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![[Post New]](/s/i/i.gif) 2010/02/24 23:55:48
Subject: How to fix Defensive Weapons
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Hanging Out with Russ until Wolftime
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So, 5th ed made Vehicles Pillboxes again, woo hoo. Now, I admit, the S6 Defensive weapon malarkey was a bit much, so how's about this: Stationary Vehicles and Combat Speed Remain the same. Vehicles (Fast or otherwise) moving at combat speed can fire S5 weapons as Defensive Weapons at -1BS. Furthermore, it suffers -1 Shot, to a minimum of 0 (So a Heavy 3 weapon fires only 2 shots, and an Assault 1 weapon cannot fire) Vehicles moving at Cruising speed can fire a single Defensive Weapon (S4 or less) and may be fired at -1 shot (to a minimum of 0) and -1BS. Fast Vehicles may fire a S5 and lower weapon as a defensive weapon in the same manner (-1BS -1Shot) when moving at Cruising Speed. Or am I just blathering? Perhaps a 1/2 shots rounded up would work better? For 2 and 3 shot weapons it stays only -1 but it stops things like the Punisher cannon getting out of hand.
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This message was edited 4 times. Last update was at 2010/02/25 00:08:08
Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
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Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/02/25 00:27:02
Subject: Re:How to fix Defensive Weapons
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Longtime Dakkanaut
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I think weapons listed as options in a vehicle's entry should just have a defensive trait (or not) regardless of strength.
So that the Heavy Bolters on a Russ and the Shuriken Cannons on a Wave Serpent could be 'Defensive' while maintaining the Multi-laser on the Chimera and the Assault Cannons on the Razor Back would not.
Switching the defensive ability from a general stat-based rule to one which is a basic rule reflected in the unit entry would allow greater diversity between units while not adding more complexity to the phase.
Specifically on your take... I like the -1 as opposed to the 1/2ing the shots.
Though I think it should either be -1 shots or BS, but not both.
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![[Post New]](/s/i/i.gif) 2010/02/25 00:33:30
Subject: How to fix Defensive Weapons
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Pyromaniac Hellhound Pilot
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May I ask if there is a problem with S5 weapons being classified as Defensive?
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2010/02/25 00:36:55
Subject: Re:How to fix Defensive Weapons
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Longtime Dakkanaut
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Aside from Vulture Punisher, um punishment... not much.
But just setting at that (S5) does leave Eldar in the cold.
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![[Post New]](/s/i/i.gif) 2010/02/25 01:05:22
Subject: Re:How to fix Defensive Weapons
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Pyromaniac Hellhound Pilot
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Belphegor wrote:Aside from Vulture Punisher, um punishment... not much.
But just setting at that (S5) does leave Eldar in the cold.
So what S6 weapons would be brought into play? Tau have a few, yes?
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2010/02/25 01:24:31
Subject: Re:How to fix Defensive Weapons
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Infiltrating Hawwa'
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Skinnattittar wrote:Belphegor wrote:Aside from Vulture Punisher, um punishment... not much.
But just setting at that (S5) does leave Eldar in the cold.
So what S6 weapons would be brought into play? Tau have a few, yes?
S5 would cover the generic Burst Cannons that are on many of the vehicles.
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![[Post New]](/s/i/i.gif) 2010/02/25 05:16:58
Subject: How to fix Defensive Weapons
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Da Head Honcho Boss Grot
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What would be the end result of allowing a vehicle to fire all (non barrage) weapons at combat speed, and one at cruising speed, with fast vehicles being able to fire all at cruising speed?
I can see this making vehicles too powerful/mobile, but perhaps you could change the rules for hitting moving vehicles to take away some of this advantage.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2010/02/25 06:49:47
Subject: Re:How to fix Defensive Weapons
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Raging Ravener
Great Falls, MT
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leave it at s4=defensive and maybe have other weapons suffer from a nightfighting-like effect to simulate lower accuracy of fast moving vehicle? other wise I think it's fine
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![[Post New]](/s/i/i.gif) 2010/02/25 07:29:52
Subject: How to fix Defensive Weapons
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Courageous Questing Knight
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the half shot idea is difficult to work with. would you have to figure it out before or after you fired? and what about just increasing it so they fired at half their BS (so SM would fire at BS2, guard would fire at BS 1-2?) I think S4 is good, but I can't see a vehicle thats guns are ALWAYS stable not being able to fire. I think it's stupid. My 2 and a half cents.
