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![[Post New]](/s/i/i.gif) 2020/10/15 08:27:23
Subject: Interesting changes for marines
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Waaagh! Ork Warboss
Italy
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Breton wrote:
But it never counts unless it's a nerf to Marines, is it?
It really doesn't if the faction is still top tier and units that could have benefit from the previous set rules don't really need that benefit.
You talked about trukks but trukks are T6 4+ BS5+ with 3 S5 AP0 shots. Those Primaris vehicles have more guns than orks heavy support tanks and they're just as tough so it makes no sense at all to give them a dedicated transport role.
Ork vehicle with higher transport capacity is also a heavy support, even if it has no guns at all. 10 intercessors are 200 points, we can't fit 200 points of boyz or 20W in a trukk.
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This message was edited 2 times. Last update was at 2020/10/15 08:35:31
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![[Post New]](/s/i/i.gif) 2020/10/15 08:36:34
Subject: Interesting changes for marines
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Commander of the Mysterious 2nd Legion
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Breton wrote:
Nope, 6 or less. It's more like the Primaris Razorback. Most of the Rhino Hulls can be made by the Impulsor - the Whirlwind/Hunter/Stalker is roughly the Missile Launcher top, the Vindicator is roughly the Orbital Bombardment Top, the HB Razorback is roughly the gun top. But none of them have a transport 10's top. The only Primaris vehicle that transports 10 Intercessors is the Repulsor.
And? the impulsor is still damn good for what it is. calling it a primaris razorback is silly. sure I'd love it if they gave us the option to forgo the shield genny or the weapons to toss another 10 guys in, but I'm 100% happy with the impulsor as it is. and the repulsor IS basicly our "primaris land raider" no reason to keep the thing in dedicated transports.
truthfully I'd not object eaither if they jacked the impulsor's price up a bit and just made it a ten man transport but 6 men allows a 5 man squad and a HQ. (or 2 3 man squads, like blade guard or eliminators) so it's definatly solid
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2020/10/15 08:39:32
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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Blackie wrote:Breton wrote:
But it never counts unless it's a nerf to Marines, is it?
It really doesn't if the faction is still top tier and units that could have benefit from the previous set rules don't really need that benefit.
You talked about trukks but trukks are T6 4+ BS5+ with 3 S5 AP0 shots. Those Primaris vehicles have more guns than orks heavy support tanks and they're just as tough so it makes no sense at all to give them a dedicated transport role.
Plus, around here we hate Marines, so they're not allowed to have anything. Its not like they get a discount for being a Dedicated Transport. People aren't leaving them on the shelf because they take a HS slot. But we can't take that chance can we? Bad must be made worse! Good must be made bad!
Why if Repulsors were Dedicated Transports people might take 6 of them in every army. So what if that's over 1800 points.
Ork vehicle with higher transport capacity is also a heavy support, even if it has no guns at all. 10 intercessors are 200 points, we can't fit 200 points of boyz or 20W in a trukk.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 08:46:33
Subject: Interesting changes for marines
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Mighty Vampire Count
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Breton wrote: Blackie wrote:Breton wrote:
But it never counts unless it's a nerf to Marines, is it?
It really doesn't if the faction is still top tier and units that could have benefit from the previous set rules don't really need that benefit.
You talked about trukks but trukks are T6 4+ BS5+ with 3 S5 AP0 shots. Those Primaris vehicles have more guns than orks heavy support tanks and they're just as tough so it makes no sense at all to give them a dedicated transport role.
Plus, around here we hate Marines, so they're not allowed to have anything. Its not like they get a discount for being a Dedicated Transport. People aren't leaving them on the shelf because they take a HS slot. But we can't take that chance can we? Bad must be made worse! Good must be made bad!
Looks at the 68 PAGES of varied units in the new dex and shakes his head at the blatent and illoigical victim complex.
