Specialist Arms Forum

Battlefleet Gothic => [BFG] Experimental Rules Feedback => Topic started by: RayB HA on May 17, 2011, 09:59:28 PM

Title: Space Marine Fleet ER
Post by: RayB HA on May 17, 2011, 09:59:28 PM
Hello and welcome, this first post will only contain the Experimental Rules and will be updated as the topic progresses. Please leave feedback with complete opinions and even suggestions.

Cheers,

RayB HA

+++++++++++++

Space Marines ER (2011)

Leadership: +1 Leadership.

Boarding: Double Boarding Value.

Hit and Run attacks: May reroll H&R attack dice, second result stands even if worse.
Enemy Hit and Run attacks: -1 to enemy hit and run results.
Teleporter attacks: May attack ships with highier hits.

Bombardment Cannons: Gunnery Weapon hits on a  4+ rather than enemy armour value (may be fired with other gunnery weapons and resolved at the end). Causes criticals on a 4+. Hit's ordnance on a 4+.

PsyCannons: These are lances in all respects that cause criticals against Daemonships on a 4+.

Ordnance:
Thunderhawks: Assualt boats, 4+ save, 20cm speed.
Thunderhawk Anhilators: Assualt boats, Fighter, loses reroll for H&R's, 4+ save, 20cm speed.
Storm Ravens: Assault boat, 30cm speed. (Blood Angels, Grey Knights)

Torpedoes: Normal (Escorts only have normal), Boading, Barrage.

Battle Barges and Forge Ships

Venerable Battle Barge (Despoiler Battleship Model)
Battleship/12, Speed 20cm, Turns 45*, Shields 4, Armour 5+, Turrets 4
Port WB, 45cm, 12, Left
Starboard WB, 45cm, 12, Right
Port Launch bay, 1 Thunder Hawks
Starboard Launch bay, 1 Thunder Hawks
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes Front
Dorsal Bombardment Cannon, 30cm, 8, L/F/R  
Notes: Can't CTNH.

Crusader Battle Barge (Emperor Battleship Model)
Battleship/12, Speed 20cm, Turns 45*, Shields 4, Armour 5+, Turrets 4
Port WB, 45cm, 6, Left
Starboard WB, 45cm, 6, Right
Port Launch bay, 3 Thunder Hawks
Starboard Launch bay, 3 Thunder Hawks
Prow Bombardment Cannon, 30cm, 6, L/F/R
Dorsal Weapons Batteries, 45cm, 6, L/F/R
Notes: May not use CTNH. Does not have sensor probes!

Battle Barge
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 6+, Turrets 3
Port WB, 45cm, 10, Left
Starboard WB, 45cm, 10, Right
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes, Front
Dorsal Bombardment Cannon, 30cm, 6, L/F/R
Notes: You may replace the broadside weapon batteries for 30cm range Strength 8 Bombardment Cannons each side for no additional cost.

Grey Knight Battle Barge (Grey Knights)
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 6+, Turrets 3
Port WB, 30cm, 10, Left
Starboard WB, 30cm, 10, Right
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes, Front
Dorsal Psy Cannons, 45cm, 4, Front
Notes: +1 D6 on AAF.

Forge Ship (Crusade Fleets)
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 5+, Turrets 3
Port WB, 60cm, 10, Left
Starboard WB, 60cm, 10, Right
Dorsal Lances, 60cm, 2, L/F/R
Notes: Increases Attack Craft limit by 4 of any type. Offers a single reroll that may only be used for Reload special orders.
Adeptus Mechanicus vessel: Has all rules for Adeptus Mechanicus and no Space Marine Rules. May not be squadroned with Battle Barges.

Cruisers
Ironclad Strike Cruiser
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port Bombardment Cannons, 30cm, 3, Left
Starboard Bombardment Cannons, 30cm, 3, Right
Prow Launch bay, 1 Thunder Hawk/2 Torpedoes, Front
Dorsal Bombardment Cannons, 30cm, 3, L/F/R

Strike Cruiser
Cruiser/6, Speed 25cm, Turns 90*, Shields 1, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 2 Thunder Hawks/4 Torpedoes, Front
Dorsal Bombardment Cannons, 30cm, 3, L/F/R

Grey Knight Strike Cruiser (Grey Knights)
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 2 Thunder Hawks/4 Torpedoes, Front
Prow PsyCannons, 30cm, 2, Front
Notes: +1D6 on AAF.

Dauntless Class Cruiser Torpedo Variant/Crusader Strike Cruiser (Crusade Fleets)

Escorts
Nova
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 1, L/F/R
Lance, 30cm, 1, L/F/R
Notes: +1 D6 on AAF.

Gladius:
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 4, L/F/R
Notes: +1 D6 on AAF.

Hunter:
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 1, L/F/R
Torpedoes, 30cm, 2, Front
Notes: +1 D6 on AAF.

Firestorm (RSV)
Sword (RSV)
Cobra (RSV)

Upgrades:
Orbital Mines and special Torpedoes: May not be taken.*(This is for fluff reasons only!)


Space Marine Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.  
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.
Terminator Assualt: You may buy an additional teleporter attack for the Master of the Fleets ship for 15pts. This follows all the normal rules for Space Marine teleporter attacks and maybe used every turn if possible.

Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 2 Cruisers in your fleet.
Battle Barge..........300pts
You may include a single Venerable or Arcane Battle Barge instead of a normal Battle Barge for every 1000pts or part thereof in your fleet.  
Venerable Battle Barge............450pts
Arcane Battle Barge...............400pts

0-10 Cruisers
Ironclad Strike Cruiser*...............160pts
*You may not include more Ironclad Strike cruisers than other Cruisers in your fleet, not including other Ironclad Strike Cruisers.
Strike Cruiser.............150pts

Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts
Firestorm......45pts
Sword...........40pts
Cobra...........35pts

Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.

Blood Angels and it's successor Chapters may take Storm Ravens 'Replacing' TH's on any of their ships fr no additional cost. Chapters invented by the player may also take Storm Ravens.

Space Marine Crusade Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.  
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.
Terminator Assualt: You may buy an additional teleporter attack for the Master of the Fleets ship for 15pts. This follows all the normal rules for Space Marine teleporter attacks and maybe used every turn if possible.

Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 3 Cruisers in you fleet.
Battle Barge..........300pts
You may include a single Forge Ship, Venerable or Crusader Battle Barge instead of a normal Battle Barge for every 1000pts or part thereof in your fleet.  
Venerable Battle Barge............450pts
Crusader Battle Barge.............400pts
Forge Ship..............250pts

0-12 Cruisers
Ironclad Strike Cruiser*...............160pts
*You may not include more Ironclad Strike cruisers than other Cruisers in your fleet, not including other Ironclad Strike Cruisers.
Strike Cruiser........................150pts
Dauntless Class Light Cruiser** (Torpedo Variant)...........120pts
**You may not have more Dauntless's in your fleet than Strike Cruisers.

Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts
Firestorm......45pts
Sword...........40pts
Cobra...........35pts

Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.

Dauntless: 'Less than equal' special rule; Dauntless's don't have +1 Leadership or Double Boarding Value. Although they still have Barrage/Boarding Torps and special H&R attack rules.


Grey Knights Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.  
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.

Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 2 Cruisers in you fleet.
Grey Knight Battle Barge..........320pts

0-10 Cruisers
Grey Knight Strike Cruiser.............170pts

Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts

Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.
Any Thunder Hawks may be replaced with Storm Ravens at no additional cost.
Grey Knight capital ships have twice the number of Teleporter attacks as if they all had Terminator Assualt.
Daemon Bane: You may reroll boarding dice against Daemon ships.

Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 17, 2011, 10:00:36 PM
Designers Notes:

Leadership: I've reduced the SM leadership to a simple +1 modifier as their current leadership value is far too good. SM's should not have better leadership than Eldar! AM and SM ships are similar when taking the actual crew into account. As SM's can actually get Ld 10 where AM can't, this represents better captainsy. It's a very minimal effect but it's there all the same.
  
Boarding: I've changed the +2 boarding modifier to a double boarding value. This makes little difference to single boarding actions against normal cruisers, but it does however stop escorts holding their own against capitalships, or overunning other escorts. But mainly I dislike racial boarding modifiers as they are not percential; you get little extra bonus for having 2 SC's in a boarding action for instance but if you have double boarding value having the 2nd is more keenly felt.

Hit and Run attacks: I've change the +1 to H&R's to a re-roll to better represent their ability to attack choice targets. This also gives the small possibility of a fail, something I feel is needed with every weapon system. This also can't be coupled with other +1's to give a +2 which would skip a result on the critical table. This doesn't really reduce their abailty to cause 'real' damage on ships with an Engine room crit but of course mostly eliminates the possibilty of fire crits which can be a book keeping nightmare.
I allowed Teleporter attacks to target ships of greater size as SM's are equiped for the task and given the fleet is light cruiser heavy it seems needed.

PsyCannons: I've made these lance weapons so as to make single GK SC's a viable option as reserves.

Attack Craft: Thunder Hawks aren't fighters! Using them in such a way seems plain wrong. This also stops the enemy 'destroying' TH's with small salvo torpedoes, stray bombers/aboats and occassionally mines.
Anhilators aren't bombers! They are more heavily armed Thunder Hawks, still with  a reduced transport capacity. If anything they could be used as resilent fighters still with the assault boat potential!
Storm Ravens are just Assualt boats! The only thing of note is that they have SM's on board!

Torpedoes: I've taken the boarding torps away from escorts as SM's aren't a horde fleet like Orks, Nids or Chaos. This also brings the benefits to the Cobra more in line with the other 2 Imperial escorts.
Barage Bombs will be on board all Battle Barges simply because it's fluff true.
I have toyed with the idea of BB's having Barrage instead of normal torps.

Additional ships: I've added the Emperor and Dauntless in a very limited fashion the later only available to Crusade fleets. I really wanted these ships or specifically their models in the fleet as they were the original Stike Cruiser and Battle Barge models prior to release. I've added the Despoiler as well as it really is just an old Battle Barge!

Venerable Battle barges and Imperial ships: I've decided to exclude the use of other fleet ships as much as possible so as not to dilute the SM fleets character and to make the fleet list easier to balance.

Battle Barge Grand Cruiser: I've made the 'normal' Battle Barge a grand cruiser and generally made it less impressive! I've done this for many reasons, chief among them to make it more manueverable. This also makes it cheaper, easier to field and fills the gap in between light cruiser and full blown battleship without inventing anything non canon.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 17, 2011, 11:16:19 PM
Yeah, you gave them access to the Dauntless but didn't limit them to the torp version. Sure, give the SM more lances whydoncha. :P
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 17, 2011, 11:18:01 PM
As for the TH not being considered fighters, their existing rules already make them so, so I do not see the need to add another rule to clarify it further as it will complicate things. It's already a fighter so can CAP. Don't reinvent the wheel.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 17, 2011, 11:18:08 PM
I'm really not fond of changing the LD marines have. They traditionally have high LD which is what the chart represents pretty well and as an elite fleet the really rely on being able to reliably pass SO. This is effectively putting them on par with IN for LD which I think will be crippling for a fleet like marines.

While the +2 isn't stackable, it is constant and it works. I see this as doing more to hurt marines as light damage quickly causes the double BV to lose effect.

I'm unsure what you are trying to do with the hit and run attacks.  This seems to make marines even better at killing Escorts since they effectively get an extra AB for each thunderhawk that hits an enemy escort and I'm not sure that's intended.

The AC seems interesting. Makes the difference between using a Thawk and an Annihilator a bit more difficult.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 17, 2011, 11:22:47 PM
Nothing really difficult about it. Both are fighters. The question with them is which do you prefer to take, vanilla TH Fighter/ABs or THA Fighter/Bombers. Their secondary role maybe different but the primary role remains.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 12:35:03 AM
Admiral_d_Artagnan,

Dauntless: This will only be the Torp variant!

TH's: I've gotten rid of the Fighter rule from the TH, it's gone!  :)  The CAP rule replaces it. This is a 'downgrade'. However not having TH's taken out by stray ordnance could be considered an advantage!
The Annihilator should not be a bomber, so I've used it's existence to offer the SM fleet a fighter which fits its fluff far better.

Vaaish,

Leadership: They have +1 leadership! No one has better!

Boarding: Double boarding value is a better mechanic than a modifier due to the reasons I've already mentioned. And yes it can be weaker due to damage, also supporting the better mechanic IMO.  ;)

H&R's is a reroll. Not 2 rolls. It is ever so slightly weaker against escorts.

Cheers,

RayB HA

Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 01:24:54 AM
I believe AdMech would end up with similar LD under the proposal you have since their LD table is different and basically has a +1 built into it. Marines should have better LD than that!

I disagree it's a better mechanic because it really won't be providing anything unless you start using battlebarges or 3+ SC in a single boarding action. Using the current rules, an undamaged SC would have a +1 to the boarding results after canceling out the +1 from an enemy cruiser having a higher BV. Adding a second SC gives you +3 because of the +1 for having a higher BV modifier and the +2 for marines. Adding a third won't help unless the enemy is damaged. Under your rules in the same situation, one SC will still have the same +1 modifier, two would only give you +2 for having 2x BV, and a third would grant 3+ for having 3x BV. Unless I'm mistaken in calculating BV, you are degrading the marines ability to board and tying their capabilities more directly to how damaged their ships are. I don't see how either of those things are warranted.

I didn't intend that it was 2 rerolls. I was saying that because of the reroll you come out better against escorts. I.e. you fail to score a 4+ to kill it, you roll again giving you what, a 75% odds of killing the escort with a single AB rather than the 66% under the current rules. Because you get to reroll it essentially makes each AB equal to two since you either kill the thing or get a second dice to try against it.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 02:33:07 AM
Vaaish,

Why should SM have better than +1 Ld? Better than Eldar? +1 is slightly better than AM.

A full health strike cruiser will get +1 against any other full health cruiser not taking modifiers into account. This is true with double BV or a +2 boarding mod.
2 full health SC's will get +2 or +3 with Double BV but can only get +2 with a +2 BMod.
However SC's can get damaged and with double BV rather than a +2 BMod they will be weaker in a boarding action? What's wrong with this? It feels more real!

For hit and runs it depends what rules you're using, it'll either be a 3+ (with the +1) vs a 4+ with a reroll(0.66.. vs 0.75) or an auto hit vs a 2+ with a reroll. There is little in it, but it makes the SM H&R's more characterful and avoids unintentional critical affects.

I suppose from the point of view that an over kill is still just a kill a reroll is effectively 2 dice rolls.

Cheers,

RayB HA 
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 03:53:08 AM
Why shouldn't they have better LD? they are after all extremely long lived supersoldiers that train all their lives for combat. Eldar are long lived as well, but that doesn't necessarily translate into high ld in martial pursuits outside of the aspects. High LD is necessary if you want the marines to be a scalpel so they can reliably choose the appropriate action to hit where they can best attack.

+1 is 90% the same as the AdMech leadership rolls. With your proposal you roll on the standard LD table and add one. The +1 basically gives marines the following table to roll on:

1=7, 2-3=8, 4-5=9, and 6=10

That's nearly the same as admech since their table for LD is this:

1=7, 2-3=8, 4-6=9

That means a marine ship only has better leadership than an admech ship if you roll a 6. Anything else and your the same LD as admech. You are introducing more issues by messing with the marine LD. If it really bugs you that eldar have lower LD, them give them a boost. It won't make them any less broken and it won't mess with something that works fine.

On boarding I'm working from the assumption that the most common target will be a cruiser with 8 hits and 2 turrets giving it a BV of 10 against the marines. That means with double BV 2x SC will net BV24 which grants a +2 modifier.

With what you are proposing gives the theoretical max of a +4 modifier to marines for boarding while the existing rules give a theoretical max of +6. This is excluding BM or other effects since those aren't related to the health of the ships.  Regardless of if you think it "feels" more real, it's hurting marines when they don't need adjustments although if marine ships are mostly crewed by serfs or automated, it could be argued that damage would have far less effect on the marines boarding capabilities as the primary personnel used in those assaults would be less likely to be rendered ineffective. They aren't any less marines because the ship took a hit and it's not the ship, but the marines that are doing the boarding unless I'm mistaken.

I'm not following how the reroll will make it more characterful or avoid unintentional crit effects. I'm working off the assumption that the FAQ 2010 changes are official. I don't think that marines need any more of a boost with killing escorts which is where your proposed change has the most effect.
Title: Re: Space Marine Fleet ER
Post by: horizon on May 18, 2011, 03:58:03 AM
Marines, with +1 is good.

With Eldar MMS we initially gave Eldar same Ld as Space Marines now have. But we changed Eldar back to +1 because it felt better and we always hoped Marines would get +1 Ld as well.

HehA!!!

For the rest ... I don't know why you are doing all of this...?!?!?

;)
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 18, 2011, 06:05:35 AM
Why shouldn't they have better LD? they are after all extremely long lived supersoldiers that train all their lives for combat. Eldar are long lived as well, but that doesn't necessarily translate into high ld in martial pursuits outside of the aspects. High LD is necessary if you want the marines to be a scalpel so they can reliably choose the appropriate action to hit where they can best attack.

Well, firstly, the Eldar have been sailing the stars since before humanity looked up at the sky. Secondly, the Eldar have much better tech and automated systems, whereas the SM rely a lot upon muscle and archaic mantras. In other words, Eldar are masters of their technology as opposed to its slave. Thirdly, the craftworld splinter of the Eldar race have been born and raised on board a ship for many generations. Fourthly, the Eldar make far greater use of celestial terrain, making them more adept at navigating the hazards of space. Fifthly, space marines train to fight all their lives, not sail. Those Eldar crewing their ships train their entire lives to sail.

The difference between the SM and IN is smaller than the difference between the SM and Eldar. To be frank, the SM aren't in the same league as Eldar and they really shouldn't get any leadership bonus at all.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 18, 2011, 10:22:10 AM
Admiral_d_Artagnan,

Dauntless: This will only be the Torp variant!

Well, thank goodness.

TH's: I've gotten rid of the Fighter rule from the TH, it's gone!  :)  The CAP rule replaces it. This is a 'downgrade'. However not having TH's taken out by stray ordnance could be considered an advantage!
The Annihilator should not be a bomber, so I've used it's existence to offer the SM fleet a fighter which fits its fluff far better.

RayB HA

Which begets the questions: were the old rules broken? If so, in what way? If not, why change it?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 01:36:17 PM
Hi guys,

Just realised I didn't actually mention why I was doing this!  ::)

The problem I have with the Space Marine Fleet list is that it's boring with very few choices and has in many cases clunky rules or rules that far exceed the fluff unnecessarily.

My goal is to make an interesting space marine list with more options and in regards to Crusade fleets and the like, more Space Marine than man!
Also I'm tweaking the special rules to be more characterful while eliminating unintentional loop holes.
Obviously with all these changes not to mention stat changes the points values will have to be re-examined.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on May 18, 2011, 01:39:10 PM
lol,
you do know draft 2010 for the Marines exist, right? You know the rules the HA recently (ahem) did.

Did you people actually get a response from GW?

As long as you keep lances out of the list there won't be major upsets I think... lolllerdelollz
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 02:07:25 PM
Horizon,

Yes I know of the 2010 marines draft!  ;D

There are just numerous things I'd like to add or change. Most importantly nailing down a crusade list that isn't full of IN ships! And just as importantly sorting out the Venerable BB so it can't be one of a dozen ships! 

I want a list that you can happily use to represent almost any chapter including Grey Knights! (Grey Knights would be available to Inq fleets as reserves!)

Also properly represnting the AC and including the Storm Raven for those chapters that can take them.

We didn't get a reply from GW!  >:( I may go to Gamesday this year and just hand it over to Andy Hall.  :-\

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on May 18, 2011, 02:15:16 PM
We didn't get a reply from GW!  >:( I may go to Gamesday this year and just hand it over to Andy Hall.  :-\

Hit him with it. At least they could've replied and said they don't use it. Weird company.


VBB's: will the sedition reincarnated continue in your proposal?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 02:17:45 PM
Vaaish,

Sig pretty much stole my rant right out of my mouth!  ;) SC's aren't 'crewed' by SM's anyway. +1 Ld reps the fact they have got all of the best resources at their disposal, just like AM! (Except AM have refits!)

Admiral_d_Artagnan,

If it's not broken why fix it? I prefer: If I can make it better, shouldn't I?  ;D
Seriously though I do believe SMs need some work to make them more intersting and to cut some of the exaggerated fat off.
In the case of Annhilators they just aren't bombers, they're not even fighter bombers! Representing them as such is just a mad attempt to give SM's bombers when they sure as hell shouldn't have any!

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 02:24:33 PM
Horizon,

The SedO is a bit of a freak! I'm inclined to include it but as a character ship (well it is isn't it?) Ultra Marines only!

Also the Fortress Monastary should only be available for special scenarios out side of a normal campaign. So it's not too important to perfect!

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 02:58:55 PM
Sig I won't deny that eldar have better tech, but better tech doesn't mean you instantly become masters of tactics or warfare, it just means you have better tools. That's something I don't think anyone would argue Eldar don't already have. Although from the fluff we have from Armada, marine vessels seem to be almost entirely automated with the chapter serfs on board in a monitoring and maintenance function. While inferior to eldar tech, it seems a far cry for the IN's massive use of manpower to operate vessels.

If you are so sure that eldar shouldn't be in the same league, then why not adjust their LD rather than the marines? Just give them 10's across the board and you're done since they've had thousands of years of practice compared to humanity. Of course, we can't do that now can we because it would make Eldar too good. See, the thing is just growing up on a ship doesn't translate into tactical capability. It translates into technical capability in the form of an intimate understanding of how the systems on the ship work, but it won't make you a tactician. Knowing what your ship can do doesn't equal knowing when you should do it. That's where training for combat and leading others comes into play which is what the marines do a good chunk of their lives when they aren't actually fighting.

Now you'll probably want to come back and wave your hand with some statement about how dare I not agree with you, but I do not agree with what you presented. It makes a case for eldar having better tech (which they already do) and better knowledge of celestial phenomena (which they do already here too) but it's not a valid argument for dropping Marine leadership to AdMech or IN levels.

Ray, I realize they aren't crewed by Marines entirely. Marines get the best resources and the ships are commanded by the marines, who are some of the best leaders available to humanity. If AdMech get refits, then at the very least Marines should use the Admech LD table with the option to take marine captains inexpensively for +1ld.

The way I see it, IN should have the worst human LD, followed by AdMech being slightly better, followed by Marines at the top.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 18, 2011, 03:24:13 PM
Now you'll probably want to come back and wave your hand with some statement about how dare I not agree with you, but I do not agree with what you presented. It makes a case for eldar having better tech (which they already do) and better knowledge of celestial phenomena (which they do already here too) but it's not a valid argument for dropping Marine leadership to AdMech or IN levels.

Yes it is. Leadership in BFG has nothing to do with tactical capability. It has to do with technical expertise, job competence and knowledge and experience with celestial phenomena. Even if it had something to do with tactical ability (which it clearly does not) I would argue that the Eldar warmasters are at least as good as the SMs in this regard, particularly when you factor in farseers.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 03:48:07 PM
Part of the job competence of the commander of the ship IS his tactical ability. It's his ability to read a situation and know what order to give in the first place that makes him competent. The training of the crew aids in the successful execution of an order, but it's still the commander who initiates the right order at the right time. Since it would seem both Eldar and Marines rely on large amounts of automation to run their ships, I would think that crew training would have even less impact on carrying out orders than aboard an IN ship.

I have no problem with Eldar having as good LD as marines. Let them use the Marine LD table if it doesn't hurt the game, but why bother with changing marine LD if you feel Eldar LD is too low?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 03:51:15 PM
Vaaish,

Forget the Eldar comparison for the moment.
A SM ship will have a better crew than normal IN but it still doesn't equate to the crazy awesome they currently have!
AM and SM ships are similar when taking the actual crew into account. As SM's can actually get Ld 10 where AM can't, this caters to the better captainsy. It's a very minimal effect but it's there all the same.  

The tactical training etc will not be exclusive to SM's! Infact in that regard the IN wouldn't be that shabby. It's only their equipment and backwards approach to technology that will hamper them.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 04:14:22 PM
Ray,
I only use the eldar comparison because you mentioned it in your first post as the reason for dropping Marine LD! :) I'm not entirely sure why you are finding the LD marines have currently as an issue outside of the Eldar bit you mentioned. From what I've seen, the high LD is necessary for the marine fleet to function properly with SO rolls for RO, LO, and AAF needed to get in position and hit hard enough to cripple before they take too much return fire. Reducing LD makes it more likely a player won't be able to rely on activating a SO when it's needed. I guess the same effect could be achieved by giving Marines more rerolls in the MoTF base profile and the +1 to LD. This just doesn't seem like a necessary change like the boarding and hit and run changes.

(no, I'm not saying tactical training is exclusive to marines, just that they have likely had more such training and their lengthy lifespans would all them to accumulate far more experience than your average IN commander)

I'm curious to see what the point values you have for the ships you edited in your first post is. The cheaper BB with better turning and speed is nice, but how much cheaper is it? I'm also curious if you are getting rid of the upgrades for the SC like the extra shield and LB swaps?


Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 18, 2011, 04:23:56 PM
Vaaish,

I'll change my designers notes regarding leadership.

Rerolls will be available just as before. At 25pts each they're a steal! Also for Crusader fleets the Forge Ship will give you a reroll for RO!

For the moment I'm nailing down the stats, the points will come later.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 18, 2011, 05:53:45 PM
Part of the job competence of the commander of the ship IS his tactical ability. It's his ability to read a situation and know what order to give in the first place that makes him competent. The training of the crew aids in the successful execution of an order, but it's still the commander who initiates the right order at the right time. Since it would seem both Eldar and Marines rely on large amounts of automation to run their ships, I would think that crew training would have even less impact on carrying out orders than aboard an IN ship.

There is no tactical component to the Ld value in the game. The tactical component comes from you, the player.

Quote
I have no problem with Eldar having as good LD as marines. Let them use the Marine LD table if it doesn't hurt the game, but why bother with changing marine LD if you feel Eldar LD is too low?

I don't feel that the Eldar Ld is too low. I feel that the SM Ld is too high. It should be less than Eldar. Eldar are superior in every meaningful metric of spacefaring.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 05:58:05 PM
Changing marine LD ends up interfering with the LD distribution between IN, Admech, and Marines which seems fairly accurate right now. If the problem is eldar then deal with them and leave the rest alone.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 18, 2011, 06:43:16 PM
Changing marine LD ends up interfering with the LD distribution between IN, Admech, and Marines which seems fairly accurate right now. If the problem is eldar then deal with them and leave the rest alone.

I don't think so. I think that the differences between these 3 factions would fade to insignificance at this scale.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 18, 2011, 07:00:46 PM
It seems to me like you are giving a lot of extra options to crusader/Grey Knights fleets but not much to the world-based SM chapters. More variety with the cruisers is needed. I like the stormraven, very fluffy.
Title: Re: Space Marine Fleet ER
Post by: horizon on May 18, 2011, 07:13:15 PM
I agree with SG on the Ld issue, though I would go for Marines are equal to Eldar Ld approach. Just because they can.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 18, 2011, 08:07:55 PM
Sig, I don't think that would be an accurate representation in game terms unless you put all of the existing lists on the same LD chart with various modifiers. With different groups having different charts to roll on the game allows for a more exaggerated view of the LD differences for gameplay.

I guess it could be interesting to put everyone on the same table and use modifiers to set the general ld range and beyond that include X number of commanders that give and additional +1 to LD.

So IN and admech wouldn't have any modifiers, eldar and marines would get +1 to LD. The Marine MoTF, admech commanders, and Eldar commander would have 2 veteran commanders included in their cost that grant +1 ld to the ship they are on or some such like that.  It would have the effect of bumping up the average LD of AdMech to be a little more elite than IN and give Eldar and Marines the highest LD as well.
Title: Re: Space Marine Fleet ER
Post by: Brad on May 18, 2011, 11:02:43 PM
The only problem I have with the SM fleet is the serious under-gunnage of the strike cruiser.  Bombardment cannon look good on paper but FP3 means you're lucky to roll a single die most of the time.

This comment is only from my own experiences, which I have no doubt are considerably less than just about everybody else's, so take it for what it's worth.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 18, 2011, 11:14:48 PM

Admiral_d_Artagnan,

If it's not broken why fix it? I prefer: If I can make it better, shouldn't I?  ;D
Seriously though I do believe SMs need some work to make them more intersting and to cut some of the exaggerated fat off.
In the case of Annhilators they just aren't bombers, they're not even fighter bombers! Representing them as such is just a mad attempt to give SM's bombers when they sure as hell shouldn't have any!

Cheers,

RayB HA

You haven't made it better. As for the THA, simple solution if you don't think they need bombers: get rid of it. Don't touch the fighter aspect of the TH.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 18, 2011, 11:15:49 PM
Horizon,

The SedO is a bit of a freak! I'm inclined to include it but as a character ship (well it is isn't it?) Ultra Marines only!

Also the Fortress Monastary should only be available for special scenarios out side of a normal campaign. So it's not too important to perfect!

Cheers,

RayB HA

As long as it is the SedO in the 2010 stuff with WBs instead of lances.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 20, 2011, 12:56:51 AM
zaxqua,

A 'normal' Chapter could consist of the 6 escorts (not including the falchion), the Strike cruiser, the Battle Barge GC and the Venerable Battle barge. I'm not sure about including the Arcane and Crusader BB's in a normal list.
I've toyed with SC variants, some even with limited lance broadsides or torps instead of TH's. Or more TH's and less guns. In the end the SC is what it is needed to be, especially with torps added. There doesn't seem a variant to make that makes any real difference. Adding the Torp Dauntless to the Crusade fleet adds variety but It wouldn't really fit in a normal list.

The real problem I'm facing is that the Crusade fleet is just an expansion of the 'normal' list. If you don't care about fluff you'd just pick a Crusade fleet! Maybe if the Battle Barges were for every 2 SC in the 'normal list and for every 3 in the Crusade list.

Brad,

SM's should be under gunned some what... The BC should be used with the WB so you can get the 'golden' shot past shields. I've added the ability to launch torps to the SC's, it's only 4 but it's an added punch to use after the TH's have been launched.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 21, 2011, 12:05:12 AM

Hi All,

I've added the actual fleet lists, please try to ignore the points values they're just upper values that I don't want to exceed.
 
Admiral_d_Artagnan,

Why do you like the fighter aspect of the TH's over the CAP special rule? Is it because it's more simple? The way I see it TH's are similar to Tau Mantas, they should be AC with a 4+ save vs fighters not being fighters themselves.
The CAP special rule seems to be necessary to counter the loss of the fighter special rule. Would it be that bad if they had no fighters or CAP (except Annhilators)? The escorts would be vulnerable to A-boats (although the -1 does help with this), the capital ships excluding the dauntless wouldn't be greatly effected by this loss.
Hmm..... I'm leaning towards getting rid of the CAP rule!

I've included the SedO but have tweaked the launchbays/torps.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 21, 2011, 12:59:22 AM
It was my understanding that the ordnance and AC on teh SedO were dropped because the additional barrage bomb magazines needed to supply that many cannons would eat into the remaining space due to the size of the rounds. Now there isn't much reason not to take it unless you dislike short range.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 21, 2011, 09:47:25 AM
Admiral_d_Artagnan,

Why do you like the fighter aspect of the TH's over the CAP special rule? Is it because it's more simple? The way I see it TH's are similar to Tau Mantas, they should be AC with a 4+ save vs fighters not being fighters themselves.
The CAP special rule seems to be necessary to counter the loss of the fighter special rule. Would it be that bad if they had no fighters or CAP (except Annhilators)? The escorts would be vulnerable to A-boats (although the -1 does help with this), the capital ships excluding the dauntless wouldn't be greatly effected by this loss.
Hmm..... I'm leaning towards getting rid of the CAP rule!

I've included the SedO but have tweaked the launchbays/torps.

Cheers,

RayB HA

Yes, simple is the reason. You basically remove their fighter status and then add a rule making them semi-fighters. I mean, huh?

Which SedO is this?
Title: Re: Space Marine Fleet ER
Post by: lastspartacus on May 21, 2011, 07:57:56 PM
First question: what is 'ER'
Title: Re: Space Marine Fleet ER
Post by: RCgothic on May 21, 2011, 08:39:13 PM
Experimental Rules.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 21, 2011, 09:37:28 PM
One comment: In the blood angels omnibus captain Idean states "I served aboard the strike cruiser Fidelis at armageddon. She was a mine-layer, among other things, and in my duties I learned the limitations of that wepon"
a quote from your rules "No orbital mines may be taken, this is for fluff reasons only"
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 22, 2011, 10:48:57 PM
Admiral_d_Artagnan,

Yeah, I'm gonna ditch the special CAP rule.

zaxqua,

Well that's weird! The Author seems like a Blood Angles nut however he may not have done too much research regarding orbital mines. I wouldn't let a novel lock background (unless wriiten by the gamesworkshop studio).

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 23, 2011, 03:43:51 PM
Hi Guys,

CAP: I've removed the CAP rules and added Annhilators as a free choice for any Chapter. This unclutters the rules somewhat and makes them less weird.

Shield Strength: I've reduced the shield strength of the armour 6+ Battle Barges, 3 for the BB's and 2 for the GC. This reduction doesn't reduce the ships survivabilty below that of other ships of their size. In fact, the Arcane and Crusader BB's will be somewhat competetive beyond points. This also helps to show which is a GC or BB as the GC will use a small base and the BB a large base. Having fewer shields will also reduce their cost.

Arcane and Crusader BBs: I'm going to tweak their stats, any ideas?

BC's: I can't really figure why these are so good against ordnance. However with the drop of the fighter rule from TH's it would be a damaging to drop this rule as well.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 23, 2011, 04:55:16 PM
This whole thing with the CG battle barges and all feels... wrong. battlebarges and the models for them have always been BB sized with CG models being somewhat smaller. IT also feels confusing to have two ships effectively the same name yet different classes and wildly different stats. This just doesn't seem intuitive to a player using any of the existing marine lists and ships coming to this. I think battlebarges need to stay battleships and strike cruisers have the range between light cruiser and cruiser but without any of this grand cruiser stuff. It's not really needed IMO and it seems to be adding rules complexity that's unwarranted.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 23, 2011, 09:17:21 PM
Sorry Ray, after reading the Omnibus again I reallised the author also has a gladius make a teleport attack.  :-[
 I would recomend making the arcane BB more like the Vengeful Spirit from powers of chaos. And removing the CAP rule makes stormravens useless except as assult boats.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on May 23, 2011, 11:45:53 PM
I notice that the Desolator has been removed...   ;)

Too many lances, eh?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 25, 2011, 12:14:18 AM
Vaaish,

I'm supprised no one else has latched onto the weirdness of the Battle Barge GC!
Modelwise it doesn't look that odd as the Battle Barge is smaller than all other Battleship models (I think...) Infact the Vengeance is quite comparable. Keep in mind the Battle Barge has got that 'thin' neck and has little volume for it's length. The Repulsive is quite small however....I suppose some of the bigger mass could be explained away as the 6+ armour!  :)
Also the Battle Barge model seems quite sturdy on a small base. Also having a small base helps out against NC's (depending on which rules you play by!).

Other than the practicalities on the table, a Battle Barge is just a big Strike Cruiser. It being a GC rather than a BB makes it far more manuverable which given it's purpose as a fast assualt transport seems to make sense, especially with their attack rating. But more than that it allows it to keep pace with the strike cruisers while still dwarfing them and makes it cheaper so you can include it in 'raid' games of 750pts while still being 'unsquadronable' with strike cruisers.
I'd also like to point out that while it is a Grand Cruiser for game purposes it can still be considered a Battleship in fluff. Grand Cruiser is just it's 'type' not it's Imperial designation.

zaxqua,

40K writters (including codexes), quite often get the scale wrong for BFG. I guess it's not too important to them though as it doesn't really affect the game(40k) or the story being written.

The Vengeful spirit would have 4 Prow Lb's if it didn't allready have prow weaponary... Good template though.

Storm Ravens are assault boats!  :) But they're only optional, losing the 4+save for 10cm may not be a fair tradeoff but it's upto the player.

BaronIveagh,

The lance limitation seems really strange when BC's are really good in space combat and SM's would need lances in a planetary assault to kill war engines. It should just be range that is limited!

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 26, 2011, 08:01:36 PM
I'll double check tonight, but last I looked the battlebarge was very close to the size of the other IN battleships. That thin neck as you put it is no worse than the thin forward ship on the emperor, retribution, or the admech line. In fact the retribution is far thinner since it lacks the weight of the battlebarge's prow.

I can understand the game designations, but you've got two separate things in the list that are both battle barges. First you've got the venerable one that is basically an upgraded version of the current BB and would, I suspect, use the same model. Then you have the odd man out CG battle barge that is pretty close to the current stats as well but changes a few bits here or there to make it more maneuverable and in line with the IN CG stats. But it's still called the same thing and sorta functions in the same role. After years of the battlebarge being the marine battleship it seems to be muddying the waters to have the two in there as you do now especially given the models we have.

EDIT:

I looked tonight and without the forward antenna or rear fin the BB is a little shorter than a IN battleship though it has more mass on the rear and prow than the IN ships.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 27, 2011, 06:30:42 AM
The SM BB? Yeah more mass on the rear and even the prow actually but is a bit shorter. Even the GCs are almost as big as regular battleship just less mass.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 27, 2011, 01:43:13 PM
More mass on the rear? I don't really see it... The other BB's are more bulkier and tall whereas the Battle Barge has pointy mountains in the rear and a short, thin(thin in the profile) neck.  The prow is bigger than a Rets. The overall length is shorter.

In any case, using the same model is most likely a mistake. Perhaps using a SM Epic Lander or just generally converting the BB into something bulkier.   

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 27, 2011, 03:07:19 PM
Having all three of those models, I can say pretty definitively that the epic lander just isn't suitable for use in BFG without some very heavy conversion work. It's also twice as expensive as a battlebarge model which makes it far less desirable for converting and rarely shows up secondhand. Adding in this CG version and calling it a BB is a mistake. Leave the battlebarge as a battleship and work with the strike cruisers if you think the marine list needs a mid level ship. It's far easier and cheaper to convert those.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 28, 2011, 06:03:05 PM
Vaaish may be right about the CG. Perhaps a "Heavy Strike Cruiser" is in order

cruiser/8 20cm 45* 2sheild 6+armour 3turret
Port weopons battery fpw8 45cm
starboard wepons battery fpw8 45cm
Prow launch bay 3thunderhawk
Dorsal bombard cannon str5 30cm

Maybe?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 28, 2011, 09:41:11 PM
My Eternal Crusader model for Black Templars was definatly in need of conversion.

Good point though it would be far better not to have any 'conversions' in the list.

I'm not keen on the idea of a full cruiser though...

The 'Despoiler' will now be the Venerable Battle Barge. I'll dump the 'Arcane' alltogether.

The Battle Barge will be a Grand Cruiser with 3 shields. (The SedO will also become a GC but still at 20cm speed).

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 29, 2011, 06:06:03 AM
haven't had a chance to full digest the stats, but I find this much more acceptable with regard to the battlebarge.
Title: Re: Space Marine Fleet ER
Post by: horizon on May 29, 2011, 06:41:55 AM
I dunno, suddenly all those people who collected Marines who had a barge as a battleship see it relegated to grand cruiser status. Plus they need to buy an Emperor or Despoiler to gain a battleship. Plus both ships need conversion if only to remove Chaos skulls and stars from the Despoiler.

I do not think this approach will see many fans. I am certainly not a fan.

And come on Ray, if the Barge model is a grand cruiser Nate will slap you as he was not swayed to make the Custodian a Grand Cruiser (which it should be). Custodian has less mass then a barge.

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 29, 2011, 09:42:12 AM
Ray: I would ask if there really is a problem with the Battle Barge being considered a battleship? If size is your problem, I point out the North Carolina and South Dakota classes which are smaller than the Iowa class and the Yamato class even. They were also smaller than the Bismarck. So I don't really see the size being that much of a problem that you have to mess up the class by relegating it to a grand cruiser.

The IN battleship seems bulkier because of the 2 square frame which attaches to the area under the bridge. But if you look at it, there is not much mass there since there is that hole in the middle of the frame which is obscured by the small decking. The BB actually would then have more mass.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 29, 2011, 09:42:48 AM
Vaaish may be right about the CG. Perhaps a "Heavy Strike Cruiser" is in order

cruiser/8 20cm 45* 2sheild 6+armour 3turret
Port weopons battery fpw8 45cm
starboard wepons battery fpw8 45cm
Prow launch bay 3thunderhawk
Dorsal bombard cannon str5 30cm

Maybe?

No.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 29, 2011, 03:15:09 PM
Vaaish may be right about the CG. Perhaps a "Heavy Strike Cruiser" is in order

cruiser/8 20cm 45* 2sheild 6+armour 3turret
Port weopons battery fpw8 45cm
starboard wepons battery fpw8 45cm
Prow launch bay 3thunderhawk
Dorsal bombard cannon str5 30cm

Maybe?

No.

I love how every idea I have posted in this forum has been universally disliked by everyone.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 29, 2011, 03:18:17 PM
I love how every idea I have posted in this forum has been universally disliked by everyone.

Quite an achievement.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 29, 2011, 07:12:15 PM
The Space Marine BB isn't relegated!  :)

It's faster, can turn after 10cm instead of 15cm, but it loses 2 hits and 2(4) WB's, 2BC's and it's torps and TH's are the same slot. It looses a 'little' firepower, but the advantages of better movement and cheaper price are massive.

In any case, it's still as tough as a BB!  :)

Also just because something is of 'type' Battleship doesn't mean it really is! The same goes with any type! So type GC can represent a BB quite nicley!

If you do want a BB the Emperor is already set up it just needs the appropriate paint scheme. The Despoiler isn't that bad as you can just fill the areas with green that have markings (once again this is conversion work.... but it's so easy I don't think it's a problem)

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Browncoat(USA) on May 29, 2011, 07:37:47 PM
I used to play marines.  I think that the Battlebarge change is excellent.  I'd much rather have the maneuverability of the GC.
Title: Re: Space Marine Fleet ER
Post by: horizon on May 30, 2011, 04:12:03 AM
The Space Marine BB isn't relegated!  :)

It's faster, can turn after 10cm instead of 15cm, but it loses 2 hits and 2(4) WB's, 2BC's and it's torps and TH's are the same slot. It looses a 'little' firepower, but the advantages of better movement and cheaper price are massive.

In any case, it's still as tough as a BB!  :)

Also just because something is of 'type' Battleship doesn't mean it really is! The same goes with any type! So type GC can represent a BB quite nicley!

If you do want a BB the Emperor is already set up it just needs the appropriate paint scheme. The Despoiler isn't that bad as you can just fill the areas with green that have markings (once again this is conversion work.... but it's so easy I don't think it's a problem)

Cheers,

RayB HA
That's a reason?

I am not convinced. I think you must make this idea more widespread before you go ahead with it.

@ Zaxquaa,
heh, I am against the heavy cruiser too.
Perhaps post all your ideas and maybe something is liked. ;)
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 30, 2011, 09:49:37 AM
The Space Marine BB isn't relegated!  :)

It's faster, can turn after 10cm instead of 15cm, but it loses 2 hits and 2(4) WB's, 2BC's and it's torps and TH's are the same slot. It looses a 'little' firepower, but the advantages of better movement and cheaper price are massive.

In any case, it's still as tough as a BB!  :)

Also just because something is of 'type' Battleship doesn't mean it really is! The same goes with any type! So type GC can represent a BB quite nicley!

If you do want a BB the Emperor is already set up it just needs the appropriate paint scheme. The Despoiler isn't that bad as you can just fill the areas with green that have markings (once again this is conversion work.... but it's so easy I don't think it's a problem)

Cheers,

RayB HA

Sorry Ray but as you pointed out, there is a difference between Type: Battleship and Type: Cruiser. Terms like the above have to be defined clearly if not I can always take a Battleship and call it an Escort.

You still haven't answered the question. Is there a problem with the present BB that you have to change it to a GC and then have to get another battleship to serve as a battle barge, one which most likely has already been removed from SM jurisdiction except for the First and maybe Second Founding Chapters? The BB is battleship sized enough, much bigger than a Vengeance and is already suited as a transport for SM. C'mon Ray. This is just similar to removing fighter abilities from THs and then adding them in again via CAP rules. It's more a problem than a cure.

If you want to give SM a GC then let them have access to the Vengeances as a VBB. Simple.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 30, 2011, 01:15:13 PM
Sorry Ray but as you pointed out, there is a difference between Type: Battleship and Type: Cruiser. Terms like the above have to be defined clearly if not I can always take a Battleship and call it an Escort.

While I'm not fond of the proposal I can't agree with the above. What the game defines as a BB can differ to what a race defines as a BB. Some race's largest ship might be the size of an escort and be treated as an escort in game, but to that race it is a BB.

Basically the "type" category (escort/cruiser/battleship) can be changed into class A, class B and class C ships as far as manoeuvrability is concerned. Most escorts would be type A, most cruisers would be type B and most BBs would be type C.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 30, 2011, 01:40:53 PM
horizon, Admiral_d_Artagnan,

Think of it as a Battleship with better turning! Or hell, think of it as a 'light battleship'!

This gels nicely with the fewer hits of the Strike Cruiser. Just like with the Eldar capital ships having -2hits for their respective displacemens.

Having the GC type stops the Battle Barge from squadroning with the lower armour values of the Despoiler or Emperor. This is a valid exploit but it would have to be covered in the lower armour valued Battleships. I'd rather they were as affordable as possible.

Being of the lighter weight obviously makes it cheaper AND will allow its presence in even smaller games.

Having the better speed/turning allows it too keep up with the SC's and escorts. Rather than dragging them back.

Having better manuevrabilty also fits with the attack rating. (which reminds me I need to put the speical rules in for campaigns and scenarios).

Not being 'double' the size also makes the 3TH/2TH less weird.


The problem of the current BB: It's slow (this bit is quite important!), it's too expensive to include in most fleet lists, it has significantly less AC than SC's given its cost.


Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 30, 2011, 02:03:49 PM
Caestus Assault Ram:

I'm going to include the 'CAR' as an optional upgrade!

Torpedo Bomber that fires boarding torpedoes that re-roll to hit. But loses the re-roll for H&R's.

Is this worth taking? Should it have a 4+ save?

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 30, 2011, 04:05:47 PM
Ray, the current BB can be used in games as small as 500 points if you want so you aren't gaining anything by saying the new CG one can be used in smaller games. I'm still of the mindset that the change is change for the sake of change rather than any actual problem with the list even though I think removing the VBB regular stat BB helps clear up some of the model issue.

With your newest change to the SedO, why even classify it as a VBB anymore? Just leave it as a regular BB with a limit of 0-1.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 30, 2011, 05:41:43 PM
Vaaish,

It'd be a little unbalanced to have such a tough ship in such a small game. 750pts wth a GC Battle Barge may prove too powerful aswell. Perhaps limiting it to 1 per 3 cruisers. (so balanced in a 1000pts).

The SedO is a Venerable BB, so why should it be anything else?

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 30, 2011, 05:50:59 PM
You list the sedo as a battleship but you've reduced it to a grand cruiser and left the speed at 20cm. Since it's not a battleship anymore, why even bother calling it venerable? might might as well just make it a straight up 0-1 variant of the regular BB.

I'm saying that the CURRENT OFFICIAL rules for marines already allow you to plonk down a battlebarge in a 500 point game, not these ones you are fiddling with. It doesn't follow that you changed the BB to a CG to get it in smaller games when it can already do this in the current offical incarnations of the marine fleet lists. Not only this, the current version of the BB has been a solid core for many marine fleets and, up until the latest update, many players take two of them. I don't think that evidences a difficulty in including the unaltered versions in any size list or fleet. Basically, it doesn't seem that the ship as it stands is broken in any way and is regularly taken.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on May 30, 2011, 06:10:45 PM
Or part thereof! My gods, why is that in there? And why have I never noticed that before? I'm sorry- That should never have happened. It's crazy!
Title: Re: Space Marine Fleet ER
Post by: Vaaish on May 30, 2011, 07:53:49 PM
dunno, but it's always been there although it usually works better with allowing the BB in 750 and 1k games since it was one of the two semi-viable competitive marine paths.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 31, 2011, 02:48:05 AM
horizon, Admiral_d_Artagnan,

Think of it as a Battleship with better turning! Or hell, think of it as a 'light battleship'!

The question still is, is it needed? No, it is not. The BB performs well enough.

Having the GC type stops the Battle Barge from squadroning with the lower armour values of the Despoiler or Emperor. This is a valid exploit but it would have to be covered in the lower armour valued Battleships. I'd rather they were as affordable as possible.

I have never heard of this being a problem.

Being of the lighter weight obviously makes it cheaper AND will allow its presence in even smaller games.

As has been pointed out, BBs are present in smaller games.

Having the better speed/turning allows it too keep up with the SC's and escorts. Rather than dragging them back.

The difference in speed is what primarily makes formations a problem not the turning.

Having better manuevrabilty also fits with the attack rating. (which reminds me I need to put the speical rules in for campaigns and scenarios).

The BB is maneuverable enough for a ship it's size.

Not being 'double' the size also makes the 3TH/2TH less weird.

The problem there is the SC not the BB.


The problem of the current BB: It's slow (this bit is quite important!), it's too expensive to include in most fleet lists, it has significantly less AC than SC's given its cost.

The Price is ok for what the BB brings currently and again the problem with AC is because of the SC not the BB.


Title: Re: Space Marine Fleet ER
Post by: horizon on May 31, 2011, 04:06:00 AM
Still not convincing Ray. :)


The Barge is a battleship. Period. The 2 th on a strike cruisers vs 3 on a barge? Fine. The jump from 6 to 12 hits? Fine.

And yes, the Strike Cruiser should have 1 Thunderhawk per standard. IIRC foremost sigoroth and the admiral promoted that idea on the strike cruiser. I am on that boat as well. But the HA did not want this as the basic strike cruiser in draft2010.

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on May 31, 2011, 05:32:45 AM
While I'm not fond of the proposal I can't agree with the above. What the game defines as a BB can differ to what a race defines as a BB. Some race's largest ship might be the size of an escort and be treated as an escort in game, but to that race it is a BB.

This is true. Should have narrowed it down to faction. Since SM and IN are basically from the same race, their definition of what a battleship is should be similar.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on May 31, 2011, 05:48:17 AM
The main problem I see with the proposal is the model size. The battlebarge is definitely a battleship. Also, I see a place in the rules, in fleet lists and in fluff for the current barge. I don't mind the idea of a knock-off barge that is smaller, more manoeuvrable and easier to requisition, particularly for successor chapters. However there are problems associated with that. One, the model; what would you use? Also, fluff how did such a ship come about? Composition; would it be either/or or alllow both in a single list?

This is true. Should have narrowed it down to faction. Since SM and IN are basically from the same race, their definition of what a battleship is should be similar.

Even within a faction the definition of a BB may straddle the game definition. The only real problem would be the fact that the IN have a 10 hit ship that they don't consider a BB (grand cruisers). If the SMs had only a 10 hit barge (no 12 hit version) then perhaps they might consider that a BB.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on May 31, 2011, 04:28:20 PM
Caestus Assault Ram:

I'm going to include the 'CAR' as an optional upgrade!

