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A thought. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=11312 |
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Author: | Evil and Chaos [ Mon Dec 24, 2007 6:12 pm ] |
Post subject: | A thought. |
Marines suffer disproportionately against Macro-Weapons. Change everything in the Marine list which has a 4+ save to 5+RA. Thoughts? |
Author: | The_Real_Chris [ Mon Dec 24, 2007 6:35 pm ] |
Post subject: | A thought. |
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! |
Author: | zombocom [ Mon Dec 24, 2007 6:39 pm ] |
Post subject: | A thought. |
You know, that might just bring marines back into balance with the rest of the lists, but it would seriously overpower chaos marines. |
Author: | Evil and Chaos [ Mon Dec 24, 2007 6:46 pm ] |
Post subject: | A thought. |
(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. |
Author: | Markconz [ Mon Dec 24, 2007 11:31 pm ] |
Post subject: | A thought. |
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. |
Author: | Ilushia [ Mon Dec 24, 2007 11:38 pm ] |
Post subject: | A thought. |
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. |
Author: | Markconz [ Mon Dec 24, 2007 11:49 pm ] |
Post subject: | A thought. |
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. |
Author: | The_Real_Chris [ Tue Dec 25, 2007 7:50 am ] |
Post subject: | A thought. |
5+ followed by 6+ is a 44.4% chance of saving ![]() |
Author: | Evil and Chaos [ Tue Dec 25, 2007 3:54 pm ] |
Post subject: | A thought. |
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. |
Author: | Soren [ Tue Dec 25, 2007 10:14 pm ] |
Post subject: | A thought. |
you roll two dices at once and one 5 is enough to save. doesn?t need more time |
Author: | Markconz [ Tue Dec 25, 2007 10:48 pm ] |
Post subject: | A thought. |
(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. |
Author: | Evil and Chaos [ Tue Dec 25, 2007 11:00 pm ] |
Post subject: | A thought. |
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. |
Author: | Markconz [ Tue Dec 25, 2007 11:09 pm ] |
Post subject: | A thought. |
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? |
Author: | Evil and Chaos [ Wed Dec 26, 2007 12:17 am ] |
Post subject: | A thought. |
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... |
Author: | Soren [ Wed Dec 26, 2007 12:19 am ] |
Post subject: | A thought. |
(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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