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 ross-128 wrote:
As someone who has played quite a few FPS games with vehicles in them, I can confirm that running over people who are both aware of your presence and trying to avoid you is harder than it looks. 6+ to hit is a little extreme, but it is hard enough to justify a roll to hit in general.

Which is why roadkills happen to friendlies more often than enemies... an enemy will pay immediate attention to your vehicle and actively avoid it. An ally will assume your vehicle is completely harmless, and run across the road right in front of you. Always evade a moving vehicle as if it was an enemy, people. Just because I don't want to hit you doesn't mean I can see you or stop in time to avoid it.

Anyway, I think it's interesting. I'm going to miss tank shock's ability to just run things clean off the board, but I also look forward to being able to do what is basically still a tank shock with any vehicle. I do hope that tanks apply some kind of penalty to enemy battleshock when they assault though, just to keep that "tanks be scary" vibe.

Another interesting factor is since vehicles now use the same assault rules as everything else, a unit assaulted by a tank is "stuck in" and would have to declare a fall-back move to get out of it. Combined with the removal of rear armor and that means you can tarpit (to such an extent as tarpit still exists) with a vehicle. For example, roll up on an enemy with a Chimera and a squad inside. Drop the squad off about 6" away, shoot with the squad, then assault with the Chimera. Now the enemy unit can't shoot back on their next turn, either they have to stay stuck-in with the Chimera, or they have to fall back, sacrifice their shooting, and still be in rapid-fire range!

Gaunts or Boyz bearing down on you? Shoot 'em with your infantry, then charge the Chimeras in to tarpit them. Disengaging from the Chimeras would force them to move *away* from your infantry (and get shot more), but staying stuck-in would leave them tied up and your infantry free to shoot other things, like maybe the anti-tank units they're going to try to use to break said tarpit.

I wonder if dozer blades will count as a close combat weapon, and I wonder if vehicle close combat weapons will improve that abysmal 6+ to hit. Though I expect vehicles *meant* for CC will probably actually have a decent WS like 4+ or so.


The issue this is that in an FPS game, the infantryman you're trying to run over is moving out of the way. Which is what Tank Shock did: it forced models to displace for positional gain.

The problem with this mechanic is that you now have physics akin to Street Cleaning Simulator where a tank rolls up, rolls to hit with itself, but comes just comically short of actually hitting anyone.

Not to mention that by replacing weapon skill with fixed "to-hit" rolls, that tank has the same chance of hitting a Grot, an immobilized Gorkanaut, another Land Raider, and will always grind to a halt no matter what simply because tank shock is gone and there is no model-displacement mechanic.

This message was edited 1 time. Last update was at 2017/05/18 16:14:37


 
   
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Will there be an upgrade for this guy...

Spoiler:


I feel the time is right, perhaps turns the tank into 3+ to hit.

This message was edited 2 times. Last update was at 2017/05/18 16:15:05



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Perth

Catacomb Command Barge is gonna be fun this edition

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 MagicJuggler wrote:


The issue this is that in an FPS game, the infantryman you're trying to run over is moving out of the way. Which is what Tank Shock did: it forced models to displace for positional gain.

The problem with this mechanic is that you now have physics akin to Street Cleaning Simulator where a tank rolls up, rolls to hit with itself, but comes just comically short of actually hitting anyone.

Not to mention that by replacing weapon skill with fixed "to-hit" rolls, that tank has the same chance of hitting a Grot, an immobilized Gorkanaut, another Land Raider, and will always grind to a halt no matter what simply because tank shock is gone and there is no model-displacement mechanic.


All abstractions for the sake of a quick, fun and balanced game. You really can't imagine any situation where the guy a tank is trying to run over simply dives out of the way? Also, you're looking at it like player actions are the actual, chronologically accurate representation of events. In the game world, all of these things are happening simultaneously. Grots don't just move ten feet, then stand there and wait to be charged by a Land Raider, which then just comes to a dead stop and waits for the grots to move away again. We just have to play it that way because... well, it's a turn-based game.

