so i have been thinking of a few ways to help make the SM race feel more even in terms of its striking power and mobility compared to eldar and orks.
first things first SM is a alpha strike type of army i.e. its desgined in such a way to rapidly respond to defense and exploit weaknesses in the front lines of your opponent at a moments notice with little setup time. as such mobility and deployment is a key theme amongst SM units. however there are a few units that seem to be overperforming due to certain doctorine's and some doctorines that just dont seem up to snuff compared to others.
Tactical Marine's Grenade doctorine:
say what you will about current balance of TM's we all can agree that the grenade damage from this doctorine is laughable at best. its great for giving us a disengage for melee units like boyz but compared to the other races grenade options its subpar.
my suggestion is to give all baseline infantry and grenade option by default that preforms similar to that of the tactical marines currently.
then i would change the doctorines that give/buff these grenades on the baseline infantry to increase the damage to a single model kill and removing the knock back from them.
this gives players the option for more early game bang but less CC. also this change should be reflected for all races base line infantry(ranged Units)
Weather you like it or not this is one of the most imbalanced doctorines currently out there as it gives TM's the ability to scale extremely well into the late game compared to other line units thanks to the extreme mobility it offers with little to no drawback. not to mention its early game harassing potential.
i would like to keep the core principle of the doctorine in place but give it a slighty alteration to help better balance that early game pressure that it gives. id like to limit the speed boost to something similiar to that of FOF were it only works will under the radius of friendly Territory. thus allowing for quick redeployment but less offensive pressure early on. it will still scale well into the late game as Forward buildings are much easier to make late game still allowing for rapid movement around the map.
Slow death Doctorine:
this is a must have if you want to get the most out of your Flammer squads. without this moving out of the cone for the flammer is laughably easy however on the other hand the slow means that anything caught within it is sure to recieve heavy losses.
Id like to see the the speed reduction reduced by 25% to start and adjustments can be made from there.
this is my first time posting something like this so please feel free to ask questions but i felt like to many people were just coming on cry for nerfs and how things are OP but not giving any kind of constructive feedback as to a way that may help. Im overall ver pleased with Relics first round of balance and understand that nothing gets done right the first time through. balance takes time and is a trial and error for everything you fix 10 more things become broken. its a long process but if we give them time im sure they will come up with some good changes that make every game more enjoyable.