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Author Topic: Space Marines - Redesign/Rules Development  (Read 263745 times)

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #870 on: December 29, 2010, 01:26:03 AM »
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.

Even if it were flavor, as you pointed out, IN don't like lances in SM fleets and grudgingly accept the ones on escorts which they prefer to keep that way. To make BCs work well, the SM needs to have the target in the Closing or Moving Away profile. So it makes things harder to use while still retaining the deadliness. That's something IN can live with as going abeam would help minimize the threat. So whether game play or fluff, there is still no need or requirement in flavor for it.

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

I don't think so. IN Firestorms are only 10 points less. SM actually gets quite a lot for those 50 points. +10 cm speed advantage at the expense of 1 turret and then the SM rules.

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.


Yes. Why? Because you already pointed out, BCs can be better than lances. So why would SM have to get the lance? It's already enough that SM get the BCs. It is just trickier but no less deadly in the right circumstances especially now that the BM problem looks like it will get resolved the way it is. It works with the fluff while giving SM a chance to win fleet action. In your proposal 2 lances in 750 points in a fleet where it can take 145 point 6+ armor, 25 cm speed, 90' turn SCs are significant. In 1500 point matches, That's 4 lances supported by BCs and WBs and lances on Novas if the player wanted to include escorts. That's a serious threat to IN. It is NOT pointless. That is the point. It's not weaker since it makes things easier for SM. A ship targeted by WBs, BCs and lances would be neutralized and unless a fleet brings lots of lances, the opposing fleet would have a hard time striking back. You almost always have to compare every race to IN which is one of the more basic races. Adding lances to the SM even in limited amounts would tilt things to SM significantly.

Offline Sigoroth

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Re: Space Marines - Redesign/Rules Development
« Reply #871 on: December 29, 2010, 02:00:01 AM »
Sigoroth, the simultaneous rules is FAQ2010 and will be official.  And I think it is an awesome great rule to enhance bombardment cannons and heavy gunz without altering game play, rules and profiles.

Which is EXACTLY what it shouldn't do. I can tell you flat out I'll never play this rule. Both SMs and Orks should suffer the interference caused by having 2 different gunnery weapons. There is no simultaneity of fire with different weapon systems or different squadrons/markers in BFG. This is not a simultaneous game. It is purely sequential. This should not be broken to artificially boost 2 races for whom it is wholly unfluffy to be boosted in this way!

Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #872 on: December 29, 2010, 02:01:12 AM »
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.

How are you getting 13 dice? You're only getting 2 dice per SDM. So with 3 SDMs, you're getting 6 dice total. Odds are good you will roll sixes yes but that's hitting 1 wave out of 2 or 3. The other wave(s) then gets in and attacks your ships since you can't fire back at them anymore with your WBs and are now relying on your turrets.

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.

See? I'm not the only fallible one. you make mistakes too.

It's not hitting the THs in the right arc. It's getting all 2 or 3 waves. You won't be able to get the other waves once you finish firing against 1 wave since you can only fire your WBs once per Shooting phase. You can split the WB fire sure. Means rolling lower dice against each wave you target.

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.

Even against 3 slow moving herds, you will still have a hard time cornering them all. 3 SCs at 485 points vs 8 SDMs at 480. You divide that into 3 and guess what? I now send my THs against the one with 2 SDMs. I just keep whittling away with my THs. Sooner than later your SDMs will be down to half and you still won't be touching my SCs because I will just keep dancing them out of your FP24 WBs until I have whittled them down to WB8.
 

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.)

Exactly. However I do it is up to me. I can send them in one big wave. I can send them in 2 or 3 smaller waves. The point being, I still use the THs to clear out some of the SDMs first before I send my SCs in. 2 dice out of FP3 is quite ok already considering crits will kill escorts as well as the shot from the BC unless you brace.

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

You think? You haven't even tried SM yet having just gotten your fleet. I win with SM. Difficult yes, but I win. Adding lances will just make things easier.

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.

The fact is you have those options to choose from. Not every IN fleet has ordnance. not every IN fleet has NCs. Not every IN fleet has everything. WBs are as good as the IN. WBs are not that good beyond 30 cm. You lose dice from the range because of the column shift then you lose dice further depending on the target profile. WBs work BEST in the 30 cm band. Which means SM WBs are working at their optimal conditions and can only get better by going under 15 cm which their ships can do with regularity.

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

The point being SM don't need to get the lance. They don't need an upgrade to their offense. Their defense is the one which needs upgrading.

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.  

The heck are you talking about? You're the one who started the hyperbole with 12 in guns on subs.  The Graf Spee was basically a cruiser with 11 in guns. It's considered a pocket battleship though it is closer to an oversized cruiser or even battlecruiser than a true battleship at the time. That's what I meant about the SC being considered a "battlecruiser" since you were using real life examples. That's what the Deutschland's were. Similarly, the SC in the game has more weapons and defensive qualities than any light cruiser chassis has any right to have making them in effect oversized cruisers nearing battlecruiser status.

The reason why the Gothic can clean the SCs clock is because of the 4 lances per broadside but let's say we go 1:1 with the SC. What's the Gothic going to do against the THs? I would keep using the THs to crit a lot of the Gothic's systems then charge in with the SC preferably when one of its broadsides are out and attack on that angle. Once the BCs get hits in, more crits will happen. It's actually almost a fair fight. You just have to play SMARTLY and not rush the SC headlong into the welcoming arms of its broadside lances.

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.

Really? We've already gone through so many things. The lances combine well with WBs. SMs like IN work best in groups. So WBs and BCs hitting against one target will then be further hurt by lances getting through it. The problem with BCs is that you need to have the right target profile to make max use out of it thereby making things harder for SM. Lances makes things easy. Point and shoot. Doesn't matter what the target's profile is. That's how it becomes a ship killer though not necessarily na super ship killer. The Dauntless is the closest example to the SC with lances you can get. We know how bad that momma can be so we know what we are talking about when people ask for lances on the SC which is a more survivable ship than the Dauntless will be.

You still haven't provided any reason why SM needs lances. That's what now? 6 or 7 times I asked? Still counting.

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.

Many people are complaining about it. While I have not playtested it yet, being busy with work, it's not final yet and can still be subject to revisions if the situation warrants. And one game does not a conclusion make. Try it out 5 or 10 times, then come back with your results. However, look at your results:

1. SO managed to cross the T. Quite doable but I wonder what the IN player was doing not presenting the Apocs broadside when the SO was in range.
2. Apoc failed BFI check. Now try that again with successful BFI.
3. Your got the Shield's Collapse crit which no doubt helped in the demise of the Apoc. Now try it without the Shields Collapse Crit.

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.

Which is why the ship is still in a draft. Provide your playtest result to Nate and it may yet be changed.

