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Three Paths For The 5th Subfaction

Discussion in 'Space Marines' started by Judge, Jun 20, 2015.

  1. Judge Judge Curator

    So, the voting will be up in a few days and people are already going crazy about the options. But as I've pointed out in another thread, I would like to make an analysis of pros an cons that each of the voting options could bring to the table and strategy options, to try to clear some doubts and put things more in perspective.


    RAVEN GUARD
    - Subterfuge path -

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    So, the Raven Guard, the subterfuge specialists, guerrilla fighers, the sneaky chapter. They're known for making strikes from the shadows and behind enemy lines.

    Pros:
    • Could add a completely different and new tactic compared to the present chapters.
    • They like to use stalker bolters. A lot. Also claws.
    • They could add a counter meassure to the enemy stealth forces like the Night Lords, Alpha Legion, Eldars (all of them, because f*ck those sneaky space elves) and the Blood Axes.
    • Could help to give a faster advance offensive since they could sabotage the enemy from behind (like a ninja that kills the officers or opens the gates of a fortress).
    • They can be very good assault marines too, with a little less noisy jumppacks
    Cons:
    • Could probably fall a little weak against tyrannid swarms and in open field combats.
    • They could probably need a little bit more skill to master than with other chapters, since they don't tend to go facefront to battle like a generic marine.


    IRON HANDS
    - Heavy logistics path -

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    The Iron Hands, the cyborgs of the astartes, specialists in bringing huge machinery and mechanic augments to the field and its soldiers. They are the iron wall of imperial army and resilient allies as no other.


    Pros:
    • Could bring heavy machinery to our lines, in the form of heavier tanks, sturdier armour and even more augmented marines.
    • They'll help blast enemy fortresses from the front, stomping their gates and resisting the most at what they throw at them.
    • They specialize too in large scale combats, and their logistics fit perfectly there.
    • They could probably be the more resilient marines and have lower casualties rate, as well as certain suppression resistance
    • They could have more amount of modifications, including having weapongs integrated to their bodies.
    Cons:
    • They would not really add much more difference in tactics to the other chapters, being more like a heavier and sturdier version of these. Thought that may not be a bad thing, tactics wise, it would be more of the same.
    • We still don't know how much of the customization we will have at first, so chosing this chapter for the early campaings may not neccesary bring all the shiny new things it promisses.

    IMPERIAL FISTS
    - Siege specialist path -

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    Finally, but not least, the Imperial Fists, the defenders of Terra, last line of defense of the imperium, masters of fortresses and unyielding warriors. They will die to the last man before leaving a place and probably even lay dead standing, for they are the strongest protectors the imperium have.


    Pros:
    • Could bring a heavier and more steady line of defense in the back yard, specially against tyrannid invasions.
    • HUGE FISTS DIRECTLY TO YOUR ENEMY'S FACE (also hammers)
    • They can bring a steady advance force too, like a roman legion going front in testudo formation.
    • They specialize in siege warfare as well as urban combat.
    • They tend to dedicate a lot in mastering weapons, and thus probably get some bonus when using them.

    Cons:
    • To many, they are mostly like an Ultramarines chapter with a specialty in siege and defense, so wouldn't add much variety neither in some way.
    • Their colours could be taken as an easy spot to shoot from distance.


    Try to evaluate what kind of strategy options you want to add to the space marines, and how would that play with the other chapters given at hand in the starting campaing once the game is launched.

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    So far, this post is actually under construction, if you can help in adding more pros and cons in an objective way, I would keep editing this post.
  2. Viktor Aramorae TheWarpsmith Well-Known Member

    Stuff to add i guess:

    Raven Guard make good Assault Marines so any kind of Jumppack bonus may apply to them

    Iron Hands are well known for being unstoppable footsloggers, so any kind of suppression resistances would go to them

    Imp Fisters focus on absolute defense so any kind of base-fortification bonus may apply to them or perhaps they utilize the suppression mechanic more effectively

    Other: I dont recall IF being know for using power fists, that would Crimson Fists
  3. Thresh Phelan_Stonewolf Well-Known Member

    Good post and I hope it helps voters for any of the factions so that they might learn more about those involved.


    That said....vote Raven Guard!
  4. Zael Zael Well-Known Member

    Novel "Angel Exterminatus": Raven Guard has special jump-packs that are almost silent. While the jump-packs of other legions are smoking and screaming, you won't hear the incoming Raven.
  5. No offence, but it's stuff like this why I can't take Raven Guard seriously. I can accept Mk.6 being "stealthier" due to it's improved cooling systems reducing the thermal signature against sensors but silent jump-packs? That's no longer a jump-pack but a super grav-chute.
    Dimitrius_Kirrolov likes this.
  6. Zael Zael Well-Known Member

    Not silent. Considerably less noisy. :D
  7. Kilrane Kilrane Moderator

    In that book I took away that their packs were to other Legions' jump pack what other Legions' packs were to ork Stormboyz. Still noisy but markedly less so.
  8. Necroledo Necroledo Well-Known Member

    Given Iron Hands' affinity with machines, I picture them having bonuses towards vehicle use and weapon maintenance, or targeting. Also their augmetics might make them sturdier. Maybe something like these (not necessarily all of them of course):

    - Reduced cost for all vehicles
    - Increased repair speed
    - Weapons cool down faster (for those with this mechanic, such as plasma, melta or even heavy bolter)
    - Targets have their health appear over their heads
    - Weapon recoil/spread and muzzle climb are reduced
    - If staggered, they recover faster (due to augmentations)
    - If optional, gameplay-related augmentations are a thing, they could get them for reduced cost or even have at least 1 for free

    I also think they would have loooots of customization options, compared to the other two Chapters.

    Also, if they don't make it this time, they would be perfect for a vehicle-themed expansion.
    HeavyGunner likes this.
  9. 0strum 0strum Arkhona Vanguard

    The Imperial Fists spend more time training with boltguns to perfect their marksmanship than the codex average (at least according to lexicanum).
    This could be implemented by giving them a slightly faster progression with these weapons, for example by letting them unlock relevant stuff 5% faster than the other chapters.
  10. Kilrane Kilrane Moderator

    That's a bit over-powered. I think a bonus to damage to emplacements and a reduction in their cone of fire with bolt weapons would be a little more in keeping with their lore.
    SonOfDorn216 likes this.

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