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Made in us
Legendary Master of the Chapter





Chicago, Illinois

The Power Armor Dilemmia

From a previous thread I asked Dakknauts what do they think is wrong with space marines? How would we go about solving that? And many other questions. Seeing as that thread is come to a close. I have decided to bring it over to proposed rules (thanks for the suggestion guys)!

So how do we improve the power armored foes? Taking all of the suggestions to heart this is what I came up with...

It really matters at this point as space marines need point cost reductions and increases of efficiency for equipment such as heavy weapons and special weapons. The cost decreases to these should hopefully make marines more viable. Remember all these changes apply to ALL Space Marine Factions, including grey knights and chaos space marines... Custodes are excluded except in one specific case.

GLORIOUS Combat

Space Marines desperately need more damage in combat their top tier melee units are completely lacking. To help with this I have some ideas...

A ) +1 Attack at all times... All Marines are experts in close combat and have superhuman abilities...

B) +1 Attack on Charge. Marines gain +1 attack on charge or counter charge. (call back to other editions)

C) +1 Attack with Condition

Weapons and the Bolter Problem...

After being convinced that Marines should not have Ap-1. The Bolters should be a bit more of an interesting profile

This is the suggestion

A) Conditional Toughness AP. Have a toughness less than 4? Ap-2.

Range 24" Rapid Fire 1 S 4 AP * 1 Damage.

*If a targets toughness less than the strength of this weapon set the AP of this weapon to AP - 2

B) Exploding Variant! This is meant to deal with any horde armies, bolters in and off the field are supposed to be explosive shells. This would punish guard armies severely... And that's okay!

Range 24 " Rapid Fire 1 Strength 4
AP 0

* Damage

* if a target has a toughness less than the strength of this weapon deal 2 damage. Any leftover damage is allocated to the rest of the unit if their toughness is less than the total strength of this weapon. Explodes!

Making Tactical Squads Great Again!

Since the beginning of 8th the hardest hit unit in the entire roster was Tactical marines. The Tactical Squad has been used until recently for your core troop choice. You could get bodies on the field and fill out troop selection. Because of this Tactical Marines are the face of all marines in general. Tacticals serve a dual purpose having tank hunting and heavy infantry killing weapons.

To get back to this I have a suggestion...

A) Special Weapons are half costed for Tactical Squads. Wait that's it? Yep!....

Reasoning: Tactical squads have a niche role that is the support and defending unit, you want them to be moving around and not suffering from the heavy weapons ability because of this I think tactical squads should have cheaper special weapons. it would remain that Tactical squads could take a heavy weapon, but their task is to take and hold objectives. They can be given other tasks which is the beauty of the tactical squad it is a flexible unit.

B) Special Rule: Bolter Drill... Now, this is an interesting ability but essentially all bolt weapons can fire an additional time. But they cannot use this ability again for the rest of the game.

This would give bolters a sorta pseudo increase in damage for tactical squads. I see tacticals as more as an offensive unit than a defensive one like an intercessor squad. Because of this, I think giving them the ability to fire an additional time might help in their damage output while hopefully keeping it balanced. Situational ... yes. But it can only be used once like a squad decides to empty out their entire clip in a single round of shooting.

Terminators oh Terminators

I sadly enjoy the big monsters known as terminators and I have a few suggestions...

A) Increase wound count for the squad by 1

Simple easy, not too hard to implement

B) Can move and fire the same turn they deepstrike

C) Do not suffer any minuses to hit and always hit on +3

D) All Cataprachts and Tartars can take grenade harness for 2pts each (unlimited max of 1 per a model).

E) Hard as Nails! On a roll of a 6+ ignore a wound!

F) Strong as Adamantium.

Ignore 1 wound inflicted upon this model, to a minimum of 1.