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.  

Being first on scene does not mean you attack any ship or fleet orbiting the planet just because you're SM. Play smart. Fight smart. If you're just one ship, you won't be able to beat a fleet easily. One on one, it IS possible even with BCs. Just hard.

You don't see the difference bet a torp required to breach the armor value vs a weapon that can hit a ship regardless of what armor it has on a 4+?  Maybe that's the problem.
« Last Edit: December 29, 2010, 02:12:35 AM by Admiral_d_Artagnan »

Offline Sigoroth

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Re: Space Marines - Redesign/Rules Development
« Reply #873 on: December 29, 2010, 03:34:06 AM »
The fact is that SMs do not need lances. They have bombardment cannon. The interaction between BC and WBs (ie, the placement of a BM) makes the two weapon systems less efficient against ships than WB + Lances. More efficient against static defences than WBs + Lances and more efficient against 6+ armour static defences than Lances + bombardment cannons when on LO.

Not really as effective if the defenses are squadroned.  150 pts of squadroned defenses (str 6 lance, str 12 60cm WB, str 6 torp) > 160 points of SC.

Um, yes, WB+BC is more effective against defences than WB+Lance even when the defences are squadroned. When we're comparing defences against SCs, keep in mind that defences can't move. They also generally have only 1 hit. And they are supposed to be defences. They're not supposed to be defencelesses. SMs are optimised to take them out, which doesn't mean they can do so without effort.

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Except, in fluff, they did and they were.  And from fluff in rulebooks, even, neverminding the fluff from Battlefleet Gothic Magazine.

This is not their mandate. They are not meant to fight warfleets. Whether they do or not is up to them. They want to go into a battle they're not suited for then so the fuck what? They may want lances, but so what? They may want battlecruisers too, but again, so what? They aren't getting them.

Also, the only reason BC exist is because SMs don't have lances. They don't have lances. No lances. If they had lances there'd be no such thing as BC.

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3 SFM = Str 24 WB (f/l/r) and Str 3 lance (turret massing = 5 turrets) 180pts  against 1 SC (str 2 sheilds) Str 4 wbs, str 3 bc, 2 thawks. 160pts

Well, let's take your 480 pt example of 8 SDM vs 3 SC (2 THs, 2 shields, 160 pts). In this example you're clustering your SDMs to maximise massed turrets. It is quite possible for the SM player to annihilate this force without taking a single shot in return.

Step 1 - launch 2 x 3 THs and reload (optional)
Step 2 - set your THs and SCs 41cm away from oncoming SDMs, end turn
Step 3 - he moves forward 5-10cm, is out of range, your turn
Step 4 - AAF, contact 1st base, land on 2nd or 3rd base. Ram x 3. Board x 3 (+3 modifier). Mop up with THs


That's 8 dead SDM, with maybe 1 damage from the ram attempt. It is possible to lose the boarding action if you roll a 1 and he rolls a 5 or 6, but it's unlikely and he'll only have that 1 escort left out of 8. It's also possible that with 6 dice on the ram you won't roll a 6, so maybe he'll have 1 escort left from that. Not likely to have 2 left. Note, if you have even 1 extra escort (a Nova for example) to be able to place a single BM you'll likely get it into contact with all 3 enemy ships making it even less likely that one will survive the boarding attempt.

All this is without even firing a shot, lances or otherwise. So the SC is more than capable of holding its own against these terribly slow and ponderous vessels. Now, let's look at lances vs BCs. Undoubtedly the SDM will be pointed at the SCs. They are slow and lumbering and their lance is forward only. So the SC could move to within normal range, present broadsides and get 2 BC dice and 1 WB dice, so it is possible to win 1 on 1. This assumes BM interference. If they had an acute approach angle they could get this without having to turn, and so could be on LO. A lance equipped ship would get +1 WB dice. If the SC could get from being out of range to close range in 1 turn (which they certainly can) then there is no difference between the lances and BC at all (except that the BC get 4+ crits and 4+ hits on AC, which only comes into play against other defences).

When circling each other the SC will always find rear armour at close range, and this situation is the same as the normal range scenario above. That is to say BM interference will give 2 BC dice and 1WB dice, whereas lances would get +1WB dice. In return the SDM will be shooting at an abeam ship and have 4WB dice (needing 3 hits at least to do anything). All the while the SC has THs too.

So in some circumstances the lance variant gets 1 extra dice. This isn't a uniform increase and presupposes no support and doesn't come close to making up for the loss of firepower against static defences. SMs would not arm their ships so. The IN wouldn't allow them to arm their ships so. The SMs would not want to challenge the IN in this particular. Sure they're stubborn and like getting their own way, but they know how far to push it.

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Sigoroth, you blast lances for being against fluff, and then propose a carrier version?  o_0?

Yes. There is nothing to say that SMs can't have THs. However, they can't have anti-ship weapons. This is a consistent stance.


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And ignored mostly.

Yes, this is my point. It is ignored because it is rubbish.

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The fluff for them having lances in Planetstrike makes perfect sense.  We have a situation were, by inquisitorial decree, there is to be as little collateral damage as possible, ad they opt to use a precision weapon rather then a bombardment cannon.  

Firstly, an accurate orbital barrage has naught to do with lances in BFG. Lances in BFG are accurate anti-ship weapons. There is nothing to suggest that WBs cannot do accurate orbital barrages.

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And, bluntly, nothing to do with space marines is plausible, so I just assume the warp did it.  Seriously, have you ever looked into the biology of it?  They should be toothless and dead.

Yes, yes, we all know this. They have fused ribcages, supposedly for extra protection. They simply wouldn't be able to breathe. Obviously a good deal of specifics are hand waived. The same is true of the laws of physics. The point is that they have to be internally consistent. You couldn't have one piece of fluff describing all the modifications that the SMs get and another stating how anyone with a fused ribcage couldn't breathe and would die. They are mutually exclusive. Hence the Eldrad Ulthran fluff is nonsense, the SMs destroying a craftworld is nonsense and the SMs have anti-ship weaponry is nonsense.

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And, you have a problem translating the ideal to the reality there.  As an example, with no IN in Ultramar, wouldn't they have a very good reason to possess pure gunboats?  Or in the case of BT, the fact that they frequently go crusading without support from other Imperial organizations?  

And, again, the fluff for SCs is they are the first responders, in system BEFORE IN.  IN takes months (or even years) to mobilize against threats.  Look at the difficulty they had during the early stage of the Gothic War.  If SM had to wait for IN support, then the Imperium would have fallen long ago.  

You seem to have a problem separating a need from reality there as well. OK, the Ultramarines could use a warfleet. The BTs would love to be able to crush flotillas of xenos or Chaos warships. Tough. They can't. They have to make do with what they've got. I'm sure the Tau would love to have complete access to Eldar tech too. Tough, they're not getting it. The Eldar aren't giving it to them. The Imperium aren't giving the SM warships either. If the SM take or make warships then they're the enemy of the Imperium. It may take them a century to catch on, but once they do then that's that.

Also note, torpedoes are an anti-defence weapon. Like WBs they get better the slower the target. Since defences are immobile they cannot dodge out of the way. On top of this some exterminatus weapons are loaded into torpedo warheads. This is in line with SMs realm of influence. Lastly boarding torps are yet another delivery system for the SMs into the enemy defences. So of course torpedoes are perfectly allowable. There is only 1 specifically anti-ship weapon in the game. Lances. And SMs get BCs instead.

Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #874 on: December 29, 2010, 05:34:30 AM »
Even if it were flavor, as you pointed out, IN don't like lances in SM fleets and grudgingly accept the ones on escorts which they prefer to keep that way. To make BCs work well, the SM needs to have the target in the Closing or Moving Away profile. So it makes things harder to use while still retaining the deadliness. That's something IN can live with as going abeam would help minimize the threat. So whether game play or fluff, there is still no need or requirement in flavor for it.

I think he was talking about people's own custom chapters.  It's a common thing in this game we call Warhammer 40k that we seem to get a lot of new players crossing over from.  They have this funny idea from all those rulebooks, BL novels, audio books, comics, and video games printed after Armada that Space Marine ships have lances.

I again notice how you do not talk about BC's ridiculous deadliness against ships, far above what lances are.  I have a hard time swollowing that the IN are opposed to weapons that burn neat holes in ships in favor of weapons that gut them from end to end, with, in all but the more extreme circumstances, exactly the same accuracy against ships.

'Admiral, we're here at the Aberdeen System to test out weapons on ships.  For our target we have an old Dauntless that's been decommissioned.  Let's start with a lance.  *lance burns hole in dauntless for two damage.*  Now for this bombardment cannon! *Dauntless explodes into debris as the hull is breached and internal bulkheads collapse*

'Now, Admiral, aren't we so much safer since that bombardment cannon is so much weaker then the lance?'


Yes. Why? Because you already pointed out, BCs can be better than lances. So why would SM have to get the lance? It's already enough that SM get the BCs. It is just trickier but no less deadly in the right circumstances especially now that the BM problem looks like it will get resolved the way it is. It works with the fluff while giving SM a chance to win fleet action. In your proposal 2 lances in 750 points in a fleet where it can take 145 point 6+ armor, 25 cm speed, 90' turn SCs are significant. In 1500 point matches, That's 4 lances supported by BCs and WBs and lances on Novas if the player wanted to include escorts. That's a serious threat to IN. It is NOT pointless. That is the point. It's not weaker since it makes things easier for SM. A ship targeted by WBs, BCs and lances would be neutralized and unless a fleet brings lots of lances, the opposing fleet would have a hard time striking back. You almost always have to compare every race to IN which is one of the more basic races. Adding lances to the SM even in limited amounts would tilt things to SM significantly.

Yes, a battleship would be neutralized by being hit by an entire 1500 point SM fleet.  How unlike now where they're simply neutralized by a str 20 BC hit from a single 450 point ship!  And, my god, they would have to bring lots of lances, something MOST OF THEM DO ANYWAY (Unless you think the Lunar and Gothic are uncommon ships in IN fleets).


How are you getting 13 dice? You're only getting 2 dice per SDM. So with 3 SDMs, you're getting 6 dice total. Odds are good you will roll sixes yes but that's hitting 1 wave out of 2 or 3. The other wave(s) then gets in and attacks your ships since you can't fire back at them anymore with your WBs and are now relying on your turrets.

Because I'm firing three squadrons at the waves rather then the SDMs individually.  Str 24 wb becomes str 5, str 16 becomes 3 assuming no left shift.  When you say waves I assume that means you're combining six squadrons into two waves.  Under the new FAQ I only have to roll one six to eliminate the entire wave rather then reduce it's str by 1.




See? I'm not the only fallible one. you make mistakes too.

It's not hitting the THs in the right arc. It's getting all 2 or 3 waves. You won't be able to get the other waves once you finish firing against 1 wave since you can only fire your WBs once per Shooting phase. You can split the WB fire sure. Means rolling lower dice against each wave you target.

However, I'm still combining WBs from three squadrons.  So I can target 3 waves individually.

Even against 3 slow moving herds, you will still have a hard time cornering them all. 3 SCs at 485 points vs 8 SDMs at 480. You divide that into 3 and guess what? I now send my THs against the one with 2 SDMs. I just keep whittling away with my THs. Sooner than later your SDMs will be down to half and you still won't be touching my SCs because I will just keep dancing them out of your FP24 WBs until I have whittled them down to WB8.

I don't have to corner them all, just one at a time, since you seem to not be squadroning them, the dancing in and out is not much of a threat due to their weak WBs and BC against escorts.

The squadron with 2 goes in the center of the formation.  By all means, attack it.  That's why it's there, since the idea is that anything that comes in range at 30cm is in range of both larger squadrons on the flank.  If you funnel thawks toward it, I get to fire lances at them as well.

Further, if I brace I lose some forward momentum.  If you brace, you lose the ability to reload ord.  

You think? You haven't even tried SM yet having just gotten your fleet. I win with SM. Difficult yes, but I win. Adding lances will just make things easier.


While I grant that I, personally, have not previously used SM, I have had a lot of fun with IN and chaos, and killed some space marines before.  I liek to think that seeing how they died horribly at my hands, I might have some input.  

The fact is you have those options to choose from. Not every IN fleet has ordnance. not every IN fleet has NCs. Not every IN fleet has everything. WBs are as good as the IN. WBs are not that good beyond 30 cm. You lose dice from the range because of the column shift then you lose dice further depending on the target profile. WBs work BEST in the 30 cm band. Which means SM WBs are working at their optimal conditions and can only get better by going under 15 cm which their ships can do with regularity.

I'm quite familiar with them trying to close like that.  Except with Chaos.  Then I usually don't let them.  Or against IN.  Then it's good time torps and lances for everybody.

The heck are you talking about? You're the one who started the hyperbole with 12 in guns on subs.  The Graf Spee was basically a cruiser with 11 in guns. It's considered a pocket battleship though it is closer to an oversized cruiser or even battlecruiser than a true battleship at the time. That's what I meant about the SC being considered a "battlecruiser" since you were using real life examples. That's what the Deutschland's were. Similarly, the SC in the game has more weapons and defensive qualities than any light cruiser chassis has any right to have making them in effect oversized cruisers nearing battlecruiser status.

