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- "Fluff" Marines as IG Allies (in image format) *UPDATED May 12th*
Here are some basic "True Marine" characteristic (and weapon) changes that my mates and I are working on atm. I think they're fair enough, and give an accurate representation of fluffy marines without making them ridiculously OP. I tried posting them on DakkaDakka, but aside from a few good suggestions, the thread devolved into arguments over fluff interpretation... gah...
:suicide:
Anyway, hopefully I'll have more luck here... tell me what you think so far! Any unforeseen complications or balancing side-effects that you can make out? Overpowered? Any criticisms, suggestions, or advice at all?
Ok, so the following squads will count as allies for Imperial Guard armies. Tactical, Assault, Scout and Terminator squads can be taken by IG players as Elites choices, and if at least two full Space Marine squads are taken as Elites, then a Captain may be taken as a second HQ choice.
They can take whichever transport options are allowed in the SM codex, and all unmodified weapon and wargear profiles are from the SM codex too.
Note that the artwork isn't mine, I just decided to throw in some awesome stuff I googled for decoration
:
Here are some custom weapon stats and wargear/special rules. We'll be applying these modified weapon profiles to every faction that uses them (if applicable), so we'll be shifting around point costs and stuff for other armies too:
At the moment, Marines are effective against medium/heavy infantry, and can even tackle MCs with a little luck. They suck against cheap hordes though... just can't put out enough firepower to win back their points before they die.
Tacticals/Scouts sort of make up for this with Flamers, Heavy Bolters and Auxiliary GLs (on Vet. Sergeants), and Assault Marines are able to dish out a fair number of wounds to an assaulting Zerg-rush or Guard blob (especially with a Flamer), but quickly end up overwhelmed before they can make back their points. Terminators are pretty good all round (with Power Weapons, Assault Cannons, BS5 Cyclones and the new, improved Storm Bolters), but they move slowly at times, and every loss is a big deal. Just the way they should be... ~8)
I like the Toughness bonus provided by Terminator armour, as it counter-balances the Slow and Purposeful USR pretty well, but provides important extra protection against Instant Death.
Major changes, as of most recent update
:
1) Reduced the Captain's Wounds, and removed Eternal Warrior (making him more of a glass cannon).
2) Removed Strength bonuses from armour.
3) Plenty of extra (and new) wargear and upgrade options, to allow for more varied potential weapon load-outs.
So, what do you think? Accurate enough? Would you want to play with or against Marines using these rules?
Here are some basic "True Marine" characteristic (and weapon) changes that my mates and I are working on atm. I think they're fair enough, and give an accurate representation of fluffy marines without making them ridiculously OP. I tried posting them on DakkaDakka, but aside from a few good suggestions, the thread devolved into arguments over fluff interpretation... gah...
:suicide:
Anyway, hopefully I'll have more luck here... tell me what you think so far! Any unforeseen complications or balancing side-effects that you can make out? Overpowered? Any criticisms, suggestions, or advice at all?
Ok, so the following squads will count as allies for Imperial Guard armies. Tactical, Assault, Scout and Terminator squads can be taken by IG players as Elites choices, and if at least two full Space Marine squads are taken as Elites, then a Captain may be taken as a second HQ choice.
They can take whichever transport options are allowed in the SM codex, and all unmodified weapon and wargear profiles are from the SM codex too.
Note that the artwork isn't mine, I just decided to throw in some awesome stuff I googled for decoration
Tactical Combat Squad:![]()
Assault Combat Squad:![]()
Scout Combat Squad:![]()
Terminator Fire Team:![]()
Captain:![]()
Here are some custom weapon stats and wargear/special rules. We'll be applying these modified weapon profiles to every faction that uses them (if applicable), so we'll be shifting around point costs and stuff for other armies too:

At the moment, Marines are effective against medium/heavy infantry, and can even tackle MCs with a little luck. They suck against cheap hordes though... just can't put out enough firepower to win back their points before they die.
Tacticals/Scouts sort of make up for this with Flamers, Heavy Bolters and Auxiliary GLs (on Vet. Sergeants), and Assault Marines are able to dish out a fair number of wounds to an assaulting Zerg-rush or Guard blob (especially with a Flamer), but quickly end up overwhelmed before they can make back their points. Terminators are pretty good all round (with Power Weapons, Assault Cannons, BS5 Cyclones and the new, improved Storm Bolters), but they move slowly at times, and every loss is a big deal. Just the way they should be... ~8)
I like the Toughness bonus provided by Terminator armour, as it counter-balances the Slow and Purposeful USR pretty well, but provides important extra protection against Instant Death.
Major changes, as of most recent update
1) Reduced the Captain's Wounds, and removed Eternal Warrior (making him more of a glass cannon).
2) Removed Strength bonuses from armour.
3) Plenty of extra (and new) wargear and upgrade options, to allow for more varied potential weapon load-outs.
So, what do you think? Accurate enough? Would you want to play with or against Marines using these rules?