. It's not supposed to apply to every single case of someone wielding a bolter, it's supposed to apply to those who have elevated the use over and above the weapon's ordianary use. It makes sense this discipline would be specific to certain forces, like the ones that consider it's use a literal sacred task.

Finally, while it's great that some people have a lack of understanding of sisters, the last thing anyone needs is another army that throws off game balance. Sister's recent beta heavily nerfed the army, and this rule makes their long range objective holding and vehicles more on par with the rest of the game, particularly imperial units.

While I matched your format, and much of your writing style, all of my points are legitimate reasons why this could be applied to sisters, sisters (silence) and custodies. Granted #3 is a bit of a stretch.
   
Made in gb
Automated Rubric Marine of Tzeentch



Netherlands

Kdash wrote:
topaxygouroun i wrote:
Kdash wrote:


Interesting write up and thoughts!
I personally agree though, on the vast majority of units (especially non-terminator infantry units) this isn’t really going to make much of a difference. Sure, it’ll give a few extra shots over the course of a game, but I don’t foresee it being something that can be relied upon to help the armies “get over the line”.

One thing I’m tempted by is a double combi-bolter Thousand Sons Rhino, with the Inferno Bolts stratagem. 74 points (and 1 cp) for 8 str 4 -2ap shots on a t7, manoeuvrable, base is pretty interesting. Sure, they don’t have the invuln, or All Is Dust, but I can see them doing work in some matchups.

But, for me, the main winners are bikes and Dark Talons/Flyers with Hurricane Bolters. The only downsides really, are that Bikes can’t get into buildings and Flyers can’t hold objectives.


You only upgrade one of the combi bolters. It's a really really bad stratagem. Only really worth considering for a twin heavy bolter on a LR really.


Oops, 2 CP then. Forgot about it only affecting 1 weapon. As for it being “bad”, I agree in a small way, but, it all depends on what you’re doing with the rest of your CP and how many you have. Starting with 14CP isn’t unreasonable for a Thousand Sons army (pure, let alone Chaos Soup) so spending 2 only drops you to 12, and with those 12 you likely have more than enough for the main strats you want to pull off over the first 3 turns.


With the price drops on havoc launcher also, it's nice to have the full combo on your rhino. 2 combi bolters + a havoc launcher clocks on 80 pts now, and it gives you 8 bolter shots and d6 str 5 shots. Because of that I don't think it's worth spending the 2CP on making only some of the rhino shots ap-2, especially when it's not really what the army is lacking to be honest. TSONS are very CP hungry, you want to be using command re-roll, cabalistic focus, Votlw and deamonforge every single turn.

The way I see the rhino now is the Tsons equivalent to the bikers squad. Fast, durable unit that can do a decent dakka output for 80 pts.

14000
15000
4000 
   
Made in gb
Longtime Dakkanaut




topaxygouroun i wrote:
Kdash wrote:
topaxygouroun i wrote:
Kdash wrote:


Interesting write up and thoughts!
I personally agree though, on the vast majority of units (especially non-terminator infantry units) this isn’t really going to make much of a difference. Sure, it’ll give a few extra shots over the course of a game, but I don’t foresee it being something that can be relied upon to help the armies “get over the line”.

One thing I’m tempted by is a double combi-bolter Thousand Sons Rhino, with the Inferno Bolts stratagem. 74 points (and 1 cp) for 8 str 4 -2ap shots on a t7, manoeuvrable, base is pretty interesting. Sure, they don’t have the invuln, or All Is Dust, but I can see them doing work in some matchups.

But, for me, the main winners are bikes and Dark Talons/Flyers with Hurricane Bolters. The only downsides really, are that Bikes can’t get into buildings and Flyers can’t hold objectives.


You only upgrade one of the combi bolters. It's a really really bad stratagem. Only really worth considering for a twin heavy bolter on a LR really.


Oops, 2 CP then. Forgot about it only affecting 1 weapon. As for it being “bad”, I agree in a small way, but, it all depends on what you’re doing with the rest of your CP and how many you have. Starting with 14CP isn’t unreasonable for a Thousand Sons army (pure, let alone Chaos Soup) so spending 2 only drops you to 12, and with those 12 you likely have more than enough for the main strats you want to pull off over the first 3 turns.


With the price drops on havoc launcher also, it's nice to have the full combo on your rhino. 2 combi bolters + a havoc launcher clocks on 80 pts now, and it gives you 8 bolter shots and d6 str 5 shots. Because of that I don't think it's worth spending the 2CP on making only some of the rhino shots ap-2, especially when it's not really what the army is lacking to be honest. TSONS are very CP hungry, you want to be using command re-roll, cabalistic focus, Votlw and deamonforge every single turn.

The way I see the rhino now is the Tsons equivalent to the bikers squad. Fast, durable unit that can do a decent dakka output for 80 pts.


My current TSons list goes through Focus & maybe a CP in the psychic phase, maybe a CP in the charge phase, VotLW in the charge and Tzaangor fight twice, for a total of 6 a turn in the worst case scenario. Plus 1 additional for a webway unit.
Turn 2, I generally only need VotLW and maybe Cabalistic Focus and a charge re-roll – so by the end of turn 2 I’ve probably spend up to 10 of the 14CP – but, even then I’m not always using Cabalistic Focus, as I tend not to need +3 to cast on WC7 powers.
Daemonforge I don’t need, as I’m not running a defiler.

This to me, opens up the possibility of trying this out without too many consequences.
   
Made in it
Waaagh! Ork Warboss




Italy

 NurglesR0T wrote:
Problem is if you made the Castellan 1000 points, no one would use it.

I think the Knights in general are very cool models and I have a few on my shelf - but they never should have made their way into standard 40k.



At very competitive levels sure, it would be out of the most broken and overpowered lists.

But there are people who use a 920 points stompa, and a 1000 points castellan would still outperform the ork super heavy by a large margin.

If someone loves the model the castellan would be played no matter what, because at that prices it wouldn't be trash. The super dude actually worths 900-1000 points so it would be an okish option in casual and semi competitive games. Which is IMHO the appropriate dimension for such units.

 
   
Made in us
Automated Rubric Marine of Tzeentch



Netherlands

 Blackie wrote:
 NurglesR0T wrote:
Problem is if you made the Castellan 1000 points, no one would use it.

I think the Knights in general are very cool models and I have a few on my shelf - but they never should have made their way into standard 40k.



At very competitive levels sure, it would be out of the most broken and overpowered lists.

But there are people who use a 920 points stompa, and a 1000 points castellan would still outperform the ork super heavy by a large margin.

If someone loves the model the castellan would be played no matter what, because at that prices it wouldn't be trash. The super dude actually worths 900-1000 points so it would be an okish option in casual and semi competitive games. Which is IMHO the appropriate dimension for such units.


Ah, those times when a carnifex was one of the biggest things you could field on the table...

14000
15000
4000 
   
 
Forum Index » 40K General Discussion
Go to: