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Author Topic: Space Marines - Redesign/Rules Development  (Read 263720 times)

Offline skatingtortoise

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Re: Space Marines - Redesign/Rules Development
« Reply #855 on: December 28, 2010, 06:57:34 PM »
a clever SM player would launch ordnance, hold back out of SDM range for 1 ordnance turn, move 20cm closer after enemy move, then another 20cm after SM move. 40cm covered, no WB return fire.

still, this doesnt justify a need for lances. this is just bickering about theoryhammer.

Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #856 on: December 28, 2010, 08:29:35 PM »
a clever SM player would launch ordnance, hold back out of SDM range for 1 ordnance turn, move 20cm closer after enemy move, then another 20cm after SM move. 40cm covered, no WB return fire.

still, this doesnt justify a need for lances. this is just bickering about theoryhammer.

That assumes that the SDMs don't move to close with the ord and that you have a nice neat distance to cover divisible by 20.  If it turns out you're 42 cm away, they're screwed.  But it is a much better plan then D'Arts, and has a chance of actually working.

And, my question would be, what evidence would the anti-lance faction be willing to accept?   Because so far the answer has been 'none'.   

Fluff has been refused, mathematics are not accepted, and battle-reports are rebuffed with 'well it's obvious the player sucked, since he didn't take 3000 points of ships to a 1k point game.'  (ironically, by someone who, a least if my DL is correct, doesn't know what the stats are for the ship he's arguing for)

I have not seen the anti-lance side produce any hard evidence of their position, other then to point at one line in one book, and scream 'And They Shall Know No Lances'.  (despite the fact that it isn't what it says). 
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Offline Vaaish

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Re: Space Marines - Redesign/Rules Development
« Reply #857 on: December 28, 2010, 09:38:58 PM »
Nobody wins these what if battles. Every time it comes up you can always find a way to one up the other guy. All that matters is battle reports. I'd suggest dropping the whole line of conversation since it's turning into a red herring.
-Vaaish

Offline lastspartacus

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Re: Space Marines - Redesign/Rules Development
« Reply #858 on: December 28, 2010, 09:48:18 PM »
Ok, then can we turn the argument to purely balance related, since you don't have to take the option if you don't want to?

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #859 on: December 28, 2010, 09:49:46 PM »
Marines don't need lances for gameplay purposes, no.  To me, this only makes it easier for them to have examples of them comfortably, as it fills no gameplay weakness.  All I myself am arguing is the possibility of examples of strike cruisers with lances in the 40k setting, and my suggestion is one free str3 BC l/r/f for str2 lance front on an SC, per 750 or 1k points.

If there is no need for game play then why ask for it?

Offline lastspartacus

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Re: Space Marines - Redesign/Rules Development
« Reply #860 on: December 28, 2010, 10:00:33 PM »
Because some marine players want a few examples to flesh out the fluff of their fleet.  I don't understand the hostility towards that.  You likely won't ever have to face it, and if you do, it wouldn't be OP.  Its why I think that unless there is a huge and very obvious fluff example denying it, I say let those who want a couple SC in their unorthodox fleets have their fun.

Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #861 on: December 28, 2010, 10:04:50 PM »
Nobody wins these what if battles. Every time it comes up you can always find a way to one up the other guy. All that matters is battle reports. I'd suggest dropping the whole line of conversation since it's turning into a red herring.

That's fine.  I went out and bought 2 SCs and 4 hunters (all they had) and we'll do up some battlereports.

If there is no need for game play then why ask for it?

Because we were given it and certain people demanded that it must be made to suck because they didn't like it.  Which isn't really fair to the players that have no idea that this debate is even going on, or the fact that not everyone agrees with that assessment.  Again, a 12 inch gun on a submarine is not a battleship.
« Last Edit: December 28, 2010, 10:09:36 PM by BaronIveagh »
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Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #862 on: December 28, 2010, 10:07:21 PM »
Um, D'Art, 3 SCs carry 6 Thawks, not 9 (last I downloaded the FAQ, anyway).  Second, if you're playing keep away, that just means that I can use WBs to kill three (or more) thawks as they come up, and turret massing will do the rest.  

Whoops yes. 6. So? Use the WBs if you want. You're still rolling on the Escort column. I'm sure as hell not sending them in as one wave. Most likely in waves of 2. So that's 2 dice to roll needing 6+. Sure you can fire as a squadron. Try it and if you hit, good for you. If not, you're SDMs are dead. Mass away. Sooner or later you'll miss one or two and those one or two will start whittling the SDMs down.

The ones in the back of blue book.  Do the math: Str 24 wb against ord followed by 5 turrets (assuming that I can't fire lances at it).  I'm rolling 13 dice against them before they close.

So what about FP24 WB? You're still using the Escort column to roll against the THs needing 6+. Again, I'm not sending everything in one wave. So the WBs get to fire only once assuming you can get the THs in the correct arc. After which you then need 4+ for the 4 turrets, not 5 since you are talking about 3 ships. What's the issue with that? Sooner than later, one SDM will die so now you go down to 3 2 SDMs at FP16 and 3 turrets. aside from which the SCs can now charge in and go for the kill.

While they do plod along and turn like a pregnant sow, as people like to remind me, you only have a 6 x 4 area to maneuver in.  Eventually I will corner one SC against something and close.  SCs aren't necrons, you can't magic them out of the battlefield and win.

Seriously?  You think you can corner a speed 25 cm 90' turning ship on a 6' x 4' table with Spd 10 cm 45' turning models? SM might not be Necrons but you sure don't know SM capabilities. Dude, I suggest you proxy and play them first before you even start thinking about asking for goodies for SM.

You cannot plan for a surprise.  You can only plan on being surprised.  It's kind of like a landmine.  Yeah, people have seen them for a long time, but you have to know it's there.  If you discover it the hard way, there is no PLAN that will save you.  You'll ether live by dumb luck or not.

Yeah and the nice thing about having a backup plan is you have it. So that if the **** hits the fan, you have a fallback plan that will allow you to counter the enemy moves to succeed in the assault or you can extricate if the situation is that hot. Better to have a backup plan than none at all. Unless you're the type who prefers not to have any at all.

Which still doesn't answer the question of SM needing lances.

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #863 on: December 28, 2010, 10:15:13 PM »
That assumes that the SDMs don't move to close with the ord and that you have a nice neat distance to cover divisible by 20.  If it turns out you're 42 cm away, they're screwed.  But it is a much better plan then D'Arts, and has a chance of actually working.

Really? You don't even know what my exact plans are. The point of my plan is you use the THs to handle the SDMs. How I do it, whether I use a plan similar to skating tortoises is up to me to execute.

And, my question would be, what evidence would the anti-lance faction be willing to accept?   Because so far the answer has been 'none'.   

Present it but it better be compelling. Why don't you just do so instead of asking what we're willing to accept. Because so far the answer to the question of "need" has been NONE as well.

Fluff has been refused, mathematics are not accepted, and battle-reports are rebuffed with 'well it's obvious the player sucked, since he didn't take 3000 points of ships to a 1k point game.'  (ironically, by someone who, a least if my DL is correct, doesn't know what the stats are for the ship he's arguing for)

I have not seen the anti-lance side produce any hard evidence of their position, other then to point at one line in one book, and scream 'And They Shall Know No Lances'.  (despite the fact that it isn't what it says). 

So I made 1 mistake. And I wouldn't harp about it as the tactic is sound but it is much more obvious that you don't play SM and do not know their strengths and weaknesses and so are not in a position to judge what they need. You've presented a battle report? Really? I haven't read one yet with SM involved much less SDMs and if you're really having a problem with SDMs, then you're having a much more serious problem than SMs needing lances.

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #864 on: December 28, 2010, 10:24:26 PM »
Because some marine players want a few examples to flesh out the fluff of their fleet.  I don't understand the hostility towards that.  You likely won't ever have to face it, and if you do, it wouldn't be OP.  Its why I think that unless there is a huge and very obvious fluff example denying it, I say let those who want a couple SC in their unorthodox fleets have their fun.

