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Post by Jack Shrapnel on Jan 14, 2016 13:31:50 GMT -5
Been thinking a big on the D chart result of 6
proposal:
changing the 6 result to 3 wounds/hp without any saves allowed rather than D3
thoughts?
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Post by voodoo on Jan 14, 2016 13:50:45 GMT -5
This would really only affect superheavies as the wraithguard weapons are all -1 on the table correct? Or do they have swords too?
In any case, it makes sense for a superheavy to inflict hateful amounts of damage with a d weapon; like a real nuke vs. a mini nuke.
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Post by LizardTau on Jan 14, 2016 13:59:19 GMT -5
And eldar d platforms. C tan shards. D thirsters. Do grey knights have a d pychic power?
But I agree. If you hit a super heavy with a d weapon. Roll a 6 and only make it loose one hull point. It's kind of anti climatic.
Sent from my SGH-I337M using proboards
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Post by ohgodsnakes on Jan 14, 2016 19:10:50 GMT -5
I like the auto 3 hp/wounds on a 6.
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Post by raceygaming on Jan 14, 2016 19:53:47 GMT -5
Ok so Thought it through the most common sources of unmodified D that can occur:
Wraith Knight(CC and ranged) Wraithguard with cannons(ranged), Eldar heavy weapons(ranged), D-Bloodthirster(CC), Storm Surge missiles with markerlights(ranged), Imperial Knight(CC), Vortex psyker power(ranged), Dark angel vortex gun flyer? (ranged), C'tan (CC movement?), Stompa (CC),....
Those are the non-apoc weapons with D that jump to mind. If I missed one please add it to the list.
Overall I would like to see the D weapon change to a flat 3 wounds/HP with no saves. It gives some more risk to reward to put that valuable D weapon into a position to make the attack and maybe ruin some ones day with a 6. This is especially true to the CC D-weapons since the chance of a whiffed roll is still very real. Also rolling that 6 and having it amount to 1 wound vs a MC or big tank feels pretty against the fluff.
I know ITC right now just makes all D weapons do a flat 2 wounds/HP and calls it an average on the D3. It also helps to speed up D weapon hits so you don't need to roll a d3 after each wound but does strip away the luck or unluck of the dice. This works in practice but feels slightly like a cop-out by making them "averagely deadly"
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Post by LizardTau on Jan 14, 2016 20:02:41 GMT -5
I also think one of the random shooting attack c tans have can be d
Sent from my SGH-I337M using proboards
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Post by voodoo on Jan 14, 2016 20:58:55 GMT -5
I would also be ok with a flat 2.
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Post by Khalai on Jan 14, 2016 21:17:21 GMT -5
How often does rolling the D3 actually even happen? It's only really against vehicles/MC/GMCs so it really wouldn't slow down the game at all imo. I'd like to go D3 for 2-5 and 3 for a 6. It just makes rolling a 6 feel better.
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Post by Jack Shrapnel on Jan 14, 2016 22:06:02 GMT -5
seems like people are cool with a 3 wound / hp no saves for the 6 on the D then... consider it adjusted
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Post by raceygaming on Jan 14, 2016 23:39:58 GMT -5
most good!
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Post by ohgodsnakes on Jan 14, 2016 23:55:01 GMT -5
Here here!
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Post by danny1995 on Jan 15, 2016 6:17:02 GMT -5
Yay! This is good and I approve.
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Post by Jack Shrapnel on Jan 15, 2016 11:12:05 GMT -5
realized I updated the discussion thread but not this pinned thread!
so I've updated post one to be most reflective of our current comp/FAQ rules
I've also clarified the APOC blast templates are for templates only. Nova powers (which are almost always bigger than a 5" blast!) are NOT affected at all. Last time I checked no one was raging about OP pyromancy powers...lol....
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Post by LizardTau on Jan 15, 2016 20:49:04 GMT -5
i have a question on how we want to handle something that came up today.
heavy weapons say if you moved in the previous movement phase you need to snap shoot.
well what about armys that can run and then shoot.
if you stay still in the movement phase and then "run and shoot" or "shoot and run"
technically they didnt move in the movement phase. so by the rules they shouldnt have to snap shoot. but how to we want to handle it?
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Post by Jack Shrapnel on Jan 15, 2016 21:19:59 GMT -5
if you run you snap shoot. you moved.
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