Re: [40k] new SM design - critique, please?
Posted: Thu Feb 09, 2012 9:39 pm
Sorry for the two-year bump, but since this is a toy of mine and not a general topic, I figured this was better than opening a new thread.
I've been tinkering with my ideas for the chapter organization a bit. While the Revenants chapter is non-codex in company organization, I am trying to balance it in manpower and tech strength with a codex chapter - obviously with a plus to the fast stuff and a balancing minus to armor. I'm also trying to use TT 'dex models for the squads, as a general reference point and as a check on unintentional Mary-Sue-ism (or, perhaps, Ultramarine-ism.) It seems that just to get within 5% of codex manpower, I need to add a squad to each company because I don't have a 10th Company. I think I'm going to add a Land Speeder squad to each company, because as it is I have a lot fewer speeders than a typical chapter, which doesn't make much sense based on these guys' philosophy and style. I will also probably have to add a few bikers to each bike squad.
I had considered adding more tactical squads, because I am VERY light on them compared to a codex chapter, but I don't think I will: while tactical squads may be the most flexible, they are also the most "vanilla" when considering them for a chapter with personality as well as the most indecisive for a chapter with a very specific "hit-and-run" style. In addition, rules-wise the bike squads count as troops rather than fast attack when your captains are on bikes, and fluff-wise a biker can get off his bike and voila!... he's a tactical marine. Further, five out of every ten devastator marines are... guess what? Tactical marines.
I'm still tweaking exact percent increases over codex in bikes and speeders and decreases in armor, as well as the kit upgrades for squads so as not to seem to overloaded, but I'll listen to any thoughts here.
I've been tinkering with my ideas for the chapter organization a bit. While the Revenants chapter is non-codex in company organization, I am trying to balance it in manpower and tech strength with a codex chapter - obviously with a plus to the fast stuff and a balancing minus to armor. I'm also trying to use TT 'dex models for the squads, as a general reference point and as a check on unintentional Mary-Sue-ism (or, perhaps, Ultramarine-ism.) It seems that just to get within 5% of codex manpower, I need to add a squad to each company because I don't have a 10th Company. I think I'm going to add a Land Speeder squad to each company, because as it is I have a lot fewer speeders than a typical chapter, which doesn't make much sense based on these guys' philosophy and style. I will also probably have to add a few bikers to each bike squad.
I had considered adding more tactical squads, because I am VERY light on them compared to a codex chapter, but I don't think I will: while tactical squads may be the most flexible, they are also the most "vanilla" when considering them for a chapter with personality as well as the most indecisive for a chapter with a very specific "hit-and-run" style. In addition, rules-wise the bike squads count as troops rather than fast attack when your captains are on bikes, and fluff-wise a biker can get off his bike and voila!... he's a tactical marine. Further, five out of every ten devastator marines are... guess what? Tactical marines.
I'm still tweaking exact percent increases over codex in bikes and speeders and decreases in armor, as well as the kit upgrades for squads so as not to seem to overloaded, but I'll listen to any thoughts here.