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This message was edited 1 time. Last update was at 2020/10/15 08:47:45
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2020/10/15 08:46:59
Subject: Re:Interesting changes for marines
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Commander of the Mysterious 2nd Legion
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Breton, yet again Land Raiders where moved to heavy support in 6th, CSMs have Land Raiders as heavy support, Orks have their battle wagons as heavy support. every vehicle capable of carrying super heavy infantry is a heavy support unit. this is fair. Repulsors where justifiable as a dedicated transport only as long as they where the ONLY transport primaris could use. now they are not as such it makes perfect sense
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2020/10/15 08:51:24
Subject: Re:Interesting changes for marines
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Resolute Ultramarine Honor Guard
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BrianDavion wrote:Breton, yet again Land Raiders where moved to heavy support in 6th, CSMs have Land Raiders as heavy support, Orks have their battle wagons as heavy support. every vehicle capable of carrying super heavy infantry is a heavy support unit. this is fair. Repulsors where justifiable as a dedicated transport only as long as they where the ONLY transport primaris could use. now they are not as such it makes perfect sense
Oh I agree that's the way it's going - Hell I pointed out Custodes HS LR myself. I'm just having fun with one of the usual suspects hating on Marines more than anything to do with balance.
And Repulsors are still the only 10 intercessor Transport.
There are some serious issues with Dedicated Transports about to come up, Whether a Repulsor nobody was spending 300 points on anyway is DT or HS isn't anywhere near one of them.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 08:57:46
Subject: Re:Interesting changes for marines
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Commander of the Mysterious 2nd Legion
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if you're refering to Marines I'm not seeing the problem, Impulsors should be good eneugh. and, honestly if they're not and you NEED 10 guys in one transport, run some first born in a rhino
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2020/10/15 09:00:34
Subject: Interesting changes for marines
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Waaagh! Ork Warboss
Italy
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Breton wrote:
Why if Repulsors were Dedicated Transports people might take 6 of them in every army. So what if that's over 1800 points.
Do you want an army with high T, save, number of W, BS, WS models plus tons of powerful weapons? Pay the points for that.
Not to mention that the SM codex has 5 dedicated transports, SM players have way more options than other people. And most of the dedicated transports in the game, including ork trukks, can only carry the min or mid sized infantry squad, not the max one.
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This message was edited 2 times. Last update was at 2020/10/15 09:10:27
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![[Post New]](/s/i/i.gif) 2020/10/15 09:21:46
Subject: Interesting changes for marines
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Commander of the Mysterious 2nd Legion
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Blackie wrote:Breton wrote:
Why if Repulsors were Dedicated Transports people might take 6 of them in every army. So what if that's over 1800 points.
Do you want an army with high T, save, number of W, BS, WS models plus tons of powerful weapons? Pay the points for that.
Not to mention that the SM codex has 5 dedicated transports, SM players have way more options than other people. And most of the dedicated transports in the game, including ork trukks, can only carry the min or mid sized infantry squad, not the max one.
I mean Primaris are, at least where transports are concerned, annoying almost their own thing, plenty of marine players complain about it, trust me, we ALL wish we could put our intercessors in Rhinos
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2020/10/15 09:27:00
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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Blackie wrote:Breton wrote:
Why if Repulsors were Dedicated Transports people might take 6 of them in every army. So what if that's over 1800 points.
Do you want an army with high T, save, number of W, BS, WS models plus tons of powerful weapons? Pay the points for that.
Not to mention that the SM codex has 5 dedicated transports, SM players have way more options than other people. And most of the dedicated transports in the game, including ork trukks, can only carry the min or mid sized infantry squad, not the max one.
There are a lot of not to mentions you chose to mention when it supports you, and don't even not to mention those not to mentions when you don't. Marine squads are generally 5 or 10, with no middle size. And you don't mention your "Rhino" carries MANz while ours doesn't carry Gravis and a host of other things.
Can you make a 2,000 point Marine Army that spends - what is it just shy of 1900 points? - on Dedicated Transports that require another choice to unlock them? But sure, 300 point dedicated transports are a problem. You guys are always entertaining. I can't wait for someone to explain to you what the real problem transport(s) from Marines is.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 09:54:16
Subject: Re:Interesting changes for marines
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Longtime Dakkanaut
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H.B.M.C. wrote:BrianDavion wrote:Fly never made sense for them. the tanks aren't flying around, they're hovering just above the ground
To be fair, other skimmers aren't "flying around" either. They're skimmers. They skim!
If they could just fly around like that then there'd be no distinction between them and actual aircraft.
Friend of mine always thought that Eldar Grav-Tanks were light fighter jets. I kept telling him that if that were the case, why would the Eldar have actual fighter jets? Closest they can be is troop-carrying helicopters and helicopter gunships (with the Valk somewhere in between!). This would apply to Marine Land Speeders, Tau hover tanks, Dark Eldar Raiders, and so on.
And if the new Stormspeeder had Fly, and the Impulsor/Repulsor/Gladiator also had Fly... then they wouldn't really be any different, would they?
Also, I quite like the idea that the Imperium can do hover-tanks, but that they present no real advantage over their standard ground-based vehicles.
So what you're saying is that the next Marine tank should be called a Regulator?
I sadly don't have the book anymore but I am pretty sure there was a picture in an Imperial Armour from back in 4-5th or something of a pair of Wave Serpents flying through the clouds.
So yes, Elder Grav-tanks can actually fly
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![[Post New]](/s/i/i.gif) 2020/10/15 10:22:42
Subject: Re:Interesting changes for marines
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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H.B.M.C. wrote:BrianDavion wrote:Fly never made sense for them. the tanks aren't flying around, they're hovering just above the ground
To be fair, other skimmers aren't "flying around" either. They're skimmers. They skim!
If they could just fly around like that then there'd be no distinction between them and actual aircraft.
Friend of mine always thought that Eldar Grav-Tanks were light fighter jets. I kept telling him that if that were the case, why would the Eldar have actual fighter jets? Closest they can be is troop-carrying helicopters and helicopter gunships (with the Valk somewhere in between!). This would apply to Marine Land Speeders, Tau hover tanks, Dark Eldar Raiders, and so on.
And if the new Stormspeeder had Fly, and the Impulsor/Repulsor/Gladiator also had Fly... then they wouldn't really be any different, would they?
Also, I quite like the idea that the Imperium can do hover-tanks, but that they present no real advantage over their standard ground-based vehicles.
So what you're saying is that the next Marine tank should be called a Regulator?
As it was described by GW guys, the difference between the new repulsor primaris vehicles and other skimmers like eldar tanks or tau piranhas or even land speeders is that were those vehicles generate a negative gravitic field under them, and they can literally pass on top of glass without breaking it, and thats allows them to reach high heights without being proper aircraft, the repulsors create an opposite gravitic field (Thus the "repulsor"), thats why they had the -2" to charge distances agaisnt them. If an eldar tank flied over you, you would be fine. If a primaris gravitic vehicle flied over you, it would make you meat paste.
They can't gain altitude, they are skimming close to the ground smashing everything under them.
Land Speeders and eldar vehicles aren't aircraft but they can "fly" a reasonable distance.
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This message was edited 1 time. Last update was at 2020/10/15 10:24:26
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2020/10/15 13:57:12
Subject: Interesting changes for marines
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Like I said, their helicopters. Not jets.
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![[Post New]](/s/i/i.gif) 2020/10/15 13:57:54
Subject: Interesting changes for marines
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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Breton wrote:I can't wait for someone to explain to you what the real problem transport(s) from Marines is.
I assume you're talking about Razorbacks? Because you can take one, complete with twin assault cannons, heavy bolters, or lascannons, for every infantry squad in your army, without taking up a valuable FOC slot.
