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![[Post New]](/s/i/i.gif) 2016/03/27 23:45:43
Subject: How many gauss shots to kill a wraith knight - math me
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Terminator with Assault Cannon
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pm713 wrote:Excuse me if I get bored of childish whining. But I would add I do read your posts. Perhaps my interpretation is altered by.... well how stupid some things you've said are.
"What need have we of witnesses?"
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![[Post New]](/s/i/i.gif) 2016/03/27 23:50:53
Subject: How many gauss shots to kill a wraith knight - math me
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Hierarch
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I actually think that would be fine; if there where a way to neuter GMCs and SHVs without killing them it would be just as well. Look at the sicarian Venator from 30k; "Crew Shakens" any vehicle it shoots at, but because of the wording it works on SHVs. however, it's a very expensive, one shot weapon with ordinance, so it's still balanced and only really works great against heavy tank armies. Something similar for GMCs would go a long way to helping the game be less slanted toward them.
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Tamereth wrote:
We'll take your Magnus leak and raise you plastic sisters, take that internet.
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![[Post New]](/s/i/i.gif) 2016/03/28 11:40:03
Subject: How many gauss shots to kill a wraith knight - math me
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Shas'ui with Bonding Knife
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pm713 wrote: Pouncey wrote: The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.
Which is never going to be seen. Personally I run wraithlords bare bones. Flamers and glaives. For one it keeps them cheap. and 2nd its hilarious to see your opponents face when you put 3 Lords on the table. They absorb a lot of unnecessary fire, being T8 is still good. I would rather have my lords taking Lascannon shots then my transports and tanks. And they are immune to small arms fire which is also a nice perk. Board control.. If ran in the warhost they auto run 6" and combined with an Avatar have Rage and Furious charge, which is hilarious! Essentially, they prevent my opponent from moving into their potential 18" charge bubble per Lord, covering a fair amount of the board if they are spread out a little. Shooty wraithlords are a trap. For the same cost you can get more bang for your buck from warwalkers, scat bikes, running hornets, or in this current meta, just more warp spiders haha.
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This message was edited 1 time. Last update was at 2016/03/28 11:40:35
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![[Post New]](/s/i/i.gif) 2016/03/29 08:13:46
Subject: Re:How many gauss shots to kill a wraith knight - math me
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Ferocious Black Templar Castellan
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The comparison between a Wraithlord and the Wraithknight is utterly baffling to me. The Wraithknight has ranged Str. D weapons, moves 12" a turn and murderizes everything it touches in close combat. The Wraithlord is completely ignorable and dies to a stiff breeze by comparison.
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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. |
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![[Post New]](/s/i/i.gif) 2016/04/04 16:17:28
Subject: How many gauss shots to kill a wraith knight - math me
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Haemonculi Flesh Apprentice
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The biggest hurdle to balancing 40k currently is two fold.
First, assault is WAY to nerfed, but that's old news.
The second thing passes under the radar and annoys everyone but people have an issue identifying it. It's the disparity between Armor Value and Toughness.
Essentially AV 10 is the equivalent of T6 (both require 4's from s6 to take damage). Of course s3 can hurt T6 on a roll of 6 While AV10 is safe from s3 but AV doesn't have an armor save ever. Tau has made this even more hilarious, piloted walkers jumping around with high toughness and armor saves that also swing back in combat ignoring armor even though they lack any sort of combat weapon. Iam not hating on Tau here, in fact I think the simplest solution is to make all vehicles more like Tau MC's.
If for example AV10 was T6 and AV11 was T7 etc etc. and we gave vehicles armor saves then the game become much simpler to balance.
MC's are SOOOO strong in the current meta. They can move full speed and fire 2 weapons, get toe in cover, smash, MTC, fear and many also have their own special rules on top of that. Meanwhile vehicles need to be 25% obscured and have literally no armor save anywhere in the game, something I have never understood and when damaged are forced to snap fire, snap fire and not move, lose wargear, become permanently immobile or flat out die, worse yet detonate and kill other models nearby.
Imagine if a rhino was T6 and had 3w and a 3+ armor save and a 6+ possibly invuln. The unit type Vehicle would stipulate it can't be locked in combat while tank would allow it to tank shock. All vehicles are relentless and transports and fire points remain the same. Make weapons like Las canons monster hunter/tank hunter.
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This message was edited 1 time. Last update was at 2016/04/04 16:19:13
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![[Post New]](/s/i/i.gif) 2016/04/04 17:14:00
Subject: How many gauss shots to kill a wraith knight - math me
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Regular Dakkanaut
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Honestly you wouldn't use warrior gauss to kill a wk. Why not use Destroyers or Heavy destrouers? This is like asking how many bolter gun shots will it take to kill a monolith. Automatically Appended Next Post: The fact that you can't kill a wk practically with gauss doesn't mean the WK needs a nerf(though it still is op). Personally I can use my Skitarii vangaurd to kill a WK its not like they're invincible. Also alpha striking grav is every where
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This message was edited 1 time. Last update was at 2016/04/04 17:15:52
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![[Post New]](/s/i/i.gif) 2016/04/05 19:38:00
Subject: Re:How many gauss shots to kill a wraith knight - math me
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Revving Ravenwing Biker
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You do realize that someone already stated that it would take 25 destroyers in the formation to drop it ... Not exactly a good option either.
I'm rather amused that this thread got six pages lol
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![[Post New]](/s/i/i.gif) 2016/04/05 23:42:47
Subject: Re:How many gauss shots to kill a wraith knight - math me
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Librarian with Freaky Familiar
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The amount of matherhammering going on right now pleases me
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To many unpainted models to count. |
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