The reason why the Gothic can clean the SCs clock is because of the 4 lances per broadside but let's say we go 1:1 with the SC. What's the Gothic going to do against the THs? I would keep using the THs to crit a lot of the Gothic's systems then charge in with the SC preferably when one of its broadsides are out and attack on that angle. Once the BCs get hits in, more crits will happen. It's actually almost a fair fight. You just have to play SMARTLY and not rush the SC headlong into the welcoming arms of its broadside lances.

I'm familiar with the Duetschland class, I was referring to the M class submarine the RN built as an example of just because a ship has weapon (whatever) doesn't mean that it automatically becomes whatever the weapon is more commonly mounted on.  

As far as the Gothic V SC: AAF and ram it with the power ram.   Depending on if you stop as you hit or pass her you'll either get a broadside angle or a shot with your torps if end the movement in base contact.



Really? We've already gone through so many things. The lances combine well with WBs. SMs like IN work best in groups. So WBs and BCs hitting against one target will then be further hurt by lances getting through it. The problem with BCs is that you need to have the right target profile to make max use out of it thereby making things harder for SM. Lances makes things easy. Point and shoot. Doesn't matter what the target's profile is. That's how it becomes a ship killer though not necessarily na super ship killer. The Dauntless is the closest example to the SC with lances you can get. We know how bad that momma can be so we know what we are talking about when people ask for lances on the SC which is a more survivable ship than the Dauntless will be.

You still haven't provided any reason why SM needs lances. That's what now? 6 or 7 times I asked? Still counting.

The first and foremost is their efficiency against escorts is going to be compromised by the new rules for aboats and the Wolfpack list being made official.  Lances would go some distnce to off setting this.


Many people are complaining about it. While I have not playtested it yet, being busy with work, it's not final yet and can still be subject to revisions if the situation warrants. And one game does not a conclusion make. Try it out 5 or 10 times, then come back with your results. However, look at your results:

1. SO managed to cross the T. Quite doable but I wonder what the IN player was doing not presenting the Apocs broadside when the SO was in range.
2. Apoc failed BFI check. Now try that again with successful BFI.
3. Your got the Shield's Collapse crit which no doubt helped in the demise of the Apoc. Now try it without the Shields Collapse Crit.

The SO was not unhit, however it only took 4 damage leading up to this.

D'Art, even without the shields collapse crit, it would still have taken about eq to a str 6 lance hit.  It would have been dead, just differing in it's degree of dead.
As far as the successful BFI: It would have taken half as many hits, leaving it only crippled and with only 3ish crits instead of five.  It might do a little more damage to the SO, but I'd say that it's probably going to die in the next turn or so.

Which is why the ship is still in a draft. Provide your playtest result to Nate and it may yet be changed.

The SM stuff is stamped 'final'.

Being first on scene does not mean you attack any ship or fleet orbiting the planet just because you're SM. Play smart. Fight smart. If you're just one ship, you won't be able to beat a fleet easily. One on one, it IS possible even with BCs. Just hard.

You don't see the difference bet a torp required to breach the armor value vs a weapon that can hit a ship regardless of what armor it has on a 4+?  Maybe that's the problem.


Against IN ships one hits on a +4 and one hits on a +5 on most facings.  The str 2 lance would do on average one hit, the str 6 torp on average 2 (since thawks are fighters and can suppress turrets).  So, again, how is the torp not an anti-ship weapon when the lance is?




Well, let's take your 480 pt example of 8 SDM vs 3 SC (2 THs, 2 shields, 160 pts). In this example you're clustering your SDMs to maximise massed turrets. It is quite possible for the SM player to annihilate this force without taking a single shot in return.

Step 1 - launch 2 x 3 THs and reload (optional)
Step 2 - set your THs and SCs 41cm away from oncoming SDMs, end turn
Step 3 - he moves forward 5-10cm, is out of range, your turn
Step 4 - AAF, contact 1st base, land on 2nd or 3rd base. Ram x 3. Board x 3 (+3 modifier). Mop up with THs



That's 8 dead SDM, with maybe 1 damage from the ram attempt. It is possible to lose the boarding action if you roll a 1 and he rolls a 5 or 6, but it's unlikely and he'll only have that 1 escort left out of 8. It's also possible that with 6 dice on the ram you won't roll a 6, so maybe he'll have 1 escort left from that. Not likely to have 2 left. Note, if you have even 1 extra escort (a Nova for example) to be able to place a single BM you'll likely get it into contact with all 3 enemy ships making it even less likely that one will survive the boarding attempt.

All this is without even firing a shot, lances or otherwise. So the SC is more than capable of holding its own against these terribly slow and ponderous vessels. Now, let's look at lances vs BCs. Undoubtedly the SDM will be pointed at the SCs. They are slow and lumbering and their lance is forward only. So the SC could move to within normal range, present broadsides and get 2 BC dice and 1 WB dice, so it is possible to win 1 on 1. This assumes BM interference. If they had an acute approach angle they could get this without having to turn, and so could be on LO. A lance equipped ship would get +1 WB dice. If the SC could get from being out of range to close range in 1 turn (which they certainly can) then there is no difference between the lances and BC at all (except that the BC get 4+ crits and 4+ hits on AC, which only comes into play against other defences).

When circling each other the SC will always find rear armour at close range, and this situation is the same as the normal range scenario above. That is to say BM interference will give 2 BC dice and 1WB dice, whereas lances would get +1WB dice. In return the SDM will be shooting at an abeam ship and have 4WB dice (needing 3 hits at least to do anything). All the while the SC has THs too.

So in some circumstances the lance variant gets 1 extra dice. This isn't a uniform increase and presupposes no support and doesn't come close to making up for the loss of firepower against static defences. SMs would not arm their ships so. The IN wouldn't allow them to arm their ships so. The SMs would not want to challenge the IN in this particular. Sure they're stubborn and like getting their own way, but they know how far to push it.

I actually considered ignoring you entirely, but:

Never minding that 'why on earth would I bunch them together rather then set them up to provide supporting fire if someone tries to close or get behind one or more squadrons': 

2: How are you moving your SC's during the Ordinance phase?  You would either have to not move your AC for both your and my ord phase, which means they will be out of range if you AAF, or you're moving with them infront of you, meaning they're going to be in range of my wbs. 

4: the sheer number of things that can go wrong here...
In order of likelihood:
1)You fail to roll between 10 and 12 on 4d6 meaning you either stop short or overshoot on your ram attempt.  Overshooting would be bad, stopping short would be much worse.  Overshoot and I have to BFI one squadron, and have a 50/50 chance of losing one SDM.  Fall short and you're closing, within 15 cm, and looking at a str 24 wb and str 3 lances.  I'd brace if I were you at this point.

2)All of my squadrons are not actually exactly the same distance away from you.

