Results 151 to 180 of 1480
-
2016-11-08, 06:41 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Or Caestus Assault Ram. On the way in, shoot your magna-melta into the side of a ship, crumpling and melting at the same time, when the Assault Ram does what it's name says it does, and rams into the side of the ship, the rest of the Hull crumples in on itself, and Space Marines jump out the front of the Ram.
Kharbybdis Assault Claws do the same thing, latch onto the side of a ship and burn a hole in the hull.
A Navy has Marines. Space Navies have Space Marines. I've found that a lot of people don't quite understand what that means.
I remember in the start of Mont'ka, where Battlefleet Ultima opened the space fight by launching boarding torpedoes of Space Marines at orbital stations. It was awesome.
-
2016-11-08, 06:49 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- sector ZZ9 plural-z alpha
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
And now I want to write bolter porn involving Space Marine boarding parties. Thanks, Cheesegear.
I used to do LP's. Currently archived here:
My Youtube Channel
The rest of my Sig:
SpoilerAvatar by Vael
My Games:
The Great Divide Dark Heresy - Finished
They All Uprose Dark Heresy - Finished
Dead in the Water Dark Heresy - Finished
House of Glass Dark Heresy - Deceased
We All Fall Down Dark Heresy - Finished
Sea of Stars Rogue Trader - Ongoing
-
2016-11-08, 07:04 PM (ISO 8601)
- Join Date
- Nov 2009
- Location
- UK
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
This actually happens in the audiobook Mission: Purge and it gets justified. Four Deathwatch Marines end up on a Rogue Trader vessel full of genestealers, an in lieu of fighting their way through endless hoards of the buggers they turn a multimelta on the walls and escape laterally. A quick conversation occurs that they're doing this because none of them have a Thunderhammer, or a chainfist (even though the latter would take too long under the circumstances) but it's not a remarkable manoeuvre. None the less, the squad is still able to move fast enough to all-but-completely evade Purestrain Genestealers.
A Navy has Marines. Space Navies have Space Marines. I've found that a lot of people don't quite understand what that means.
More importantly though, space is not the ocean and analogies between the two are tenuous at best.
Even in naval warfare on Earth, navy vs. navy boarding actions pretty much died out with the advent of long-range battleship weapons. Quotes from Wikipedia:
The adoption of ironclads and increasingly powerful naval artillery vastly increased the risk to boarding parties. Meanwhile, the suppression of piracy and the abandonment of privateering and prize money made boarding actions even against merchant vessels less rewarding. The massacre of Paraguayan canoe-borne boarding parties by Brazilian ironclads during the Paraguayan War demonstrated the futility of direct assault by boarding in the face of 19th-century technology.For the most part, boarding became a police action in which the attackers came on board only when no resistance could be expected
The only way I see boarding actions making sense as a standard military doctrine in 40K is as a way of capturing valuable ships after they have been completely disabled in a space-based slugfest. Come up alongside the crippled ship, dock, pour your crew into their ship to accept their surrender. Boarding torpedoes, assault rams etc. are just a really great way to get your expensive soldiers killed.
Note of course that I know they're in the fluff regardless - I'm perfectly happy to accept them as part of the general silliness of the setting. But acting like people "don't understand" for calling them silly really rubs me up the wrong way. 40K does not make sense and it's really not meant to.Last edited by LCP; 2016-11-08 at 07:05 PM.
-
2016-11-08, 07:18 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Assault Rams, Kharbybdis Claws and Drop Pods can be intercepted by Fighter Wings and defensive turrets. Don't get me wrong, your vision of Space Boarding is awesome and both historically (future-historically?) accurate.... But as you said before, they could instead just teleport a bomb and kill everyone near it. Or, failing that, teleport guys somewhere that they're not going to telefrag in the wall (as easily...) or look up into the muzzle of 50 Naval Ratings with Autocannons at the other end of the corridor. *shrug*
That would be the hail of Storm Bolts and frag grenades coming the other way.
