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2025/02/17 21:34:57
Subject: Re:The problem of space marine protagonism being conflated with skill
Lathe Biosas wrote: All this talk of busting through brick walls has made me wonder how strong the Kool-Aid Man truly is.
And the Kool-Aid man is an animated glass pitcher, so how does he not smash himself in the process?
Probably a powerfield similar to powerfist. Crossover confirmed.
Here's the math/reasoning for Operation: Kool-Aid
Spoiler:
How Strong Would He Need to Be?
Imagine the Kool-Aid Man as a large glass pitcher filled with delicious red Kool-Aid. This perspective actually refines our thought experiment, because now we have two distinct components to consider: the glass pitcher (the container) and the liquid inside.charging at a building wall. In order to break through a typical brick or concrete wall, he’d have to deliver an impact force that exceeds the material’s compressive and tensile strength. Here are some points to imagine:
• A rough analogy is with a high-velocity impact such as meteorite strikes — though the Kool-Aid Man wouldn’t have the mass of a meteorite, the concept is similar: he must provide enough energy to overcome the “failure stress” of the wall material. For instance, a concrete wall might fail with stresses on the order of 20–40 megapascals. Of course, an exact number would be speculative, but think in terms of delivering forces in the tens of millions of newtons over a very short duration.
Impact Forces and Kinetic Energy
Imagine the pitcher barreling toward a solid wall. To break through the wall (and do it in one dramatic burst), the pitcher must generate enough kinetic energy upon impact to exceed the structural strength of the wall. Here’s a simplified picture:
• Kinetic Energy (KE) is given by ½mv². Even for a moderately heavy and fast-moving glass pitcher, you’d need a very short impact duration (Δt) to generate the high forces necessary to break through a material such as reinforced concrete or brick.
• The instantaneous force depends on how quickly the momentum is changed on impact. If the pitcher’s momentum changes from mv to 0 in a fraction of a second, the force, F = Δp/Δt, could be enormous.
• That said, breaking through a wall involves both compressive and shear forces. Typical concrete can handle compressive stresses of roughly 20–40 megapascals; so you’d want the impact’s pressure (force per unit area) to exceed that limit locally.
Thus, even as a glass pitcher, our Kool-Aid Man would have to be moving with tremendous kinetic energy. To “smash” through a wall in one hit, the Kool-Aid Man might need to generate forces equivalent to, say, a few hundred kilotons of TNT—though our character’s mass is far less than what would normally be invoked in such explosive energy. This suggests that his motion would have to be incredibly high-energy. In short, he’d be part superhuman, part living kinetic bomb.
─────────────────────────────
The Glass Pitcher Dilemma
Now, let’s consider the container: a glass pitcher. In the real world, glass is notoriously strong under compression but weak under tension or impact—especially if it’s not engineered for high-impact applications. Here’s what we’d need to consider:
• Glass Strength: Ordinary glass (like that used in windows or glassware) can be brittle. However, there are formulations like tempered or laminated glass that are more resistant to impact. Tempered glass, for example, has greater impact resistance due to its internal stresses, though it still shatters once its threshold is exceeded.
• Design Consideration: For our wall-smashing character not to break apart upon impact (or at least not before delivering his punch), the glass might need to be of a specially engineered variety. Think of it as an “ultra-tough reinforced glass” or even a transparent composite material that retains a glassy look but has a dramatically increased fracture toughness.
• Fracture Toughness: In materials science, fracture toughness (K_IC) describes a material’s ability to resist crack propagation. To survive an impact robustly yet still shatter the opposing wall, the pitcher would need a K_IC high enough to prevent immediate self-destruction.
• Structural Reinforcement: Another avenue is a design that includes internal reinforcement—perhaps a network of fine, nearly invisible fibers (like glass fibers in fiberglass) or nano-scale reinforcements. This would maintain the clear, “glass pitcher” aesthetic while dramatically boosting resilience.
─────────────────────────────
Interaction Between Container and Liquid
The red Kool-Aid inside is a fluid, meaning that upon impact, its inertia will interact with the dynamics of the container. Two aspects are worth mentioning:
• Sloshing: When the pitcher hits the wall suddenly, the liquid will continue moving until the container’s walls force it to decelerate, leading to sloshing. This can increase stresses on the container walls if the liquid mass is significant in comparison to the pitcher’s mass.