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![[Post New]](/s/i/i.gif) 2020/10/15 15:30:32
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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Gadzilla666 wrote:Breton wrote:I can't wait for someone to explain to you what the real problem transport(s) from Marines is.
I assume you're talking about Razorbacks? Because you can take one, complete with twin assault cannons, heavy bolters, or lascannons, for every infantry squad in your army, without taking up a valuable FOC slot.
Nah I'm predicting Pods. Potentially Chaos Pods/Termites as well, but not so easy. 70 points, 8 T6 wounds per objective. If you get Round 1 Turn 1, you can theoretically swamp all 4-6 with a significant control factor. Going second will be fewer but still a potentially significant number plus protected squads and ablity to react to any of the objectives you need/want to without a redeploy assuming the pods aren't empty.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 15:44:04
Subject: Interesting changes for marines
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Longtime Dakkanaut
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BrianDavion wrote: Argive wrote:
Yeaahhh but an ork player could just tip out the contents of your workspace bin (the one under the desk we all have), squirt some glue on the pile and just pick up whatever gets glued together, stick a piece of straw for a barrel and voila... 
I absolutely ADORE those kind Ork players.
It's why I didn't pick Orks up getting back into 8th, I knew from experience that I'd start building Battlewagons and never stop.
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![[Post New]](/s/i/i.gif) 2020/10/15 15:52:41
Subject: Interesting changes for marines
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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Breton wrote: Gadzilla666 wrote:Breton wrote:I can't wait for someone to explain to you what the real problem transport(s) from Marines is.
I assume you're talking about Razorbacks? Because you can take one, complete with twin assault cannons, heavy bolters, or lascannons, for every infantry squad in your army, without taking up a valuable FOC slot.
Nah I'm predicting Pods. Potentially Chaos Pods/Termites as well, but not so easy. 70 points, 8 T6 wounds per objective. If you get Round 1 Turn 1, you can theoretically swamp all 4-6 with a significant control factor. Going second will be fewer but still a potentially significant number plus protected squads and ablity to react to any of the objectives you need/want to without a redeploy assuming the pods aren't empty.
Ah, drop pods was my second guess. And csm drop pods would be significantly more difficult due to price and the fact that we don't know if they'll get the loyalist drop pod rules. If you can't drop turn 1, and get to go first, you could get screened out of some of those objectives by a fast moving army. Infiltrators would probably still be a better option for tactics like that.
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![[Post New]](/s/i/i.gif) 2020/10/15 15:57:42
Subject: Re:Interesting changes for marines
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Mighty Vampire Count
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Ordana wrote: H.B.M.C. wrote:BrianDavion wrote:Fly never made sense for them. the tanks aren't flying around, they're hovering just above the ground
To be fair, other skimmers aren't "flying around" either. They're skimmers. They skim!
If they could just fly around like that then there'd be no distinction between them and actual aircraft.
Friend of mine always thought that Eldar Grav-Tanks were light fighter jets. I kept telling him that if that were the case, why would the Eldar have actual fighter jets? Closest they can be is troop-carrying helicopters and helicopter gunships (with the Valk somewhere in between!). This would apply to Marine Land Speeders, Tau hover tanks, Dark Eldar Raiders, and so on.
And if the new Stormspeeder had Fly, and the Impulsor/Repulsor/Gladiator also had Fly... then they wouldn't really be any different, would they?
Also, I quite like the idea that the Imperium can do hover-tanks, but that they present no real advantage over their standard ground-based vehicles.
So what you're saying is that the next Marine tank should be called a Regulator?
I sadly don't have the book anymore but I am pretty sure there was a picture in an Imperial Armour from back in 4-5th or something of a pair of Wave Serpents flying through the clouds.
So yes, Elder Grav-tanks can actually fly
Yeah they are more akin to the Grav tanks in Centurion by FASA - they can fly but they are also sitting ducks for actual air and void craft so tend not to fly about at higher levels.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2020/10/15 16:09:32
Subject: Re:Interesting changes for marines
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Arch Magos w/ 4 Meg of RAM
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@Breton.