Torpedo Bomber that fires boarding torpedoes that re-roll to hit. But loses the re-roll for H&R's.

Is this worth taking? Should it have a 4+ save?

Cheers,

RayB HA

 :-\

In what way, shape or form is the Caestus assault ram anything like a torpedo bomber? Also, boarding torpedoes are 3-6 times less useful than assault boats depending on enemy armour, and torpedo bombers are at far greater risk of intercept since they need to spend multiple phases in flight. No comparison with the Thunderhawk.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on May 31, 2011, 07:26:23 PM
Ray, you are losing this argument. Everybody who who has posted has disliked Battle Barge Grand Cruiser. GW also agrees with us, they made the original BB a battleship. In one of the Ciaphas Cain short stories, (I forgot which one), he call the BB the largest and most powerful ship in the Galaxy. So BL agrees with us. and most importantly:

The abrieviation for battle barge is BB
The abrieviation for battleship is BB
So by the Reflexive Property, Battle Barge=Battleship

Even Algebra agrees with us.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 01, 2011, 01:11:34 AM
Firstly, the 'type' of a ship is not it's 'designation'. Just because the Battle Barge is a type GC doesn't mean it's not a battleship!

Admiral_d_Artagnan and all,

The 'why' make a Battle Barge smaller seems to be quite subjective.

Easier to field: My 'main' reason for the change is to make it easier* to field in smaller games and keep it balanced. (*Having the first BB available without limitation is ridiculous! So assuming the current rules were per full 1000pts like a Void Stalker.)
This also makes it easier to make a fleet list and adds variety as you can field more BB's breaking up the wall of SCs.

Can't be squadroned with armour 5+ BB's: This is minor, and wouldn't really have been noticed by those that aren't obsessive but it is a game effect that doesn't occur in the Chaos and IN list (well you can get an armour prow for IN), it would need factoring in for cost. As the BB is the mainstay the 5+ armour choices would have to cost a little bit more.   

Better Turning: Given that SC's have a 90* turn having the BB have a 45* turn with the same minimum move seems reasonable. Where as 45* after 15cm is verging on a extreme difference. Being able to turn like this will really help the BB keep with the Fleet rather than being it's own detachment, or 'drifting defence' in comparison.

Better Speed: Now this one doesn't need the 'GC' element. The GC status just makes it fit the speed trend given its armour rating.

Reduction of hits matching the theme: This also doesn't need the 'GC' status. Having less hits makes it a more natural progression of size from the SC rather than 'doubling up'.

Attack Rating: This is just a matter of opinion, as attack rating represents so many logistical factors. It being faster really helps for this, but that's just one opinion...

Horizon,

1 TH on the SC: That would be almost unuseable. They would have to be used in squadrons and that doesn't feel right. (or TH's get a 4+ sv vs turrets!  :-\)

Sigoroth,

Model size: This isn't too crucial, model size can vary for hits, even though the Battle Barge is smaller than most other BB models. ;)

zaxqua,

'BL says so' is a crazy point of view, but in any case perhaps the Space Marines on board make it one of the most powerful battleships in the galaxy. But to be fair there aren't really that many Battleship classes anyway!  ;D


Is it really the GC 'name' that bugs people? How about a 10Hit BB that can turn after 10cm and can CTNH?  :)

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 01, 2011, 01:27:00 AM
RCgothic,

CAR(Caestus Assault Ram): It's not actually a torpedo bomber, it just has the same game effect. So they move like a TH at 20cm speed until it decides to assault a ship in which case it is replaced by str2 Boarding torps with 30cm speed that reroll to hit against armour. This just represents how they attack (very similar to boarding torps). Granted the only problem here is that they can continue on after missing. However with the reroll that shouldn't be too many, but still perhaps they should only be able to hit one ship...

The point of these little blighters: Having str2 boarding torpedoes (that reroll to hit) instead of a TH is better versus high turret targets but also in a mixed assualt the defending player would have to choose which to shoot at.

It's just a fun little addition. It's not 'needed' and can be dumped into optional rules/upgrades. Although I like the idea of having a Boarding torp bomber. :)


***What do peoplethink to ALL Boarding torps rerolling against armour.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: zaxqua on June 01, 2011, 01:35:51 AM
How does 1 Caestus Assult Ram = 2 boarding topedoes? Boarding torpedo bombers is not a bad idea though. Just a bad idea for the Caestus.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 01, 2011, 04:03:24 AM
Hi Ray,

the proposal has been:
Strike Cruiser :
-1 THawk
+1 shield
point cost 145pts
iirc

Nothing unusable about it.


Ray,
what bugs is that the Barge is the size of a battleship and deserves 12 hitpoints.
It bugs that you and friends did not make the Custodian a Grand Cruiser. The Custodian has a much lower mass then any other Battleship.

No one ever complained about the barge being to slow, having a slower turning circle etc. It was all compensated by the fact it was more durable and had better range.

In the powergamers Marines fleets (pre-draft2010) the fleet selection in 1500pts was 2 Barges and the rest Escorts.
With draft2010 Marine fleets came viable. Strike Cruisers regained their position. The 2nd shield made it worthy.

Perhaps the vbb's need a streamline but your approach, naah.

No Ray, so far I think draft2010 > your marine list.

Why not fix draft2010 and change the bombardment strike cruiser variant (eg lower BC's)?

;)
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 01, 2011, 06:28:51 AM
I've gone back and done some thinking about what you've got here and I think I see what you are getting at but I don't think the method you are using is really working that well.

It feels like you are attempting to make a CG core fleet backed by CL and escorts. Looking through the lists and your thoughts to make the BB more prevalent it seems you are looking for a fleet composition that works out to 2x CG BB, 4x SC, 6x gladius and a reroll for good measure.

You are effectively pulling back the price on the BB significantly and dropping the stats slightly in order to add an extra strike cruiser for about the cost of the original BB. In other words, under the current fleet structure, 2x BB, 2x SC, and 6x Gladius come out to be about the same cost for a net gain in firepower and fleet speed.

Where this falls apart though is that the battlebarge model is a battleship and has been a battleship since it came out. Dropping it to a CG classification is fine, but you are dropping it's stats to a CG level ship as well which is where the problem lies with this approach to the model. In gameplay terms, you aren't really gaining a whole lot of difference in the fleet structure because you are still dealing with a fairly expensive ship that is supposed to be pretty rare. And fluff wise you are rewriting what a marine battlebarge is. While I love CG's, I just don't think this is working out both to put more battle barges on the field or to change the composition of the fleet.

If you want to have more of the marine ships out there, I really think it needs to be based off a different model from the BB and even more so if you want them to figure more prominently into the fleet. In all actuality, perhaps an actual grand cruiser based on the Avenger but up armored and statted for marines would be a more acceptable direction if you wanted to provide a larger ship without messing with the rarity of the BB.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 01, 2011, 02:36:50 PM
Horizon,

The Custodian is the other way round! Less manuevrable than a GC but only has 10hits. It becomes a BB to rep it's poor turning. This also allows it to squadron with Explorers. From an Imperial point of view they would probably call it a Tau GC, from a Tau point of view they just call it the Custodian!  :)

Vaaish,

The Battle Barge model is small enough to be 10 hits (but this is just opinion, there is no set rule here). Forget the 'type' that is not determined soley by size! GC type reps that it has awesome manuverability, not that it is a cruiser!

How would you feel about a 12hit GC as the Battle Barge. (I wouldn't want this but just curious as to your opinions).

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 01, 2011, 05:32:29 PM
I think that a 12hit CG BB would follow your concept of the CG class just representing maneuverability better but I don't think that the CG designation is completely necessary in that case. Chaos regularly runs fleets with the desloator that matches the 25cm speed but has BB maneuverability and it doesn't seem to slow them down or cause problems when maneuvering.

I think the biggest problem with all this is trying to get MORE of the battlebarge models on the table in a game. To be anything significantly different from what we have now, the limit needs to be better than the IN lists ability to take CG, but doing so would definitely represent a fluffy Marine fleet since battlebarges are supposed to be pretty rare with most chapters only having one or two at most. If that's the case, then what we currently have as a battlebarge needs to stay as it is.

In order to change the composition of the fleet significantly you have to create something in between the BB and the SC that would perform the minor battleship role. The problem you run into is that marines are supposed to be transporting troops and breaking through to the planet. When you escorts are sufficient for small squads doing this, your strike cruisers are numerous and capable of dropping on a full company, and your battlebarges can drop off three companies, you'd be had pressed to define a new ship class in the middle, especially one that is fairly common.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 01, 2011, 07:25:45 PM
Vaaish,

Well, a Desolator is in a fleet of cruisers with 45* turns and long range guns (mostly), the Battle Barge is in a fleet of short ranged cruisers with 90* turns this is a hefty difference in manueverability.

In any case, the rarity of BB's is covered by the limit of 3 (the most any chapter is 'allowed'). Having more than 1 is fine. That would be about 1500pts (which is doable in the current rules it's just way more top heavy, it'd be 3 SC's/escorts and 2 BB's). 3 BB's with 6 SC's could be in a fleet of 2000pts.

I'm still convinced that having type GC over a BB is the way to go. It'd also let the BB CTNH, if it needed to match the turn of SC's!

I realise I may seem crazy stuborn but I really do believe the BB should be a 'smaller' presence in the list and on the table.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on June 01, 2011, 08:09:26 PM
Horizon,

The Custodian is the other way round! Less manuevrable than a GC but only has 10hits. It becomes a BB to rep it's poor turning. This also allows it to squadron with Explorers. From an Imperial point of view they would probably call it a Tau GC, from a Tau point of view they just call it the Custodian!  :)
 
So utterly wrong!!!

The Custodian must be a CG with 10 hits to keep better turn rates to keep up with the 90* Protectors & Emissaries etc.

It should never squadron with the 5cm slower Explorers.
Different ships different tactics.


Your problem is the current rules warrant Barges at all levels.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 02, 2011, 01:20:57 AM
Quote
Well, a Desolator is in a fleet of cruisers with 45* turns and long range guns (mostly), the Battle Barge is in a fleet of short ranged cruisers with 90* turns this is a hefty difference in manueverability.

That's not a very hefty difference. The range of the weapons aren't affecting the maneuverability. My point was that even with the mismatched battleship turns and regular cruiser turns the fleet is still a popular option that can easily compensate to stay together.

With the longer range of the BB, the extra 5cm to turn isn't going to make a whole lot of difference since it will still be able to support the SC even if it is a bit further away.

Quote
n any case, the rarity of BB's is covered by the limit of 3 (the most any chapter is 'allowed'). Having more than 1 is fine. That would be about 1500pts (which is doable in the current rules it's just way more top heavy, it'd be 3 SC's/escorts and 2 BB's). 3 BB's with 6 SC's could be in a fleet of 2000pts.

Maybe in theory this works, but in practice you are looking at least two of them showing up in any list since the cheaper options let you snag an extra SC or escort squadron for around the same cost as the current BB. Since Marines are already lacking in range, this becomes an even more popular option than it is now.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 02, 2011, 05:10:41 AM
Firstly, the 'type' of a ship is not it's 'designation'. Just because the Battle Barge is a type GC doesn't mean it's not a battleship!

But as you have pointed out (again) there are differences between the two, specifically in the hit points of a ship in a faction and its turn radius. I would say, Type definitely designates what that particular model is and what rules are to be used with the model.

Admiral_d_Artagnan and all,

The 'why' make a Battle Barge smaller seems to be quite subjective.

Which we can dispense with.

Easier to field: My 'main' reason for the change is to make it easier* to field in smaller games and keep it balanced. (*Having the first BB available without limitation is ridiculous! So assuming the current rules were per full 1000pts like a Void Stalker.)
This also makes it easier to make a fleet list and adds variety as you can field more BB's breaking up the wall of SCs.

Again, I have never had a problem with putting a BB in smaller games.

Can't be squadroned with armour 5+ BB's: This is minor, and wouldn't really have been noticed by those that aren't obsessive but it is a game effect that doesn't occur in the Chaos and IN list (well you can get an armour prow for IN), it would need factoring in for cost. As the BB is the mainstay the 5+ armour choices would have to cost a little bit more.

And why can you not squadron a 6+ Barge with a 5+ battleship?   

Better Turning: Given that SC's have a 90* turn having the BB have a 45* turn with the same minimum move seems reasonable. Where as 45* after 15cm is verging on a extreme difference. Being able to turn like this will really help the BB keep with the Fleet rather than being it's own detachment, or 'drifting defence' in comparison.

Again, Ray, I have never heard of problems of the BB not being able to keep up with the SCs.0

Better Speed: Now this one doesn't need the 'GC' element. The GC status just makes it fit the speed trend given its armour rating.

What? You're making the BB Spd 25 cm now?

Reduction of hits matching the theme: This also doesn't need the 'GC' status. Having less hits makes it a more natural progression of size from the SC rather than 'doubling up'.

Not a problem of the BB. Again, problem with the SC.

Horizon,

1 TH on the SC: That would be almost unuseable. They would have to be used in squadrons and that doesn't feel right. (or TH's get a 4+ sv vs turrets!  :-\)

And why shouldn't SCs be used in squadrons? Why would they be unuseable?

Is it really the GC 'name' that bugs people? How about a 10Hit BB that can turn after 10cm and can CTNH?  :)

Cheers,

RayB HA

No. It's you trying to change things when they are fine at the moment even if your reason is to improve it. The problem is you're not improving it. I would prefer the present BB now compared to what you want it to be. Losing firepower and hp in exchange for better turning and a slightly cheaper cost? Never mind.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 03, 2011, 01:20:32 AM
Vaaish,

SCs and BB's - Chaos Cruisers and Desolators: The important difference is in the mainstay of the fleet, the cruisers. Chaos cruisers can't turn as dramatically as a SC so the Des has no real problem staying in formation. As Chaos cruisers have much longer range they don't 'need' the 90* turn.
The BB being a GC means that it will have a much easier time of staying in formation with the SCs, not only because it can turn sooner but because it can also CTNH. 

Battle Barges ranged support: The BB has very limited ranged support, only the WB's are at 45cm and these will have a range shift (if in a supporting role). The TH's and torps obviously have longer range but the SC's have these anyway.

Rarity of BBs and BBs: Battleships in either a SM list or IN/Chaos lists have roughly the same rarity. Granted, if the planet based fleet could have 1 BB per 2 SC's it 'could' definatley be more common than fluff could support. *(In the current list you can have 2 BB's in a 1500pt fleet with only escorts as support).

Admiral_d_Artagnan,

Type: Are you saying that 'type' is a description of what a ship is beyond the rules? Sorry to rattle on, but this seems to be the main negative response. It would be great to rename the 'types' so they don't hold a label of what they 'usually' represent.

The problem, the why: This is only from my personal experiences, I can't say I've seen many SM players persist online as I suspect that if they stick with BFG they end up being primarily an IN players.

Mixed armour values: If you have mixed armour values in a squadron you can hide lighter armoured ships behind highly armoured ships, spreading the damage. This has value in the game and should have value in points, in the non mainstay classes (in the case of a Dauntless in an IN fleet the Dauntless would cover the cost as it is the non mainstay ship).

Speed: 25cm for the BB may be too much, I'm not against dialing it back to 20cm.

SC Hits: Do you think it should have 8 hits?

SC's in squadrons: There is no reason for SC's to be used in squadrons, however I think they should be useable on their own as well.
If you only had 1 TH per SC you wouldn't find yourself reloading as often, you'd also find that the SC's would merely be bringing an addition to the AC limit where the BB's will be reloading in their stead.


Obviously I do feel that the BB would be better as a more manueverable vessel. Also it would add a more varied and interesting 'weighting' in the SM list if the BB were cheaper.

Cheers,

RayB HA   
   
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 03, 2011, 01:40:35 AM
Admiral_d_Artagnan,

Type: Are you saying that 'type' is a description of what a ship is beyond the rules? Sorry to rattle on, but this seems to be the main negative response. It would be great to rename the 'types' so they don't hold a label of what they 'usually' represent.

I am saying that the rules for a GC is different from that of a battleship and so it is not something to be disregarded. Let's disregard the HP for the moment as that can be subjective even in faction as Sigoroth has posited. The turn is something which cannot be ignored as you have also been pointing out. Therefore the type does matter in what a model is to be designated.

The problem, the why: This is only from my personal experiences, I can't say I've seen many SM players persist online as I suspect that if they stick with BFG they end up being primarily an IN players.

In my opinion this is good because in 40k everywhere, the SM are more predominant. Not to say IG and the other factions are not competitive but SM are more heavily represented. And that's ok since that is the area where they should excel, not in space.

Mixed armour values: If you have mixed armour values in a squadron you can hide lighter armoured ships behind highly armoured ships, spreading the damage. This has value in the game and should have value in points, in the non mainstay classes (in the case of a Dauntless in an IN fleet the Dauntless would cover the cost as it is the non mainstay ship).

Errr and so? Is this bad?

Speed: 25cm for the BB may be too much, I'm not against dialing it back to 20cm.

I wouldn't agree because this is a 6+ ship which has more mass than the typical GCs and now it can actually move faster than them. Sorry, no to spd 25 BBs. So now, what's left of your argument? The min speed before turning? I really don't see this as aproblem Ray.

SC Hits: Do you think it should have 8 hits?

No, they shouldhave their 6+ armor and 2 shields for 1 less TH squadron which is the one which unbalances the AC armament bet the two classes.

SC's in squadrons: There is no reason for SC's to be used in squadrons, however I think they should be useable on their own as well.
If you only had 1 TH per SC you wouldn't find yourself reloading as often, you'd also find that the SC's would merely be bringing an addition to the AC limit where the BB's will be reloading in their stead.

That depends on the target. If the target had ACs as well, heck yeah I would be reloading. But if the target is a gunship, I MIGHT forego reloading but doesn't mean I would AUTOMATICALLY forgo it. And is the BB reloading for the SCs a problem?

Obviously I do feel that the BB would be better as a more manueverable vessel. Also it would add a more varied and interesting 'weighting' in the SM list if the BB were cheaper.

I don't. It's fine as it is now even though I think their latest rules stillneed tweaking. You just need to add variety for the SC and BB without adding lances mind you. That would make things more interesting while keeping the SM on a leash.

Title: Re: Space Marine Fleet ER
Post by: horizon on June 03, 2011, 04:04:51 AM
Hi,

The BB being a GC means that it will have a much easier time of staying in formation with the SCs, not only because it can turn sooner but because it can also CTNH. 
hey, that's the Custodian reasoning!

Quote
Mixed armour values: If you have mixed armour values in a squadron you can hide lighter armoured ships behind highly armoured ships, spreading the damage. This has value in the game and should have value in points, in the non mainstay classes (in the case of a Dauntless in an IN fleet the Dauntless would cover the cost as it is the non mainstay ship).
Wrong!

If you have a squadron with a ship with 6+ armour and one with 5+ armour in the back.
The enemy rolls 4 dice :  2, 3,5,6
The 6 would be applied to the 6+ armour ship.
The 5 would be applied to the 5+ armour ship.

You can read that in the rules of BFG as far as I know. Rulebook stuff. ;)

Quote
Speed: 25cm for the BB may be too much, I'm not against dialing it back to 20cm.
Yeah, do that. :)

Quote
SC Hits: Do you think it should have 8 hits?

SC's in squadrons: There is no reason for SC's to be used in squadrons, however I think they should be useable on their own as well.
If you only had 1 TH per SC you wouldn't find yourself reloading as often, you'd also find that the SC's would merely be bringing an addition to the AC limit where the BB's will be reloading in their stead.
As admiral A says. 6 hits, 2 shields, 1 Thawk squadron.
+ AC variant.
Read the draft thread on it. ;)

Quote
Obviously I do feel that the BB would be better as a more manueverable vessel. Also it would add a more varied and interesting 'weighting' in the SM list if the BB were cheaper.
No, I do not think so.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 03, 2011, 09:24:37 PM
Admiral_d_Artagnan,

Why can't a battleship be more maneuverable than the type BB? I really don't see what your argument is...

Speed: As I see it the BB could have 25cm speed, they do have pretty decent tech as Imperial ships go and I could imagine much of the 'power' from a BB going to speed and structual integrity. Being only 10 hits also helps with the less mass = better speed point of view. However as I've said before I'm not against dialing it back either. I think I'll leave it at 20cm, this will also make it cheaper.

Horizon,

Mixed armour: I'm familiar with the rules ! :P That's why I said 'spread' the damage!

+1 Shield SC: The SC doesn't need it! It has 6+ armour and so has twice the durability against WB's the first weapons to be shot at a SC. Granted you can get lucky and roll a lot of 6's but that's the drawback of having 'elite' armour.

Cheers,

RayB HA

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 04, 2011, 12:04:46 AM
Admiral_d_Artagnan,

Why can't a battleship be more maneuverable than the type BB? I really don't see what your argument is...

Your argument was being presented as such that there is no difference bet a battleship and grand cruiser. At least, that is my impression.

Speed: As I see it the BB could have 25cm speed, they do have pretty decent tech as Imperial ships go and I could imagine much of the 'power' from a BB going to speed and structual integrity. Being only 10 hits also helps with the less mass = better speed point of view. However as I've said before I'm not against dialing it back either. I think I'll leave it at 20cm, this will also make it cheaper.

10 hits are not less mass since it is the same with the other GCs. Then you add more armor which is more mass compared with the other GCs. Even your less mass argument can't be true because comparing the BB side by side with a Vengeance shows the BB to be bigger than the Vengeance.

+1 Shield SC: The SC doesn't need it! It has 6+ armour and so has twice the durability against WB's the first weapons to be shot at a SC. Granted you can get lucky and roll a lot of 6's but that's the drawback of having 'elite' armour.

Cheers,

RayB HA



Hell, yes the SC needs the +1 shield more than +1 THs and that last statement is bollocks. These are the cream of the Imperiums forces. They can't have access to 8 hp cruisers (and rightly so) but giving them something like the Dauntless would just get them killed. They should be well protected. So giving them 6+ armor AND 2 shields would go a-ways to helping them survive.

I have never been one to increase the SMs output on offense but for sure I wouldn't mind them getting a defensive buff and if it makes WBs harder to kill an SC then I'm all for it. It's not like races do not have access to lances and those can still kill them.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 04, 2011, 06:22:34 AM

+1 Shield SC: The SC doesn't need it! It has 6+ armour and so has twice the durability against WB's the first weapons to be shot at a SC. Granted you can get lucky and roll a lot of 6's but that's the drawback of having 'elite' armour.


Have you read draft2010 rules? Have you read the thread that goes along with it? Have you ever seen the fleet lists with draft2010 across all the forums?

Everyone upgrades their Strike Cruiser with the second shield. Yes it is +15pts but it is the most needed change in the whole draft. And everyone loves it.
With 1 shield Strike Cruisers are puny and easy to surpress vessels. At least, all my fleets had fun killing them. :)

Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 04, 2011, 11:19:55 AM
Hi Guys,

Firstly, to avoid confusion I'm going to abreviate Battle Barge as 'BaB', unless there is already one out there that isn't BB.

Type: Okay maybe I did lose you there I'll try and make more sense.

There are obviously differences between GCs and BBs, BBs are usually larger and have poorer turning. The 'type' represents this. However if you give a BB type GC this can represent it having better turning than it's peers.

+1 Shield: I get that a lot of people really 'want' this but it really isn't necessary. Statisically speaking a SC has as much defensive capability as a Chaos cruiser. If it had a 2nd shield it'd be a little as tough as an IN cruiser.

Should a SC really be tougher than a full cruiser?

The Dauntless wouldn't have too many SM's on board, maybe enough for a teleporter attack. This is a good point, all Dauntlesses should have 'less than equal' special rule.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 04, 2011, 10:57:34 PM
Hi Guys,

Firstly, to avoid confusion I'm going to abreviate Battle Barge as 'BaB', unless there is already one out there that isn't BB.

Type: Okay maybe I did lose you there I'll try and make more sense.

There are obviously differences between GCs and BBs, BBs are usually larger and have poorer turning. The 'type' represents this. However if you give a BB type GC this can represent it having better turning than it's peers.

And we've answered this before. The BB has no problems keeping up with the SCs. The BB doesn't even need to be with them. The BB can work supporting the SCs from range even while still closing the enemy. I do not want to lose the firepower and hit points of the BB. The BB is the anvil to the SC's hammer.

+1 Shield: I get that a lot of people really 'want' this but it really isn't necessary. Statisically speaking a SC has as much defensive capability as a Chaos cruiser. If it had a 2nd shield it'd be a little as tough as an IN cruiser.

Should a SC really be tougher than a full cruiser?

Shields and armor are not only the defensive capabilities of a ship. HP also counts. And in that sense, the SC does NOT have as much defensive capability as a Chaos cruiser since it can be crippled faster. That happens quite a lot with 1 shield, believe it or not, and hence people WILL ALMOST ALWAYS upgrade because it is a NECESSITY, not a "want".

And to again reiterate, the problem with the TH squadrons in both ship is not a problem with the BB. It is a problem with the SC. A TH squadron is the equivalent of 2 regular AC as per the rules. That means the SC at the moment is carrying the equivalent of 4 AC on what is essentially an LC hull. Compare this to the BB's 3 TH which comes out to the equivalent of 6 on what is a battleship hull. This might sound like a problem until one realizes that all those AC are in one launch bay.

The problem therefore lies with the SC. It should have only 1 TH squadron for an equivalent of 2 regular AC squadrons. This would also fix the current rules problem about the SC getting Str 7 BCs (if I am not mistaken) on the prow because it can replace the prow launch bay with an additional 5 BCs. Str 7!!! When it should only be a max of FP5 BC.

The Dauntless wouldn't have too many SM's on board, maybe enough for a teleporter attack. This is a good point, all Dauntlesses should have 'less than equal' special rule.

Cheers,

RayB HA

Why not? Both are the similar in size. They both should be able to fit a similar contingent size even if they don't have the TH to transport them and would rely on teleporters.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 05, 2011, 02:58:09 AM
Actually, they can get 8 BC (3 LFR and 2 TH swapped for 5 F). This is just insane as far as I'm concerned. As for the 1 TH = 2 AC formula, this is true insofar as this is what happens with VBBs, but it is not true as to worth. 1 TH is worth, at most, 1.5 normal AC. However, I think your argument holds even if it were on a 1 to 1 basis. If the SC were to have (normal) launch bays instead of broadside weapon batteries they would be strength 1 and this would completely replace the WBs. So why does the prow have strength 2 special launch bays and extra weaponry? Stronger weaponry at that (and with better fire arcs). Why is the prow hardpoint more than 3 times stronger than the broadside?
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 05, 2011, 06:09:06 AM
Oops yes, math was wrong on the pro BC. Also, re TH yes, it should only be 1:1.5 though I noted the rules make it 1:2.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 12:44:32 AM
I'm gonna rant a little about SC and BaB survivability.

Having 6+ armour basically doubles 5+ armour survivability against armour hitting weapons. This is not so against weapons with re-rolls however.

A SM killing fleet will most likely have about half armour ignoring weaponary. Eldar can get excessive numbers of armour ignoring weapons but for most fleets the above statement holds true.

So with a +50% damage effect you've got an equivelent armour 5+ 9 hit ship with 1.5 shields. As weapons batteries will usually be the first to hit a ship we can transfer some of that staying power into the shields, so 8.5hits with 2 shields. 

Now certain every day game effects will scrape off a hit regardless of armour. Criticals for instance will do this. This will reduce the worth of armour, but not by too much say -0.5 hits, leaving you with a Chaos cruiser!  ;)

A 10 hit BaB wth 3 shields would be an equivelent armour 5+ 14hit monster with 5 shields! (conservatively)

Now you can get really lucky and kill a SM ship with fewer attacks, but that's the horrible drawback of having elite armour. The up side is that they will have fewer chances to cause crits!

The law of averages will on the whole give you Chaos cruiser tough Strike Cruisers and Planet Killer tough Battle Barges. However when the enemy is lucky you will feel it more. That is the nature of the SM fleet.


Now a rant about formation:
The BaB can sit back and look pretty in it's own formation offering little extra SCs could in its place while the strike cruisers get to grips with the enemy.
This is just pointless! So what if it's got much better survivabilty than a SC, if it won't get shot at anyway as the SCs are more of a pressing concern and far easier to neutralize. The BaB wants to be in there with the SCs using its BCs as close as possible, or hell maybe even boarding!

This isn't a BB that can sit back at range and be valued in a supporting role. It doesn't have the range and it doesn't have lances or other range ignoring weapons (at least no more than SCs could offer in its place).

The BaB isn't only slightly worse at turning than its accompanying cruisers like a Retribution or Desolator. It is horribly missplaced in a fast and manuverable fleet where it will be left behind to rot, or will drag the SCs and escorts back with it into a slower and more predicatble course. 


A point that fixed and then broke again was the almost pointless 'extra' TH on the BaB over the SC having 3 over 2 usually means you really kill one escort or get an extra fighter. So I'm gonna make the BaB have 4TH's/8Torps.

Cheers,

RayB HA
   
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 12:55:14 AM
Dauntless: As the Dauntless isn't designed to be a troop ship, and can't deploy SM's in the same manner not having double boarding seems to make sense. Having a small number on board for teleporter attacks, to keep the serfs/intiates/trainees/scouts in check seems to make sense to. The Dauntless enlarges the numbers of ships in the Crusade fleet and offers a little variety while acting as great trainee/reserve ships.

VBaB and Crusader (CBaB): I think upping the Lb strength might be in order.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 06, 2011, 02:04:30 AM
Ray, you're flat wrong on the survivability of the SC being comparable to a Chaos cruiser. Let's ignore for the moment the incidence of fleet tailoring. Maybe it shouldn't happen, but it does. But let's put that aside. You're comparing the SC against 5+ armour. This gives a false reading, because you're assuming equal circumstances. Sensible people don't close with 5+ armoured prows. When they do it's either because they're stupid or they're using a deliberate, high risk, strategy.

The only time the extra armour is an advantage is when used in non-typical circumstances. So a 1 shield SC is about as survivable as a Chaos cruiser that gives up a bow shot against a generalist fleet. Yay. Compared to an IN cruiser the SC has 1 less shield and 2 less hits. The only advantage comes from side/rear armour. So, assuming that 50% weaponry is lances and the other 50% is 1/2 as good when not locked on and 55% as good when locked on and assuming that the incidence is 50/50 locked on vs non-locked on, THEN the SC should take 76.25% of the damage that an IN cruiser would take from the side, rear or from bombers, but 100% of the damage from the front. I think a conservative estimate would be that 75% of the damage comes from the front then the SC takes around 94% of the hits that a normal IN cruiser would take. Even with equal shielding this translates as a decrease in overall survivability, given that the ships only have 75% hits. This is before taking tailoring into account.

Given that a properly used Chaos cruiser (ie, abeam) is about as tough as an IN cruiser and the fact that the SC doesn't have the option of being used likewise then even a 2 shield SC would not be as tough as either a Chaos or IN cruiser.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 06, 2011, 04:02:20 AM
Every fleet these days has a mixed variety of weapons. A ship with 2 lances (common stuff) can already surpress a 1 shielded 6+ armoured vessel.
Untailored fleets don't have issues with it either.

And face it: the HA's draft 2010 has the 2nd shield and everyone uses it. Take it away and you'll relegate the Marines back again. :)

Dang Ray, you should've speaken at the time of draft development! Now you are fighting against a pretty good draft (minus a few quibbles).

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 06, 2011, 04:07:33 AM
I'm gonna rant a little about SC and BaB survivability.

Having 6+ armour basically doubles 5+ armour survivability against armour hitting weapons. This is not so against weapons with re-rolls however.

And in effect, the re-rolls you point out have just cancelled whatever survivability you attribute it to. Given thefact that most of the time, people will LO to get those re-rolls against a 6+ armor ship, kinda makes things moot.

So with a +50% damage effect you've got an equivelent armour 5+ 9 hit ship with 1.5 shields. As weapons batteries will usually be the first to hit a ship we can transfer some of that staying power into the shields, so 8.5hits with 2 shields. 

How they heck can you translate 6+ arm 6 hp ship into a 5+ arm, 9 hp ship? You're just assuming Ray.  

A 10 hit BaB wth 3 shields would be an equivelent armour 5+ 14hit monster with 5 shields! (conservatively)

Again, you're assuming Ray. Show the math if you have to but I don't see how 6+ arm automatically translates to an additional 2 HP AND 2 shields.

Now a rant about formation:
The BaB can sit back and look pretty in it's own formation offering little extra SCs could in its place while the strike cruisers get to grips with the enemy.
This is just pointless! So what if it's got much better survivabilty than a SC, if it won't get shot at anyway as the SCs are more of a pressing concern and far easier to neutralize. The BaB wants to be in there with the SCs using its BCs as close as possible, or hell maybe even boarding!

This isn't a BB that can sit back at range and be valued in a supporting role. It doesn't have the range and it doesn't have lances or other range ignoring weapons (at least no more than SCs could offer in its place).

The BB still has torps and THs with which to support the SCs as well as the long range 45 cm weapon batteries. It can still support while it is quoting and it can still keep in close proximity with the SCs. 5 cm difference is not that big, not unless the SCs AAF.

The BaB isn't only slightly worse at turning than its accompanying cruisers like a Retribution or Desolator. It is horribly missplaced in a fast and manuverable fleet where it will be left behind to rot, or will drag the SCs and escorts back with it into a slower and more predicatble course. 

That's one way to play it. Another way is to let the SCs loose and let the BB follow by going on AAF as well. I have done this myself. It's not a big deal.

A point that fixed and then broke again was the almost pointless 'extra' TH on the BzaB over the SC having 3 over 2 usually means you really kill one escort or get an extra fighter. So I'm gonna make the BaB have 4TH's/8Torps.

Cheers,

RayB HA

See now you're extending the broken rule further. Now the BBs lone LB is worth 8 regular AC? What are you smoking? The problem with the LB is with the SC. Fix that problem and you'd have the correct progression. A lot of us here agree with it. I don't get why you and Nate don't.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 02:54:21 PM
How the extra shield for the SC got in there I don't know. I don't recall it coming up. Maybe it just fell between the cracks and Nate forgot to mention it.  ??? But still it is a draft and he was rushed to get it out before he went on deployment.

Admiral_d_Artagnan,

Anyways, I'll draw up the probabilities:

6+ armour has twice the durability than 5+ armour. When there is a re-roll it is only 1.8 times better (which is still a massive improvement).

Assuming that 'lance' heavy fleets will have roughly half armour ignoring and half armour hitting weapons this advantage is only there half the time. So +50% durability rather than +100%. (Agaisnt Orks a SM strike cruiser has the durability of 12 hits with 2 shields at armour 5+!)

In the case of the BaB if it only had 10 hits and 3 shields adding %50 would give it 15 hits with 4.5 shields. Now with my transfer and acceptable loss due to crits etc. This would leave it at 14hits and 5 shields.


Sig,

The SM fleet doesn't move in the same manner as the Chaos fleet and this has been rightly pointed out by Sig. This will lead to the Chaos cruiser tough SCs being closing as apposed to abeam, unless you weave towards the enemy (quite doable with 90* turning).
A Squadron of 2 SC's can be sneaky by having a closing target behind an abeam one meaning gunnery weapons would either be reduced or will hit a seperate target to the lances.
Given that the SC has a 90* turn and ordnance I don't think it's a problem.


Horizon:

2 Lances can get a hit through the shields of a SC, 2 Lances can kill a SC with the right crit. What are you getting at?



Say you've got WB's and lances firing at a SC and a Chaos cruiser. The WB's will be halved against the SC. lets assume 6 hits against the cruiser from 32WB's and 6 from 12 lances. the SC will suffer 3 hits from the WB's and 6 from the lances. The Ccruiser will have taken 10hits against the hull, the SC will only have taken 8 hits against the hull. 

Assuming they're Braced the SC has 2 hits left, the Ccruiser has 3. This seems about right. It does show the SC to be ever so slightly more vulnerable than a Chaos cruiser. However the SC's aren't halved when crippled but this isn't too important, just a minor counterpoint.

In any case this has been a slight eye opener for me. I'm now of the impression that SC's are slightly weaker than Chaos Cruisers rather than equal, when fighting a fleet tailored to fight them.

I still don't reckon that SC's need to be as tough as Imperial cruisers though! I don't think that SC's 'need' and extra shield either. However as a limited upgrade perhaps with some other hottness it might be welcome.

Cheers,

RayB HA     
Title: Re: Space Marine Fleet ER
Post by: horizon on June 06, 2011, 02:59:29 PM
How the extra shield for the SC got in there I don't know. I don't recall it coming up. Maybe it just fell between the cracks and Nate forgot to mention it.  ??? But still it is a draft and he was rushed to get it out before he went on deployment.
   

tssk

That draft was perhaps least rushed of all. Had long development. The 2nd shield got in very early and almost (99% iirc) EVERYONE LIKED IT AND WANTED IT. Marine player or not.

It was a community effort and Nate did, in a lot of cases, a really good job. Only real flaw in the Marine draft is the BC strike cruiser variant.

Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 06:06:04 PM
Don't get me wrong when I say rushed to get it out I mean that it wasn't finished, not that it hadn't been considered for quite some time.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: zaxqua on June 06, 2011, 07:15:45 PM
Hey Ray, let me give you a lesson in people skills. You are trying to get peoples aproval of your new ER. There is a massive argument going on with everyone in the forum vs you on the correct number of sheilds on a strike cruiser. If you give it a 2nd sheild, everyone who had previously argued angainst your rules will like them, and the other changes you want made will be lauded simply because they go with a 2sheild strike cruiser. Or you can leave the cruiser with one sheild and no one will use your rules because they don't want a one-sheild cruiser. Think about it for a second. Whats the smart thing to do?
Title: Re: Space Marine Fleet ER
Post by: horizon on June 06, 2011, 07:52:46 PM
Don't get me wrong when I say rushed to get it out I mean that it wasn't finished, not that it hadn't been considered for quite some time.

Cheers,

RayB HA
Doesn't matter.
The wish for the shield was already long in the community. Nate just acknowledged it. :) Good of him. :)
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 08:25:59 PM
Don't give 'em want they want, give em what they need! He spoils you!  :P

I've just updated the rules to include a harder hitting BaB but still as a GC and a few other tweaks.

I'm gonna include a SC variant that has 2 shields. This will be 1 for every 3 Cruisers, like IN BCs and Chaos HCs. Now other than the shield, I'm not sure what is really warranted on a 'Venerable' SC... Perhaps Broadside BCs, Str 3.

The down side of this is that it will be hard to rep on the model without conversion. I'm suggesting a Large Base for the VSC representing its bigger energy signature. Conversions are obviously fine in addition to this.

The BaB is also going to have a BC option for its broadsides.

Cheers,

RayB HA  
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 08:44:42 PM
zaxqua,

Lay off my people skills will ya!  ;)

Seriously though I am trying to hash out a decent SM list and am exploring every possible avenue of design.

Just because people like the 2nd shield doesn't mean it is a good thing overall, it makes SM players feel safer, and with more hits/shields the laws of averages will sit more accurately so the horrible unlucky aspect of elite armour is reduced. This is great for the SM player, but it gives him too much power for what he 'should' have. SC's aren't full blown cruisers, they are tough as 'average' cruisers though. But once again they just aren't full cruisers they should go down easier!

***Perhaps if SM's had a special rule that allowed them to have a lower crippled threshold, like a 3rd instead of a half. So 1 and 2 hits is crippled for SC's and 1,2 and 3 is crippled for a 10 hit BaB. Actually I like that, it mirrors the stuborn nature of Space Marines.

Thank you everyone for contributing to this thread it has been of immense help.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on June 06, 2011, 08:55:28 PM

Seriously though I am trying to hash out a decent SM list and am exploring every possible avenue of design.

Just because people like the 2nd shield doesn't mean it is a good thing overall,

haha,
So your opinion is ehm better then mine, admiral d'artagnan and sigoroths (and Nate's for the matter)? ;)

Serious?
Draft 2010 = Reasonable, balanced (minus the bc variant), fun.

The idea to swap +1shld to SC vs -1 THawk is even better if adapted.



On my 2 lances thing: well a lot of cheap ships destroy 1 shielded sc with ease.


I only lost ones to Marines, my first battle with Tau in a breakthrough (marine defending). In all other battles I defeated Marines. With a variety of fleets.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 06, 2011, 09:13:55 PM
Quote
***Perhaps if SM's had a special rule that allowed them to have a lower crippled threshold, like a 3rd instead of a half. So 1 and 2 hits is crippled for SC's and 1,2 and 3 is crippled for a 10 hit BaB. Actually I like that, it mirrors the stuborn nature of Space Marines.

I do not like the idea of breaking core BFG rules. Adding a shield works within the existing structure and is intuitive. Having to tell everyone the ship isn't crippled at half hits requires more effort can lead to more confusion. Eldar break enough rules for everyone. There just isn't a need to further circumvent the basic rules for a race that has fundamentally the same technology as IN.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 06, 2011, 09:35:08 PM
Horizon,

My opinion is different. Saying an opinion is better or worse is kinda pointless.  ;)

SMs are a pretty good fleet, but it's really easy to missuse.

You would need roughly as much firepower to kill a SC as a Chaos cruiser. But you can kill a SC with less if you're lucky.


Vaaish,

It's not really that hard to understand or remember, in fact isn't it a refit... However with the number of special weapons and upgrades I am inclined to leave it out.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on June 06, 2011, 09:59:18 PM
Versus weapon batteries 6+ armour closing is almost the same as 5+ abeam.
What is it a Marine fleet does? Closing.
Chaos abeam.

So... even Chaos batteries equal out vs closing Marines. Add the lances.

(applies to other fleets as well)
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 06, 2011, 10:42:22 PM
Your opinion may be different Ray but this is not an opinion. You have an idea for a fleet that you want us to use and so because of this, we can tell you whether your idea, not opinion, is wrong or better vs the current rules.

And again to reiterate, the SC NEEDS that 2nd shield. It's not a matter of want. The SC doesn't need that 2nd TH squadron.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on June 06, 2011, 11:51:23 PM
"Ironclad strike cruiser"

Not a bad idea, but 1-3 is spreading it too thin. 1-2 or 1-1 would be a better compromise.

And, obviously, it's extra sheild is made out of iron ;D
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 07, 2011, 01:50:40 AM
When first playing against SMs with their original ruleset our SM player (who was trounced repeatedly) thought that the best fix to SMs was to give them a 2nd shield. I disagreed vehemently, though acknowledged that they needed something. My disagreement was based on the notion that the SC is jam packed full of goodies for its displacement and cost. Pointing to the (excellent) Dauntless and noting that it doesn't have 2 shields I was convinced that it wouldn't be possible.

However, I have since changed my mind. A gradual process occasioned by participating in SM discussions and thinking about the differential application of tech according to need. I concede that it's plausible for the IN to consider adding another shield to a Dauntless a wasted effort while simultaneously for the SMs doing the same is a necessity.

Still, the SC does get too much. A quick glance at the stats shows that it is way too prow heavy. It has 2 THs and 3 BCs. If it had either 2 THs or ~4 BC then it would be about right. So, given that it has too much prow weaponry and it fits to give them a 2nd shield both from a fluff perspective and from a gameplay one (remember, our SM player thought right from the off that they needed 2 shields) then the solution seems fairly obvious. Drop 1 TH, add 1 shield.

This change looks like it fixes almost all problems with the SC. Having only 1 TH to swap out allows for more reasonable variants too. The 8 BC variant is an abomination. It should be 5 BC, and swapping 1 TH for 2 BC is reasonable in terms of the trade-off and the overall prow firepower. Only possible problem is SMs not having enough access to AC. For which a carrier variant of the SC would fix. Adding another variant like this also increases SM variety, which is a good thing and in total allows for the SM player to take less AC than they currently can without reducing the maximum they can take.

Hey Ray, let me give you a lesson in people skills. You are trying to get peoples aproval of your new ER. There is a massive argument going on with everyone in the forum vs you on the correct number of sheilds on a strike cruiser. If you give it a 2nd sheild, everyone who had previously argued angainst your rules will like them, and the other changes you want made will be lauded simply because they go with a 2sheild strike cruiser. Or you can leave the cruiser with one sheild and no one will use your rules because they don't want a one-sheild cruiser. Think about it for a second. Whats the smart thing to do?

I don't agree with this, in either principle or fact. I haven't even read Ray's proposal. Therefore adding a 2nd shield won't make me agree with his proposal. Also, if Ray believes in his ruleset then he should do all he can to explain his proposal as succinctly as possible. The main suggestion I can make to Ray to improve his people skills is to remove the "!" key from his keyboard. I always feel manic reading his posts, and it gives the impression I'm talking to a truly disturbed mind when conversing with him. No one should use that many exclamation marks.

Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 07, 2011, 12:46:42 PM
Horizon,

They don't have to close in this manner, they have a 90* turn, this can be avoided. Given the fact that they are light cruisers they are cheaper compared to other cruisers so you should have more of them; they can easily be in squadrons and so you can have offset facings to mess enemy gunnery up. Granted this is tricky to do as you do have to plan your movement a turn ahead. But that's what the 90* turn is for when I play.

I do concede that SCs are weaker than Chaos cruisers. I just don't see it as a problem. A SC is not a cruiser, it is not an equal. It is a fast, heavily armoured, specially armed transport. SCs will get pummled in a fleet engagement, the SM player should still be able to 'win' but should lose some SCs in the process. The IN are the space fighters the SM's do so only when there is an 'emergency' that they are deemed to be able to handle.


Admiral_d_Artagnan,

Whether an idea is good or bad is based on opinion until it is proven.

What in your opinion do the SCs need the 2nd shield for? To become what?


zaxqua,

1 in 3 cruisers should be enough, for Crusaders this could be Dauntless, SC and Ironclad.


Sig!

I do have an over fondness for exclamation marks! I do try to limit it, but I'll review my posts and try to cut them.

I changed the SC to have dorsal BCs rather than prow.
I also changed the launch bays on the SC to be able to launch torps, like a Demiurg Bastion.
Having token AC isn't really the way I want to go.

Cheers,

RayB HA

Title: Re: Space Marine Fleet ER
Post by: horizon on June 07, 2011, 01:02:32 PM


What in your opinion do the SCs need the 2nd shield for? To become what?

To let the Space Marines with Strike Cruisers be a fun and competive fleet. Easy enough.


More or less I'd like to see these 3 variants foremost:

Strike Cruiser - variant I
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 1 Thunder Hawk
Dorsal Bombardment Cannons, 30cm, 3, L/F/R


Strike Cruiser - variant II
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Dorsal Bombardment Cannons, 30cm, 5, L/F/R


Strike Cruiser - variant III
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 3 Thunder Hawk

Sumtin like that



edit:
then, again,

http://www.tacticalwargames.net/sg/forum/index.php?topic=1758.0
71 pages of Marine fun. :)
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 07, 2011, 08:32:38 PM
I would make similar variants to those listed by Horizon. However, I'd leave the BC on the prow. I'd also make the extra BC on the variant forward only. And for the AC variant I'd have them replace the broadside WBs rather than the prow (dorsal?) BC and cost an extra 15 pts.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 07, 2011, 09:21:40 PM
Horizon,

How does 2 shields equal fun?  ;D

Having both a Lb variant and a BC variant why would I take a 'normal' SC?


I don't think that SCs should have no ordy, they should be able to carry THs or at least TH landers in a hanger. Obviously drop pods are used by SCs but It'd be crazy to just have them. After all how would they get back to the ship? Teleporters?


Having the Ironclad, TDauntless and normal SC should be enough variety for the cruisers. I think I'm happy with the way they look now.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: horizon on June 07, 2011, 10:00:48 PM
Oh frell Ray,

keep on pushing your own list. But you're very stubborn, don't listen etc. Nate did the right thing with draft2010, eg he set the good direction. Follow that line. Do not create a new one.

I for one won't be pleased to see your ER rules replacing the draft.

And yes, the SC NEEDS 2 shields to be fun, otherwise I'll add some more chapters on my tally as death chapters. har har har
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 07, 2011, 10:10:01 PM
Two shields means you don't run into the "oh crap" situations where a gas cloud drops your shields (not always avoidable) or one that one hit you can expect from WB suddenly means you need to think about bracing if you want anything left at the end of the turn. That gets compounded because the your weapons strength just isn't that good and you have to put your ships in a squadron.

I've tried both ways in the same fleet and different fleet lists and two shields significantly improves the reliability of SC. More reliable ships means more fun. In a 1500 point game all you have to do is lose two SC to give your opponent enough VP to disengage with a win. Making it harder to do that increases the odds you can return fire and force him to stay around a bit longer if he wants to win.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 07, 2011, 11:54:29 PM
I do concede that SCs are weaker than Chaos cruisers. I just don't see it as a problem. A SC is not a cruiser, it is not an equal. It is a fast, heavily armoured, specially armed transport. SCs will get pummled in a fleet engagement, the SM player should still be able to 'win' but should lose some SCs in the process. The IN are the space fighters the SM's do so only when there is an 'emergency' that they are deemed to be able to handle..

I agree with this but 1 shield on an SC is not fun for the SM player. The SC WILL get pummeled. The SC WILL die easily thus giving the opponent better chances to win. Giving 2 shields to the SC will not improve it's damage dealing capability but it will survive better to deal out said damage over a couple of more turns than it will if it has only 1 shield.
 
Admiral_d_Artagnan,

Whether an idea is good or bad is based on opinion until it is proven.

What in your opinion do the SCs need the 2nd shield for? To become what?

TO SURVIVE for a few more turns! Ray that's what I've been saying in my past few posts. Can't you get that? TO S-U-R-V-I-V-E. As it is, SC die easily or get crippled easily.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 07, 2011, 11:56:34 PM
I would make similar variants to those listed by Horizon. However, I'd leave the BC on the prow. I'd also make the extra BC on the variant forward only. And for the AC variant I'd have them replace the broadside WBs rather than the prow (dorsal?) BC and cost an extra 15 pts.

Yup. Prow not dorsal BCs and same with the LB heavy variant.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 08, 2011, 04:03:54 PM
Horizon,

I'm listening keenly and I'm very greatful that you guys have been hashing this out with me.

I may be stuborn but I'm not uncomfortable changing my opinion due to a solid counter argument.

The main counter that I'm hearing for 2 shields is that SCs are too fragile in comparison to a full cruiser. But how is this a problem? Why can't SM's have weaker ships than IN or Chaos?

SM's should lose more ships in a game than IN. Afterall they are 'cheaper'.

Given the correct points values a SM fleet should be able to equal most other fleets, with the odd exception due to lance weighting. Just like any other fleet.

So the real question is what is the preferable ratio of offense to defense in the fleet and the number of ships in comparison to other fleets.

Assume that a SC will cost roughly 3/4 of a normal cruiser. It should balance its offensive and defensive quailties to match this. Keeping in mind that the more defensive you are the more turns you'll get to shoot your lesser weapons, and the more expensive you are the more weapons will be shooting at you reducing your defense rating. e.g. A Mars class BC has a far worse defense rating than a Dominator as it costs so much more.

