Dark Riku wrote:Yes you are, they are a RANGED unit that can beat up pretty much any other ranged unit in melee. The tac sarge doesn't make tacticals a freaking melee unit either although they have melee resistance and other things shared with melee squads.
You are applying the following
"logic":

There is difficult to reach melee with ranged squads in T2 with all that plasma damage. And more when they lack almost for any skill to engage melee (no charge, no superior speed, no abilities like jumps or sprints)
The Tac Sargent at least have 70 melee skill and gives the ATSKNF ability to counter melee squads. Not mention that with the Sternguard upgrade this ability is much more reliable.
And no, your comparison it's not accurate. A much more exact comparison will be have a tank with a giant chainsword under the main cannon which cost you resources and have almost no use.
Lulgrim wrote:Why on Earth should a basic ranged squad beat melee squads in melee? That's just mental.
Since EW AC CSM have the SAME dps than the Sargent ASM againt HI, for example.
But I'm not suggesting that EW AC CSM should beat melee squads in melee combat. In fact, I said several times that it's mostly a suicide against most T2 melee squads.
Lulgrim wrote:Lost Son of Nikhel wrote:Guys, how many times have you seen a EW AC CSM forcing melee with ranged squads?
Tac force melee is probably more relevant early game and gets more situational when the action escalates. But I don't find it surprising that a ranged unit is mostly used to shoot.
You have right. It's not surprising. The surprising is having a T2 Squad Leader which does like 33% less damage in ranged combat than a regular member of the same squad and have the same dps (or even more) than a melee dedicated model
in a ranged squad.It might make sense in a TT mod like, like the Codex Edition mod. But not here, in a
balance mod.
Asmon wrote:As much as I think vanilla AC could use a slight buff, you LSoN are not speaking it in a logic way. Your first post did make more sense.
Sorry, but I'm not going to write a wall of text anytime I respond to a post. Lack of time and english abilities.
Which could be the buff you would put on vanilla AC?
wa1243agh wrote:Range: 8 (a little shorter than Explosive Shot range, kite able)
Cooldown: 15 (Needs to be long so the CSM role stays a dedicated ranged unit)
Duration: 4 (Cant really do those retreat kills like a melee squad with this duration)
Maximum speed increase (addition): 2 (Small speed boost. Would make Kiting them still somewhat of an option if caught in melee)
These stats for the charge is not really an engagement changer. But again, forcing melee wouldbe more of an option for them in later in the game, if for some reason they have no mark. This would be a MASSIVE buff. Considering CSM is a ranged unit and (as i said before) they would be the ONLY ranged unit with a charge aside from heros.
I dont think i can stand by anything other than this if the CSM needed some type of change. No abilities added, no damage buff in any way, just a small weak charge. But i do think CSM is fine atm. Chaos is quite strong already if you look at what they have to offer.
I still like more my combo

But we can try this, and then see if they still underperforms or are balanced.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.