Moving the Repulsor to the heavy support slot is simply to have consistency in the game. All other platforms with that amount of guns and transport capacity are in the heavy support slot of their respective armies.
Heck, the Repulsor has more guns than a damn land raider and you're somehow getting pissed that it got moved to the heavy slot?
If the DoomHammer was a transport instead of a LoW, i would be passing the same complaints. And honestly the wave serpent probably needs to be made into a heavy support too.
Its not about us picking on your precious marines, its about us wanting consistency. The repulsor should never have been a dedicated transport.
You spamming threads, crying about how people are picking on your marines for being a top tier army is getting real fething old.
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![[Post New]](/s/i/i.gif) 2020/10/15 16:12:02
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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Gadzilla666 wrote:
Ah, drop pods was my second guess. And csm drop pods would be significantly more difficult due to price and the fact that we don't know if they'll get the loyalist drop pod rules.
Plus CSM Pods/Termites are potentially double the points cost. Thus why I said potentially but not as easy.
If you can't drop turn 1, and get to go first, you could get screened out of some of those objectives by a fast moving army. Infiltrators would probably still be a better option for tactics like that.
I mentioned that.
Going second will be fewer but still a potentially significant number plus protected squads and ablity to react to any of the objectives you need/want to without a redeploy assuming the pods aren't empty.
10 Tacs plus a Pod is only about 10 points more than 10 Infiltrators - before upgrades like Helix, Special and Heavy weapons.
People already liked Pods for a Round 1 Turn 2 Alpha Strike defense/response. They only got better, now you can potentially land on all 4-6 objectives if you go first, or still have the normal use plus some potential to land on the less convenient 12" + away objectives as even fast armies will have difficulty landing on all of them without a similar gimmick.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 16:12:48
Subject: Re:Interesting changes for marines
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Mighty Vampire Count
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VladimirHerzog wrote:@Breton.
Moving the Repulsor to the heavy support slot is simply to have consistency in the game. All other platforms with that amount of guns and transport capacity are in the heavy support slot of their respective armies.
Heck, the Repulsor has more guns than a damn land raider and you're somehow getting pissed that it got moved to the heavy slot?
If the DoomHammer was a transport instead of a LoW, i would be passing the same complaints. And honestly the wave serpent probably needs to be made into a heavy support too.
Its not about us picking on your precious marines, its about us wanting consistency. The repulsor should never have been a dedicated transport.
You spamming threads, crying about how people are picking on your marines for being a top tier army is getting real fething old.
Seriously ignore him and his endless Victim complex - logic has no meaning to him - he even whines about other Marine players attacking "His" army as he is the lone poor defender of Marines.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2020/10/15 16:24:51
Subject: Re:Interesting changes for marines
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Resolute Ultramarine Honor Guard
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VladimirHerzog wrote:@Breton.
Moving the Repulsor to the heavy support slot is simply to have consistency in the game. All other platforms with that amount of guns and transport capacity are in the heavy support slot of their respective armies.
Heck, the Repulsor has more guns than a damn land raider and you're somehow getting pissed that it got moved to the heavy slot?
Nah, I'm having fun with the guy who thinks it made any difference. Who cheered it like it was some big accomplishment. The Transport that almost nobody takes, and costs an arm and a leg... who cares if it's a HS or DT? Nobody is Rhino Rushing with Repulsors.
If the DoomHammer was a transport instead of a LoW, i would be passing the same complaints. And honestly the wave serpent probably needs to be made into a heavy support too.
Its not about us picking on your precious marines,
It is for the guy I'm having fun with - I mean, and let me point this out yet again, I already pointed out this was the direction we're going: See Custodes Land Raiders commentary above
its about us wanting consistency. The repulsor should never have been a dedicated transport.
You spamming threads, crying about how people are picking on your marines for being a top tier army is getting real fething old.
