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A thought.

 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 6:12 pm 
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Marines suffer disproportionately against Macro-Weapons.

Change everything in the Marine list which has a 4+ save to 5+RA.


Thoughts?

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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 6:35 pm 
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Wouldn't be quite so straight forward as the chance of saving vs normal stuff would go from 50% to 55.6%.

Would that be requiring a points increase or not?

It would require rolling more dice :)

And I presume the Land Speeders wouldn't get this, just the infantry and tanks?

Hell a change I would love is for Rhinos to get some sort of boost, they apparently got some tweak in 40k (easy to repair or something?). Sadly 5+ to 6+RA would leave them worse off!

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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 6:39 pm 
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You know, that might just bring marines back into balance with the rest of the lists, but it would seriously overpower chaos marines.

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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 6:46 pm 
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(The_Real_Chris @ Dec. 24 2007,17:35)
QUOTE
Wouldn't be quite so straight forward as the chance of saving vs normal stuff would go from 50% to 55.6%.

Would that be requiring a points increase or not?

I don't think so, it's intended as a fix, not a boost.

And I presume the Land Speeders wouldn't get this, just the infantry and tanks?


Yeah, probably, Land Speeders are fine as-is.

Hell a change I would love is for Rhinos to get some sort of boost, they apparently got some tweak in 40k (easy to repair or something?). Sadly 5+ to 6+RA would leave them worse off!

Yep, Rhinos can repair themselves in 40k.

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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 11:31 pm 
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Notwithstanding the tourni balance problems - but shouldn't marines be vulnerable to macro weapons?

Also, that marine rhino fix thing isn't much. You do nothing for a turn with a rhino that has suffered an immobilised critical, and on a D6 roll of a 6 it can move again.

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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 11:38 pm 
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You could also give all marines a 5+ save and Invulnerable Save, which equals a 50% save against normal weapons, 16% against MW and 16% against TK. No increase in durability on average against standard shots, but tougher against MWs and TK. Though I'm not sure I'd really make such a change. Vulnerability to MW seems to be a characteristic effect of the marines, IMHO. And one of their primary drawbacks compared to the IG.


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 Post subject: A thought.
PostPosted: Mon Dec 24, 2007 11:49 pm 
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Just the practical in play effect of having to roll more dice would count against the idea of double saves I think. Invulnerable saves are ok for the occasional character but having to do mere 6+ saves for core troops against every single attack would get tiresome IMO.

Shame, if it was all just about the numbers things would be easier.

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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 7:50 am 
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5+ followed by 6+ is a 44.4% chance of saving :)

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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 3:54 pm 
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Just the practical in play effect of having to roll more dice would count against the idea of double saves I think.


I'm not so sure that that would be a big problem.

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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 10:14 pm 
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you roll two dices at once and one 5 is enough to save. doesn?t need more time

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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 10:48 pm 
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(Soren @ Dec. 25 2007,20:14)
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you roll two dices at once and one 5 is enough to save. doesn?t need more time

It does if you have multiple units, which is far more typical.

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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 11:00 pm 
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Markconz is correct.

However I don't think the extra dice rolling would be of a significant ammount, when compared to the length of the game.





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 Post subject: A thought.
PostPosted: Tue Dec 25, 2007 11:09 pm 
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So what about the armour penetration though? Meaning that according to fluff and 40k rules, armour busting weapons should bust armour...

A melta or demolisher kills a marine just as easily as it kills a guardsmen. 2+ = dead... a marine just isn't any tougher vs these sort of guns?

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 Post subject: A thought.
PostPosted: Wed Dec 26, 2007 12:17 am 
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According to the fluff, shouldn't the marines make use of their tactical acumen to shelter from / avoid those meltaguns?

It's undeniable that 40k under-repesents the capability of Marines...

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 Post subject: A thought.
PostPosted: Wed Dec 26, 2007 12:19 am 
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(Markconz @ Dec. 25 2007,21:48)
QUOTE

(Soren @ Dec. 25 2007,20:14)
QUOTE
you roll two dices at once and one 5 is enough to save. doesn?t need more time

It does if you have multiple units, which is far more typical.

Typical GW dice are 3 colored. if you have more than 3 hits, roll simply again :)

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