Space Marine assault squad having 3 wounds -- bug?

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Plaid
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Space Marine assault squad having 3 wounds -- bug?

Post by Plaid »

Since any other non-terminator space marine units (including veteran assault squads and death company assault squads, which are supposed to be better than regular assaults) have only 2 wounds, 3 for assault squad might be a bugged value.
Dragoon.
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Dragoon. »

I don't know about wounds, but I think considering how tough Space Marines are the base hit points should be 3 for all SM infantry.
Upgrayedd
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Upgrayedd »

It might be a bug or bad balancing. But you can fix it easily by yourself

1) Open the unittypes.whdat (located in the data folder) with a editor like Notepad++
2) Scroll down to 702 or search for "Assault Squad"

change this
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 3 1 4 3 12 60 60 40

into this
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 2 1 4 3 12 60 60 40
Last edited by Upgrayedd on Wed Dec 10, 2014 5:33 am, edited 1 time in total.
Upgrayedd
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Upgrayedd »

Dragoon wrote:I don't know about wounds, but I think considering how tough Space Marines are the base hit points should be 3 for all SM infantry.
That would be too much but a normal marine should have better armor. Compared to the steel legion command squad with an armor rating of 37 the 40 of the SM seem a bit low. I would give them around 45 to 50.

This can be done as well, change
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 2 1 4 3 12 60 60 40

to
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 2 1 4 3 12 60 60 45
Skanvak
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Skanvak »

I share the feeling that there is a problem as the Vanguard veteran that are the veteran version of the assault have onluy 2 hp. All marine have 2hp and only the terminators have 3 hp. So that is not very logical.
Dragoon.
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Dragoon. »

Upgrayedd wrote:
Dragoon wrote:I don't know about wounds, but I think considering how tough Space Marines are the base hit points should be 3 for all SM infantry.
That would be too much but a normal marine should have better armor. Compared to the steel legion command squad with an armor rating of 37 the 40 of the SM seem a bit low. I would give them around 45 to 50.

This can be done as well, change
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 2 1 4 3 12 60 60 40

to
Assault Squad Ultramarines Assault Squad assault_squad 4 300 1 10 2 1 4 3 12 60 60 45
By now I raised it for all SM infantry to 3, except for scouts, and it works very well. More armor would in my opinion not very well represent the massively increased physiology of Space Marines by genetic engineering, organ transplants and cybernetic implants.
I don't know what the maximum life span of Space Marines is, but Commander Dante is over 1100 years old when he leads the Blood Angels at Armageddon.
There should be a HP gap between Space Marines and those fungus spores called Orks. No, the last part was not a derogatory saying. Orks are partially mushrooms. How crazy is that?
Skanvak
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Skanvak »

The age of people in WH40K cannot be trusted to be true...They lie. And by the way, Ork are close to the marine as resilience goes, it is the guard that are inferior to both.
Dragoon.
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Dragoon. »

Skanvak wrote:The age of people in WH40K cannot be trusted to be true...They lie.
:lol:
Kerensky
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Kerensky »

Not really a bug. More of an effort to give an extra boost to assault teams that people felt were underpowered.

With other upcoming changes to improve infantry, this may be re-examined and lowered to 2 like the rest of the standard Space Marine units.
Upgrayedd
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Upgrayedd »

Kerensky wrote:Not really a bug. More of an effort to give an extra boost to assault teams that people felt were underpowered.
With 2HP they get mowed down before they can enter the fray. Because of that they might got 3HP but that is the wrong way. Give them more movement range (5 or 6), so they can hop into combat range directly. Jump packs = more mobility. Otherwise they feel like regular space marines but with dangerously short range weapons (that is why they feel underpowerd). Stormboyz already have a movement rate of 5.
Last edited by Upgrayedd on Thu Dec 11, 2014 8:40 pm, edited 8 times in total.
Dragoon.
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Dragoon. »

Thank god we can mod the game easily.
Skanvak
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Skanvak »

Upgrayedd wrote:
Kerensky wrote:Not really a bug. More of an effort to give an extra boost to assault teams that people felt were underpowered.
With 2HP they get mowed down before they can enter the fray. Because of that they might got 3HP but that is the wrong way. Give them more movement range (5 or 6), so they can hop into combat range directly. Jump packs = more mobility. Otherwise they feel like regular space marines but with dangerously short range weapons (that is why the feel underpowerd). Stormboyz already have a movement rate of 5.
I agree that giving them 3 HP is the wrong way. I don't know how to make assault interesting. May be giving them an advance after combat abilities might be interesting. One point that bothered me is that in Epic I used assault for surprised attack because it canceled the ability to fire whereas in Armageddon the unit does get to fire at my assault troop that seem wrong for unit with jump pack. I suggest that the jump pack cancel the shooting phase before impact and replace it with 2 round of CC. That would make the assault space marine special and simulate the jump pack effect. Alternatively the assault marine (and veteran version of course) could have the hove movement ability simulating the jump pack effect.
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Gungry »

Skanvak wrote:
Upgrayedd wrote:
Kerensky wrote:Not really a bug. More of an effort to give an extra boost to assault teams that people felt were underpowered.
With 2HP they get mowed down before they can enter the fray. Because of that they might got 3HP but that is the wrong way. Give them more movement range (5 or 6), so they can hop into combat range directly. Jump packs = more mobility. Otherwise they feel like regular space marines but with dangerously short range weapons (that is why the feel underpowerd). Stormboyz already have a movement rate of 5.
I agree that giving them 3 HP is the wrong way. I don't know how to make assault interesting. May be giving them an advance after combat abilities might be interesting. One point that bothered me is that in Epic I used assault for surprised attack because it canceled the ability to fire whereas in Armageddon the unit does get to fire at my assault troop that seem wrong for unit with jump pack. I suggest that the jump pack cancel the shooting phase before impact and replace it with 2 round of CC. That would make the assault space marine special and simulate the jump pack effect. Alternatively the assault marine (and veteran version of course) could have the hove movement ability simulating the jump pack effect.
Isn't that how 40k works, too? No shooting if you get directly into CC? Hope I remember it correctly from 3rd edition.
And I think that would be the best way to deal with assault marines.
Okim
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Re: Space Marine assault squad having 3 wounds -- bug?

Post by Okim »

That was true for shooter-type infantry (bloters, shootas, lasguns, support weapons and etc. that has rapid fire or heavy type). Assault weapons (like shotguns, flamers, meltaguns, pistols and etc.) allowed to fire before charging. So this is normal.

The fact that assault marines move less than ork stormboyz is also justified as the later have a special rule that allows them to move slightly further. However, in tabletop version stormboyz can do that at a risk of losing orkz which is not represented in W40A.
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