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Made in se
Ferocious Black Templar Castellan






Sweden

A simple suggestion: make Characters mounted on Monsters have +2 to their Armour Save instead of +1. It doesn't make any sense to me that you get +2 for having a Barded Steed but only +1 for a giant Dragon. Would this break stuff or is it a sensible suggestion?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Longtime Dakkanaut





I don't think that's really the solution of chars on monsters. They need help with look out sir. +1 or 3 armor isn't going to change their fundamental problems.

You want to do something like have them be able to use LOS within 6" of ANY unit type on a 4+. I think that would be very nice. I just can't think of any way to remotely fluff that.

Nothing is going to push a monster out of the way and even if the monster was deflecting it, why would you need to be near a victim to make that work?

   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

DukeRustfield wrote:
I don't think that's really the solution of chars on monsters. They need help with look out sir. +1 or 3 armor isn't going to change their fundamental problems.

You want to do something like have them be able to use LOS within 6" of ANY unit type on a 4+. I think that would be very nice. I just can't think of any way to remotely fluff that.

Nothing is going to push a monster out of the way and even if the monster was deflecting it, why would you need to be near a victim to make that work?


I think making cannons do D3 wounds would allow for a lot more monsters to be fielded.

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Made in us
Killer Klaivex




Oceanside, CA

An easy solution for monsters is to require that cannons initial aim point to be on open terrain.
Then you could screen monsters with your infantry.
It's make bolt throwers useful for shooting at monsters (wounding on 4+ doing D3 wounds); or have cannons take a less ideal shot (starting the aim point too close or too far from the monster).

The best solution is to make monsters more survivable from cannons by using non-monsters to support them. That way, spamming monsters doesn't become a good idea, and it would put movement and position into the game in a bigger way (which is why to play fantasy over 40K).

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

HawaiiMatt wrote:
An easy solution for monsters is to require that cannons initial aim point to be on open terrain.
Then you could screen monsters with your infantry.
It's make bolt throwers useful for shooting at monsters (wounding on 4+ doing D3 wounds); or have cannons take a less ideal shot (starting the aim point too close or too far from the monster).

The best solution is to make monsters more survivable from cannons by using non-monsters to support them. That way, spamming monsters doesn't become a good idea, and it would put movement and position into the game in a bigger way (which is why to play fantasy over 40K).

-Matt


You do have to see the initial target point(which may be on a model)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in se
Ferocious Black Templar Castellan






Sweden

I was just thinking it'd be easier to get a good armour save without having to resort to magical items, leaving more points open for the character to take ward saves or similar. I suppose it wouldn't help much with the monster itself dying though.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Killer Klaivex




Oceanside, CA

 Grey Templar wrote:
HawaiiMatt wrote:
An easy solution for monsters is to require that cannons initial aim point to be on open terrain.
Then you could screen monsters with your infantry.
It's make bolt throwers useful for shooting at monsters (wounding on 4+ doing D3 wounds); or have cannons take a less ideal shot (starting the aim point too close or too far from the monster).

The best solution is to make monsters more survivable from cannons by using non-monsters to support them. That way, spamming monsters doesn't become a good idea, and it would put movement and position into the game in a bigger way (which is why to play fantasy over 40K).

-Matt


You do have to see the initial target point(which may be on a model)


But on a lot of units, you end up with enough space between models that they don't have a hope of blocking.
Like this unit:http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440031a&prodId=prod460007a
If any army needed more protection for monsters, it would be beastmen.

And then you have these guys: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440109a&prodId=prod1040516
who get monsters with regeneration or ward saves. While they can block LOS to cannon balls, they don't need to as much as other armies do.

-Matt

This message was edited 1 time. Last update was at 2013/04/07 22:28:38


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Longtime Dakkanaut





 AlmightyWalrus wrote:
I was just thinking it'd be easier to get a good armour save without having to resort to magical items, leaving more points open for the character to take ward saves or similar. I suppose it wouldn't help much with the monster itself dying though.

Monsters and characters can usually rip apart rank-and-file troops whatever their armor is. The character usually has a ward/armor and the monster has massive toughness and wounds. Together they have huge attacks and thunderstomp. So armor is only going to help them fight stuff like elite units, which I think should have a reasonable chance to fight them or then cannons really are the only counter.

   
Made in us
Jovial Plaguebearer of Nurgle





North Carolina

I miss 7th. You could field 2 dragons no problem. Vamps could actually field a mounted lvl4 lord on a zombie dragon and it would survive.


"You can't convince a believer of anything; for their belief is not based on evidence, it's based on a deep-seated need to believe." - Carl Sagan - 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

HawaiiMatt wrote:
 Grey Templar wrote:
HawaiiMatt wrote:
An easy solution for monsters is to require that cannons initial aim point to be on open terrain.
Then you could screen monsters with your infantry.
It's make bolt throwers useful for shooting at monsters (wounding on 4+ doing D3 wounds); or have cannons take a less ideal shot (starting the aim point too close or too far from the monster).

The best solution is to make monsters more survivable from cannons by using non-monsters to support them. That way, spamming monsters doesn't become a good idea, and it would put movement and position into the game in a bigger way (which is why to play fantasy over 40K).

-Matt


You do have to see the initial target point(which may be on a model)


But on a lot of units, you end up with enough space between models that they don't have a hope of blocking.
Like this unit:http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440031a&prodId=prod460007a
If any army needed more protection for monsters, it would be beastmen.

And then you have these guys: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440109a&prodId=prod1040516
who get monsters with regeneration or ward saves. While they can block LOS to cannon balls, they don't need to as much as other armies do.

-Matt


yeah, some units and models don't block LoS to areas behind them just because of how they are posed.

Thats just how it is.

This message was edited 1 time. Last update was at 2013/04/16 20:31:14


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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