 
   
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 MagicJuggler wrote:
 ross-128 wrote:
As someone who has played quite a few FPS games with vehicles in them, I can confirm that running over people who are both aware of your presence and trying to avoid you is harder than it looks. 6+ to hit is a little extreme, but it is hard enough to justify a roll to hit in general.

Which is why roadkills happen to friendlies more often than enemies... an enemy will pay immediate attention to your vehicle and actively avoid it. An ally will assume your vehicle is completely harmless, and run across the road right in front of you. Always evade a moving vehicle as if it was an enemy, people. Just because I don't want to hit you doesn't mean I can see you or stop in time to avoid it.

Anyway, I think it's interesting. I'm going to miss tank shock's ability to just run things clean off the board, but I also look forward to being able to do what is basically still a tank shock with any vehicle. I do hope that tanks apply some kind of penalty to enemy battleshock when they assault though, just to keep that "tanks be scary" vibe.

Another interesting factor is since vehicles now use the same assault rules as everything else, a unit assaulted by a tank is "stuck in" and would have to declare a fall-back move to get out of it. Combined with the removal of rear armor and that means you can tarpit (to such an extent as tarpit still exists) with a vehicle. For example, roll up on an enemy with a Chimera and a squad inside. Drop the squad off about 6" away, shoot with the squad, then assault with the Chimera. Now the enemy unit can't shoot back on their next turn, either they have to stay stuck-in with the Chimera, or they have to fall back, sacrifice their shooting, and still be in rapid-fire range!

Gaunts or Boyz bearing down on you? Shoot 'em with your infantry, then charge the Chimeras in to tarpit them. Disengaging from the Chimeras would force them to move *away* from your infantry (and get shot more), but staying stuck-in would leave them tied up and your infantry free to shoot other things, like maybe the anti-tank units they're going to try to use to break said tarpit.

I wonder if dozer blades will count as a close combat weapon, and I wonder if vehicle close combat weapons will improve that abysmal 6+ to hit. Though I expect vehicles *meant* for CC will probably actually have a decent WS like 4+ or so.


The issue this is that in an FPS game, the infantryman you're trying to run over is moving out of the way. Which is what Tank Shock did: it forced models to displace for positional gain.

The problem with this mechanic is that you now have physics akin to Street Cleaning Simulator where a tank rolls up, rolls to hit with itself, but comes just comically short of actually hitting anyone.

Not to mention that by replacing weapon skill with fixed "to-hit" rolls, that tank has the same chance of hitting a Grot, an immobilized Gorkanaut, another Land Raider, and will always grind to a halt no matter what simply because tank shock is gone and there is no model-displacement mechanic.


It's quite safe to say that that falls into the same category as "my conscripts still need a 5+ to hit an Imperator Titan from 2" away". Yes, it's silly that they can't hit something that is literally the broad side of a barn (or cathedral, as it were), but that's just what we get for doing things with dice and paper. Whether 40k should have size modifiers to hit in general is quite a separate discussion, and basically comes down to granularity vs ease of play.
   
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 NenkotaMoon wrote:
I WaNt My STuPid BloAted AnD UnBalaNCEd RuLEs BacK!!!!
Although some of us sympathize with your point, no one who doesn't agree is going to be swayed by force of sarcasm.

   
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Hyperspace

 NenkotaMoon wrote:
I WaNt My STuPid BloAted AnD UnBalaNCEd RuLEs BacK!!!!

Nobody who doesn't agree is going to be swayed by gak memes and a blatant condescending attitude.

This message was edited 3 times. Last update was at 2017/05/18 16:39:47




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
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 MagicJuggler wrote:
Tank Shock is dead. Combine this with a flat to-hit system and you now have a game where you have a Schrodinger's Cat scenario where a vehicle manages to both hit and miss its target at the same time.