But yeah, Mission: Purge is pretty dumb, but in it's defence it is gloriously dumb. It's also the only in-universe reference I know of to the Rainbow Warriors Chapter, which is both awesome and hilarious because a) RAINBOW. WARRIORS. and b) even other Space Marines consider it to be a pretty stupid name.~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
-
2016-11-08, 07:50 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Canada
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
That's more or less true, except for the completely disabled part. Space ships are incredibly valuable, and it's hard to stop a ship from jumping into the warp to retreat. And because they are so valuable, it's worth taking the risk of a boarding action, even if they aren't actually disabled yet. It's the same sort of reason, just on a smaller scale, on why the Imperium risks boarding Space Hulks instead of just blowing them up whenever they appear.
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
-
2016-11-09, 12:24 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Oxford, UK
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
if you're landing within a ship, you need a very specific size of open area needed in which to appear with anything like safely, so the defenders just have to cover those places. It's still diificult, granted, but it's certainly far more plausible than "the entire exterior of a 5km long ship
"Beg pardon sir, but won't that kill whoever they collide with?"
Reckon we've got any other way to one-to-one trade you with a space marine, lad? Now, to your positions!- Avatar by LCP -
-
2016-11-09, 02:30 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
That's more or less true, except for the completely disabled part. Space ships are incredibly valuable, and it's hard to stop a ship from jumping into the warp to retreat. And because they are so valuable, it's worth taking the risk of a boarding action, even if they aren't actually disabled yet. It's the same sort of reason, just on a smaller scale, on why the Imperium risks boarding Space Hulks instead of just blowing them up whenever they appear.thnx to Starwoof for the fine avatar
-
2016-11-09, 03:21 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Zagreb
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
I can see that in the 40K universe boarding actions can be effective, or even needed to take over some ships/stations because the shields of such installations are so strong pounding them away takes a while.
I can see the benefit of teleporting where you want, even though it is really unreliable.
What I don't understand is the logic of using teleporting hammernators to routinely attack high value targets.
Let me explain with a checklist:
- You have to make sure that its even possible to teleport close enough to the target
- Once you teleport, the teleport has to work and getting the cream of the chapter stuck in the walls and stuff
- In a universe where political power = personal power, high value targets will be powerful, often enough to crush the terminators. Even with the 40K Terminator armor fluff (as opposed to Deathwatch/tabletop crunch) teleporting next to bunch of Ork Nobs/Warbosses, Hive Tyrants, Meks with SAGs, Melta totting crisis suits or Lychguard makes it very hard for your Hammernators to come out on top.
But actually the complaint is due to the nature of logistics. If Imperial guard had access to teleporters, by all means cram as many guardsmen as you can in the teleporter room and push the button. But sending your best dudes, in a armor that is impossible to replicate anymore just doesn't make sense unless your back is to the wall and it is literally the only thing that will save your ass.
-
2016-11-09, 09:27 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Australia
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
IIRC, you can't teleport through a ships shields (an enemy ship that is, you can teleport out from your own shields just fine, same as weapons fire I guess), so the only time that you're going to want to board someone is so you can get something of value, since if you just wanted to explode them, well, their shields are down, you could totally just keep shooting them and call it a day.
Also, if the high value target that you've got to kill to get the thing that you're after is as dangerous as you say, why would you not send the best people with the best gear after them? If you think that hammernators are going to have trouble, why on earth would you think that anything else that marines have access too is going to fare any better?
-
2016-11-09, 09:36 AM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
You also can't teleport people without something at least as durable as power armour usually since daemons and warp exposure are a side effect of teleportation.
Trying to send a whole platoon of guardsmen through a teleporter is inviting daemonic incursions into your field of operations.Sanity is nice to visit, but I wouldn't want to live there.
-
2016-11-09, 09:41 AM (ISO 8601)
- Join Date
- Oct 2011
- Location
- Ho Chi Minh City
- Gender
-
2016-11-09, 10:29 AM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
More likely your own ship since that's the first spot to have a small warp rift with juicy unguarded humans in it appear. Either way a daemonic incursion is unlikely but not worth the risk.
Based on the fluff for Grey Knight Interceptors the most likely result is just no one reaching their destination, or at least not in any state to fight.Sanity is nice to visit, but I wouldn't want to live there.
