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SM Transport Rule

 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 2:04 pm 
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As much as I am dismayed to find myself proposing this, what do you guys think of scrapping the SM Transport rule?  It's confusing and throws all sorts of monkey wrenches into considerations of point value.

The concept is simple:  figure the free rhinos at 10 points each, drop the infantry detachment prices accordingly and increase the various "swap" options accordingly at +5 points per transport slot.

It would also effectively incorporate certain aspects of the old proposal championed by E&C and TRC (iirc) to do the combination of increased air transport and decreased infantry costs to make the ground pounder SM force more viable.

Point costs could be tweaked, but a rough estimate would be:

Tacs: 275
Devs: 225
Scouts: 125
Rhinos (new upgrade): 10 points
Razorbacks: 35 points
Thawk: 250 points
LC:  450 points

With the boost to air trans costs, the Assault Marines could likely come down to 150.  Devastators might be able to stay at 250, given that they are a pretty darn good garrison as-is.  Possibly Scouts still at 150 as well.

Razorbacks are a bit more than the current cost + 5 points per transport slot, but most people think they are a good deal as they are.  Thawk is 200 points +40 for 8 slots, rounded up to 250.  LC is th 375 experimental cost, +60 for 12 transport slots, rounded up.

Garrisons become marginally cheaper but pretty much every other method of deployment remains virtually identical.  The SM Transport rule goes away aside from a "you can't take spare transports to soak hits" explanation/restriction.

====

Just to be clear, I don't want this to be in the current rules review project, but I think it's worth thinking about.

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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 2:26 pm 
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Making Rhinos 10 points each for a Tactical formation of 275 will result in 305 points which is really odd.

If we give points values we should try to stay in line with the numbers used in the army so they add up.

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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 2:36 pm 
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I'm too for scrapping the SM transport rule as it is.
And i second Morgs posting.

In the Salamanders Army List TRC came up with something else. It works but i think it is too complicated too.

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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 2:47 pm 
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If you are going down the route of costing the various transport options, why not do just that rather than price per Rhino? So

Tacs might be 275 with 25 point upgrade for Rhinos or Pods
Devs might be 225 with 25 point upgrade for Rhinos or Pods
Scouts might be 125 with 25 point upgrade for Rhinos or Pods

You could even allow people to buy both pods and Rhinos to allow some further deployment choices where appropriate.

This way, I think Razorbacks might remain at 25 each for replacement of Rhinos (you still have to retain some wording to minimise additional transport capacity etc)

However, I am really not convinced about the increased cost of air transports - the Rhino transport costs were factored into the infantry formations *not* the Spacecraft, THawks or LC. This being the case, other formations and costs can be left alone so:-

Assaults remain at 175
Termies remain at 325-350
Dreads remain at 50 etc





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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 8:17 pm 
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As much as I am dismayed to find myself proposing this, what do you guys think of scrapping the SM Transport rule?  It's confusing and throws all sorts of monkey wrenches into considerations of point value.


Neal?  What are you doing?  Seriously, I thought you were smarter than this.  You know it is a bad idea, and by even entertaining discussion on this you are only going to make your job with the Space Marines even harder.  Stop what you are doing, put the Kool Aid down, look around, and back away from the camp fire.

What is wrong with the Space Marine Transports rule?  How can it be confusing?  I find it brutally simple: if your detachment is listed as "with transports" then you get the minimum number of needed Rhinos for free if you want them.  If you buy Razorbacks or Land Raiders as upgrades then you obviously don't need as many Rhinos.  If you want to have your Space Marines on foot so they can be in garrison or on drop pods then you don't need any Rhinos.  This is pretty easy stuff here.  As my wife and I like to say: "It's not rocket surgery!"

Are you worried about players doing a last-minute decision between Drop Pods or Rhinos?  Well, if you don't think that the cost of a Strike Cruiser is sufficient payment to allow that kind of flexibility (Drop Pods need a spaceship for Planetfall) then make Drop Pods a no-cost line item that forces players to declare their transport choice.

Are you worried about the prevalence of air assault armies over ground based ones?  Well, that's a valid concern, but introducing 5 and 10 point increments in a game that traditionally sticks to 25 point increments is only going to create more confusion, not solve it.

Before you do anything like this, you need to take a "big picture" look at the Space Marines and try to figure out why certain things are being proposed.  Let's take a high-level look at the Space Marines and put things in perspective.  I think that will help you determine different "carrots" to encourage players to take ground armies and "sticks" to discourage air-assault armies.

The Space Marines have all of the hallmarks of a maneuver oriented fighting force.  This means that they are best when they try to use their superior speed and command abilities to deliver a high concentration of high potency combat units at a certain spot on the battlefield.  By winning certain engagements and assaults with minimal losses they can affect the course of a battle on a greater scale.  Instead of beating on an enemy with sledgehammer attacks and soaking up losses (attrition warfare) the marines are all about rapid concentrations of firepower and the tactical threat of action on other enemy formations to influence the enemy and win a battle.

