chapter master 454 Posted March 29 Share Posted March 29 Personally take: Currently stands that really the issue is that certain units are missing for certain themes -COUGH- outriders -COUGH- -COUGH- Korsarro is on foot why? -COUGH- However if we are to go a little deeper, I think the issue is of exploring the various chapters to a certain depth. Each chapter would certainly have greater or lesser variances and some will be more notable than others. After all, we can go fairly deep in a variety of directions like chapters that go more into being faith driven like Black Templars and thus lessen their librarian access within lore but on the table more of chaplains appears, maybe even having new ones added that act as their historians who inspire by recalling past deeds. Then we could have chapters who have deeper ties to the Mechanicus like the iron hands for one reason or other, resulting in access to more arcane tech they deploy or maybe they are just a chapter who were bestowed with it at inception by the high lords to maintain their duty given to them (as most chapters are created with a specific goal in mind) so that could manifest ether in unique tank weapons or maybe more esoteric guns used by their marines in odd ball units. We could see chapters where like white scars they prefer going fast so Outriders get armed a little more heavily ether by equipping their bikes with different guns, arming the marines with melee weapons, or even stripping the bike down for use by scouting forces. We could see a chapter maybe prefer subterfuge and stealth and thus we could see Phobos and scout marines being armed with weapons outside the norm. These divergences are all within realm of reason. While adherence to the Codex Astartes is considered the proper form, I don't think Gulliman meant it to be a sacred text and final word on tactics but more to be considered guidelines. After all, Specialisation has strengths and chapters with how they are likely to focus on their method of war aren't outwith the ability to do so. This however comes with the issue of how much can you allow within the game with model support? I would argue that Space Marines are already OVER supported with the fact they take up far more real estate than any other faction by miles and miles. Space Wolves are effectively an entire faction of space marines by themselves, while the divergents add a number of units to a rather overbearing codex as it is that has put itself in a corner with bloat because of unchecked corporate greed and oversight. I think there should be unique units for chapters who aren't special named boys to make use of if they wanted to. Tournament scene be damned purely because as others have mentioned, tournament scenes don't care for fluff, only the best stats. We've seen the flavour of captains shift edition to edition. Once was Relic Blade, storm shield on bike, another time it was jump pack thunder hammer. My thoughts are if we were to limit it, the bare minimum should be a selection of Epic Heroes who aren't "special" characters, just using the Epic Hero component to limit their taking. So masters of the chapter with models and rules for a Chapter Master, Master of Sanctity and Chief Librarian. Then would be nice to add a layer for things of the lower rank, Captains having access to optional abilities they get to pick one of, representing their companies unique position or maybe a post inherent to their companies position (like master of the fleet). Librarians and Chaplains should regain some element of being able to pick what they bring to the table. From there, we just need to see units released having options for how they are fielded. Bladeguard Veterans for example, why only sword and board? What about if they had an option for spears? Link to comment https://bolterandchainsword.com/topic/385306-the-codex-compliant-chapters-can-and-absolutely-should-have-access-to-unique-units/page/8/#findComment-6102598 Share on other sites More sharing options...
jaxom Posted March 30 Share Posted March 30 21 hours ago, chapter master 454 said: This however comes with the issue of how much can you allow within the game with model support? I would argue that Space Marines are already OVER supported with the fact they take up far more real estate than any other faction by miles and miles. Space Wolves are effectively an entire faction of space marines by themselves, while the divergents add a number of units to a rather overbearing codex as it is that has put itself in a corner with bloat because of unchecked corporate greed and oversight. I think there should be unique units for chapters who aren't special named boys to make use of if they wanted to. I had a few different ideas, but decided to stick with minimum effective dose for this. I think the best way to accomplish it without more unit bloat - while also making to something for everyone and not just marines - is to add 1-3 unit enhancement options to each detachment. Then let 1-2 units take them (maybe 1 for Incursion force and 2 for Strike Force). The unit enhancements could be bespoke, or as simple as getting to use one particular detachment strategem for 0 CP once per turn. Link to comment https://bolterandchainsword.com/topic/385306-the-codex-compliant-chapters-can-and-absolutely-should-have-access-to-unique-units/page/8/#findComment-6102705 Share on other sites More sharing options...
Tacitus Posted March 30 Share Posted March 30 3 hours ago, jaxom said: I had a few different ideas, but decided to stick with minimum effective dose for this. I think the best way to accomplish it without more unit bloat - while also making to something for everyone and not just marines - is to add 1-3 unit enhancement options to each detachment. Then let 1-2 units take them (maybe 1 for Incursion force and 2 for Strike Force). The unit enhancements could be bespoke, or as simple as getting to use one particular detachment strategem for 0 CP once per turn. That doesn't really help the problem being discussed. Marines in general, and White Scars in particular are hurting for bike MOUNTED CHARACTER LEADERs for example, and a unit enhancement isn't going to help there. Karhedron and jaxom 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/385306-the-codex-compliant-chapters-can-and-absolutely-should-have-access-to-unique-units/page/8/#findComment-6102721 Share on other sites More sharing options...
jaxom Posted March 30 Share Posted March 30 19 minutes ago, Tacitus said: That doesn't really help the problem being discussed. Marines in general, and White Scars in particular are hurting for bike MOUNTED CHARACTER LEADERs for example, and a unit enhancement isn't going to help there. That was one of various paths I didn’t go down for responding because it’s likely GW will devote miniature resources to eventually; unlike variant units. Characters have a large profit margin and new character releases are more common than new units. Link to comment https://bolterandchainsword.com/topic/385306-the-codex-compliant-chapters-can-and-absolutely-should-have-access-to-unique-units/page/8/#findComment-6102724 Share on other sites More sharing options...
One Paul Murray Posted April 1 Share Posted April 1 On 3/27/2025 at 10:19 PM, HeadlessCross said: That was me that gave that example and was attacked for it because "it's Black Templar Crusader squad therefore breaks lore", while ignoring what I said. Your argument about "potential" interactions isn't a good one when there's already dumb interactions in the game to begin with. Characters buffing certain units to the stratosphere is nothing new, especially when GW sometimes doesn't understand their own game and attempt to fix it by nerfing the unit wanting the buffs (greatest example was 9th edition Black Legion getting all Chaos Terminators nerfed). It's important to just assume your characters or enhancements or Strats are going to be used on more powerful units and therefore just need to be costed appropriately for that. It would be silly after to price Lieutenants as if they just gave their buffs to Tactical Squads wouldn't it? Well to be clear, I'm not attacking you about anything you've said, more using an example culled from the conversation. I guess the gist is; the more interactions you have, the harder it is to plan. Therefore if GW chooses to limit some of those within the game context, I don't think that is necessarily a bad thing. Your comment about costing appropriately is fair, but that is just a different way of addressing the issue and I don't see a problem with their way. My overriding thought with a thread like this is that there is a sense of wanting something unique as a means of distinction. And that way leads to proliferation of units. Which is a bad thing because there are only so many ways to differentiate things in a game with finite interactions. Eventually units start to tread on each other's toes. Someone else mentioned giving Bladeguard a spear option. But does that need a new profile? Or do you just accept that there weapon profile is honour guard with swanky power weapon and model accordingly? Link to comment https://bolterandchainsword.com/topic/385306-the-codex-compliant-chapters-can-and-absolutely-should-have-access-to-unique-units/page/8/#findComment-6103192 Share on other sites More sharing options...
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