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This message was edited 1 time. Last update was at 2010/02/25 07:30:10
DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/02/25 10:07:15
Subject: How to fix Defensive Weapons
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Ultramarine Chaplain with Hate to Spare
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It makes no sense for Tau defensive weapons to be S4 their basic side arm is S5! Making a burst cannon not defensive is the same as making the storm bolter on a SM marine vehicle not defensive it just doesn't make sense! I think weapons listed as options in a vehicle's entry should just have a defensive trait (or not) regardless of strength. So that the Heavy Bolters on a Russ and the Shuriken Cannons on a Wave Serpent could be 'Defensive' while maintaining the Multi-laser on the Chimera and the Assault Cannons on the Razor Back would not. Switching the defensive ability from a general stat-based rule to one which is a basic rule reflected in the unit entry would allow greater diversity between units while not adding more complexity to the phase. QFT the same weapon may even be considered defensive for some vehicles but not for others. Like the Heavy Bolter on a LR makes snse to be defensive but an a Razorback or Leamn Russ sponsons it doesn't. This would make the most sense to me.
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This message was edited 1 time. Last update was at 2010/02/25 10:07:26
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![[Post New]](/s/i/i.gif) 2010/02/25 13:50:19
Subject: Re:How to fix Defensive Weapons
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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Gwar correct me if I'm wrong but I thought in 4th ed S5 weapons were defensive not S6.
Flingitnow.
Very good point especially in regards to Tau makes no sense that none of their weapons are defensive! A defensive weapon characteristic for each tank would not only streamline things like GW wants but also makes allot of sense. wow that is a really good idea.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2010/02/25 14:24:50
Subject: Re:How to fix Defensive Weapons
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Pyromaniac Hellhound Pilot
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dumplingman wrote:Gwar correct me if I'm wrong but I thought in 4th ed S5 weapons were defensive not S6.
Flingitnow.
Very good point especially in regards to Tau makes no sense that none of their weapons are defensive! A defensive weapon characteristic for each tank would not only streamline things like GW wants but also makes allot of sense. wow that is a really good idea.
4th it was S6, I'm pretty sure.
It has been long suggested for weapon mounts to receive Deffensive or not attributes. The main problem with this happening is that it would either require a rules update or every army. Something GW would find abhorrent to do! Another issue I see with this is that Codex writers would undoubtedly make many mistakes (imagine Land Raider Twin-Linked Lascannnons being "defensive?!") or outright no sense! This, however isn't a big concern.
Bumping back up to S5 or even S6 weapons being Defensive isn't a horrendous fate to befall 40k. Dictating which weapons on individual tanks are to be Defensive wouldn't be the end of the game either (I would love my Leman Russ' Sponsons to be Defensive, as that is the purpose of sponson). It WOULD cause a game wide cartwheel of over powered tanks (Leman Russ, for instance), and would make Tanks monster machines crewed by easily disoriented gerbils.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2010/02/25 14:29:52
Subject: Re:How to fix Defensive Weapons
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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4th it was S6, I'm pretty sure.
It has been long suggested for weapon mounts to receive Deffensive or not attributes. The main problem with this happening is that it would either require a rules update or every army. Something GW would find abhorrent to do! Another issue I see with this is that Codex writers would undoubtedly make many mistakes (imagine Land Raider Twin-Linked Lascannnons being "defensive?!") or outright no sense! This, however isn't a big concern.
Bumping back up to S5 or even S6 weapons being Defensive isn't a horrendous fate to befall 40k. Dictating which weapons on individual tanks are to be Defensive wouldn't be the end of the game either (I would love my Leman Russ' Sponsons to be Defensive, as that is the purpose of sponson). It WOULD cause a game wide cartwheel of over powered tanks (Leman Russ, for instance), and would make Tanks monster machines crewed by easily disoriented gerbils.
Really it was 6? wow I could have sworn it was 5 that is crazy.
And I understand where you are coming from. The idea of a defensive attribute would require a rules update and allot of micromanging. As for the landraider while I don't think it would hapepn that the lascannons would be defensive I could see another problem that being the turret weapon being considered defensive which would in essence allow the land raider to move and fire every weapon.
I personally don't think sponsons should be defensive weapons so I just don't know you do raise some good points but so dose flingitnow with tau. Their basic gun is S5 which is a problem.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2010/02/25 17:55:49
Subject: How to fix Defensive Weapons
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Da Head Honcho Boss Grot
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I think it was 5 in 3rd edition. Then the Eldar players complained.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2010/02/25 18:22:25
Subject: How to fix Defensive Weapons
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[DCM]
Sentient OverBear
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I've been suggesting for years (since 5th came out) that there's no such thing as a "defensive weapon"; you can fire any weapon "definsively", at -1 shots (excepting template weapons and assault weapons, which fire to full effect).