Let us suppose a (hypothetical) scenario where a Land Raider is surrounded by Grots. It can't Tank Shock and it wants to shoot its Lascannons at a more important target so it now rolls to charge.

It rolls to hit. It misses. Is this because the Land Raider has automatic braking? Is it because the Grot is made of iron? Who knows? Anyway, these puny things have stopped a giant monstrosity from moving in a sheer defiance of physics or sanity.

The Grots disengage and proceed to surround the Land Raider again.

Welcome to 8th edition.


Or there's a rule that says vehicles can effectively charge/move through blobs of infantry which would make sense. Even just a better move on result of disengaging.

And on the FPS angle, I've tried running people down with tanks, far less effective than cars or trucks in the same games 90% of the time. You're loud, visible and rather slow or bouncing around while going full tilt. Give me a jeep, I'll terrorize anyone dumb enough to poke their head out by chasing them around. Tank, I'm just using the gun if I'm trying to kill them and take the kill if they don't bother to run while I'm on my way through.
   
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 Luciferian wrote:
 MagicJuggler wrote:


The issue this is that in an FPS game, the infantryman you're trying to run over is moving out of the way. Which is what Tank Shock did: it forced models to displace for positional gain.

The problem with this mechanic is that you now have physics akin to Street Cleaning Simulator where a tank rolls up, rolls to hit with itself, but comes just comically short of actually hitting anyone.

Not to mention that by replacing weapon skill with fixed "to-hit" rolls, that tank has the same chance of hitting a Grot, an immobilized Gorkanaut, another Land Raider, and will always grind to a halt no matter what simply because tank shock is gone and there is no model-displacement mechanic.


All abstractions for the sake of a quick, fun and balanced game. You really can't imagine any situation where the guy a tank is trying to run over simply dives out of the way? Also, you're looking at it like player actions are the actual, chronologically accurate representation of events. In the game world, all of these things are happening simultaneously. Grots don't just move ten feet, then stand there and wait to be charged by a Land Raider, which then just comes to a dead stop and waits for the grots to move away again. We just have to play it that way because... well, it's a turn-based game.


It's not so much the person is diving out of the way that's the issue, so much as the fact that there's a significant violation of common sense that the tank in question has ground to a halt just because a bunch of enemy models are walking in front. A Space Marine is an angel of death, not a grumpy Times Square taxi driver having to deal with tourists clogging up the roadway.

Edit: After seeing the new, this is the most poorly-timed analogy I could have used.

This message was edited 1 time. Last update was at 2017/05/18 17:25:55


 
   
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 MagicJuggler wrote:
 Luciferian wrote:
 MagicJuggler wrote:


The issue this is that in an FPS game, the infantryman you're trying to run over is moving out of the way. Which is what Tank Shock did: it forced models to displace for positional gain.

The problem with this mechanic is that you now have physics akin to Street Cleaning Simulator where a tank rolls up, rolls to hit with itself, but comes just comically short of actually hitting anyone.

Not to mention that by replacing weapon skill with fixed "to-hit" rolls, that tank has the same chance of hitting a Grot, an immobilized Gorkanaut, another Land Raider, and will always grind to a halt no matter what simply because tank shock is gone and there is no model-displacement mechanic.


All abstractions for the sake of a quick, fun and balanced game. You really can't imagine any situation where the guy a tank is trying to run over simply dives out of the way? Also, you're looking at it like player actions are the actual, chronologically accurate representation of events. In the game world, all of these things are happening simultaneously. Grots don't just move ten feet, then stand there and wait to be charged by a Land Raider, which then just comes to a dead stop and waits for the grots to move away again. We just have to play it that way because... well, it's a turn-based game.


It's not so much the person is diving out of the way that's the issue, so much as the fact that there's a significant violation of common sense that the tank in question has ground to a halt just because a bunch of enemy models are walking in front. A Space Marine is an angel of death, not a grumpy Times Square taxi driver having to deal with tourists clogging up the roadway.