• Internal Damping: Conversely, a fluid can help absorb some energy through internal friction, which might distribute stresses more evenly along the container. In a carefully engineered scenario, the properties of Kool-Aid (its density, viscosity, and surface tension) could contribute marginally to the overall impact behavior.
─────────────────────────────
Conclusion
So, to answer your question within this refined scenario:
• For a glass pitcher (filled with red Kool-Aid) to smash through building walls, it must be moving with an extremely high kinetic energy that converts into immense impact force over a very short time interval. The speeds and masses involved would be in the realm of cartoon physics, where energy flux is high enough to exceed the structural limits of conventional building materials.
• The glass pitcher would likely need to be made of an ultra-tough, reinforced, and possibly composite form of glass—a material that combines the transparency and aesthetic of regular glass with advanced treatments (tempering, fiber-reinforcement, or nano-engineered modifications) that grant it exceptional fracture toughness. This ensures that it can deliver its wall-shattering impact without simply disintegrating upon contact.
In short, our Kool-Aid Man-as-a-glass-pitcher would be a marvel of cartoon engineering—a masterful balance of extreme kinetic energy and advanced material science to allow him to both survive and inflict colossal impact forces on architectural structures!
Which brings me to the most bizarre concept I have ever contemplated: Could a Space Marine withstand the charge of the Kool-Aid Man?
Spoiler:
Ok. Here's an answer to a hypothetical scenario contrasting the cartoon physics of the Kool-Aid Man with the superhuman durability and heavy weaponry of a Space Marine.
─────────────────────────────
The Character Profiles
• Kool-Aid Man: In our scenario, imagine him as a gigantic, ultra-tough glass pitcher filled with red Kool-Aid—a being whose kinetic energy and impact force defy conventional physics. His charge is cinematic, designed to smash through solid walls with cartoonish exaggeration.
• Space Marine: A genetically enhanced super-soldier clad in the iconic, power-armored exoskeleton. These warriors are built to handle devastating impacts, firepower, and close-quarters combat with technology that lets them shrug off blows that would be fatal for ordinary humans. Their armor (for example, the iconic Power Armor: the Tactical, Terminator, or Assault variants) is built from advanced alloys and energy-dispersing materials and is backed by cybernetic enhancements and personal shields (in some cases).
─────────────────────────────
The Collision of Cartoon and Grimdark
If the Kool-Aid Man charged a Space Marine, several factors come into play:
• Massive Kinetic Energy vs. Superhuman Toughness:
The Kool-Aid Man’s charge is essentially a burst of cartoonish, over-the-top energy. In his world, he might demolish buildings without so much as a scratch on himself—essentially a physics-defying, narrative exaggeration.
A Space Marine, however, is designed to withstand tremendous forces—from explosion blasts, heavy caliber impacts, and even impacts from massive war machines. Their armor is engineered to disperse shock and absorb energy.
• Impact Dynamics:
The Kool-Aid Man’s impact with a Space Marine would involve a sudden collision—transferring a large amount of momentum over a very short duration. Depending on his speed and mass, this could result in an incredibly high instantaneous force.
That being said, Space Marine power armor and enhanced musculature (enhanced reflexes, reinforced tendons, and bio-engineered physiology) could likely mitigate a large fraction of the impact energy. Even if the armor suffers localized damage (or in grimdark lore, battle scars), the Space Marine’s resilience and determination often let him keep fighting.
• Cartoon Physics vs. Warhammer 40K Reality:
The Kool-Aid Man operates in a realm of cartoon physics where narrative convenience often overrules realistic consequences. His impact might ruffle a Space Marine’s power armor in a visually spectacular way, but in a traditional Warhammer setting—a universe filled with titanic weapons, brute force, and cosmic horrors—the Space Marine is built to survive far worse blows.
Essentially, if you fuse the two aesthetics, the result would be: the Kool-Aid Man might momentarily send a Space Marine flying or momentarily stagger him, but it’s unlikely that a Space Marine would be outright obliterated by a single charge. Their armor, combined with their regenerative and augmented capacities, would probably allow the Marine to continue fighting—perhaps with a dented armor and a re-evaluated approach to facing such oddball attacks.