If a SC had identical defense to an IN cruiser and cost 3/4 of its price it should have half it's firepower. However if it had 3/4 of it defense it would also have 3/4 of its firepower. Obviously this is a rough rule and you do have to take the fudge factor into account such as when a ship has a very specialised role compared to a more versatile but less efficient ship, or when you have 'token' firepower.

I prefer the 3/4 of an IN ship leaning towards defense but many of you seem to want the same damage but half firepower, or worse an equivlent: a Light cruiser wearing the shoes of a full cruiser. Which means you need 2 SCs to match the firepower/ordy of a normal cruiser. And this isn't even taking their special rules into account of cost.

Given that SCs should be cheaper than IN cruisers and that they have special rules they can't be too impressive.


1 TH on a SC: I don't like token weapons, especially when they can be used to increase the AC limit for a specific class as they have to be taken hand in hand to be effective. In the case of having a single SC TH versus 3 or 4 on a BaB. As with mixed armour values the BaB could take the brunt of this additional worth not being the mainstay and specifically being the game changer. So it only really boils down to my dislike of token weapons...


Lets look at the half firepower route (with 2 shields):

3 torps and 6WB each side= 1 TH, 3WB each side and 3BC's LFR. roughly.

3/4 firepower(1 shield): 4 torps, 9 WBs each side= 2 TH, 4WBs each side and 3BC's LFR. roughly. This still leans towards defence over offense.

In addition to all this you get +5cm speed, 90* turn, better boarding, better leadership and special H&R's not to mention special scenario bonuses. Seems like a bargain when the special rules seem to be free!  ;)

In my experience (non playtesting) of playing with and against SMs, the SMs have won more times than lost. In campaigns the SM players always seem to be in the top half. Playing as SMs I've never felt they were too weak except against Eldar, but then I always get that feeling against hemlock/nightshade fleets!"   :'( I've watched numerous crushing campaign games against orks and IN. I've personally won more games as SM than have lost.
In playtests SMs have won more often as well. The BaB helping the loses.

Cheers,

RayB HA
 
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 08, 2011, 06:50:03 PM
The main counter that I'm hearing for 2 shields is that SCs are too fragile in comparison to a full cruiser. But how is this a problem? Why can't SM's have weaker ships than IN or Chaos?

Space Marines are both weak and boring. They need a boost and they need variety. When looking at boosting their ships there are 3 ways of doing this. Boost defensive qualities, boost offensive qualities, or lower cost. They already get a lot for their points cost, so dropping cost is unreasonable. They're not supposed to be offensive weapon platforms, so that's out. This leaves defence.

So adding an extra shield is good solution, as it suits the SM modus operandi and also goes a long way towards fixing one of the biggest problems the SMs have so far encountered; that being that they're supposed to be very tough (hence 6+ armour) and yet in fact are quite fragile. It also makes their lack of a full 8 hit cruiser less telling.

Of course, there is still a problem. The SC is already jam packed full of goodies for its size and cost. Looking at the prow we see a massive glut of weaponry. You've tried to fix this glut by redistributing some of it to the dorsal mount. However, doing a quick comparison to the iN light cruiser of choice, the Dauntless, we can see that the SC is still over-gunned, and by a good margin. Also, there is no precedent for a dorsal gun on a CL. You could use the same reasoning to justify this as that used for the 2nd shield. That is, SMs are special and get given more. However, it makes less sense for SMs to be given more weapons rather than more shields. Remember, SCs are in effect blockade runners. An extra shield helps them in their role of payload delivery, extra guns do not.

Also from the IN CLs we can see that their light carriers can only manage 1 AC per hardpoint at most. Why can the SC manage 2 AC from one hardpoint? This is particularly strange given that their AC uses more space than normal.

The upshot of all this is that we can reduce the number of THs on the SC, which goes a ways to fixing the glut of weaponry problem and also makes for a good trade-off for the extra shield. This solves a lot of SM problems. However, it does raise another problem. It reduces the maximum AC potential for the fleet.

This problem can be fixed by adding a variant that replaces its broadside weapon batteries with THs. So one of these variants plus one normal SC would make 4 TH total, which is equal to the current amount that 2 SCs would give. In my estimation the current rules gives a lot of AC for SMs, so this should probably be their maximum. Thus a maximum of half SCs as variants.

So, the AC problem is solved and inadvertently so is the problem of variety, at least to an extent. The SM fleet becomes less uniform and boring and the SM player gets the option to go gun heavy or AC heavy.

So this simple change fixes a looot of problems.

Quote
1 TH on a SC: I don't like token weapons, especially when they can be used to increase the AC limit for a specific class as they have to be taken hand in hand to be effective. In the case of having a single SC TH versus 3 or 4 on a BaB. As with mixed armour values the BaB could take the brunt of this additional worth not being the mainstay and specifically being the game changer. So it only really boils down to my dislike of token weapons...

I don't think it's token AC at all. I think of it as CAP clearing AC. With barges and carrier SC waves being reasonably sized (particularly if 2 SCVs squadron) it's important to clear obstructions such as CAP.

Quote
Lets look at the half firepower route (with 2 shields):

3 torps and 6WB each side= 1 TH, 3WB each side and 3BC's LFR. roughly.

1 TH = 1.5 AC = 4.5WB. 1 BC = 2WB. Therefore a 1 TH SC has 18.5 WBe total firepower, with 8.5 WBe direct focusable fire and 4.5 WBe in ordnance. 1 torp = 1.5 WB, so a full IN cruiser has 33 WBe, with a total focusable direct fire of 12 WBe and 9 WBe in ordnance. Therefore a 1 TH SC has 56% total firepower (TFP), 71% focusable fire (FFP) and 50% ordnance firepower (OFP).

Quote
3/4 firepower(1 shield): 4 torps, 9 WBs each side= 2 TH, 4WBs each side and 3BC's LFR. roughly. This still leans towards defence over offense.

This comes to 70% total TFP, 71% FFP and 100% OFP.

Quote
In addition to all this you get +5cm speed, 90* turn, better boarding, better leadership and special H&R's not to mention special scenario bonuses. Seems like a bargain when the special rules seem to be free!  ;)

None of which has, in the past, made up for the lack of a full cruiser workhorse in the fleet. Hell, it's not even like the SM have had decent escorts with which to supplement their weak SCs.


Quote
In my experience (non playtesting) of playing with and against SMs, the SMs have won more times than lost. In campaigns the SM players always seem to be in the top half. Playing as SMs I've never felt they were too weak except against Eldar, but then I always get that feeling against hemlock/nightshade fleets!"   :'( I've watched numerous crushing campaign games against orks and IN. I've personally won more games as SM than have lost.
In playtests SMs have won more often as well. The BaB helping the loses.

Your experience is atypical.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 08, 2011, 06:55:06 PM
I agree with Sigoroth's post 100%.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 08, 2011, 07:37:57 PM
Also agree.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 08, 2011, 08:13:04 PM
also agree.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 08, 2011, 10:15:17 PM
Sig,

Excellent post, truely excellent! Forgive the '!'  :)

I don't quite argree with the 'hard point' equivelents of 1 BC equals 2 WB (should be about 2 for 3). Also as you pointed out the focus of firepower is an important aspect as such equivelents are harder to make especially with a 90* turn in the mix.

The fact that Light cruisers got lumbered with the 1 Lb each side was the Dauntlesses fault. As it has such a prow heavy displacement. The Defiant also has a heavy prow. Don't let this limit you.

Assuming we went the route of more gum less teeth, you would be left with a normal variant and a carrier variant to bring them back upto to what they were.

Normal, -1 WB each side, -1 TH, for 1 THs total
Carrier 1, TH each side instaed of broadsides, TH in prow for 3TH's total.
Carrier 2, 2 TH in the prow, NO BC!

Carrier 1 is a problem as it is far superior to the normal SC and will make it obsolete unless limited.
Carrier 2 is doable, maybe with token BC, like str1.

With 2 shields the SCs will be so tough and with very little offensive capability any other target will be considered first, which will be the escorts. A SM player will be extremely discouraged from taking them as they will be so harshly persecuted.

With the SC being less gunned makes boarding far more appealing, I fear this will be all they will do.

Also with the carrier the BaB almost seems pointless. Actually SCs with 2 shields makes it seem almost pointless.


I prefer SCs not to be tough but have teeth, to be able to quickly netralise an enemy rather than fighting in a battle of attrition they aren't cut out to win. To be sub standard in a defense but powerful and swift when on the attack.

I want a fleet of escorts, cruisers and Battle Barges not a fleet of one trick ponnies ineffectively thrashing against their enemies.

SMs are the 'raiders' of the Imperium, they want their battles to be quick and precise. They also don't want to die either, as such the odd 2 shielded ship should be thrown in to take the hard blows. (Hence the Ironclad, the Heavy SC)

Cheers,

RayB HA    

 

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 09, 2011, 01:29:53 AM
With 2 shields the SCs will be so tough and with very little offensive capability any other target will be considered first, which will be the escorts. A SM player will be extremely discouraged from taking them as they will be so harshly persecuted.

With the SC being less gunned makes boarding far more appealing, I fear this will be all they will do.

Huh? How will adding 1 shield and removing 1 TH make the SC have little offensive capability? It still has the same guns and the THs aren't really known for their excellent offensive capability. And if they do decide to board, then fine, that IS one of their strong points but it doesn't mean they will be lacking offensive capability compared to what they have at the moment.

Also with the carrier the BaB almost seems pointless. Actually SCs with 2 shields makes it seem almost pointless.

And why do you think that?

I prefer SCs not to be tough but have teeth, to be able to quickly netralise an enemy rather than fighting in a battle of attrition they aren't cut out to win. To be sub standard in a defense but powerful and swift when on the attack.

I want a fleet of escorts, cruisers and Battle Barges not a fleet of one trick ponnies ineffectively thrashing against their enemies.

SMs are the 'raiders' of the Imperium, they want their battles to be quick and precise. They also don't want to die either, as such the odd 2 shielded ship should be thrown in to take the hard blows. (Hence the Ironclad, the Heavy SC)

Cheers,

RayB HA    

And that is your mistake. SM are not the raiders of the Imperium. SM are the spearpoint of the Imperium, the alpha strike when the Imperium decides a planet needs invading. SM's strength is on the ground, not in space. That strength should not be wasted in raiding missions.

The SM should NOT be able to just easily and quickly neutralize an enemy ship as this is not their mandate. Its actually the reverse. Since there are so few of them, they should be well protected to survive to get onto the planet. Their strength should mainly be in Planetary Assault and Exterminatus scenarios which is strongly suggested by their improved Assault Points.

The SC should be able to survive an encounter by attrition because they have such tough defenses that to take one down, one needs almost the equivalent firepower to take down a regular cruiser at the same time not having the firepower to just take out an enemy cruiser one on one. WB strikes supported by lances can still cripple the SC with 2 shields faster than a regular cruiser.

It's actually ideal that they have only the BB and SC as main classes. Adding variety to the class would be enough to help keep the SM from being boring. They do not need the Ironclad because that is what the BB is for. I personally think the BB can do with another shield but I also see the reasoning by others that it might really make the BB too invulnerable.

Sigoroth has already replied extensively to your points and not surprisingly, I will add to the number of posters agreeing with him. There's only some minor disagreements mostly regarding details on how the variant ships should look like but overall, we agree this is how SM should be represented.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 09, 2011, 04:01:30 AM
So the current point of view regarding Marines is:



Ray Bell

versus

Sigoroth, Admiral d'Artagnan, RcGothic, Vaaish and Horizon


hmmm. So, Ray, decide, Dictatorship or Democracy. ;)
heh heh

Add the issue of the Barge, in which case you Ray Bell are the ONLY one wanting it to be a Grand Cruiser. Again dictator vs democracy. ;)

The fleet from Armada was Battle Barge + Escorts.
The fleet from 'the democracy' will one be of variety: Barge+Escorts+Strike Cruisers.

And I do no get why you call them one trick ponies.

I do not want Ironclads.
I do not want CG Barges.
I do not want 1 shielded Strike Cruisers (think about it, I only battle against them).


:)


/
if you really have poblems with variants the following may be an option:
Only 1 variant per regular strike cruiser.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 09, 2011, 11:24:51 AM
I am not even sure if the proposed variants are a problem. The 3 TH one? It's not like it has more offensive capability than the regular SC. It's not like it will destroy enemy ships. I think the vanilla SC will still be used.

The 2 TH on prow without BC? Still not as effective as the regular SC.

If anything the FP5 Prow BC with no TH and standard WBs would more likely see heavier use and so would be rightly restricted.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 09, 2011, 03:48:54 PM
The space marine fleet isn't primarily designed around destroying enemy warships. The SC and BaB are supposed to use their speed and durability to breeze past enemy defences and conduct deployment and bombardment operations. The fact they can engage enemy vessels should stem from their speed and durability, not from their firepower.

If I were redoing the Marine Fleet, I'd do it this way:

Battle Barge to remain pretty much as is. I'd allow a couple of variants, such as the SO and a stronger carrier variant (I don't buy into this 3THs are worth 2 other AC rubbish. I think that equivalence needs to be nailed to a cross and left there for three days.) The carrier variant could have an extra 3 THs by replacing half its FP12@45cm WBs. Venerable Battle Barges merely famous BaBs, allowing any ship dropped.

SC to get extra shield, lose 1 TH, 150-155pts. Variant to drop 2BC for 1TH, and to drop 1TH for 2 extra BC.

Escorts that can actually go where the SC and BaB go. Better armour, but poorer weapons and turrets, and loss of SM rules to bring price down.

In Summary:

BaB standard.
BaB extra BC variant (as SO in BFG:R)
BaB extra TH variant (5TH variant)

SC with 2 shields, 1 TH
SC with 2 shields, no TH, 5BC
SC with 2 shields, 2TH, 1BC

Hunter AV5, 35cm, T1, 2 torps F 35pts
Gladius AV6, 30cm, T1, 3WBs F/L/R 40pts
Nova AV6, 30cm, T1, 1BCF 2WBs F/L/R 40pts
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 09, 2011, 05:43:10 PM
Sig,

Excellent post, truely excellent! Forgive the '!'  :)

Thank you. I'll forgive the '!' if you manage to limit it to 1 per post.

Quote
I don't quite argree with the 'hard point' equivelents of 1 BC equals 2 WB (should be about 2 for 3). Also as you pointed out the focus of firepower is an important aspect as such equivelents are harder to make especially with a 90* turn in the mix.

Well I didn't explain myself with that equivalency in my previous post, so I will now. Typically 3 BC will give 2 dice, sometimes one and possibly 3. Since it hits on 4+ then this makes 3 BC ~ 2 lances. The BM interaction between it and WBs brings this value down if you use it (like our group), however the 4+ crits brings it up as well. So since 3BC = 2L and 2L = 6WB then 3BC = 6WB. For convergent evidence we can look at armour values. Against 4+ armour (mainly Eldar) the BC will only be slightly more valuable than WBs due to 4+ crits (equal value against Eldar). Against 5+ armour the BC is worth 1.5 times WBs. Against 6+ armour the BC is worth 3 times WBs. Given that in most circumstances you'll be shooting against 6+ armoured prows and that a successful crit averages +0.65 hits, as well as ancillary effects, and that BC have 3 times the chance to crit then two times value of WBs is actually quite conservative. [1 hit with a WB will average 1.11 damage, whereas 1 hit with a BC will average 1.33 hits, which makes a BC hit 1.2 times more valuable than a WB hit in terms of pure damage, plus the ancillary effects of the crits.]

Quote
The fact that Light cruisers got lumbered with the 1 Lb each side was the Dauntlesses fault. As it has such a prow heavy displacement. The Defiant also has a heavy prow. Don't let this limit you.

No, I don't think so. You may think so, but even if we reduce the prow armament to a token contribution and allow 2AC each side then we run into the problem of CLVs being more effective carriers than CVs. So even with a less prow-centric template to draw upon the Defiant would still have been only 1 AC each side.

Quote
Assuming we went the route of more gum less teeth, you would be left with a normal variant and a carrier variant to bring them back upto to what they were.

Normal, -1 WB each side, -1 TH, for 1 THs total
Carrier 1, TH each side instaed of broadsides, TH in prow for 3TH's total.
Carrier 2, 2 TH in the prow, NO BC!

I don't know why you'd drop the WB from the normal one. The first carrier variant is fine. The second one is not. This is because it leads to another possible carrier variant, which is 2 TH in the prow, no BC, and 1 TH each side for a total possible of 4 THs. It also runs into problems of scale. Again the general rule of 1 AC to 1 hardpoint ratio for CLs comes into play (whether this be a size limitation or a balance one), but also the scale of the SC prow bay to the barges prow bay suggest that the SC shouldn't get 2/3 of the AC.

Quote
Carrier 1 is a problem as it is far superior to the normal SC and will make it obsolete unless limited.
Carrier 2 is doable, maybe with token BC, like str1.

As I said earlier, I find the second version to be unpalatable. However, the problems you pointed out with the other carrier version are accounted for. Firstly, I envisage a 15 pt cost bump (+10%). Secondly, I imagine that no more than half the SCs in a fleet could be a variant. Thirdly, you do lose guns to get those AC.

Note: an idea for yet another variant is a combination of the two variants so far listed. So side WBs replaced with TH bays and prow TH bay replaced by extra BC.

Quote
With 2 shields the SCs will be so tough and with very little offensive capability any other target will be considered first, which will be the escorts. A SM player will be extremely discouraged from taking them as they will be so harshly persecuted.

I don't know about you, but I tend to prioritise escorts first anyway. They're easy to kill and can pack a lot of punch. Anyway, SM escorts are already too expensive. If you want to make it worthwhile to take them then drop the rapid response vessels (or drop the SM rules from them and point them exactly as IN escorts) and reduce the cost of the SM escorts by 5-10 pts. Hunter can come down by 5 pts, Gladius and Nova by 10 pts.

Quote
With the SC being less gunned makes boarding far more appealing, I fear this will be all they will do.

Wot? You're seriously afraid of this happening?

Quote
Also with the carrier the BaB almost seems pointless. Actually SCs with 2 shields makes it seem almost pointless.

With the 8 BC aberration that is in the current list I don't see a point in taking the barge. However, with a 4th shield on it and the SO variant (BC broadsides) I don't see the carrier SC as being a deterrent to taking a barge. Particularly as the SCV has very few guns, is limited and costs more than a normal SC.

Quote
I prefer SCs not to be tough but have teeth, to be able to quickly netralise an enemy rather than fighting in a battle of attrition they aren't cut out to win. To be sub standard in a defense but powerful and swift when on the attack.

This might be your preference, but it is not how SMs are described, in either space or on the ground.

Quote
I want a fleet of escorts, cruisers and Battle Barges not a fleet of one trick ponnies ineffectively thrashing against their enemies.

Er, well currently they are one trick ponies. Swarm the enemy with THs and hope that it's good enough to offset their massive weaknesses. Swapping out the TH for the shield means they don't need to swarm their enemies. Adding in a carrier variant leaves it as an option. Adding in a gunship variant makes direct fire an option. Fixing their damn escorts and adding a shield to the barge actually makes them a fleet.

Quote
SMs are the 'raiders' of the Imperium, they want their battles to be quick and precise. They also don't want to die either, as such the odd 2 shielded ship should be thrown in to take the hard blows. (Hence the Ironclad, the Heavy SC)

The SC is designed to deliver its cargo, nothing more. Maybe SMs use them for battles, but that's not what they're designed for. They're designed to blow past or board enemy defences, to be able to outrun enemy capital ships and to be able to disable enemy escorts. If they were designed to be able to defeat their foes in pitched battle they'd have full cruisers with full armament. Barges are designed for battle (or at leas sieges/siege-breaking), not SCs.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 10, 2011, 12:20:49 AM
fluff wise i do think SM should be an offensive force with limited range. in someway similar to what dark eldar are. They should be able to move rapidly, maneuver and close for the kill.
while i do like the +1 shield for the strike cruiser, i can also see Ray's argument to favor offense over defense.

If we are starting with a blank page with the available model range, i would make the strike cruiser their mainstay and limit the barge to just one per fleet. Yes there are fluff fleet exception to this but this can be divided into fleet lists: standard, crusade, and dominion.
crusade fleets would not need escorts as much so limit them to one squadron per barge but they can take two barge.
whereas dominion needs to patrol the systems they have oversight of so more escorts and option for light cruisers for patrols.
the main weapon for marines should remain hit and run rather than shooting. and more shooting rather than more defenses. the barge should have multiple teleporters and the strike cruisers 2. their main delivery system is the strike cruisers.
i am also fine with the barge being 10 hits if it can be more maneuverable, and perhaps faster as a GC. This should be the only defensive ship the marines have with shields and turrets worthy of a BB.

i also like the proposed +1 leadership.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 10, 2011, 03:59:03 AM
Weird Fracas,

the Marines are made for breaking planetary assaults and delivering their 'cargo'. Not an offensive fleet.


And what is Ray doing to them to increase the offense?


No no no Marines are the most precious warriors of the Imperium, you want them to be on defensive ships which can take a brunt. Not ships that die versus the most common Imperial Navy cruiser with ease. ;)

And a 10 hit Barge is defensively seen better then a 12 hit barge.

If I read what you say you'd like this as a Barge:

speed 25cm (turning after 10cm)
hits 10
shields 4
turrets 4

?


Title: Re: Space Marine Fleet ER
Post by: fracas on June 10, 2011, 10:52:27 AM
Sorry. Poor editing on my part
They should NOT be an offensive fleet gunnery wise but should be used offensively to deliver marines
I think the bombardment cannon should not be a marine weapon. Firstly it is a better weapon than batteries and lances (each bc die roll is better than a lance die roll). Secondly why would marines hit and run rather than use the bc?
They should have lots of batteries to take down shields
Maybe a few lances say one or two for strike cruisers and three for the barge
The 10 hits 4 shields 4 turrets move like a cruiser barge is good. As a delivery system you would want it faster and more maneuverable than a battleship
The barge and the strike cruiser should be on large bases for boarding and so perhaps strike cruisers should get 2 shields afterall

I like the idea of thunderhawks as resilient assault boats rather thang fighter-assault boats, thus allowing them to bypass enemy torpedoed.
Let me rethink the shield for the strike cruiser
And ask whether escorts should be armor six.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 10, 2011, 10:50:14 PM
Hi Guys,

Leaving the specific stats on the back burner for a while I'd like to talk about the SM fleet, it's role and permitted displacment.


The SM fleet is purposefully built to not win in fleet engagements on equal footing (luckily this is a game so we get more SM ships than would be normal).

SCs are supposed to be weaker than a full cruiser defensively and offensively. Having comparative mass to a Dauntless, SCs are loaded with high end goodies, including better 'armour' representing better shielding, stealth and obviously better armour. SCs are also tough as nails for their size, but still they shouldn't rival a full IN cruiser.

As the SMs aren't allowed a fleet to withstand an IN fleetof similar disspostion, having too much defense would seem crazy to give to possibly traitor super boarders.

It may seem to make sense that the Imperium should give SMs super defensive ships. Well, they do, but they are smaller than full cruisers and as such not as tough. Given that SMs are needed in varied strengths, coupled with the fact the Imperium doesn't want them to have anything too good, tough smaller cruisers fit these requirements.

BaBs are the exception but are rarely used or given to SMs.

As to my comment of the SMs being the Imperium's 'raiders' I was highlighting the fact that they will be in smaller engagements and those that involve them as the attackers. 

Cheers,

RayB HA

  
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 10, 2011, 11:03:59 PM
The SM fleet is purposefully built to not win in fleet engagements on equal footing (luckily this is a game so we get more SM ships than would be normal).

You got that right.

SCs are supposed to be weaker than a full cruiser defensively and offensively. Having comparative mass to a Dauntless, SCs are loaded with high end goodies, including better 'armour' representing better shielding, stealth and obviously better armour. SCs are also tough as nails for their size, but still they shouldn't rival a full IN cruiser.

It's alright to have a tough ship as long as it can't destroy a full IN cruiser.

As the SMs aren't allowed a fleet to withstand an IN fleetof similar disspostion, having too much defense would seem crazy to give to possibly traitor super boarders.

Why would it be too much when it has been proven already that 1 shield is next to useless for SCs?

It may seem to make sense that the Imperium should give SMs super defensive ships. Well, they do, but they are smaller than full cruisers and as such not as tough. Given that SMs are needed in varied strengths, coupled with the fact the Imperium doesn't want them to have anything too good, tough smaller cruisers fit these requirements.

Yup but to reiterate, they are not tough at present.

As to my comment of the SMs being the Imperium's 'raiders' I was highlighting the fact that they will be in smaller engagements and those that involve them as the attackers. 

Cheers,

RayB HA

Yes and I can see they would operate better with 2 shields even at the expense of 1 TH. They would be that much tougher in small engagements and yet will still most likely lose while at the higher engagements, they will be at a disadvantage the more heavy ships the opponent can get in.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 10, 2011, 11:38:25 PM
Ray, in a pitched battle, one on one, the SMs would lose to the IN. Yes, this is a game, and so we balance things with points. Even a 2 shield SC being near as tough as a full 8 hit IN cruiser would still lose out, because it doesn't have the firepower to hurt the 8 hit IN cruisers. Also, the SC trades out 25% hit points to gain the extra side and rear armour. So from these aspects the SC would be as tough as an IN cruiser, but not from the front where the SC gives up 25% hits in return for nothing. So even with 2 shields we're only talking near as tough.

The SC needs to be fast and manoeuvrable in order to deliver its cargo. This is necessary both to be able to outrun larger ships which could hurt it and to be able to blow past blockades to deliver relief planet side. This alone limits its size, not the fact that the SMs aren't supposed to win in pitched battles (a limit on weaponry is sufficient there, not a limit on defence).

Its weapon loadout is optimised for use against orbital defences. WBs + BC > WB + L or BC + L against defences, even with interference. WB + BC < WB + L or BC + L against ships when interference occurs (as it should). Therefore this shows that SCs are designed for assaulting planets and their defences rather than for fighting pitched battles. This design plus the lower firepower compared to IN cruisers is their limiting factor.

The SMs are the Imperiums elite ground troops, and as such they need to be protected en route. If they didn't need this protection then they could be ferried in any run of the mill transport.

Therefore extra defence is not a problem for SMs. Extra firepower is problematic and should be within the bounds of the SM mandate. The BC variant has a role in blasting away heavily armoured defences. The carrier variant has a role in delivering SMs to the enemy (most likely escorts that the SC can't catch). The normal SC has a role as a generalist ship.

The Barge is really a siege breaker. It doesn't need to run blockades and so doesn't need speed and manoeuvrability. It's strength is in its toughness. It should advance inexorably toward the enemy defences and crack whatever space stations, weapon platforms or minefields lay in its path. So we don't need a 10 hit more manoeuvrable ship.

To reiterate:

SC = blockade runner
BB = siege breaker

So SMs don't need lances, or a lot of firepower. They're not a raiding fleet, they're a transport fleet.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 11, 2011, 06:12:31 AM
I could dedicate a long post but I'll go along the admiral's and sigoroth's view. :)

Title: Re: Space Marine Fleet ER
Post by: fracas on June 11, 2011, 10:56:47 AM
Don't see the barge as siege breaker. I see it as more a fortress, especially for space based chapters.
Neither the barge nor the strike cruiser should be able to take on similarly sized imperial ships in a gunfight and be more likely to come out on top.

The space lanes should be managed by the imperial navy, even orbitals.
Standard marines tactic would have them either yield the fight against enemy ships to the navy or out maneuver enemy ships to deliver their cargo via drop pods or thunderhawks.

Giving them bombardment cannon is misplaced. Why should they have a space weapon second only to the nova cannon in the imperial arsenal? Per hit better than batteries and lances. As for the name why would marines be used to bombard anything at all rather than deploy marines.
If you want to give them a special weapon then something good at taking down shields so they can hit and run.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 11, 2011, 03:53:32 PM
Don't see the barge as siege breaker. I see it as more a fortress, especially for space based chapters.
Neither the barge nor the strike cruiser should be able to take on similarly sized imperial ships in a gunfight and be more likely to come out on top.

There's no reason why a SC shouldn't be able to take on an IN CL one on one and come out on top. After all, the Dauntless is a cheap and easily produced ship that allows for greater area to be patrolled for the resources committed. Its cargo is pretty much expendable. The SMs are rare, elite, and represent a massive amount of resources and time in training alone. They're a valuable cargo. Therefore more resources are invested in keeping them alive. So a SC can be greater than an IN CL. It is the IN that the SMs aren't supposed to be designed to take out, and the SM have no line cruiser analogue.

Quote
The space lanes should be managed by the imperial navy, even orbitals.
Standard marines tactic would have them either yield the fight against enemy ships to the navy or out maneuver enemy ships to deliver their cargo via drop pods or thunderhawks.

Space lanes should be managed by the iN, yes. Friendly orbital defences should be set up by the IN, the planetary governor, sector commander or relevant institution (for example, AM would deploy and govern their own, SMs would likely requisition, deploy and govern their own too). Enemy orbital defences however lie within the SMs sphere of operations. It is their job to deliver their cargo planet side, and this means dealing with whatever defences the planet has in place.

Quote
Giving them bombardment cannon is misplaced. Why should they have a space weapon second only to the nova cannon in the imperial arsenal? Per hit better than batteries and lances. As for the name why would marines be used to bombard anything at all rather than deploy marines.
If you want to give them a special weapon then something good at taking down shields so they can hit and run.

This is nonsense. You cannot say that BC are the best weapon system (or even that NC are). 3 lances are far superior to 3 BC. 9 WBs are far superior to 3 BC. So it's a matter of simply working out equivalent values. The simple fact is that gunnery weapons are better against defences than lance weapons are. This is axiomatic. Sometimes defences only have 5+ armour, so WBs would be better than equivalent value of BC (because the BC value has to be averaged across all armours). Some defences would have 6+ armour, so in those cases BC will be more valuable than WBs. Either way, the combination is better than any combination including lances against defences. However, due to interference effects brought about by the sequential nature of the game (ignoring that stupid change in the FAQ), WB + BC is worse than any lance combination against ships.

This makes the SM weaponry specialised for their role, which makes perfect sense. Therefore SMs should have BCs.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 11, 2011, 04:53:17 PM
Quote
As for the name why would marines be used to bombard anything at all rather than deploy marines.

Because sometimes the charge of the light brigade works better when the cannons are aren't firing so much. Bombarding areas to soften them up before invading makes perfect sense. We did it at Normandy, D-Day, Gettysburg and the Pacific.
Title: Re: Space Marine Fleet ER
Post by: zaxqua on June 11, 2011, 05:18:28 PM
Neither the barge nor the strike cruiser should be able to take on similarly sized imperial ships in a gunfight and be more likely to come out on top.

This makes my list of the top ten most retarded things I've heard people say on the internet. THESE ARE THE SPACE MARINES WE'RE TALKING ABOUT. The Emperor's finest should win one-to-one engagements with the IN. The IN are normal human beings, and therefor less reliable than the SM. So why do they get better stuff? Keep in mind that a single space marine is worth more than 1000 regular Imperial citizens. They are not expendable. A SC should be able to take on a IN cruiser and win, only reason they don't is the stupid Codex Astartes which says they should do hit-and-run strikes. And the Inquisition does not want them getting to powerful. But thats beside the point. The SMs should get a good fleet. If anything, one thats BETTER than IN.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 11, 2011, 07:23:43 PM
Absolute disagreement zaxqua. A SC should be able to survive an engagement with a regular IN cruiser, but the IN are the check on the SMs power introduced after the heresy. It's deliberate that a SC can't take an IN cruiser out.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 11, 2011, 07:27:15 PM
THESE ARE THE SPACE MARINES WE'RE TALKING ABOUT. The Emperor's finest should win one-to-one engagements with the IN. The IN are normal human beings, and therefor less reliable than the SM. So why do they get better stuff? Keep in mind that a single space marine is worth more than 1000 regular Imperial citizens. They are not expendable. A SC should be able to take on a IN cruiser and win, only reason they don't is the stupid Codex Astartes which says they should do hit-and-run strikes. And the Inquisition does not want them getting to powerful. But thats beside the point. The SMs should get a good fleet. If anything, one thats BETTER than IN.
This is in the top 3 most retarded things I ever read on the internet. :)   ;)

After the Heresy the Imperial Army was split in the Imperial Guard (human ground forces), Imperial Navy (the fleet) and Space Marines (in a nutshell).
In an attempt to make a new horus heresy less of "problem" the might of the space marines had to be reduced. Denying them access to the giant spaceships was a major asset to this.

Without a grand fleet Space Marines could not beat the Navy. Yay.

Everything has a reason.

In a 1:1 duel the Imperial Navy should always win versus the Marines.

You said it yourselves: codex astartes says so. I hope you understand why.

They should never ever be better then the IN.

Marines should do planetary assaults.
To do this and to see to the fact they cannot win vs the Navy they should have strong defensive ships + speed. And no major offensive weaponry.

I see no problems to bombardment cannons.

Battle Barges are to small to be fortresses.
They are siege breakers indeed.

If the assault means a large fleet battle before the IN is called upon.

Vica versa the IN/IG will call if they need assistance in a planetary assault.


The balance between IG - IN - SM is really important in the Imperium.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 11, 2011, 07:55:43 PM
@zaxqua

Space marines are not fighting regular humans in space
Space marines in human made ships are fighting against other human (or xenos) made ships in space
As horizon said, what ships the imperium gave to space marines are made with the intention of preserving dominion for the imperial navy in space


@horizon
1. As is a strike cruiser is better than the dauntless, which is a souped up super escort
2. How is one lance die better than one bombardment cannon die?
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 11, 2011, 07:59:52 PM
One point of BC strength is not equal to one point of lance strength.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 11, 2011, 08:25:19 PM
It is better
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 11, 2011, 11:43:42 PM
No, it definitely isn't.

One dice of BC is better than 1 dice of lance, but you don't get 1 dice of BC per point of BC strength. the SC's BCs do not equal the Dauntless' lances.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 12, 2011, 12:36:40 AM
i never said it is better than a lance strength wise

all i said was as a weapon hitting it is more powerful than a lance
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 12, 2011, 03:16:10 AM
i never said it is better than a lance strength wise

all i said was as a weapon hitting it is more powerful than a lance

Which is meaningless.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 12, 2011, 04:17:47 AM
an unsubstantiated comment is meaningless. you can do better.

from a design standpoint you look at what you want the ship to do
then arm it appropriately and as part of this, you determine scenarios (closing & closing, closing & abeam, 30cm, 15cm, etc) and how effective the ship will be thus how many hit dice per situation AND what each hit die means
and then apply a value

the bfg designer has designated the BC as a more powerful weapon than the lance on the to hit, decided to weaken it a bit by making it less reliable (facing, range, blast marker affects), then decided to strengthen it again by having it mounted as left/front/right thus flexible. in the end you get something more powerful than a lance but less reliable. being less reliable does not make it a weaker weapon than a lance.

if you are starting out from scratch with the above rules
you can arm the strike with lances instead, then change the points cost appropriately.

look at a dauntless vs a strike cruiser. the strike cruiser is more survivable (better armor and turret) and better armed (BC and better fire arcs) at more points
but does this fit how marines should fair against an imperial gunship of the same class and displacement?
would the highlords give the marines a better ship than the navy after the heresy?
sure you can attempt to correct/standardized in game with points differences but points differences do not necessary result in good/fair/fluffly game play (what the necron can field in a game vs what victory points they yield from a game)

and all this again just highlight fluff discordance. one thing marines are is reliable. they have lances in 40k,
i'd rather see them with lances than bombardment cannons.

i suspect they were made to give marine fleet something special and unique. the name is fluffly (if you believe marines should be bombarding rather than assaulting/hit and run but whatever) but the rule is not (more powerful than lance, less reliable than lance).
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 12, 2011, 04:48:50 AM
an unsubstantiated comment is meaningless

from a design standpoint you look at what you want the ship to do
then arm it appropriately and as part of this, you determine scenarios (closing & closing, closing & abeam, 30cm, 15cm, etc) and how effective the ship will be thus how many hit dice per situation AND what each hit die means
and then apply a value

the bfg designer has designated the BC as a more powerful weapon than the lance on the to hit, decided to weaken it a bit by making it less reliable (facing, range, blast marker affects), then decided to strengthen it again by having it mounted as left/front/right thus flexible. in the end you get something more powerful than a lance but less reliable. being less reliable does not make it a weaker weapon than a lance.

if you are starting out from scratch with the above rules
you can arm the strike with lances instead, then change the points cost appropriately.


and all this again just highlight fluff discordance. one thing marines are is reliable. they have lances in 40k,
i'd rather see them with lances than bombardment cannons.

i suspect they were made to give marine fleet something special and unique. the name is fluffly (if you believe marines should be bombarding rather than assaulting/hit and run but whatever) but the rule is not (more powerful than lance, less reliable than lance).

This is just pure nonsense. Utterly irrelevant all of it. It doesn't matter how powerful a weapon system is. The Armageddon gun on the Planet Killer is very powerful, but it's not more powerful than 50 WBs. According to your logic WBs are the weakest weapon system, so here we have a case of the weakest weapon system being more powerful than the strongest. Dun dun dun! Wot? It's stupid, nonsensical, irrelevant. Balance is balance. No weapon is any more powerful than its equivalent of any other weapon. Duh.

The only difference between weapon systems is the circumstances under which they perform optimally. The bombardment cannon performs optimally against defences. This is perfect for SMs. Additionally, as a gunnery weapon it interferes with other gunnery weapons (WBs). When targeting defences BC + WB + interference is still greater than WB + lances OR even BC + lances. So it's still fine. However, against hard targets (abeam ships, escorts, long range targets etc)  BC lose value and lances become preferable. This is even more noticeable when we account for interference effects. So when we're talking anti-defence weaponry BC = good. When talking anti-ship weaponry Lance = good. Therefore SM should have BC and should not have Lances. Notions about how much damage 1 die can or cannot do are irrelevant.

Or, if you want to look at it another way, it makes sense to use a powerful but unreliable weapon against targets that the weapon can reliably hit (defences). Similarly it makes sense to give such a weapon to the SMs if you don't want them to be able to reliably hit your ships.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 12, 2011, 07:21:33 AM
if you are starting out from scratch with the above rules
you can arm the strike with lances instead, then change the points cost appropriately.

No, you don't. Since lances are anti-ships weapons, you shouldn't give them to the SM regardless of how much you increase the cost. The BC is more ideal weapon system to give them, a bit more powerful than the WB but not as powerful as lances and limited in range.

look at a dauntless vs a strike cruiser. the strike cruiser is more survivable (better armor and turret) and better armed (BC and better fire arcs) at more points
but does this fit how marines should fair against an imperial gunship of the same class and displacement?
would the highlords give the marines a better ship than the navy after the heresy?
sure you can attempt to correct/standardized in game with points differences but points differences do not necessary result in good/fair/fluffly game play (what the necron can field in a game vs what victory points they yield from a game)

If the Dauntless was the only ship the IN had, then yes, it would be an issue. However, the IN has better ships available to handle the best cruiser sized ship the SM has which is the SC. Even then, the Dauntless has a good chance of winning against the SC with its 3 prow lances.

and all this again just highlight fluff discordance. one thing marines are is reliable. they have lances in 40k,
i'd rather see them with lances than bombardment cannons.

Of course they have lances or its equivalent in 40k, 40k is a ground based system which SM SHOULD be strong in. In space however, I wouldn't give lances to them just easily. Giving them lances would make the SC much more better against the Dauntless.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 12, 2011, 08:39:09 AM
I don't actually rate a dauntless' chances vs a SC. 3 lances vs 2 shields? But the SC is the SM's line cruiser, and as such it's up against the IN's mainline cruisers.

In any case, each BC hit may be more individually powerful than each lance strike, but it's far less reliable which brings the utility down. Against the standard cruiser abeam, each point of strength is barely more than 1/3 as useful. As Sigoroth has pointed out, it makes perfect sense to give weapons which are individually powerful yet unreliable at hitting ships to a force you don't want challenging your Navy but which you do want to take on planetary defences both orbital and surface based.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 12, 2011, 03:28:15 PM
RCG's  analogy with the armageddon gun is faulty
it confounds effect of numerical power with effect of power of potency
you can always compensate for less power of potency with numbers but this doesn't change power of potency, or simply power.
a weapon's power remains its ability to inflict damage when a hit occur.
a 44 magnum is more powerful than a 22. a BC is more powerful than a lance. naturally if a weapon doesn't shoot or doesn't shoot as often make it less effective. but not less powerful.
(btw, funny that in post 158 RCG then agree the BC is individually more powerful than the lance, but also less reliable)

in addition, other than planetary fortresses and stations, most planetary defenses have only one hit so the BC's ability to inflict criticals make it no more effective than batteries. and as for fortresses and stations, marines should not be taking them head on so i see no reason why marines should have BCs for planetary assault either. The BC ability to cause criticals make it an anti-capital ship weapon, which is not the role of SM, as well as compete with what SM should be doing, which is deliver SM for hit and run attacks.

i maintain that if you to review the Space Marine list without prejudice, then a consideration should be given to taking away the BC and giving them something else, whether that be prow LFR batteries or a single lance (possibly 2) for the strike cruiser. in so doing, would you more likely apply the SC against line cruisers? would it be less effective in delivering marines? would it be unfluffy? my answers to all is a "No."



Re: Dauntless vs Strike cruise comparisons, this is valid not just from a class and displacement argument but also from mission perspective.
imperial line cruisers are meant to engage enemy ships in battle, especially enemy capital ships.
dauntless are meant to patrol and take out escorts rather enemy capital ships. in this regard the strike cruiser is similar.
that strike cruisers is the only cruiser marines has doesn't mean it shouldn't have a defined mission (delivery of marines and patrol, should be able to take on escorts) or be applied outside its mission design with reliable success (against line cruisers).


out of curiosity, which do you all think is better in a one on one fight, a strike cruiser with 2 shields at 160 points vs a lunar at 180 points?
Title: Re: Space Marine Fleet ER
Post by: zaxqua on June 12, 2011, 03:53:05 PM
No, a lance is better than a BC. A BC causes more criticals, but it uses the gunnery table, is effected by BMs, and is generally shorter range than a lance.

And a 180 point lunar will always kill a 160 point SC because it's 20 points more expensive.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 12, 2011, 04:12:12 PM
Better in which way? To hit or to damage?
1 lance vs 1 bc is more reliable in terms of ability to hit
But less powerful with each hit
Against standard targets, eldar and necron each bc hit is more likely to cause more damage than a lance (and more effective as well against eldar and necron)
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 12, 2011, 04:48:42 PM
RCG's  analogy with the armageddon gun is faulty

I made no such analogy.

The BC is an anti-defence weapon, for assaulting space stations (which do have more than one hit), and hardened planetside defences. Each shot may be more powerful than a lance strike, but they'll only do remotely as much damage as lances to targets which cannot move out of the way - perfect for supporting marines assaults.

Against moving targets the lances are far stronger than BCs, which makes them anti-ship weapons. They'd be nearly as effective as the BC's in a bombardment role, but if you used lances instead the marines would have firepower enough to challenge the navy, which is why they're severely restricted in the SM fleet.

I'm astounded we're still having this argument. It's so completely obvious why marines aren't allowed lances.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 12, 2011, 08:19:52 PM
Hi Guys,

SCs have to be inferior to a full IN cruiser. This can be either reduced offense, defence or both!

Reduced defence makes sense so they can be put down before they can use their increased speed and manuverability to either escape or board at full strength. However this makes them vulnerable against everyone else in a similar circumstance as well.

Reduced offense makes sense so they can't hurt an IN cruiser, however they can still board, and win! Also they wouldn't be able to be much of a threat to numerous enemy defenses.


As breaking a blockade to drop SMs on a planet is a really crazy thing to do, I can only really see them netralising anything in orbit first. Afterall if the blockading fleet then returned to the planet they'd bombard the hell out of those 'expensive' SMs. However they might have destroyed their target by then... I suppose it depends on the circumstances.  :-\

I can see SMs only in smallish engagements, like a raiding fleet, unless it's a story driven scenario. They should be designed to overwhelm the 'suprised'/defending enemy as quickly as possible.


Bombardment Cannons: I do find it funny that they very handy for taking out 6+ prows.  :)


Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: fracas on June 12, 2011, 08:26:58 PM
@RCg
I'd rather SM have lance than BC
i used to feel as you do, that they should not get lances at all, but then they did, and i went one step further in saying if they are going to get lances, they should lose the BC.


@ray
i agree
but you don't need BCs to take out orbitals at all
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 12, 2011, 08:27:16 PM
Sorry Ray, don't agree with you. Various BL Novels emphasize the SC's blocade running credentials.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 12, 2011, 11:33:58 PM
Hi Guys,

SCs have to be inferior to a full IN cruiser. This can be either reduced offense, defence or both!

Have you not read Sigoroth's points from before? To remind you, SM do not have a full line cruiser, which is already a problem with defense. They do not have as much weapons as a full line cruiser which is a problem with offense. The problem is with both these in place, they have a problem with surviving encounters. We can't give them more guns because it would be a conflict with the SM not being a fleet engagement faction. There is only one way we can help them and that is in defense in order for the SM to increase their chances at winning.

Reduced defence makes sense so they can be put down before they can use their increased speed and manuverability to either escape or board at full strength. However this makes them vulnerable against everyone else in a similar circumstance as well.

No, reduced defense will only let its opponents kill them off easily as is what is happening now. I don't know why it is not happening in your meta but it sure is happening in majority of the meta. Increasing their offense will not help.

Reduced offense makes sense so they can't hurt an IN cruiser, however they can still board, and win! Also they wouldn't be able to be much of a threat to numerous enemy defenses.

They already HAVE reduced offense but still actually are having a problem taking out the full line ships. And now you want to take the more reliable means of killing an enemy ship away from them? And hope that BOARDING will let them win? WOW! You must have different boarding rules Ray that you are seeing them win battles with Boarding.

Why shouldn't they be a threat to numerous Defenses?

As breaking a blockade to drop SMs on a planet is a really crazy thing to do, I can only really see them netralising anything in orbit first. Afterall if the blockading fleet then returned to the planet they'd bombard the hell out of those 'expensive' SMs. However they might have destroyed their target by then... I suppose it depends on the circumstances.  :-\

I can see SMs only in smallish engagements, like a raiding fleet, unless it's a story driven scenario. They should be designed to overwhelm the 'suprised'/defending enemy as quickly as possible.

It's actually easier to get one ship to land the SM on a planet than having a fleet backing you up to take on a fully alert defense fleet. If one needs to tackle a defense fleet however, better to send a whole fleet in then with full IN support. If they are facing a fully alert fleet, with the limited offense and defense available, especially if you DO limit their defense further, how do you even expect them to survive a battle?

Surprise? If they achieve surprise, they can drop the SM package in and just keep the defenses busy. They shouldn't be able to overwhelm the defenses as quickly as possible because that would mean they can take out full line cruisers easily. See where your position is vs your original position of the SC should be inferior to a full line cruiser? Even surprised, the full line IN cruiser should win more often than not, one on one.

Bombardment Cannons: I do find it funny that they very handy for taking out 6+ prows.  :)


Cheers,

RayB HA

How do you figure? Shields will go down, sure, and then the WBs will have to break the 6+ or 5+ armor to do damage. If you squadron to focus more BC and WBs, with the current rules of squadroning, it will mess them up if you force them to BFI.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 13, 2011, 06:04:18 AM
We talk in circles....  :/

Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 13, 2011, 09:36:00 AM
@Ray

Why is it that you want to increase the SCs offensive power and yet complain that they're too powerful already (boarding)? Firstly, SMs aren't that great at boarding line cruisers. They get +2 for being SMs, but the enemy get +1 for higher BV. If the SC suffered even 1 point of damage on the way in (which is likely) and the target didn't (which is also fairly likely) then the enemy get a +2 for double BV, putting them square. Sure, you could put a BM in contact to get a +1 advantage or board with 2 SCs, but both of those require multiple ships. So the SMs aren't that great at boarding 1 on 1.

Now, assuming that giving the SC an extra shield helps them in boarding (presumably by reducing the chance of taking damage on the way in) then why is this a bad thing? This is what SMs are supposed to be good at. How is lowering their defences supposed to help the SMs? It'll help them die. Yeah, that's what we want from our SM ships, an unreliable delivery system. How is increasing their firepower meant to help them not be able to challenge the IN?

RCG's  analogy with the armageddon gun is faulty
it confounds effect of numerical power with effect of power of potency
you can always compensate for less power of potency with numbers but this doesn't change power of potency, or simply power.
a weapon's power remains its ability to inflict damage when a hit occur.
a 44 magnum is more powerful than a 22. a BC is more powerful than a lance. naturally if a weapon doesn't shoot or doesn't shoot as often make it less effective. but not less powerful.
(btw, funny that in post 158 RCG then agree the BC is individually more powerful than the lance, but also less reliable)

Firstly, my analogy, not RCG's. Also, you attributed one of my arguments to horizon earlier. Strange, given I'm the only person using teal colouring in this thread. You got an eye condition of some sort? Anyway, yes, a 44 magnum is more powerful than a 22. More powerful than a 9 mm too. So I suppose that makes P90's useless. All sorts of submachine guns in fact. Wonder why they were even made, what with the most powerful gun already on the market and all. All the armed forces should just have 44 magnum revolvers instead of their assault weaponry.

Quote
i maintain that if you to review the Space Marine list without prejudice, then a consideration should be given to taking away the BC and giving them something else, whether that be prow LFR batteries or a single lance (possibly 2) for the strike cruiser.

And I maintain that you're crazy. The BC was given to the SMs specifically to make up for their lack of lances, which were specifically denied them because they're anti-ship weapons. Now you want to swap out BCs for lances? Ludicrous. BC = anti-defence, Lance = anti-ship. What's so hard to grasp about that?

Quote
out of curiosity, which do you all think is better in a one on one fight, a strike cruiser with 2 shields at 160 points vs a lunar at 180 points?

Better? Against each other or other targets? Well, firstly, I'm not arguing for a 160 pt SC. I'm arguing for a 145 pt 1 TH 2 shield SC. For which I would have to say the Lunar is superior. The Lunar has more firepower, greater chance to cause hull damage and does a greater proportion of damage when it does (against SC).
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 14, 2011, 02:14:55 AM
After the Heresy the Imperial Army was split in the Imperial Guard (human ground forces), Imperial Navy (the fleet) and Space Marines (in a nutshell).
In an attempt to make a new horus heresy less of "problem" the might of the space marines had to be reduced. Denying them access to the giant spaceships was a major asset to this.

Without a grand fleet Space Marines could not beat the Navy. Yay.

Everything has a reason.

In a 1:1 duel the Imperial Navy should always win versus the Marines.

You said it yourselves: codex astartes says so. I hope you understand why.

They should never ever be better then the IN.



Let me pause to throw on the breaks on the crazy train again.  As has been pointed out in the past, not all marine chapters follow the codex astartes, some are even in open defiance of it, and fluff very clearly, very carefully, states that the Codex is not enforced by the Imperium as law.  This has been fluff since second edition, and has been reiterated about fifteen times since.  Rather, the Imperium only seems to found new codex chapters, in the normal course of events.

