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Angel_of_Caliban:
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Please explain DC rhino and Prometheus LT better? Where is LR Prom stats? T-Hawk stats?
The Damocles Command Rhino and Prometheus are, originally, from Imperial Armor II.  They're Space Marine command vehicles.  The Prometheus is common enough that some Captains have them (like Sicarius), the Damocles is more for the Chapter Master and big campaigns. ÂÂ
The Prometheus stats are in either the NetEA Space Marine List Compendium, or in the Salamanders list.  I feel obligated to point out that the Prometheus in this list works slightly differently, because the method I use to restrict them (requiring a Captain) would mean that the normal ability could technically never be used. ÂÂ
The Thunderhawk Stats are in the Compendium, or in the Scions of Iron list.  The Troop Insertion variant is the standard Thunderhawk. ÂÂ
The Damocles actually has two abilities - that of the Land Raider Prometheus and that of the Supreme Commander.  It's supposed to be a
very capable Rhino, that really makes Command a lot easier.  It's certainly priced that way. ÂÂ
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Hena:
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1. I think Vindicators should be at least 250 with Walker.
2. No FF3+ for Pred Destructor, thanks. Units should have same stats across lists.
I'll likely take out both those recommendations next time round.  Makes judging results all finicky.  The Prometheus one stays, because it's critical. ÂÂ
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3. Termininus. Could this 5-year-old-meets-Land-Raider

just not be in Epic. Please

. Pretty please with a cherry on top

.
I'm not a fan of it myself, but it's the obvious "Space Marine anti-War Engine" vehicle, and there hasn't been another yet.  I wish there was one, cause I'd include it instead.  If you have alternate suggestions, I'm open to them. ÂÂ
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4. Could you try to cut back on the non25 upgrades. Predator could be 75, Prometheus with LR (or 100) and Damocles, 75 or 50. Land Raiders could be 85 per LR leaving one non 25 there (which will essentially penalise on taking just one and give cheaper if taking two).
I tried to, then realized that Tornadoes were ten points and decided the whole "25" thing was a sham.

 If it bugs people that much, I'll fix it up for the next version.  I find it gives you more flexibility when it comes to options, and helps avoid paying too much for things.  If you pay five points per unit more because of rounding, it adds up fast.  You're paying twenty or thirty more per formation, and that'll mean anything up to about 300 per army.  That's a lot of points. ÂÂ
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6. Scout Detachment is missing point values.
Thank you.  Will be fixed next version - I hope just telling people is enough for right now. ÂÂ
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I'm worried that the Tacticals are too cheap. Marines aren't line troops and shouldn't be costed as such. These are now rather cheap compared to for example IG infantry.
They're priced the same as Devastators, trading increased numbers for less firepower per base.  At 275, I think people'd still take Devastators over them - the shooting
is a lot better, as is the FF, and I'm not sure numbers and assault capability would compare (especially considering people's existing preference for Devastators over Tacticals). ÂÂ
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I found the second page with further upgrades. You really should try to fit things into one page and really avoid breaking tables. If you can't then it indicates that there is too many upgrades. Non 25 stuff applies to Thunderfire, Thudd Gun and Vindicator upgrades as well.
The whole thing
can fit on one page.  I just reopened the document, and it does (it automatically resized itself.  It does that sometimes.

).  Admittedly, one more line and I'm screwed, but it can and does fit on one page if you so desire.  The unit stats and notes end up on a second page, of course.  And since the list is likely to get smaller over time, rather than bigger, I think I'll be OK.  I hope I'll be OK. ÂÂ
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This list has serious question of do you allow too many ugprades for Marine Detachment. Do realise what the ATSKNF causes. Larger formations become near impossible to stop.
True.  However, you also end up with one formation that doesn't move any quicker than any other formation, doesn't have that much range (and if it does, moves more slowly - I should note that Thunderfires can only be transported by Thunderhawks), and tanks your activation numbers.  If it's a problem, cost will increase or the option will disappear.  Also, most are for Tactical formations only - Tacticals need the popularity boost. ÂÂ
I mean, you could, if you wanted to, end up with a formation of six Tacticals, two Assaults, two Devastators, ten Razorbacks, two Predators, two Vindicators, and a Hunter, with no loss in mobility.  And that formation will be more-or-less-impossible to break, and pretty versatile.  But it costs 925 points, large chunks of it have 5+ armor saves, and it can't hit a damned thing beyond 45cm (except with the Hunter).  It's also going to be a pain to move (physically). ÂÂ
Possible solutions were suggested above, in any case.  If it's a problem, we can whack it down. ÂÂ
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GlynG:
Danke.  I try for a little bit of follow-through on my claims.  Sometimes. ÂÂ
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Destructors should have FF4+ IMO, FF3+ is too overpowered for the weapons the tank has. If needs be costs the Destructor very slightly cheaper than the Annihilator.
Two Heavy Bolters and an Autocannon.  That's as much or more firepower than a Devastator unit, and they have FF3+.  Honestly, 3.5+'d be best, but that's not really an option. ÂÂ
The non-critical recommendations will likely disappear next iteration, anyway. ÂÂ
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I think it’s good to have upgrades in non 25 point increments as it gives more control over the points balance.
Thank you.  I find it much less annoying to end up with 5 points left over than 25, myself.  Which was oddly quite possible in the last list. ÂÂ
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Not keen on the idea of the Terminus myself, but if you want it in there entirely up to you. It does have a lot of AT fire and could definitely threaten a nearby titan, MW isn’t needed.
I'd rather almost anything else, but Space Marines don't fight War Engines well without other War Engines.  And since they have
one War Engine, which is restricted heavily by this list, the Terminus is just about the only option remaining.  And it is at least a little official, and is even designed for the very purpose of fighting War Engines.  It's a match made in heaven, it's just that one of the partners looks stupid. ÂÂ
Plus, I imagine I'm not the only one with way, way more Land Raiders than they'll ever need? ÂÂ
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I think the demi-company upgrade is a bad idea – the cheaper costs for the formation is enough of a change and this makes formations too large and potentially abusable.
Possible solutions mentioned above. ÂÂ
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The list will need lots of testing to see how it does and to get the various points right, but you’re generally on the right track I reckon.
That was the hope. ÂÂ

ÂÂ
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Having played multiple times against the black templars list, which similarly allows overly large ATSKNF formations I can definitely say that allowing overly large marine formations does make them almost impossible to stop.
ATSKNF is a rule designed and balanced for small formations; it becomes ridiculously powerful at larger sizes.
In my defense, these formations cost a
lot more than the Black Templar ones.  The cheapest upgrade to size is 44 points per base. ÂÂ
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Thanks to everyone for reading it.  Now go play it!  ;) ÂÂ
Hope to get in some small games myself with it this week.