─────────────────────────────
Conclusion
While the Kool-Aid Man’s impact is undeniably massive in the realm of cartoon physics, a Space Marine’s design in Warhammer 40,000 is meant to endure apocalyptic levels of punishment. In a direct head-on collision, it’s likely that:
• The Space Marine might take severe damage or be knocked off balance for a moment—the kind of dramatic, gritty effect you'd expect in a Warhammer battle scene.
• However, thanks to his power armor and bio-enhancements, the Marine would most likely survive the assault, albeit with a great story (and possibly a dented helmet) to tell.
So, in this clash of over-the-top fictional physics versus grimdark super-soldiers, the Space Marine would stand, scarred but still very much in the fight—even against the mighty charge of the Kool-Aid Man!
I thank you for this from the bottom of my heart.
You are welcome, just spread the good news of the epic battle.
BorderCountess wrote: Just because you're doing something right doesn't necessarily mean you know what you're doing...
Yeah. Thats where the figure came from? Given space magic gene wizardry and techno speed boost armour, I don’t think that’s an inherently ludicrous speed.
I suspect Insectum is asking for a source to be cited, Doc.
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
2025/02/17 21:55:57
Subject: The problem of space marine protagonism being conflated with skill
Tyran wrote: IMHO regular humans should have dropped to Move 4" or even 3" with the change to 8th. A personal and mostly irrelevant peeve of mine.
Remember the Move characteristic isn't how fast they can move, its how fast they can move (for lack of a better word) carefully. In other words, built into that move rate is picking their way through terrain, maintaining a modicum of cover and visibility, maintaining awareness of the battle at large, some you-move-I-move inside their unit coherency, yadda yadda. So in theory an Aeldari or Space Marine can probably run a 2 second 40 yard dash (or whatever) they're not doing that in a combat move. Even a Combat Run is going to be slower than their max. I'd wager GW is using that rationale to limit all races to a somewhat basic/universal speed.
My WHFB armies were Bretonians and Tomb Kings.
2025/02/17 22:02:53
Subject: The problem of space marine protagonism being conflated with skill
Yeah. Thats where the figure came from? Given space magic gene wizardry and techno speed boost armour, I don’t think that’s an inherently ludicrous speed.
I suspect Insectum is asking for a source to be cited, Doc.
Will dig it out when I’m home. Currently house and pet sitting
Fed up of Scalpers? But still want your Exclusives? Why not join us?
Tyran wrote: IMHO regular humans should have dropped to Move 4" or even 3" with the change to 8th. A personal and mostly irrelevant peeve of mine.
Remember the Move characteristic isn't how fast they can move, its how fast they can move (for lack of a better word) carefully. In other words, built into that move rate is picking their way through terrain, maintaining a modicum of cover and visibility, maintaining awareness of the battle at large, some you-move-I-move inside their unit coherency, yadda yadda. So in theory an Aeldari or Space Marine can probably run a 2 second 40 yard dash (or whatever) they're not doing that in a combat move. Even a Combat Run is going to be slower than their max. I'd wager GW is using that rationale to limit all races to a somewhat basic/universal speed.
That would be my interpretation as well; really heavy things can have a high top speed, it's acceleration and handling (and footing) that hold them back. A hippo can run 30 mph. And I guess technically a space marine can move 18" on a charge.
As for a brick wall, that's a total crap shoot because it depends on the wall's quality. But I don't think space marines can rely on smashing through brick walls as a tactic, while a carnifex can.
Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
2025/02/18 07:42:14
Subject: The problem of space marine protagonism being conflated with skill
In the game rules there's never been any sign that marines are faster than normal humans. As fast, despite being massive and heavily armoured, and having supernatural reaction speed (higher initiative), yes, but running way faster than a normal human, no.
So I don't see the argument for making them super sprinters.
Tyran wrote: IMHO regular humans should have dropped to Move 4" or even 3" with the change to 8th. A personal and mostly irrelevant peeve of mine.
Remember the Move characteristic isn't how fast they can move, its how fast they can move (for lack of a better word) carefully. In other words, built into that move rate is picking their way through terrain, maintaining a modicum of cover and visibility, maintaining awareness of the battle at large, some you-move-I-move inside their unit coherency, yadda yadda. So in theory an Aeldari or Space Marine can probably run a 2 second 40 yard dash (or whatever) they're not doing that in a combat move. Even a Combat Run is going to be slower than their max. I'd wager GW is using that rationale to limit all races to a somewhat basic/universal speed.