Second, again, the idea that the SM fleet must always always always be inferior to the IN flies in the face of the simple, well established, fluff fact that the current IN is, even by comparison to some Imperial Guard regiments, a very new thing, with IN's mainline cruiser and many of it's derivatives, being only a tenth the age of the average SM SC.  Only IN's battleships date back to the second founding.  This means that the fleet that SCs are 'balanced' against is not IN but rather Chaos (as Chaos = IN at the time this 'balancing' took place).  

Since the codex is not enforced as law, it's unlikely that every space marine chapter was ordered to hand over all their ships to be downgraded when IN switched between the Murder and the Lunar as their mainline cruiser.  This is actually spelled out in IA:X, with SM using ships that hadn't been seen in Imperial arsenals since the great crusade.

Third:  IN would, in all honesty, not care a bit that one SM cruiser might take one IN cruiser in a stand up fight.  Why?  Because, like the fact that a single SM can take a single guardsmen in a stand up fight, it doesn't matter.  The cold hard numbers show that even if all the space marine chapters   in existence (capable of fielding approx 12,000 ships) went rogue simultaneously, they'd still be out numbered by the IN (approx 1,960,000 ships) about 163.3 to one.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 14, 2011, 02:50:21 AM
sorry for the misattributions
i sometime answer posts on my iphone as i brush my teeth in the morning
and being red green color deficient doesn't help ... teal just look like pale text to me :)


@sig
1. clearly there is a different between power and efficacy. i didn't confound the two. thus i stand by my earlier statement that the BC hit die is more powerful than the lance hit die, per die. I have no problems acknowledging the number of die to varies and 3 listed BC may only inflict one hit die whereas 3 lances inflict three hit die. I have already acknowledged this as a reliability factor.
2. if the BC was given to SM to compensate for the lack of lance, wouldn't it be easier to just give them a lance?
3. BC is not need against defenses since most of them have only one hit and the BC ability to inflict critical is useless. a lance would do fine.
4. I find it odd that the SM is given the best imperial weapon to deal with necrons and eldar, in space encounters mind you. A weapon not available on any IN line cruiser.
5. i'd be OK with SM and BC if the BC loses its critical hit ability


@horizon
but isn't circles part of the fun of internet debates?
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 14, 2011, 07:45:21 AM
Whilst the lance is always maximally useful, the BC is only maximally useful under ideal conditions that usually don't involve hitting ships. Therefore it makes perfect sense as a weapon for vessels you don't wish to have challenge your Navy.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 14, 2011, 02:01:35 PM
Admiral_d_Artagnan, Sig,

If I gave the impression I wanted the SC to have greater offense (beyond the torps in the launch bay), I'm sorry. But I'm pretty sure I didn't.... :)

I said reduced offense, reduced defense or both. Both being where I am right now. Basically smaller cruisers that have as much as they can for their size plus all the goodies that come with being SMs. Having 2 shields as standard is over the top!


BaronIveagh,

Good point on the history angle. But SM chapters are getting built and destroyed all the time, the new blood is going to be quite substantial. But the original design aimed to be destroyed by 'Chaos' ships is an interesting point. So does that mean the SCs should be even cheaper/weaker!  ;)


Horizon,

We're talking in a spiral!  :D

Cheers,

RayB HA
 
Title: Re: Space Marine Fleet ER
Post by: horizon on June 14, 2011, 02:07:02 PM
I said reduced offense, reduced defense or both. Both being where I am right now. Basically smaller cruisers that have as much as they can for their size plus all the goodies that come with being SMs. Having 2 shields as standard is over the top!
No it isn't. 2 shields should be standard. :) 1 shield the exception.
2 shields, 1Th. standard. Yay us all.

Quote
Horizon,

We're talking in a spiral!  :D


A Downward Spiral. ;)

http://www.youtube.com/watch?v=MN6sfJ1qFQg&feature=fvsr
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 14, 2011, 06:31:37 PM

BaronIveagh,

Good point on the history angle. But SM chapters are getting built and destroyed all the time, the new blood is going to be quite substantial. But the original design aimed to be destroyed by 'Chaos' ships is an interesting point. So does that mean the SCs should be even cheaper/weaker!  ;)


The last SM chapter founding was around 700 m41.  They seem to take place on average about once every 400 years or so, though they tend to cluster.  According to the timeline, 7 foundings have taken place since the introduction of the Lunar, out of 26 total foundings.  However, one of these was the 21st (Cursed) Founding, and two of them only saw the creation of one or two chapters.

And actually it means they're plenty weak now, if you stop and think about it.

How many hits does the average Murder take from a SC?  Both hare equally fast, but a lance murder will tear a SC apart simply because of the difference in effective range.  The prevalence of long range lances in fleets pre introduction of the Lunar means that the SC's armor was much less relevant. 
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 14, 2011, 10:25:23 PM
Admiral_d_Artagnan, Sig,

If I gave the impression I wanted the SC to have greater offense (beyond the torps in the launch bay), I'm sorry. But I'm pretty sure I didn't.... :)

I said reduced offense, reduced defense or both. Both being where I am right now. Basically smaller cruisers that have as much as they can for their size plus all the goodies that come with being SMs. Having 2 shields as standard is over the top! 

You wanted SM to be able to take out defenses as well as be raiders. That means they need an upgrade in their weapons because, face it, the SC by itself at this point in time will not be able to do what you want it to do. If that doesn't qualify as wanting an increase in their offense, I don't know what you mean anymore.

As it is, the SC can do what it is designed to do which is deliver the SM to the planet in question. However, due to pathetic shields, this is a 50-50 proposition. Adding that extra shield means it is now more suited to do so esp at the expense of 1 TH. So we who favor it are reducing the offense a bit (because THs don't really blow up stuff) while tweaking the defense a bit (loss of a bit of CAP in exchange for better shields). Having better shields just gives them more chances to survive at any pointage and can actually fulfill your idea about their being raiders because while they cannot win over the defenses instantly they can win over time.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 14, 2011, 10:34:10 PM
Third:  IN would, in all honesty, not care a bit that one SM cruiser might take one IN cruiser in a stand up fight.  Why?  Because, like the fact that a single SM can take a single guardsmen in a stand up fight, it doesn't matter.  The cold hard numbers show that even if all the space marine chapters   in existence (capable of fielding approx 12,000 ships) went rogue simultaneously, they'd still be out numbered by the IN (approx 1,960,000 ships) about 163.3 to one.

The math is not just about ratio. It's about concentration as well. Just because you have that many ships doesn't mean the IN can concentrate all of them in one place. SM wouldn't be so foolish as to mass together into one fleet. So more likely, the ratio would be much, much lower since the SM would be doing those hit and run missions Ray is so fond of.

Also, one should not be factoring in only the SM ships since now the CSM ships would be added into the mix since the former estranged brothers would be back in each others' good graces and those CSM fleets can rival the IN ships. So give the obvious traitor Legions more ammunition by providing the loyal-but-who-might-just-turn Chapters with more lance bearing ships? I think not.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 15, 2011, 03:26:57 AM
Let me pause to throw on the breaks on the crazy train again.  As has been pointed out in the past, not all marine chapters follow the codex astartes, some are even in open defiance of it, and fluff very clearly, very carefully, states that the Codex is not enforced by the Imperium as law.  This has been fluff since second edition, and has been reiterated about fifteen times since.  Rather, the Imperium only seems to found new codex chapters, in the normal course of events.

This has nothing to do with policing codex infractions. It has to do with what the navy is comfortable allowing the SMs to be capable of. The navy is the only defence against SM uprisings. The only way that the Imperium has of keeping them in check. This was specifically brought about. Therefore saying "but they don't enforce codex restrictions" is meaningless. The IN don't care how the SMs fight on the ground. Codex detail is irrelevant to them. The limitation on SM naval power would be enforced regardless of whether there even was a codex.

Quote
Second, again, the idea that the SM fleet must always always always be inferior to the IN flies in the face of the simple, well established, fluff fact that the current IN is, even by comparison to some Imperial Guard regiments, a very new thing, with IN's mainline cruiser and many of it's derivatives, being only a tenth the age of the average SM SC.  Only IN's battleships date back to the second founding.  This means that the fleet that SCs are 'balanced' against is not IN but rather Chaos (as Chaos = IN at the time this 'balancing' took place).  

This is meaningless.

Quote
Since the codex is not enforced as law, it's unlikely that every space marine chapter was ordered to hand over all their ships to be downgraded when IN switched between the Murder and the Lunar as their mainline cruiser.  This is actually spelled out in IA:X, with SM using ships that hadn't been seen in Imperial arsenals since the great crusade.

Again, codex is irrelevant. All that matters is that IN > SM. There would be no change to the SC going from Murders to Lunars either.

Quote
Third:  IN would, in all honesty, not care a bit that one SM cruiser might take one IN cruiser in a stand up fight.  Why?  Because, like the fact that a single SM can take a single guardsmen in a stand up fight, it doesn't matter.  The cold hard numbers show that even if all the space marine chapters   in existence (capable of fielding approx 12,000 ships) went rogue simultaneously, they'd still be out numbered by the IN (approx 1,960,000 ships) about 163.3 to one.

Utterly irrelevant. if you go by the numbers then the SMs as a faction are irrelevant. They could never have pulled off a rebellion as seen by the Horus heresy and there would be no impact on the Imperium if they were all wiped out. Since we know this to not be the case then the numbers don't matter. Therefore we must look at them on a one to one basis. This is apropos as the IN would generally be far more dispersed than the SMs anyway, reducing their numbers to a 1 on 1 fight as far as most rebellions are concerned anyway.

Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 15, 2011, 04:00:58 AM
sorry for the misattributions
i sometime answer posts on my iphone as i brush my teeth in the morning
and being red green color deficient doesn't help ... teal just look like pale text to me :)

Ah, so I was right. I was going to ask red/green colour blindness too, but thought I might appear snide rather than just curious.

Quote
@sig
1. clearly there is a different between power and efficacy. i didn't confound the two. thus i stand by my earlier statement that the BC hit die is more powerful than the lance hit die, per die. I have no problems acknowledging the number of die to varies and 3 listed BC may only inflict one hit die whereas 3 lances inflict three hit die. I have already acknowledged this as a reliability factor.
2. if the BC was given to SM to compensate for the lack of lance, wouldn't it be easier to just give them a lance?
3. BC is not need against defenses since most of them have only one hit and the BC ability to inflict critical is useless. a lance would do fine.
4. I find it odd that the SM is given the best imperial weapon to deal with necrons and eldar, in space encounters mind you. A weapon not available on any IN line cruiser.
5. i'd be OK with SM and BC if the BC loses its critical hit ability

1. - I didn't confound the two either, it's just that talking about power alone is irrelevant, you have to talk numbers too. Therefore saying that SMs get the most powerful hamster thrower out there is just meaningless.

2. - No, since the lance was specifically taken away from them. Giving them a gunnery chart "lance" was a stroke of genius, particularly for the numbnuts who run things at GW.

3. - Again, lances are a no-no. To get the same amount of firepower against defences from lances as the 3 BC on a strike cruiser you'd need 3 lances. There's no way that a SC should have that kind of firepower, since those 3 lances would perform just as well against ships. Also, half the stationary defences in the BBB have multiple hits, as do most Tau defences and that's not even counting Ramilles, ABSF, Hulks or pirate stations. Since space stations have a lot of firepower it doesn't seem at all unreasonable to me that a force tailored to assault them would want to shut down as much of this as possible for as long as possible. Also, the smaller defences have armour 6, so the BC really is a weapon tailored to take out orbital defences of all kinds.

4. - Lances are greater than BC against Necrons. WBs are greater than BC against Eldar. So in what way are BCs the best weapon against either of these races? If we go by the formula that 3 BC = 2 lances = 6WBs then against Necrons escorts or their (typically) abeam capital ships most of the time those 3 BC are going to be worth only 1 lance. The extra crits aren't typically worth much either since they repair on 4+ rather than 6+ and don't take as much damage from crits as other races. Eldar already have 4+ armour and take crits on a 4+ as it is, so 1 WB dice = 1 BC dice and yet we have 3 BC to 6 WB. I'd rather have the WBs thanks.

5. - If bombardment cannon were too strong, or they were unrestricted in range (30cm is their max) or if the SMs were overpowered or if it was particularly unfluffy of BCs to crit more, you might have an argument. As it is the SMs work off of disabling their foes with THs and BCs and they're not that great at it anyway. BCs critting often seems fine too.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 15, 2011, 07:58:47 PM
BaronIveagh,

Even though the foundings happen every now and then the act of founding will last ages. So I think its better to think of it as a founding era or 'contract', they'll be pumping 'new' chapters out frequently, they don't wait for a specific dip in population. 

Admiral_d_Artagnan,

I don't think SCs need anything extra to deal with orbitals, system ships and a few real ships. SMs shouldn't 'normally' be assualting a planet that is heavily defended in orbit. This would be a huge mission taking weeks or months to organise consiting primarily of IN ships with a smattering of SM ships to quell key targets: like low orbital defences, key defensive structures and possibly assassinations.
Under normal circumstances I could imagine SCs diving into low orbit as quickly as possible with their deadly SM cargo to make use of the element of suprise. But then shortly after turning back to deal with the rest of the defenses they hadn't disabled or destroyed on the way in. Then picking up the survivors on the ground and retreating, waiting for the IN and IG to take the world while they support or just leave to lick their wounds ready for the next mission.


Having a 2nd shield seems too exceed what the AM are capable of producing on mass. I'm fine with the odd SC having a 2nd shield but not all of them.

As I do utterly hate token weapons especially ones that are a key part of lore, I'm against reducing the Lb to str1, unless the TH's had their 4+ save against everything including turrets and BMs!

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 16, 2011, 03:10:09 AM
THe nice thing is, the SC is not produced en masse. Compared to the IN ships anyway.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 16, 2011, 07:29:40 AM
Having a 2nd shield seems too exceed what the AM are capable of producing on mass.

The feasibility of a 2 shield CL was a concern for me too. However, since ships can be refit to have an extra shield it's possible for even a Dauntless to have 2 shields. As for en mass production, as d'Artagnan pointed out, in comparison to IN ships strike cruisers aren't produced en mass. For the SMs I'm sure the AM would crack out the good shields. However, it does raise a concern I had but forgot (twice). That is that I don't think the SC should be able to be refit to 3 shields. So the 2nd shield should count as the refit.

Quote
As I do utterly hate token weapons especially ones that are a key part of lore, I'm against reducing the Lb to str1, unless the TH's had their 4+ save against everything including turrets and BMs!

Yeah, no. I don't think that THs should get a save against turrets. If the Manta can't the TH shouldn't. Mind you, I don't think that THs should count as fighters either. No one would send out a squad of 20 marines to shoot down enemy torpedoes. Perhaps a THA could be or whatever.

Anyway, that's all beside the point. Under the current rules a single TH is no more 'token' than its 4 WBs, or 3 BC. By itself it's not much. When combined it becomes something. In battles SCs form squadrons. They're too small a unit by themselves usually.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 16, 2011, 01:28:36 PM
Yes, the SC should not be given the additional shield refit.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 19, 2011, 02:48:28 PM
The math is not just about ratio. It's about concentration as well. Just because you have that many ships doesn't mean the IN can concentrate all of them in one place. SM wouldn't be so foolish as to mass together into one fleet. So more likely, the ratio would be much, much lower since the SM would be doing those hit and run missions Ray is so fond of.

Also, one should not be factoring in only the SM ships since now the CSM ships would be added into the mix since the former estranged brothers would be back in each others' good graces and those CSM fleets can rival the IN ships. So give the obvious traitor Legions more ammunition by providing the loyal-but-who-might-just-turn Chapters with more lance bearing ships? I think not.

Actually, dissecting the fluff for the two large scale SM rebellions that have taken place, 2/3rds will actually form large fleets, while 1/3 break off into raiders.  

Secondly, CSMs are not even in one another's good graces I highly doubt that they'll miraculously cast aside 10k years of rivalry.  And if CSM's are joining, your whole argument falls apart as they're going to have swarms of lances anyway given their prevalence on CSM ships.  




This has nothing to do with policing codex infractions. It has to do with what the navy is comfortable allowing the SMs to be capable of. The navy is the only defence against SM uprisings. The only way that the Imperium has of keeping them in check. This was specifically brought about. Therefore saying "but they don't enforce codex restrictions" is meaningless. The IN don't care how the SMs fight on the ground. Codex detail is irrelevant to them. The limitation on SM naval power would be enforced regardless of whether there even was a codex.

Because the only thing that says they can't have it is the codex and neither the IN nor the AdMech seem to be capable of controlling warship production in areas fully under Imperial control, let alone outside it?  


....
This is meaningless.
...

Again, codex is irrelevant. All that matters is that IN > SM. There would be no change to the SC going from Murders to Lunars either.

...

Utterly irrelevant. if you go by the numbers then the SMs as a faction are irrelevant. They could never have pulled off a rebellion as seen by the Horus heresy and there would be no impact on the Imperium if they were all wiped out. Since we know this to not be the case then the numbers don't matter. Therefore we must look at them on a one to one basis. This is apropos as the IN would generally be far more dispersed than the SMs anyway, reducing their numbers to a 1 on 1 fight as far as most rebellions are concerned anyway.

Sig, we've had this discussion before and the only thing you feel has any meaning in this area is your own opinion.  AS far as the Rebellions go: Horus had direct control over a massive fleet, including half of the body that was to become IN.  Blackheart also gained control over a sector fleet in addition to the fleets of other SM chapters.  In no case I can find has the IN quashed a SM revolt.

Additionally, IN has rebelled on occasion, most notably during the Plague of Unbelief (which means that the Gareox Incident could really use a re-write to match the rest of fluff due to the majority of the segmentum being in the throws of Apostasy.  I really think that Bakka, assuming it remained loyal at all, had better things to do)  where Tempestus and Pacificus rebelled against the Imperium (though an actual war seems to have been prevented by editorial fiat, with the entire population of the capitol world suddenly going berserk at once for no apparent reason and all the people involved killing themselves or being killed by madmen.  

Throw in the Nova Terra Interregnum and their involvement in the Horus Heresy and IN has split the Imperium three times as often as Space Marines.

Further, if I'm reading the fluff correctly, IN actually contracts rather than disperses in a crisis (except against the Tau, for some reason they like to divide their forces and lose there...), since again, the number of warp routes between worlds is limited, and making a double warp jump seems to cause havoc with SM warp drives.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 19, 2011, 07:50:58 PM

Quote
@sig
1. clearly there is a different between power and efficacy. i didn't confound the two. thus i stand by my earlier statement that the BC hit die is more powerful than the lance hit die, per die. I have no problems acknowledging the number of die to varies and 3 listed BC may only inflict one hit die whereas 3 lances inflict three hit die. I have already acknowledged this as a reliability factor.
2. if the BC was given to SM to compensate for the lack of lance, wouldn't it be easier to just give them a lance?
3. BC is not need against defenses since most of them have only one hit and the BC ability to inflict critical is useless. a lance would do fine.
4. I find it odd that the SM is given the best imperial weapon to deal with necrons and eldar, in space encounters mind you. A weapon not available on any IN line cruiser.
5. i'd be OK with SM and BC if the BC loses its critical hit ability

1. - I didn't confound the two either, it's just that talking about power alone is irrelevant, you have to talk numbers too. Therefore saying that SMs get the most powerful hamster thrower out there is just meaningless.

2. - No, since the lance was specifically taken away from them. Giving them a gunnery chart "lance" was a stroke of genius, particularly for the numbnuts who run things at GW.

3. - Again, lances are a no-no. To get the same amount of firepower against defences from lances as the 3 BC on a strike cruiser you'd need 3 lances. There's no way that a SC should have that kind of firepower, since those 3 lances would perform just as well against ships. Also, half the stationary defences in the BBB have multiple hits, as do most Tau defences and that's not even counting Ramilles, ABSF, Hulks or pirate stations. Since space stations have a lot of firepower it doesn't seem at all unreasonable to me that a force tailored to assault them would want to shut down as much of this as possible for as long as possible. Also, the smaller defences have armour 6, so the BC really is a weapon tailored to take out orbital defences of all kinds.

4. - Lances are greater than BC against Necrons. WBs are greater than BC against Eldar. So in what way are BCs the best weapon against either of these races? If we go by the formula that 3 BC = 2 lances = 6WBs then against Necrons escorts or their (typically) abeam capital ships most of the time those 3 BC are going to be worth only 1 lance. The extra crits aren't typically worth much either since they repair on 4+ rather than 6+ and don't take as much damage from crits as other races. Eldar already have 4+ armour and take crits on a 4+ as it is, so 1 WB dice = 1 BC dice and yet we have 3 BC to 6 WB. I'd rather have the WBs thanks.

5. - If bombardment cannon were too strong, or they were unrestricted in range (30cm is their max) or if the SMs were overpowered or if it was particularly unfluffy of BCs to crit more, you might have an argument. As it is the SMs work off of disabling their foes with THs and BCs and they're not that great at it anyway. BCs critting often seems fine too.

1.  i like to talk about parts, then assemble the parts and discuss that. in this regard what weapon is assigned to each faction should imo, consider its power first. Then you adjust how many of the weapon they get.

2. the marines do have access to lances already in their escorts. i have no problem with marines capital ships armed with lances in limited numbers instead of BCs.

3. most defenses are 1 hull points. 3 batteries or 1 lance hardly matter much to me. besides, i don't see marines fleet taking on more than weapon platforms, definitely not orbital fortresses.

4. each BC die does more against necron than a lance die. the 4+ to critical is devastating against necron, which has to spend double to repair. against corsair eldar, a BC is no better than a WB, but against craftworld and dark eldar capital ships, the 4+ to hit is better than the 5+ to hit. thus the BC is a better anti-xenos ship weapon.

5. the 4+ critical is superfluous to SM as they already have the ability to inflict hit and run criticals.


again, just a matter of opinion differences. where we end up depends on where we start.
if we start from the beginning i say give them lances instead of BC.
if we start from where marines are now then having both lances and BC is likely too much.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 20, 2011, 03:53:07 AM
The IN does have a problem with your item #2.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 20, 2011, 05:46:38 AM
1.  i like to talk about parts, then assemble the parts and discuss that. in this regard what weapon is assigned to each faction should imo, consider its power first. Then you adjust how many of the weapon they get.

Why? What if a particular weapon system gave 1 hit per point of strength, but would require 3 broadside hardpoints per point of strength? Technically it's more "powerful" than WBs, lances or BC, since per "die" it does more damage. But so what? I'd do more damage with a battleships regular broadside than this weapon.

Quote
2. the marines do have access to lances already in their escorts. i have no problem with marines capital ships armed with lances in limited numbers instead of BCs.

An escort is not a true warship, and the IN are extremely edgy about allowing the Nova. In fact, it's the exception that proves the rule.

Quote
3. most defenses are 1 hull points. 3 batteries or 1 lance hardly matter much to me. besides, i don't see marines fleet taking on more than weapon platforms, definitely not orbital fortresses.

No, most defences are multiple hits. SMs are specifically mandated to assault planets. What kind of argument are you running where you think that SMs should get specifically anti-ship weapons and at the same time should not be engaging orbital defences?

Quote
4. each BC die does more against necron than a lance die. the 4+ to critical is devastating against necron, which has to spend double to repair. against corsair eldar, a BC is no better than a WB, but against craftworld and dark eldar capital ships, the 4+ to hit is better than the 5+ to hit. thus the BC is a better anti-xenos ship weapon.

What? Necrons repair critical hits on a 4+ rather than the usual 6+. Therefore the BC is less effective against Necrons than against other races. Since balance is achieved by averaging all situations it follows that in those situations where a weapon performs below average that it is of less value than alternatives. Therefore BC < WB or lances against Necrons by definition. Of course we may not have achieved balance. So assuming for the moment that the IN had access to BC at the formula given (3BC = 2L = 6WB) then I would take a mix of WBs and lances against Necrons, no BC at all. This ratifies the notion that the BC is suboptimal against Necrons. Against Corsair eldar, WBs are twice as good. Against CWE/DE they lose some efficiency, but are still better than BC by a loooong margin. It seems that the BC is actually the worst anti-xenos weapon.

Quote
5. the 4+ critical is superfluous to SM as they already have the ability to inflict hit and run criticals.

What? That is the point of the SM fleet. They try to shut down the enemy long enough with crits to get into boarding.

Quote
again, just a matter of opinion differences. where we end up depends on where we start.
if we start from the beginning i say give them lances instead of BC.
if we start from where marines are now then having both lances and BC is likely too much.

If we start at the beginning, and the BC had never been introduced, I'd have called for the SMs to be a straight WB fleet. This wouldn't have been very satisfactory all things considered, but I'd likely not have had the imagination to come up with a separate gunnery weapon that hits/crits on 4+. The BC is a very good solution to the problem at hand.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 20, 2011, 07:09:06 AM
Sig, we've had this discussion before and the only thing you feel has any meaning in this area is your own opinion.  AS far as the Rebellions go: Horus had direct control over a massive fleet, including half of the body that was to become IN.  Blackheart also gained control over a sector fleet in addition to the fleets of other SM chapters.  In no case I can find has the IN quashed a SM revolt.

The only thing that I "feel" has any meaning in this area is sense. You accuse me of belligerence as if you've provided even one sound argument. Your arguments, for lack of a better word, are confused, sometimes contradictory, ill explained and generally vague as to their aim.

You say on the one hand that the SMs are an irrelevant force, due to their woeful comparative numbers, but then say that the Imperium are powerless to stop them. You say that SMs with lances aren't a threat to the might of the IN, but also that the IN are too toothless to be able to put down any rebellion. This is an oxymoron. Either they are a threat and so need to be monitored or they are not a threat and cannot resist policing. You can argue that they are a threat and the IN wants to police them but can't, OR you can argue that they aren't a threat and the IN can police them but don't care to, but you can't argue that they aren't a threat and they can't be policed.

You also have a very confused argument about the codex. You say that the only limiting power on SMs is the codex (false premise), and then you point out infractions of the codex that have not been punished and say that this means that the Imperium is unable to enforce the codex, therefore the SMs can do what they want. This is a non sequitur. The fact that the Imperium has been unable or unwilling to enforce some codex restrictions in the past does not mean that they are unable or unwilling to enforce other, more important, codex restrictions. Secondly, there is nothing to say that the only limit on SM power is the codex.

Presumably a rule book is not what stops SMs from doing whatever the hell they want, but rather the reasons why the rules were written is behind what stops them from doing whatever the hell they want. So they don't avoid warships because the codex tells them to (and therefore a chapter which doesn't follow codex can ignore the rule), they avoid using warships because of the political implications of doing so, which do not going away simply because a chapter doesn't use the rule book.

You also say that SM rebellion isn't a cause for concern, because there have been a heap of other non-SM rebellions. This is a non sequitur. Just because there are other threats it doesn't mean that the SMs aren't a threat. The Imperium is an autocratic draconian theocracy. Justice is almost non-existent and all that matters is the rule of law, the rule of the cult of the Emperor. When someone steps out of line the powers that be tighten their fist more, even if this might be counter-productive. This is the abiding psychology of the Warhammer 40k setting. It's the archetypical grimdark setting. Not a nice place to live. So all the rebellions made by humans: planetary governors, sector commanders, IN admirals or others are handled in the same typical manner.

Space marines are different. Why? Because they're not just humans. They're super humans. They're the Nietzschean übermensch. Super humans are great for protecting humanity from itself and from other enemies (Chaos, xenos) but when you want to be protected from super humans you can't simply rely upon other super humans. If you do then you're at the mercy of these super humans, and who will protect you from them? Therefore there is a real call to action to ensure that humanity has a check on super human power. In this case it is the IN. So far this is just general psychology of power stuff. When you add to this the specific circumstances surrounding the SMs and the Horus Heresy then this call to action becomes an imperative. Before the heresy the SMs were flawless. They were the pinnacle of humanity in faith, virtue and ability. A role model to aspire to, and apparently infallible. The heresy is pretty much the original sin. The proof that the SMs can fall. A betrayal of faith and hope. On top of this they killed the Emperor, the man-god protector and light of humanity. These two specific betrayals set up a clear psychological need for the Imperium to be able to protect itself from these super humans. Add these events to the general psychology of power and the specific political setting and all other insurrections pale into insignificance. Yes, this includes the NTI. Humans rebelling just means that the Imperium needs to tighten its fist some more (as far as they're concerned). SMs rebelling means that the Imperium needs to find a way to control them, to limit their power.

In another argument you stipulate that the IN doesn't do the quashing, but rather other SMs do. You also note that IN commanders have gone over to the rebels before. What this is meant to prove is unclear. You seem to be saying that the IN can't beat the SMs as they either surrender or just plain aren't used. How this translates into an argument that the IN should be OK with SMs getting more powerful is unclear. In the first case, the fact that the IN haven't put down SM revolts is immaterial to the point that they should be able to. If loyalist SMs get there first and clean house then good on them. In the second case, the fact that an IN commander chooses to go over to the rebelling SM side is irrelevant because it is a choice, which is the point of the segregation of power. To spread the power so that more people have to rebel for the rebellion to be effective. If the SM ships were more powerful then the IN commander wouldn't have much of a choice. He should be able, if he's loyal, to put down the SM revolt. This is the Imperium's check on SM power.

Next you say that Ultramar is a fief all its own, and that Imperial law does not apply. Apart from this being patently false it seems absurd given your earlier arguments that SMs are exempt from Imperial law anyway. You obviously mean that the Imperium is unable to enforce their views since the Ultrasmurfs are in power. Since you've previously drawn no distinction between Imperial law and its ability to enforce its views I find it somewhat amusing that you do so here, at least implicitly. However, ignoring that and moving on to the main point, you imply that should the Ultrasmurfs so choose to make lance equipped ships or even full blown warships there is not much that the Imperium could do about it, since they don't own the shipyards, etc.

So you're essentially arguing that the IN can't stop the Ultrasmurfs from ignoring codex restrictions. The Ultrasmurfs. Ie, the biggest codex fanbois in the WH 40k universe. Even ignoring the notion that they very most likely wouldn't want to rock the boat (if you'll forgive the pun) by producing warships for SM use and the fact that they don't even need to do so since they could just make ships for the local IN over whom they'd have great influence, we're talking about the guys that are the most likely to NOT do it even if they had the desire and need. Riiight. And even ignoring all that(!) your premise is false. If the Ultrasmurfs did decide to make warships for their own use the Imperium could and very most likely would do something about it. That "something" would be to send in a massive warfleet to ensure the Ultrasmurfs returned to the fold. According to your numbers theory this would be easy to do after all ...
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 20, 2011, 09:12:36 AM
Very eloquently put, Sigoroth.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 20, 2011, 03:38:40 PM
Sig,

Once again, great post! Although a little in BaronIveagh 's face.  ::)

On occasion some SM chapters do have resources beyond what would normally be acceptable to the imperium. But these exceptions quite often have a balancing factor. The Ultra Marines may have influence over their subsector and even take command of joint fleets occasionally. But they have been proven loyal since the very birth of the Imperium. If things did go tits up the local IN would still have to 'decide' whether to join or resist.
 
The primary method of preventing a full blown rebellion in the Imperium is to divide the power as much as possible. This seems to get more and more exagerrated the farther you get towards the Imperial 'border'.
One other way of doing this is to seperate the various roles of war. There will be a little overlap for SMs as they have their own ships. Still, their primary function is rapid response, planet based, key objective missions. 

Cheers,

RayB HA
 
Title: Re: Space Marine Fleet ER
Post by: fracas on June 20, 2011, 10:19:01 PM
@Sig
Lets start at the beginning. For this we have to look at what Chaos gets (as the precursor to "modern" IN): lances and batteries. These are standard weapons for ships then and now. After the Heresy, imo the best way to limit the power of the SM is to limit their mission capability from being to do it all to just doing one thing, which is to deliver marines across the void. Thus they should be hard, armor 6 and shielded (2 for strike cruisers) with capacity for thunderhawks launches. Given limited hull space and energy output per power plant size, the ship's armament of weapons will be diminished. Diminished, rather than altered. Most weapons will be limited to range 30cm, and lances should be sparsely available. I feel this approach allows SM to maximize their primary role and minimize any secondary role that might compete against the IN. I believe this is better than limit what weapons they get. Thus comparing strike cruisers to dauntless and endeavor hull sizes means that if they get armor 6 and 2nd shield, the strike cruiser should be offensively weaker than either.Thus i have no problem with SM getting lances.

I feel this is more flufly than for them to be armed with a new weapon, a weapon with greater punch than weapons available at the time of the heresy, when marine powers were unchecked, and afterward their power limited. Why would the IN agree to give them a new weapon that is better than what the IN have?
I still feel BC is better than both lances and batteries, per hit die rolled. Against necron it is more than 3x likely to inflict criticals. It doesn't matter that necrons can repair on a 4+ because they repair on a 4+ against all 3 weapons. And the more they have to roll to repair, the more they will fail. Against holofield BC is clearly better than lances. Against armor 5 craftworlds and dark eldar capital ships BC hits on a 4+ rather than WB on a 5+. How is this not better than WB? Yes again my calculations are per hit die. Once we see what each weapon is capable of for game balance you can adjust how many each ships should have, and or how many they can bring to bare.
Against high orbital defenses which only have one hit a lance hit vs a BC hit die is the same. Orbital docks, stations, and fortresses have more hits yes, but i just don't see marines fleet mission of delivering SM should encompass taking on orbital stations and fortresses? The primary weapon of SM are the SM, not their ships. Surgical insertion strikes rather than bombardment. Special forces rather than grunts. I just do not see them announcing themselves by taking down an orbital fortress.

In addition to losing BCs, I think the SM should also lose torpedoes. The requirement to contract with AdMech for resupplies i think too onerous for most chapters. Perhaps these should be limited to Dominion fleets.


Balance of the armaments have to consider both unit power and circumstantial availability i understand. But i feel first is decide on unit power then debate its availability.



btw: "balance is achieved by averaging all situations" ... and i agree :)
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 21, 2011, 12:57:37 AM
@Sig
Lets start at the beginning. For this we have to look at what Chaos gets (as the precursor to "modern" IN): lances and batteries. These are standard weapons for ships then and now. After the Heresy, imo the best way to limit the power of the SM is to limit their mission capability from being to do it all to just doing one thing, which is to deliver marines across the void. Thus they should be hard, armor 6 and shielded (2 for strike cruisers) with capacity for thunderhawks launches. Given limited hull space and energy output per power plant size, the ship's armament of weapons will be diminished. Diminished, rather than altered. Most weapons will be limited to range 30cm, and lances should be sparsely available.

I'm with you up until the last 2 sentences. I can't see any reason why the SMs can't have tailored weaponry to suit their role. Lances are a catch-all weapon. They're necessary so as to be able to consistently deliver damage in all circumstances (the most telling of which is against warfleets). Well, we want to limit SM damage capabilities in some specific circumstances, i.e., against warfleets. So it seems that they simply shouldn't have lances at all. So just more WBs.

However, in some specific circumstances where we do want the SMs to excel (against stationary targets) we see either armour 6+ or large multi-hit stations with a lot of weaponry. The BC is the ideal foil to these defences. No weapon in the game is better against defences than the BC.

Quote
I feel this approach allows SM to maximize their primary role and minimize any secondary role that might compete against the IN. I believe this is better than limit what weapons they get. Thus comparing strike cruisers to dauntless and endeavor hull sizes means that if they get armor 6 and 2nd shield, the strike cruiser should be offensively weaker than either.Thus i have no problem with SM getting lances.

I feel this is more flufly than for them to be armed with a new weapon, a weapon with greater punch than weapons available at the time of the heresy, when marine powers were unchecked, and afterward their power limited. Why would the IN agree to give them a new weapon that is better than what the IN have?
I still feel BC is better than both lances and batteries, per hit die rolled. Against necron it is more than 3x likely to inflict criticals. It doesn't matter that necrons can repair on a 4+ because they repair on a 4+ against all 3 weapons. And the more they have to roll to repair, the more they will fail. Against holofield BC is clearly better than lances. Against armor 5 craftworlds and dark eldar capital ships BC hits on a 4+ rather than WB on a 5+. How is this not better than WB? Yes again my calculations are per hit die. Once we see what each weapon is capable of for game balance you can adjust how many each ships should have, and or how many they can bring to bare.
Against high orbital defenses which only have one hit a lance hit vs a BC hit die is the same. Orbital docks, stations, and fortresses have more hits yes, but i just don't see marines fleet mission of delivering SM should encompass taking on orbital stations and fortresses? The primary weapon of SM are the SM, not their ships. Surgical insertion strikes rather than bombardment. Special forces rather than grunts. I just do not see them announcing themselves by taking down an orbital fortress.

You yourself mentioned the limiting factor of any given ships power plant. How this power is converted to damage should therefore be considered. Essentially, this means you have to take into account the number of shots, not just their power. You consider the 4+/4+ to be too powerful, but if it takes more power to deliver that then you have less power for other attacks. Basically, instead of saying that the IN had WBs and lances and that's it, and then SMs get an über powerful new toy, consider that the IN always had the BC but just never used it because it wasn't efficient as a weapon of war. A big, inaccurate, cannon seems fine against targets that can't manoeuvre. Besides, SMs already have access to planet killing weaponry. Surely that's more powerful point for point than a single lance.

On the topic of assaulting larger planetary defences like fortresses and space stations, I firmly believe this to be within the mandate of the SMs. As these defences are stationary then you can liken them to a piece of terrain of the planet itself. If the fortress were on the surface of the planet the SMs would be expected to be able to assault it. It is no different just because it happens to be in space. It makes sense that, as a surgical assault force, they would want to take out such a valuable tactical target. Destroying an enemy artillery and resupply platform would be invaluable to any ground operations, particularly as this would clear the way for your own resupply. This would be part and parcel of SM standard operating procedure. Also, if some strike cruisers are able to use their BC to knock out the guns of a particularly strong defence long enough to offload their cargo on the surface then that's a successful delivery.

Quote
In addition to losing BCs, I think the SM should also lose torpedoes. The requirement to contract with AdMech for resupplies i think too onerous for most chapters. Perhaps these should be limited to Dominion fleets.

I don't agree. Making the SM reliant upon Imperial resupply is great as far as the Imperium is concerned. Also, torpedoes are quite good against defences. Defences can't move out of the way so it allows the SMs to snipe from outside range of return fire until they're down. Only if there is one or more space stations providing AC support would it force the SMs to come into range, but even then the torps are good for soaking this AC.

Quote
Balance of the armaments have to consider both unit power and circumstantial availability i understand. But i feel first is decide on unit power then debate its availability.

Well that is how it's usually done of course. What I don't understand is why it's important that, per shot, a SM weapon can be no more powerful than an IN weapon. This doesn't seem to make sense to me. Overall we're interested in making the SMs less capable against Warfleets without compromising (or to as small a degree as possible) their abilities within their primary role. The bombardment cannon at the formulated ratio does this, even if it is more powerful on a die for die basis. It is worse against Eldar than WBs, it is worse against Necrons than lances. It is worse against fleets than lances. It is better than anything against defences. Where is the problem?
Title: Re: Space Marine Fleet ER
Post by: fracas on June 21, 2011, 01:43:55 AM
i only see SM strike cruisers to be able to take out escorts in space encounters. everything else they should leave to the IN. I do not think SM should be given power to lay waste planetary defenses. what is to stop a renegade chapter to destroy port maw for instance. should not happen and should not be able to happen. SM should be protected as they are ferried from their base to their deployment and with little additional ability.

i am not against SM being a viable force in BFG. but they should be a fringe fleet, a one trick pony. Get SM to your target, be maneuverable enough to get there, be armored enough to survive the maneuver. with this as core, batteries and a spare lance here or there is more than enough. when you get down to it this is plenty unique as it is, a hard nut to crack fleet that gets at you from the inside (hit and run). no need for a BC.

i guess another part of my problem with the BC is that i don't see it as core rules/weapon mechanics, especially since it is not available to the IN. probably similar in attitude to your stance against MSM.

btw, i would assume WB requires the least per shot, but with a rapid rate of fire. lances would be continuous focus beams. but who knows and energy requirement and power consumptions are conjectures at this point afaik.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 21, 2011, 07:42:34 AM
i only see SM strike cruisers to be able to take out escorts in space encounters.

Wouldn't be much point playing SMs as a fleet then.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 21, 2011, 08:39:35 AM
i only see SM strike cruisers to be able to take out escorts in space encounters. everything else they should leave to the IN.

Apart from the very limited playability of the fleet I think you're wrong. Firstly, SMs are mandated to assault planets. So assaulting planetary defences would be a part and parcel of this. Calling in mobile fleet elements to assist the SMs in clearing defences so that they can land seems contra indicated by the fact that SMs have dedicated ships. Otherwise they'd just be in transport ships and fly around with the IN. The SMs are also first on the scene most of the time (which is apropos given that the IN should be less concerned with planetary rebellions and more concerned with enemy ship movements) and surely they should not be forced to wait for however many months it would take for a suitable IN force to come by just to tackle defensive elements that are a known factor.

Quote
I do not think SM should be given power to lay waste planetary defenses. what is to stop a renegade chapter to destroy port maw for instance.

Presumably the IN. Apart from that, Port Maw is very heavily defended and even an entire SM chapter fleet would have a very hard time of it. If anyone could do it though, it should be the SMs.

Quote
i am not against SM being a viable force in BFG. but they should be a fringe fleet, a one trick pony. Get SM to your target, be maneuverable enough to get there, be armored enough to survive the maneuver. with this as core, batteries and a spare lance here or there is more than enough. when you get down to it this is plenty unique as it is, a hard nut to crack fleet that gets at you from the inside (hit and run). no need for a BC.

A part of viability is interest don't forget. But also, where you say that all they need is a "spare lance here or there" and stipulate no need for a BC, I say no need for a lance, at all. If you were going to drop the BC then it should only be replaced with WBs, torps or THs. No lances at all.

As for being a one trick pony, well, they pretty much are. However, since they're not even brilliant at boarding they rely upon whittling the enemy down, or gang tackling a (preferably) weakened enemy cruiser. A part of their survivability lies in their armour, but also a part of it lies in the enemy having many systems off-line and so being unable to shoot properly. If you took the 4+ crit away from the BC then the THs would lose value, as the strength of a high crit fleet is in overwhelming the repair capability of the opponent. If you only manage to keep pace with their repair capabilities then the TH may as well not even attack.

Quote
i guess another part of my problem with the BC is that i don't see it as core rules/weapon mechanics, especially since it is not available to the IN. probably similar in attitude to your stance against MSM.

It is nothing like MSM. MSM breaks the abstraction. Hell, there isn't even any mechanic fault to the BC, it's just atypical. There's nothing wrong with that. Also, why would the IN even want it? It's a rubbish weapon system. Would you go for a Dominator with 12 WBs or 6BC? Best case scenario it puts out a little more fire than a Gothic, but the Gothic doesn't care where you put it.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 21, 2011, 02:22:46 PM
Hi Guys,

The bombardment cannon is a vital inclusion. All fleets should have some armour ignoring weaponary so that the fleets are balanced against one another. Orks don't have armour ignoring weaponry (at least none worth mentioning), so versus a 6+ armour fleet they're screwed unless they lock-on or board. Orks should have armour ignoring weaponary, but that's a topic for another day.

Also Torps are fine in the hands of SMs, especially if they need to exterminatus. Boarding torps are a little weird to use as SMs are so valuable. Maybe if all boarding torps were 'better' like had a reroll to hit but only lasted one ordy phase. Also a topic for another day.

Cheers,

RayB HA   
Title: Re: Space Marine Fleet ER
Post by: fracas on June 21, 2011, 08:42:45 PM
Ray

Why BC rather than lance?
And now why both?
Title: Re: Space Marine Fleet ER
Post by: fracas on June 22, 2011, 12:17:05 AM
@Sig

I understand your perspective on the ability for SM to conduct siege assaults of planetary orbitals. I just don't agree with it. Marines are not the hammer, they are the speartip. As such, they would choose the weakest point of a planet defense and fly pass most orbitals to be followed by the rest of the spear, the IN, to cut down the planetary defenses.

I understand SM needed a punch to differentiate themselves more, and make them more competitive. I would not have gone down the route of the BC, but would have extended the reach of their hit and run either with greater distance for teleport attacks, or allow them to teleport attack against any ships regardless of shields. fluffly and play to their strength without infringing on the IN.

btw, it is from another thread and likely best left in the past, but all fleets should MSM.

your appropriation of 6 batteries for 3 BCs for 1 lance is an artificial abstraction. how about 3 batteries for 2 BCs for 1 lance? why not that ratio?
the SC has 3 prow BCs whereas the Dauntless has 3 lances. both with 4 broadside WBS. for 35pts more the SC get +1 armor and +1 shield rather than improved thrusters. thus in this exampled it is 1 BC per 1 lance. neither really are line cruisers and though the SC cruiser is the only cruiser the SM get, it doesn't mean it should be their mainstay ship rather than the barge.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 22, 2011, 01:03:14 AM
So what would be their mainstay ship? The Barge?
Title: Re: Space Marine Fleet ER
Post by: fracas on June 22, 2011, 02:12:47 AM
isn't it given what you need to field it?
Title: Re: Space Marine Fleet ER
Post by: horizon on June 22, 2011, 03:57:33 AM
Heh, I'll let the msm comment slip (since it would be a discussion about the core game mechanics).

Fracas, as much as Ray is beating a dead horse by ignoring the 2nd shield must you are beating a death horse by trying to get rid of the BC.

I also think the BC is a good idea. The BC is weaker then a lance vs ships.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 22, 2011, 06:57:44 AM
isn't it given what you need to field it?

Making something a mainstay means that something is the chief support and thus would be common and readily available. It would be the regular workhorse. The Barge is not. Fluff wise, even the SC is a rare sight and should not really be the mainstay. The mainstay in the SM case fluff wise would be the escort sized vessels. Those are the more common and numerous ships available to them. However, to make things more balanced games-wise, the SCs should be the mainstay of the SM.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 22, 2011, 11:10:31 AM
Horizon

I know the SM won't lose the BC. Just a thought from my reanalysis of SM armament.


Admiral
When the marines go to war or battle, and expect significant space bases resistance they would, IMO, take the barge. For patrols they would take escorts. Between it'll be the SC.
When IN go to war or battle they would take cruisers, with BB being fleet support.
That is how I see it and thus why SC and LC are comparable. They are in between ships for reconnaissance in force, raider hunting, or fleet support. For SM add delivery of a company of SM. I don't see either as mainstay ships for fleet actions.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 22, 2011, 05:51:30 PM
The only thing that I "feel" has any meaning in this area is sense. You accuse me of belligerence as if you've provided even one sound argument. Your arguments, for lack of a better word, are confused, sometimes contradictory, ill explained and generally vague as to their aim.

You say on the one hand that the SMs are an irrelevant force, due to their woeful comparative numbers, but then say that the Imperium are powerless to stop them. You say that SMs with lances aren't a threat to the might of the IN, but also that the IN are too toothless to be able to put down any rebellion. This is an oxymoron. Either they are a threat and so need to be monitored or they are not a threat and cannot resist policing. You can argue that they are a threat and the IN wants to police them but can't, OR you can argue that they aren't a threat and the IN can police them but don't care to, but you can't argue that they aren't a threat and they can't be policed.

It's clear the only part of 40k you grasp is the concept of military might. 

The 'threat' of Space Marines is NOT their military ability. It's influence and tradition.  The Imperium drums into it's populace from birth to worship the God Emperor, and that the Space Marines are his chosen warriors.  These in turn influence decision making and policy. 

Look at the interaction between the Inquisitor and the Space Marines in Phalanx.  The Inquisitor points out that, even though they refute the Inquisition has any authority over them, tradition binds them all, and is the only reason that he could stand in a room filled with so many people who had sworn blood oaths to kill him without fear of being shot.

Consider that.  It's not fear of reprisal, or concern for the might of the Inquisition, that stays their hand.  It's the fact that it would break tradition. 

So, again, you're asking a group of people to break tradition and hand over their weapons, which they view as sacred relics of their chapters (after all if the common bolter is such, how much more a starship weapon?) something that will be viewed and an unforgivable affront to their honor, and expecting them to go along with it.

Which leads me into....

You also have a very confused argument about the codex. You say that the only limiting power on SMs is the codex (false premise), and then you point out infractions of the codex that have not been punished and say that this means that the Imperium is unable to enforce the codex, therefore the SMs can do what they want. This is a non sequitur. The fact that the Imperium has been unable or unwilling to enforce some codex restrictions in the past does not mean that they are unable or unwilling to enforce other, more important, codex restrictions. Secondly, there is nothing to say that the only limit on SM power is the codex.

Presumably a rule book is not what stops SMs from doing whatever the hell they want, but rather the reasons why the rules were written is behind what stops them from doing whatever the hell they want. So they don't avoid warships because the codex tells them to (and therefore a chapter which doesn't follow codex can ignore the rule), they avoid using warships because of the political implications of doing so, which do not going away simply because a chapter doesn't use the rule book.

Totally wrong.

The traditions of a Chapter dictate their behavior vastly more then any other influence (including the Inquisition, much to their chagrin, or Imperial Law).  Where some chapters have strong traditions of Codex compliance, there are those that only partially comply, and then there are those that don't and never have. 

Chapters defy political ramifications without repercussion all the time (see Carcharodons, Space Wolves, Dark Angels, Black Dragons, Black Templars...it keeps going but I want to move on...) as most chapters view themselves as a law unto themselves.  The Dark Angels have exterminated whole worlds without giving a reason, with no noticeable repercussions. 


You also say that SM rebellion isn't a cause for concern, because there have been a heap of other non-SM rebellions. This is a non sequitur. Just because there are other threats it doesn't mean that the SMs aren't a threat. The Imperium is an autocratic draconian theocracy. Justice is almost non-existent and all that matters is the rule of law, the rule of the cult of the Emperor. When someone steps out of line the powers that be tighten their fist more, even if this might be counter-productive. This is the abiding psychology of the Warhammer 40k setting. It's the archetypical grimdark setting. Not a nice place to live. So all the rebellions made by humans: planetary governors, sector commanders, IN admirals or others are handled in the same typical manner.

Wrong.

And, I might point out, that the Adeptus Astartes are not part of the Cult of the Emperor, so your assertion is already false.  Very, very few chapters worship the Emperor as a God.   Shall we review what happened when they tried to force Emperor worship on the Space Wolves?

And it's because that there have been other rebellions that have been much more effective then a SM rebellion.  Hell, the Ur-Council of Nova Terra pulled off what Horus couldn't and split the Imperium, and effectively held it for a thousand years before it was re-united with the Imperium in the Cataclysm of Souls (Which has never really been expanded on exactly what happened there).  Gogue Vandire proved such a threat that the Ecclesiarchy is still forbidden 'men under arms'.  Neither of them were Space Marines.


Space marines are different. Why? Because they're not just humans. They're super humans. They're the Nietzschean übermensch. Super humans are great for protecting humanity from itself and from other enemies (Chaos, xenos) but when you want to be protected from super humans you can't simply rely upon other super humans. If you do then you're at the mercy of these super humans, and who will protect you from them? Therefore there is a real call to action to ensure that humanity has a check on super human power. In this case it is the IN. So far this is just general psychology of power stuff. When you add to this the specific circumstances surrounding the SMs and the Horus Heresy then this call to action becomes an imperative. Before the heresy the SMs were flawless. They were the pinnacle of humanity in faith, virtue and ability. A role model to aspire to, and apparently infallible. The heresy is pretty much the original sin. The proof that the SMs can fall. A betrayal of faith and hope. On top of this they killed the Emperor, the man-god protector and light of humanity. These two specific betrayals set up a clear psychological need for the Imperium to be able to protect itself from these super humans. Add these events to the general psychology of power and the specific political setting and all other insurrections pale into insignificance. Yes, this includes the NTI. Humans rebelling just means that the Imperium needs to tighten its fist some more (as far as they're concerned). SMs rebelling means that the Imperium needs to find a way to control them, to limit their power.

