Agreed, but just like a Carinfex will blow up from a krak grenade in the mouth so will a terminator marine if you stick one on his power units or ammo packs. In reality micro attacks like this are not feasible in a game.
For the four present factions, each individual soldier should be able to compete against it's analogue in another faction. Be it through the use of different tactics, weapons or fighting styles, a team should not automatically lose because the side is better. If 40 eldar fight 40 orks, I want victory to be determined by player skill and cooperation. If these same teams fight against SM or CSM I expect no different. If IG is actually introduced as a fifth playable faction, and not as F2P, I again will expect no different. It might kick lore in the face, but dieing because the CSM is automatically better is no fun. I only see problems arising with this mind set. 40 IG vs 40 orks vs 40 eldars vs 40 CSM vs 40 SM All of them should have the same opportunities to win.
Exactly, Melta is made to burn through armour. So if we want to follow lore, IG is easily the race that will win. "40% of playerbase rolles SM" *Guardsmen talking to each other with their 15%* "Commander: Everyone grabs a melta!" *And on that day governor militant 19xxIGFTWBBQSAUCExx98 was renowned as the Meltasaur of the imperial guard, thinking of the most ingenious strategy of equipping as many guardsmen as possible with melta weaponry as well as vehicles, dealing a devastating blow to the SM race. Due to the imperial guard having the cheapest weapon acquirements this was a fast victory as each blow from the melta weapons was as devastating as the lore would put it in.* Then we follow with SM /CSM rage followed with "you wanted lore this is lore, huehuehue".
Not fan-fiction, official blurb from White Dwarf, no idea which one though. Also, TT=!Lore. In Lore, Terminators are the hardest, nailest sonsabitches of an entire Space Marine chapter. The kill count of the Ultramarines 1st company vs Behemoth probably ranks in the millions, if not billions. Trying to debunk that with mechanical attempts at balance from the tabletop is silly (I've always been of the opinion that Termies only having one wound, even with 2+ 5++ is a bit stupid for the points cost, but whatever) Lore-wise, an Ogryn would try to shoot or smash a Termie and, at best, stagger them. The Termie would then either blast them to pieces with stormbolter/assault cannon, or punch their head with a power fist and cause it to pop like ripe fruit. And this is coming from someone who leans more towards Tau favouritism than Astartes; Marines are meant to be nails. Ergo.
Incorrect. Given your previous argument about TT vs Lore, in TT a Guard powerfist is S6 (S3x2) opposed to a Marine powerfist, which is S8 (S4x2). Ergo.
IG wil not have assassins. assassins are mroe powerful than anything any of the other races can field by a long shot. IG have to have a weapon team of two people to wield any heavy weapon, and an IG with a power sword will hit as hard as a space marine, but a space marine is far more durable, is faster, etc.
Omg what? So IG should be denied anything powerful and crippled in everysingle way? IG should lose to space marines no matter what? I'm sorry, I don't want to play a game where a single faction is imba and everyone else must dogpile just to do some damage.
Exactly. Space Marine players seem to have no problem with the fact that there are going to be tens of thousands of SMs running around on a single planet and they will be dropping like flies at such a rate that the entire space marine population of the 40K universe would be wiped out by the end up the first year of gaming. This is clearly a break with the lore, which would imply that there 'should' be a very small maximum population for SM/CSM and that each death is a significant loss. But they're fine with no population control mechanics because they want to be able to play as a SM character, and population caps might prevent that. So ignoring that aspect of the lore is fine for gameplay purposes (something I do agree with). But then when flip side occurs and the lore should impose greater restrictions on different factions suddenly those breaks with the lore are a huge issue. Concessions are going to have to be made for the sake of gameplay. Space Marines aren't going to be quite as badass as the lore suggests. Basic orkz, and likely guardsmen should they be implemented at a later date, won't be as useless. You can't base the games balance on a book where 1000 space marines dropped onto a planet with hundreds of thousands of orkz and managed to come out on top. That makes for a compelling story or single player campaign, but not for a good PvP game. This isn't to say that there won't be a balance disparity, but it can't be as extreme as is represented in some of the books. Otherwise the Ork and Eldar factions, which are already going to be under represented outside of F2Pers, will be almost empty.
Well, that's what tanks are for. IG, like Tau, are notoriously weak in melee anyway. Though IG hold out better than Tau, because they have at least a little melee training and power weapons. On the whole though, IG's strengths lie in vehicles and ranged spam with extra cheese. The Space Marines have strong infantry, but overall weak vehicles. Their primary combat doctrine would be infantry-centered with vehicles acting as support. Assault marines and Terminators break enemy lines, tactical marines and devastators are their primary firepower. Predators are stand-off fire support, lightly armed and lightly armored compared to SM infantry their main job is to act as stand-off skirmishers, taking advantage of a vehicle's ability to fire heavy weapons on the move. Rhinos are hardly combat vehicles at all, existing mostly as battle taxis to drop off a squad of angry Marines on the enemy's doorstep, and retreat. Imperial Guard are the opposite: they have weak infantry and strong vehicles. Imperial Guard doctrine is armor-centered, with infantry acting as support and moving up behind the tanks to secure objectives. Chimera and Hellhound variants break enemy lines, while the Leman Russ and artillery batteries provide their primary firepower. When transporting infantry, a Chimera is typically just as much a threat as the squad inside and stays on the front lines to act as both mobile cover and an extra set of heavy weapons. Heavy Weapons Teams are stand-off fire support, setting up at a safe distance to cover the approach with deployed heavy weapons. Other infantry squads are mostly there to provide screening and recon for the tanks, and secure objectives. They're not expected to go toe to toe with enemy infantry or break enemy lines, just suppress them and hold the line until the big guns arrive. They're each strong in their own way, they just follow different combat doctrines.