-
2016-11-09, 10:42 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
This is dissonance between fluff and crunch. On the tabletop, Hammernators are slow, cumbersome and prone to being needled to death by 10,000 papercuts (or, at least, being forced to roll a huge amount of saves until some of them show '1's). In the fluff, however, they are nigh indestructible, being trodden on by titans and hauling themselves out of a self-shaped crater to carry on fighting.
Terminator Armour doesn't work as well in open battle fields because they have little peripheral vision and too many of the few things that can potentially hurt them - tanks, dreadnoughts and so on - can get a clear line of sight over a large distance. Highly trained veterans in Terminator Armour, however, are still utterly lethal to virtually everything that it can get their hands on, up to and including Daemon Primarchs (even if that does result in some grotesque attrition besides).~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
-
2016-11-09, 11:52 AM (ISO 8601)
- Join Date
- Nov 2009
- Location
- UK
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
It's kind of worth pointing out though that the fluff tends to hyperbole much more than the rules. In reality, there are upper limits to how durable you can make a suit of body armour, beyond which layering on more metal and purity seals isn't really helping. There are also a lot of weapons in the setting that trivially surpass those limits in terms of the damage they can inflict - and those weapons aren't even necessarily expensive or rare. c.f. Genestealer cults with repurposed mining equipment.
I tend to think of tabletop marines as the more accurate depiction than movie marines. It's more in line with them being products of actual genetic engineering than portraying them all as minor demigods.Last edited by LCP; 2016-11-09 at 11:54 AM.
-
2016-11-09, 12:05 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
So, you're saying I could fill an Eldar ship with daemons?
This is dissonance between fluff and crunch. On the tabletop, Hammernators are slow, cumbersome and prone to being needled to death by 10,000 papercuts (or, at least, being forced to roll a huge amount of saves until some of them show '1's). In the fluff, however, they are nigh indestructible, being trodden on by titans and hauling themselves out of a self-shaped crater to carry on fighting.
Terminator Armour doesn't work as well in open battle fields because they have little peripheral vision and too many of the few things that can potentially hurt them - tanks, dreadnoughts and so on - can get a clear line of sight over a large distance. Highly trained veterans in Terminator Armour, however, are still utterly lethal to virtually everything that it can get their hands on, up to and including Daemon Primarchs (even if that does result in some grotesque attrition besides).
(alright, every single one of them are things I would expect to chew up a few terminators)thnx to Starwoof for the fine avatar
-
2016-11-09, 12:10 PM (ISO 8601)
- Join Date
- Nov 2009
- Location
- UK
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
^ agreed - anything capable of a tank kill should be capable of a terminator kill.
-
2016-11-09, 12:20 PM (ISO 8601)
- Join Date
- May 2009
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Terminator armour does incorporate a power field in addition to just being super tough, to be fair, which I believe is missing from most vehicles for some reason.
-
2016-11-09, 01:01 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
-
2016-11-09, 01:42 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
It occurs to me that it's odd the Imperium and Chaos don't seem to use their Warp Drives in space battles at all. The things are usually depicted as working by tearing open a warp rift in front of the ship and then just flying into it.
Which means ships can tear open portals to hell over a distance. Why is this not used as a weapon?Sanity is nice to visit, but I wouldn't want to live there.
-
2016-11-09, 02:10 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
It takes time and energy to do, and the distance is actually quite short. I figure that if you're in range to catch something in your Warp engines' rift, you're close enough to spend that time and energy just shooting them.
I think there was at least one occasion where an Imperial ship overloaded its Warp engines in the middle of a Tyranid fleet as a kamikaze maneuver. It took out a hell of a lot of Tyranids, but it came at the cost of a nigh-irreplaceable ship.
Edit: Found the source, fixing things up. It was the Dominus Astra, during the Battle for Macragge.Last edited by Artanis; 2016-11-09 at 02:21 PM.
SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
-
2016-11-09, 05:56 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Australia
-
2016-11-09, 06:05 PM (ISO 8601)
- Join Date
- Nov 2009
- Location
- UK
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Vortex torpedoes are pretty much that though right? Stick a scaled-down warp drive on a torpedo and scoot it right up to the enemy.
