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![[Post New]](/s/i/i.gif) 2012/06/16 17:54:07
Subject: Tau Burst Cannon
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Shas'ui with Bonding Knife
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You can have 5 units of 3 Suits with Burst Cannons. Each unit has a .5 chance of glancing. 2.5 glances is a 43% chance of immobing it each turn. Which is 43% more than the 0 it should be.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/06/16 18:12:05
Subject: Tau Burst Cannon
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Ichor-Dripping Talos Monstrosity
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Make Burst Cannons Assault 3, with +1 shot for each 3" under max range. So at 12" it's Assault 5, and at 3" it's Assault 8...
Maybe every 4"... so Assault 7 at 2"?
Either way, it'd make it more 'unique' gun among everything else.
I'd say make it Assault 3 / Heavy 6, but suits are all relentless sooo....
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![[Post New]](/s/i/i.gif) 2012/06/16 18:30:37
Subject: Tau Burst Cannon
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Shas'ui with Bonding Knife
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Stealing a page from JD, eh? I dunno if I'd go so low as 3-4", but going this route maybe 8" intervals, as the burst cannon lacks the AP and range of the Hbolter.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/06/16 18:47:20
Subject: Tau Burst Cannon
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Trustworthy Shas'vre
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I think all the 'pulse' weapons should be AP 4, part for fluff, part because it's an upgrade but not so extreme an upgrade as to be over powered.
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This message was edited 1 time. Last update was at 2012/06/16 18:47:40
Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2012/06/16 18:56:16
Subject: Tau Burst Cannon
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Shas'ui with Bonding Knife
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Armies AP4 hurts (assuming no cover): Tau, Orks, Eldar.
Armies AP4 hurts (assuming cover): none.
People who don't care about anything that isn't ap3 or better: Everyone else.
40K 5th edition: Good Armour / Bad Armour / No Armour. Good Bullits / Bad Bullits / Flashlights.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/06/16 19:36:26
Subject: Tau Burst Cannon
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Water-Caste Negotiator
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Note the and/or - i'm not giving an empirical fix lol, and your capslock button seems to be fairly well-used. Maybe instead of "rending" they could "count as ap2", like the cyclic ion blaster? Maybe a ~100-point suit should actually have, you know, good weapons available to it, especially the iconic burst cannon? It's still t4 3+, only 2 wounds, and still only 18" range... compare to a paladin, who hits like an MC, gets invuln by default, and is a little more than half the cost, with s5 shooting paired to a bs4 model, as well as close combat ability, and 24" range, which is fairly balanced
One of the ways you make a fun system is floating ideas and testing them. So you guys wouldn't think a cost-increased burst cannon would be good like that, despite the fact that for ~ 20 points it would be fairly nice. I mean, it's not like GK don't get this cute thing called the psycannon, for cheaper, in basic squads, or anything...
Plus, the bs4/6 stealth suits in that example can kill about 0.6 meq/turn. Not bad considering a missile will instant kill them farther away for 1/3 the cost of a single suit, and a *stealth* suit as it is costs twice as much as a marine. 4 turns of shooting, ~2 kills, equal points damage assuming a marine is 15 points.
The Burst Cannon seems like it should be a Heavy Bolter Assault Cannon, and my suggestion, paired with a points increase and removal of tl in the army as an option, giving us a handful of potent choices instead of a smorgasborg of 2 okay ones and a third suicide option, would reflect that.
You can disagree with me, but i'm not convinced by your obnoxiously overpowered fandex, sir, that you have a good understanding of external balance.
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![[Post New]](/s/i/i.gif) 2012/06/16 19:42:58
Subject: Re:Tau Burst Cannon
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Pete Haines
Springfield, MA
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chrisrawr is just having a bad day with these other posters.
Also, GK don't have that cheap a psycannon seeing how they have to trade in their storm bolter and nemesis weapon for it.
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"A rule is only as good as the reasoning behind it."
I played Ordo Malleus since before it had a codex. |
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![[Post New]](/s/i/i.gif) 2012/06/16 20:05:31
Subject: Tau Burst Cannon
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Water-Caste Negotiator
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Well, the way i see it for the tradeoff for the psycannon is that they do lose the force weapon, but they have enough halberds to make that irrelevant anyways, and once they get into cc, you've already done what you need to do - pop transports so you can assault the contents.
Yes, the rending burstcannons might be pretty powerful, i've seen it happen in a 2v2 with daemonettes vs a doomed squad of pimped out space wolves. The poor power armor guys got scooped without being able to even throw a punch. But when you're throwing 1/3 of your army at something, it should probably die, unless it's a deathstar of its own.
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![[Post New]](/s/i/i.gif) 2012/06/17 00:18:19
Subject: Tau Burst Cannon
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Shas'ui with Bonding Knife
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I'd be happy for you to discuss how my codex may be overpowered in the appropriate thread; I'll leave it at "You want Crisis Suits to compare to Pally Squads, and I've stayed well under that line" for here. Your suggestion now falls onto the table of "Well, why do we have the cyclic ion blaster?" It fills the same role but only better. What sort of fluff are you reading about the burst cannon that makes you feel this way? It's been an instrumental weapon against tyranids lower forms, but there's nothing about it ripping terminators and marines apart; that's what plasma rifles have going for them. Edit: The tradeoff for the psycannon is that you have a powerful base worth 50 points by itself, with a weapon worth 30 points, and you get it all for 60 points, and you can have 4 of them (some of them master-crafted if you want!) in a squad full of S5 shots as well.
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This message was edited 2 times. Last update was at 2012/06/17 00:26:43
Pit your chainsword against my chainsw- wait that's Heresy. |
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