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Classes

Discussion in 'Space Marines' started by Asclepius, Dec 21, 2013.

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What class would you wish for your primary?

  1. Tactical Marine

    40.6%
  2. Devestator Marine

    19.7%
  3. Assault Marine

    29.1%
  4. Apothecary

    15.6%
  5. Techmarine

    21.7%
  6. Other (Please comment to elaborate)

    10.2%
Multiple votes are allowed.
  1. Tarr Tarr Subordinate

    Sete, I sense a fellow battle-brother in you. Assault His enemies and my gunfire will cover your approach! None shall escape my kraken bolts.
    Sete likes this.
  2. Phalantx Active Member

    Blood Angels Sanguine Priest.
  3. Tactical should be core, followed by Assault and Devastator as they are specialist units. Unless vehicles are used in game then a Tech Marine would be pointless. Also as team members can revive fellow members it makes an Apothecary pointless unless when a marine dies a token is left behind representing the gene seed and the Apothecary is the only class that can collect these bonus counters.
  4. Tactical and Scout as they are troop choice to almost every chapter. (Elite for Space Wolves)
  5. Tarl68 TARL68 Arkhona Vanguard


    Actually marines who survive scout training begin their service in the devestators and then progress on into the assualt and tactical marines
  6. Phalantx Active Member


    And i wasnt Able to Find it on the Forum can anyone Tell me what Apothecarys will be able to use? the same as always Bolter, Chainsword or Other Weapons ?
  7. Helpful Marine New Member

    Hi, I have an idea that I want to share with you.
    I love what I have seen of Eternal Crusade and I can’t wait until it is released, but I have an idea about the Space Marines.
    As I understand from what Behavior has said, the classes are going to be 1. Assault Marine, 2. Devastator, 3. Tactical Marine and 4. Apothecary.
    I think that the three first classes are great, but I the fourth could be done another way.
    As I have understood from what Behavior have said in one of their videos, the squad could get points that the squad leader could use to spend on drop-pods, special characters and such.
    Because of this I suggest that Apothecaries could be bought quite cheap as a “special character” because:
    1. Then there won’t be as many of the Apothecaries because the squad leader won’t want to waste as much points, which is a good thing considering that there is a lot more “ordinary” Space Marines in lore than Apothecaries
    2. The squad could (nearly always) have at least one Apothecary because of the low cost (and more if the squad leader thinks it’s worth the points)
    3. It doesn’t feel like Space Marines, in my opinion, are the kind of army that can’t take the damage and therefore need to run to the Apothecarie every time they get shot
    4. If they had less healers they would not be able to get their life back as quick and you could make them stronger without making them overpowered (which would make them feel more like actual Space Marines)
    5. The game feels more like Warhammer 40k when the mistake of taking too much damage doesn’t give you a meeting with the Apothecary but a GRIM DARK END TO YOU LIFE!!!
    Instead of Apothecaries, I suggest Scouts because:
    1. There has to be scouts according to lore (no scouts = no new marines)
    2. Assault Marines are good in close combat, Devastators are good at destroying and taking heavily defended positions and Tactical Marines are very versatile at medium range but they lack the abilities of long range, the ability to detect the enemy in an effective way and to sneak up on the enemy effectively
    3. Scouts can take out enemies at long range with sniper guns
    4. “Ordinary” Space Marines might have the ability of enhanced sight but scouts could have “sniper goggles” that make them see enemies and such at greater distances (not to far as it would be very over powered with snipers sniping people on the other side of, for example, a city) this might give the Space Marines a good way to detect the enemies movements and bringing in more tactic to it.
    5. And MAYBE (just MAYBE) they could have cloaking that would make them able to sneak up on their enemies (maybe with shotguns instead of sniper rifles)( the cloaking could be “blurry” around the scout so that a watchful enemy might still detect the scout and you might just have a short time that you could be cloaked)
    6. This could be balanced with the scouts having less health than the other Space Marines and thereby making them easier to kill and making it a very good give and take class for skilled players
    This is just my opinion! Am I right? Am I wrong? If I have said anything that is incorrect or if I have upset someone I do apologize!

    Please leave a comment and tell me what you think.
  8. Akragth Akragth Well-Known Member

    Scouts were already ruled out and I think you'd be hard pressed to find favour for dropping the healer class, to replace it with a camping class. Sure it breaks lore a little to use apothecaries like that, but it's done for gameplay purposes.

    Not having scouts in game doesn't matter in lore terms, it doesn't mean they aren't there at all or have somehow disappeared.

    Personally I'd be against any sort of cloaking. It's a nonsense mechanic and it's cheap. Scouts do not go invisible, ever.
  9. DannyVigilante New Member

    I would not allow myself to fall to such influence, but a Librarian class would be nice to see.

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