-
2016-11-09, 06:21 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Canada
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
You know, the fact that it goes through the warp might explain why teleporting bombs doesn't work. You might need a consciousness to actually move through the warp, or contain one at least. Else the object simply doesn't move.
Though you could just strap bombs to guardsmen then. Doesn't matter how poor of condition they are in when the go through, they'll blow up just fine.Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
-
2016-11-09, 06:32 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Bomb teleporting has been done at least once though.
In one of the Word Bearer's books they remote pilot a damaged loyalist ship towards a star fortress to goad it into lowering it's shields so the ship can 'escape' the pursuing chaos forces, then teleport some nuclear warheads onto it at the last second too late for them too detect them with scans and still have time to do anything about it.Sanity is nice to visit, but I wouldn't want to live there.
-
2016-11-09, 06:36 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Canada
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
-
2016-11-09, 06:36 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Terminator armour does incorporate a power field in addition to just being super tough, to be fair, which I believe is missing from most vehicles for some reason.
In BFG, you can only make teleport attacks against enemy ships whose shields are down.
It occurs to me that it's odd the Imperium and Chaos don't seem to use their Warp Drives in space battles at all. The things are usually depicted as working by tearing open a warp rift in front of the ship and then just flying into it.
Which means ships can tear open portals to hell over a distance. Why is this not used as a weapon?
Edit: Found the source, fixing things up. It was the Dominus Astra, during the Battle for Macragge.thnx to Starwoof for the fine avatar
-
2016-11-09, 06:44 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
As was said, teleporters don't go through shields.
To elaborate on where I'm coming from, in the BFG tabletop game, shields regenerate very, VERY quickly. You can knock shields down just fine, but once something stops getting blasted, its shields come right back the very next turn. Next, the BFG rulebook describe teleport attacks as requiring a LOT of power from the attacking ship's reactors as part of the reason why only big ships can use them, and then only once per turn. Also, they're quite short-range (10cm max, where most weapons are 30cm, FWIW).
So basically, if you're going to do a teleport attack, you get one shot to put a bomb somewhere inside the enemy ship. If you just wanted something over there to blow up and didn't care what it was, you would put all that extra power into the dozens of guns that cover the rest of your ship. So if you're doing a teleport attack in the first place, it means that you're willing to commit the time, resources, and effort to make absolutely f***ing certain that that one shot hits something critical
Edit: apparently that took longer to type than I thought it would, because lord_khaine ninja'd meLast edited by Artanis; 2016-11-09 at 06:45 PM.
SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
-
2016-11-09, 07:06 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
To clarify since I realized I was a bit vague in this post, the bombs were teleported onto the damaged ship not onto the star fort.
Trying to 'port bombs onto a spaceship in combat seems kind of pointless to me, you can't guarantee a hit on your target because teleporting is inaccurate. At least with terminators they can walk to an important target even if they arrived in the wrong spot rather than just exploding there and then, not to mention that a lot of stuff in 40k just seems to be more durable than their weapons can generally destroy, at least from a distance. It's probably a lower expenditure of resources to teleport 5 super soldiers in antique armour to kill the enemy bridge crew than it is to fire enough shots to actually scuttle the ship.Sanity is nice to visit, but I wouldn't want to live there.
-
2016-11-09, 09:14 PM (ISO 8601)
- Join Date
- Nov 2009
- Location
- UK
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Teleportation has to be more accurate than that, otherwise 90% of the time your teleport squad would end up fused into a wall.
-
2016-11-11, 03:15 PM (ISO 8601)
- Join Date
- Feb 2010
- Gender
Re: Warhammer 40k Fluff Discussion XII - DIS FINGY GOT NO SQUIGZ IN IT!
Why are we arguing "there are more practical way to do this" in 40k?
There are Mecha-knights, Titans, chainswords, gene-engineered infantry and starships occasionally ram each other.
Teleporters work because they are a really good way to get your heroes into the action (or out, as the story demands).
Otherwise the book won't contain nearly enough heretics being laminated across a wall.Last edited by Borgh; 2016-11-11 at 03:16 PM.