Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
combat squads: yes i want them in all armies.
combat squads: no, i find them a bad addition.
i wish combat squads are an option, not mandatory.
if it's not the right forum, i'm sorry. This seemed the correct one for me.
I fear the addition of combat squads in all marine will seriously hamper all standard marine armies, and UM.
I play UM, and if i hear what the BA is rumoured to get, i fear that regular marines and UM will be at an disadvantage.
Add the restrictive factor of combat squads (mandatory veteran sarge where i think he is not needed (wasted points), who need a cc equiped sarge in a shooty squad or have no option to switch to ccw en pistol), where you are bound to add or substract relatively huge chunks of points for troop choices, i fear it will be very hard to make effective armies with the UM.
Before some says that i need to play an other marine army then, i like the UM, the colorsheme, the story, the options, more then BA, DA, BT, SW or others. not to mention it's a relatively easy colorsheme.
I know UM are said to be strictly astartes, so following fluff, the chance they get combat squads is fairly absolute.
So my questions is:
Do you want combat squad options mandatory or rather leave them out of the codex redux?
remark: 3rd option is meant that you may add persons in the old way and at 10 may split them up. in that way i find them not restrictive and a nice addition instead of a bad one.
I was hoping they would contain combat squads for just DA, but once I saw it's also for BA I knew everything is going down hill. Yes it makes more sense to limit heavy weapons for larger squads, but it hampers SM's abilities. At least from now people can't complain about overpowered marines.
This should be in the regular Space Marines section, as its not a preview and fits better with SM than rumors,
Sleeping, not dead.
Removed by the moderators.
This restriction will help bring balance back into the game. It use to be this way in 2nd edition and the various armies were pretty evenly matched. As it is now, there are entirely too many varaibles for GW to consider when designing balanced rules for each of the armies.
I feel that Combat Squads is a bit too harsh when it comes to balancing the game. They could have just charged us more per heavy weapon like in the Dark Angel and Blood Angel rules instead of forcing us to take 10 man units in order to even access one. Bleh.
That being said, I really do love it for Devastators. ^_^
I think that they're really cool. The Dark Angels tac squad is probably worse, overall, than the generic marine tac squad, but I think it's far neater. Coming with bolt pistols and grenades seems fluffy and appropriate. The 5/10 restriction seems, to me, both fluffy and a good fix to the ridiculousness that was six-man las/plas squad. It was stupid that the best troop choice the Marines had was six Marines with a lascannon and a plasma gun. Not just by a little bit, either--by a lot. I think eliminating this squad is well worthwhile, and I think this is a good and fluffy way to do it.
There are some things I don't want to see come to normal marines from the DA codex--pricier drop pods and one less Ass. Cannon on my terminators, most notably (and those stupid landspeeder squadrons that force you to mix Assault Cannons and Heavy Flamers) but I'd welcome combat squads, and, really, the whole tac squad entry with open arms--even if it did mean I'd have to pay ten points more for my power-fists.
I like Combat Squads, it's a characterful rule with tons of subtle applications that make it quite useful.
For Codex Chapters like the UM, DA, BA, etc I expect it to be mandatory. Of course SW, BT, and other non-Codex chapters will not include the rule.
Here's how I envision it in the new SM 'dex.
The "vanilla" list details how to make a Codex-abiding chapter with fixed squad sizes, combat squads, etc. Combine the "Codex-compliant" parts of the DA and BA and you'll get a good idea. Using traits, you can differentiate your army. One of these traits nixes the combat squads rule, restores floating squad sizes, and includes other balancing factors (10 marines for a heavy weapon perhaps).
This seems the most reasonable and fluffy way, it preserves combat squads for Codex compliant chapters (the majority) while still allowing for many variations offered by the trait system.
Well, normal space marines would need something more then the DAs have, as the DA would be getting a bunch of special rules, like ravenwing/deathwing.
Take the DA codex, and remove those special squads, and theirs no way that army is going to be able to handle tourney play.
And unless ultra marines get a hole bunch of expanded rules, similar to tryanid hunters, Id say they'd be worse then 3rd edition ultra marines (due to rihno rush, and other factors which made playing marines more powerful.)
Otherwise, I can really see ultra marines being laughed at again, which would be a shame, since they should be in the top 5 most powerful chapters.
I put I would like the option, but not manditory combat squads. I think a better limiting factor would have been one heavy or special weapon unless your squad size reaches 10, then you may include both. I haven't played with or against combat squads yet (play nids and daemonhunters, most games against Necrons, chaos and Orks), but think that anything that is that limiting to choice is a bad idea.
Smurfs can have all the nifty stuff they want, so long as they stay true to the Codex their Primarch wrote, I'll be happy.