Imagine how it feels to see you guys "spamming threads" whining about Marines because they're taking a turn as a top tier army.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 16:37:03
Subject: Interesting changes for marines
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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Breton wrote: Gadzilla666 wrote:
Ah, drop pods was my second guess. And csm drop pods would be significantly more difficult due to price and the fact that we don't know if they'll get the loyalist drop pod rules.
Plus CSM Pods/Termites are potentially double the points cost. Thus why I said potentially but not as easy.
If you can't drop turn 1, and get to go first, you could get screened out of some of those objectives by a fast moving army. Infiltrators would probably still be a better option for tactics like that.
I mentioned that.
Going second will be fewer but still a potentially significant number plus protected squads and ablity to react to any of the objectives you need/want to without a redeploy assuming the pods aren't empty.
10 Tacs plus a Pod is only about 10 points more than 10 Infiltrators - before upgrades like Helix, Special and Heavy weapons.
People already liked Pods for a Round 1 Turn 2 Alpha Strike defense/response. They only got better, now you can potentially land on all 4-6 objectives if you go first, or still have the normal use plus some potential to land on the less convenient 12" + away objectives as even fast armies will have difficulty landing on all of them without a similar gimmick.
Right, so we agree that it'll be harder for csm due to the price on our drop pods and the whole thing is at least partially reliant on going first. At least our drop pods don't just sit around like ugly lumps after they deploy.
And as for your complaints on Repulsives moving to heavy support: your just upset you actually need to burn a heavy support slot in order to bring one. Tough tamales. If my Achilles is heavy support then the primaris not-a-land raiders can deal with the same drawback. Fairs fair.
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![[Post New]](/s/i/i.gif) 0012/02/07 15:39:01
Subject: Interesting changes for marines
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Longtime Dakkanaut
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Klickor wrote:Sure, no other unit is exactly like the aggressors but that doesnt mean that aggressors are needed or extremely good in a space marine army. You get 2 intercessors with assault 3 rifles that have obsec and take up a troop slot for the same price as an aggressor. They are more mobile and have more range and with 6 ranged shots and 6 melee attacks they arent bad against hordes. Since I need troops anyway I will already have some anti horde capacity. Except SM players aren't taking the Assault 3 rifles because of shorter range and the loss of -1AP which is a bigger deal when fighting other elite armies like...other SM armies  . As far as more mobile...1' and you can say "but transports" sure, when was the last time you saw a SM player taking a primaris transport for intercessors in competitive play? So they are 1' faster in the movement phase, they have 12' longer range with half the shots against horde for the same price, it takes 24 S4 hits to kill the two of them compared to the aggressors 27 and they get 6 S4 CC attacks compared to the Aggresors 4 S8 -3 D3 attacks. Keep in mind, I think Intercessors are OP at the moment as well, they need a points hike, probably 20-25% increase honestly. this is based on the fact that they basically outperform everyone elses troops in their speciality. Klickor wrote:Lots of lists have bikes now since they are fast and you get a lot of shots+melee attacks on them. Or Invictors/redemptors that are also faster than Aggressors and have lots of dakka. Aggressors are a good unit but they dont stand out in marines because they dont give you something that you really need in most cases. If you go all out on eradicators and BGV then Aggressors shine but in most lists you dont need them.
Well that is the thing, they do stand out, not as much as they used to with their ridiculous shoot twice rule but yeah they still stand out. The sad part is you are somewhat right though. They stand out but not by as much as they should. This is less a fault of aggressors than it is on the entire SM codex being ridiculously powerful. You brought up basic troops as being ALMOST as good as Aggressors...that should never be a thing...ever. Put Aggressors in any other codex and they immediately become a MUST TAKE option. Hell, put Intercessors in any codex and they become an auto include option. Klickor wrote:If you dont need their anti horde clearing ability then you are paying premium for some slow melee threat. Doesnt matter how effective they are compared to other armies units in that regard. Different armies value different things.
yeah but that is the best part, you do need anti-horde units, Orkz are doing ok in the tournament scene right now because they are going up against SM lists geared towards fighting other SM lists, so opponents are bringing D2 and -1 and -2 weapons which are just over kill against Ork boyz. Klickor wrote:People compare units straight up to each other too much. It works with sub factions and between almost identical armies like chaos knights vs imperial knights or guard vs brood brothers. Outside of that how the individual units perform against each other is unimportant.
