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I was recently involved in a 40k campaign with 3 freinds. Pritty much what we did was build a 3000pts list but never used the entire thing at once. Rather we build mission sutable sized forces depending on the mission we were going to and whoever won the most territory on a map we made won.
I was playing with my freinds Orks for a change while they used their IG, the other freind used their SM chapter and the last with Eldar.
The problem seemed to be that after 5 battles the SM player was almost out of units to use. We rolled a d6 for every casualty and on 1 or 2 they could not be brought back up to combat effectivness within the campaign time frame or they just flat out died and they only got this if their units were able to escape at the end of the lost battle ( no turn limit unless liked to objective, and they was only for sucsess not duration). They were a bit unlucky but not that much more so than me or the IG player.
They were first knocked out of the campaign becuase they simply did not have enouph units left for the mission that would be their last and I just overran them as they defended their base of operations, they already lost all thier HQ and Elite choices from the 3000pts by that battle (they had such odd combinations of units left we didnt make them sick to force organization).
This raises the Question with only 1000 brothers could a chapter ever survive a campaign without having to be out of action for a few hundred years to recover?
Last edited by Osaria; October 7th, 2005 at 01:33.
Quite simply because Space Marines in the fluff are much more powerful than space marines in the rules. This was a conscious decision which GW made in order to have the heroic flavour to the fluff while still haveing a fun game. A closer representation of the fluff marines is to be found in a WD a few months ago, in an article called "Movie Marines". Basically, if you want one tactical squad which acts on the table something like it does in the fluff it would cost 1,500 points in and of itself.
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Also they don't do long campaigns. They do one-off strike attacks etc. It's the guard who fight in battle after battle against the same foe, slowly gaining and losing ground.
Maybe a more realistic way to have marines in a campaign like that would be for them to only appear in one decisive battle. Not much fun for the marine player though.
I just had a thought, you could always play using hostages. Have units that are destroyed roll the dice just like any other and if the model is not killed then he is a hostage. You can then negotiate with the other players to swap them!
Or reduce the likelyhood of marine casualties actually being out of action to represent their superhuman healing capabilities. Maybe the marine player can roll 2 dice and pick the highest?
Yeah in short battles and stuff like that space marines can be deadly but after sustained fire they do finally fall and they are very expensive units.
In the fluff they don't do long campaigns except at things like the Heresy. Plus chapters ussually work together and they are much more destructive in the fluff. Besides, there they also can commendeer Imperial Guard and have access to huge ships and things like that which make their survival chances a lot better.
Originally Posted by The Paint Monkey
Also, they have a huge pool to draw from for recruits-every Deathworld and Feral World in the galaxy is a prime recruitment spot for the Marines.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
The Black Templars fights in the longest crussade in mankinds history, and they are still as strong as before.
If you would want to include marines in a campaign the fluffy way, he should only have around a 1000p list that strikes in the heart of enemy territory by drop-pods and such. The marines chooses their fights, not the enemy.
You could also let units flee and regroup from the battlefield or something like that. Or make some reinforcement rule or something.
Like in the Path To Glory WHFB mini-game, you can roll dice to check if the soldier is really dead, "simply" taken out of action (so he'll be back next battle), or heavily wounded (so he'll miss next, say, D3+1 battles).
A good idea horsemen! Ona roll of 1 hes dead, and on a 2 hes out for a game or to.
Maybe a sort of differentiation is needed for higher T troops - afterall, Marine is much harder to be rendered incapable of combat then a Guardsman.
3-5: Miss D3+1 games
6: In shape for next battle
2-4: Miss D3 games
5-6: In shape for next battle
This can also be modified to include everything in a single roll:
3: Miss next 4 games
4: Miss next 3 games
5: Miss next 2 games
6: In shape for next battle
2: Miss next 3 games
3: Miss next 2 games
4: Miss next 1 game
5-6: In shape for next battle
Natually, Path to Glory used a more complex and detailed system, with a number of injury types and their results, but this simplified system will suffice.
Naturally, there is no-one to prevent you from using PtG injury table to model or paint some traces of old battle wounds on your troops - altough it might be a bit much to use it on anything apart from HQ or squad leaders. You could also devise your own detailed injury tables, using the PtG one for the basis.