3)I successfully BFI against you at one or more points in this plan.
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Offline Admiral_d_Artagnan

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Re: Space Marines - Redesign/Rules Development
« Reply #875 on: December 29, 2010, 06:13:23 AM »
I think he was talking about people's own custom chapters.  It's a common thing in this game we call Warhammer 40k that we seem to get a lot of new players crossing over from.  They have this funny idea from all those rulebooks, BL novels, audio books, comics, and video games printed after Armada that Space Marine ships have lances.

So? As Zelnik has pointed out, 40k does not translate to BFG well. Whatever traits SM have they are irrelevant in the BFG scheme of things. I agree, they have this FUNNY idea. Reality is however, they DO NOT HAVE lances on their cap ships.

I again notice how you do not talk about BC's ridiculous deadliness against ships, far above what lances are.  I have a hard time swollowing that the IN are opposed to weapons that burn neat holes in ships in favor of weapons that gut them from end to end, with, in all but the more extreme circumstances, exactly the same accuracy against ships.

BCs are not as deadly compared to lances in that it is trickier to use, unlike lances which are simpler. BCs need to get the right profile for them to excel. Something the opponent can deny.

'Admiral, we're here at the Aberdeen System to test out weapons on ships.  For our target we have an old Dauntless that's been decommissioned.  Let's start with a lance.  *lance burns hole in dauntless for two damage.*  Now for this bombardment cannon! *Dauntless explodes into debris as the hull is breached and internal bulkheads collapse*

The same effect can be realized with the Lances. The crits are only easier with the BCs. Really, play with your SM fleet first before coming here and mouthing off something which you do not have any experience of.

Yes, a battleship would be neutralized by being hit by an entire 1500 point SM fleet.  How unlike now where they're simply neutralized by a str 20 BC hit from a single 450 point ship!  And, my god, they would have to bring lots of lances, something MOST OF THEM DO ANYWAY (Unless you think the Lunar and Gothic are uncommon ships in IN fleets).

Again if you're nice enough to allow your opponent a closing profile and fail your BFI saves and get the right crits, yes, you should get your head handed to you. But this is not about the SO which I have already said I haven't checked out thoroughly yet and I already pointed out people are having an issue with. Now if you think it is overpowered then give your report to Nate.

Because I'm firing three squadrons at the waves rather then the SDMs individually.  Str 24 wb becomes str 5, str 16 becomes 3 assuming no left shift.  When you say waves I assume that means you're combining six squadrons into two waves.  Under the new FAQ I only have to roll one six to eliminate the entire wave rather then reduce it's str by 1.

You're really confused about the rules aren't you? Using Direct Fire (ergo WBs, BCs or lances) to shoot at a wave of 2 squadrons, you only get one shot since you are targeting that particular wave. Not all 3 waves of 2 squadrons. It's never been reducing the strength by 1. Once a Direct Fire weapon hits a wave of ordnance, on a 6+ the entire wave is gone.


However, I'm still combining WBs from three squadrons.  So I can target 3 waves individually.

Assuming all 3 SDM squadrons have the TH waves in their range. How much do you want to bet that I can make sure not all of them get a chance to shoot at all 3 TH waves?

I don't have to corner them all, just one at a time, since you seem to not be squadroning them, the dancing in and out is not much of a threat due to their weak WBs and BC against escorts.

Really, play first. This is getting ridiculous already. Squadroned or not the SCs can play around the table and you wouldn't be able to catch them.

The squadron with 2 goes in the center of the formation.  By all means, attack it.  That's why it's there, since the idea is that anything that comes in range at 30cm is in range of both larger squadrons on the flank.  If you funnel thawks toward it, I get to fire lances at them as well.

If they're in the center then I will attack the ones on the flanks and attack from the rear.

Further, if I brace I lose some forward momentum.  If you brace, you lose the ability to reload ord.  

Why am I going to brace? Again TH attacks. Once you're whittled down, I then send in the SCs to mop up.


While I grant that I, personally, have not previously used SM, I have had a lot of fun with IN and chaos, and killed some space marines before.  I liek to think that seeing how they died horribly at my hands, I might have some input.  

Then again, you still need to play them before you can figure out whay's wrong with them.

I'm quite familiar with them trying to close like that.  Except with Chaos.  Then I usually don't let them.  Or against IN.  Then it's good time torps and lances for everybody.

Good for you then.

I'm familiar with the Duetschland class, I was referring to the M class submarine the RN built as an example of just because a ship has weapon (whatever) doesn't mean that it automatically becomes whatever the weapon is more commonly mounted on.  

True but depending on the platform, in the case of the Deutschlands and Scharnhorsts, it can be.

As far as the Gothic V SC: AAF and ram it with the power ram.   Depending on if you stop as you hit or pass her you'll either get a broadside angle or a shot with your torps if end the movement in base contact.

Ram away if you think I'd let the SC get into ramming distance of the Gothic. Again, TH in, mess up the Gothic, then SC in and kill the Gothic.


The first and foremost is their efficiency against escorts is going to be compromised by the new rules for aboats and the Wolfpack list being made official.  Lances would go some distnce to off setting this.

And why would BCs not work against the problem above?

The SO was not unhit, however it only took 4 damage leading up to this.

D'Art, even without the shields collapse crit, it would still have taken about eq to a str 6 lance hit.  It would have been dead, just differing in it's degree of dead.
As far as the successful BFI: It would have taken half as many hits, leaving it only crippled and with only 3ish crits instead of five.  It might do a little more damage to the SO, but I'd say that it's probably going to die in the next turn or so.

Probably. Try it first though.

The SM stuff is stamped 'final'.

You can still complain. They still haven't released the final PDFs yet and as experience goes with PP, we know what's stamped final might not be final.

Against IN ships one hits on a +4 and one hits on a +5 on most facings.  The str 2 lance would do on average one hit, the str 6 torp on average 2 (since thawks are fighters and can suppress turrets).  So, again, how is the torp not an anti-ship weapon when the lance is?

Because it's actually quite easy to avoid torps unlike lances. All the weapons in BFG are in a sense anti-ship but there are some more anti-ship than others.


Offline Sigoroth

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Re: Space Marines - Redesign/Rules Development
« Reply #876 on: December 29, 2010, 06:17:53 AM »
I think he was talking about people's own custom chapters.  It's a common thing in this game we call Warhammer 40k that we seem to get a lot of new players crossing over from.  They have this funny idea from all those rulebooks, BL novels, audio books, comics, and video games printed after Armada that Space Marine ships have lances.

Again, we do not pander to SM fanboys here. Nor to the dictates of whatever tosspot BL author happens to be spinning the latest load of crap.

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I again notice how you do not talk about BC's ridiculous deadliness against ships, far above what lances are.  I have a hard time swollowing that the IN are opposed to weapons that burn neat holes in ships in favor of weapons that gut them from end to end, with, in all but the more extreme circumstances, exactly the same accuracy against ships.