Except that you overlook the fact that 'in universe' the knowledge that a Space Marine chapter can even go rogue, let alone betray the Imperium is heavily suppressed, with even the leaders of the Inquisition having only a vague idea of what happened during the heresy.  Only the Space Marines themselves have any real records back that far, and even these are conflicting and contradictory.

Your entire supposition requires that such a thing is actually known, and where it falls down is that the Imperium also suppresses knowledge of those events, even from those that would actually need to know. 

Further, your assertions do not match fluff.  And since we've been down this road before 'well, they shouldn't have wrote that' 'You have to ignore fluff that doesn't fit (my argument)' and 'fluff does not matter' will not be accepted as valid responses, since we're examining this in the 'in universe' context.  Your assertion depends on the inhabitants of the Universe in question having the same knowledge you do.


In another argument you stipulate that the IN doesn't do the quashing, but rather other SMs do. You also note that IN commanders have gone over to the rebels before. What this is meant to prove is unclear.

Then let me take a moment to clarify: the history of the Imperium has proven that SM have no trouble acquiring lance armed ships if they actually do rebel.  Denying regular SM chapters from lance possession has proven ineffective at preventing rebel SM from having lances.  In 10k years, someone might have caught on to that.

You seem to be saying that the IN can't beat the SMs as they either surrender or just plain aren't used. How this translates into an argument that the IN should be OK with SMs getting more powerful is unclear. In the first case, the fact that the IN haven't put down SM revolts is immaterial to the point that they should be able to. If loyalist SMs get there first and clean house then good on them. In the second case, the fact that an IN commander chooses to go over to the rebelling SM side is irrelevant because it is a choice, which is the point of the segregation of power. To spread the power so that more people have to rebel for the rebellion to be effective. If the SM ships were more powerful then the IN commander wouldn't have much of a choice. He should be able, if he's loyal, to put down the SM revolt. This is the Imperium's check on SM power.[/color]

Sig, you are totally, and perhaps deliberately, missing the point.  Let me go back to one of your earlier statements: 'SMs rebelling means that the Imperium needs to find a way to control them, to limit their power.'  Since the fleet was unable to prevent the Heresy, why on earth would they turn to them to control space marines afterward?  It's failed not only then, but every SM rebellion of note since. 

Next you say that Ultramar is a fief all its own, and that Imperial law does not apply. Apart from this being patently false it seems absurd given your earlier arguments that SMs are exempt from Imperial law anyway. You obviously mean that the Imperium is unable to enforce their views since the Ultrasmurfs are in power. Since you've previously drawn no distinction between Imperial law and its ability to enforce its views I find it somewhat amusing that you do so here, at least implicitly. However, ignoring that and moving on to the main point, you imply that should the Ultrasmurfs so choose to make lance equipped ships or even full blown warships there is not much that the Imperium could do about it, since they don't own the shipyards, etc.

Ultramar is a fief all it's own, just as Mars is a fief all it's own.  Notice that the Inquisition is prohibited from operating in Ultramar without invitation.  Name another place that the Inquisition is prohibited, and generally conforms to this prohibition?

So you're essentially arguing that the IN can't stop the Ultrasmurfs from ignoring codex restrictions. The Ultrasmurfs. Ie, the biggest codex fanbois in the WH 40k universe. Even ignoring the notion that they very most likely wouldn't want to rock the boat (if you'll forgive the pun) by producing warships for SM use and the fact that they don't even need to do so since they could just make ships for the local IN over whom they'd have great influence, we're talking about the guys that are the most likely to NOT do it even if they had the desire and need. Riiight. And even ignoring all that(!) your premise is false. If the Ultrasmurfs did decide to make warships for their own use the Imperium could and very most likely would do something about it. That "something" would be to send in a massive warfleet to ensure the Ultrasmurfs returned to the fold. According to your numbers theory this would be easy to do after all ...

I agree that the Ultramarines are the most unlikely chapter to break codex, and the original SO fluff was awful.  Otherwise: nice hate you have there.

That said, however, why would you go to the Ultramarines to get lances?  There are dozens of shipyards in any given sector, and not all of them are controlled by IN or the Ad Mech.  BFK gives a fat pile of examples, both legal and otherwise, where all sorts of ship components, including lances, may be had.  What, pray tell, is to keep a SM chapter from buying a Gothic class via a front or approaching a private shipyard about refitting an SC with lance broadsides?  Trust and the traditions of the chapter, and that's pretty much it.  The only thing that gets regularly inspected from the outside is the quality of geneseed, and even that is considered questionable at times.

As the codex says, enforcement is unlikely at best, even if the codex was law, which it is not.  IN has better things to do then worry about if a single SM ship equals theirs or not, with pirate wolfpacks and Rogue Traders strolling about with fleets rivaling the size and power of IN's own forces, up to and including privately owned battleships. 
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 22, 2011, 08:09:46 PM
fracas,

There is no 'good' reason why SMs fluffwise can't have lances. Infact it would let them eliminate engines of war and titans during a drop, targets that are otherwise near impossible to defeat for ground based SMs. However I can see BCs being more precise than WBs during a bombardment, and infact more surgical with 'one shots' than a lance. BCs suit them better. Lances still have their place but only occasionally. They can always get a couple of Novas to take out a Titan.

BaronIveagh,

Great post, good food for thought.

Horizon,

The horse isn't dead!

Putting what SMs are 'allowed' to have on the back burner, consider what they have and how it can be improved with Imperial/AdMec tech and resources.

A Strike Cruiser is a Light cruiser that is slightly smaller than a Dauntless. Lets take the Dauntless as a template of construction. It's got the same speed, turning and size.
The upgrades to the Dauntless hull would be better armour through stealth, shielding, and internal/external bracing.
In addition the SC has better or more turrets.
It trades lances for Launch bays, and some BC strength.
It has dorsal BCs.
Possibly better teleporters and has drop pods.
It will have to have better energy generation and efficency to run all these extras. It does have a more efficient crew.
To add a shield to this as standard is just crazy, only in special cases can I see an extra shield happening.

The SC has armour 6+ and a turret instead of getting that extra shield... Obviously other aspects could be sacrificed to gain better defence but they already are incredibly tough for their size!

The Ironclad is basically the ship some of you want, but it shouldn't be the standard. It's a really special ship trading role specific weapons for the extra shield.

If SMs didn't spread themselves so thin, less SCs but bigger/tougher SCs would be viable. But they do and a single shield SC is a marvel, an incredible little ship that will be carrying realitivly speaking, very few SMs. BaB's come into play when they really do need a warship and the ability to take hits from an opposing fleet, rather than a raiding strike against an enemy.

Cheers,

RayB

Title: Re: Space Marine Fleet ER
Post by: horizon on June 22, 2011, 08:35:13 PM
Well Ray,

if you had objections to the 2nd shield you should've spoken sooner. Both Nate and Bob approved of it in draft2010. You as well since you didn't object. ;)

The 2nd shield option was added very early in the draft proces.

And now ask anyone, I almost dare to guarantee that the 2nd shield is the best improvement to the fleet. Everyone takes it. Why? Not to make Marines uber, but to make them finally playable with Strike Cruisers.

Take the 2nd shield away and I guess not a lot of people will use your idea/list/document. I know I wouldn't advice it to my opponent(s).

Dauntless & Strike Cruiser are different ships.
And for 35pts less 1 Dauntless can make toast of 1 shielded 6+ Strike Cruisers.

2 Dauntless vs 2 Strike Cruisers = 220 vs 290 pts.
That's 6 lances vs 1 shield / 6+ armour being useless.

In a fleet engagement the Dauntless will have some fighters to fend of THawks on top.

You completely go wrong on the comparision. 1 shielded 6+ armoured ships are nothing, they're poo (at 145pts).

I do not want an Ironclad. It is not needed nor wanted.

Barges
Strike Cruisers
Escorts

That's it.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 22, 2011, 09:16:14 PM

If SMs didn't spread themselves so thin, less SCs but bigger/tougher SCs would be viable. But they do and a single shield SC is a marvel, an incredible little ship that will be carrying realitivly speaking, very few SMs. BaB's come into play when they really do need a warship and the ability to take hits from an opposing fleet, rather than a raiding strike against an enemy.


Um, Ray, not to rain on your parade, but a SC carries approx a company of SM, or around 10% of the chapter.   That's not 'comparatively few'.  One lost SC could, quite literally, decimate a chapter. 

Personally, I see them more akin to a pocket battleship or a heavy raider.  Something easily capable of winning one on one in it's weight class, and able to damage a heavier ship, but not having the staying power. 

Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 23, 2011, 04:15:54 AM
@BI

For counters to all your arguments see my previous post, ie, the one you quoted and ignored.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 23, 2011, 04:36:21 AM
Ray, your arguments seem to be one of power plant supply. You're saying that the SC can't power all the extra goodies it gets over the Dauntless plus an extra shield. I disagree. The SC has 6+ armour, so its engines have to push harder so presumably more power. However, the Dauntless gets +1d6 on AAF so the SCs power consumption can't be all that much more. The BCs would use less than the 3 lances and the (single) TH bay and extra turret combined with the 6+ armour would probably make up the difference here.

So this leaves parity without the extra shield. There are 2 arguments for why the SC would be able to take it though. Firstly, we know that the Dauntless can power the 2nd shield, since it can take one as a refit. If the Dauntless can then so can the SC. Secondly, even if the power requirements were a little higher than what the Dauntless can put out, so what? The Dauntless isn't necessarily the greatest potential ship that the Imperium can make in its class. More likely just the best bang for their buck. Makes sense for a mass produced vessel. So a good deal more effort could produce moderate improvements for special occasions, such as for SMs.

So not only can the Dauntless pull off the 2nd shield (and therefore so can the SC) but even if it couldn't it wouldn't be prohibited on the SC. Therefore the argument from power plant doesn't hold up. This is of course given the caveat that the SC can't be refit to a 3rd shield!
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 23, 2011, 08:09:47 AM
The 2nd shield is mandatory at this point. The draft FAQ rules let the cat out of the bag on that one and there's no putting it back.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 23, 2011, 10:19:41 PM
Hi Guys,

Horizon,

Nate did ask me about having the 2nd shield last year. I said no. He's put it out there in response to the community. I just think it needs limiting.   

You really reckon a fleet of Dauntlesses could win against a fleet of SC's?
Don't get me wrong, points for points will balance them for 'normal' fleet choices, but the Dauntless is too expensive for what it is on its own and the SC in comparison with all of it's goodies is too cheap. The LDauntlesses will have majority armour ignoring weaponary, which would be a factor, in adition to out numbering the SCs. The SCs will have TH's which should do a fair amount of damage, Dauntlesses are easy to cripple and will make tasty boarding targets not to mention harder to repair crits. Dauntlesses only having 1 armour 5+ shield the BCs will be able to score nice crits after the wbs have easily taken the shield down. In this confrontation I can't really see the SC's losing except to bad luck, or inexperience...

The Ironclad is a 2 shielded SC that loses a TH but swaps wbs for BCs (the later isn't too important). I thought you'd be okay with that? But you want a 2 TH SC with 2 shields... That should cost a lot! Say 180pts+, the same as a full IN cruiser.

The 2nd shield will be popular because it eliminates a weakness, these sort of upgrades are always popular. It makes people happy to have 'their' stuff upgraded. GW has been doing this with their core games for decades. It does keep people in the hobby with 'their' army. There are clear advantages to renewing armies/codexs.
The problem with this 'upgrade' is that it is too much of a stretch for fluff to have ALL your light cruisers with 2 shields, it improves SCs far too much making them equal IN cruisers in value.
I don't really see SCs as being too vulnerable, they are just light cruisers but are nearly as tough as a full chaos cruiser. They are fast, manueverable and well armed and armoured for their size. Having better defenses than full cruiser aswell is just plain greedy!   

The price listed for the upgrade in the 'experimental' list is far too cheap and too avialable (as it is optional it should be at least 25pts).

BaronIveagh,

A SC should be able to take a whole company, but it is rarely the case that it will be filled to the brim. SM forces are taken from multiple companies they don't just stick in one specialized clump. Even if they did take a full company the SC itself is a massive resource sponge it would fit the value of its cargo.

Sig,

You're of the mind of dropping the TH to str 1. In that case I could see a 2nd shield being squeezed amongst the other goodies. As standard though I think this would make the SCs too passive. And make the vulnerable escorts the only real threat. 

RCgothic,

The cat doesn't have to go back in the bag but it can't stay here!  :P

The 2nd shield is an option in a experimental ruleset. It still has time to be limited.

Cheers,

RayB HA
 
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 23, 2011, 11:04:35 PM
the Dauntless is too expensive for what it is on its own and the SC in comparison with all of it's goodies is too cheap.

You're joking on this right? The Dauntless is one of the most points efficient choices in the entire IN, and the SC is generally regarded as being at the opposite end of the spectrum.

Title: Re: Space Marine Fleet ER
Post by: horizon on June 24, 2011, 05:04:38 AM
Hi Guys,

Horizon,

Nate did ask me about having the 2nd shield last year. I said no. He's put it out there in response to the community. I just think it needs limiting.   
Clearly a case of Nate doing the right thing. And secondly showing the community has more sense about the Marine fleet then you. ;)

Quote
You really reckon a fleet of Dauntlesses could win against a fleet of SC's?
Don't get me wrong, points for points will balance them for 'normal' fleet choices, but the Dauntless is too expensive for what it is on its own and the SC in comparison with all of it's goodies is too cheap. The LDauntlesses will have majority armour ignoring weaponary, which would be a factor, in adition to out numbering the SCs. The SCs will have TH's which should do a fair amount of damage, Dauntlesses are easy to cripple and will make tasty boarding targets not to mention harder to repair crits. Dauntlesses only having 1 armour 5+ shield the BCs will be able to score nice crits after the wbs have easily taken the shield down. In this confrontation I can't really see the SC's losing except to bad luck, or inexperience...
In a 1:1 battle the Daunless could thwart the THawks (on BFI it still has 2 lances. And the Dauntless ain't expensive at all. You weird man.
In a fleet battle where the IN has a carrier at hand the Dauntless become even better vs Strike Cruisers.

Ya know, the Dauntless is 35 pts cheaper.   Start thinking about that.
35pts cheaper and it is better then the Strike Cruiser in a fleet engagement.

The difference gets even better on the large game:
4 Dauntless = 440pts
3 Strike Cruisers = 435pts

4 Dauntless = 12 lances.  12 lances vs a 1 shielded ship: MWHAHAHAAA. even 9 lances have fun.

Quote
The Ironclad is a 2 shielded SC that loses a TH but swaps wbs for BCs (the later isn't too important). I thought you'd be okay with that? But you want a 2 TH SC with 2 shields... That should cost a lot! Say 180pts+, the same as a full IN cruiser.
???
In REAL EFFECT we would want a SC with 2 shields and 1 THawk (have you been reading??)
In the draft we got the compromize standard SC can take 2nd shield for +15pts.


Quote
The 2nd shield will be popular because it eliminates a weakness, these sort of upgrades are always popular. It makes people happy to have 'their' stuff upgraded. GW has been doing this with their core games for decades. It does keep people in the hobby with 'their' army. There are clear advantages to renewing armies/codexs.
The problem with this 'upgrade' is that it is too much of a stretch for fluff to have ALL your light cruisers with 2 shields, it improves SCs far too much making them equal IN cruisers in value.
I don't really see SCs as being too vulnerable, they are just light cruisers but are nearly as tough as a full chaos cruiser. They are fast, manueverable and well armed and armoured for their size. Having better defenses than full cruiser aswell is just plain greedy!   
hahahaa. The 2nd shield made the marine strike cruisers:  b a l a n c e d. BALANCED. balanced.

Ask powergamers: they would take 2 Barges + Firestorm RSV/Hunters in 1500pts. Nothing else. Strike Cruisers per Armada are down on the list of being a good ship.
Their armour is good, their protection is weak. The Emperor's Finest protected by a measily shield.

No fluff stretch at all.

Quote
The price listed for the upgrade in the 'experimental' list is far too cheap and too avialable (as it is optional it should be at least 25pts).
Flat out wrong.

Quote
A SC should be able to take a whole company, but it is rarely the case that it will be filled to the brim. SM forces are taken from multiple companies they don't just stick in one specialized clump. Even if they did take a full company the SC itself is a massive resource sponge it would fit the value of its cargo.
What? It is imminent fluff of SC that they can transport complete companies. And since their task is planetary assault I guess they'll have a lot onboard in ALL engagements they do. What's the point of a Strike Cruiser without forces doing a planetary assault?

Quote
You're of the mind of dropping the TH to str 1. In that case I could see a 2nd shield being squeezed amongst the other goodies. As standard though I think this would make the SCs too passive. And make the vulnerable escorts the only real threat.
You still don't get it. admiral d'artagnan wants this, sig, I do. RcGothic as well iirc.

You isolate this while we want to make the fleet complete with the carrier variant and all. A single SC with 1 bay is grand enough if it has 2 shields.

Quote
The cat doesn't have to go back in the bag but it can't stay here!  :P

The 2nd shield is an option in a experimental ruleset. It still has time to be limited.
Says who? You're kinda being in the minority regarding the ideas about the 2nd shield. :)



ps sorry about sounding ehm mocking in this post but your stance is so weird and off I am having issues.

lol
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 24, 2011, 05:31:51 AM
While I realise that a good deal of this thread is dedicated to basic differences of principle in terms of offence vs defence and also with the lunatic fringe sticking up their hands for lances again, but has anyone noticed the Crusader Barge? I mean really Ray, 12 THs? No wonder you're opposed to the 2nd SC shield, you're deranged.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 24, 2011, 06:27:22 AM
At this point, I'm growing weary of the theoretical discussion. Ray, just give us playtest battle reports because right now everything you are saying about both the dauntless and the SC are flying in the face of years of tabletop results in many different circles.

You quite frankly aren't going to convince any of us about your point of view without battle reports.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 24, 2011, 04:11:18 PM
@BI

For counters to all your arguments see my previous post, ie, the one you quoted and ignored.

The only response I can find that has any bearing is your accusation that it's contradictory, and that contradiction is entirely based on your interpretation of Imperial culture and psychology, which, as I pointed out, is flawed.  

Your assumption is that the Imperium is culturally identical to the modern west, (NOT the middle ages which it is based off of) and that the thought process of the people in it is identical to current cultural and psychological profiles.  However, as any first year anthropology student can tell you, cultures change with time, and behavior is linked to culture.  A person from even so recent a period as the 1930's does not have the same world view as a modern person, the culture has changed since then, and their reactions toward events would be markedly different.  


As is pointed out in the Soul Drinkers novels, it's not that a SM chapter cannot be easily crushed militarily, it's that it's not always politically or culturally acceptable.  


While I realise that a good deal of this thread is dedicated to basic differences of principle in terms of offence vs defence and also with the lunatic fringe sticking up their hands for lances again, but has anyone noticed the Crusader Barge? I mean really Ray, 12 THs? No wonder you're opposed to the 2nd SC shield, you're deranged.

It's nice to see the HA join me here on Sig's 'lunatic fringe'.  We can all have tea and scones and talk about SC lances without having to hear that all existing fluff is wrong save those parts that agree with him.


You quite frankly aren't going to convince any of us about your point of view without battle reports.

Vaaish, may I remind you that battle reports in this area are not considered proof?  While I have little doubt that Ray has access to a better class of player than I do, I don't see it making any headway in this field.  

Everyone claims that a given fleet has a certain 'feel' and changes to this 'feel' will be met with hostility.  What that 'feel' is, however, seems to vary from player to player, as we've seen in this thread as people try to pin down exactly what a SM force 'should' be.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 24, 2011, 04:41:42 PM
Battle reports will at least give us a frame of reference as to what is going on in Ray's group. Right now we've just got him saying basically everything we've seen with the marine fleet is flawed/overpowered/unnecessary but we have no idea why he thinks that or what's led him to those conclusions outside of mathhammer. Having battle reports, regardless of if we could play better or worse, gives us more to go on to understand his reasoning.

It isn't "proof" so much as a common point of reference which seems to be dividing Ray from most everyone else.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 24, 2011, 05:04:09 PM
The only response I can find that has any bearing is your accusation that it's contradictory, and that contradiction is entirely based on your interpretation of Imperial culture and psychology, which, as I pointed out, is flawed.  

Then reread it. Slowly.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 24, 2011, 06:11:22 PM
Then reread it. Slowly.

I did, twice now.  Again, your whole argument hinges on Imperial Culture being nearly identical to modern western culture.  You tout the psychology of power, and ignore how that psychology differs between the Middle Ages and the modern era due to cultural influence.  Hell, you break out Nietzsche and ignore that his philosophy was a direct outgrowth of the culture of the time and that fact that his philosophies are sliding into irrelevance (outside of angsty teenagers in black) after only a century of cultural evolution.

One would suggest that we're effectively arguing Tacitus as opposed to Machiavelli, and which applies more strongly to the culture of the Imperium.  
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 24, 2011, 09:23:11 PM
Hi Guys,

RC Gothic,

Really, you think the Dauntless is cheap for what it is? In comparison to a Gothic (not my favourite cruiser) it has less than half the firepower, and far less resilience (6+prow, +1 shield, +2 hits), is really vulnerable to bombers and has to close to attack with its prow.

Horizon,

Hold your horses... I really was asking if 'you' wanted 2 shields as is or with the -1 TH.

3 SCs vs 4 Dauntlesses is a great ratio example. I still feel that SCs should win. But then it all depends on how you both play I suppose.

SM companies are collections of specific types of troops and equipment, a battle force will be selected from numerous different companies and then shiped off in a SC (or more). The size of these battle forces will vary depending on need. A SC can hold a whole companies 'worth' of SMs, given their differing equipment and even vehicles, what a SC can hold is subjective. A Chapter could have upto 10 SCs and 3 Barges if it were lucky, that's enough room for 19 companies as BaBs can have 3 each. Even a conservative fleet of say 6 SCs and 2 BaB would have room for 12.

Who knows whats best is opinion mine might be different  ;)). I know it may seem like it but I'm not dismissing your opinions. The 2nd shield sounds like a great idea to me, but it also sounds like a bad idea too!

Powergames are who you have to design rules for. The Barge fleet is crazy good in small games! It shouldn't happen. SMs would never send a barge out by itself!

Sig,

Yeah that was a horrible typo! Thanks for catching it!  :)

Vaish,

I am at the point where I like my version, so playtesting will happen soon. I'll also use the armada rules and the 2 shield 1 TH SCs. I won't be playing with dice until it seems 'fair'.

From my experience SM fleets win more often than not, except against eldar!  :)

Cheers,

RayB HA





Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 24, 2011, 10:16:09 PM
Hi Guys,

RC Gothic,

Really, you think the Dauntless is cheap for what it is? In comparison to a Gothic (not my favourite cruiser) it has less than half the firepower, and far less resilience (6+prow, +1 shield, +2 hits), is really vulnerable to bombers and has to close to attack with its prow.

Off-side firepower is situational. The LDauntless has 75% of the full-on firepower, for 60% of the price, and is far more manoeuvrable. It also barely feels being crippled, losing no shields or turrets. They are a bit of a glass cannon, but supported by carriers their vulnerability to bombers goes away to a large extent, whilst their manoeuvrability allows them to skirt enemy engagement zones.

3 Dauntlesses vs 2 Gothics is 9 lances vs 8 and 18 hits vs 16 for 30pts fewer. Gothics are really unoptimised for taking on Dauntlesses, but even against Lunars the Dauntlesses wouldn't be a bad choice. Gothics are totally optimised for blowing away SCs on the other hand, which pay a good tranche of points for Av6+ which the Gothics will simply ignore. The SCs also cost more than the Gothics and have less direct firepower than the Dauntlesses.

Dauntlesses are seriously good vessels. Strike cruisers just aren't.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 25, 2011, 08:07:32 AM

From my experience SM fleets win more often than not, except against eldar!  :)

I've beaten Marines with uneducated Tau. With AdMech, with Chaos, with Eldar (CE & CWE).
The allround view is that Marines (armada) are one of the weakest fleets in the game.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 25, 2011, 12:14:19 PM
I did, twice now.  Again, your whole argument hinges on Imperial Culture being nearly identical to modern western culture. You tout the psychology of power, and ignore how that psychology differs between the Middle Ages and the modern era due to cultural influence.

No, it does not. This is patent nonsense. Firstly I'm specifically talking about a draconian autocratic theocracy. This is nothing like western civilisation. Secondly, the psychology of power is not culturally relevant. That's why it's the psychology of power, and not the psychology of some society or other. My argument has absolutely nothing to do with western culture.

Quote
 Hell, you break out Nietzsche and ignore that his philosophy was a direct outgrowth of the culture of the time and that fact that his philosophies are sliding into irrelevance (outside of angsty teenagers in black) after only a century of cultural evolution.

Nietzsche's (or Zarathustra's) philosophy of aspiring to become übermensch has nothing to do with this topic, and therefore neither does your opinion on the relevance of Nietzschean philosophy. What I said was that the SMs are übermensch. This goes beyond Zarathustra from aspiration to actualisation. So we're not talking about replacing a moral set coming from God to one coming from a benign pursuit of perfection, we're talking about the psychology of those that are not übermensch in a world in which übermensch exist.

Hell, just pick up any X-men comic and we see this struggle being played out. The numerically inferior homosuperior vs the masses. We see it in the Star Trek eugenics wars, when superior humans were created. The conclusion is always extermination or control. It is never "hey, sure guys, you fucked us over pretty bad, but whatever, it's all good, you go do whatever you want".

Quote
One would suggest that we're effectively arguing Tacitus as opposed to Machiavelli, and which applies more strongly to the culture of the Imperium.  

We're arguing neither. For a start, Machiavelli is purely result oriented. He was a pragmatist. If a measure was ineffective he'd have counselled abandoning it in favour of a more efficacious approach. We're talking about a superstitious tradition bound bureaucracy.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 25, 2011, 05:48:36 PM
No, it does not. This is patent nonsense. Firstly I'm specifically talking about a draconian autocratic theocracy. This is nothing like western civilisation. Secondly, the psychology of power is not culturally relevant. That's why it's the psychology of power, and not the psychology of some society or other. My argument has absolutely nothing to do with western culture.

Any psychology, even that of power, is influenced by culture.

Secondly, it's actually neither autocratic, nor, outside of worlds directly ruled by the church, a theocracy.  All parties are technically answerable to another.  Even, in theory, the ordos of the Inquisition. 

The actual structure of the Imperium is more akin to Rome under the Empire, with the High Lords of Terra subbing in for the Senate. 

Hell, just pick up any X-men comic and we see this struggle being played out. The numerically inferior homosuperior vs the masses. We see it in the Star Trek eugenics wars, when superior humans were created. The conclusion is always extermination or control. It is never "hey, sure guys, you fucked us over pretty bad, but whatever, it's all good, you go do whatever you want".

You obviously have not read X-men for quite some time.  And, I might point out, that in Star Trek the eugenics wars actually did end with both sides living on, though the leaders of the super humans were executed or exiled for their crimes.

We're arguing neither. For a start, Machiavelli is purely result oriented. He was a pragmatist. If a measure was ineffective he'd have counselled abandoning it in favour of a more efficacious approach. We're talking about a superstitious tradition bound bureaucracy.

Now who's being contradictory then?  If, as you say, Tacitus applies, then the Imperium would never have a 'counter' to SM at all, and would use culture and tradition to control the space marines.  Which they do.

If Machiavelli applies, then the Imperium would not trust the SM to hold to their oaths and set up a counter to their power.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 26, 2011, 03:21:53 AM
Any psychology, even that of power, is influenced by culture.

No, it's not. This is pointless anyway, since I was talking about the culture of the Imperium, not the culture of Australia or the USA or wherever.

Quote
Secondly, it's actually neither autocratic, nor, outside of worlds directly ruled by the church, a theocracy.  All parties are technically answerable to another.  Even, in theory, the ordos of the Inquisition. 

The actual structure of the Imperium is more akin to Rome under the Empire, with the High Lords of Terra subbing in for the Senate. 

Of course it's autocratic. You have lords within the Empire that have the power of life or death over millions. How is that not autocratic? What is that, a democracy? And yes, it's a Theocracy too. Apart from one of the High Lords being from the church, the church is able to do anything in the name of their Emperor. Anyone saying boo about him can be summarily executed. There are routine inquisitions into heresy and worlds are conquered in the name of the Emperor.

Quote
You obviously have not read X-men for quite some time.  And, I might point out, that in Star Trek the eugenics wars actually did end with both sides living on, though the leaders of the super humans were executed or exiled for their crimes.

Who cares if it's not the current theme of X-men comics, you get the point. As for Star Trek, that's called control. As a force they were destroyed and disarmed and the practice of genetic engineering discontinued. Their leaders were killed or exiled. So as a force they were destroyed, as a group they were controlled. They were not left under arms to do whatever the hell they wanted.

Quote
Now who's being contradictory then?  If, as you say, Tacitus applies, then the Imperium would never have a 'counter' to SM at all, and would use culture and tradition to control the space marines.  Which they do.

If Machiavelli applies, then the Imperium would not trust the SM to hold to their oaths and set up a counter to their power.

I actually said NEITHER applies. You present a false dichotomy. Further, your arguments are again confused as to your aim. You seem to just want to "score a point", so to speak. With the implication being that if you win one argument then I must be wrong and you must be right. However, let's have a look at what you've proposed. You say a Tacitus form of control. So this is an admission that the Imperium must control the SMs. If they must control the SMs then the SMs can't do whatever they want. Now, regardless of whether you believe that tradition is the main controlling factor or not, that tradition had to be established at some point, and that point is the Horus Heresy. Any SM ships getting lances is, therefore, a break with tradition which, according to you, cannot happen. Therefore no lance ships for SMs. So if you are right about this one point then you are wrong overall.


At the heresy the navy was set up to be the main power in space. This power was specifically denied the SMs. To be honest, this should be enough of an argument to nix any "aw, give my SMs lances, we need everything!" arguments. So, what have you to present that requires that SMs get lances? So far I've seen no reason for them to get them, and plenty of reason for them to not.

In my opinion the BC is a great addition to the SM fleet. I doubt I'd have had the imagination to come up with it. It struck me as a bit gimmicky when I first saw it. Only upon reflection of the role of SM ships and the differences between lances and BC did I fully come to appreciate the weapon. This appreciation was heightened when considering the interaction effect between BC and WB in a purely sequential game (which BFG is). The stupid 2010 FAQ undid some of the good work made by the framers of the BC rules. The point here being that the SMs have a replacement weapon for the lance. In those circumstances where a lance would perform better the SMs should not be efficient.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 26, 2011, 05:59:24 AM

Of course it's autocratic. You have lords within the Empire that have the power of life or death over millions. How is that not autocratic? What is that, a democracy? And yes, it's a Theocracy too. Apart from one of the High Lords being from the church, the church is able to do anything in the name of their Emperor. Anyone saying boo about him can be summarily executed. There are routine inquisitions into heresy and worlds are conquered in the name of the Emperor.


Again, read the fluff, democracies do, in fact, exist within the Imperium.  However, the over all Imperium follows a late Roman/Early medieval model.  This is NOT an autocracy.  In this case an autocracy would require the Emperor to be up and mobile and issuing commands.  However, since he's not, it devolves to fiefdoms and bureaucracy.  This makes it, functionally, an Oligarchy.  Power rests with no single individual, but in a small number of people, the High lords of Terra, who's authority seems to wax and wane depending on the politics of the hour (See the Nova Terra Interregnum and the 'Age of Apostasy')

The Church is prohibited from having 'men under arms' and, in fact, aside from the Frateris Militia and the Sisters of Battle, maintains this prohibition.   According to recent fluff, they strive with the Administratum (who DOES have an army, the Imperial Guard) for funding, as legions of scribes on both sides try to wring every last dime from one another.  The Church, while it can call crusades, requires the support of the secular government in these, and the Inquisition, and does not always get that support.  An example would be their efforts to conceal the failure of the Margin Crusade from sector authorities in the Calixis and Ixnaid sectors in order to continue to receive additional funds and manpower for other, less open, actions.  


As a force they were destroyed and disarmed and the practice of genetic engineering discontinued. Their leaders were killed or exiled. So as a force they were destroyed, as a group they were controlled. They were not left under arms to do whatever the hell they wanted.

Actually, yes, they were, more or less.  See Deep Space 9 and Voyager.

I actually said NEITHER applies. You present a false dichotomy. Further, your arguments are again confused as to your aim. You seem to just want to "score a point", so to speak. With the implication being that if you win one argument then I must be wrong and you must be right. However, let's have a look at what you've proposed. You say a Tacitus form of control. So this is an admission that the Imperium must control the SMs. If they must control the SMs then the SMs can't do whatever they want. Now, regardless of whether you believe that tradition is the main controlling factor or not, that tradition had to be established at some point, and that point is the Horus Heresy. Any SM ships getting lances is, therefore, a break with tradition which, according to you, cannot happen. Therefore no lance ships for SMs. So if you are right about this one point then you are wrong overall.
 

Ok, Sig, I'll go round robin with you on this one: You over look two very important things, the first being that each chapters traditions are different, and while most of these came about following the Heresy, the thing about warships is an element of the Codex (and fluff in Blue Book states specifically that this is in the Codex, as opposed to some other agreement).  The codex that some chapters spurned at that time and do to this day?  Their traditions would not include a prohibition against lances.  Possibly even codex chapters who's Primarchs objected to this prohibition may also not have a tradition of not having 'anti-ship weaponry'.

Second, I think you have a very wrong idea of what sort of 'control' this approach gives you. This is not a 'liege-vassal' type of control.  This is a 'meeting of equals' type of control, a means by which they can be manipulated, but not commanded.  Remember that chapter masters of the Space marines are peers of the Imperium, as much as any Lord Sector, Lord Inquisitor, Lord Admiral, Rogue Trader, or Forge World Magos, and Lord Admirals frequently share command duties with Space Marine officers (or, at least they do in Armada) including placing ships armed with lances under their command.

At the heresy the navy was set up to be the main power in space. This power was specifically denied the SMs. To be honest, this should be enough of an argument to nix any "aw, give my SMs lances, we need everything!" arguments. So, what have you to present that requires that SMs get lances? So far I've seen no reason for them to get them, and plenty of reason for them to not.

Sig, we've been on this merry go round before, I'll site a reason, and you'll scream they shouldn't have written that.  

Our current top five:

A lance is more accurate for surface bombardments then Weapon Batteries or BCs.  (Rogue Trader, Deathwatch, Epic, Planetstrike)

A Strike Cruiser is frequently the first ship on the scene.  This may require them to combat hostile warships without IN being there to hold their hand. (Armada, Ultra Marines novels)

Lack of lances seem to in no way prevent renegade, rogue, or otherwise hostile space marines from acquiring lance armed ships. (HH novels, IA IX, X, Soul Drinkers novels, Night Lords novels)

A lack of lances on strike cruisers does not equal a lack of lances at all.  A VBB can positively bristle with them. (Armada, FAQ2010) in addition, the current navy, where lances would have the least bit relevance, did not exist at the time that SM ships were originally decided upon, as the deciding factor would have been speed and range at that time.  Something the IN of the period beat SC in easily.

Space marines have been equipped with lances in fluff on strike cruisers for quite some time, and have far deadlier ships then strike cruisers in their box of goodies in fluff, including the aptly name kill ship, which seems to be armed with little more then lances and exterminatus weapons.  Lots of both. (Deathwatch, Planetstrike)


In my opinion the BC is a great addition to the SM fleet. I doubt I'd have had the imagination to come up with it. It struck me as a bit gimmicky when I first saw it. Only upon reflection of the role of SM ships and the differences between lances and BC did I fully come to appreciate the weapon. This appreciation was heightened when considering the interaction effect between BC and WB in a purely sequential game (which BFG is). The stupid 2010 FAQ undid some of the good work made by the framers of the BC rules. The point here being that the SMs have a replacement weapon for the lance. In those circumstances where a lance would perform better the SMs should not be efficient.

So, in a nutshell, you liked SM how they were before, and hate the idea of them being changed, because they fit your play style as is.  Congrats: your reason boils down to 'They changed it, now it sucks!'  

Frankly, SM need to be versatile in armament, because they're elite all a rounders.  Hell, there are even specific lance variants in fluff that are specifically designed to help in boarding actions.  Frankly, that alone would make them a Space Marine weapon.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 26, 2011, 08:49:36 AM
Again, read the fluff, democracies do, in fact, exist within the Imperium.  However, the over all Imperium follows a late Roman/Early medieval model.  This is NOT an autocracy.  In this case an autocracy would require the Emperor to be up and mobile and issuing commands.  However, since he's not, it devolves to fiefdoms and bureaucracy.  This makes it, functionally, an Oligarchy.  Power rests with no single individual, but in a small number of people, the High lords of Terra, who's authority seems to wax and wane depending on the politics of the hour (See the Nova Terra Interregnum and the 'Age of Apostasy')

Autocratic. So a peon in the realm has no recourse to a higher authority. If a planetary governor wants to execute someone within his fief then there's no one to countermand him. As for those "democracies", they're not actually democracies are they. If a SM chapter master or an Inquisitor or a sector commander wants to perform exterminatus on a world then those inhabitants don't really get a vote in the matter do they.

The overarching system of government is an autocracy with the God Emperor. In lieu of him we have an oligarchy in the form of the High Lords. Each of which is an autocrat in his own right within his sphere of influence. In discrete units down we have feudal states in the forms of planetary, system or sector governors or commanders. The management of these authority interactions is handled via a bureaucracy and the common linking theme is religious. Church is not separated from state in political influence and no other religion is countenanced except machine worship by the AM.

Quote
The Church is prohibited from having 'men under arms' and, in fact, aside from the Frateris Militia and the Sisters of Battle, maintains this prohibition.   According to recent fluff, they strive with the Administratum (who DOES have an army, the Imperial Guard) for funding, as legions of scribes on both sides try to wring every last dime from one another.  The Church, while it can call crusades, requires the support of the secular government in these, and the Inquisition, and does not always get that support.  An example would be their efforts to conceal the failure of the Margin Crusade from sector authorities in the Calixis and Ixnaid sectors in order to continue to receive additional funds and manpower for other, less open, actions.  

Yes, interesting, but does not do anything to address the issue at hand. The fact that the Church does not have any troops of their own just goes to show that the Imperium is willing to limit power of certain groups, so it stands in favour of limiting SMs.

Quote
Actually, yes, they were, more or less.  See Deep Space 9 and Voyager.

I have seen them. This is evidence of my point. They were removed as a threat, controlled, reintegrated, disarmed and limited. I'm sure that if we did to the SMs what happened to the genetically altered in Star Trek then they'd simply disappear as a force altogether.

Quote
Ok, Sig, I'll go round robin with you on this one: You over look two very important things, the first being that each chapters traditions are different, and while most of these came about following the Heresy, the thing about warships is an element of the Codex (and fluff in Blue Book states specifically that this is in the Codex, as opposed to some other agreement).  The codex that some chapters spurned at that time and do to this day?  Their traditions would not include a prohibition against lances.  Possibly even codex chapters who's Primarchs objected to this prohibition may also not have a tradition of not having 'anti-ship weaponry'.

Well then this would not be control then would it. Therefore it would not be control by tradition and therefore some other method of control would be necessary, such as one by force. Also, by your logic there should be chapters out there with huge warfleets and also that openly refuse to be limited to 1000 members, because "they don't follow codex". The only chapter that ignores that limit is black templars and they don't do so openly. If the Imperium had proof that they had excess numbers then action would most likely be taken. Maybe some don't want proof so that action won't need to be taken (ie, plausible deniability) but that's neither here nor there. The limit on numbers is less important and easier to hide than warships.

Quote
Second, I think you have a very wrong idea of what sort of 'control' this approach gives you. This is not a 'liege-vassal' type of control.  This is a 'meeting of equals' type of control, a means by which they can be manipulated, but not commanded.  Remember that chapter masters of the Space marines are peers of the Imperium, as much as any Lord Sector, Lord Inquisitor, Lord Admiral, Rogue Trader, or Forge World Magos, and Lord Admirals frequently share command duties with Space Marine officers (or, at least they do in Armada) including placing ships armed with lances under their command.

No, you are wrong. It is not a "liege-vassal" type or control or a "meeting of equals" type of control. It's a "we'll <EXPUNGED> YOU UP if you try that <EXPUNGED> with us again" type of control. What you suggest is that those in power would have no problems whatsoever with the SM forces gaining so much power that there would be nothing that they could do to stop them. If SMs have no limits but what they choose to impose on themselves then they are going to grow more and more powerful. According to you the rest of the Imperium would be okay with this because "SMs are peers of the Empire" and they're "equals" and "outside the law" and blah blah blah. They only enjoy such a position so long as they tow the line.

Quote
Sig, we've been on this merry go round before, I'll site a reason, and you'll scream they shouldn't have written that.  

Our current top five:

A lance is more accurate for surface bombardments then Weapon Batteries or BCs.  (Rogue Trader, Deathwatch, Epic, Planetstrike)

Utterly irrelevant. The rules of the game make the lance an anti-ship weapon. I'm willing to stipulate that some of their WBs are just as good if not better than lances for bombardment. You can even call these "lance strikes" if you want. But in BFG SMs don't get anti-ship guns.

Quote
A Strike Cruiser is frequently the first ship on the scene.  This may require them to combat hostile warships without IN being there to hold their hand. (Armada, Ultra Marines novels)

What they do with their limited ships is up to them, the limit on those ships is not. Arming and equipping SM vessels to be able to take on any hostile vessel they might encounter also arms and equips them to be able to take on IN ships therefore they can go <EXPUNGED> themselves. Make do with what they've got or wait for IN backup.

Quote
Lack of lances seem to in no way prevent renegade, rogue, or otherwise hostile space marines from acquiring lance armed ships. (HH novels, IA IX, X, Soul Drinkers novels, Night Lords novels)

Apart from the fact that all these sources are extremely weak and no doubt written for dramatic appeal (would you read a book where the story was 'SMs tried to rebel but were easily quashed by the IN'?) there's still no relevance whatsoever. The fact that some SM rebellions have had a measure of success is not an argument for increasing SM space power. It's an argument to lock it down further.

Quote
A lack of lances on strike cruisers does not equal a lack of lances at all.  A VBB can positively bristle with them. (Armada, FAQ2010) in addition, the current navy, where lances would have the least bit relevance, did not exist at the time that SM ships were originally decided upon, as the deciding factor would have been speed and range at that time.  Something the IN of the period beat SC in easily.

In the first case there is a hard limit on the number of lances available through VBBs. There are no VBBs being constructed (obviously) and successor chapters don't, for the most part, have VBBs and if they do it is one bequeathed by their parent chapter therefore removing the VBB from their possession. These legacy vessels will diminish over time, and if their possession by the SMs was not a threat at the time just after the heresy then they're even less of a threat now. Eventually they will all be destroyed. The important point is that there are no lance armed vessels to replace them.

In the second part you are flat out wrong. Wrong wrong WRONG wrong, wrong WRONG wrong wrong. You're WRONG, you're WRONG, you're WRONG. Been through this multiple times. Ships = manoeuvre = possibility of right side of gunnery chart = lances superior. The fact that the then Imperial ships (Murders, et al) only had 5+ armour is immaterial, the more so when we consider that the BC is also an armour ignoring weapon.

Quote
Space marines have been equipped with lances in fluff on strike cruisers for quite some time, and have far deadlier ships then strike cruisers in their box of goodies in fluff, including the aptly name kill ship, which seems to be armed with little more then lances and exterminatus weapons.  Lots of both. (Deathwatch, Planetstrike)

Crap sources aside, the lance of these sources is not necessarily the lance of BFG. When written did they know that it was an anti-ship weapon, good for little else? Did they know that the SMs are supposed to be limited in space power? Most likely not, given that every SM fanboi thinks that the SMs should be unstoppable in all spheres. Probably due in part to crappy sources such as this.

If the rules for lances and WBs were swapped, so that lances are great vs defences and not so great against moving targets then we would not be having this discussion. We might be having a modified discussion where you're arguing for WBs on SM ships because what you actually want is SMs to have every<EXPUNGED>thing. You want them to have anti-ship weapons. This is not their mandate, not their role and does not suit them.

Quote
So, in a nutshell, you liked SM how they were before, and hate the idea of them being changed, because they fit your play style as is.  Congrats: your reason boils down to 'They changed it, now it sucks!'

Jeez you're a complete <EXPUNGED>. My reason boils down to:

The BC is a perfect fit for SMs, particularly given interaction effects, due to the fact that this makes the SMs stronger against their mandated enemies and weaker against the IN, which was the point of them being limited in space in the first place. On the other hand, a lance is the absolute reverse, being useless for fulfilling the SMs mandate and a cause of great concern to Imperial authorities in general, and the Imperial Navy specifically.

Your reason boils down to:

I want it! I want it! I want it!

Quote
Frankly, SM need to be versatile in armament, because they're elite all a rounders.  Hell, there are even specific lance variants in fluff that are specifically designed to help in boarding actions.  Frankly, that alone would make them a Space Marine weapon.

They ARE NOT elite all rounders in SPACE. They are task oriented, DELIBERATELY NEUTERED glorified transports.

I tell you what, let's give them a new weapon. We'll call them tactical assault lances. The rules for them are that they can be used in boarding attempts and planetary assaults. SMs get bonuses to boarding and planetary assaults. No effect against ships. There? Happy? You've now got your lances.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 26, 2011, 06:53:09 PM

Autocratic. So a peon in the realm has no recourse to a higher authority. If a planetary governor wants to execute someone within his fief then there's no one to countermand him.

Except for the Church and the adeptus arbites.  Both of whom can and have done just that.  As well as the administratum, but that's rarer.

The overarching system of government is an autocracy with the God Emperor. In lieu of him we have an oligarchy in the form of the High Lords. Each of which is an autocrat in his own right within his sphere of influence. In discrete units down we have feudal states in the forms of planetary, system or sector governors or commanders. The management of these authority interactions is handled via a bureaucracy and the common linking theme is religious. Church is not separated from state in political influence and no other religion is countenanced except machine worship by the AM.

And the primarch worship of the Space Marines.

And one can't be an autocrat when your 'sphere of influence' overlaps someone else.  The only High Lord you could argue is an autocrat is the Inquisitorial representative, and s/he's 'voted' into office by his/her fellow inquisitors.

Well then this would not be control then would it. Therefore it would not be control by tradition and therefore some other method of control would be necessary, such as one by force. Also, by your logic there should be chapters out there with huge warfleets and also that openly refuse to be limited to 1000 members, because "they don't follow codex". The only chapter that ignores that limit is black templars and they don't do so openly. If the Imperium had proof that they had excess numbers then action would most likely be taken. Maybe some don't want proof so that action won't need to be taken (ie, plausible deniability) but that's neither here nor there. The limit on numbers is less important and easier to hide than warships.  

I think that you have a very limited grasp of what constitutes control.  You keep coming back to the idea that Imperium must somehow have an absolute means of control, when in reality, they don't, and really can't, for the same reason they can't control things like the various nomadic space traveling human groups, such as the Meritek tribes were.  Try to crush them, and they fade away unless you can find away to force them to battle.  

By your logic, a SC should have only a single BC, and speed 15, so that IN ships could close with them at will.

No, you are wrong. It is not a "liege-vassal" type or control or a "meeting of equals" type of control. It's a "we'll <EXPUNGED> YOU UP if you try that <EXPUNGED> with us again" type of control. What you suggest is that those in power would have no problems whatsoever with the SM forces gaining so much power that there would be nothing that they could do to stop them. If SMs have no limits but what they choose to impose on themselves then they are going to grow more and more powerful. According to you the rest of the Imperium would be okay with this because "SMs are peers of the Empire" and they're "equals" and "outside the law" and blah blah blah. They only enjoy such a position so long as they tow the line.

Then the Black Templars and Space Wolves are an impossibility by that logic.  Since they don't tow the line, AND, with the BT's in particular, are near Legion strength.  The only way to explain the discrepancies in fluff is that the Imperium actually has only very tenuous authority over the space marines at all.  Which makes sense, after a fashion, since they're based on knights and warrior monks.  Both of which secular authorities only had tenuous control over.  

Utterly irrelevant. The rules of the game make the lance an anti-ship weapon. I'm willing to stipulate that some of their WBs are just as good if not better than lances for bombardment. You can even call these "lance strikes" if you want. But in BFG SMs don't get anti-ship guns.

Sorry, Sig, fluff and crunch both go into great detail on this one.  They're the same lance weapons that the ship uses on other ships.  GW and FFG outrank you on this one.

What they do with their limited ships is up to them, the limit on those ships is not. Arming and equipping SM vessels to be able to take on any hostile vessel they might encounter also arms and equips them to be able to take on IN ships therefore they can go <EXPUNGED> themselves. Make do with what they've got or wait for IN backup.

Which is totally at odds with the military purpose of Space Marines.  Which is to show up first and pave the way for IN and IG.

Apart from the fact that all these sources are extremely weak and no doubt written for dramatic appeal (would you read a book where the story was 'SMs tried to rebel but were easily quashed by the IN'?) there's still no relevance whatsoever. The fact that some SM rebellions have had a measure of success is not an argument for increasing SM space power. It's an argument to lock it down further.

The problem being again that the IN defects or the SM seize the ships that are supposed to be 'locking them down'.  You keep ignoring that the Space Marines are experts in boarding and seizing ships.  IN locking them down is like putting out a fire with gasoline and a canister of O2.  

In the first case there is a hard limit on the number of lances available through VBBs. There are no VBBs being constructed (obviously) and successor chapters don't, for the most part, have VBBs and if they do it is one bequeathed by their parent chapter therefore removing the VBB from their possession. These legacy vessels will diminish over time, and if their possession by the SMs was not a threat at the time just after the heresy then they're even less of a threat now. Eventually they will all be destroyed. The important point is that there are no lance armed vessels to replace them.

Really?  If there are no new VBB's being constructed, how is it that I can take an Armageddon class battlecruiser as a VBB?  After all, they' a 'recent' ship built by the Imperium.  This would suggest that some are, indeed, being built at this time.

In the second part you are flat out wrong. Wrong wrong WRONG wrong, wrong WRONG wrong wrong. You're WRONG, you're WRONG, you're WRONG. Been through this multiple times. Ships = manoeuvre = possibility of right side of gunnery chart = lances superior. The fact that the then Imperial ships (Murders, et al) only had 5+ armour is immaterial, the more so when we consider that the BC is also an armour ignoring weapon.

Yes, and we would totally ignore that the Murder's lances are all longer range then the the 30cm range on the SC, which is only as fast as the Murder is.  Give up.  You trot out the WB thing every time, and totally ignore that the Murder can take broadside lances in addition to it's prow lance.