Not true at all. If your basic troop is point for point more efficient at shooting than Tau firewarriors who specialize in ranged combat and as good/better than Genestealers and Ork boyz in CC...well we have a problem. IT doesn't matter that Intercessors are "internally balanced" in the SM codex, what matters is they are OP in the context that they are better than everyone elses troops. Klickor wrote:Eradicators looks to be too good and it doesnt really matter if there are other melta units that are better or worse in other armies at doing that job. Guard have cheaper melta and anti tank but that isnt seen as a problem because they are a weaker army with more weaknesses. It is fine for them to have more effective anti tank point for point since they dont get easy access to cheap and rather durable and versatile troops. In the same way aggressors are fine in marines since cheap anti horde, good melee and durable bodies arent valued high in that army. Cheap and easy to get anti tank at range without weaknesses/risks on the other hand is something marines probably shouldnt get. At least drop pod devastators or combi/special weapon veterans are vulnerable after delivering their payload and marine vehicles with good anti tank have always been very expensive(in the main codex, not FW dreads). If eradicators just had the normal meltagun range, and no MM, they would be fine. Durable, slow and short range anti tank without great delivering mechanism fits in fine in marines without breaking anything.
Guard have cheaper melta and anti-tank options correct, but none are as efficient point for point as Eradicators, and most aren't any where near as durable. As far as your next comment "more effective" umm...no, there is currently no other unit in the game as effective at popping tanks as Eradicators, point for point. And back into Aggressors. Translates to " SM are fine having aggressors because another OP unit isn't a big deal for them". The issue you are completely glossing over is the 9th editions rules which interact wonderfully with both aggressors and eradicators as far as short ranged/slow is concerned. Short range is a much smaller concern when most missions require you to get to the middle and hold objectives. 24' no mans land means turn 1 you are likely going to be in range, definitely by turn 2, and if you arrive from strategic reserve, well the board is so small now that there is no way you won't be in range of something. Klickor wrote:Having a unit kill x% of their cost in for example ork boys might be valuable in a knight or custodes army but in a marine army that is usually valued much lower. So just comparing them % vs % is quite useless.
Really? So its ok you have a unit that makes its points back in under 2 turns against hordes, while also having a unit that makes its points back in 1-2 turns in vehicles/elite infantry? Not to mention having troops better at ranged combat than Firewarriors and as good in CC as Genestealers/ork boyz? Sorry bud, but at this exact moment in time, SM's are ridiculously over powered and all the excuses in the world will not change that. Breton wrote: Plus, around here we hate Marines, so they're not allowed to have anything. To summarize how ridiculous Breton's logic is i'll just leave this here next to their 129 unit options on Battlescribe, not including agents of the imperium.
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This message was edited 2 times. Last update was at 2020/10/15 16:51:42
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![[Post New]](/s/i/i.gif) 2020/10/15 17:08:21
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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Gadzilla666 wrote:
Right, so we agree that it'll be harder for csm due to the price on our drop pods and the whole thing is at least partially reliant on going first. At least our drop pods don't just sit around like ugly lumps after they deploy.
We agree on something I already said? Sure. You got me. You have convinced me something I said in the first place is correct.
your just upset you actually need to burn a heavy support slot in order to bring one.