Why wouldn't anyone take it if the option is there? Even at +20, people will be willing to take it. Then surround it/them with lance escorts and you now have a serious fleet engagement list. Again the question still is do the SM need it knowing they have the BCs which performs like a lance although not exactly in number and range beyond 30 cm. The BC is bad if the target is in the Abeam profile but the SC is maneuverable enough that it can the target into the Closing or Moving Away profile and it performs much better than the Dauntless since it can now fire FP4 WBs and FP3 BCs onto the target. That's either 3+2 dice for closing or 2+2 dice for Moving Away per ship. Have 2 of them it jumps to 6+4 or 4+4 respectively. At 3 ships, it becomes 9+6 or 6+6.

What is it the SM really need? Do they need better offense? They already have a good arsenal. Weapon batteries, Bombardment Cannons, Resilient Thunderhawk Bombers and Assault Boats, Torpedoes, Boarding Modifiers, Hit & Run Bonus. Those are quite good already especially compared to the baseline IN fleet. Even the Escorts are better than their IN counterparts. You can even ram to your heart's content knowing you can survive the encounter much better.

How about defense? They do have 6+ all around armor but the fact is, their turrets and shields are below average compared to their IN counterparts. The SC hurts with 1 shield against opponents with lances. Even the Battle Barge can get mobbed.

Comparing the two sides of the coin, defense is where an upgrade is needed, as well as more variety in the capital ships so that the SM can field a not so boring fleet.
« Last Edit: December 28, 2010, 10:50:10 PM by Admiral_d_Artagnan »

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #865 on: December 28, 2010, 10:26:32 PM »
Because we were given it and certain people demanded that it must be made to suck because they didn't like it.  Which isn't really fair to the players that have no idea that this debate is even going on, or the fact that not everyone agrees with that assessment.  Again, a 12 inch gun on a submarine is not a battleship.

No, you are currently being proposed to be given it. You don't have it yet. Which is why we are trying to prevent it to maintain balance since SM were given BCs to compensate for the lack of lances. Which is why this debate is up and about. The problem is next time SM players will be demanding lances on the Battle Barge. Long range lances at that. You wish.

The problem is the 12 in gun is not on a submarine. It is on a cruiser. A very resilient cruiser which thus can be called a battlecruiser if not a battleship. The 12 in gun on a submarine is called a Nova and Firestorm. Those ought to be enough for you, esp since you can bring 3 of them for 1 lance SC and have more lances than you can ever have if you just field the lance SCs.
« Last Edit: December 28, 2010, 10:51:04 PM by Admiral_d_Artagnan »

Offline Zelnik

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Re: Space Marines - Redesign/Rules Development
« Reply #866 on: December 28, 2010, 10:56:12 PM »
Yes, it must suck, because they were designed to suck at any other task then the ones they were specifically designed for. 

If i see another moron say "space marines train for thousands of years!" I am going to break the universe. Most space marines do not survive being a scout, much less make it to tactical marine status, or higher.  Most space marines live a few hundred years before their geneseed is destroyed, lost, or corrupted. 

It is a RARE marine that lives a thousand years. 

Space marines are trained to be combat specialists, surgical strikers on the ground and inside enemy vessels.  Specialization breeds weakness, and that manifests itself in their low combat rating, and forced restriction from most heavy vessels.

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #867 on: December 28, 2010, 11:27:05 PM »
Note I said "fighting" and the knowledge and experience would have been transferred down from one generation of marine to another, via combat experience or machines which transfer combat knowledge to a new marine via machine.

Offline lastspartacus

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Re: Space Marines - Redesign/Rules Development
« Reply #868 on: December 28, 2010, 11:46:02 PM »
Because some marine players want a few examples to flesh out the fluff of their fleet.  I don't understand the hostility towards that.  You likely won't ever have to face it, and if you do, it wouldn't be OP.  Its why I think that unless there is a huge and very obvious fluff example denying it, I say let those who want a couple SC in their unorthodox fleets have their fun.

Why wouldn't anyone take it if the option is there? Even at +20, people will be willing to take it. Then surround it/them with lance escorts and you now have a serious fleet engagement list. Again the question still is do the SM need it knowing they have the BCs which performs like a lance although not exactly in number and range beyond 30 cm.