I like the simple elegance of it. Dealing with Strength Values is just too messy for me.
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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![[Post New]](/s/i/i.gif) 2010/02/25 18:30:05
Subject: How to fix Defensive Weapons
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Hanging Out with Russ until Wolftime
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Lorek wrote:I've been suggesting for years (since 5th came out) that there's no such thing as a "defensive weapon"; you can fire any weapon "definsively", at -1 shots (excepting template weapons and assault weapons, which fire to full effect). I like the simple elegance of it. Dealing with Strength Values is just too messy for me.
I like that. Though I still think it should be -50% (Rounding Down). 3 Shot Assault Cannons still rule if you can move and fire them AND all your Bolters AND your MM. 2 Shots, not so much.
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This message was edited 1 time. Last update was at 2010/02/25 18:30:16
Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/02/25 18:43:03
Subject: Re:How to fix Defensive Weapons
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Kid_Kyoto
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How about you get shots at half range with all weapons assuming it moved? Something similar to the psycannon.
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![[Post New]](/s/i/i.gif) 2010/02/25 19:00:14
Subject: How to fix Defensive Weapons
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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Let each vehicle have one main weapon and one defensive weapon defined in the vehicle's codex entry.
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![[Post New]](/s/i/i.gif) 2010/02/25 19:21:14
Subject: How to fix Defensive Weapons
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Fireknife Shas'el
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Gwar! wrote:So, 5th ed made Vehicles Pillboxes again, woo hoo.
Now, I admit, the S6 Defensive weapon malarkey was a bit much, so how's about this:
Stationary Vehicles and Combat Speed Remain the same.
Vehicles (Fast or otherwise) moving at combat speed can fire S5 weapons as Defensive Weapons at -1BS. Furthermore, it suffers -1 Shot, to a minimum of 0 (So a Heavy 3 weapon fires only 2 shots, and an Assault 1 weapon cannot fire)
Vehicles moving at Cruising speed can fire a single Defensive Weapon (S4 or less) and may be fired at -1 shot (to a minimum of 0) and -1BS. Fast Vehicles may fire a S5 and lower weapon as a defensive weapon in the same manner (-1BS -1Shot) when moving at Cruising Speed.
Or am I just blathering? Perhaps a 1/2 shots rounded up would work better? For 2 and 3 shot weapons it stays only -1 but it stops things like the Punisher cannon getting out of hand.
Why dear lord do you want to make vehicles more powerfull. Isn't 5th edition enough?
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This message was edited 1 time. Last update was at 2010/02/25 19:23:36
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![[Post New]](/s/i/i.gif) 2010/02/25 19:54:34
Subject: How to fix Defensive Weapons
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Blood Angel Terminator with Lightning Claws
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I am almost positive that St5 was defensive in 4th. It's been a while since I read my 3rd ed book, but i don't remember defensive weapons in 3rd.
TO the OP, I thought Str 5 was a great value for Defensive Weapons. St 4 made heavy Flamer Sponsons even more pointless than they already were.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2010/02/25 20:06:03
Subject: How to fix Defensive Weapons
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Hanging Out with Russ until Wolftime
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jbunny wrote:I am almost positive that St5 was defensive in 4th.
Page 63 4th ed BGB:
Vehicles can mount a frightening array of weapons.
These can be divided into four categories:
• Ordnance weapons
• Ordnance Barrage weapons
• Main weapons (Strength 7 or greater)
• Defensive weapons (Strength 6 or less)
Sadly, your "almost Positive" is wrong
It's been a while since I read my 3rd ed book, but i don't remember defensive weapons in 3rd.
Nope. Vehicles moving 6" fired exactly ONE weapon.
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Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/02/25 21:35:29
Subject: How to fix Defensive Weapons
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Yellin' Yoof
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Gwar! wrote:jbunny wrote:I am almost positive that St5 was defensive in 4th.
Page 63 4th ed BGB:
Vehicles can mount a frightening array of weapons.
These can be divided into four categories:
• Ordnance weapons
• Ordnance Barrage weapons
• Main weapons (Strength 7 or greater)
• Defensive weapons (Strength 6 or less)
Sadly, your "almost Positive" is wrong
It's been a while since I read my 3rd ed book, but i don't remember defensive weapons in 3rd.
Nope. Vehicles moving 6" fired exactly ONE weapon.
Correct again Gwar. I think Jbunny may be thinking of one of the Chapter Approved Books that came out around the middle to end of 3rd that said S5 and lower was considered defensive.
I agree that you should be able to move and should but suffer a penalty.