That would be my interpretation as well; really heavy things can have a high top speed, it's acceleration and handling (and footing) that hold them back. A hippo can run 30 mph. And I guess technically a space marine can move 18" on a charge.
As for a brick wall, that's a total crap shoot because it depends on the wall's quality. But I don't think space marines can rely on smashing through brick walls as a tactic, while a carnifex can.
Not just the quality of the wall, but what's behind it.
A wall that has weak mortar and thin bricks might not be particularly sturdy, but the same wall with a steel shelf unit behind it that's bolted onto the floor? That's going to be hard to break through.
I think people give marines way too much credit. That's a problem, because rather than understanding their limitations and allowing them to fight intelligently they just have them plot-armour through every encounter they face.
This message was edited 1 time. Last update was at 2025/02/18 09:08:23
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2025/02/18 09:13:39
Subject: The problem of space marine protagonism being conflated with skill
Da Boss wrote: In the game rules there's never been any sign that marines are faster than normal humans. As fast, despite being massive and heavily armoured, and having supernatural reaction speed (higher initiative), yes, but running way faster than a normal human, no.
So I don't see the argument for making them super sprinters.
I think it's silly to cherry-pick elements from the game like that. After all marines never used to have two wounds, even though going by the lore they were much MUCH harder to kill than a normal human.
As for the wall debate (this is fun being complete beards eh?) I wonder what does our ton of armour moving at 20kmph does when the surface making contact is just one shoulder, or even a rigid fist/arm. And then of course the marine can just stop and punch his way through using his power armour strength anyway. And if we assume a marine bolter has the effect similar to a 20mm cannon round (or even just a 50cal) then using that to weaken a seam on the wall first will do a lot.
I think people give marines way too much credit. That's a problem, because rather than understanding their limitations and allowing them to fight intelligently they just have them plot-armour through every encounter they face.
I think the main elements are
1. ultra-special forces who don't tire/just keep on going on top form for days at a time
2. more advanced coms/sensors/intel/planning
3. elite armour
If even just point 1 could apply to a real-life special forces team they'd be an utter terror in support of regular military units.
This message was edited 3 times. Last update was at 2025/02/18 09:20:21
2025/02/18 09:55:29
Subject: The problem of space marine protagonism being conflated with skill
Da Boss wrote: In the game rules there's never been any sign that marines are faster than normal humans. As fast, despite being massive and heavily armoured, and having supernatural reaction speed (higher initiative), yes, but running way faster than a normal human, no.
So I don't see the argument for making them super sprinters.
Also important to remember that momentum and inertia are things that exist.
If a Space Marine was able to get up to the speed of a car, then that's an awful lot of weight (and top-heavy weight at that) to try and turn or bring to a quick stop.
They would need a fair amount of braking distance if they didn't want to frequently test the 'Space Marine vs. Brick Wall' experiment outlined above.
Though I'll admit Space Marines running so fast they keep blundering into walls would be pretty funny.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2025/02/18 10:47:00
Subject: The problem of space marine protagonism being conflated with skill
Bobthehero wrote: Part of the ''They shall know no downsides'' thing someone mentioned the other day, all the upsides of stuff like that, with none of the downsides
It's the same thing you always see with superheroes, like them being able to lift a truck while still walking on the normal ground. And that makes it one of the things I don't like about the direction things have been moving in. To me, it's much more interesting if they're not so explicitly superhuman and actually have some kind of opposition. Sure, Space Marines are over the top, but so are Aspect Warriors and the like.
Da Boss wrote: In the game rules there's never been any sign that marines are faster than normal humans. As fast, despite being massive and heavily armoured, and having supernatural reaction speed (higher initiative), yes, but running way faster than a normal human, no.
So I don't see the argument for making them super sprinters.
I think it's silly to cherry-pick elements from the game like that. After all marines never used to have two wounds, even though going by the lore they were much MUCH harder to kill than a normal human.
I don't think it counts as cherry picking when it's been the case for literally every edition of the game over 30 years. It's too consistent to be cherry picking.
For relative toughness Marines have always been harder to kill than a normal human as well, especially with small arms, 2w or not. The numbers get fuzzier though because the math is a combination of multiple stats. At the moment a Marine is easier to kill wirh a Heavy Bolter than he would be in 3-7th edition, yet harder to kill compared to 2nd ed, unless you count having to hit him in hard cover and it's modifiers to-hit. But A Marine is much harder to kill with Lasguns now, argiably far to hard, as it takes 36(?) Lasgun shots to average a kill.