The Space Marines achieve their command abilities through the 1+ activation roll, ATSKNF, and through the high availability of commanders.  (This might need further enhancing to really bring out this character of the army - suggestions include Techmarines and Apothecaries, 1 free commander per X number of points, Land Raider Prometheus, Rhino Damocles)

The Space Marines achieve their superior speed through a very high Speed rating on all of their non-infantry and non-Planetfall units.  Almost all non-infantry / non-Planetfall units have a 30cm Speed rating.  Notice I said "almost all."  Take note of the non-infantry / non-Planetfall units that have less than a 30cm Speed:

Dreadnoughts
Land Raiders
Vindicators

Take note of the Space Marine units that have had the most discussion about them:

Dreadnoughts
Land Raiders
Vindicators

Some would say that the two lists being the same is merely a coincidence.  I disagree.  I think why they are the most problematic units for people on the forums is because of their lack of speed.  What amazes me is that almost everybody wants to address these problem units with fixes of anything but take care of their speed problem.

Furthermore, you are seeing these problems played out in games by army formation selection.  While there are exceptions, hardly anybody took Dreadnoughts, Land Raiders, or Vindicators because their speeds were incompatible with the rest of the army.  If anything, people were replacing or supplementing them with higher speed units: Drop Pods, Landing Craft, and Thunderhawks.  With planetfall units you can negate the low speed of the problem units by plopping them in the middle of a battle.  Why walk that Dreadnought when you can carry it with a Thunderhawk?  Why drive that slow Vindicator or Land Raider when you can fly it in with a Landing Craft?  Give "Free Planetfall" to either of these fliers and you are going to make air-assault armies even more attractive.

The Vindicator has been discussed to the point where nobody is going to budge from their position on the matter.  Everyone has looked at the Demolisher Cannon as the method for making the Vindicator worth its points.  Initially I advocated that the Vindicator was just fine, but once I re-evaluated my reasoning I realised I was wrong.  But instead of up-gunning the Demolisher Cannon I think the best fix for the Vindicator is increasing the speed to 30cm just like all of the other Rhino-based units.  This will make it operate seamlessly with all of the other Rhino-based units (which happen to all have a Speed of 30cm) that make up a majority of the Space Marine armored fleet.

The Land Raider is a speed 25cm unit, with little justification for increasing its speed to 30cm.  (If I'm wrong on this I invite anybody to come in and correct me.)  I suggest that we make the Land Raider more worth taking to compensate for the Speed deficiency.  Suggestions include: improving the FF rating (which is pretty much agreed upon), creating veteran infantry units that may use the Land Raider, and allowing the Land Raider to carry Dreadnoughts.

The Dreadnought is a bit of a tough one to solve.  To be honest I don't think any solution has a strong argument to it.  There is a little bit of merit to the idea of upping the armor to 3+, but all of the reasoning has been pretty thin and iffy.  Improving the FF rating to 3+ is interesting, but is equally ill-justified and might provide precedence to lower the FF rating of other units just to lower them.  But forget all of that.  Let's assume that both the armor rating and the FF rating are improved - would both of those changes really improve the dreadnought enough to make it worth taking?  Do they overcome the inherent deployment inflexibility?  Do they make the dreadnought better able to keep up with the fast and fluid nature of Space Marine operations?

In my opinion, no.

If you really want to address the speed issues of the dreadnought, especially in ground based forces, you have to make it transportable in APCs.  Until that is done you have relagated it to garrisons and the air-assaulting fliers.  The problem here is that the idea of dreanoughts being transported hasn't been around since very early editions of WH40K and Epic.  And why would WH40K address the issue of transporting dreadnoughts?  All WH40K games start out close enough where their low speed is not an issue, or hidden by the abstract movement rules.  Since dreadnought speed is not an issue in WH40K it is not addressed, and since it is not addressed in the infallible omniscience of WH40K   ???  :p  :glare:  it may never be done in Epic.

Neal, listen, the problems with the Space Marines are not lack of firepower, or armor protection, or confusing rules, or over-flexibility; it's speed.  Correct the speed issues, throw in some improved command ability, make the minor unit corrections that have already been agreed upon, and I contend that our beloved Codex Space Marines will be fixed.

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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 11:10 pm 
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..I'm with Blarg D Impaler, leave it as it is. I don't think its confusing,maybe could be a little more explanitory,but not confusing.
The Impaler brought all the great points out as to why not to mess with it. So no point for me to repeat them here. I just agree not to change the rule.
BTW whats Drinking Koolaid got to do with it? :laugh:  :p

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 Post subject: SM Transport Rule
PostPosted: Tue Oct 02, 2007 11:44 pm 
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As much as I am dismayed to find myself proposing this, what do you guys think of scrapping the SM Transport rule?  It's confusing and throws all sorts of monkey wrenches into considerations of point value.


You namechecked me, how can I do anything but voice tentative approval?!



Neal?  What are you doing?  Seriously, I thought you were smarter than this.
He is beginning to believe!

Oh wait, that was the Matrix.