Simply for every damage inflicted upon the model/squad ignore 1 wound per attack. (individual basis so if someone shot you with an overcharged plasma and dealt three wounds, you would reduce it by 1, so it would deal 2 damage in total)

Now I am not too sure about balancing termies but this would be affecting all terminators across the board... Yes... Even deathguard and Allarus Custodes.

Tanks tanks !

And some dreadnoughts.

If you have been living under a rock you should know. Space Marine Vehicles suck. They are overpriced and you can get cheaper vehicles from any other imperial faction. Because of this, I have come up with some ideas...

A) Land Raiders and other God Machines, like Fellblades and other relic vehicles, have the God Machine Ability. As they are all ancient wargear that has been preserved over the ages they have been developed with the greatest technology man has ever created. Because of this, reduce half of all incoming damage. (Increase points by 15 for all God Machines, except relic vehicles)

B) All Predators gain the Tank Hunter ability if it takes the annihilator role, on rolls of 6 deal a mortal wound against a vehicle, monsters, dreadnoughts, walkers, or titans. (only applies to lascannon)

If a predator takes destructor variant, gains a slayer ability, on rolls of 6 to wound gain an additional shot. (only applies to autocannon)

C) Dreadnoughts... The wisdom of the Ancients. If a dreadnought is within 6" of space marine infantry squad they gain +1 to hit (to a max +2 to hit). -need suggestions for this

D) Primaris what? A Primaris counts as 2 Space Marines and may be carried in land raiders, storm ravens, and thunder hawks. (Honestly, if a land raider can carry a primarch it should be able to hold a primaris)

E) All space marine vehicles are highly resistant to weapons fire, because of this all space marine vehicles have a +6 invulnerable save. with the exception of Rhinos, Razorbacks, and whirlwinds.

Chapter Tactics how'd they work?

A) Chapter Tactics Effect all units in the space marine codex that are SPACE MARINES or CHAOS SPACE MARINES. If they are not a space marine, they don't get the benefit. All vehicles driven by space marines gain this benefit as well.

Chapter Tactics

To be added

Special Rules Vanillia Edition

So I have some ideas but some were not discussed at length the first one is the Vanillia Marines old favorite:

And They Shall Know No Fear.

Combat Squads

I have no idea if they should even be improved or left as is. I'll leave that up to you guys!

Now the ABCDE are choices, not all of them should apply at once, from each section you would pick one or not all applied at the same time, otherwise marines would be broken.

If someone wants to add an addendum to how to improve Chaos Space Marines or Grey Knights please do

Thoughts? Comments? Criticism? Exhibiting Hate? Calls for Blood?

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




My main thing is that I don't feel ALL Marines need an extra attack. I mainly avoid that fix overall. They aren't a combat unit. They're a shooting unit, and even when they got an extra attack on the charge last edition they still sucked at it. Charging should strictly be a thing they do to bully a squad after shooting it.
That said, some of the new pricings help PA Marines, but not by a lot. Then we have the basic troops that just SUCK. I mean, Sternguard ain't terrible at 14 points I guess.

I know I'm a broken record, but I think the best fix for Tactical Marines is the following:
1. Bolt Weapons getting a universal Proc rule would be nice. I made a thread for that idea a while ago, and there were a couple of decent suggestions.
2. Knock off a point on their price
3. Better weapon saturation. You get your choice of Special or Heavy Weapon at 5 dudes, the opposite at 7 or 8, and lastly your choice of either at 10 dudes.

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
Gore-Soaked Lunatic Witchhunter







The problem with power armour is scale creep; power-armoured infantry has remained unchanged while everything else in the game has gotten bigger. Rerolls and extra-shot effects (FRF/SRF, Cadre Fireblades) have made small arms bigger, tanks have become infinitely more spammable with the unrestricted multi-detachment game of 6e and onwards and can no longer be credibly prevented from firing simply by whanging them in the side with one lascannon, and superheavies have gone from "permission-use outside specially organized 4,000pts+ Apocalypse games" to "superheavy spam is so normalized there's a superheavy-spam Codex".