What is it the SM really need? Do they need better offense? They already have a good arsenal. Weapon batteries, Bombardment Cannons, Resilient Thunderhawk Bombers and Assault Boats, Torpedoes, Boarding Modifiers, Hit & Run Bonus. Those are quite good already especially compared to the baseline IN fleet. Even the Escorts are better than their IN counterparts.

How about defense? They do have 6+ all around armor but the fact is, their turrets and shields are below average compared to their IN counterparts. The SC hurts with 1 shield against opponents with lances. Even the Battle Barge can get mobbed.

Comparing the two sides of the coin, defense is where an upgrade is needed, as well as more variety in the capital ships so that the SM can field a not so boring fleet.

I don't understand, Admiral.  In fluff, Imperial factions don't like lances in SM fleets.  On the tabletop though, How could you think that they would gain a big boost?  In actual play, Bombardment Cannon is an even greater weapon than lances against ships.  
How would a tradeoff for an inferior weapon be seen as OP?  Its not an argument of need, but flavor.

Also, marine escorts are very expensive next to Imperial ones, a lot of novas is extremely points prohibitive for the punch you get.


Edit:  I want to know if you are opposed to this:
'For every 750 points, one standard Strike Cruiser may replace its str3 bombardment cannon with a str2 30cm forward firing lance battery'

Its obviously a weaker option than the l/r/f BC, and yet still not completely pointless.  While a much weaker option, in the event of an abeam, blast-marker shrouded target in the prow arc, it will give you one more 4+ shot than the BC option, though without the 4+ critical.
Weaker, not completely pointless, and limited.  Hopefully that is an option everyone can agree on, from fluff and balance purposes.

« Last Edit: December 28, 2010, 11:58:31 PM by lastspartacus »

Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #869 on: December 29, 2010, 12:01:31 AM »
Whoops yes. 6. So? Use the WBs if you want. You're still rolling on the Escort column. I'm sure as hell not sending them in as one wave. Most likely in waves of 2. So that's 2 dice to roll needing 6+. Sure you can fire as a squadron. Try it and if you hit, good for you. If not, you're SDMs are dead. Mass away. Sooner or later you'll miss one or two and those one or two will start whittling the SDMs down.

Not now that you have to roll 3+ to kill a escort with an aboat.  Since it's 13 dice, odds are good for at least 2 sixes.

So what about FP24 WB? You're still using the Escort column to roll against the THs needing 6+. Again, I'm not sending everything in one wave. So the WBs get to fire only once assuming you can get the THs in the correct arc. After which you then need 4+ for the 4 turrets, not 5 since you are talking about 3 ships. What's the issue with that? Sooner than later, one SDM will die so now you go down to 3 2 SDMs at FP16 and 3 turrets. aside from which the SCs can now charge in and go for the kill.

Granted, for some reason I was thinking 4 in a squadron instead of 3 when I did the turret math.  Since the entire WB is f/l/r gettign them in the right arc is not as big a problem as you might think.


Seriously?  You think you can corner a speed 25 cm 90' turning ship on a 6' x 4' table with Spd 10 cm 45' turning models? SM might not be Necrons but you sure don't know SM capabilities. Dude, I suggest you proxy and play them first before you even start thinking about asking for goodies for SM.

Don't insult my intelligence.  While yes, against one slow moving herd you can't corner them.  Against three slow moving herds, yes, you can.  Otherwise defeating necrons would be impossible as IN.

Really? You don't even know what my exact plans are. The point of my plan is you use the THs to handle the SDMs. How I do it, whether I use a plan similar to skating tortoises is up to me to execute.

Um, D'Art, you told the plan in detail.

Really? How? I just send in my 9 THs to eat your 8 SDMs one at a time by rolling 3+ to kill them. When they get down to 4 or less SDMs, the SCs now charge in and assist with the eating. Really, it's obvious you don't know how to deal with SDMs using SCs.
The SMART SM player sends his THs against the SDMs and kill them one at a time. The SMART SM player will send his SCs to the rear of the SDMs.