Also, it would add balance if each vehicle had different defensive options. Of course people would get confused and flame wars would ensue; I can see it now. "Why are the TL Heavy Bolters on your landraider defensive, but the Heavy Bolters on my Leman Russ offensive."
Setting it at S5, makes sense in a lot of ways. Yes, we point to the armies that have a lot of light weapons on their vehicles and say well that gives them an unfair advantage. Well, when you think about it, the advantage of having light weapons on your vehicles is to enhance mobility. This would do just that. Maybe, tau would perform better if they could move and shoot more.
Too bad I can't suggest it as a house rule in my group... They play 'Nids mostly... No vehicles anyway...
On the topic, yes it's a stupid question, but I have been trying to sort something out for the past few days. I may be wrong but in 4th a Walker could move 6" and fire two weapons right? I was reading through 5th the other day and it states that walkers can only fire one after a 6" move. Am I reading that wrong? How did I miss that last time I read through 5th? Or is there a serious typo/printing error? I can scan the page if you are in disbelief? I won't have access to 'MY' rulebook for a few months, so this is driving me nuts. Thank you.
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Rule # 1 of infantry:
If you can't eat it or take it, break it.
Space Wolves: 4000 pts
Orks: 3000 pts
Tau: 1000 pts |
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![[Post New]](/s/i/i.gif) 2010/02/25 23:36:52
Subject: How to fix Defensive Weapons
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Ultramarine Chaplain with Hate to Spare
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It has been long suggested for weapon mounts to receive Deffensive or not attributes. The main problem with this happening is that it would either require a rules update or every army. Something GW would find abhorrent to do!
I don't think it would require a re-write. Keep it as is for any weapon that does not state it is defensive or primary. So a weapon will be defined as defensive if it says so in the vehicle entry or if it is S4 or below and states nothiing in it's vehicle entry. Likewise primary for S5 and above...
So yeah older codexes would be damaged, hardly something GW would worry about and give them new cheesing chances with the new codexes (so a SM Landraider would have Heavy bolters as defensive weapons but a Space Wolf Landraider would have all it's weapons as defiensive weapons and would cost less points, well hat's how it normally works with these things...)
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![[Post New]](/s/i/i.gif) 2010/02/26 04:29:57
Subject: How to fix Defensive Weapons
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Nigel Stillman
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Captain Solon wrote:the half shot idea is difficult to work with. would you have to figure it out before or after you fired? and what about just increasing it so they fired at half their BS (so SM would fire at BS2, guard would fire at BS 1-2?)
I think S4 is good, but I can't see a vehicle thats guns are ALWAYS stable not being able to fire.
I think it's stupid.
My 2 and a half cents.
Says the kid who makes a Plasma weapon with 30+ different types of firing modes.
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![[Post New]](/s/i/i.gif) 2010/02/26 05:59:39
Subject: Re:How to fix Defensive Weapons
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Focused Fire Warrior
Champaign IL
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personally i think a blanket statement like this...
Lowest str weapon fieldable by your basic troops
that is the highest your defensive weapon should be
your guys fire str 3? well str 3 is your defensive weapon
you fire str 5? well your defensive weapon can be str 5
it would keep the different races..well..different w/o overpowering vehicles.. at most it would give 1-2 races a str 5 gun
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This message was edited 1 time. Last update was at 2010/02/26 06:00:05
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![[Post New]](/s/i/i.gif) 2010/02/26 15:23:33
Subject: Re:How to fix Defensive Weapons
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Elite Tyranid Warrior
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TopC wrote:personally i think a blanket statement like this...
Lowest str weapon fieldable by your basic troops
that is the highest your defensive weapon should be
your guys fire str 3? well str 3 is your defensive weapon
you fire str 5? well your defensive weapon can be str 5
it would keep the different races..well..different w/o overpowering vehicles.. at most it would give 1-2 races a str 5 gun
This would MASSIVELY screw over IG and Eldar.
IG (S3) have no basic tank guns below S5, and only pintel mounts at S4
Eldar (S4) have no tank gun below S6 (except plasma missiles, but those hardly count)
I think the best way of doing it would be the Defensive/Primary attribute in a tanks profile.
However, this is highly unlikly as it would require a PDF for all races (bar Tyranids/CDaemons).
Any set S value will hurt someone/overpower another.
IE: S6 is needed for Eldar, S5 for Tau. BUT S6 would make IG ML defensive, which is too good.