Bobthehero wrote: Part of the ''They shall know no downsides'' thing someone mentioned the other day, all the upsides of stuff like that, with none of the downsides
It's the same thing you always see with superheroes, like them being able to lift a truck while still walking on the normal ground. And that makes it one of the things I don't like about the direction things have been moving in. To me, it's much more interesting if they're not so explicitly superhuman and actually have some kind of opposition. Sure, Space Marines are over the top, but so are Aspect Warriors and the like.
This reminds me of the history of Superman, where orinally he could lift heavy loads and jump really high. But it kept getting added to and added to, to where he's a sort of invulnerable god being now. I remember hearing about how boring he is because there's either no challenge, or you have to really twist up odd scenarios for him to actually be under threat.
Disclimer: very much not an expert on superman.
This message was edited 1 time. Last update was at 2025/02/18 18:51:27
I think the upping of Marines wounds is not a balance with Guardsmen, but with the giant monsters that are now in the game, from Norn Emissaries to Primarchs (Daemonic and Classic), the regular Marine had to get tougher to survive these monsters.
BorderCountess wrote: Just because you're doing something right doesn't necessarily mean you know what you're doing...
Lathe Biosas wrote: I think the upping of Marines wounds is not a balance with Guardsmen, but with the giant monsters that are now in the game, from Norn Emissaries to Primarchs (Daemonic and Classic), the regular Marine had to get tougher to survive these monsters.
The monsters who's weapons are primarily D2 or better?
Clocks for the clockmaker! Cogs for the cog throne!
2025/02/18 18:57:32
Subject: Re:The problem of space marine protagonism being conflated with skill
Lathe Biosas wrote: I think the upping of Marines wounds is not a balance with Guardsmen, but with the giant monsters that are now in the game, from Norn Emissaries to Primarchs (Daemonic and Classic), the regular Marine had to get tougher to survive these monsters.
Be that as it may, it really messes with the balance of infantry.
But also, the solution in the past against these super-creatures wasn't to add beef to a Marine, but to deploy heavy weapons. There was an issue for a time because heavy weapons only did a single pip of damage while the MCs kept getting tougher, but that shouldn't be an issue now.
Lathe Biosas wrote: I think the upping of Marines wounds is not a balance with Guardsmen, but with the giant monsters that are now in the game, from Norn Emissaries to Primarchs (Daemonic and Classic), the regular Marine had to get tougher to survive these monsters.
The monsters who's weapons are primarily D2 or better?
I was thinking of Magnus the Red (14 attacks, D1) and Superheavies like Baneblades (also D1).
The other issue is Toughness vs Wounds. Which I have trouble discerning sometimes.
BorderCountess wrote: Just because you're doing something right doesn't necessarily mean you know what you're doing...
The idea that a basic Marine ought to be able to stand up to tank-sized monsters and setting-warping demigods is ridiculous.
They should die in droves against serious threats. Having superhuman strength and endurance doesn't put you at the top of the totem pole in the 41st millennium, it puts you at S4/T4.
This message was edited 1 time. Last update was at 2025/02/19 00:38:12
Yeah, but the 1000 marine per chapter limit makes that unfeasible. Especially when GW insists on having them fight in large scale battles where they are out in the open when things like Doomsday Cannons exist.
So they should die against serious threats, but they won't because if they do then no more space marines.
The only way it makes sense is if GW actually portrayed them as intended and had them only attacking isolated, weak targets. But the SM fanbase doesn't want to see their chapter bully some heretic commander, they want to see them do stupid gak like German Suplex an Avatar of Khaine.
Lathe Biosas wrote: I think the upping of Marines wounds is not a balance with Guardsmen, but with the giant monsters that are now in the game, from Norn Emissaries to Primarchs (Daemonic and Classic), the regular Marine had to get tougher to survive these monsters.
The monsters who's weapons are primarily D2 or better?
I was thinking of Magnus the Red (14 attacks, D1) and Superheavies like Baneblades (also D1).
The other issue is Toughness vs Wounds. Which I have trouble discerning sometimes.
Toughness should probably be merged with armour.