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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 12:20 am 
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I would need to think a lot on this idea. However, somewhat strangely my first impression was actually in agreement with Blarg's comment that the current system at least has the advantage of 'not being rocket surgery'. :D

Though regarding your other points Blarg, really the entire marine list got shook up in many ways, not just a few slow units. Maybe only the eldar had as significant changes. Also Dread transport by air has been standard for a while so I don't see the transport problem as being that great. Even in 40k, drop-pod is by far and away the preferred deployment method for close assault dreads. They arrive instantly 'BAM' right where you want them. With t-hawks in Epic I've even see someone fly dreads and devs out and back again for redeployment onto a second target (same deal with termis for that matter). The marine list has a strong air-cav element and I wonder if trying to make it work as effectively without that, might be a bit like trying to make a non-skimmer eldar army as effective as a skimmer eldar army - a tough prospect.  Also I personally thought the 3+ armour justification was brilliant - though I may be biased of course :p  :;):


Anyway I will leave serious consideration of such significant change proposals until after the rules revision.

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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 3:19 pm 
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What is wrong with the Space Marine Transports rule?  How can it be confusing?  I find it brutally simple:


I would agree, however, it's clear from the insane number of questions and debates about it, that's not the case.

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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 3:30 pm 
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I agree there. I introduce a decent number of people to Epic and there's one rule that causes more questions and outright WTF's than any other; the SM transport rule.

*Especially* with regard as to its interactions with Razorbacks/Land Raiders.


EDIT: I agree with everything Moscovian says below me.





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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 3:45 pm 
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I think there are good arguments for it.  Not only would it solve the dilemma of people swapping out their transports in ultra-cheesy-cheaty fashion, but it also provides flexibility for the list that it normally wouldn't have.  Conceivably you could field a stripped down formation for less points if you wanted to, providing the Marines with a cheaper garrison force.

As for Blarg's comments the idea of sticking to 25-point blocks is a akin to playing with Lincoln Logs: there are only so many ways you can put together that log cabin and ultimately they become limiting.  5 point blocks is just fine - if the Ork players can handle it the Space Marines players can too.

It also increases the cost of the Thunderhawks so bringing an air transport heavy list (ex. where you are bringing 5 Thunderhawks but transporting 2 formations) is that much more discouraged.  

Lastly it applies a value to the Rhinos which I felt they always needed.  It helps in balancing scenarios and such.

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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 4:08 pm 
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EDIT: scooped by those above, drat.

It's confusing in the sense that it is a "One of these things is not like the others" situation.

Certain situations that result from the rule also seem strange to opponents who haven't played as SMs before. For instance, when SM tacs have 3 rhinos AND a single razorback. Or when devs have to give up their rhinos if they take land raiders. Or when drop pods count as as transports, but really aren't anything on the table, even though they have a unit entry (personally, I think they should count as a separate, immoble unit, but thats another topic).

Whenever you have one rule (or point convention) that covers a single army, and another rule (or point convention) that covers the rest, the law of large numbers dictates that there will be people who are perplexed by the exception.

The biggest problem I have with the current SM transport rule is that it penalizes players who, for what ever reason, don't want to take those rhinos. In a multi-round tourney situation, where lists are set, having a rhino-free detachment can lend some tactical flexibility, but right now it is too expensive to be reliable.

(As for those people who would say that, well, SMs should be played this way or that way, they need to remember that when the smaller the set of allowed tactics, the fewer the number of players there are willing to play that army. It's fine to limit armies with special rules, but I think it's bad form to use point values to coerce a player into a "preferred" form.)






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 Post subject: SM Transport Rule
PostPosted: Wed Oct 03, 2007 5:12 pm 
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(Hena @ Oct. 03 2007,10:37)
QUOTE

Well SM needs to play as fast hitting force. It is very uncharacteristic to play it like horde army. I'm also pretty sure that it wouldn't work like that and then next people would be shouting to change the list so that it could (by adding grot like units).

If a ground based infantry force is wanted. Do a variant list. Base list shouldn't be used to make everything.

Thats a fallacious arguement.

Right now we have a situation where we have a formation that costs 300 points (for a tac detachment, in this instance) whether you take take rhinos or not. Clearly, the formation with the rhinos is actually worth more than the unit without them. Now, maybe there is some value in being able to be carried in an air-tansport or to be drop podded, but some of that cost can be rolled into the cost for those other forms of transport (space ship or aircraft) just like it is in every other army.

Alternately, we could simply require all SM infantry (15cm move) to be mounted in one form of transport or another. If SM's truly are supposed to be played one way, then make that a solid requirement.

All I am suggesting here is that we try to base the point values of the currently available formations according to their ability in the game. That alone should be enough to prevent a horde army version of a SM list, seeing as how an all-infantry SM list (which is fully legal under the current rules) would have a much higher cost per stand than any other army's generic troop stand due to their special rules and their stat lines.

As for people asking for XYZ in the future, that will happen anyway, independent of this topic. Such things will be answered according to their own merit when they appear.






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