I'm upset I need to burn a HS slot to take something I don't want to take to do a job I don't want it to do? You guys really do love running down the yellow brick road on the Marine hate. Did I say it was a bad change, or did I say it was unnecessary and a silly thing to celebrate? Did I say (generally) at 300+ points it doesn't matter which slot a Repulsor almost nobody takes is in? Did I not just say I didn't care what slot it ends up in, I'm laughing at the idea it moving to HS is some sort of triumph that finally fixes something that wasn't broken because nobody was taking it? "Take that Marine Players! Your sucky unit is even less likely to see the table. We've scored a compelling victory for balance and Xenos armies everywhere! Huzzah!".
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 17:13:21
Subject: Interesting changes for marines
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Arch Magos w/ 4 Meg of RAM
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Breton wrote: Gadzilla666 wrote:
Right, so we agree that it'll be harder for csm due to the price on our drop pods and the whole thing is at least partially reliant on going first. At least our drop pods don't just sit around like ugly lumps after they deploy.
We agree on something I already said? Sure. You got me. You have convinced me something I said in the first place is correct.
your just upset you actually need to burn a heavy support slot in order to bring one.
I'm upset I need to burn a HS slot to take something I don't want to take to do a job I don't want it to do? You guys really do love running down the yellow brick road on the Marine hate. Did I say it was a bad change, or did I say it was unnecessary and a silly thing to celebrate? Did I say (generally) at 300+ points it doesn't matter which slot a Repulsor almost nobody takes is in? Did I not just say I didn't care what slot it ends up in, I'm laughing at the idea it moving to HS is some sort of triumph that finally fixes something that wasn't broken because nobody was taking it? "Take that Marine Players! Your sucky unit is even less likely to see the table. We've scored a compelling victory for balance and Xenos armies everywhere! Huzzah!".
Nobody is saying "take that marine players!".... We're saying "Hmmm, makes sense" and youre the one getting your panties in a twist
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![[Post New]](/s/i/i.gif) 2020/10/15 18:45:34
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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VladimirHerzog wrote:
Nobody is saying "take that marine players!".... We're saying "Hmmm, makes sense" and youre the one getting your panties in a twist
Well someone in here dropped an F-Bomb, so they probably have their shorts in a twist but it wasn't me. And you might want to look at the original post I replied to. Seriously, I get people want to make this some sort of sour grapes, but why would I care what slot something nobody takes is taken from? There are reasons to leave it where it was, there are reasons to move it to HS. None of that matters while there's no reason to take it in the first place. How much do you care which slot the Terminus Ultra Land Raider is from? BigMek on Warbike?
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 18:54:52
Subject: Interesting changes for marines
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Arch Magos w/ 4 Meg of RAM
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Breton wrote: VladimirHerzog wrote:
Nobody is saying "take that marine players!".... We're saying "Hmmm, makes sense" and youre the one getting your panties in a twist
Well someone in here dropped an F-Bomb, so they probably have their shorts in a twist but it wasn't me. And you might want to look at the original post I replied to. Seriously, I get people want to make this some sort of sour grapes, but why would I care what slot something nobody takes is taken from? There are reasons to leave it where it was, there are reasons to move it to HS. None of that matters while there's no reason to take it in the first place. How much do you care which slot the Terminus Ultra Land Raider is from? BigMek on Warbike?
You're comparing Legends units to a codex unit.
But yes, i understand what you mean. You just came off as more defensive than you meant to be i guess.
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![[Post New]](/s/i/i.gif) 2020/10/15 18:58:49
Subject: Interesting changes for marines
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Resolute Ultramarine Honor Guard
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VladimirHerzog wrote:
But yes, i understand what you mean. You just came off as more defensive than you meant to be i guess.
Why would I sound defensive after a couple hours of
youre the one getting your panties in a twist
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2020/10/15 19:04:03
Subject: Interesting changes for marines
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Arch Magos w/ 4 Meg of RAM
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Breton wrote: VladimirHerzog wrote:
But yes, i understand what you mean. You just came off as more defensive than you meant to be i guess.
Why would I sound defensive after a couple hours of
youre the one getting your panties in a twist
beacause being defensive is your default state in recent threads
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