Because this is a game, not just a fluff playground, we give people a balanced fleet list. So that at a given point value SM can actually go toe to toe against whomever. However this is not what they're meant to be able to do according to their backstory. If they do manage to do it in some piece of crap fluff or some notable Codex story or whatever, that is a case of them overcoming the odds in true heroic fashion, not a case of them having warships out the wazoo.

So, since we had to balance SM ships for play purposes, then the way in which that was done was by simply accentuating their strengths. We did NOT give them holofields. We did NOT give them auto-repairing hulls. We did NOT give them Daemonships. We did NOT give them lances.

Yes, in reality they should have shitter ships. These ships, or these points costs, are uber compared to what they should have. They don't however have what they should not.

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Because I'm firing three squadrons at the waves rather then the SDMs individually.  Str 24 wb becomes str 5, str 16 becomes 3 assuming no left shift.  When you say waves I assume that means you're combining six squadrons into two waves.  Under the new FAQ I only have to roll one six to eliminate the entire wave rather then reduce it's str by 1.

He also said 'waves', plural, which means you'd have to split that firepower.

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However, I'm still combining WBs from three squadrons.  So I can target 3 waves individually.

The SCs are 2.5 times faster than the SDMs and the THs are 4 times faster. They will control the engagement. The THs won't even get shot on the way in. You will have zero dice against them. In which case the SCs can just form a single wave of 6 and guarantee a kill per turn, all the while staying out of range of the SDMs.

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I don't have to corner them all, just one at a time, since you seem to not be squadroning them, the dancing in and out is not much of a threat due to their weak WBs and BC against escorts.

The SDMs will never corner the SCs.

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The squadron with 2 goes in the center of the formation.  By all means, attack it.  That's why it's there, since the idea is that anything that comes in range at 30cm is in range of both larger squadrons on the flank.  If you funnel thawks toward it, I get to fire lances at them as well.

You don't seem to understand. You will never get to shoot at the TH. You will only have turrets against them. That's it.

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Further, if I brace I lose some forward momentum.  If you brace, you lose the ability to reload ord.  

You can't brace.

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Against IN ships one hits on a +4 and one hits on a +5 on most facings.  The str 2 lance would do on average one hit, the str 6 torp on average 2 (since thawks are fighters and can suppress turrets).  So, again, how is the torp not an anti-ship weapon when the lance is?

What? How are the THs suppressing turrets against torps?

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Never minding that 'why on earth would I bunch them together rather then set them up to provide supporting fire if someone tries to close or get behind one or more squadrons':  

You yourself said you were massing turrets to prevent death by TH. If you don't mass like this then I won't AAF, I'll just stay out of range while killing your ships with THs.

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2: How are you moving your SC's during the Ordinance phase?  You would either have to not move your AC for both your and my ord phase, which means they will be out of range if you AAF, or you're moving with them infront of you, meaning they're going to be in range of my wbs.  

You must have missed something. Let me reiterate. I finish my movement 41 cms away from your ships. If you move your maximum of 10cm I will be 31cm away, putting me outside your reach. If you move your minimum I'll be 36cm away. So now in your ordnance phase I move my THs 20cm towards you, putting them 11-16cm away. My turn. Now I AAF, needing at most 12cm to ram, 15cm to end in base contact with the next ship back (or just 12cm if your ship is in base contact to the side, rather than behind).

This gives me one ship rammed and one ship boarded per SC. Now in my ordnance phase the THs come in to mop up the remaining SDMs.

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4: the sheer number of things that can go wrong here...
In order of likelihood:
1)You fail to roll between 10 and 12 on 4d6 meaning you either stop short or overshoot on your ram attempt.  Overshooting would be bad, stopping short would be much worse.  Overshoot and I have to BFI one squadron, and have a 50/50 chance of losing one SDM.  Fall short and you're closing, within 15 cm, and looking at a str 24 wb and str 3 lances.  I'd brace if I were you at this point.

Yep, if your roll fails to make average (which is 14 on 4d6) then you're in for a fight rather than just auto-killing them. But since they're equal points wouldn't you expect that it's possible for them to come out on top? To overshoot you'd have to roll something like a 20+ or something. Not likely.

Secondly, you can't BFI. You can only reload ordnance. That's your only special order.

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2)All of my squadrons are not actually exactly the same distance away from you.

Well, depending upon your level of dispersion the tactics are altered. If it's not much then the THs just go for the outer ships. If you're really dispersed, as in, not getting much in the way of massed turrets, then I'll just stay out of range and let the THs kill you. A wave of 3 for each SDM if in a squad of 2, a wave of 4 then 2 if in a squad of 3.

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3)I successfully BFI against you at one or more points in this plan.

You can't BFI.
« Last Edit: December 29, 2010, 06:20:02 AM by Sigoroth »

Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #877 on: December 29, 2010, 07:43:14 AM »

He also said 'waves', plural, which means you'd have to split that firepower.

He can do 2 waves of three or three waves of two.  If he does three waves of 2, he won't be able to beat turrets.  If he goes with two waves of three, he can be turrets but opens them to being offed by the sheer number of dice I'm rolling to get a single six against each.

The SCs are 2.5 times faster than the SDMs and the THs are 4 times faster. They will control the engagement. The THs won't even get shot on the way in. You will have zero dice against them. In which case the SCs can just form a single wave of 6 and guarantee a kill per turn, all the while staying out of range of the SDMs.

At some point they will be within 30cm because they can only move 20 in a given ord phase.  Remember that I have a range of 30.

Which also is nice, because it means that for the SC to hit me, they have to come in range of my guns too.  They can move around as much as they like, but remember that a SC only has enough firepower to take down my shields in any position but closing.  If he squadrons them, and ends up having to BFI, then the whole squadron BFI's, which means no ord reload.  

The SDMs will never corner the SCs.

Again, if this were true, Necrons would be invincible.


You can't brace.

Yes, I can.

"Stationary defenses and vessels used as planetary defenses such as Defense Monitors or system ships do not roll for leadership or have a leadership value just as other normal planetary defenses do not, with the exception that they reload ordnance (where applicable) on a nominal leadership of 7 unless specifically stated otherwise in their fleet lists or special rules. This means that they cannot take on any special orders except Reload Ordnance, though they may also attempt to Brace For Impact against this same leadership. They also make all other leadership checks they may have to make against Ld7, such as for navigating celestial phenomena and for ignoring closest targets." -FAQ2010, pg 15



What? How are the THs suppressing turrets against torps?

Mistyped.  What I meant was tht they game you a choice between either getting a hit and run or eating the torps.  Since turrets can only target one or the other in a given turn.