It's basically the same, really. Toughness is supposed to represent the target shrugging off the hit because it hit a non-vital area.
Armour is supposed to represent the target shrugging off the hit because it didn't go through the armour.
Think is though that in either case the result is the same; the target doesn't get hurt enough to impact his combat effectiveness.
Wounds are basically just health pools. They are supposed to represent how much of a beating the target can take before going down. It's not just physical injuries but also fatigue, because remember, incapacitated does not mean dead. It could just mean that the bloke got winded a few too many times and is out of the fight for a while, because you can't fight when you're on the ground, writhing in pain and trying to catch your breath.
A bulletproof vest might be able to block the hit (successful save / toughness), but you're still going to feel it.
This message was edited 4 times. Last update was at 2025/02/19 13:14:22
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2025/02/19 13:36:50
Subject: The problem of space marine protagonism being conflated with skill
CthuluIsSpy wrote: Yeah, but the 1000 marine per chapter limit makes that unfeasible. Especially when GW insists on having them fight in large scale battles where they are out in the open when things like Doomsday Cannons exist.
So they should die against serious threats, but they won't because if they do then no more space marines.
The only way it makes sense is if GW actually portrayed them as intended and had them only attacking isolated, weak targets. But the SM fanbase doesn't want to see their chapter bully some heretic commander, they want to see them do stupid gak like German Suplex an Avatar of Khaine.
That is a problem only if the initial assumption is that avarge space marines can't do stuff they are described to do, which others can not do. If anything the modern GW lore down grades marines and custodes. In older role custodes were unkillable demi gods, and marines could pull of stuff like purging a craftworld with a demi chapter of marines. I get not wanting marines to be the best in game, especialy if someone is a non marine player. I don't understand the opposition to it in the lore though. Someone has to be the best and most powerful, someone is the protagonist of the story, someone is better and the winner. Just like in sports. Saying marines can do X or Y, is like being angry that Kenyans are the best at long run. Marines are the best at war, within that setting. And while it would be not fun, at least not for the non marine players, for marines to win all the time. In lore it should represented.
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.
2025/02/19 14:04:52
Subject: Re:The problem of space marine protagonism being conflated with skill
Nah Marines were special because it put humanity on equal footing with the terrors out there. They've jumped the shark big time, remember that thread where people were arguing straight faced a single marine could take down a planet of a million guardsmen?
Tabletop marines are basically a desperate last stand, if marines standard operation were pitched battles like that there would be no marines. If fluff was taken into consideration at all they'd be as others have suggested elite units in imperial armies but people really like marines and want battles like they see on the book and box covers and they've always been their own thing so I'm ok with that not being the case.
This message was edited 1 time. Last update was at 2025/02/19 14:06:58
2025/02/19 15:04:24
Subject: The problem of space marine protagonism being conflated with skill
CthuluIsSpy wrote: So they should die against serious threats, but they won't because if they do then no more space marines.
Dan Abnett wrote a short story where an entire company of Lamenters drop pods into a pitched battle against Tyranids and gets killed to a man within thirty minutes.
The cover art of the 3rd Ed Space Marine codex shows a desperate last stand of Crimson Fists standing on a pile of their dead battle-brothers.
Both of these chapters still exist in the fiction. Because it's fiction, and there are always as many Marines as there need to be.
Besides, there's no reason a 2000pt game has to reflect how the faction normally fights. We don't want to play the one-sided stomps where some backwoods renegade gets his face inverted by a strike force, we want to play the last stands and Pyrrhic victories. It's fine if, in the fiction, those are the exception rather than the norm.
This message was edited 1 time. Last update was at 2025/02/19 15:15:57
CthuluIsSpy wrote: Yeah, but the 1000 marine per chapter limit makes that unfeasible. Especially when GW insists on having them fight in large scale battles where they are out in the open when things like Doomsday Cannons exist.
Surely it's no worse than when a named character dies on the table but is miraculously still alive and kicking in the next game?
That aside, if GW is going to retcon anything it should probably be the number of Marines in existence. Play it off as Imperial propaganda or something.
As it is, it just comes across as GW not understanding numbers - in the same way that galactic-level conflicts can somehow have fewer casualties than the first world war.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2025/02/19 18:27:56
Subject: The problem of space marine protagonism being conflated with skill
CthuluIsSpy wrote: Yeah, but the 1000 marine per chapter limit makes that unfeasible. Especially when GW insists on having them fight in large scale battles where they are out in the open when things like Doomsday Cannons exist.