I find that Deathwatch Intercessors "feel" like "Space Marines" way more so than anything else, but even they feel fragile when faced with spammable multi-damage weapons like battle cannons.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
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Litterally talking about this about 2-3 threads down from this one. Theres probably some other ones we can search up too.

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Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Eihnlazer wrote:
Litterally talking about this about 2-3 threads down from this one. Theres probably some other ones we can search up too.


Link em. I'll read them.

I think there are a lot of opinions to consider.

I remember reading someone's comments about Grey Knights. (I don't play grey knights all I know is that strike squads are the best units but aren't used cause they are expensive or don't have much utility vs anything but demons)

This message was edited 2 times. Last update was at 2018/12/15 07:54:34


From whom are unforgiven we bring the mercy of war. 
   
Made in gb
Mighty Vampire Count






UK

Fist Suggestion

If you are ignoring all NON Marine Power armour users - Sisters of Battle, Silence, Ad Mech, Inqusiitors

Don't call it is "Power Armour" thread - its a another Marines Boost thread.

Say what it is.....

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 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Mr Morden wrote:
Fist Suggestion

If you are ignoring all NON Marine Power armour users - Sisters of Battle, Silence, Ad Mech, Inqusiitors

Don't call it is "Power Armour" thread - its a another Marines Boost thread.

Say what it is.....


Sisters of Silence, Inqusitiors, and Sisters of Battle do not have codexes. We have a beta codex for Sisters of Battle. But they are going to get their codex later in 2019. It would be premature to suggest what they should do for them if we know nothing about their codex.... Sisters of Silence are not a full army and so are Inqusitiors. Because of this they really don't come into the equation well do they?

Ad Mech is strong enough as and don't need more support... The armies commonly associated with power armor are all flavors of Space Marines, Grey Knights, and all flavors of Chaos Space Marines. You could've PMed me this and it would've been the same effect. Grey Knights arguably needing the most amount of support. Unless you want to completely ignore them entirely. But there are many more grey knights and chaos space marine players than Sister's players.

If you don't like these threads popping up frequently well that is just a symptom of a badly designed faction coming about.

This message was edited 2 times. Last update was at 2018/12/15 16:46:55


From whom are unforgiven we bring the mercy of war. 
   
Made in gb
Mighty Vampire Count






UK

 Asherian Command wrote:
 Mr Morden wrote:
Fist Suggestion

If you are ignoring all NON Marine Power armour users - Sisters of Battle, Silence, Ad Mech, Inqusiitors

Don't call it is "Power Armour" thread - its a another Marines Boost thread.

Say what it is.....


Sisters of Silence, Inqusitiors, and Sisters of Battle do not have codexes. We have a beta codex for Sisters of Battle. But they are going to get their codex later in 2019. It would be premature to suggest what they should do for them if we know nothing about their codex.... Sisters of Silence are not a full army and so are Inqusitiors. Because of this they really don't come into the equation well do they?

Ad Mech is strong enough as and don't need more support... The armies commonly associated with power armor are all flavors of Space Marines, Grey Knights, and all flavors of Chaos Space Marines. You could've PMed me this and it would've been the same effect. Grey Knights arguably needing the most amount of support. Unless you want to completely ignore them entirely. But there are many more grey knights and chaos space marine players than Sister's players.

If you don't like these threads popping up frequently well that is just a symptom of a badly designed faction coming about.


No I am saying don't misname threads. Just Add Marines to the front of the title

If you want to sort out "Marines" then call it that

This message was edited 1 time. Last update was at 2018/12/15 17:45:26


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 
   
Made in us
Dakka Veteran





...No...

In the Grimdark future of DerpHammer40k, there are only dank memes! 
   
Made in it
Waaagh! Ork Warboss




Italy

I think the only way to fix marines without re-wirting their codex would be to drastically change the current meta. Make cheap troops and superdudes more expensive, squat soups combos. Done.

 
   
 
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