I think if they did go down the "publish a PDF for all armies" route, then the following should be done:
All Ordiance/Barrage = Prim
IG:
All Pintels, HKM = Def
All Chimera-type Hull weapons = Def
All Chimera-type Turret weapons = Primary
All Chimera-type artilary mounts = Primary
All LR Turrets = Primary
All LR Hulls/Sponsons = Primary (except HBolters and HFlamers, which would be Def)
Valk-types HBolters, MLasers, MRP = Def
Valk-types Missiles, Lascannons = Prim
SM:
Storm Bolters, HKM = Def
Razor:
TL HBolter, TL Plasguns = Def
Lascannon, TL Lascannon, TL Asscan = Prim
Pred:
HBolters = Def
All others = Prim
LR:
TL HBolter, Hurricane Bolter Sponsons, Redemmer Cannons = Def
Other = Prim
Eldar:
TL SCatapults/SCannons, Falcan Pulse Laser = Def
All other = Prim
Tau:
All Burst Cannons, Seekers = Def
SMS (Devilfish) = Prim
SMS (Other) = Def
All Pirhna guns = Def
Orks:
Trukk -
Big Shoota = Def
Rokkit = Prim
Warbuggy/trakk-
All defensive
Battlewagon/Looted Tank -
Big Shoota = Def
All other = Prim
DE:
DLance, Dissy = Prim
Horrorfex = Def
WH:
All Storm Bolters, Flamer, Heavy Flamers, TL Heavy Flamers, HKM = Def
TL HBolter, TL MM, Exorcist Missile = Prim
DH:
All Storm Bolters, Hurricane Bolter Sponsons, TL HBolter, HKM = Def
TL Lascannons, TL Asscan = Prim
CSM:
TL Bolters, Combi-Bolters, Havok Launchers = Def
Pred:
HBolters = Def
All others = Prim
LR:
TL HBolter = Def
TL Lascannon = Prim
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This message was edited 1 time. Last update was at 2010/02/28 21:12:17
Armys: , , , Skaven
Number of Threads Won: 1 |
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![[Post New]](/s/i/i.gif) 2010/02/26 16:20:47
Subject: How to fix Defensive Weapons
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Ultramarine Chaplain with Hate to Spare
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Black Antelope that looks pretty good but you forgot Hurricane bolters for Marine LR's they surely hAVE to be defensive?
And to Add
Tau:
Hammerhead - Burstcannons and SMS Defensive
All others primary
Devilfish - Burstcannons defensive, SMS Primary
Skyray - ML, Burstcannons and SMS defensive.
How about my idea of having all weapons without an attribute to default to S=<4 is defensive, S>4 Primary so they wouldn't have to pdf it all?
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![[Post New]](/s/i/i.gif) 2010/02/26 17:44:00
Subject: How to fix Defensive Weapons
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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I've thought that movement should affect accuracy more than which weapon can fire, and accuracy could be represented by reduced rate of fire or penalties to hit. I mean, every gun in a vehicle is manned by a crew of some sort, it should be able to fire. It just may not be accurate in the jarring, bouncing movement of a vehicle over uneven terrain. Something like this:
Stationary: no adjustment
1-6" move: -1
7-12" move: -2
13-18" move: -3
19+: cannot fire
Assault weapons would either ignore the penalties to reflect that they are designed for moving and firing, or reduce them. Ordnance, due to the massive concussion of firing the gun, would probably still require the "no other weapons fired" rule.
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![[Post New]](/s/i/i.gif) 2010/02/26 17:47:53
Subject: Re:How to fix Defensive Weapons
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Mounted Kroot Tracker
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Black Antelope wrote:
SM:
Storm Bolters = Def
Rhino = All Def
Razor:
TL HBolter, TL Plasguns = Def
Lascannon, TL Lascannon, TL Asscan = Prim
Pred:
HBolters = Def
All others = Prim
LR:
HBolter, Redemmer Cannons = Def
Other = Prim
But I like my defensive hurricane bolters!
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Night Watch SM
Kroot Mercenaries W 2 - D 3 - L 1
Manchu wrote: This is simply a self-fulfilling prophecy. Everyone says, "it won't change so why should I bother to try?" and then it doesn't change so people feel validated in their bad behavior.
Nightwatch's Kroot Blog
DQ:90-S++G++M-B++I+Pw40k08#+D+A--/cWD-R+T(S)DM+
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![[Post New]](/s/i/i.gif) 2010/02/26 18:54:47
Subject: How to fix Defensive Weapons
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Blood Angel Terminator with Lightning Claws
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JW7007,
I think you are right. I came in right before the trial Vehicle runs and Trial assault rules were in either a Chapter approved of WD.
But I knew there were no Defensive weapons in 3rd main book.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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