Surely it's no worse than when a named character dies on the table but is miraculously still alive and kicking in the next game?
Yeah, it's why I never liked special named characters. Marneus Calgar is probably a Perpetual at this point.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2025/02/19 21:59:04
Subject: The problem of space marine protagonism being conflated with skill
There are mutually exclusive intersections on marine capability and GW in classic fashion tries to have it all with their cop out 'everything is canon' approach.
We'd be having these conversations about other factions if they got even a tenth of the power fantasy fiction marines get.
The more OTT levels of background like THE sanguinor carrying a bloodthirster into the air, grey knights bathing in sister blood, or a bunch of marines destroying a craftworld are all from a very Matt Ward shaped era of GW fiction where they went off the rails with pure cartoon idiocy.
That was an anomaly in the long history of how marines have been portrayed in the lore (vs novels) but some people decided because it made them so much cooler, it was the one true image.
The most egregious aspects of the wardian era have been slowly deemphasised, or just dropped from the background precisely because they were terrible. But their ill still exist in the fiction being published.
I think it's important to point out that the Lore(TM) or fluff takes a protagonistless approach to describing events in comparison to novels with protagonists where the story seemingly revolves around them.
40kIMO was at its strongest when it was written with the characters existing within events, rather than the events revolving around them. The former makes the setting much larger, the latter shrinks things down and prevents any story movement without the actions of a few.
Hellebore wrote: There are mutually exclusive intersections on marine capability and GW in classic fashion tries to have it all with their cop out 'everything is canon' approach.
We'd be having these conversations about other factions if they got even a tenth of the power fantasy fiction marines get.
The more OTT levels of background like THE sanguinor carrying a bloodthirster into the air, grey knights bathing in sister blood, or a bunch of marines destroying a craftworld are all from a very Matt Ward shaped era of GW fiction where they went off the rails with pure cartoon idiocy.
That was an anomaly in the long history of how marines have been portrayed in the lore (vs novels) but some people decided because it made them so much cooler, it was the one true image.
The most egregious aspects of the wardian era have been slowly deemphasised, or just dropped from the background precisely because they were terrible. But their ill still exist in the fiction being published.
I think it's important to point out that the Lore(TM) or fluff takes a protagonistless approach to describing events in comparison to novels with protagonists where the story seemingly revolves around them.
40kIMO was at its strongest when it was written with the characters existing within events, rather than the events revolving around them. The former makes the setting much larger, the latter shrinks things down and prevents any story movement without the actions of a few.
I'm pretty sure the Sanguinor isn't a Marine. Its some sort of Psychic Construct Super Sanctic Daemon type thing not?
CthuluIsSpy wrote: Yeah, but the 1000 marine per chapter limit makes that unfeasible. Especially when GW insists on having them fight in large scale battles where they are out in the open when things like Doomsday Cannons exist.
Surely it's no worse than when a named character dies on the table but is miraculously still alive and kicking in the next game?
That aside, if GW is going to retcon anything it should probably be the number of Marines in existence. Play it off as Imperial propaganda or something.
As it is, it just comes across as GW not understanding numbers - in the same way that galactic-level conflicts can somehow have fewer casualties than the first world war.
You're confusing and conflating "removed as a casualty" with "dead". During the fluff for Vigilus you can easily see where Marneus Calgar was removed as a casaulty. And again during the Tyrannic Wars vs the Swarmlord.
This message was edited 1 time. Last update was at 2025/02/19 22:24:15
My WHFB armies were Bretonians and Tomb Kings.
2025/02/19 23:46:07
Subject: The problem of space marine protagonism being conflated with skill
You're confusing and conflating "removed as a casualty" with "dead". During the fluff for Vigilus you can easily see where Marneus Calgar was removed as a casaulty. And again during the Tyrannic Wars vs the Swarmlord.
True, but as a counterpoint, there are weapons in game that do outright kill targets.
I'm not sure Calgar is getting up after eating a direct hit from a D-Cannon, Doomsday Cannon, Railgun (which in previous editions would apply Instant Death due to being S10. I think Calgar is T5?) and vortex grenades.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2025/02/19 23:52:34
Subject: The problem of space marine protagonism being conflated with skill