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More firepower for marines

 Post subject: More firepower for marines
PostPosted: Mon May 22, 2006 10:25 am 
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In my opinion - YES marines should be forced to use drop pods and air assaults to win - because thats what they are - a surgical strike force. Land Speeders/warhounds scout out the enemy(or inEA place BM/suppress flak) and then its Thunderhawks, Landing craft, drop pods raining in.

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 Post subject: More firepower for marines
PostPosted: Mon May 22, 2006 1:02 pm 
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This is just the way I see things, and I'll admit I'm not the most experienced person around. Yes the Marines can air-drop their dev/tactical squads into the IG. But we all know that, the point of this conversation is: Should Marines be FORCED to use air drops and assaults to win the day?


Most definitely yes. They are, after it's all said and done, a special forces organization, much like Rangers, SAS, Spetznaz, etc. only on a slightly larger scale.

They should never be a "tank heavy" army, nor an infantry horde.

They should swoop out of the skies, kick some tail, stop to take names if they are in the mood, then zip off to the next emergency.

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 Post subject: More firepower for marines
PostPosted: Mon May 22, 2006 1:38 pm 
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Quote (Ilushia @ 21 May 2006 (21:36))

Personally I just don't feel that these 'solutions' actually solve the problem in question. My basic issue with Marines is the ability of the enemy to hammer them, badly, long before they get into range. Marines just do not have the numbers to survive being bombarded at long range while they try to get into range of their weapons. And I'm not seeing how 'more short range uber-shootyness' is going to solve that. Orks are really the only army which has shorter range then Marines, and they're much more mobile.
???
The Eldar might be arguably in the same boat as the Marines, but with their Hit and Run rules they can move forward, shoot, then run away (forcing the enemy to persue instead of sustain) while the marines can't do anything like that. If the marines double forward to get within 15cm and fire on an enemy with their multi-melta dev-squads then virtually any enemy in the game can either sustain fire back on them or charge them in melee and make them pay for it. This just doesn't feel like a good solution to me (I'd much rather have Land Speeders then Multi-Melta Dev-Squads anyway, given their mobility and Scout rules making them harder to bombard).

This does help make the marines more shooty, but it doesn't assist them where they get really hurt: Getting into shooty range. A Space Marine Tactical formation theoretically has the same fire-power as an IG Infantry Formation (Slightly worse, but only very slightly), on the other hand the IG infantry formation can sustain significantly more casualties then the Marines can. And more to the point, when fighting marines the IG Infantry can afford to sit back and let the marines come to them, since they're backed up by long-range fire weapons 90% of the time (Manticore Batteries are my favorite) and that means the Marines either close to short range FAST or they get cut down by artillery. So the Marines double forwards in their Rhinos, open up on the IG, kill 1-2 and place 2-3 blast markers. THe IG respond by sustaining fire and shooting back with 6 AP 4+ shots. Killing 1-2 marine bases. The marines, being outnumbered, lose that fight badly.

Again, I don't like manufactured situations, or comparasons of single formations; they tend to never actually happen in combat. ?For example, you said that the Tacticals had to double to avoid getting caught by Manticores. ?The total points for a battery of Manticores and a company of IG infantry is 500. ?That means the Marine player has enough points to buy a Scout detachment, which would be garrisoned forward. ?Thus, a more accurate situation is that the Tacticals double forward into FF range, deploy either into cover (if any is convenient) or touching their Rhinos (which give them the cover mod), and fire as you said before (killing 1-2 stands, laying 2-3 blast markers). ?

The Marine player would then retain the initiative (rolls anything but the 1) and engage with the Scouts into FF (at worst), with the tacticals supporting. ?The Marines roll 6 at 4, 4 at 5, and 5 at 6; average rolls mean 5 hits (== 5 kills) on the IG. ?The IG roll 12 at 5 against the Scouts, yielding 4 hits (== 3 kills). ?The IG now have more than twice the units of the Scouts, but the Marines have no blast markers, and 2 more kills, making the Marines up 2; statistically, the Marines win 60+% of the time, and tie ~15%. ?Chances are that the IG company is broken (along with the 150 point Scout detachment:), and the Taticals are right in front of where they want to be without any BM. ?Even if the IG win the assault, the IG company should still be broken (5 more bm added to the 2-3 before on 6-7 stands left), and the Tacs only have 1 BM for supporting a losing assault.

The Manticores then let loose, killing 1-2 Marine stands (who got the -1 cover modifier) and 1-2 Rhinos for 7-8 BMs (still not enough to break them). ?Depending on luck, the Tacs aren't even slowed (if 2 stands and 1 rhino die). ?Next turn, the Manticores have to reload and the Tacticals have to marshall.

This is just the way I see things, and I'll admit I'm not the most experienced person around. Yes the Marines can air-drop their dev/tactical squads into the IG. But we all know that, the point of this conversation is: Should Marines be FORCED to use air drops and assaults to win the day?

Everyone agrees that the Marines are a little underpowered, especially there armor. ?Most proposed solutions call for droping their points a bit (with an increase to the Landing Craft to keep the "armored air assault" option at the same cost), increasing the speed of the Vindicators, and making the Land Raiders FF4+. ?None of those options change the "flavor" of the SM's the way adding more long range attacks would. ?While I appreciate your opinion, and I agree that they SMs can't trade shots with the IG or Tau (and maybe not the Orks), many other players don't think that they should; many other players think they should count on air assaults and/or Terminators to deal with enemy artillery parks. ?I respectfully recommend that we should playtest the "improved armor" suggestions before adding new units that change the flavor of the army.

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 Post subject: More firepower for marines
PostPosted: Mon May 22, 2006 2:49 pm 
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My point with the tac-formation vs infantry-company wasn't that it would happen. Or even that it was likely to happen. Personally I could probably find significantly better targets then the tac-formation to point the Manticores at. But my point isn't that the IG WILL point both at the same enemy, but that they CAN. And that changes the way the battle flows. The marine player knows he HAS to get close to the enemy, and get in there to shoot and assault, or he will lose. Comparatively the IG player should know that he's under no such restriction. He doesn't need to be close to the Marines to shoot at them. And in fact can likely afford to garrison a couple of infantry companies and put them on overwatch to wait for the enemy to come to him. Let his artillery take out the Marine artillery and play defensively. I've seen this exact tactic done many times before, and it's remarkably effective. Orks can just come pouring across the battlefield and make it to melee anyway (Ooh. Lost a couple of stands of grots. Ouch.) Other IG can put pressure on them with artillery in the same way. Tyranids keep regenerating monsters to avoid being wiped out. Tau can send in scouting units and hammer them with guided missiles. Or just stay outside the range of their infantry. The only way Space Marines have to deal with it is drop-pods and aircraft. Neither of which work quite as well when the enemy can get first-shots on you when your aircraft comes in or before you try to assault them. I do agree that the current round of ideas need to be playtested before new ones are implemented.

Maybe it's just an effect of where I play my games and it's not a general issue... But against Marines almost every army around here just plays on the defense and goes for DTF and sometime around Turn 3 one of the fast moving units will go sprint across the board to take Blitz or break the Marines for TSNP. I know that's how I usually win against marines.


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 Post subject: More firepower for marines
PostPosted: Tue Jun 06, 2006 7:17 am 
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how about just increase avaiablilty and number of hunters allowed. i find that i can nvr have enought hunters even though i shove them into every formation that can have it. not for AA defense but more for the long range anti tank power it gives. perhaps change the upgrade to 1-2 hunters like the vindicator upgrade and allow them for vindi pred formations.

what i really think is that since MW seem to be getting more and more prevanlant SM should get some MW of there own. mabye because the strike and battle barge have bombardment cannons and not just weapons battery i play SM BFG and those bombardment cannons are MUCH MUCH naister than lances that the lunar uses for its pinpoint attack both have 4+ to hit but the bombardment cannons do a crit on 4+ instead of a 6+ for ever other weapon in game but the bombarment cannons have to use the weapon table but that should not decress there effetiveness since this is the job the are DESIGNED TO DO.

so i think they should not be lumped in to the weapons batteries. instead serparte them out into a normal barrage for the weapons battery and a TK barrage.

so for the strike crusier sinces its WB and BC dont shard the same arc they would get BC only only.

SC: pinpoint attack BP2 TK(d3)

now the battle barge would get a fersome upgrade in fire power(well thats is where it should hit is peak :D )

BB:  8 BP
     4 BP TK(d3) pinpoint attack

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 Post subject: More firepower for marines
PostPosted: Tue Jun 06, 2006 8:26 am 
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It's been suggested to improve the Hunter to AT 3+/AA 3+ and allow tank-formations to take them as well. Which fits IMHO and would go a long way to give the marines some real long range fire-power. I had considered the suggestion for a while of the larger starships gaining TK(1) on their barrages. But starships seem to be flawed in some ways inherently, since they're essentially one-shot weapons which rarely manage to make back their own point-costs unless they can pin-point attack and hit someone's nice big fancy titan or are dropping lots of infantry onto the field allowing them forward positions with little risk. They're good, but only under very specific conditions it seems. The Strike Craft is already probably the best starship in the game for it's ability to drop space marines in drop pods all over the field easily. It does feel like the MW levels of the game are going up in some ways.. But I don't think it's all that heavy. Usually just a handful, 2-3, units in an army list have significant MW attacks. It's just that certain armies (Eldar for instance) have VERY powerful MW attacks.


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 Post subject: More firepower for marines
PostPosted: Tue Jun 06, 2006 10:09 am 
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ok mabye its just a pet peave of mine that the bombardment cannon is MW and the lance is TK. just like i think it crazy that the sentinal is not armgeddon pattern.
also mabye its just that my main opponent was a soopa gun happy ork player. but that was two years ago :(  and ive got the general impression from the reading the experimental rules that almost every list has access to TK weapons. yes i know that SM can get the warlord but that is a lot of points and i prefer to feild my SM on there own (ie with out any navy or titan support) as a personal preferance. so i found whenever my opponent toke out his gargent(which was a lot) i either had to commit a large portion of my forces in a termie assualt with lots of supporting fire or ignore it. i would just like at least one option to take out titans with out resorting to the other parts of the imperial warmachine.

mostly my pet peeve come from the fact that my battle barge can take out a full imperial or chaos crusier in one broadside(even more likly if i take down sheilds with a escort squad on the other side so i dont have to shoot my BC through blast markers) but in epic where it is bombarding it is lackluster. And if you go on to the BFG section of GW in the SM rules it states over and over that they are not designed for space battles but rather for support of ground wars due to the codex astartes spliting of power

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 Post subject: More firepower for marines
PostPosted: Tue Jun 06, 2006 11:07 am 
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Honestly it seems odd to me that Space Marines have no TK weapons as well. You'd think they'd have one or two (I've made a few calls for such things myself in the past) though they do certainly have answers to Titans and the like without taking their own Titans. I could see the Strike Cruiser being a bit better, but it's mostly the Battle Barge which strikes me as being not good enough... I might actually suggest splitting it's BP 16 attack into say.. 3x BP 6 attacks. Each able to be allocated to a different part of the field. It might not be a LOT better, but it'd mean the barge would be able to carpet-bomb most of the enemy deployment zone on turn 3, so anything he held back is going to be in a lot of pain (Or if you plan to drop your own troops or air-strike, fire bomb your own side of the board so anything he has holding objectives on your side is in a lot of hurt!) I also think that Spaceships should always get the benefits of Sustained Fire when shooting, after all they're supposed to be huge and capable of pounding out a lot of rounds from space. It only feels appropriate!


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 Post subject: More firepower for marines
PostPosted: Thu Jun 08, 2006 7:15 am 
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I still think that the Bombardment cannon should be TK cause it is better than lances and those are TK. here is there decription from the BFG section of the SG site

Space Marine battle barges carry a heavyweight
battery of bombardment cannons as part of their
main armament. Bombardment cannons are huge,
turret-mounted linear accelerators, capable of
launching a salvo of heavy magma bomb warheads.
As their name implies, bombardment cannons are
used primarily for pounding planetary defences
into rubble and giving devastating orbital support
to Space Marine landing forces. Bombardment
cannons are equally devastating in ship-to-ship
combat, capable of blasting apart any capital ship
in just a few salvoes.

a capitol ship in BFG has armor vastly thicker than even a titan and your tellin me that a leman russ has a 1 in 4 chance in surviving it? ??? that just doesnt seam right to me

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 Post subject: More firepower for marines
PostPosted: Thu Jun 08, 2006 10:00 am 
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Quote (bloodman @ 08 June 2006 (07:15))
a capitol ship in BFG has armor vastly thicker than even a titan and your tellin me that a leman russ has a 1 in 4 chance in surviving it? ??? that just doesnt seam right to me

Actually a Russ has about a 5/6 chance to survive it, given the 5+ to hit it and then the 4+ save it gets against the attack... And yes. TK would fit for it. But then, TK would fit for most starship bombardments, IMHO. But I could see the argument to restrict it to Marines for the most part, as that's what their ships do. The Strike Cruiser is already very nice, mostly for the drop-pods and death-wind launchers on them. But I could see perhaps removing the Deathwind on the Drop Pods, and instead giving the Strike Cruiser something like 2 Orbital Strike attacks at BP 3 with TK(1) on them. So it'll be able to strike 2 places at BP 3 with TK(1) on it's attacks. Good for hammering two of the objectives before dropping troops onto them.


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 Post subject: More firepower for marines
PostPosted: Thu Jun 08, 2006 11:22 am 
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Marines should never be *forced* to win only via air assault.

There are plenty of examples in the background of Marines using their mobility or even concentrated firepower in a ground-based role and winning.

A salient example is the Taros Campaign book, in which a Marine Chapter undertakes just three operations in the entire campaign.

1 - They drop-pod / thunderhawk into sensitive positions ahead of the main invasion and cripple anti-aircraft batteries.

2 - They lead a ground-based armoured assault composed of Marines and Warhound Titans with IG following on behind into the gap in the front that the Marines create.

3 - They fight a ground-based semi-static defensive battle.


Elite force doesn't mean they always drop-pod from the skies, it means they use the best tools for the job at hand.

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 Post subject: More firepower for marines
PostPosted: Thu Jun 08, 2006 1:28 pm 
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Quote (Evil and Chaos @ 08 June 2006 (11:22))
Marines should never be *forced* to win only via air assault.

There are plenty of examples in the background of Marines using their mobility or even concentrated firepower in a ground-based role and winning.

A salient example is the Taros Campaign book, in which a Marine Chapter undertakes just three operations in the entire campaign.

1 - They drop-pod / thunderhawk into sensitive positions ahead of the main invasion and cripple anti-aircraft batteries.

2 - They lead a ground-based armoured assault composed of Marines and Warhound Titans with IG following on behind into the gap in the front that the Marines create.

3 - They fight a ground-based semi-static defensive battle.


Elite force doesn't mean they always drop-pod from the skies, it means they use the best tools for the job at hand.

There are lots of other places they take part in ground-fighting as well. In the Armageddon Campaign, specifically, they often times had to make ground attacks as sand-storms often raged across the battlefields, making Thunderhawks unflyable. Drop-pod insertion is SUPPOSED to be fairly rare. It's what the Marines are the most well known for, but it's actually not their most common tactic. It's usually used as the opening blows to a campaign, or when they need to defeat a specific target which they can't reach by land (Think Artillery emplacements or Orbital Defense Lasers for example). Typically the marines fight on the ground, as a mobile army in fast-moving reasonably well armored units.


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