Which, again, would mean that your plan was to sit at the back of the THs and throw in waves until you whittled them down and then tried to maneuver aft of them and fire.  The problem is, again, you're only FP 2 if they're moving away.  With a lance this plan is somewhat more viable, as you get that str 2 lance as long as they're in range.)


Why wouldn't anyone take it if the option is there? Even at +20, people will be willing to take it.

Only if they're willing to deliberatly cripple their fleet to be fluffy.  Good for casual games, not good for the tourney scene.

What is it the SM really need? Do they need better offense? They already have a good arsenal. Weapon batteries, Bombardment Cannons, Resilient Thunderhawk Bombers and Assault Boats, Torpedoes, Boarding Modifiers, Hit & Run Bonus. Those are quite good already especially compared to the baseline IN fleet. Even the Escorts are better than their IN counterparts. You can even ram to your heart's content knowing you can survive the encounter much better.

Um, actually, their WBs aren't that good.  Most are short ranged and fairly weak, with exceptions like SO.  Further, not every list has all those things.

How about defense? They do have 6+ all around armor but the fact is, their turrets and shields are below average compared to their IN counterparts. The SC hurts with 1 shield against opponents with lances. Even the Battle Barge can get mobbed.

And I agree that the Sc should get +1 shield.  Your point?

No, you are currently being proposed to be given it. You don't have it yet. Which is why we are trying to prevent it to maintain balance since SM were given BCs to compensate for the lack of lances. Which is why this debate is up and about. The problem is next time SM players will be demanding lances on the Battle Barge. Long range lances at that. You wish.

The problem is the 12 in gun is not on a submarine. It is on a cruiser. A very resilient cruiser which thus can be called a battlecruiser if not a battleship. The 12 in gun on a submarine is called a Nova and Firestorm. Those ought to be enough for you, esp since you can bring 3 of them for 1 lance SC and have more lances than you can ever have if you just field the lance SCs.

Wow, D'art, did hyperbola just run wild in your post there or what?  Tell me, how adding that str 2 lance will make it the equal of an Apoc or an Armageddon class, I'm curious there.  Particularly since the common Gothic seems to clean it's clock.  

And, again, it's not about 'Well, take this other ship instead' it's about options on the SC.  Tell me how giving the SC a lance makes it broken.  I have not see you present one shred of information to back up the idea that an SC with a str 2 lance is suddenly some sort of super ship killer.  None.

And, frankly, what you idiots have done with SO is far worse then if it had kept it's Str 6 lances.  We did proxy that one up.  It crossed the T against an Apoc that failed it's BFI and while, it didn't quite one shot it, it was reduced to three HP and received shields down, smashed bridge, on fire, thrusters hit, and an engine hit.  Needless to say, it did not live out the next turn when the SO burned retros.

A Desolater, universes nastiest lance boat, couldn't pull that off.  I think your cries of 'balance' ring rather hollow in the face of that.

Yes, it must suck, because they were designed to suck at any other task then the ones they were specifically designed for.  

If i see another moron say "space marines train for thousands of years!" I am going to break the universe. Most space marines do not survive being a scout, much less make it to tactical marine status, or higher.  Most space marines live a few hundred years before their geneseed is destroyed, lost, or corrupted.  

It is a RARE marine that lives a thousand years.  

Space marines are trained to be combat specialists, surgical strikers on the ground and inside enemy vessels.  Specialization breeds weakness, and that manifests itself in their low combat rating, and forced restriction from most heavy vessels.

Part of the question is: Since a Strike Cruiser is designed as a first responder, it is going to require a certain amount of anti-ship weaponry.  The Ultramarines, who are the very posterboys of being a Codex chapter use torps on their SCs.  I do not see the difference between a torpedo, which is by it's very nature as anti-ship as it gets, and a lance battery, other then the the fact that the chapter is required to produce less ordinance.  

Two hundred years seems to be fairly common though.  Certain chapters have a tendency toward longer lifespans (Blood Angels) and have more members above the five century mark.
« Last Edit: December 29, 2010, 12:03:43 AM by BaronIveagh »
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