Crap sources aside, the lance of these sources is not necessarily the lance of BFG. When written did they know that it was an anti-ship weapon, good for little else? Did they know that the SMs are supposed to be limited in space power? Most likely not, given that every SM fanboi thinks that the SMs should be unstoppable in all spheres. Probably due in part to crappy sources such as this.

Yes, how dare Games Workshop and FFG not agree with you in their rulebooks.  They obviously are on the lunatic fringe of 40k.  And, again, it's been firmly established in many sources now that the lance is an excellent weapon for what passes for precision in orbital bombardment.  There are even rules for how you have to align your ship for the shot with the ground, and cannot fire a lance shot unless your ship carries a lance weapon, of the anti-ship type.

If the rules for lances and WBs were swapped, so that lances are great vs defences and not so great against moving targets then we would not be having this discussion. We might be having a modified discussion where you're arguing for WBs on SM ships because what you actually want is SMs to have every fuckin thing. You want them to have anti-ship weapons. This is not their mandate, not their role and does not suit them.

Except for the long standing 40k/BFG/anything else in this hobby caveat: 'Unless Games Workshop says otherwise'. which, btw, Both they and FFG have.


The BC is a perfect fit for SMs, particularly given interaction effects, due to the fact that this makes the SMs stronger against their mandated enemies and weaker against the IN, which was the point of them being limited in space in the first place. On the other hand, a lance is the absolute reverse, being useless for fulfilling the SMs mandate and a cause of great concern to Imperial authorities in general, and the Imperial Navy specifically.[/color]

Except that A) Space Marines mandate includes boarding renegade ships and stations, and B) this means that renegade IN would fall under their mandate.  This gets spelled out in great detail in IA 9 and 10, with the Minotaur's chapter.

They ARE NOT elite all rounders in SPACE. They are task oriented, DELIBERATELY NEUTERED glorified transports.

One word: retconned.

I tell you what, let's give them a new weapon. We'll call them tactical assault lances. The rules for them are that they can be used in boarding attempts and planetary assaults. SMs get bonuses to boarding and planetary assaults. No effect against ships. There? Happy? You've now got your lances.

Groovy, but that's not what GW and FFG have decreed.  Their policy is a lance is a lance is a lance.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 26, 2011, 08:36:46 PM
Except for the Church and the adeptus arbites.  Both of whom can and have done just that.  As well as the administratum, but that's rarer.

Irrelevant. That's just a different autocrat. A pissing contest between which one gets to have power of life or death over the local masses isn't much of a comfort to those masses that have no rights.

Quote
And one can't be an autocrat when your 'sphere of influence' overlaps someone else.  The only High Lord you could argue is an autocrat is the Inquisitorial representative, and s/he's 'voted' into office by his/her fellow inquisitors.

Oh nonsense. You're talking minutia here, not at all relevant to the point.

Quote
I think that you have a very limited grasp of what constitutes control.  You keep coming back to the idea that Imperium must somehow have an absolute means of control, when in reality, they don't, and really can't, for the same reason they can't control things like the various nomadic space traveling human groups, such as the Meritek tribes were.  Try to crush them, and they fade away unless you can find away to force them to battle.  

I think you have no idea about what constitutes control, and your grasp of basic human psychology is also sadly lacking. You advocate absolutely no checks or balances whatsoever. This is exactly what lead to the Horus Heresy. According to you there is absolutely nothing the Imperium can do about it either. The SMs are totally immune to anything the Imperium might try to do to curtail their power. You also seem to think that the Imperium wouldn't even try.

Quote
By your logic, a SC should have only a single BC, and speed 15, so that IN ships could close with them at will.

Utter rubbish. In a battle, SM should get their arses handed to them by the IN. SM ships should not be a threat to IN warships. This is the control I'm talking about, it is the control I've always talked about and I have never said that I think that the IN should be able to hunt down and catch SM ships.

Quote
Then the Black Templars and Space Wolves are an impossibility by that logic.  Since they don't tow the line, AND, with the BT's in particular, are near Legion strength.  The only way to explain the discrepancies in fluff is that the Imperium actually has only very tenuous authority over the space marines at all.  Which makes sense, after a fashion, since they're based on knights and warrior monks.  Both of which secular authorities only had tenuous control over.  

I have no idea why you keep crapping on about "authority". The Imperium has a bigger stick than the SMs do. That's their authority. That's all the authority that they need to keep. Everything else is just so much waffle. Who cares if the SWs are headstrong, or that the BTs have a few extra men (not anywhere near legion strength btw). These things can be let go by the wayside. It is when SMs start challenging the Imperium in space that the Imperium has to worry.

Quote
Sorry, Sig, fluff and crunch both go into great detail on this one.  They're the same lance weapons that the ship uses on other ships.  GW and FFG outrank you on this one.

The Nova fluff outranks you on this one, so no lances for SMs.

Nothing outranks sense. It doesn't matter if they go around and say oooh, looky at the nice new SM legion with 10,000,000 men and 300,000 Planet Killers. It's nonsensical so there's no reason to pay it any attention.

If you want lances for SMs in BFG you'd have to rewrite the rules for lances.

Quote
Which is totally at odds with the military purpose of Space Marines.  Which is to show up first and pave the way for IN and IG.

This is a retarded argument. Since "winning" is within the mandate of SMs then they should have direct control over the IN, the IG and greater than legion strength. This would all help them in their goals wouldn't it? Need for control > SM need for tools.

Quote
The problem being again that the IN defects or the SM seize the ships that are supposed to be 'locking them down'.  You keep ignoring that the Space Marines are experts in boarding and seizing ships.  IN locking them down is like putting out a fire with gasoline and a canister of O2.  

AND YOU KEEP IGNORING THE FACT THAT THIS IS NOT AN ARGUMENT!!!!! For <EXPUNGED> sake, even a monkey would have gotten this by now. Because some IN commanders also defect is not an argument to INCREASE SM power. It is an argument to DECREASE it. Further, the fact that the SMs need IN commanders to defect is an example of the process working. The division of power means that for a rebellion to be successful there have to multiple failures of individuals. If the SMs had more power then the IN commanders would have 2 choices, surrender or die. That is a bad place to put your commanders!

Quote
Really?  If there are no new VBB's being constructed, how is it that I can take an Armageddon class battlecruiser as a VBB?  After all, they' a 'recent' ship built by the Imperium.  This would suggest that some are, indeed, being built at this time.

Because this is a poorly written rule, obviously. Armageddons are not legacy vessels. They are not "venerable". SMs should not have access to them. I have no idea what kind of logic you're trying to apply here. "Armageddon's are allowed to be taken as VBBs, but they can't possibly be 'venerable' so the SMs must have access to new lance armed ships therefore other SM ships (SCs) should have lances". Apart from the absurd leaps of logic here, even if we assume the premises to be true and the first conclusion to be also true then this is not an argument for lances on SCs or barges, because they would already have access to lance armed ships in the form of the VBB! Therefore there is no need to alter their other ships, since if they wanted some lances they'd just grab an Armageddon!

Quote
Yes, and we would totally ignore that the Murder's lances are all longer range then the the 30cm range on the SC, which is only as fast as the Murder is.  Give up.  You trot out the WB thing every time, and totally ignore that the Murder can take broadside lances in addition to it's prow lance.

Wait, what? What the hell has this got to do with anything? How does a Murder having long range and access to lances have any bearing at all whatsoever on the conditions of optimal efficacy of gunnery weapons vs lances?

Quote
Yes, how dare Games Workshop and FFG not agree with you in their rulebooks.  They obviously are on the lunatic fringe of 40k.  And, again, it's been firmly established in many sources now that the lance is an excellent weapon for what passes for precision in orbital bombardment.  There are even rules for how you have to align your ship for the shot with the ground, and cannot fire a lance shot unless your ship carries a lance weapon, of the anti-ship type.

Firstly, GW is responsible for many many contradictions to their own fluff and they're also responsible for that travesty that was the death of Eldrad Ulthran. A piece of crap that I reject in its entirety. He's still alive as far as I'm concerned. So we are not talking infallible gods here. We're talking people that don't stop to properly assess the situation. People like you. As for FFG, what the hell would they know? They just bought some rights and set to making crap to squeeze some bucks out of us. Why take crap rules from another game system and bring them across to BFG?

Quote
Except for the long standing 40k/BFG/anything else in this hobby caveat: 'Unless Games Workshop says otherwise'. which, btw, Both they and FFG have.

No, even then. If they produce pure crap, which they do on occasion, then I, for one, just ignore it and wait for the next iteration of rules that will no doubt be more reasonable (regression to the mean). If Games Workshop wanted to go and release a BFG 2.0, made in-house without consulting the community, sure they can do that. If this new version of BFG sucked balls as much as you're trying to make the current one suck, then I wouldn't buy it. GW wouldn't care of course, and nor would anyone else, but I'd reject it. So, if I'd reject their crap that came straight from the horses mouth, a fait accompli, then why would I accept these 2nd hand ravings of 3rd rate rules from non-BFG games and say "oh well, if they've managed to <EXPUNGED> it up so badly in other games then it's only right that we try to <EXPUNGED> BFG up to match"? Why would anyone want to do this?

If we encounter sucky rules then that's a cause to bemoan the suckiness of the rules, not to bloody well copy them!

Quote
Except that A) Space Marines mandate includes boarding renegade ships and stations, and B) this means that renegade IN would fall under their mandate.  This gets spelled out in great detail in IA 9 and 10, with the Minotaur's chapter.

SMs are not mandated to defeat rebels in space. Boarding is within their mandate, but rebel space ships are an IN concern. However, SMs do board things, and they can board ships as well as stations, so if they want to do this then they can go ahead and do so. There's no reason why the SC should have anti-ship weapons though. How this aids in SMs boarding another ship I don't know. Seems more of an aid for, oh I don't know, fleet engagements maybe.

Besides, yet again, limitations trump mandate. SMs would be much better at their job if they had the resources of the IN and IG at their disposal and could form up into larger forces. But this isn't going to happen. Make do.

Quote
They ARE NOT elite all rounders in SPACE. They are task oriented, DELIBERATELY NEUTERED glorified transports.

One word: retconned.

What? How does this address what I said?


Quote
Groovy, but that's not what GW and FFG have decreed.  Their policy is a lance is a lance is a lance.

Who gives a rats arse about what their policy is. If they want SMs to have lances then they should retconn the damn Horus Heresy and subsequent division of power out of the fluff. Either that or THEY should <EXPUNGED> write BFG 2.0. Since I don't see them sticking their heads in then I don't care about their opinion. The only thing that matters to me is what makes sense. Lances on SM ships are just inconsistent with the main elements of the fluff. The people who made the damn SM rules knew this and the SMs were given a weapon to compensate them for the lack. Now you want lances on top of that. <EXPUNGED> fanbois.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 26, 2011, 11:31:48 PM
Which is totally at odds with the military purpose of Space Marines.  Which is to show up first and pave the way for IN and IG.

The military purpose of the SM is to get onto the ground and quell a rebellion before it gets out of hand. Failing that, in a planetary assault, they would be the spearhead off the Imperium leading a fleet with IN cooperation which will bring an army to said planet to put down the rebellion or exterminate the planet.

The military purpose of the SM is groundside, not topside.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 27, 2011, 01:04:09 AM
I think you have no idea about what constitutes control, and your grasp of basic human psychology is also sadly lacking. You advocate absolutely no checks or balances whatsoever. This is exactly what lead to the Horus Heresy. According to you there is absolutely nothing the Imperium can do about it either. The SMs are totally immune to anything the Imperium might try to do to curtail their power. You also seem to think that the Imperium wouldn't even try.

I'm suggesting they wouldn't even need to.  The only type of control you seem to recognize is the type derived from pressing a gun to someone's head.  

Utter rubbish. In a battle, SM should get their arses handed to them by the IN. SM ships should not be a threat to IN warships. This is the control I'm talking about, it is the control I've always talked about and I have never said that I think that the IN should be able to hunt down and catch SM ships.

Except in fluff for the post-heresy division of arms, it IS NOT the SM that IN exists to check, but rather the forces of the IG.  It is why *NO* IG commander may command or possess a ship (IN or otherwise) at any time (according to fluff, anyway), but a SM can (technically a commissar can, as they're not *actually* part of IG, but are rather representatives of the Munitorum).  The 'check' on SM power was that they were divided into small units.  

I have no idea why you keep crapping on about "authority". The Imperium has a bigger stick than the SMs do. That's their authority. That's all the authority that they need to keep. Everything else is just so much waffle. Who cares if the SWs are headstrong, or that the BTs have a few extra men (not anywhere near legion strength btw). These things can be let go by the wayside. It is when SMs start challenging the Imperium in space that the Imperium has to worry.

Wrong.  Not only is there an entire ordo of the Inquisition that exists to ensure that various parties authority is limited, but there is an entire imperial organization, the adeptus arbites, that not only enforces Imperial law, but stomps on people who exceed their 'authority'.  Even the Inquisition is quick to punish it's own when they exceed their authority in the eyes of their peers (known punishments for this include death and being converted into a servitor).

The Nova fluff outranks you on this one, so no lances for SMs.

The Nova's fluff does not say that SM may not have lances.  You've pitched this interpretation before, it's not correct, it hasn't been correct for two editions now, it it grows less correct every new book that comes out.


Nothing outranks sense. It doesn't matter if they go around and say oooh, looky at the nice new SM legion with 10,000,000 men and 300,000 Planet Killers. It's nonsensical so there's no reason to pay it any attention.

Clearly, your opinion seems to, at least in your own mind.  GW dictates the fluff.  GW dictates what is and is not in the game.  I've had plenty of things I didn't like that they did.  Guess what, I don't pout and pretend it's not there because it doesn't fit my view of what a given fleet or army 'should be'.  Next thing you'll be insisting that SM ships can only be built by squats.

This is a retarded argument. Since "winning" is within the mandate of SMs then they should have direct control over the IN, the IG and greater than legion strength. This would all help them in their goals wouldn't it? Need for control > SM need for tools.

I might point out that at various points the SM have had direct control over both IN and IG, and ironically, it was the Black Templars.  So, not greater then legion strength, but way above chapter, there.  Again, you keep coming back to control: you do realize that the Imperium is vast enough that any real control is impossible over regular people, let alone the Space Marines.  You cannot micromanage, in the way that you seem to think they must, an empire that covers 28,000 sectors.   It's so badly done that entire sub-sectors can be lost due to clerical error and not heard from again for thousands of years, if ever.  The Imperium does not even know how many space marine chapters there are, where they are, or what they're doing, let alone what they're armed with, or what they're carrying on their space ships.  

How, sig, are you going to control, in that manner, a chapter like the space sharks, that disappears for a thousand years at a time?  

AND YOU KEEP IGNORING THE FACT THAT THIS IS NOT AN ARGUMENT!!!!! For <EXPUNGED> sake, even a monkey would have gotten this by now. Because some IN commanders also defect is not an argument to INCREASE SM power. It is an argument to DECREASE it. Further, the fact that the SMs need IN commanders to defect is an example of the process working. The division of power means that for a rebellion to be successful there have to multiple failures of individuals. If the SMs had more power then the IN commanders would have 2 choices, surrender or die. That is a bad place to put your commanders!

No, Sig, it's an argument that IN does not serve as a counter to SM, it serves as a counter to IG.

And, again: lances on SM ships are irrelevant to their relative strength against IN.  

By way of Comparison: Take two BB, 12 SCs, and four or five squadrons of escorts, give the SCs 8 HP and str 3 lances in place of BCs.  Now I bring to the table the approx 80 battleships, BCs, GC, cruisers, and a bakers dozen escort squadrons.  

How much will those lances matter?  NOT A DAMN BIT.

SM usually either convert the officers or hit the ships in dock, and take them by over running the facility.  They do the same thing with IG.  This is only on those occasions tehy feel a fleet would be a necessity, ie carving out their own fiefdom from the Imperium.  And, and this part will probably horrify you, there are occasions they are actually allowed to do JUST THAT by the Imperium.  

The most well known of these fiefs is Ultramar, however, it's been done in other locations, the most infamous of these being Badab.  I'll remind you again: The Imperium had no problem with the Astral Claws ruling an entire sector, and having direct control over the IN and IG forces there.  What they had a problem with was their refusal to pay taxes on it.

Because this is a poorly written rule, obviously. Armageddons are not legacy vessels. They are not "venerable". SMs should not have access to them. I have no idea what kind of logic you're trying to apply here. "Armageddon's are allowed to be taken as VBBs, but they can't possibly be 'venerable' so the SMs must have access to new lance armed ships therefore other SM ships (SCs) should have lances". Apart from the absurd leaps of logic here, even if we assume the premises to be true and the first conclusion to be also true then this is not an argument for lances on SCs or barges, because they would already have access to lance armed ships in the form of the VBB! Therefore there is no need to alter their other ships, since if they wanted some lances they'd just grab an Armageddon!

So your only defense is that it's a badly written rule?  My logic, by the way, was that you insisted that no new VBBs were being built.  Since post heresy ships can be taken as VBBs, this is incorrect.  The Armageddon was the most blatant one, but point of fact, No current IN BC or GC dates back to the heresy, and most battleships don't either, having been built since then.  IIRC a VBB comes about due to it playing a role in the chapter's history.  It may be that the ship was gifted to them by the Navy or Inquisition after a particularly intense counter boarding action where it was saved by the chapter in question.

My logic was that if there was, indeed, a prohibition about lances on ships larger then escorts, there would be no exemption.  Since there are ships clearly newer then the heresy sailing around with SM colors, then there is likely no prohibition against a specific weapon type, as these could not be grandfathered in.

Wait, what? What the hell has this got to do with anything? How does a Murder having long range and access to lances have any bearing at all whatsoever on the conditions of optimal efficacy of gunnery weapons vs lances?

It has noting to do with it, what it has to do with is that, at the time of the first founding, a single SC could be lance armed with two shields and still be unlikely to defeat an IN cruiser of the period.  You went off on a tangent with the WB business, claiming that, effectively, a lance is better then a BC.  Which was not the point.  The point was that the Murder would run circles around it and chew it up with lances and wbs outside it's effective range.  Even with Thawks, it's going to have a hard time closing to engage.  This is why both armor 6 and lances would have had little meaning, since in wold, as opposed to on the table top, there's a lot of space to run around in.

Firstly, GW is responsible for many many contradictions to their own fluff and they're also responsible for that travesty that was the death of Eldrad Ulthran. A piece of crap that I reject in its entirety. He's still alive as far as I'm concerned. So we are not talking infallible gods here. We're talking people that don't stop to properly assess the situation. People like you. As for FFG, what the hell would they know? They just bought some rights and set to making crap to squeeze some bucks out of us. Why take crap rules from another game system and bring them across to BFG?

I think I have assessed the situation quite well.  You don't like anything changing in 40k/BFG/etc, and nerdrage when it does.  As opposed to raging and insisting that events never happened, my approach is to ask 'Ok, how can this make sense now?'  

BTW: as far as bringing things from 'another game system' across to BFG: that's already been done, both from FFG's games and from other 40k games.  

And, considering that not only were several people on this forum involved in FFG's stuff, but the latest was written by Andy Chambers, who wrote the fluff for some other game, what was it called? Oh, yes, BATTLEFLEET GOTHIC.  

As they say in the comic book industry 'Retcon happens.'

No, even then. If they produce pure crap, which they do on occasion, then I, for one, just ignore it and wait for the next iteration of rules that will no doubt be more reasonable (regression to the mean).

*in Bugs Bunny Voice* 'He don't know GW too well, do he?'

If we encounter sucky rules then that's a cause to bemoan the suckiness of the rules, not to bloody well copy them!

Actually, I'll point out that, FFG's rules are extremly well done and surprisingly well thought out, that majority of the time.  There are occasional hiccups such as Murder Servitors + teleporter, but on the whole they're quite good, actually.  

SMs are not mandated to defeat rebels in space. Boarding is within their mandate, but rebel space ships are an IN concern. However, SMs do board things, and they can board ships as well as stations, so if they want to do this then they can go ahead and do so. There's no reason why the SC should have anti-ship weapons though. How this aids in SMs boarding another ship I don't know. Seems more of an aid for, oh I don't know, fleet engagements maybe.

Because boarding is much more effective after punching big holes in it.  Particularly if you're in power armor that acts as a vac suit, and they are not.

What? How does this address what I said?

Quite a bit.

Who gives a rats arse about what their policy is. If they want SMs to have lances then they should retconn the damn Horus Heresy and subsequent division of power out of the fluff. Either that or THEY should<EXPUNGED>write BFG 2.0. Since I don't see them sticking their heads in then I don't care about their opinion. The only thing that matters to me is what makes sense. Lances on SM ships are just inconsistent with the main elements of the fluff. The people who made the damn SM rules knew this and the SMs were given a weapon to compensate them for the lack. Now you want lances on top of that. Fuckin fanbois.

I suppose I should comment here, since this is sort of funny:

Sig, you and the space marine fanboys on dakka please sort out whether applying logic to SM makes me a hater or fanboy.  Because I've heard it both ways now, and, frankly, I don't see how one can be both.  

On to the rest of that part of the post:

Sig, BTW: they ARE retconning the HH as they go through, but so far no one has addressed that area of the heresy yet.  I do not doubt that that there will be some alterations.  SM having lances are not main elements of the fluff, they consist of two sentences, and both don't actually say that SM are forbidden lances.  SM HAVING lances in fluff occurs with much more regularity then them not.  

As far as BFG 2.0, I hear rumors of fall, but we'll see.


The military purpose of the SM is to get onto the ground and quell a rebellion before it gets out of hand. Failing that, in a planetary assault, they would be the spearhead off the Imperium leading a fleet with IN cooperation which will bring an army to said planet to put down the rebellion or exterminate the planet.

The military purpose of the SM is groundside, not topside.

Not correct: See Star of Damocles, The Emperor's Finest, the very first Soul Drinkers novel, Codex: Black Templars, Codex: Space Marines... the list goes on.

Typically a SM SC is sent well in advance of IN forces, possibly weeks in advance, eliminates in system defenses between itself and either A) a groundside insertion to shore up resistance around key infrastructure such as landing fields, arsenals, etc, or B) in the event A) is no long practical, begin paving the way for IN, eliminating orbital defenses where possible.  Once IN moves into position, if A) has been the case, the SM are pulled back, and are sent to retake outlaying orbitals and space stations, while IN and IG focus on the planet.  SM get called back to the planet if IG stalls or some particularly thorny problem comes up.  If B) is the case, your spearhead scenario takes place.  

The A) scenario is one that will particularly require the use of lances, as the SC will be providing close support via orbital fire and thawks.  Since this would be in close proximity to structures needed intact, the more inaccurate BC is not a viable option.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 27, 2011, 02:10:29 AM
Not correct: See Star of Damocles, The Emperor's Finest, the very first Soul Drinkers novel, Codex: Black Templars, Codex: Space Marines... the list goes on.

Typically a SM SC is sent well in advance of IN forces, possibly weeks in advance, eliminates in system defenses between itself and either A) a groundside insertion to shore up resistance around key infrastructure such as landing fields, arsenals, etc, or B) in the event A) is no long practical, begin paving the way for IN, eliminating orbital defenses where possible.  Once IN moves into position, if A) has been the case, the SM are pulled back, and are sent to retake outlaying orbitals and space stations, while IN and IG focus on the planet.  SM get called back to the planet if IG stalls or some particularly thorny problem comes up.  If B) is the case, your spearhead scenario takes place.  

The A) scenario is one that will particularly require the use of lances, as the SC will be providing close support via orbital fire and thawks.  Since this would be in close proximity to structures needed intact, the more inaccurate BC is not a viable option.

And not one example in your list noting them as taking on a task force of warships much less a fleet, just the defenses. None of which require the use of lances and the BCs would handle just fine. And if you really wanted lances, then send some Novas in. Still nothing you have provided justifies putting them on cap ships.

And for your example about 80 ships, again, massing around 20 ships would be hard enough as it is as shown in the Gothic fluff. It's not like you get those 80 ships at a snap of a finger. So on a purely task force level of combat, giving lances to SM cap ships WOULD be a relevant.

Now if you do manage to get all those 80 ships, you think the SM chapter being attacked wouldn't ask their new masters for aid? Chaos would almost certainly send a comparable fleet of their own to assist their new vassals. So now you have tough as well as lance heavy armed cap ships of SM being assisted by another lance heavy and particularly faster fleet. What now your 80 ship fleet?
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 27, 2011, 05:18:35 AM

And not one example in your list noting them as taking on a task force of warships much less a fleet, just the defenses. None of which require the use of lances and the BCs would handle just fine. And if you really wanted lances, then send some Novas in. Still nothing you have provided justifies putting them on cap ships.

Not every chapter has every single type of SM ship.  Space Sharks, as an example, have no regular battlebarges.  The only vessel that every chapter seems to have in common is the strike cruiser.  And when I talk about defenses, I am including ships in that, not just literal defenses like platforms.  Effectively, it has to be equipped to face whatever might be there, as they face the possibility of going in blind or with out of date information (the SC in The Emperor's Finest getting jumped the moment it left warp, as the intel they had was out of date and the SDF had defected in the mean time).

And for your example about 80 ships, again, massing around 20 ships would be hard enough as it is as shown in the Gothic fluff. It's not like you get those 80 ships at a snap of a finger. So on a purely task force level of combat, giving lances to SM cap ships WOULD be a relevant.

Now if you do manage to get all those 80 ships, you think the SM chapter being attacked wouldn't ask their new masters for aid? Chaos would almost certainly send a comparable fleet of their own to assist their new vassals. So now you have tough as well as lance heavy armed cap ships of SM being assisted by another lance heavy and particularly faster fleet. What now your 80 ship fleet?

Well, first, they have to actually fall to chaos, which is actually less common then one might think, at least before they get their teeth kicked in by those 80 warships and whatever other IG regiments and SM chapters jump in as well.  Even blatent rebles like the Astral Claws only actualy see to join the Ruinous powers at the very end.  Usually SM chapters that actually turn willingly en mass to chaos tend to just pack it in and head for the nearest hole into warpspace without too much fanfare, if fluff is anything to go by. 
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 27, 2011, 05:57:07 AM
As opposed to raging and insisting that events never happened, my approach is to ask 'Ok, how can this make sense now?'  

This is <EXPUNGED> funny. You may "ask" how this can make sense, but you certainly don't supply any<EXPUNGED>answers.

Your arguments are terrible, being vague, confused and often self-contradictory and you add to these woes by using bits of fluff as justification that are, in themselves terrible, presumably upon the premise that we should make BFG just as contradictory and terrible as the rest of the 40k universe. You acknowledge that GW makes bad fluff but then go on to make appeals to authority based on them. Seriously, WTF!?

You do not "make sense". To make sense you need to supply a cogent argument for why something should be a certain way. That is, you must use logic. Not some piece of fluff that is itself in doubt. This is not an argument, merely evidence that GW <EXPUNGED> things up all the time.

Quote
Quite a bit.

How?

Quote
Sig, BTW: they ARE retconning the HH as they go through, but so far no one has addressed that area of the heresy yet.  I do not doubt that that there will be some alterations.  SM having lances are not main elements of the fluff, they consist of two sentences, and both don't actually say that SM are forbidden lances.  SM HAVING lances in fluff occurs with much more regularity then them not.  

When they've retconned the main premise behind 40k then we'll see if SMs can be a power in space. Until then, no.

Quote
As far as BFG 2.0, I hear rumors of fall, but we'll see.

Well until they do it then their opinion is worthless.

Quote
Not correct: See Star of Damocles, The Emperor's Finest, the very first Soul Drinkers novel, Codex: Black Templars, Codex: Space Marines... the list goes on.

They are all wrong.




Now, let's have a restart to this, but here I want you to be clearer in your arguments. I'm going to outline some requirements.

First, you have to tell us why should SMs get lances. So far it has consisted of 2 main points. The first is some fluff shows them as having lances. The value of this fluff is minimal because it does not address the issue of the Heresy, the limits on SM power and the specific rules for lances in BFG. It would have to be a single piece of fluff that shows SMs specifically with anti-ship weaponry and it would have to take into account the political situation (so that it's a clear decision of the writers that the SMs should get this, not just ignorance). And this example would have to be generalisable to the SMs as a whole for the BFG game. Since no fluff exists that does this, ignore it. Seriously, ignore it. The Nova fluff trumps it all. And yes, the Nova fluff does mean no lances for SMs. There is no other interpretation to it. Why does it trump all the others? For one reason, it was written specifically for SMs in BFG, and for another reason it is consistent with the setting.

The second reason you have posited is that it would make SMs lives easier. This is inconsequential. They're not supposed to have it easy. Limiting them > conveniencing them.

Oh, and you've trotted out some crap about orbital bombardments too, but that has nothing to do with BFG and WBs can do it just as well and just as precisely.

Next you need to show why SMs need lances in BFG. This is similar to but slightly different from the previous one. In BFG SMs have BC. They don't have any need for lances. Sure BCs perform optimally against defences and so in comparison to lances sub-optimally against ships but fleets are balanced according to general performance so this is taken into account. Since the BC was given to them in lieu of lances why should they  get both?

What I also need from you is some consistency and clarity in argument. You argue all sides and pretend that it supports your position. Oh, the Imperium could wipe out the SMs, they're no threat, no wait, the Imperium can't say boo to the SMs because they'll just board you or talk you into submission anyway. The Imperium uses tradition to control the SMs, but wait, the SMs can have a tradition of not being controlled. Oh, the Imperium haven't beaten the crap out of the SMs, therefore they can't, but wait, they could so SMs aren't a threat.

Let me give you an analogous example of your argument. An unarmed policewoman arrests a 7ft tall man. He goes quietly. Ah, well this is evidence of a tradition of compliance so therefore the police are unable to use force because they didn't this time. So if that 7ft tall bloke smashed her face in then there would be nothing the police could do about it. See the flaw in your argument? Yes the SMs generally go unpoliced. Yes they are often tradition-bound to comply. But when that breaks down then the Imperium pulls out the big stick. Even if you have not seen one instance of them doing it in the fluff then they would still do it. Without the big stick all the rest is meaningless. That 7ft tall bloke complies with the diminutive policewoman because of the big stick. The fact that it wasn't used does not negate its existence.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on June 27, 2011, 08:26:59 AM
I long ago passed the point of tl;dr. Would you guys quit it please? My position on the matter is thus (and I'm not going to debate it, I'm already sick of the time spent arguing):

SC: 2 shields, 1 TH. 5BC and 3TH versions. No Lances.
BaB: As is, though I wouldn't be against it becoming a 12 hit Grand Cruiser for minimum turn distance. Venerable barges are specific stats, not other classes of vessel.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 27, 2011, 05:23:10 PM

This is <EXPUNGED> funny. You may "ask" how this can make sense, but you certainly don't supply any<EXPUNGED>answers.

Ok, let me try it this way: The Imperium does not control the SM nor do they have to.  SM control themselves, out of what might best be described as giri or a sense of social obligation.   It's a matter of self control, rather than a response to a threat of force.  A SM officer that flouts the traditions of the chapter loses face with his men.  However, the same codes of conduct that cause this also mean that threatening SM with force is the most supremely counter productive thing you could do, as it would be a towering insult (and practically guarantee that, even if they kneel to your demands, there will be trouble later).

Consider the Space Wolves reaction to the elimination of the IG forces following the 1st Armageddon war.  While the Old Wolf did not (And really could not) stop the Inquisition from murdering or imprisoning the IG forces on the surface, he also has never let it drop, either, and this has caused problems for the Inquisition since.

Your concepts of 'power' and 'control' all seem to stem from 'force' IE 'You'll do what I say because I have the bigger stick.'  However, this approach is limited, in that you only exercise that control so long as you both have that advantage AND the subject of your ire is within your reach. Considering the scale of the Imperium, and how much of that area is not actually controlled by the Imperium other then in name, this is not a practical means of exercising power.

Your arguments are terrible, being vague, confused and often self-contradictory and you add to these woes by using bits of fluff as justification that are, in themselves terrible, presumably upon the premise that we should make BFG just as contradictory and terrible as the rest of the 40k universe. You acknowledge that GW makes bad fluff but then go on to make appeals to authority based on them. Seriously, WTF!?

You do not "make sense". To make sense you need to supply a cogent argument for why something should be a certain way. That is, you must use logic. Not some piece of fluff that is itself in doubt. This is not an argument, merely evidence that GW <EXPUNGED> things up all the time.

Your idea of what passes for logic does not make any sense to me in this context.  Your central assumption is that 40k culture follows a modern western school of thought.  

For example: In other cultures it's common for the most powerful person in the company to resign when something goes wrong, even if they were not actually responsible.  If the psychology of power were independent of culture, then this would never happen.  They would have someone else take the fall, as they tend to try to do in western culture.

You complain that I make no sense, and yet, you offer no proof of your own position, you only attack mine.  

What proof do you have that they should not?

They are all wrong.

Yes, and and they can never be UltraSigs, for they do not accept Sigoroth as their spiritual liege.  



Now, let's have a restart to this, but here I want you to be clearer in your arguments. I'm going to outline some requirements.

First, you have to tell us why should SMs get lances. So far it has consisted of 2 main points. The first is some fluff shows them as having lances. The value of this fluff is minimal because it does not address the issue of the Heresy, the limits on SM power and the specific rules for lances in BFG. It would have to be a single piece of fluff that shows SMs specifically with anti-ship weaponry and it would have to take into account the political situation (so that it's a clear decision of the writers that the SMs should get this, not just ignorance). And this example would have to be generalisable to the SMs as a whole for the BFG game. Since no fluff exists that does this, ignore it. Seriously, ignore it. The Nova fluff trumps it all. And yes, the Nova fluff does mean no lances for SMs. There is no other interpretation to it. Why does it trump all the others? For one reason, it was written specifically for SMs in BFG, and for another reason it is consistent with the setting.

I reject this requirement.  In effect you are demanding: 'You may site no sources but those that agree with my position.'  Further, I can argue using this same requirement that the Nova fluff was written in a state of 'ignorance' by Chambers, and therefore does not meet your requirements either.  

In the past I have offered fluff, battle reports, and logic.

You offer no proof of your own other then the vague and long since retconned fluff on the Nova.  You insist that anything that does not agree with your position must be discarded rather then actually offer a cognizant defense of your position, instead hiding behind claims about how a culture that you do not live in, and probably have never experienced a similar culture first hand, behaves psychologically.  

You make accusations that my position is contradictory and illogical, which it may be from your point of view, but all you're doing is blowing smoke because you don't HAVE anything else.  


The second reason you have posited is that it would make SMs lives easier. This is inconsequential. They're not supposed to have it easy. Limiting them > conveniencing them.

If that's true, explain the Land Raider.

Oh, and you've trotted out some crap about orbital bombardments too, but that has nothing to do with BFG and WBs can do it just as well and just as precisely.

Wrong: a WB currently deals damage over a ten kilometer area, due to scatter.  A BC over 20 km.  A lance, a few hundred meters with secondary damage for a km around ground zero.   Granted, BFG does not actually deal with orbital bombardment directly.

Let me give you an analogous example of your argument. An unarmed policewoman arrests a 7ft tall man. He goes quietly. Ah, well this is evidence of a tradition of compliance so therefore the police are unable to use force because they didn't this time. So if that 7ft tall bloke smashed her face in then there would be nothing the police could do about it. See the flaw in your argument? Yes the SMs generally go unpoliced. Yes they are often tradition-bound to comply. But when that breaks down then the Imperium pulls out the big stick. Even if you have not seen one instance of them doing it in the fluff then they would still do it. Without the big stick all the rest is meaningless. That 7ft tall bloke complies with the diminutive policewoman because of the big stick. The fact that it wasn't used does not negate its existence.

You're trying to argue ninjō, personal feeling in opposition to societal obligation, however, in many parts of the world even hardcore gangsters would come quietly, not because of any threat the police woman posed, but because that's what is expected of them.  Force or the threat of force don't come into it at all, its' what people would think of you if you did, and what you would think of yourself.  

Let me turn that analogy around: Lets say your seven foot man decides he does want to make a break for it, and the police woman is armed with a shotgun.  What's to keep him from taking that shotgun off of her?  Particularly if the seven foot man is very skilled in this exact act.  

Answer: Not a damn thing.

See, the 'power' and 'control' that come from a weapon only lasts as long as the target is intimidated by that weapon.  Once that is no longer a factor, that control evaporates.

You're trying to control SM, a group mentally conditioned to 'Know no Fear', through the intimidation factor of a weapon.  How well do you think that's gonna work?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 27, 2011, 07:06:55 PM
Sig and others,

Watch your language! I'm going to edit posts which use swearing and send the offender a quiet word. Also please try to avoid quoting swear words.

Sig and BI,

Your posts are on topic and are appreciated, but as your posts are so indepth could you try and refrain from quoting each others posts at such length.

Cheers,

RayB HA 
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 27, 2011, 08:07:05 PM
Hi Guys,

I played a couple of games as SMs this weekend using the rules from Armada. I had a fleet of 10 SCs vs an IN fleet and a Chaos fleet. Both were serious victories in the SM favour but these weren't true playtests so I'll arrange some proper playtests against IN and Chaos. If I could get some lists to playtest against the 1500pt 10SC fleet I'd appreciate it.  :)

The deciding factors of the IN game was high leadership allowing easy movement through asteroid fields, almost immunity to ordnance including against the THs. NCs only scorched the SCs. 3 Lance Dauntlesses 'just' crippled a SC after its shields were already down and was braced.

Against Chaos, the 90* turn and str 4 TH waves were the game changers as they could strike at range, the SCs did take a few heavy blows and 2 were crippled but were hidding behind their squadron mates.

The response from my opponents was IN: You just out manuevered me, then I was sunk as I couldn't shake you off my aft. Chaos: THs are evil, if you only had one per SC I wouldn't have to worry about them.

The 'need' for a 2nd shield wasn't felt. But as I said these weren't playtests, they were just friendly games.

RC Gothic,

The Gothic also has 6 torps. Granted against SMs that's not so great but against Dauntlesses it is. The 4 lances could also be shot at the same or different dauntless.

Horizon,

I'd love to give you a game as SMs! Assuming you're not Eldar!  ;D

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 27, 2011, 11:43:07 PM
Not every chapter has every single type of SM ship.  Space Sharks, as an example, have no regular battlebarges.  The only vessel that every chapter seems to have in common is the strike cruiser.  And when I talk about defenses, I am including ships in that, not just literal defenses like platforms.  Effectively, it has to be equipped to face whatever might be there, as they face the possibility of going in blind or with out of date information (the SC in The Emperor's Finest getting jumped the moment it left warp, as the intel they had was out of date and the SDF had defected in the mean time).

Yeah and one on one the official SM SC (not the FAQ one) can win out vs System Defense Ships. No need for lances there.

One on one, the same SC has a very good chance win vs an IN Dauntless. Maybe a low chance of even one SC vs 2 Dauntless'.

One on one it can win against an IN cruiser.

If there was a battleship in the area, be my guest and try to attack it. SC will fail.

If there was a task force in the area, no amount of lances will be able to handle that as you point out yourself.

All these without any lances. So really, no NEED for lances. They should not have it easy against the IN. You just WANT them to have lances.

Well, first, they have to actually fall to chaos, which is actually less common then one might think, at least before they get their teeth kicked in by those 80 warships and whatever other IG regiments and SM chapters jump in as well.  Even blatent rebles like the Astral Claws only actualy see to join the Ruinous powers at the very end.  Usually SM chapters that actually turn willingly en mass to chaos tend to just pack it in and head for the nearest hole into warpspace without too much fanfare, if fluff is anything to go by.  

Regardless, the point being, if we're talking about the number of ships one can justify going up against an SM chapter, getting 20 ships is already pushing it and these won't all be capital ships. 80 ships one can only get if there was a Black Crusade going on in the area.  Introducing lances to cap ships of an SM fleet which can take on 20 ships or less means SM can and will kick their butts.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 27, 2011, 11:53:23 PM
Hi Guys,

The deciding factors of the IN game was high leadership allowing easy movement through asteroid fields, almost immunity to ordnance including against the THs. NCs only scorched the SCs. 3 Lance Dauntlesses 'just' crippled a SC after its shields were already down and was braced.

Why go for the kill when that ship was already braced? The other lance Dauntless' would have better served targeting other SCs to force them to brace maximizing the number of ships that are braced.

Against Chaos, the 90* turn and str 4 TH waves were the game changers as they could strike at range, the SCs did take a few heavy blows and 2 were crippled but were hidding behind their squadron mates.

Please post the IN and Chaos lists. Then we can see how Str 4 TH waves can be addressed.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 28, 2011, 03:21:52 AM
@BI

The Imperium has a psychological imperative to control the SMs. They cannot leave the ultimate form of control to the SMs. Also, your argument of ruffled feathers is irrelevant. The Imperium don't care about the best way to motivate people. It is a society that reverts to force at the drop of a hat, regardless of whether or not it's the best approach.

Your problem is that you only recognise non-force forms of control without realising that all these forms of control derive from, and are meaningless without, force.

You point out the limits of force as if it were active. Sure there are other forms of control. But these exist only so that you don't have to use the stick every time. When you hit people with a stick when they step out of line they'll eventually stop stepping out of line to avoid being hit by a stick. According to your "logic" you would never need the stick again. Good to know, now we can tell all the countries of the world to disband their police forces, they're not needed any more.

As for the psychology of power, yes it is independent of culture. You example is poor and your conclusion is erroneous. For a start the resignation is a natural consequence of failure. Those in power would therefore make it a priority to never fail, or rather, to pass off command to those below so that they can be blamed for failure. This is what happened in feudal japan. Family heads would have someone to blame if things went wrong. If you were the one directly in charge of an operation then you were actually powerless. Therefore you didn't have any power to hold on to. The psychology of power is universal.

I do not assume a western culture at all. I assume the culture written in the 40k universe. It is actually more paranoid and selfish than western culture. I have no idea why you make this idiotic claim about my assumption of a western culture (which I never did) as if the Imperium could be described in some fluffy feelgood carebear kind of way. The Imperium is more like Spanish Inquisition or papal Italy. And yes, while I may never have lived in the 40k universe I'm reasonably sure that you haven't either and I feel qualified to comment on the putative psychology of people in a given, hypothetical, setting.

Quote
Further, I can argue using this same requirement that the Nova fluff was written in a state of 'ignorance' by Chambers, and therefore does not meet your requirements either.

Ahah! So you admit that since the fluff is often contradictory that some of it must be wrong, or at the very least, could be wrong. Therefore it should not be accepted as gospel, therefore is not, in itself, evidence. It has to also make sense in order to be acceptable.

Quote
I reject this requirement.  In effect you are demanding: 'You may site no sources but those that agree with my position.'

No, I am demanding that you may cite no sources but those that take into account the state of play, that is, the lance as an anti-ship weapon and the SMs in a post HH galaxy. This is not an unreasonable request, given the fact that fluff is not, in itself, evidence. Since the Nova fluff meets these requirements it is superior to all the sources you have cited. The fact that the only pieces of fluff that exist which meet these criteria support my position is not surprising, since I arrived at my position after reviewing the evidence.

Oh, and the Nova fluff has not been retconned. Also, the Sword fluff shows that WBs can consist of laser banks. Therefore WBs can be used for pinpoint Oribital bombardments. No lance required.

Quote
You're trying to argue ninjō, personal feeling in opposition to societal obligation, however, in many parts of the world even hardcore gangsters would come quietly, not because of any threat the police woman posed, but because that's what is expected of them.  Force or the threat of force don't come into it at all, its' what people would think of you if you did, and what you would think of yourself. 

Let me turn that analogy around: Lets say your seven foot man decides he does want to make a break for it, and the police woman is armed with a shotgun.  What's to keep him from taking that shotgun off of her?  Particularly if the seven foot man is very skilled in this exact act. 

Answer: Not a damn thing.

See, the 'power' and 'control' that come from a weapon only lasts as long as the target is intimidated by that weapon.  Once that is no longer a factor, that control evaporates.

You're trying to control SM, a group mentally conditioned to 'Know no Fear', through the intimidation factor of a weapon.  How well do you think that's gonna work?

Wow, this is terribly wrong. Firstly, no stable society on earth, and I mean none, depend solely upon ninjō. There is always a big stick in the offing should that break down. Secondly, in that example, the thing stopping that 7ft tall man from taking the shotgun and making a break is being shot in the face. Sure, he might take his chances. But if he isn't quick enough he's dead. Take the shotgun away from the policewoman and what happens if the 7ft man wants to make a break for it? He gets away. It's that simple. Of course, he most likely won't want to make a break for it. Why? Not from some feeling of obligation, or loss of face, but because then he'd be hunted down and maybe killed by overwhelming force.

Now, let's look at speeding fines. I can't stand them. I think it's just another form of revenue raising, that the so called 'crime' is not a crime at all and if it were responsible for an increase in road toll then the process of fining a person does not address the problem. Yet when I get fined I pay the fine. Hmm, why is it so? Because if I didn't then I'd get called into court, then ordered to pay an increased fine, which if I refused would result in the sheriff coming around to seize assets that they can sell to cover the fine (which is always in excess of the actual fine) and if I tried to resist the sheriff I'd be arrested. If I tried to resist arrest I'd either be beaten into submission or killed and, if I survived I'd be thrown in jail. All for going 5kms/h over the speed limit, something for which I feel no guilt or social obligation whatsoever. Big stick. An utterly necessary component of any societal control. Strangely enough, I don't recall ever having heard of someone having been killed over a speeding fine. Does that mean that the government is incapable of enforcing their views, because they don't kill speeders?
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 28, 2011, 03:40:01 AM
Hi Guys,

I played a couple of games as SMs this weekend using the rules from Armada. I had a fleet of 10 SCs vs an IN fleet and a Chaos fleet. Both were serious victories in the SM favour but these weren't true playtests so I'll arrange some proper playtests against IN and Chaos. If I could get some lists to playtest against the 1500pt 10SC fleet I'd appreciate it.  :)

In what way were these not true playtests?


Quote
The deciding factors of the IN game was high leadership allowing easy movement through asteroid fields, almost immunity to ordnance including against the THs. NCs only scorched the SCs. 3 Lance Dauntlesses 'just' crippled a SC after its shields were already down and was braced.

I myself would prefer that the SM leadership was no more than Eldar.

Quote
Against Chaos, the 90* turn and str 4 TH waves were the game changers as they could strike at range, the SCs did take a few heavy blows and 2 were crippled but were hidding behind their squadron mates.

Why were the THs so damaging? They usually aren't.

Quote
The response from my opponents was IN: You just out manuevered me, then I was sunk as I couldn't shake you off my aft. Chaos: THs are evil, if you only had one per SC I wouldn't have to worry about them.

IN: hmm, well being in the aft isn't that damaging, since he'll be able to turn and still hit with broadsides. But also by splitting forces and turning in opposite directions he can come full circle and be able to attack trailing ships with their opposite number.

Chaos: I'm very surprised at the apparent efficacy of the THs. As far as I'm concerned a-boats, including THs, are a poor alternative to bombers. Since Chaos can easily handle waves of 4 bombers I'm surprised that he found the THs difficult. If he found waves of 4 difficult then I imagine he'd have a hell of a time against waves of 6 from the carrier variants.

Quote
The 'need' for a 2nd shield wasn't felt. But as I said these weren't playtests, they were just friendly games.

Well given that you're against the 2 shield variant and you won I doubt you'd "feel the need".
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 28, 2011, 06:05:02 AM
@BI

The Imperium has a psychological imperative to control the SMs. They cannot leave the ultimate form of control to the SMs. 

Please site proof of this claim, as stands this is only your opinion.  Particularly since SM now directly control drone ships loaded with Exterminatus weapons and highly advanced cloaking devices. (Deathwatch, pg 314)

Again, you seem to think that the threat of force, which is control through fear would have any impact on Space Marines at all.

As for the psychology of power, yes it is independent of culture. You example is poor and your conclusion is erroneous. For a start the resignation is a natural consequence of failure. Those in power would therefore make it a priority to never fail, or rather, to pass off command to those below so that they can be blamed for failure. This is what happened in feudal japan. Family heads would have someone to blame if things went wrong. If you were the one directly in charge of an operation then you were actually powerless. Therefore you didn't have any power to hold on to. The psychology of power is universal.

Actually, that's not correct.  In feudal Japan a samurai would occasionally offer himself up as a sacrifice, it's true, however, it was just as common for the local daimyo to commit ritual suicide to protect the clan's honor.  It depended on the nature of the disgrace involved.

And, again, I point out that those in power are the ones stepping down.  Not the underlings that were in charge who failed, the bosses.  Your assertion does not match the observed result.


And yes, while I may never have lived in the 40k universe I'm reasonably sure that you haven't either and I feel qualified to comment on the putative psychology of people in a given, hypothetical, setting.[/color]

I've actually lived in some rather entertaining cultures at various points.  A tip: always wait to see who sits where before sitting down to eat.  I made the error of sitting in the wrong spot once, and fortunately they understood that I was unaware that the seat I selected was reserved for gay men.  Though much laughter took place while they explained it. 

Ahah! So you admit that since the fluff is often contradictory that some of it must be wrong, or at the very least, could be wrong. Therefore it should not be accepted as gospel, therefore is not, in itself, evidence. It has to also make sense in order to be acceptable.

No, I said that using the rules you set forth, all fluff could be argued to be wrong.  And, I might point out, that I refused to accept that rule. 

No, I am demanding that you may cite no sources but those that take into account the state of play, that is, the lance as an anti-ship weapon and the SMs in a post HH galaxy. This is not an unreasonable request, given the fact that fluff is not, in itself, evidence. Since the Nova fluff meets these requirements it is superior to all the sources you have cited. The fact that the only pieces of fluff that exist which meet these criteria support my position is not surprising, since I arrived at my position after reviewing the evidence.

Actually, what's not surprising is that you try to stack the deck in favor of your argument when you have no actually proof of your position.  The Nova fluff in no way meets the requirements you set forth, as it's vague and does not actually state that lances are what makes the Nova subject of concern, anymore then a ship with torpedo launchers.  The lance is an anti-ship and orbital bombardment weapon, a very powerful and accurate one.  A torpedo is strictly limited to anti-ship operations, particularly in BFG.  If you have to take rules into account, you have to take ALL the rules into account.  Not just those that support your argument.

Oh, and the Nova fluff has not been retconned. Also, the Sword fluff shows that WBs can consist of laser banks. Therefore WBs can be used for pinpoint Oribital bombardments. No lance required.  

*sigh* The sunsear laser battery is inaccurate against ground targets, dealing damage over a 10km area.  I never stated that they did not have laser weapon batteries.  I stated that WB are inaccurate, which they are, where as lances are accurate.  Otherwise the Sword would not roll of the gunnery table, nor would the laser shots scatter over a 10km area when it is used for orbital bombardment. 

On the Nova retcon: Torpedoes, rather then lances, are the anti-ship weapon that IN is now concerned about proliferating.  (BFK, pg 6)

There is always a big stick in the offing should that break down. Secondly, in that example, the thing stopping that 7ft tall man from taking the shotgun and making a break is being shot in the face. Sure, he might take his chances. But if he isn't quick enough he's dead. Take the shotgun away from the policewoman and what happens if the 7ft man wants to make a break for it? He gets away. It's that simple. Of course, he most likely won't want to make a break for it. Why? Not from some feeling of obligation, or loss of face, but because then he'd be hunted down and maybe killed by overwhelming force.

Again, stop and think, your counter suggestion does not address the central issue with this manner of control: And They Shall Know No Fear.

You CANNOT control through fear (whether of injury or consequence) someone for whom fear is an alien concept. 

It is one of the oldest pieces of fluff in the game, predating the addition of the Horus Heresy.  SM are implicitly unable to be afraid.  Why do you think Lords Militant have to negotiate with them to get their co-operation?  The idea of a 'big stick' approach to controlling people who cannot be afraid is ludicrous. 

Let me put it this way: the possibility of being killed is a system of control through fear.  The average every day human is afraid to be injured and afraid to die.  This is a fact and this is how your 'big stick' approach is applied.  The average Space Marine has no concept of this.  They have been mentally altered to the point they cannot even relate to being afraid. 

So, again, how would a 'big stick' approach to control have any effect on a group of people for whom fear is an alien concept?
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 28, 2011, 07:49:33 AM
I have already outlined why it is imperative for the Imperium to control the SM.

The psychology of power is universal. Politics differs per culture. Eastern cultures typically have adopt a greater group identity than the individual one shown in western cultures. In this case everything is done to protect the standing (power) of the group, rather than the individual. By those members that adhere to this philosophy this could lead to sacrificing themselves. To those that adhere less and have a greater personal concern, then this is achieved by the sacrifice of a pawn.

Either way, those in power do not give up power without a fight. However, no Japanese warlord would turn a blind eye to a vassal amassing an army with the notion that he'll behave himself because his code of conduct says so. If he did he'd be inviting disaster. If this vassal had already betrayed said lord then there's no way he'd let it slide.

Quote
I've actually lived in some rather entertaining cultures at various points.  A tip: always wait to see who sits where before sitting down to eat.  I made the error of sitting in the wrong spot once, and fortunately they understood that I was unaware that the seat I selected was reserved for gay men.  Though much laughter took place while they explained it.

Well, here I am trying to explain to you that the "lances for SMs" seat is reserved for gay SM fanbois, but there you sit anyway.

Quote
No, I said that using the rules you set forth, all fluff could be argued to be wrong.  And, I might point out, that I refused to accept that rule.

The alternative being that all fluff is right, therefore the Nova fluff is right therefore SMs can't have lances.

Quote
Actually, what's not surprising is that you try to stack the deck in favor of your argument when you have no actually proof of your position.  The Nova fluff in no way meets the requirements you set forth, as it's vague and does not actually state that lances are what makes the Nova subject of concern, anymore then a ship with torpedo launchers.  The lance is an anti-ship and orbital bombardment weapon, a very powerful and accurate one.  A torpedo is strictly limited to anti-ship operations, particularly in BFG.  If you have to take rules into account, you have to take ALL the rules into account.  Not just those that support your argument.

Very clear proof. It's called logic. HH -> demarcation of power -> IN > SM in space -> no lances, since it's a purely anti-ship weapon. Further to this there is the actual fact of the written rules. SMs have no lances. You're the one trying to change the situation, so YOU'RE the one that has to provide the proof. Which you have not done.

Well I say <EXPUNGED> the lance as an orbital bombardment weapon. This is a bullshit notion brought in from another game. If you think a LASER is going to cover an area in the 10's of kilometres then you're high. And WBs are VERY accurate when shooting at something stationary, such as the GROUND! So I'm not going to play that <EXPUNGED> whereby you try to sling in the lance as some sort of necessity for the SMs based on something other than BFG. It is not.

The lance is a PURELY anti-ship weapon. Torpedoes are an anti-DEFENCE weapon, like WBs. That is, they are easier to use against a stationary target. So torpedo = better SM weapon than lances. Therefore there is nothing wrong with torps for SMs, nor has there ever been anything wrong with torps for SMs, and nor does the NOVA, which is barely acceptable because it was an escort, even HAVE torpedoes! The ONLY reason the Nova is objectionable is because of the lance! There can be no other reason. Seriously, where the hell did this torpedo crap come from? Hell, the torp has a role for SMs out of BFG too, it's called exterminatus.

Quote
Again, stop and think, your counter suggestion does not address the central issue with this manner of control: And They Shall Know No Fear.

You CANNOT control through fear (whether of injury or consequence) someone for whom fear is an alien concept.

No, what you CANNOT do is control without the threat of force. Great, SMs don't fear death. Big deal. They do however fear the extinction of their chapter and their reputation being shattered. If a SM were threatened with death in furtherance of his chapter's cause, he'd not give in (though he'd still die). If he and his chapter were threatened with annihilation in a pointless and humiliating act of defiance then I'm pretty sure they'd tow the line. There are always consequences, and since SMs care about these consequences then they can be controlled. Otherwise they'd be mindless beasts that would attack whatever took their fancy.

So, scenario. IN knocks on SMs door, with a 200 ship force waiting to shoot and says "surrender all your lance armed ships or you're <EXPUNGED>". SMs go "No way! We're not afraid of anything, bring it on bitches!". IN opens fire, SM chapter annihilated. IN moves on to next chapter. They say the same and show them what happened to the last chapter that said no. SMs give IN all lance armed ships and grumble about it. End of story.

in essence, the Imperium would treat any expansion of naval power as a minor rebellion.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 28, 2011, 08:37:04 AM
Hi Ray,

Watch the language? I will just start typing Dutch. :)


On the playtest: Fleet Lists Needed. Setups and everything. (Nate had to do this as well in his Nova Cannon thread, we are a demanding bunch).

I don't know how your opponents play... but I would love to get a game against you (or anyone else on this forum), alas the distance is too great and vassal is just not my cup of tea.

As for 2 THawks being too much? haha, we said it needs to be 1.

Sig is right: you don't want the 2nd shield, so you feel the need less. ;)

So more info from test needed.


Also:
this is what you see these days:
http://www.warseer.com/forums/showthread.php?t=308774

Marine fleets popping up. Using 2nd shields. No longer people are being told" Ya, well, Marines are iffy and prepare for a lot of losses. :) "

Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 28, 2011, 04:56:48 PM
However, no Japanese warlord would turn a blind eye to a vassal amassing an army with the notion that he'll behave himself because his code of conduct says so. If he did he'd be inviting disaster. If this vassal had already betrayed said lord then there's no way he'd let it slide.[/color]

History actually disagrees with you.  I draw your attention to Nobunaga and Hideyoshi. 

The alternative being that all fluff is right, therefore the Nova fluff is right therefore SMs can't have lances.

Except it doesn't say that.  Where exactly in that piece of fluff does it say specifically 'Space Marines may not have lances'?  After all, that's the requirement that you have for my references. 

Very clear proof. It's called logic. HH -> demarcation of power -> IN > SM in space -> no lances, since it's a purely anti-ship weapon. Further to this there is the actual fact of the written rules. SMs have no lances. You're the one trying to change the situation, so YOU'RE the one that has to provide the proof. Which you have not done.

Except that the demarcation of power was NOT between IN and SM but rather IN and IG.  It's been made clear in fluff several times now, most recently IIRC in Deathwatch

Well I say FRAG the lance as an orbital bombardment weapon. This is a bullpoop notion brought in from another game. If you think a LASER is going to cover an area in the 10's of kilometres then you're high. And WBs are VERY accurate when shooting at something stationary, such as the GROUND! So I'm not going to play that bullpoop whereby you try to sling in the lance as some sort of necessity for the SMs based on something other than BFG. It is not.

(Corrected for language per Ray's request)

Well, it could be because the starvar is actually a cluster of smaller laser turrets rather then a single weapon, to start with.  A rather simple reason might be that the turrets are too small to hold the lance's more accurate aiming mechanism.  This is more or less born out by the lasburner, as to cram a lance weapon into one of those turrets requires a massive reduction in size (and range, and power.  The thing pretty much only shoots point blank, about 5cm in BFG and would be a str 0.5 weapon).

The lance is a PURELY anti-ship weapon. Torpedoes are an anti-DEFENCE weapon, like WBs. That is, they are easier to use against a stationary target. So torpedo = better SM weapon than lances. Therefore there is nothing wrong with torps for SMs, nor has there ever been anything wrong with torps for SMs, and nor does the NOVA, which is barely acceptable because it was an escort, even HAVE torpedoes! The ONLY reason the Nova is objectionable is because of the lance! There can be no other reason. Seriously, where the hell did this torpedo crap come from? Hell, the torp has a role for SMs out of BFG too, it's called exterminatus.

And yet they take no exception to SM having Firestorms (Armada, pg 24).  I would suggest that it has less to do with the lance and more to do with the ship's over all performance being vastly superior to anything else in it's weight class.  And torps are very much an extremely dangerous anti-ship weapon.  Sure they can hit a defense, but so can anything else.  Put a guided upgrade in and they might as well be fighting the Tau.

And exterminatus weapons come in a lot of flavors besides 'torp'.  Virus Bombs immediately spring to mind.


No, what you CANNOT do is control without the threat of force. Great, SMs don't fear death. Big deal. They do however fear the extinction of their chapter and their reputation being shattered. If a SM were threatened with death in furtherance of his chapter's cause, he'd not give in (though he'd still die). If he and his chapter were threatened with annihilation in a pointless and humiliating act of defiance then I'm pretty sure they'd tow the line. There are always consequences, and since SMs care about these consequences then they can be controlled. Otherwise they'd be mindless beasts that would attack whatever took their fancy.

Well, not mindless, but actually SM do only take the wars that strike their fancy, showing up and leaving when it suits them.  And, frankly, again, no, they don't fear the annihilation of their chapter when they think they're in the right.  That's been a recurring theme of just about every SM rebellion since the heresy. 

So, scenario. IN knocks on SMs door, with a 200 ship force waiting to shoot and says "surrender all your lance armed ships or you're fucked". SMs go "No way! We're not afraid of anything, bring it on bitches!". IN opens fire, SM chapter annihilated. IN moves on to next chapter. They say the same and show them what happened to the last chapter that said no. SMs give IN all lance armed ships and grumble about it. End of story.

*sigh* No, because the result would instead be: 'You not only insult us but slew our honorable brothers and are interfering in our chapter's business.' at which point five surrounding chapters show up and pound the IN force.  It was called the Badab War, and it turned into a massive clusterfrag of epic proportions for all sides involved, and the only ones that prospered were the Ruinous Powers.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 28, 2011, 11:38:45 PM
Hi Guys,

The reason why I say they weren't 'real' playtests was because I played against (in my eyes  ;)) lesser skilled players and we didn't swap roles which is always important in a playtest.

I will get on to to doing some 'real' playtests this week. Some with out dice.

The fleets were IN: Emperor, Tyrant + Dauntless, 3x L Dauntlesses (not in a squadron), and 2 Dominators.
Chaos: Desolator, 2 Hades, 4 LMurders (squadrons of 2). The reason for no Devs was that in the IN game he saw how waves of 4 THs could weather a crazy amount of AC. Also he thought that it would be very difficult to be offensive with his AC.   

TH's were damaging against chaos only in that they effectively took 2 Hades and a Murder out of the game after the fleets met. He braced against the H&Rs (fair enough as there were 20 of them) but with +1 to the rolls, Engine room coupled with fires chipped away at thier hits while the rest stopped them from shooting back.

BI,

Thanks for your editing, it is much appreciated.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 28, 2011, 11:45:46 PM
And yet they take no exception to SM having Firestorms (Armada, pg 24).  I would suggest that it has less to do with the lance and more to do with the ship's over all performance being vastly superior to anything else in it's weight class.  

And you would be wrong. Read it again. Esp the part about the lance. If you can't understand, here's the simple explanation. Lance makes it a gunboat and not intended for assault or deployment. IN objects. Period.

Really, show us WHY the SM really NEED lances without resorting to fluff examples, within the context of the game. It's that simple.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 28, 2011, 11:51:09 PM
Hi Guys,

The reason why I say they weren't 'real' playtests was because I played against (in my eyes  ;)) lesser skilled players and we didn't swap roles which is always important in a playtest.

I will get on to to doing some 'real' playtests this week. Some with out dice.

The fleets were IN: Emperor, Tyrant + Dauntless, 3x L Dauntlesses (not in a squadron), and 2 Dominators.
Chaos: Desolator, 2 Hades, 4 LMurders (squadrons of 2). The reason for no Devs was that in the IN game he saw how waves of 4 THs could weather a crazy amount of AC. Also he thought that it would be very difficult to be offensive with his AC.   

TH's were damaging against chaos only in that they effectively took 2 Hades and a Murder out of the game after the fleets met. He braced against the H&Rs (fair enough as there were 20 of them) but with +1 to the rolls, Engine room coupled with fires chipped away at thier hits while the rest stopped them from shooting back.

Cheers,

RayB HA

Not an ideal list for the IN but even then those Dauntless' should have forced at least 4 SCs to BFI.

Chaos list I can't figure for the life of me why he couldn't force the SCs to BFI. Has chances to force 7 ships to BFI. Of that's a 1.5k fleet try my fleet: Hades+4 Murders and Styx+2 Devs. That's my take on all comers list.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 29, 2011, 12:02:03 AM
On the topic of 40k fiction,

I would say that a lot of it you can't use as canon. You just can't, too much of it contradicts itself.

GW have been really careless recently (last few years) with their IPs. They seem to be spreading themselves to thin, having too many projects on the go at any one time, not checking with each other as they go and then invalidating background or unbalancing rules. I think they should have been more collaborative and just worked on a couple of projects at a time but at an increased rate, so everyone in the studio is on the same page.

The other problem is with FFG and BL, as they invent new lore the harder it is for the GW studio to check that they are not contradicting new material. I consider their material as 2nd tier background and GW studio rantings as 1st tier which will supercede anything else.

On the NO lance issue I can see SMs having lances in small quantities as it shouldn't really be much of a big deal. A SC having a lance instead of an escort seems dicey but I wouldn't consider it the end of the world, it just shouldn't be predominant.

The 'big stick' issue is getting pretty long.  :) I would say that SMs do 'fear' consequences that are not a direct aspect belonging to combat. For example: not getting replacements and other resources from the imperium. If 'fear' is too insulting a word think of it as being 'concerned'.  

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 29, 2011, 12:13:32 AM
Admiral_d_Artagnan,

I braced with one squadron every turn (when the shooting started). The Dauntlesses caused me to brace. The Chaos lances caused me to brace, but in the end no kills, just damaged and crippled SCs. Deployment meant that the Chaos prow lances couldn't get at me for a few turns.

What is your bracing threshold? I brace if I think I might get crippled, but it depends on the circumstances.

Your fleet seems fine, but I think there is room for improvement. I'm not a fan of the Styx as it is too good a gun boat for me to reload with a clear conscience (actually I have a similar problem with most carrier HC variants). Dedicated carriers/ordy are awesome like the Dictator. Anyways, how about 2xHades, 5xDevs, warlord and rerolls(other wotnots). As you are fighting a fleet with 20 resilient AC, you really need a lot of AC to make a dent (or just don't bother). Luckily the Devs have those horrible 60cm range broadside lances (I often lock-on with Devs, when their AC is out).   

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 29, 2011, 12:19:28 AM
So how were you getting 20 THs after the first turn? Next having a couple of ACs like in my list balaces things out quite well and I still have more than enough lances to deal with your 10 SCs.

Aside from which crippled SCs are getting towards useless and losing in a game which will last 5-6 turns unless you disengage which means you will lose the game.

As for limited quantities in cap ships, enough already. Now you want 1 in X points. Next iteration, 1 in less X points. And so on and so forth. I say keep the lid on which means that lance rule in the latest FAQ is dog poo. They have the BCs which are almost as effective if not as good as the lance.

The SM excel in Planetary Assault and Exterminatus, which is where they should be at.

Adding the second shield will help them win the Running the Gauntlet scenario which should also be their forte.

They should be able to win fleet engagements but not most of the time.

Nothing so far shows me they NEED lances on their cap ships. You want lances, take Novas.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 29, 2011, 12:44:00 AM
Admiral_d_Artagnan,

I added comments on the chaos fleets to my last post after posting it as my computer started complaining and I didn't want to lose the post.

I reloaded to bring the THs on the table to the then full strength (it went down to 18) (not with the crippled squadrons, they were on lock-on if viable). It's not that odd is it?  ;)

I'm not in favour of giving SCs lances as it adds 'nothing' useful or needed for cost in fluff.

I really want both 1 shielded and 2 shielded SCs in the fleet.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 29, 2011, 02:56:39 AM
I find that the chaos fleet was rather... ill chosen. Even if he couldn't put a dent in YOUR thunderhawks he can still launch assault boats of his own. True, they will get -1 to their hit and runs, but unless you are rolling really poorly you should get something off it. Beyond that, he could have at least done something to slow you down a little. It seems a bad move to just completely hand over the ordnance game to you regardless of how much actual damage he would have done.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on June 29, 2011, 04:45:20 AM
Admiral_d_Artagnan,

I added comments on the chaos fleets to my last post after posting it as my computer started complaining and I didn't want to lose the post.

I reloaded to bring the THs on the table to the then full strength (it went down to 18) (not with the crippled squadrons, they were on lock-on if viable). It's not that odd is it?  ;)

Cheers,

RayB HA

It went down to only 18? So they weren't attacking?
Title: Re: Space Marine Fleet ER
Post by: horizon on June 29, 2011, 05:05:18 AM
From 20 to 18? That's 2 less... with crippled ships? Reloading / Locking on after an attack?


You did a playtest without the usual simple cruiser clash setup (prow on)??? That's just daft to me.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 29, 2011, 08:48:39 AM
I think what Ray meant is that in the 1st turn he launched ordnance, not all of which was expended by the time his turn came around again. In the 2nd turn some of his SCs were crippled and those and a few others he locked on with while the remaining SCs launched up to his new maximum of 18 THs.

@Ray

It was a very risky strategy of your opponent to go without AC support at all. In essence he allowed you to form larger waves of THs than what is recommended he take. The thing with a-boats of any kind is that you don't want large waves hitting you, because it'll shut down a ship. Normally this isn't an issue because the opponent usually uses bombers because bombers > a-boats. Everyone recognises the threat of large bomber waves and actively tries to mitigate their effects. A-boats can be ignored when in waves of 1 or 2. You just rely upon turrets and repair dice to neutralise them. But in larger waves where you will see many crits past turrets you will not have the repair dice to be able to do so, that's when you need to be concerned.

I would recommend your Chaos opponent take a Desolator, a couple of Devs, three Carnages and some Cobras. Abeam locked on Carnages will average as much damage against the closing 6+ prows of the SCs as Murders would, but they have less reliance upon mobility (don't care as much about engine room crits), don't close the distance (which the SCs want) and present a much tougher aspect for the WBs and BC of the SCs. Also their firepower increases as the SCs get closer. The Cobras (of which you could buy 6) would serve to snipe THs with their torps as well as lay down some direct fire at larger waves (1 dice per squadron of 3). In an extreme circumstance you can move a Cobra onto a large wave of THs to save a capital ship from taking them. The Devs would support the Carnages with their long range lances (initially locked on) and release a-boats to break up the larger TH waves (small waves can be relatively easily ignored). The Desolator is a cheap, tough, high turret weapon platform that should be enough to force an SC to brace all by itself.

On the issue of limited lances in SM fleets, it has been pointed out again and again that SMs don't allow the Imperium to look over their shoulders. How would the IN audit the SMs to know just how many ships have lances? The only way for the IN to be able to police any sort of limitation would be a complete ban, so that if one shows up they know that it's not allowed. So it has to be a line in the sand type limitation. Any other type and the SMs will just ignore it and move their ships around to hide true numbers (much like the BTs do with chapter numbers).

@BI

The demarcation of power is of course between SMs and everyone else. Of necessity it is also between the IN and IG, since any one person controlling both of these would have a tremendous amount of power. However, it was the SMs that controlled these at the time of the heresy and it was from the SMs that control was stripped. Since the SMs are, themselves, a formidable army then there is a greater need for demarcation between them and the IN than between them and IG.

To be honest, I think that the RSVs should be stripped from the marines. Let's face it, they were only given to them because there was no model for a SM escort at the time the rules were originally written for SMs. They later got models and these rules were added to the RSV rules, presumably because SG didn't want to invalidate people's fleets. I say that I think they should be removed not just because it gives the SMs another lance ship, but also to fix the escorts that they do have. I think the Nova and Gladius should drop in cost by 5 pts each. However, this would bring them down to the same cost as their RSV equivalents while they themselves are superior. Dropping the RSV costs would bring them down to the cost of their IN equivalents while they themselves are superior. So I think RSVs should get the boot.

However, assuming that they're still around, there are 2 arguments against your notion. Firstly, RSVs are actually IN vessels given/loaned to the SMs. Since the IN (AM or whoever) have control over their numbers and it's an escort, they feel fairly comfortable. Secondly, we don't know that they don't feel uncomfortable about SMs having RSV Firestorms. There's no RSV Firestorm entry for us to read the fluff on. The fluff on the Nova is clear however. You could argue that it's only the opinion/interpretation of the people who wrote the SM rules, but the same can be said of any fluff. This piece of fluff though was written in the knowledge of how a lance functions in BFG.

A lance is pretty much a high powered, very focused weapon with greater than normal accuracy (so better cogitators or whatever). Now, if that accuracy were represented in BFG to increase chances of success under all circumstances, rather than just the difficult circumstances, then the SMs could have them. For example, if it was merely counted as 1 WB dice per point of strength (adjusted to balance accordingly) but got +1 on the roll to hit then there would be no issue. It not make it anti-ship, nor even anti-armour (well, a little bit given the givens). It would just be a more accurate weapon. However, this is not what a lance is in BFG. In BFG a lance is a specifically anti-ship weapon. This is a sphere in which SMs should not excel, therefore SMs should not get a lance. I put it to you that all the fluff and rules and whatnot of other game systems and backgrounds views the lance as the former (ie, accurate) rather than the latter (ie, anti-ship).

Just lastly on the notion of 5 chapters taking on a 200 ship battlefleet; if they had the space borne resources to be able to do this then this would be evidence of the fact that the Imperium needs to control them. Five chapters gathering all their resources should only be able to amass some 55~70 capital ships with the rest being escorts. A 200 ship IN battlefleet should be able to defeat such a force fairly handily. They must have a lot of lances on those SM ships. All the more reason for the IN to confiscate them.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 29, 2011, 08:51:03 AM
Oh, I forgot about torpedoes. Does anyone think that torpedoes should be restricted from SMs at all on any basis? Does anyone think that they are not within the modus operandi of SM assaults? Or that they make SMs too powerful against ships? I'd like to know where this notion came from.
Title: Re: Space Marine Fleet ER
Post by: fracas on June 29, 2011, 10:25:18 AM
I brought it up earlier that there should be some restriction on torpedoes for crusading SM but not dominion lists
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 29, 2011, 12:11:32 PM
@Sig

Be that as it may, at this point BFG is the one out of step with the rest of 40k atm.  The problem with the first part of your counter argument is the fluff in Armada itself, stating that they're crewed by chapter serfs and commanded by techmarines.  Meaning they're not on loan.  The second is their stated function, which is to patrol SM controlled space.  If this follows the same pattern as Ultramar, which seems to be the ur example of a SM dominion, then the SM have their own shipyard facilities.  These may or may not be run by the admech, if 'current' fluff holds.

On the lance rules vs WB rules argument: You could argue game balance, except that the SC's BC has a high enough str that under most circumstances, it still is equal to, or more power than, a str 2 lance, found on the most common IN cruiser.  Your argument that 'because the rules make it specifically an anti-ship weapon' overlooks that fact that every weapon in this game is specifically an anti-ship weapon, as there are only two types of possible targets (three if you count ord markers) ships and defenses, and all the weapons work against those.   The fact is long range lance fire is just as good at popping defenses, with a lot less damage to the ship.

Let me offer a counter argument to yours: thanks to THQ/Relic, BL, FFG, and GW, the lance strike is slowly working it's way up there with the bolter and the land raider in people's minds when they think 'Space Marines'.  So, do we meet new players expectations and grow the hobby, or do we accept that the game withers away until only a handful of grognards play it?

And as far as the Badab war goes, the local IN and IG also joined in on the side of the SM.  It turned into a very big mess very quickly, with some parties more interested in the show of fighting then fighting, and some more or less refusing to turn their guns one one another, and the Inquisition playing every side trying to ensure the war dragged on.  In the end, the only real result was some SM chapters shuffled around what worlds they owned, the Lamenters got nearly wiped out by a combination of angry marines and their Cursed Founding magic bad luck, and the Astral Claws became the Red Corsairs. 

@Ray: While I know what you mean (C:BA and C:GK have some rather heavy handed retcons) I've found sources with lance style weapons on SM ships in WD articles all the way back to before the creation of BFG.  To suggest this is a new trend is not quite accurate, though I prefer to argue it with the most current fluff.  I believe that there's something about a super accurate giant laser beams in space that appeals to 40k writers.   
Title: Re: Space Marine Fleet ER
Post by: Vaaish on June 29, 2011, 02:46:47 PM
I don't see why torpedoes should be restricted. They work best against stationary targets like defenses which seems like an ideal application for marines since it allows them to soften these targets from outside of the range of their guns.
Title: Re: Space Marine Fleet ER
Post by: horizon on June 29, 2011, 07:26:58 PM
Limiting torps on Marines?

Why?

No need to imo.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 29, 2011, 07:41:07 PM
Limiting torps on Marines?

Why?

No need to imo.

Horizon, from the person that thinks I'm mad to pay for the guided torps upgrade, that's not a surprising point of view.

The point was that torps can be just as much an anti-ship weapon as a lance.  If one is going to adopt the hard line approach that anything that does not use the  gunnery table makes something a warship, and therefor prohibited, then torps would also qualify, particularly with the guided upgrade.  
Title: Re: Space Marine Fleet ER
Post by: horizon on June 29, 2011, 07:42:58 PM
But what's the deal?

Barges & Hunters have standard torps. Barge have it as a tertiary weapon. Plus they'll be boarding torps most of the time (turns).

When you say it like that all weapons are useable as anti-ship. ;)

Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 30, 2011, 04:30:56 AM
When you say it like that all weapons are useable as anti-ship. ;)

 ;D

Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 30, 2011, 05:24:26 AM
@Sig

Be that as it may, at this point BFG is the one out of step with the rest of 40k atm.  The problem with the first part of your counter argument is the fluff in Armada itself, stating that they're crewed by chapter serfs and commanded by techmarines.  Meaning they're not on loan.  The second is their stated function, which is to patrol SM controlled space.  If this follows the same pattern as Ultramar, which seems to be the ur example of a SM dominion, then the SM have their own shipyard facilities.  These may or may not be run by the admech, if 'current' fluff holds.

BFG would be out of step if they allowed SMs to have lances as they currently sit. Only now it would be the rules that are out of step, rather than nomenclature. I'd rather the latter than the former. As for the Firestorm RSV, the arguments still apply: 1) controlled distribution; 2) may hate the SMs getting it for all we know; 3) should be removed from SM lists anyway.

Quote
On the lance rules vs WB rules argument: You could argue game balance, except that the SC's BC has a high enough str that under most circumstances, it still is equal to, or more power than, a str 2 lance, found on the most common IN cruiser.  Your argument that 'because the rules make it specifically an anti-ship weapon' overlooks that fact that every weapon in this game is specifically an anti-ship weapon, as there are only two types of possible targets (three if you count ord markers) ships and defenses, and all the weapons work against those.   The fact is long range lance fire is just as good at popping defenses, with a lot less damage to the ship.

Ah, so we should not only give them lances, but long range lances. Riiiiight. You know, what would be great for popping defences? Nova Cannon. Obviously the SMs should have those too. The point being that they should be as specifically task oriented as possible so that they're not so good in non-assaulting arenas. Of course all weapons can be used against ships. Else they wouldn't really be weapons. What we're talking here is optimisation. The lance is optimised for hard targets, ie, ships. The BC is optimised for easy targets; defences. Of these two, which should you give to a fleet that is supposed to be good at assaulting defences and bad at fighting warfleets?

Quote
Let me offer a counter argument to yours: thanks to THQ/Relic, BL, FFG, and GW, the lance strike is slowly working it's way up there with the bolter and the land raider in people's minds when they think 'Space Marines'.  So, do we meet new players expectations and grow the hobby, or do we accept that the game withers away until only a handful of grognards play it?

This is truly laughable. If you really want to make a place for lances, write some fluff allowing some specific type of WB to produce a "lance" strike from orbit, or give SMs the "assault lance" which is only useful for boarding and orbital barrages (maybe a type of turret). In no way should we be pandering to the expectations of SM fanbois that happen to glance BFG's way. If we were to do that then the SMs would be the strongest fleets out there. Yes, I said fleets. Because if we're bowing to SM player expectation then there would be an SM fleet for each of the major chapters, each with special rules and some individual ship  types. You'd probably see a chainsword wielding ship for blood angels or space wolves.

Quote
I believe that there's something about a super accurate giant laser beams in space that appeals to 40k writers.   

I agree. It is this appeal that let's them just write it in to their fluff without consideration for the state of play. So they are ignorant. Of course, for those fluff pieces that predate BFG this isn't a lack of foresight on the writers part. In fact, the lance as written of is not objectionable. A more accurate laser is fine. One that is differentially more accurate against ships however is not. This could be considered, then, to be a poorly written rule.

I think that the lance worked fine for the purposes of BFG until it came time to write the SM rules. At this point the writers stopped and thought "uh oh". Their solution was far more elegant than I'd have thought possible, even if it didn't strike me as such at the time. My initial thought was "gimmick for SMs, how typical". Mind you, there may have been an element of the gimmick to it, in order to satisfy some of the cravings for special attention that SM fanbois have (I delineate between fanbois and players here, as I have a SM army and fleet, yet don't feel the need to prop SMs up with so many special rules).
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 30, 2011, 05:33:40 AM
I brought it up earlier that there should be some restriction on torpedoes for crusading SM but not dominion lists

A few questions and comments:

1) So you were the only person who raised this as a concern? Why do you think SMs shouldn't get torps?

2) Your restrictions seem backwards to me. A crusading fleet would be assaulting planets far more than a Dominion fleet and so seems to me to have the greater need.

3) Where would the source of this restriction come from? Would it be a self-limiting restriction? If so, why would the SMs choose this? If not, presumably we're talking an Imperium based restriction. How would they police this? As far as I can tell, due to the lack of auditing of SM forces the only possible way to enforce any restriction would have to be 'all or none'. So they're either allowed or disallowed. This would mean that any sighting of disallowed weaponry could be acted upon. Otherwise it would never be enforceable.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 30, 2011, 04:25:32 PM
BFG would be out of step if they allowed SMs to have lances as they currently sit. Only now it would be the rules that are out of step, rather than nomenclature. I'd rather the latter than the former. As for the Firestorm RSV, the arguments still apply: 1) controlled distribution; 2) may hate the SMs getting it for all we know; 3) should be removed from SM lists anyway.

And 1-3 are all assumed by you, rather then having a shred of evidence to back it up.  

Ah, so we should not only give them lances, but long range lances. Riiiiight. You know, what would be great for popping defences? Nova Cannon. Obviously the SMs should have those too. The point being that they should be as specifically task oriented as possible so that they're not so good in non-assaulting arenas.' Of course all weapons can be used against ships. Else they wouldn't really be weapons. What we're talking here is optimisation. The lance is optimised for hard targets, ie, ships. The BC is optimised for easy targets; defences. Of these two, which should you give to a fleet that is supposed to be good at assaulting defences and bad at fighting warfleets?

The problem is that atm they're not really good at either.  Squadroned defenses can make a mess out of SC if they are mixed WB/lance platforms.   It gets even uglier in a 'fortress assault' where a Ramilies is standing in for a planet.  You know, exactly the kind of mission that SM are supposedly optimized for?

This is truly laughable. If you really want to make a place for lances, write some fluff allowing some specific type of WB to produce a "lance" strike from orbit, or give SMs the "assault lance" which is only useful for boarding and orbital barrages (maybe a type of turret). In no way should we be pandering to the expectations of SM fanbois that happen to glance BFG's way. If we were to do that then the SMs would be the strongest fleets out there. Yes, I said fleets. Because if we're bowing to SM player expectation then there would be an SM fleet for each of the major chapters, each with special rules and some individual ship  types. You'd probably see a chainsword wielding ship for blood angels or space wolves.

Oh, yes, the horror of new ships.  You might have to think at the table as opposed to use a calculator to decide your moves.  And, my God, who would want new players, particularly SM fanboys that spend more on armies then most people do on cars?  That certainly wouldn't help the cause of BFG at all, what with their absurd spending habits that draw GW like flies to a corpse.

Keep up the snark, Sig, and I'll write a BL story that will meet all those nice criteria you sited earlier and give strike cruisers lances, and then where will you be?

Well, probably whining that it's BL so it shouldn't count, unless it goes in BFG 2.0, and then you'll whine how dare anything change.

And we already have a power weapon for BFG, the power ram.  

I agree. It is this appeal that let's them just write it in to their fluff without consideration for the state of play. So they are ignorant. Of course, for those fluff pieces that predate BFG this isn't a lack of foresight on the writers part. In fact, the lance as written of is not objectionable. A more accurate laser is fine. One that is differentially more accurate against ships however is not. This could be considered, then, to be a poorly written rule.

I think that the lance worked fine for the purposes of BFG until it came time to write the SM rules. At this point the writers stopped and thought "uh oh". Their solution was far more elegant than I'd have thought possible, even if it didn't strike me as such at the time. My initial thought was "gimmick for SMs, how typical". Mind you, there may have been an element of the gimmick to it, in order to satisfy some of the cravings for special attention that SM fanbois have (I delineate between fanbois and players here, as I have a SM army and fleet, yet don't feel the need to prop SMs up with so many special rules).

Sig, the thing you seem to come back to is that there's this crunch rule in how lances work in BFG.  I might point out they work pretty much the same in other games, and yet, none of those seem to have the same problem. with SM having lances.  Or IN using bombardment cannons for that matter.


1) So you were the only person who raised this as a concern? Why do you think SMs shouldn't get torps?

Hmm... I seem to recall agreeing with him.  And my reason was that it's an anti-ship weapon that has to be replenished fairly often and therefor not really something SM are going to want to have to set up lines of supply to replenish.

IIRC a voss pattern ship carries 12, a cobra 24, a IN cruiser 42.  One would assume that a Hunter follows the same number as a Cobra.


2) Your restrictions seem backwards to me. A crusading fleet would be assaulting planets far more than a Dominion fleet and so seems to me to have the greater need.

Capacity to replenish.  A SM dominion can use their industrial base to produce torps, a crusading fleet has no such close line of supply.


3) Where would the source of this restriction come from? Would it be a self-limiting restriction? If so, why would the SMs choose this? If not, presumably we're talking an Imperium based restriction. How would they police this? As far as I can tell, due to the lack of auditing of SM forces the only possible way to enforce any restriction would have to be 'all or none'. So they're either allowed or disallowed. This would mean that any sighting of disallowed weaponry could be acted upon. Otherwise it would never be enforceable.

Practical ability to supply.  An SM crusade fleet is on the move and has to replenish supplies from worlds they rescue or liberate, as they're independent from IN lines of supply.  Unless they happen to free a forgeworld or a major hive world, they can't effectively resupply torps.  Torps are difficult to manufacture under idea conditions, and one would imagine nearly impossible on SM crusade forge ships.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on June 30, 2011, 08:34:37 PM
And 1-3 are all assumed by you, rather then having a shred of evidence to back it up.  

No, they're not assumed. The first two are possibilities, the third is a judgement call. Anyway, the point is that their existence is not an argument against the lance being the problem of the Nova. For all we know the IN may not have a problem with RSV Firestorms because of the first two reasons posted (possibly other reasons that I have not thought of too). For all we know the IN may have a problem with RSV Firestorms. You are the one making the assumption that they have no problems with then and that therefore the Nova is not objectionable because of lances and therefore lances are not objectionable for SMs. Lots of assumptions there.

Quote
The problem is that atm they're not really good at either.  Squadroned defenses can make a mess out of SC if they are mixed WB/lance platforms.   It gets even uglier in a 'fortress assault' where a Ramilies is standing in for a planet.  You know, exactly the kind of mission that SM are supposedly optimized for?

This is nonsense. SMs are great at planetary assaults, blockade runs and exterminatus. They are great against defences. Even if they weren't, the solution sure as shit wouldn't be to give them lances!  :o ???

Quote
Oh, yes, the horror of new ships.  You might have to think at the table as opposed to use a calculator to decide your moves.  And, my God, who would want new players, particularly SM fanboys that spend more on armies then most people do on cars?  That certainly wouldn't help the cause of BFG at all, what with their absurd spending habits that draw GW like flies to a corpse.

This is probably the strongest argument against SMs getting lances that I can think of. Well done, just shot yourself in the foot there.


Quote
Keep up the snark, Sig, and I'll write a BL story that will meet all those nice criteria you sited earlier and give strike cruisers lances, and then where will you be?

LOL! As if BL means anything. Besides, if you can write a piece of fluff that shows a clear need for a particular SM chapter to use lances, explains how they get the resources to refit their ships, accounts for the process of refitting and explains why the IN would be fine about doing so (convincingly!, not just some crap about them not feeling threatened or being unable to do anything about it) THEN you'll have a more convincing argument than you've ever had before. In other words, if it makes sense taking into account all factors then it's more reasonable than some "fact" from some codex or other. Mind you, for it to be considered for BFG then it would also have to be reasonably generalisable. That is, something that it would be plausible for several chapters to do, not just one chapter out of the thousands.

Mind you, if you're going to be an author, I suppose I should point out that it's 'cite', not 'site'.

Quote
Well, probably whining that it's BL so it shouldn't count, unless it goes in BFG 2.0, and then you'll whine how dare anything change.

You obviously know nothing about me, despite our long 'discussions'. Typical of a mindless fanboi I suppose. I am a great advocate for change. I have been since first posting way back on the initial GW BFG forum (yes, GW, before red SG forum, before black BFG forum). If I am opposed to a change it is not out of some irrational desire to maintain the status quo. If I ever argue for no change it is simply because I think they've got it right! That's pretty rare.


Quote
Sig, the thing you seem to come back to is that there's this crunch rule in how lances work in BFG.  I might point out they work pretty much the same in other games, and yet, none of those seem to have the same problem. with SM having lances.  Or IN using bombardment cannons for that matter.

What? So, in other game systems lances are more accurate against ships are they?  :o

Quote
Hmm... I seem to recall agreeing with him.  And my reason was that it's an anti-ship weapon that has to be replenished fairly often and therefor not really something SM are going to want to have to set up lines of supply to replenish.

Well they need to resupply all forms of ordnance, be it ammo for projectile weaponry or THs or THs themselves. Don't see this as much of an issue. But hey, I don't suppose you have to take torps.

Quote
Practical ability to supply.  An SM crusade fleet is on the move and has to replenish supplies from worlds they rescue or liberate, as they're independent from IN lines of supply.  Unless they happen to free a forgeworld or a major hive world, they can't effectively resupply torps.  Torps are difficult to manufacture under idea conditions, and one would imagine nearly impossible on SM crusade forge ships.

I don't see this as being an issue to be honest.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on June 30, 2011, 08:52:31 PM
Horizon,

They weren't playtests. They were just friendly games...  :)

I have a habit of attacking with AC in the enemy turn so that I can waste enemy AC in their turn and then add to the H&R crits with reloaded SCs in the immediate turn after. Basically getting 2 full strength ordy phases one after another to overwhelm the enemy before they can react (move or launch).

So when I say I had 20/18 out they would usually be reloaded almost immediately after use.


Torpedoes are fine in the hands of SMs. Afterall they do use them in planetary assaults and exterminatus! Also strangely enough SMs use boarding torps quite often aswell. It also fits very well for taking out stationary defenses from range.

Cheers,

RayB HA
  
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on June 30, 2011, 11:02:19 PM
This is probably the strongest argument against SMs getting lances that I can think of. Well done, just shot yourself in the foot there.

Yes, SM lances would be bad if they attract new players, renew GW interest in BFG, or force Sig to learn to grasp sarcasm.

Mind you, if you're going to be an author, I suppose I should point out that it's 'cite', not 'site'.  

Sig, if you're checking for grammar and spelling in forum posts to try and prove a point, you need to get out more.  Then again, I see why you avoid more heavily populated forums, you'd positively have a conniption.

Though, the idea of expanding from non-fiction into 40k fiction gets more appealing every time you post, Sig.

What? So, in other game systems lances are more accurate against ships are they?  :o

Specifically against ships?  Sorry, RT uses a ballistic stat, so there's no coin toss or gunnery table.  However, the part where it totally ignores armor is still around, yielding a (normally) higher damage per hit then a WB does, since armor is subtracted from rolled damage.  So, it's still an anti-warship weapon, since warships tend to have much higher armor then non-warships.

I don't see this as being an issue to be honest.
Yes, because an army would never march on it's stomach.  How did that work out for Napoleon?  Oh, yeah, Russia...

BTW: 'I've been around since dirt!' hardly makes you right.  I would suggest it is entirely possible that, in fact, YOU are the fanboy here, trying to keep a preferred army exactly as it is, because you LIKE it that way.  Personally, though, again, I really wish that you would get together with the dakkites and collectively decide which one I am.   Other then your obsession with grammar on occasion, you'd fit right in there.
Title: Re: Space Marine Fleet ER
Post by: horizon on July 01, 2011, 04:07:13 AM
Secretly BaronI and Sigoroth are enjoying this a lot.

Throws Cold Beer at them to get the shizzles to the frizzles.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 01, 2011, 05:38:54 AM
Sorry, BI, Sig is not being a fanboy here. Fanboyism is where one wants anything and everything which will boost a faction regardless of fluff or whether it is right. If anything, we know that SM is not dominant in space. You know that. We know that. But you still want them to be dominant in space as on the ground without even until no showing a reason why the SM needs lances. We've already shown SM are ok as it is and just need tweaks on the defensive side. As it is, SM can win even without lances in fleet engagement scenarios. They win more often than not in Planetary Assault and Exterminatus scenarios. That fits well with their fluff. Therefore, this means you are the fanboy here, not us.
Title: Re: Space Marine Fleet ER
Post by: horizon on July 01, 2011, 06:37:09 AM
If anyone forgot my point: no lances on Marine capital ships.

Oh BaronI, I know the RT book + Battlefleet Koronus book.

And I have seen what a Strike Cruiser under FFG would look like -> no lance.

Title: Re: Space Marine Fleet ER
Post by: Sigoroth on July 01, 2011, 08:52:39 AM
Sig, if you're checking for grammar and spelling in forum posts to try and prove a point, you need to get out more.  Then again, I see why you avoid more heavily populated forums, you'd positively have a conniption.

Well, it was a mistake you made more than once, indicating a systemic fault rather than an incidental one. But yes, the forums catering to the more moronic members of the population are a travesty best avoided.

Quote
Though, the idea of expanding from non-fiction into 40k fiction gets more appealing every time you post, Sig.

Hehe.

Quote
Specifically against ships?  Sorry, RT uses a ballistic stat, so there's no coin toss or gunnery table.  However, the part where it totally ignores armor is still around, yielding a (normally) higher damage per hit then a WB does, since armor is subtracted from rolled damage.  So, it's still an anti-warship weapon, since warships tend to have much higher armor then non-warships.

This is not differentially more accurate against ships.

Quote
Yes, because an army would never march on it's stomach.  How did that work out for Napoleon?  Oh, yeah, Russia...

Well I'm sure that if SMs can resupply their ammo and replace their THs and feed themselves over such long campaigns then they must have a supply line. Or else they DON'T have a supply line and are just going to live off the fat of the land. How did that work out for Napoleon? Oh yeah, Russia ...

Quote
BTW: 'I've been around since dirt!' hardly makes you right. 

No, no, my vast intelligence and superior reasoning skills are why I'm right. The fact that I've been around since dirt merely gives a baseline for character reference.

Quote
I would suggest it is entirely possible that, in fact, YOU are the fanboy here, trying to keep a preferred army exactly as it is, because you LIKE it that way.  Personally, though, again, I really wish that you would get together with the dakkites and collectively decide which one I am.   Other then your obsession with grammar on occasion, you'd fit right in there.

Heh, so trying to maintain balance, feel and character is fanboyism? I suppose trying to just give them extra goodies they don't need for the sake of it is the height of reason then?
Title: Re: Space Marine Fleet ER
Post by: horizon on July 01, 2011, 09:05:02 AM

 hardly makes you right.  I would suggest it is entirely possible that, in fact, YOU are the fanboy here, trying to keep a preferred army exactly as it is, because you LIKE it that way. 
Oh yeah. Untrue statement.

Sigoroth is in favour of the following changes compared to Armada Marines Strike Cruisers:

+1 shield on strike cruiser
-1 thawk on strike cruiser
carrier variant strike cruiser (torp as well??)
siege variant strike cruiser

among other things I might have forgotten.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on July 01, 2011, 09:24:50 AM
Yeah, as well as reduced Ld and possibly some teleport attack improvements (multiple TP attacks as standard, or some waived restrictions or whatnot). A torp variant SC is fine by me. I've posited the carrier variant as a fix to other proposed changes (as well as adding variety in itself) and the BC variant as a fix to the OP one currently available, but a torp one would be fine too.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 01, 2011, 10:14:11 PM
Sorry, BI, Sig is not being a fanboy here. Fanboyism is where one wants anything and everything which will boost a faction regardless of fluff or whether it is right. If anything, we know that SM is not dominant in space. You know that. We know that. But you still want them to be dominant in space as on the ground without even until no showing a reason why the SM needs lances. ....   Therefore, this means you are the fanboy here, not us.

The part where your argument falls down is that IN is still dominant in space.  My point has been that lances/no lances, SM are not the dominant force in space, IN is.  My point is and has been that SM lances are irrelevant to the dominance issue.  SM having them or not gives IN no real increase in advantage as their primary advantage is that they grotesquely outnumber any SM force.  The possession of lances is irreverent to the balance of power.

Since the fallback point seems to be the lance crunch, I'll refer back to a point I made in a past thread on this:

The Imperial Weapons test:
Crewman: 'Admiral, we've moved two decommissioned target ships into position.'

Lance fires, cruiser 1 is damaged.

BC fires.  Cruiser 2 explodes into confetti from drive crit due to increased crits from BC rules.

Admiral: 'Well, it's clear that the lance is a far greater threat to our ships!'  

Inquisitor: 'How much obsura did you smoke today, Admiral?'  


And I have seen what a Strike Cruiser under FFG would look like -> no lance.

I'm guessing you're referring to the CSM one in BFK?  While it must have some strong point, the hell party reduced it to drifting fragments in three rounds.  With a Sword (which took five hull damage).  

By way of explanation, they refer to this particular trick as a 'Stargate'.  

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 01, 2011, 10:37:23 PM
The part where your argument falls down is that IN is still dominant in space.  My point has been that lances/no lances, SM are not the dominant force in space, IN is.  My point is and has been that SM lances are irrelevant to the dominance issue.  SM having them or not gives IN no real increase in advantage as their primary advantage is that they grotesquely outnumber any SM force.  The possession of lances is irreverent to the balance of power.

You miss the point again. We are now talking about fanboyism, where you want anything and everything for a faction even if fluff doesn't support it, though yes, lances on cap ships will make SM quite dominant on the gaming table as well as fluff on the task force level. You keep missing the point about the effect of lances on SM ships on that sized force level. They might be at a disadvantage strategically (which is useless for games purposes) but tactically (as in games) they will do quite well.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 02, 2011, 12:02:43 AM
Whilst numerically, the IN would be dominant, if SMs had lances then they would be individually capable of taking on IN warships on an equal footing. Given that the IN is usually quite spread out, and an unrestrained SC could cause untold damage, individual IN ships need to be superior to individual SM ones.

SMs are allowed to gain parity in terms of defences, because delivering their cargo is important.

They should not have parity on offence, because an individual IN vessel would be expected to shut one down hard.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 02, 2011, 02:55:37 AM
You miss the point again. We are now talking about fanboyism, where you want anything and everything for a faction even if fluff doesn't support it, though yes, lances on cap ships will make SM quite dominant on the gaming table as well as fluff on the task force level. You keep missing the point about the effect of lances on SM ships on that sized force level. They might be at a disadvantage strategically (which is useless for games purposes) but tactically (as in games) they will do quite well.

*sigh* Fluff does support it (don't make me drag out planetstrike again), it's some people's interpretation of the gaming table rules that does not. 

In Fluff SM ships are spread across a segmentum or more.

In fluff, the SM fleet in Armada does not exist.  It's a fabrication of the game system, similar to a tabletop SM army in 40k.  Even the biggest SM on SM dustups have not used fleets like this.  There are only two occasions that a nearly pure SM fleet might exist, being a Crusade fleet such as BTs, or a Dominion fleet such as UM.   The only 'fluff' lists are Armageddon, Dominion (sort of) and Crusade (sort of).

Sadly, the god awful lists in IA:X were fluffier then the existing SM list. 
Title: Re: Space Marine Fleet ER
Post by: horizon on July 02, 2011, 06:12:19 AM
BaronI,

no, if you read closely my name is listed in Battlefleet Koronus. So I've seen ehm other things.... ;)
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on July 02, 2011, 09:19:53 AM
@BI

If the SM fleet should not exist by fluff then you can't argue fluff to put lances on a fleet that should not exist by the same fluff.

Apart from that, everything else you've said is also wrong. Take my opposition as read.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 02, 2011, 02:42:25 PM
*sigh* Fluff does support it (don't make me drag out planetstrike again), it's some people's interpretation of the gaming table rules that does not.  

In Fluff SM ships are spread across a segmentum or more.

In fluff, the SM fleet in Armada does not exist.  It's a fabrication of the game system, similar to a tabletop SM army in 40k.  Even the biggest SM on SM dustups have not used fleets like this.  There are only two occasions that a nearly pure SM fleet might exist, being a Crusade fleet such as BTs, or a Dominion fleet such as UM.   The only 'fluff' lists are Armageddon, Dominion (sort of) and Crusade (sort of).

Sadly, the god awful lists in IA:X were fluffier then the existing SM list.  

Really? I guess the SM fleet in Armada was inserted in my book then by some supernatural being because I sure as heck have it in my book. So I guess the whole book should also be thrown out and just take what you say as canon. Go ahead and play your SM your way then. I sure won't.

Aside from which you still sidestep the question on SM needing lances games wise.

Sorry if many of us here are not SM fanboys in BFG. Most of use prefer to fix them accordingly and yet still be true to the fluff. They need just a few tweaks but definitely not lances.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 02, 2011, 04:36:10 PM
BaronI,

no, if you read closely my name is listed in Battlefleet Koronus. So I've seen ehm other things.... ;)

I know your name is in BFK.  But until what you saw is in a published book or released via another official channel, it doesn't count.  It's like any number of things that get bounced around GW.  Not all of them get released. 



I think we've more or less dead-ended.  It's clear nothing I say will convince some people, and what they say is not likely to convince me.  I'll go back to blasting SM ships to confetti with my IN and Chaos fleets and the problem will correct itself magically correct itself.
Title: Re: Space Marine Fleet ER
Post by: fracas on July 02, 2011, 05:23:08 PM
Back to the fray
1. +1 shield to strike cruisers
2. Replace 3 bombardment cannons with a lance
3. Limit torpedoes to dominion fleets
4. Improve their teleport ability, either improved ranges and or number of teleport attacks, or both.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 02, 2011, 09:22:06 PM
Back to the fray
1. +1 shield to strike cruisers
2. Replace 3 bombardment cannons with a lance
3. Limit torpedoes to dominion fleets
4. Improve their teleport ability, either improved ranges and or number of teleport attacks, or both.


Str 2 lance for a str 3 BC would be balanced unless I misread the table.
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on July 02, 2011, 10:08:39 PM
Back to the fray
1. +1 shield to strike cruisers
2. Replace 3 bombardment cannons with a lance
3. Limit torpedoes to dominion fleets
4. Improve their teleport ability, either improved ranges and or number of teleport attacks, or both.

1. Yes
2. No
3. No
4. Yes. I'd say remove some restrictions and maybe add another TP attack.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 02, 2011, 10:54:03 PM
Back to the fray
1. +1 shield to strike cruisers
2. Replace 3 bombardment cannons with a lance
3. Limit torpedoes to dominion fleets
4. Improve their teleport ability, either improved ranges and or number of teleport attacks, or both.


Str 2 lance for a str 3 BC would be balanced unless I misread the table.

Oh, and how about Str 3 60 cm lances for the Battle Barge as well? And an SC with lances to the front as well as the broadsides! That would be fabulous! Oh and!...Wait for it!...Make the SO in its original incarnation legit! Awesomesauce!

If you didn't get it, the above is dripping with absolute sarcasm.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 03, 2011, 02:23:34 AM
Yes, D'Art, at this point we all appreciate your feedback.

If you didn't get it, the above is dripping with absolute sarcasm.

Let me ask; do you hold a red cup while you post, or do you just pretend?


I've made a point to try and stay polite on this, but if you guys are really intent on dragging this into the dirt, then, by all means...



(http://www.demotivationalposters.org/image/demotivational-poster/0808/come-get-some-duke-nukem-chuck-norris-rnr-fear-postal-halfli-demotivational-poster-1218117037.jpg) (http://www.demotivationalposters.org/duke-nukem-chuck-norris-rnr-fear-postal-halflife-demotivational-posters-15015.html)
Title: Re: Space Marine Fleet ER
Post by: horizon on July 03, 2011, 09:23:55 AM
Come on BaronI what did you expect when suggesting 2 lances in a thread filled with people objecting to lances at all?

Quote
I think we've more or less dead-ended.  It's clear nothing I say will convince some people, and what they say is not likely to convince me.  I'll go back to blasting SM ships to confetti with my IN and Chaos fleets and the problem will correct itself magically correct itself.
This makes it come across as if the Marine fleet needs lances to win. This is absolutely untrue. And in the light of Fracas a lance would weaken them down (he mentions BC's being better).

Fracas,
1. yes
2. no
3. no
4. yes

Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 03, 2011, 10:45:28 AM
#1. Yes.
#2. Absolute no. Never in a million years no.
#3. No torp restrictions.
#4. Yes.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 03, 2011, 11:36:31 AM
Yes, D'Art, at this point we all appreciate your feedback.

If you didn't get it, the above is dripping with absolute sarcasm.

Let me ask; do you hold a red cup while you post, or do you just pretend?


I've made a point to try and stay polite on this, but if you guys are really intent on dragging this into the dirt, then, by all means...



(http://www.demotivationalposters.org/image/demotivational-poster/0808/come-get-some-duke-nukem-chuck-norris-rnr-fear-postal-halfli-demotivational-poster-1218117037.jpg) (http://www.demotivationalposters.org/duke-nukem-chuck-norris-rnr-fear-postal-halflife-demotivational-posters-15015.html)

I don't hold a red cup because I want to be sure you actually know I am being sarcastic. As for you being polite, I will give you that but if you think I am being impolite and thus want to drop being polite, then by all means you are free to do so.
Title: Re: Space Marine Fleet ER
Post by: fracas on July 03, 2011, 01:29:43 PM
2. Yes a single lance instead of 3 bc is weaker, but still allows the strike cruiser with a lance even when braced. The barge should have it's 8 bc replaced by 3 lances (possibly 4).

3. How would a crusading fleet resupply their torpedoes? Why would they take them without a ready resupply available? In addition, torpedoes are long range anti-ship weapons not realy within mission function for space marines. The barge should have it's torpedoes replaced with 3 bombardment cannons.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 03, 2011, 03:06:46 PM
Ammunition ships.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 03, 2011, 03:26:51 PM
1. Yes
2. No
3. No
4. yes

Quote
How would a crusading fleet resupply their torpedoes? Why would they take them without a ready resupply available? In addition, torpedoes are long range anti-ship weapons not realy within mission function for space marines.

The same way they replenish their bombardment cannon shells. You're advocating removing one weapons system because it requires resupply and replacing it with another weapon that has the same need. In addition, torpedoes suck at long range anti-ship duties since all but the most daft opponents tent to intercept them or move out of the way long before their ships are threatened by the torpedoes.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on July 03, 2011, 03:54:11 PM
Hi Guys,

BaronIveagh has made a valid point, SMs don't usually use large fleets. That's one of the reasons I think of them as a Raiding fleet, simply because its usually small and usually on the offense. I'm not suggesting that they should be a Raiding fleet like Eldar but I do think they and CWE should have a new 'type' of fleet.

There are cases in official background where SCs have lances but these seem to be character ships or at the very least very very rare. They're not really worth putting in the list.

SM fleets could be resupplied at space stations, transports, forge ships or even BaBs!

I've played a couple of actual playtests against chaos still using the armada fleet. SMs are still winning but before I make a new thread for SM playtests I'm going to playtest some more but only against chaos and IN until SMs are sorted against them.

The Chaos fleet I was using was 2 Hades and 5 Devs. No terrain! I thought the Chaos fleet was fine, and crippled half the SCs but in return the SCs just kicked ass! 2 squadrons of SCs were BFI'd each turn and in one of those turns managed to cripple a damaged Dev each in boarding! TH's weren't too scary this time as the Devs reduced the waves to pathetic strengths.

Cheers,

RayB HA  
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 03, 2011, 05:32:13 PM
The same way they replenish their bombardment cannon shells. You're advocating removing one weapons system because it requires resupply and replacing it with another weapon that has the same need. In addition, torpedoes suck at long range anti-ship duties since all but the most daft opponents tent to intercept them or move out of the way long before their ships are threatened by the torpedoes.

I'm advocating it because in fluff macrocannon projectiles are, comparatively, plentiful.  They're available via a large number of sources.  Torps, however, are fairly rare, with forge worlds and high end hive worlds being the two locations they're readily available (relatively speaking).  While they can be acquired elsewhere, their relative rarity outside IN supply lines makes them difficult to find.

You'd be amazed the number of times I've had opponents who had not played against me before pick up my fleet list and re-read it when the torps they thought they dodged turned around and nailed something.  Guided is a wonderful upgrade, and you'd be amazed how many opponents ignore it the first time around because, like Horizon, they think I'm mad to use it.  It jerks around people's preconceptions of how to deal with torp heavy IN, since they see 'IN' but have to think more 'Tau'.  Against the same people over and over again it has little effect, but can catch an opponent in tourney by surprise.  


There are cases in official background where SCs have lances but these seem to be character ships or at the very least very very rare. They're not really worth putting in the list.

SM fleets could be resupplied at space stations, transports, forge ships or even BaBs!


I'd say rare more then character ships.

Llyan (Storm Warriors, Lance) [The Emperor's Will, Inferno]
Tigris (Storm Warriors, Lance) [The Emperor's Will, Inferno]
Malevolant (Blood Angels, probable lance) [Soul Hunter]
Aurora (Imperial Fists, Lance) [Rynns World]
Verde (Imperial Fists, Lance)[Rynn's World]
Three unnamed strike cruisers (Marines Vindicant, Lance) [Planetstrike]

BTW: make sure you actually play the SM ships.  If you do like I did in my playtest a while back during FAQ testing and play against them D'Art will claim it doesn't count. 
Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 03, 2011, 05:43:29 PM
Considering Torpedoes are the primary weapon of a majority of IN warships, I don't think supply is going to be an issue for the comparatively few SM vessels.
Title: Re: Space Marine Fleet ER
Post by: fracas on July 03, 2011, 05:58:20 PM
When a fleet is on crusade I don't think resupply would be so easy. And storage space for torpedoes would be much greater than for bombardment cannon.
Title: Re: Space Marine Fleet ER
Post by: horizon on July 03, 2011, 07:26:37 PM

The Chaos fleet I was using was 2 Hades and 5 Devs. No terrain! I thought the Chaos fleet was fine, and crippled half the SCs but in return the SCs just kicked ass! 2 squadrons of SCs were BFI'd each turn and in one of those turns managed to cripple a damaged Dev each in boarding! TH's weren't too scary this time as the Devs reduced the waves to pathetic strengths.
How on earth??? That's 18 lances @ 60cm. Go abeam (14 lances) and wait. Use AC (aboats vs strike cruisers) aggresively at the early stage.



Guided torps, Baron I, you turn them 45, fly the 30cm distance. Turn 45, fly 30m. Turning around is a real long road.

Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 03, 2011, 08:31:17 PM
Guided torps, Baron I, you turn them 45, fly the 30cm distance. Turn 45, fly 30m. Turning around is a real long road.

If you're waiting or it to go totally past them, sure.  I was using the 180 as an extreme example.  Usually I end up making one 45, as usually they ignore the torps if they look like a clean miss.  

Though 180s are quite possible and have hit before. Though that one is tougher.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 04, 2011, 12:58:21 AM
Hi Guys,

The Chaos fleet I was using was 2 Hades and 5 Devs. No terrain! I thought the Chaos fleet was fine, and crippled half the SCs but in return the SCs just kicked ass! 2 squadrons of SCs were BFI'd each turn and in one of those turns managed to cripple a damaged Dev each in boarding! TH's weren't too scary this time as the Devs reduced the waves to pathetic strengths.

Cheers,

RayB HA  

Still not balanced. 3 Devs should be enough with the other points going to Carnages or Murders. Boarding? Really?
Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 04, 2011, 05:28:37 AM
Quote
I'm advocating it because in fluff macrocannon projectiles are, comparatively, plentiful.  They're available via a large number of sources.

Bombardment cannons aren't the same as macrocannons though. Bombardment cannons fire magma bombs which is why they hit on 4+ and crit on 4+. Last time I checked, IN escorts and Cruisers weren't sporting those stats. I'd also wager that as a assault fleet, the marines embarked on a crusade would be working with IN ships and therefore have access to IN supply lines if not their own supply lines. Surly the marines who, by your estimation, are more than capable of building whole fleets of warships without oversight would have little trouble with the far less complex and resource intensive systems of torpedo.

Quote
You'd be amazed the number of times I've had opponents who had not played against me before pick up my fleet list and re-read it when the torps they thought they dodged turned around and nailed something.

You're changing the rules. Guided torps aren't standard and the boarding torps that Marines have are a different kettle of fish.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 04, 2011, 08:41:20 AM
Bombardment cannons aren't the same as macrocannons though. Bombardment cannons fire magma bombs which is why they hit on 4+ and crit on 4+. Last time I checked, IN escorts and Cruisers weren't sporting those stats. I'd also wager that as a assault fleet, the marines embarked on a crusade would be working with IN ships and therefore have access to IN supply lines if not their own supply lines. Surly the marines who, by your estimation, are more than capable of building whole fleets of warships without oversight would have little trouble with the far less complex and resource intensive systems of torpedo.

The whys and werefors of that magic to hit and crit bonus are a bit murkier now, since other weapons stated to fire magma bombs are heaped in with macrocannons, including meltacannons in 'starship' size and quite a few plasma and laser weapons.  'Weapon battery' and 'macrocannon' are pretty broad categories at this point, encompassing everything from the 'standard' macrocannon to such esoteric entertainment as disruptor weapons, including entire spectrums of crap that have their own special rules outside BFG.   As are lances, really, if you get down to it.

Personally, I just file it away with the reason a Lunar's stygies pattern macrocannons don't treat the target's armor as a point lower in BFG.  

And, as I said: Dominion fleets would have no problem producing torps.  Crusade fleets, on the other hand, would find them exceedingly difficult to produce on a regular basis.  And, remember, other then regular maintenance, a ship does not have to be rebuilt in it's entirety (usually) after a battle.  Given the limited number of munitions that a given ship can carry, they would have to replenish fairly often.  It's not a matter of capability, it's a matter of available resources.  Transporting torps, or even components, as cargo is hideously risky, to the point of being a hazard to the ships around them, if you're transporting sufficient amounts to keep a Crusade fleet stocked.  

How risky?  Orks think it's a good idea to produce torps on board ship, there's that much entertainment potential.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 04, 2011, 04:20:16 PM
Quote
The whys and werefors of that magic to hit and crit bonus are a bit murkier now, since other weapons stated to fire magma bombs are heaped in with macrocannons, including meltacannons in 'starship' size and quite a few plasma and laser weapons.

It's only murkier when you ignore the descriptions in BFG. Remember, it's still 100% official you can't just chuck it for something else. Remember those laser and plasma batteries are already found on a few IN ships in BFG but they don't grant the 4+ hits that the bombardment cannons do.


Quote
rusade fleets, on the other hand, would find them exceedingly difficult to produce on a regular basis.  And, remember, other then regular maintenance, a ship does not have to be rebuilt in it's entirety (usually) after a battle.  Given the limited number of munitions that a given ship can carry, they would have to replenish fairly often.  It's not a matter of capability, it's a matter of available resources.  Transporting torps, or even components, as cargo is hideously risky, to the point of being a hazard to the ships around them, if you're transporting sufficient amounts to keep a Crusade fleet stocked. 

Risky or no, someone has to do it. I'd highly doubt that the Space Marines, the masters of strategic and tactical nuance after hundreds of years of combat, would forget to bring a resupply ship on a crusade. For that matter, why wouldn't they have access to IN supply lines during a crusade either?
Title: Re: Space Marine Fleet ER
Post by: fracas on July 04, 2011, 04:27:39 PM
would be good to include supply ships in the game, especially for campaign
maybe +1 to reroll ordnance if within 10cm or such


but even so, deep space crusades would eventually run out of supply, even faster if the ammo ship is lost.
so not a supply ship but a manufacturum ship ... which then needs raw resources to manufacture ... which then would degrade the crusade's mission / objective run some.
would be better if you just go with energy based weapon that doesn't need to be resupplied.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 04, 2011, 10:29:52 PM
You have to realize that the reliance on consumables can be considered a built in control on SM activities as well.

Crusades would be normally planned out and resupplying of ammunition would be one of the major points in any budget discussed in such an endeavor.

Aside from which combat is not done every minute. Getting from one planet to another can take months or even years, enough for the Mechanicum units tagging along to create factories on the conquered worlds to resupply the ongoing campaign.

Resources have always been the most difficult part in any campaign which is why the initial targets are ones which would be able to supply the fighting forces their basic needs. Easier to create where you are rather than wait for resupply.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 05, 2011, 06:59:13 AM
You have to realize that the reliance on consumables can be considered a built in control on SM activities as well.

Crusades would be normally planned out and resupplying of ammunition would be one of the major points in any budget discussed in such an endeavor.

Aside from which combat is not done every minute. Getting from one planet to another can take months or even years, enough for the Mechanicum units tagging along to create factories on the conquered worlds to resupply the ongoing campaign.

Resources have always been the most difficult part in any campaign which is why the initial targets are ones which would be able to supply the fighting forces their basic needs. Easier to create where you are rather than wait for resupply.

Hmm... The problem with supply as a built in means of control is that SM chapters with their own private star systems and (in some cases) subsectors mean that this is not universally applied.  (Example: the production facilities at Calth, which include shipyards.)

I will say that the fluff sources that discuss supply and procurement for IG and IN seem to indicate that supply is a mixed bag.  IN uses victualing ships with a scale equaling or exceeding a Emperor class battleship, however, where (and how) they get the raw food stuffs is not clear.  IG regulations seem to combine foraging and buying (or seizing) with shipments of rations from the units homeworld and soylant green. 

Hive or forge worlds seem required to produce anything more advanced then knives and lasguns, with various segmentum commands setting up arsenal worlds filled with munitions.  And then forgetting them laying around the place or having little to no idea what is stored in them. 

It's no wonder the DKoK have quartermasters that wander around stripping the dead of anything useful.  It's probably less of a supply nightmare.  In fluff at one point the Inquisition tries several times to discover how the administratum and a few other imperial organizations could possibly ever work across the Imperium: they tried several times, and despite executing dozens of adepts, the answer is always 'it doesn't'. 

As far as IN goes: it's interesting just how wildly different IN is from sector to sector, even in command structure below about 'Admiral'. 
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 05, 2011, 11:12:03 AM
SM with their own systems like UM would fall under the Dominion list. While they have their systems, they are still being monitored by the other organizations. How efficiently monitored? Can be bad as your example and yet might also be much better but not let on. Could also even be that like the UM, they can be open (as much as any SM can be open anyway).

Crusaders would be harder to monitor so better to limit the ammunition to one which the Munitorium can have more control. SM can still go on their crusades but only up to how long their consumables last.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on July 05, 2011, 05:16:22 PM
I will write up a few playtests using the armada list and start a new thread.

Horizon,
18 lances, 8 of them on lock-on, firing at 2 squadrons that are braced, 2 points of damage suffered on each squadron past shields. (3 if the 'leftover' shot on one of them wasn't saved. So on 'average' one of them might get crippled, or if all the firepower went towards one squadron one SC would almost be dead. (in which case having an extra shield would do little  :))

BI,
I play as both sides, if there is two of us we swap sides for 2 'identical' games.

Admiral_d_Artagnan,
Carnages, really? Given that SCs have a 90* turn and have 6+ armour it makes it difficult to get a good shot, almost impossible on Lock-on.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 05, 2011, 08:53:35 PM
Well I don't know what to say Ray, but your battlefield experiences are nothing like mine.

I played out the same scenario, and chaos annihilated the SCs, both times round. By the time the SCs could get into boarding range, they were damaged, braced, or both. Even with SCs ganging up on one target, the boarding actions tended to fairly even odds, with the chaos ordnance shutting the SCs down hard and finishing them off with gunnery.

I played as both sides, and both cases every SC was crippled or destroyed, with only one chaos cruiser destroyed out of both games.
Title: Re: Space Marine Fleet ER
Post by: fracas on July 05, 2011, 09:49:46 PM
there should be three lists with SM
1. Combined with IN ala Armageddon list, reliance on IN escorts rather than SM ones.
2. Crusade fleet with minimal reliance on weapons needing resupply, lance armed.
3. Dominion fleet with more variable SCs and SM escorts
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 05, 2011, 10:56:35 PM
Well I don't know what to say Ray, but your battlefield experiences are nothing like mine.

I played out the same scenario, and chaos annihilated the SCs, both times round. By the time the SCs could get into boarding range, they were damaged, braced, or both. Even with SCs ganging up on one target, the boarding actions tended to fairly even odds, with the chaos ordnance shutting the SCs down hard and finishing them off with gunnery.

I played as both sides, and both cases every SC was crippled or destroyed, with only one chaos cruiser destroyed out of both games.

Maybe he is forgetting something with the rules? Like you I cannot see how SM with 1 shield can survive 18 long range lances.
Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 06, 2011, 08:14:17 AM
(3 if the 'leftover' shot on one of them wasn't saved. So on 'average' one of them might get crippled, or if all the firepower went towards one squadron one SC would almost be dead. (in which case having an extra shield would do little  :))

It's not a case of having one SC crippled or destroyed. Those long range lances can put a point of damage on every SC over two turns of firing, or force them to brace, after which they aren't individually a threat to a line cruiser anymore.

After that point, ships can pool firepower more easily than SCs can gang up in boarding actions, and the SCs are on a losing path. A second shield helps significantly with an enemy spreading firepower around, and will help more ships survive undamaged for longer.
Title: Re: Space Marine Fleet ER
Post by: horizon on July 06, 2011, 08:34:19 AM
I will write up a few playtests using the armada list and start a new thread.

Horizon,
18 lances, 8 of them on lock-on, firing at 2 squadrons that are braced, 2 points of damage suffered on each squadron past shields. (3 if the 'leftover' shot on one of them wasn't saved. So on 'average' one of them might get crippled, or if all the firepower went towards one squadron one SC would almost be dead. (in which case having an extra shield would do little  :))

BI,
I play as both sides, if there is two of us we swap sides for 2 'identical' games.

Admiral_d_Artagnan,
Carnages, really? Given that SCs have a 90* turn and have 6+ armour it makes it difficult to get a good shot, almost impossible on Lock-on.

Cheers,

RayB HA


weird weird weird.

Two squadrons braced is no return lock on from marines is no thawk reload is no boarding is no teleports is no aaf.

Chaos gets two rounds of full fire with all those lances.

I'm with the admiral... forgetting a rule?
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 06, 2011, 07:36:06 PM
SM with their own systems like UM would fall under the Dominion list. While they have their systems, they are still being monitored by the other organizations. How efficiently monitored? Can be bad as your example and yet might also be much better but not let on. Could also even be that like the UM, they can be open (as much as any SM can be open anyway).

Crusaders would be harder to monitor so better to limit the ammunition to one which the Munitorium can have more control. SM can still go on their crusades but only up to how long their consumables last.

The problem is Crusades like the BT's that have been going on for 10k years.  somehow I doubt they packed that much by way of supplies. 

As far as control goes: if Dominion worlds are all like the worlds of Ultramar, that's a pretty bad means of control, since not even the Inquisition can go there without an invitation.  They try to get around this prohibition with unmanned spy satellites (technically getting around them not be permitted to go there themselves) but so far the Ultramarines have proven adept at spotting them and eliminating the unwanted ones.

fracas has a good point about 'munitionless' weapons.  Lasers (duh), lances (again duh), plasma (byproduct of starship drive), and disruptors (ionized hydrogen) would be preferred, since the components would be longer lasting for their size and availability than macrocannons.  Torps and bombardment cannons would be less viable, as would strike craft (unless they were stowed in some sort of stasis holds when not in use).
Title: Re: Space Marine Fleet ER
Post by: RCgothic on July 06, 2011, 08:47:03 PM
Or would be, if it weren't fairly prominent in the fluff that the power relays required for energy weapons like lances are pretty short lived and need constant replacing, thereby negating any ammunition saving.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 06, 2011, 09:45:08 PM
Or would be, if it weren't fairly prominent in the fluff that the power relays required for energy weapons like lances are pretty short lived and need constant replacing, thereby negating any ammunition saving.


Which has never made much sense, as a relay is a type of automatic switch.  Even for the highest outputs they're actually quite small.  

An example would be the circuit breakers in your house.  If they need frequent replacing, there's something seriously wrong with your wiring.  

And the only place they'd be used on a lance at all is on the transmission lines (which can't be what they're replacing as those relays failing means the line has shorted) or as part of the circuit that controls the capacitor charge (which might possibly have a large heatsink, but given a lance only fires about once a half hour, is unlikely.).

The only way we'd need thousands of men is if they're have a very large one and are passing it bucket brigade style up from the supply room rather then have one guy carry it on a cart.
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 06, 2011, 11:29:16 PM
The problem is Crusades like the BT's that have been going on for 10k years.  somehow I doubt they packed that much by way of supplies.  

It's not like the Munitoriums have ceased production of supplies during those 10k years. Crusade, conquer, construct, continue. Heck the whole 40k universe is a Crusade writ large if you think about it.

As far as control goes: if Dominion worlds are all like the worlds of Ultramar, that's a pretty bad means of control, since not even the Inquisition can go there without an invitation.  They try to get around this prohibition with unmanned spy satellites (technically getting around them not be permitted to go there themselves) but so far the Ultramarines have proven adept at spotting them and eliminating the unwanted ones.

Yes, and so you have this situation where SM do not want the Imperium itself looking into its affairs. The scenario you portray already would make them be suspect in the eyes of every other organization and yet you still want them to have the means to defeat the IN should they decide to turn coat. The Imperium while slow is not that stupid especially with the Heresy in hindsight.

fracas has a good point about 'munitionless' weapons.  Lasers (duh), lances (again duh), plasma (byproduct of starship drive), and disruptors (ionized hydrogen) would be preferred, since the components would be longer lasting for their size and availability than macrocannons.  Torps and bombardment cannons would be less viable, as would strike craft (unless they were stowed in some sort of stasis holds when not in use).

That would be ideal...if the group you want it to have can be trusted. As your post effectively proves that SM cannot be trusted since the Inquisition can't monitor them effectively, why should they be trusted with munitionless weapons? Any sane organization would provide them with the tools that fit their role, in this case ground combat and limit the tools which they don't need or provide a means of control like limited ammunition and supplies. Even on the ground, they are using Bolters and meltas more than lascannons and plasma weapons. That is their role, that is what they get and since fleet engagements are not their mandate, they shouldn't get lances on their cap ships.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 07, 2011, 01:00:19 AM
Yes, and so you have this situation where SM do not want the Imperium itself looking into its affairs. The scenario you portray already would make them be suspect in the eyes of every other organization and yet you still want them to have the means to defeat the IN should they decide to turn coat. The Imperium while slow is not that stupid especially with the Heresy in hindsight.

No more then the adeptus mechanicus.  Who also joined Horus in the rebellion, practice heresy in the eyes of the church, have a vast private fleet with lances (and weapons potent far beyond what IN has), and don't technically have a combat role in the Imperium AT ALL beyond the Titan Legions, field repairs on IG and IN equipment, and production of munitions. Oh, and, while a single space marine going rogue or defecting to chaos is bad, a rogue magos can devastate entire worlds by themselves.

That would be ideal...if the group you want it to have can be trusted. As your post effectively proves that SM cannot be trusted since the Inquisition can't monitor them effectively, why should they be trusted with munitionless weapons? Any sane organization would provide them with the tools that fit their role, in this case ground combat and limit the tools which they don't need or provide a means of control like limited ammunition and supplies. Even on the ground, they are using Bolters and meltas more than lascannons and plasma weapons. That is their role, that is what they get and since fleet engagements are not their mandate, they shouldn't get lances on their cap ships.

As opposed to, again, the admech, that the inquisition cannot monitor effective and has far greater power and more potent weaponry?  Who's defections have blasted more worlds to ash, including Terra during the siege, than the wildest dreams of Horus?

CSMs are scary to the Imperium, but rogue admech are dangerous to it. 

And second, since when were either the Inquisition or the Adeptus Mechanicus sane organizations? 
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 07, 2011, 04:46:06 AM
No more then the adeptus mechanicus.  Who also joined Horus in the rebellion, practice heresy in the eyes of the church, have a vast private fleet with lances (and weapons potent far beyond what IN has), and don't technically have a combat role in the Imperium AT ALL beyond the Titan Legions, field repairs on IG and IN equipment, and production of munitions. Oh, and, while a single space marine going rogue or defecting to chaos is bad, a rogue magos can devastate entire worlds by themselves.

Yes but who initiated the defecting and who does the fighting? Not the AM. The SM initiated the treachery. Point here is still that the SM is still more dangerous than the AM will ever be. Because they know how to make effective use of the weapons.

As opposed to, again, the admech, that the inquisition cannot monitor effective and has far greater power and more potent weaponry?  Who's defections have blasted more worlds to ash, including Terra during the siege, than the wildest dreams of Horus?

CSMs are scary to the Imperium, but rogue admech are dangerous to it. 

And second, since when were either the Inquisition or the Adeptus Mechanicus sane organizations? 

Having weapons doesn't mean you know how to use them effectively in combat. Sure they can blast planets but that's about all they know. If troops can get into an SM ship, even regular IG, the AM would be on the losing ground. Much more if they face SM. SM know how to use them effectively and are better tacticians than the regular troops.

By sane, I mean the organization would know how to set limits based on their experiences of having half the legion of supermen turn traitor and wreak havoc on the existing establishment then. For some reason, you choose to ignore that.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 07, 2011, 07:03:05 AM
Yes but who initiated the defecting and who does the fighting? Not the AM. The SM initiated the treachery. Point here is still that the SM is still more dangerous than the AM will ever be. Because they know how to make effective use of the weapons.

Oh, no fighting at all, and certainly not with traitor skitari, elements of the legio cybernetica, and certainly not leading the assault on the Imperial Palace in the form of the Dies Irae smashing through a line that had held up space marines for a week.  Not a bit of fighting.

Let me get this straight, the people that the space marines go to in order to learn how to maintain and make the most effective use of equipment in the field don't know how to do that themselves?

Having weapons doesn't mean you know how to use them effectively in combat.

See comment above on who teaches Space Marines about that above.  The Collegia Titanica would strongly disagree with your sentiment.

Sure they can blast planets but that's about all they know. If troops can get into an SM ship, even regular IG, the AM would be on the losing ground. Much more if they face SM. SM know how to use them effectively and are better tacticians than the regular troops.

Yes, because they certainly wouldn't have heavily trained and augmented skitarii.  Who, by the way, are considered at least the equals of IG stormtroopers and tend to be backed up by heavy combat servitors.  Or, and more frighteningly, elements of the legio cybernetica, who's lesser designs include SM dreadnoughts and who's greater ones can cause trouble for Warlord class Titans.


By sane, I mean the organization would know how to set limits based on their experiences of having half the legion of supermen turn traitor and wreak havoc on the existing establishment then. For some reason, you choose to ignore that.

Because the Inq has a long history of ignoring exactly that, on numerous occasions, for various reasons.  Point of fact there's at least two radical and (technically) one puritain philosophies in the Inq that actually revolve around that idea being a good thing.  (Since, after all, it was the Thorians, not a 'radical' branch, that attempted to replicate the primarch project and make even more powerful SM.)
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 07, 2011, 10:00:35 AM
Oh, no fighting at all, and certainly not with traitor skitari, elements of the legio cybernetica, and certainly not leading the assault on the Imperial Palace in the form of the Dies Irae smashing through a line that had held up space marines for a week.  Not a bit of fighting.

Oh sure. Sending a big giant mech to break the siege. Such a difficult task. Take away the mech and put guns in their pilots hands. Then let's see them do combat.

Let me get this straight, the people that the space marines go to in order to learn how to maintain and make the most effective use of equipment in the field don't know how to do that themselves?

Yep. Construction is different from application.

See comment above on who teaches Space Marines about that above.  The Collegia Titanica would strongly disagree with your sentiment.

Disagree all they want. They're main advantage are the Titans with the SM not really having anything much to take one on (though the SM don't seem to think so). Take away those big toys and they would have a hard time dealing with SM.

Yes, because they certainly wouldn't have heavily trained and augmented skitarii.  Who, by the way, are considered at least the equals of IG stormtroopers and tend to be backed up by heavy combat servitors.  Or, and more frighteningly, elements of the legio cybernetica, who's lesser designs include SM dreadnoughts and who's greater ones can cause trouble for Warlord class Titans.

Yep toys for the big boys. However, experience in battle still is different from merely piloting one and the AM have not been seeing as much action as you'd like them to be.

Because the Inq has a long history of ignoring exactly that, on numerous occasions, for various reasons.  Point of fact there's at least two radical and (technically) one puritain philosophies in the Inq that actually revolve around that idea being a good thing.  (Since, after all, it was the Thorians, not a 'radical' branch, that attempted to replicate the primarch project and make even more powerful SM.)

Yup and they haven't been successful have they? Obviously in the 40k universe, you would be one of these radicals and I of course would be on the opposite end. Better safe than have to be sorry again.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 07, 2011, 05:47:21 PM
I would wager that the AdMech has a fair bit more leeway on the whole issue simply because it produces most of the munitions and equipment for the Guard and marines. You tend to overlook things and play nice if you only have a single supplier of mission critical equipment and you don't want them cutting your off completely.

It seems that it's a bit more reciprocal than in the case of the marines. Without the Imperium and it's soldiers the AdMech gets over run and without the AdMech the Imperium can't effectively equip it's troops. Without the Marines, the Imperium could still chuck more men at a problem, so there just isn't quite the same incentive to give marines a longer leash.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 07, 2011, 07:32:58 PM
Oh sure. Sending a big giant mech to break the siege. Such a difficult task. Take away the mech and put guns in their pilots hands. Then let's see them do combat.

Those are called skitarii and in the fluff they're quite capable of giving Space marines a hard time. Praetorians (not to be confused with the Praetorian battle servitor) being themselves, genetically and/or mechanically augmented supermen who do, on occasion wear terminator armor and have been known to have heavy weapons in place of hands and are generally the loyalist version of an obliterator.

  While I'm sure the titan princeps himself would not be any great noise as a soldier, the over 1,000 skitarii that he's carrying on board will make quite an impression.  Since an Imperator Titan doubles as a troop transport.

Yep. Construction is different from application.  

And, again, the people that techmarines go to to learn how to maintain and make the most effective use of equipment in the field don't know how to do it themselves?

Disagree all they want. They're main advantage are the Titans with the SM not really having anything much to take one on (though the SM don't seem to think so). Take away those big toys and they would have a hard time dealing with SM.

The Collegia Titanica, despite the name, does not just do titans.  They also command their own skitarii troops.  Fluff has shown those last to be a serious threat to space marines, unlike IG.  And, actually, thier main advantage would be the legio cybernetica, who unfortunately have not had TT rules for some time, but proved so effective that some were made honorary space marines by the Desert Lions chapter.  


"Since the defeat of Horus the Legio Cybernetica has pledged itself anew...  ...Its members now take binding oaths of loyalty more terrible than any Marine Chapter oaths." Warhammer 40k Compendium, page 97.

Yup and they haven't been successful have they? Obviously in the 40k universe, you would be one of these radicals and I of course would be on the opposite end. Better safe than have to be sorry again.

Their level of success is a matter of debate.  Some of the chapters they created were successful, such as the Sons of Antaeus, who are absurdly tough even by space marine standards, with physical endurance comparable to CSMs bearing the mark of Nurgle.  Others were far too mutated, such as the Flame Falcons or the Black Dragons.  

What can be said for sure though is that the prospect of it raised such concerns among the great enemy that Fabius Bile made a point to personally intervene, apparently.   The other factions of the Inquisition were deeply disturbed that the Thorians were so close to possibly healing the Emperor and raising him from the golden throne that they made certain to have the Grey Knights make the place extra purged once the CSMs were done.


It seems that it's a bit more reciprocal than in the case of the marines. Without the Imperium and it's soldiers the AdMech gets over run and without the AdMech the Imperium can't effectively equip it's troops. Without the Marines, the Imperium could still chuck more men at a problem, so there just isn't quite the same incentive to give marines a longer leash.

Actually, the Imperium rarely defends forge worlds with ground troops.  The AdMech has proven quite capable in that under most circumstances.  The Imperial/AdMech relationshi;pp is more based on the Imperium supplying raw materials and the Admech turning them into finished goods.  The treaty of Mars states that the AdMech are a separate allied power, free from Imperial law within their own domains.  Which is very much the same deal that was given the Ultramarines, and, one would assume, similar to the one given to any SM dominion ruled over by a 1st or 2nd founding chapter.

This has led to such conflicts as the War of the Empty Cathedrals, wherein the Church tries to prevent worlds from becoming AdMech property.  Not always successfully.  
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 07, 2011, 10:56:27 PM
Those are called skitarii and in the fluff they're quite capable of giving Space marines a hard time. Praetorians (not to be confused with the Praetorian battle servitor) being themselves, genetically and/or mechanically augmented supermen who do, on occasion wear terminator armor and have been known to have heavy weapons in place of hands and are generally the loyalist version of an obliterator.

A hard time yes. Guess who wins in the end?

 While I'm sure the titan princeps himself would not be any great noise as a soldier, the over 1,000 skitarii that he's carrying on board will make quite an impression.  Since an Imperator Titan doubles as a troop transport.

Not to an SM.

And, again, the people that techmarines go to to learn how to maintain and make the most effective use of equipment in the field don't know how to do it themselves?

Compared to SM warriors, how many are on the military division and how much  can they spare to do a whole lot of fighting? Really teaching someone how to maintain does not equal teaching someone how to fight with it. That comes from experience in real combat action which the AM are not as immersed in. Yes they will have a small group who has seen combat but again not as numerous as the SM. They can do well, the ones who have seen combat but his fellow AM who have not? Nope, they would be quite inefficient.

The Collegia Titanica, despite the name, does not just do titans.  They also command their own skitarii troops.  Fluff has shown those last to be a serious threat to space marines, unlike IG.  And, actually, thier main advantage would be the legio cybernetica, who unfortunately have not had TT rules for some time, but proved so effective that some were made honorary space marines by the Desert Lions chapter.  

"Since the defeat of Horus the Legio Cybernetica has pledged itself anew...  ...Its members now take binding oaths of loyalty more terrible than any Marine Chapter oaths." Warhammer 40k Compendium, page 97.

Yes, you've mentioned the Skitarii quite a while now and yes they are good themselves but again, they are not as many as SM and they would not be as much a threat as SM.

What can be said for sure though is that the prospect of it raised such concerns among the great enemy that Fabius Bile made a point to personally intervene, apparently.   The other factions of the Inquisition were deeply disturbed that the Thorians were so close to possibly healing the Emperor and raising him from the golden throne that they made certain to have the Grey Knights make the place extra purged once the CSMs were done.

Well, I would think Chaos would intervene if only to gain the knowledge for themselves. In any case, we are here to talk about SM. And much as you would want them to have munitionless weapons, sorry, I wouldn't give it to them.

Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 08, 2011, 12:42:07 AM
Quote
Actually, the Imperium rarely defends forge worlds with ground troops.

I'm not necessarily referring to forgeworlds themselves. Without the Imperial presence at the Cadian Gate or fleet bases around the galaxy to halt aggression before it reaches the ad mech worlds it would be a whole lot harder for the admech to defend them.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 08, 2011, 03:04:29 AM
A hard time yes. Guess who wins in the end?

Whoever the plot calls for.  If it's about SM the SM win gloriously.  If it's not, they usually die in the first volley (for examples of this, see Titan and Soul Drinkers, respectively).

Not to an SM.

Well, the princeps might make an impression on the SM the titan steps on, but yes, the thousand skitarii will make an impression on the other SM around, particularly with legio backup, since each legio cybernetica cataphract is built on the same platform as a Great Crusade era SM dreadnought (you know, the ones with force fields like the Contemptor?).

Compared to SM warriors, how many are on the military division and how much  can they spare to do a whole lot of fighting? Really teaching someone how to maintain does not equal teaching someone how to fight with it. That comes from experience in real combat action which the AM are not as immersed in. Yes they will have a small group who has seen combat but again not as numerous as the SM. They can do well, the ones who have seen combat but his fellow AM who have not? Nope, they would be quite inefficient.

Yes, you've mentioned the Skitarii quite a while now and yes they are good themselves but again, they are not as many as SM and they would not be as much a threat as SM.

Well, small compared to the Imperial Guard maybe...

Approx number of SM in the Universe according to fluff: approx 1m, or half the number of skitarii that took part in demolishing the Roks near the Hemlock River on Armageddon alone.

I'm not sure why you think that they're so rare, or don't fight much, considering that they are found in just about any and every admech facility as security, and just about every forgeworld will host several regiments of them at least.  Admech techmagii seem to compete in creating the most powerful skitarii troopers, and the variety of different loadouts and enhancements is somewhat staggering.   Being that they're tasked with assisting tech priests in rooting out tech heresy and defending archeotech sites from pirates and looters as well, they're probably the most numerous armed force aligned with the Imperium besides the Imperial Guard.

I would suggest that the number of experienced skitarii troopers far outnumbers the number of SM in the universe, considering how often forge-worlds come under attack by orks. 

Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on July 08, 2011, 11:45:30 PM
Whoever the plot calls for.  If it's about SM the SM win gloriously.  If it's not, they usually die in the first volley (for examples of this, see Titan and Soul Drinkers, respectively).

Uh huh, but really who would you think will win out in a battle bet SM and AM?

Well, the princeps might make an impression on the SM the titan steps on, but yes, the thousand skitarii will make an impression on the other SM around, particularly with legio backup, since each legio cybernetica cataphract is built on the same platform as a Great Crusade era SM dreadnought (you know, the ones with force fields like the Contemptor?).

As you said, a hard time but doesn't mean AM will win most of the time.

Well, small compared to the Imperial Guard maybe...

Approx number of SM in the Universe according to fluff: approx 1m, or half the number of skitarii that took part in demolishing the Roks near the Hemlock River on Armageddon alone.

I'm not sure why you think that they're so rare, or don't fight much, considering that they are found in just about any and every admech facility as security, and just about every forgeworld will host several regiments of them at least.  Admech techmagii seem to compete in creating the most powerful skitarii troopers, and the variety of different loadouts and enhancements is somewhat staggering.   Being that they're tasked with assisting tech priests in rooting out tech heresy and defending archeotech sites from pirates and looters as well, they're probably the most numerous armed force aligned with the Imperium besides the Imperial Guard.

I would suggest that the number of experienced skitarii troopers far outnumbers the number of SM in the universe, considering how often forge-worlds come under attack by orks. 



Suggest but not definite. We are sure SM does a lot of fighting both on offense and defense. I would still wager SM are better since they were designed to be better from the start.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 09, 2011, 02:28:37 AM
Uh huh, but really who would you think will win out in a battle bet SM and AM?

Depends.  There's a lot of variety in AM skitarii.  The skitarii attached to Legio Invicta would win hands down against SM, due to a combination of being genetically enhanced, power-armored supermen themselves and their extensive experience fighting, among other things, elements of the traitor legions.  Also in the 'win in (relatively) short order' would be

1) the skitarii that were deployed to Tarsis Ultra following it's destruction by Honsu, as each is effectively a SM terminator
2) Legio Cybernetica forces, as their standard issue soldier carries the same weaponry as a SM dreadnought does.  Literally, they're interchangeable, since the dread is a derivative from them. 



Suggest but not definite. We are sure SM does a lot of fighting both on offense and defense. I would still wager SM are better since they were designed to be better from the start.

I can only 'definite' double the total number of SM in the universe, but I can only 'suggest' about 23 to 1 or higher if each Titan legion and Ordinatus legion has the same number of troops attached to it, but they're stated to vary.  As far as designed better, only becasue the Emperor says so.  In real combat, most magii's tech gaurd designs, with the exception of the lasgun equipped ones (since retconned to hellguns), would give them a run for thier money and probably inflict heavy losses even if defeated.

However, as the posterboys of 40k, SM enjoy the power of marketing over the AM, who have no TT minis atm aside from tech preists, techmarines, and Titans, so SM will win most of the time due to magic asspulls and the AM suddenly unplugging their brains and obligingly charging straight into heavy weapons like khornate berzerkers, while leaving their own, up until now, effective weapons behind for some reason. 

Adeptus Mechanicus: When it absolutely, positively, must be destroyed down to the atomic level RIGHT NOW.

(http://wh40k.lexicanum.com/mediawiki/images/f/f9/OrdinatusArmageddon.jpg)
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on July 12, 2011, 09:19:23 PM
SMs killed the Emperor. End of story.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 12, 2011, 10:38:44 PM
SMs killed the Emperor. End of story.

If he had actually died, maybe, but a central tenet of the Imperial Faith is that the Emperor is still alive (and, atm, according to fluff, he really is still alive).  So, um, no.
Title: Re: Space Marine Fleet ER
Post by: Vaaish on July 13, 2011, 03:42:47 PM
I think that your definition of "alive" is a little bit of a stretch. There are a few cells of his physical form still alive but he's not getting up or doing much these days. For all intents and purposes Horus killed the emperor's physical form even if you can technically claim he's "alive". He's definitely been incapacitated for the last 10k years or so.
Title: Re: Space Marine Fleet ER
Post by: BaronIveagh on July 16, 2011, 06:23:42 PM
I think that your definition of "alive" is a little bit of a stretch. There are a few cells of his physical form still alive but he's not getting up or doing much these days. For all intents and purposes Horus killed the emperor's physical form even if you can technically claim he's "alive". He's definitely been incapacitated for the last 10k years or so.

It's a little more complicate then that.  Particularly since he was together enough afterwards to issue all sorts of orders until Girlyman got to Terra.  Including overseeing heavy alterations to the Golden Throne.

Though, rumor has it that he will finally expire in 6th edition.  While I'm not holding my breath, it would fit the trend of boneheaded moves in fluff that GW has been making.
Title: Re: Space Marine Fleet ER
Post by: Zhukov on August 01, 2011, 04:35:18 PM
Horizon,

We didn't get a reply from GW!  >:( I may go to Gamesday this year and just hand it over to Andy Hall.  :-\

Cheers,

RayB HA

Hey Ray,

Were you able to go to Gamesday? Did you get to talk to anyone regarding the rules updates?

-Zhukov
Title: Re: Space Marine Fleet ER
Post by: RayB HA on August 04, 2011, 03:26:45 PM
Hi Guys, long time no speak,

I've been unable to connect to the forum for a while, so sorry for the blank stares.

I have played through many playtests in that time, I don't see the 2nd shield doing much in anything but small games (which makes sense). However SM's will suffer misfortune more keenly than anyone else, so the 2nd shield can give you a chance to brace if the first volley takes down both shields beyond the averages (but only if the first volley doesn't make you brace anyway).

When I find the time I'll put up a few of the really good playtests.  :)

Zhukov,

UK Gamesday isn't until the end of September, I'll be there though!  ;D

Cheers,

RayB HA 
Title: Re: Space Marine Fleet ER
Post by: horizon on August 05, 2011, 08:36:54 AM
I have played through many playtests in that time, I don't see the 2nd shield doing much in anything but small games (which makes sense). However SM's will suffer misfortune more keenly than anyone else, so the 2nd shield can give you a chance to brace if the first volley takes down both shields beyond the averages (but only if the first volley doesn't make you brace anyway).
How weird!! I destroy many marines, chapters killed, in 1500pts games due the fact they only have 1 shield. I think a 2nd shield is more needed in larger games then in smaller games!! This as the enemy can concentrate more in larger games on 1 ship.

If you look at it I think I have eridicated the Dark Angels Chapter from existence. Plus more.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on August 08, 2011, 11:49:32 PM
horizon,

In larger games the 2nd shield does so little because there is so much enemy firepower. A shield is a straight point of damage saved rather than a percentile save (like bracing, 50%avg sv), so against smaller volleys/fleets shields are more worth while than in larger games. Cracking 2 6+ shields in a 500pt game is hard work unless you have something special (like a NC!).

Cheers,

RayB
Title: Re: Space Marine Fleet ER
Post by: fracas on August 09, 2011, 12:24:06 AM
Larger games also would allow more strike cruisers, thus more diffusion among more targets?
Title: Re: Space Marine Fleet ER
Post by: RayB HA on August 09, 2011, 03:18:15 AM
fracas,

There would be more strike cruisers, but the ability to focus your fire on just one or 2 is still there, especially for Chaos.

Cheers,

RayB
Title: Re: Space Marine Fleet ER
Post by: horizon on August 09, 2011, 04:05:49 AM
You have a weird logic. Shields are 'hitpoints' that comeback if the blastmarker goes away.


Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on August 09, 2011, 04:42:21 AM
Just out of curiousity, the thing about shields requiring armor penetration has been brought up before. Does everyone think the time is ripe to separate the shield from the Armor mechanic? Like shields needing hits on 5+(blanket rule) to be brought down and then the armor value comes into play?

It is a bit weird that not not all shields are created equal, esp in the IN+SM alliance.
Title: Re: Space Marine Fleet ER
Post by: horizon on August 09, 2011, 06:15:21 AM
That is an idea worthwhile exploring.
Title: Re: Space Marine Fleet ER
Post by: fracas on August 09, 2011, 10:52:13 AM
So what happens when I have 10 batteries dice and roll 3 5s. 2 takes down shield and I roll one die to penetrate armor?


Would rather see shields as saves the defender rolls for. This generate a dynamic for the defender to participate in rather than just passively watch his ship getting shot at. And bfi simply improves this.
Like what necron have?
Title: Re: Space Marine Fleet ER
Post by: Admiral_d_Artagnan on August 10, 2011, 12:00:51 AM
Yep something like that but not necessarily my rules. The idea is to separate the shield penetration from the armor penetration. I don't see how BFI should improve it since shields aren't really part of BFI-ing as the rules just absorb the successful hits automatically. Necrons might be affected directly or indirectly is BFI improves on the shields. If it is incorporated, a change in the BFI rules should be inserted.
Title: Re: Space Marine Fleet ER
Post by: fracas on August 10, 2011, 12:44:43 AM
Bfi as in divert power to shields from weapons
Title: Re: Space Marine Fleet ER
Post by: lastspartacus on August 10, 2011, 11:03:42 AM
I've been looking for a good way forever to seperate shields from armor.  Never found it though.  Just assumed shields augmented existing armor.
Title: Re: Space Marine Fleet ER
Post by: RayB HA on August 17, 2011, 12:56:09 AM
You have a weird logic. Shields are 'hitpoints' that comeback if the blastmarker goes away.

Imagine you can cause 1 point of damage every turn for every 100pts in a fleet. If you're playing 500pts you can only cause 5 points a turn, against 2 shields that'll be reduced to 3. In a 1000pt game that'll be 10 points a turn, so 8 hits against 2 shields. Note that 8 is more than double 3. Even though there are more targets to shoot at, you can focus your firepower meaning that shields become less potenet in larger games.

Cheers,

RayB HA
Title: Re: Space Marine Fleet ER
Post by: Sigoroth on August 17, 2011, 03:48:25 AM
Imagine you can cause 1 point of damage every turn for every 100pts in a fleet. If you're playing 500pts you can only cause 5 points a turn, against 2 shields that'll be reduced to 3. In a 1000pt game that'll be 10 points a turn, so 8 hits against 2 shields. Note that 8 is more than double 3. Even though there are more targets to shoot at, you can focus your firepower meaning that shields become less potenet in larger games.

No, they don't. Yes, with larger games you can focus more fire to get past shields and mitigate their protection. But that just means that you need to focus more fire. So let's say you can do 10 hits in 1 turn. Against 1 shield Strike Cruisers that will mean 1 destroyed cruiser and 1 more with 2 hull damage, nearly crippled. Against 2 shield cruisers that means just 1 destroyed cruiser. Essentially this translates as reducing some of the focussed fire to the equivalent of incidental fire. Speaking of which, not all fire is focussed. There is usually some incidental fire involved. The larger the game the more incidental fire there will be. The extra shield protects against this. Shields are very valuable in larger battles, just not so much to the primary target.
Title: Re: Space Marine Fleet ER
Post by: horizon on August 17, 2011, 04:01:35 AM
Like that ^.

Title: Re: Space Marine Fleet ER
Post by: Caine-HoA on August 19, 2011, 11:23:26 AM
Additionally it doesnt make sense to focus all fire on one target. Because that target will propably be on brace for impact. The More ships you get to brace the less return fire you have to take. So in my opinion its a better strategy to spit fire at big games (even more because crippling a target is enough to reduce its firepower, you dont have to destroy it).

Shields are the best defensive stat in small as well as in big games. And its a big difference if you have 1 or 2 or even 3 shields, the more shields the more weapon power you have to focus on a target to get a result.
Title: Re: Space Marine Fleet ER
Post by: fracas on August 19, 2011, 11:27:03 AM
The optimal ratio of force applied per target wouldn't change much once past 3 ships per side ( equivalent points)