So just like bikes getting locked in combat (what happens now). I zoom along at 50 mph then stop to fight you. The game has rules and is not a simulation of reality.
   
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Ute nation

The internet is full of whiners, and literally, no matter what you do you'll have people complain and threaten to take their toys and go home. If they say they are not going to change their mind, screw em, why waste your time pretending it's discourse when they just want a platform to QQ.

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 MagicJuggler wrote:


It's not so much the person is diving out of the way that's the issue, so much as the fact that there's a significant violation of common sense that the tank in question has ground to a halt just because a bunch of enemy models are walking in front. A Space Marine is an angel of death, not a grumpy Times Square taxi driver having to deal with tourists clogging up the roadway.


Again, just because you can't move it any further during your turn doesn't mean that it represents the in-universe tank grounding to a halt. It just represents the split second the tank is passing by the enemy troops, and their chance of reprisal. I know you don't look at every other in-game action this way, otherwise you'd be complaining that the game is unrealistic because each army takes turns standing still while the other side tries to shoot at them.

 
   
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I agree it's a little odd, but tank shock frankly rarely helped me and I'll trade out immobilization on a shrub for this.
   
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On moon miranda.

There are lots of artificialialities in a game like this, by necessity. Not everything can be done realistically. Same way you can fire a Russ cannon right over the heads of your infantry and not have the muzzle blast end up doing terrible things to them or large blasts going off and not shrouding the area in smoke and dust making it impossible to see through. I think the vehicle CC mechanics may end up the same way, as long as they're decently balanced and functional I can live with it.

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New Heavy Gear Log! Also...Grey Knights!
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I want to see models crushed by the Deffrollas again!
   
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Longtime Dakkanaut




 MagicJuggler wrote:
Tank Shock is dead. Combine this with a flat to-hit system and you now have a game where you have a Schrodinger's Cat scenario where a vehicle manages to both hit and miss its target at the same time.

Let us suppose a (hypothetical) scenario where a Land Raider is surrounded by Grots. It can't Tank Shock and it wants to shoot its Lascannons at a more important target so it now rolls to charge.

It rolls to hit. It misses. Is this because the Land Raider has automatic braking? Is it because the Grot is made of iron? Who knows? Anyway, these puny things have stopped a giant monstrosity from moving in a sheer defiance of physics or sanity.

The Grots disengage and proceed to surround the Land Raider again.

Welcome to 8th edition.


I am... very confused. What exactly are the grots trying to accomplish? The land raider can still fire at anyone it wants if they keep disengaging. Why did the Landraider charge at all? But anyways, in the example you gave, I rather imagine the grots could be climbing over on the vehicle, trying to jam it's treads, blocking the pilot's sight, etc. The pilot in turn is trying to knock them off and/or crush them. He could just ignore them and drive over them.... in the same way any other unit could just ignore the unit it is engage with and try to walk/dodge past them.

Yes, vehicles probably should have some equivalent of HoW when charging. But honestly it's not really that odd to me, having had bikers charge into rippers which somehow totally stopped my bikers. Oh, and how hard my bike rams into something is based on the personal strength of the rider.

So, now at least we just have one set of simple rules that won't always correctly model the real world, rather than a dozen sets of hideously bloated rules that won't always correctly model the real world. Progress in my mind.
   
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How BA are dreads going to be ?!?!?

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 Xenomancers wrote:
How BA are dreads going to be ?!?!?


Way more than they are now, that's for sure.

 
   
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I don't know. Pod and frag is gone, but that always seemed a bit cheap to me anyway. I'll take off the heavy flamers and put the meltas back on probably. No biggie. Keep the frag cannon for if they fail to take me out.

This message was edited 1 time. Last update was at 2017/05/18 17:06:00


 
   
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Martel732 wrote:
I don't know. