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'Fix' for marine infantry
The points drop/rise described below and Thunderhawks +25 14%  14%  [ 3 ]
The points drop/rise described below and Thunderhawks +50 19%  19%  [ 4 ]
No, leave as is 67%  67%  [ 14 ]
Total votes : 21

'Fix' for marine infantry

 Post subject: 'Fix' for marine infantry
PostPosted: Mon Jun 18, 2007 10:06 pm 
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Don't degrade the air-assault, improve the ground-pounders as needed.  I think the ripple-effect of changing the air-assault would be too great.

If, after improving the ground attack stuff, the list is thought of as insufficient to do ground attacks then the best thing you can do is to play to the fluff and start improving the command abilities of the Space Marines.  After all, you have commanders who have been alive for centuries, are treated almost like "gawdz" for their tactical and strategic acumen, and the best they can do is a 5 strategy rating and a 1+ activation roll?

The Space Marines need some boosting in the command area.  The Prometheus discussed in the other thread is a good start, the Damocles might help, too.  Maybe some other special rules or trick units would help?

For every 4 infantry detachments you get a free commander?  Or maybe a commander at 25 points?  Something along the lines of if you buy a company of infantry you get their commander for free.

Allow Apothecaries and Techmarines and in addition to giving an Invulnerable Save to the appropriate units they also allow that formation to re-roll its initiative once per game?

On the turns that you have a Strike Cruiser or Battlebarge on the board you get some sort of bonus to reflect better coordination due to better overhead view of the battle?

Longer distance follow-up moves for infantry to reflect better coordination?

A pool of +1 bonus to activation rolls, maybe one bonus per commander, that can be allocated before the roll?  These can only be used on infantry or armor and can either replenish each turn or be for the game only.

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 19, 2007 5:44 am 
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(Soren @ Jun. 18 2007,23:09)
QUOTE
I don?t want getting the Thawk more (or even less) expensive under any circumstands. We will never get a groundpounder list out of the Marines as they are now. No new price lists will change this. In this point I fully agree with pixelgeek.

Well people are trying, I think the Salamander list comes close - but it only has a chance with heavy transports and plays quite differently to normal marines. Must say I am having problems with the Imperial fists attempt at groundpounding. Still it looks pretty with Bans models :)


The second thing is, I strongly believe there is too much tweaking on existing lists now. There is no time to test, there are no comments but many suggestions and proposals without ever tried it.

I strongly feel WE NEED A SM CHAMPION to get back a line into the development. As ist does now, there are many proposals, many suggestions but no red line through the whole process. This is unsatisfying.


There is a vacume until the main review is completed. Until then people are batting around any number of ideas, mainly for Guard and marines. And so what? Once it is completed these things will be discussed to death, have a few tests from people it will be a simply matter to see what ones are worth going with.

I am pretty sure, no I KNOW the Marine list works as it is now and with the changes we are all familiar with. (namely decrease in price of armor detachments, Hunter, increase of termies and Barge costs) as they are sticky in the SG forum.

What sticky?

So let the Drop Marines be Drop Marines. If you want to play tanks, take Guard or TAU or Eldar. If you want to play attrition battles, play Orks or Guard.

There really is a lot of fluff about them defending bridges at multi company strength etc.


(nealhunt @ Jun. 19 2007,02:19)
QUOTE
I don't have a suggestion. I have yet to see any suggestion to fix assault marines that doesn't screw some other formation's deployment options.

In an ideal world, there would be a cost for the Thawk based on what value it adds to the troops in its payload.  However, that isn't practical.  Barring that, some formation or formations will always be a bit too expensive or a bit too cheap.

Well, some of the varient chapter ideas try to fix Asaaults - but they of course get to alter other formations/availibility of air etc. Hence the idea of having a drop list and a ground list.

As tot he ideal world - its not to far fetched - if thats the only way to do it it there is nothing stopping us putting 'packages' in the list. So costing the individual formations as if they were on the ground, then having several thunderhawk + troops combos (all devs, all assault, one of each, tacs) which are a set price?

So the list would be
Thunderhawk Tactical - 1 tac. and a thunderhawk - 475 points
Thunderhawk Multirole - 1 ass., 1 dev. and a thunderhawk - 625 points
Thunderhawk Support - 2 dev. formations and a thunderhawk - 700 points

Then cost the thunderhawk at 250 for anyone who wants 'em and assault marines at 150 (so that combo is unaffected and doesn't need to be listed).


(nealhunt @ Jun. 18 2007,18:50)
QUOTE
The marine infantry formations, with the exception of the Assault Marines, are all used regularly as ground formations in tournaments and batreps.  To me, that's very strong evidence that they are just fine.

Or of course there are no other options once you have taken the 4 warhounds.


(BlackLegion @ Jun. 18 2007,11:56)
QUOTE
Why would a strike force like Space Marines use super-heavy tanks?
Sms have tobe fast and agile. Not an attribute what super-heavy tanks posses.


They do have super heavies - landers and hawks.


(Hena @ Jun. 19 2007,09:27)
QUOTE
I voted leave as is, as the ground pounder marines don't really need that much help. The games that I see using them, means that they work to a degree. Are the Thawk supported better? Yes. But so are Guards that use superheavies than the ones that don't.

Thats not true about Guard - it is a very flexible list - it can work without tanks, or without SHT's or without x,y or z. It has a lot of flexibility like orks. Marines. Well, pretty easy to guess what stalwarts will be in there isn't it?

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 Post subject: 'Fix' for marine infantry
PostPosted: Wed Jun 20, 2007 4:52 am 
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I voted to no change, why you may ask.

I dont see that the SM Infantry are the problem with creating a solution to the ground based armies. I see that the problem lies with the small armoured formations and a lack of choices to go with SM Inf. The armour formations are to small and are easily destroyed or suppressed by the larger formations fielded by other armies.

My suggestion for the problem is to give additional upgrades to specific formations with applicable points costing to make them more viable choices. The main things I would look at would be upgrades for the following formations:

Land Raiders = add 0-2 Land Raiders, 0-2 Predators, and the proposed Hunter upgrade
Predators = add 0-2 Land Raiders, 0-4 Preadtors
Tacticals = add Land Raider Tpt, 0-2 Land Raiders and  0-2 Predator option.

I think this coupled with the existing list of changes that have been discussed over the past year or so for SM will have a significant impact on the workability of a SM ground force. I have played all manner of SM list with an even success/failure rate and dont see changes to Inf solving the identified problems with the list. As to costing of the above, work has been done on it already and can be found in Scions of Iron list.  

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 Post subject: 'Fix' for marine infantry
PostPosted: Wed Jun 20, 2007 5:34 am 
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I've found have played around with a lot of armour configs that you really don't need to be that drastic. A ten strong raider/pred formation isn't needed - unless you want an almost pure armour force and as you say there is a list already trying to do that. A pred formation of 5 annihilator and one hunter is fine - and note you can still air drop it. Land Raider wise I've found that 0-4 extra raiders at 75 points each is again fine. I don't think the anser to marines ground problems is to strip out the marines in favour of armour - but rather allow slightly strong formations.

Now as to points I am wondering if 75 per upgrade tank is to much. A 6 strong pred formation at 375 is worth a couple of trials and I hope to have a go with things like that in the near future.

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 10:55 am 
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I voted for no change in thunderhawk costs, because it's the essential part of the drop list.

I wouldn't also lower the costs of the tactical and devastator and scout formations, because these rhinos make them strong: vehicle cover is very good, and anywhere useable, and the cheep Razorback(LC) upgrades are also a strong option.

I would drop the cost of assault marines if there stats remain. If they get an extra attack and CC4+ stat, they will be quite more usable and point costs should be 175 or more if the get drop pod in addition

Thunderhawk changes: I'd like to see better transport options for bikes and dreadnougth. I think 1 dread for 10 troopers transport place is to less.

I'm not sure how often the drop pods are used (assuming no drops for scouts). I would also leave them for included in the costs.

I'd also like Drop pod option for the dreads, which would give the devastators there vehicle cover if you put them in with 2 dreads. But for a tactical formation you would need 3 dreads for complete infantry cover.

Also the the "marine infantry fix": make the attack bike mounted infantry!

The tanks are a different topic but not so important for a drop marine list. So far from me today.


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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 11:02 am 
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I voted for no change in thunderhawk costs, because it's the essential part of the drop list.


You realise that my proposal makes core infantry cheaper at the same time, so the drop list remains completely unchanged?

Apparently you don't.

Also the the "marine infantry fix": make the attack bike mounted infantry!

It'd still be inferior compared to normal bike units, and it would be forcing everyone out there to buy extra bike packs as mounted infantry are supposed to be based 2 to a base at minimum. Mounted infantry for attack bikes is unworkable.

-10pts per attack bike however, is actually possible, IMHO.

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 11:14 am 
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Devs are on the cusp I agree.

Tacs are definitely slightly too expensive, there's no reason to take them over Devestators when ground-pounding currently. If they were 275pts then they'd be a more attractive choice.

Assault Marines are either too expensive or completely underpowered (CC4+ +1EA is a good fix if we're to keep them at 175pts)

Scouts should not have drop pods I agree.

Attack bikes should be -10pts per attack bike chosen (So if you take 5, the formation is 150pts in order to compensate for the dramatic loss in killing power).

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 11:59 am 
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@Evil and Chaos  Thanks for strong opposition
You realise that my proposal makes core infantry cheaper at the same time, so the drop list remains completely unchanged?

Apparently you don't.


My argument was:
I wouldn't also lower the costs of the tactical and devastator and scout formations, because these rhinos make them strong: vehicle cover is very good, and anywhere useable, and the cheep Razorback(LC) upgrades are also a strong option.

I've written a new reply in the attack bike thread, inviting you to more serious discussion. And not just to the propaganda solution of E&C (who is posting it in every marine thread). The model argument doesn't work, just use one model for an unit as a 'counts as' rule. The E&C solution is a possible solution, no question. I'd just like to have a concense, what function should the attack bikes fulfill in the SM army on epic scale.


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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 12:03 pm 
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(Hena @ Jun. 26 2007,11:48)
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[quote="Evil and Chaos,Jun. 26 2007,13:14"]
Attack bikes should be -10pts per attack bike chosen (So if you take 5, the formation is 150pts in order to compensate for the dramatic loss in killing power).

The cost chance feels ... odd. Perhaps up the armour to 3+? Besides with FF4+ it has edge already over the speeders.

I think the cost change is rather elegant actually, once you get used to the concept of getting a discount for taking a worse unit.

You're downgrading the power of bike formations by taking attack bikes.. why not make them cheaper?


Armour 3+ would also be a possible, I admit, thought I'd probably give that to a Dreadnought before considering the Attack Bike for a toughness boost.


The FF4+ on Attack Bikes is useless when compared to:

- The FF4+ on normal bikes, plus their superior CC3+.
- MW status on Speeder FF attacks.

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 12:08 pm 
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I'd just like to have a concense, what function should the attack bikes fulfill in the SM army on epic scale.


The consensus we'd eventually reach is:

- It'd be nice if attack bikes could be used as a valid combat unit, rather than just as a tool for laying a single Blast Marker.



not just to the propaganda solution of E&C (who is posting it in every marine thread).

My attack bike proposal is very relevant to this thread (You even raised attack bikes first today, I just replied to your proposal, and now I'm being called a propagandist for doing so...).

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 Post subject: 'Fix' for marine infantry
PostPosted: Tue Jun 26, 2007 12:11 pm 
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If we're looking for consensus hasn't this poll basically pretty much provided one - leave tac marines as is.

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