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Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Barring a points drop what rules changes what do you think could make sm super heavys more usable? I think increasing the fellblade's accelerator cannon's ae shells profile to strength 16 so it wounds on 2s against strength 8 would make the points cost less painful. Also the hellforged versions should either have daemonic machine spirit or have moving and not suffering-1 to hit with heavy weapons added to their steel behemoth rule as I'm pretty sure they're the only super heavys who currently get -1 to hit when moving with heavy weapons. Or do you guys think the point cost for these units is valid and I'm just nuts?
   
Made in us
Longtime Dakkanaut




Simply put GE doesn't want anything outside of Guard superheavies in the general meta. I'm excluding Knights as they are a seperate codex broken by allies.

Though they realy just need to get the same power bump that Guard superheavies got from index to codex, like seriously a falcion with 2 shadowsword cannons gets 2d6 shots to the shadowswords 3d3. It avarages 1 more shot a d has a -1 minimum +3 maximum ofr double weapons, Now 6D3 shots would probably be overkill bar someone bringing a titan but it shouldn't be double the points for +5% performance.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Wraithknights are 415 base, the tau low is 330, and the two new custodes flyers have low stats and are 488 and 415 respectively. Plus the lord of skulls is in the csm codex for 638. I don't have the new sm codex but if I understand correctly they lose doctrines if they take allies which means no knights. So it sounds like they're just excluding certain units arbitrarily. If they don't want to balance units they shouldn't sell them. I think hellforged units not getting ignore -1 to hit when moving with heavy weapons is just typical fw forgetfulness. If they don't want the units used in tournaments then ban them in tournaments and give the rest of us useful rules.
   
Made in dk
Loyal Necron Lychguard






Gadzilla666 wrote:Barring a points drop what rules changes what do you think could make sm super heavys more usable? I think increasing the fellblade's accelerator cannon's ae shells profile to strength 16 so it wounds on 2s against strength 8 would make the points cost less painful. Also the hellforged versions should either have daemonic machine spirit or have moving and not suffering-1 to hit with heavy weapons added to their steel behemoth rule as I'm pretty sure they're the only super heavys who currently get -1 to hit when moving with heavy weapons. Or do you guys think the point cost for these units is valid and I'm just nuts?

I think this is a bad qeustion to ask, the usefulness of a unit is entirely decided by the value to pts ratio, changing the rules of a unit will only make it useful if you don't increase the pts. A better question might be to ask whether the cuƕrent rules represent the fluff. I do not see a reason to not just change the pts cost if the rules already fit the fluff. I think op titanic units are terrible for the fun of the game, that said the SM ones do seem overpriced, the CSM one being the only non-relentless one is weird.
Ice_can wrote:Simply put GE doesn't want anything outside of Guard superheavies in the general meta. I'm excluding Knights as they are a seperate codex broken by allies.

Though they realy just need to get the same power bump that Guard superheavies got from index to codex, like seriously a falcion with 2 shadowsword cannons gets 2d6 shots to the shadowswords 3d3. It avarages 1 more shot a d has a -1 minimum +3 maximum ofr double weapons, Now 6D3 shots would probably be overkill bar someone bringing a titan but it shouldn't be double the points for +5% performance.

Source? They buffed the codex necron titanic units and nerfed the fw titanic unit, then they did the opposite. I don't think GW goals are anywhere close to this planned out.

The SM ones just got chapter tactics which is something.
Gadzilla666 wrote:Wraithknights are 415 base, the tau low is 330, and the two new custodes flyers have low stats and are 488 and 415 respectively. Plus the lord of skulls is in the csm codex for 638. I don't have the new sm codex but if I understand correctly they lose doctrines if they take allies which means no knights. So it sounds like they're just excluding certain units arbitrarily. If they don't want to balance units they shouldn't sell them. I think hellforged units not getting ignore -1 to hit when moving with heavy weapons is just typical fw forgetfulness. If they don't want the units used in tournaments then ban them in tournaments and give the rest of us useful rules.

180 bolter hits kill a stormsurge, it takes 434 bolter hits to kill a wraithknight. The benefit to a titanic unit is that it functions perfectly after taking damage that would kill a lesser unit. Tau suits don't take damage unless they want to, there is no point in taking a stormsurge. I think op titanic units hits casuals way harder, for competitive you know to prepare for them, but in casual where creating a list that functions well is secondary to creating a fun or thematic list they hurt a lot more, so if anything make them op and ban them in casual play. The Lord of Skulls and mega Daemons are trash, they need serious pts drops. GW has been printing garbage for decades 8th and annual CA is the best we've ever had.

This message was edited 2 times. Last update was at 2019/09/01 07:29:31


 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Ok agreed I worded the question poorly. But if you think super heavys aren't fun then all the knights running around must drive you crazy. A fellblade isn't any scarier than a castellan. In most cases the main gun is inferior to a babeblade's. And I agree on the daemons. It's just odd they made some super heavys so unusable while leaving others in. And I'd rather face a super heavy any day than a tau gun line or a ton of stormshields. Guess different things bug different people.
   
 
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