Jaon wrote:The problem arises when hordes of pinning weapons are fired at guard. lets say some ratlings...friendly fire at some guardsmen.
10 shots, 6 hit, 3 wound, 2 unsaved. 2 pinning tests, if their not vets or dont have an attached commander, their probably pinned, but the simple fact is its still only 2 dead guardsmen and a commander about to yell GET BACK IN THE FIGHT!
Pinning is quite crap. But when (I think nids have a type of unit that fits this) you get 7 unsaved pinning wounds, bad things happen. I accidentally played it by wound, not weapon, last game, but somehow my guard passed the 5 or so pinning wounds from a hive tyranids large blast pinning something or other.
You present this like it is a bad thing.
I am not worried that the meta-game suddenly changes (as if changes in the meta-game could be considered a bad thing in and of itself) to armies spamming pinning weapons.
After all in order for that scenario to play out, one has to have a unit armed with a lot of pinning weapons (as opposed to one/a few which causes a lot of casualties), loaded dice and an army to back that up.
Currently I don't know of any such units.
On top of that, the frequency with which
GW hands out Fearless these days lessens the effect of Pinning on the game.
I believe that a unit that is supposed to be good at pinning (mortars, snipers and such) should actually be.....you know, good at pinning. And I don't consider the increased chance of forcing the target unit to take a single test, to make such "Pin-specialists" really worthwhile.