You yourself said you were massing turrets to prevent death by TH. If you don't mass like this then I won't AAF, I'll just stay out of range while killing your ships with THs.
Massing three of them still give you 4 turrets.


You must have missed something. Let me reiterate. I finish my movement 41 cms away from your ships. If you move your maximum of 10cm I will be 31cm away, putting me outside your reach. If you move your minimum I'll be 36cm away. So now in your ordnance phase I move my THs 20cm towards you, putting them 11-16cm away. My turn. Now I AAF, needing at most 12cm to ram, 15cm to end in base contact with the next ship back (or just 12cm if your ship is in base contact to the side, rather than behind).

This gives me one ship rammed and one ship boarded per SC. Now in my ordnance phase the THs come in to mop up the remaining SDMs.

Yeah, I followed you except the part where I'm 30cm away and you roll average on your check, putting you 10 cm aft of me.  Or the part where both your Sc and thawks are all exactly 41cm away.  And, btw: if you're moving to 41cm, and launching ord from your forward LBs, wouldn't the Thawks be at 40cm, and, then, when I close 10cm, be at 30 cm?  

"Attack craft waves must be assembled into the smallest circumference possible, such as a block of four, two rows of three, etc. For example, a single wave of eight ordnance markers cannot be stretched out into a single-file line eight markers long" - FAQ2010.

Yep, if your roll fails to make average (which is 14 on 4d6) then you're in for a fight rather than just auto-killing them. But since they're equal points wouldn't you expect that it's possible for them to come out on top? To overshoot you'd have to roll something like a 20+ or something. Not likely.

Secondly, you can't BFI. You can only reload ordnance. That's your only special order.
Not with new FAQ 2010!  It brightens!  It Whitens!  It Braces for Impact!

And, depending on what I do, you'd just have to roll average.

Well, depending upon your level of dispersion the tactics are altered. If it's not much then the THs just go for the outer ships. If you're really dispersed, as in, not getting much in the way of massed turrets, then I'll just stay out of range and let the THs kill you. A wave of 3 for each SDM if in a squad of 2, a wave of 4 then 2 if in a squad of 3.

I don't give your THawks good odds here.  I'd have to fail two 50% throws, and that's assuming that I never get a WB shot off.
« Last Edit: December 29, 2010, 07:49:01 AM by BaronIveagh »
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Offline horizon

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Re: Space Marines - Redesign/Rules Development
« Reply #878 on: December 29, 2010, 07:59:30 AM »
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Or the part where both your Sc and thawks are all exactly 41cm away.  And, btw: if you're moving to 41cm, and launching ord from your forward LBs, wouldn't the Thawks be at 40cm, and, then, when I close 10cm, be at 30 cm?
Move t-hawks to the side in turn of launch not front. Keeping in mind that the SDM must come closer. Thus keeping that +30cm thing in mind. In the ordnance phase of the SDM's the T-Hawks are moved up (below 20cm) and then in the Marine turn they'll make the attack run.

So no chance to shoot with the SDM's.

But what are we talking here? Two entities up to the same value. It should be relative balanced on who would win. A 80-20 result would be bad.

But all in all I think the Strike Cruisers will take the lead in most of these encounters due speed & turns & special attacks.

Waves of 2 can still beat turrets. Turrets can roll 3's and all.

Also, the t-hawks could be placed in such a wave (front arc.side arcs) that the SDM will touch the t-hakws during their movement phase thus having no massed turrets.
Due the 45* turning this placement of t-hawks is pretty easy to achieve.


Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #879 on: December 29, 2010, 08:32:10 AM »
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Or the part where both your Sc and thawks are all exactly 41cm away.  And, btw: if you're moving to 41cm, and launching ord from your forward LBs, wouldn't the Thawks be at 40cm, and, then, when I close 10cm, be at 30 cm?
Move t-hawks to the side in turn of launch not front. Keeping in mind that the SDM must come closer. Thus keeping that +30cm thing in mind. In the ordnance phase of the SDM's the T-Hawks are moved up (below 20cm) and then in the Marine turn they'll make the attack run.

So no chance to shoot with the SDM's.

But what are we talking here? Two entities up to the same value. It should be relative balanced on who would win. A 80-20 result would be bad.

But all in all I think the Strike Cruisers will take the lead in most of these encounters due speed & turns & special attacks.

Waves of 2 can still beat turrets. Turrets can roll 3's and all.

Also, the t-hawks could be placed in such a wave (front arc.side arcs) that the SDM will touch the t-hakws during their movement phase thus having no massed turrets.
Due the 45* turning this placement of t-hawks is pretty easy to achieve.

Hmm... No, there is way to get the shot in: turn 45 degress and move 5 cm opposite the side that he moves the wave to.  That make the Thawks about 43cm away since the base of the SC is 2 cm across and for him to be make the thawks a wave all three have to be in base to base contact, and to pull off his ramming attack they have to be side by side, more or less.  He could move two waves to both sides, but he risks me being able to fire on one wave or the other because they wouldn't be exactly 41 cm anymore, the distance would be more like 38 and 44
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Offline horizon

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Re: Space Marines - Redesign/Rules Development
« Reply #880 on: December 29, 2010, 08:49:44 AM »
Hi,
your adding my things:

Marine turn: T-Hawks at 41cm (no matter position of Strike Cruiser).
SDM turn: SDM moves max of 10cm, min 5cm. Range to t-hawk 31cm or 36cm = no hit. Agreed? (Half speed must).
SDM turn ordnance phase: T-Hawks move 20cm -> distance 11-16cm.
marine turn = THawks hit SDM

or!

marine place t-hawks (waves of 2 in this case) at less then 5cm from your position. With a 45* turn on the SDM I can cover all angles easily. I can leave an open end to the opposite side = move away from Strike Cruisers = Opening rear to Strike Cruisers = toast.

So SDM turn = moving and is either BR (less dice, no closing, movement less then 5cm is count as defence) or move into t-hawk wave without massed turrets.
BFI = less dice again to shoot at other t-hawk waves.


Note: no ram attacks from me.
Either way the Strike Cruiser will, can and must dictate the flow of the battle.

Offline Sigoroth

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Re: Space Marines - Redesign/Rules Development
« Reply #881 on: December 29, 2010, 08:59:47 AM »
He can do 2 waves of three or three waves of two.  If he does three waves of 2, he won't be able to beat turrets.  If he goes with two waves of three, he can be turrets but opens them to being offed by the sheer number of dice I'm rolling to get a single six against each.

He could do 1 wave of 6 but you'll never get a shot at it.

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At some point they will be within 30cm because they can only move 20 in a given ord phase.  Remember that I have a range of 30.

OK, you do know that 20cm speed equates to 40cm per turn right? I launch them and on my turn I move them to 41cm away from you. Now I end my turn. Now it's your turn, you move as fast (or as slow) as you can, putting you no closer than 31 cm and no further than 36cm from my THs. You can't shoot. Now in your ordnance phase I move 20cm straight towards you, putting me no more than 16cm away. Now it's my turn. My ships can AAF for the ram/board thing or they could stay at range, and my THs move in for the kill. You don't ever get to shoot at the THs.

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Which also is nice, because it means that for the SC to hit me, they have to come in range of my guns too.  They can move around as much as they like, but remember that a SC only has enough firepower to take down my shields in any position but closing.  If he squadrons them, and ends up having to BFI, then the whole squadron BFI's, which means no ord reload.  

Of course you're going to be closing. He's only going to get into range when things are beneficial to him. Such as having smooshed half your SDMs with THs. Most likely he'll be locked on too. Possibly at close range (equal firepower to lances). Otherwise he'll be ramming and boarding.

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Again, if this were true, Necrons would be invincible.

Utter nonsense. The Necrons need a special order to maintain their speed and they need to be in range to shoot. The opponent can also use special orders to try to catch him, as well as relying upon longer range and reasonable speed to cover a fairly large proportion of the board. In this scenario the SM player has the clear advantage of speed, manoeuvrability, range (THs) and the opponent has no recourse to special orders to try to catch him, as well as having a pathetically small area to try to deny. The SM player would annihilate the SDMs while never being shot at.

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Yes, I can.

"Stationary defenses and vessels used as planetary defenses such as Defense Monitors or system ships do not roll for leadership or have a leadership value just as other normal planetary defenses do not, with the exception that they reload ordnance (where applicable) on a nominal leadership of 7 unless specifically stated otherwise in their fleet lists or special rules. This means that they cannot take on any special orders except Reload Ordnance, though they may also attempt to Brace For Impact against this same leadership. They also make all other leadership checks they may have to make against Ld7, such as for navigating celestial phenomena and for ignoring closest targets." -FAQ2010, pg 15

Bah, hoisted by this crappy FAQ. Not that this change is crappy, but I dislike the tremendous length of the document and the fact that it keeps some overly complex rules around when a simpler solution is readily available. And it seems its going to make "official" certain crappy rules that were hitherto merely a bad idea. In short, I haven't read the FAQ (refuse to is a better translation). But yes, you will shortly be able to brace. Doesn't matter though, you're going to still get eaten by THs.

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Mistyped.  What I meant was tht they game you a choice between either getting a hit and run or eating the torps.  Since turrets can only target one or the other in a given turn.

Ah, well it more a case of the torps making the THs better rather than the other way around. No one elects to shoot at AC over torps.

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Massing three of them still give you 4 turrets.

Yes, and I'd send in a wave of 4 THs against the 1st target and 2 THs against the 2nd. Reasonable chance of killing both. With the 1st one dead then the second one drops turrets to 3, meaning that if it didn't get 2 hits it's likely dead too. However, with them able to BFI I'd just knock out 1 SDM at a time.

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Yeah, I followed you except the part where I'm 30cm away and you roll average on your check, putting you 10 cm aft of me.  Or the part where both your Sc and thawks are all exactly 41cm away.  And, btw: if you're moving to 41cm, and launching ord from your forward LBs, wouldn't the Thawks be at 40cm, and, then, when I close 10cm, be at 30 cm?  

"Attack craft waves must be assembled into the smallest circumference possible, such as a block of four, two rows of three, etc. For example, a single wave of eight ordnance markers cannot be stretched out into a single-file line eight markers long" - FAQ2010.

If you moved minimum distance there is a small chance I'd fall short. However this scenario was in response to you saying you'd get 5 turrets each ship through massing. Which meant 3 allies in base contact with each ship. The only way to do this is to form a cluster, which would make the overall base size a very large target. So moving at minimum speed makes it very unlikely to overshoot. Moving at maximum speed makes it a definite possibility, but then I'd be behind you and you'd not get a lance shot at me. I think I would rely on my armour and shields for turn, particularly as you've just likely lost 3 escorts from the ram and probably 2 more from the THs.

As for the THs being 41cm away, don't forget that after I release them I can move them that turn. I'd just move back to 41cm.

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I don't give your THawks good odds here.  I'd have to fail two 50% throws, and that's assuming that I never get a WB shot off.

Well against a squadron of 2 in BtB contact that's 3 turrets. So with 3 THs you'd need to hit with all 3 turrets to prevent the H&R attack. With them able to BFI I'd throw 4TH against the 1st and 2 against the 2nd. Pretty good odds of killing at least 1. Either way it matters not. Eventually they'll get through. The SDM will on the other hand never get a shot off.
« Last Edit: December 29, 2010, 09:03:06 AM by Sigoroth »

Offline Sigoroth

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Re: Space Marines - Redesign/Rules Development
« Reply #882 on: December 29, 2010, 09:04:05 AM »
So SDM turn = moving and is either BR (less dice, no closing, movement less then 5cm is count as defence) or move into t-hawk wave without massed turrets.

Can't BR.

Offline horizon

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Re: Space Marines - Redesign/Rules Development
« Reply #883 on: December 29, 2010, 09:17:37 AM »
Ah yeah, pretty noodles to me. Makes the placement even more worthwhile to forgo massed turrets.

On BFI & defences:
That was FAQ2007 already iirc.



Offline BaronIveagh

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Re: Space Marines - Redesign/Rules Development
« Reply #884 on: December 29, 2010, 06:01:07 PM »

marine place t-hawks (waves of 2 in this case) at less then 5cm from your position. With a 45* turn on the SDM I can cover all angles easily. I can leave an open end to the opposite side = move away from Strike Cruisers = Opening rear to Strike Cruisers = toast.


Except then the SDM counts as moving away, which means the SC does not have firepower greater then 2 unless squadroned.  (something I know you'r reluctant to do do to the squadron BFI rules)

Further, I can take the 45 degree turn at the beginning of my movement phase and move less then 5 cm toward them.  If they are not perfectly aligned with the front arc of the squadron they're aiming for, I may actually gain range, and if they are, I'll only move 2.5cm closer.  If they're dead on, I may lose a single ship. The whole concept depends on the thawks having perfect alignment, and me moving directly forward rather then turning before I move.

My usual formation stalking a faster and more agile adversary is a V rather then an echelon, with the centermost squadron taking up the rear.  With the farthest distance apart 15cm this gives me a 15cm overlap and let's me fire on anything trying to, say, hit a squadron in the rear or close within 15cm.

Sigoroth: even if I mass together: I take the 45 degree turn and you'll have to move forward 10cm to realign or BR and cross your fingers for next turn.



However, we're off on a tangent here at this point. 
« Last Edit: December 29, 2010, 06:37:43 PM by BaronIveagh »
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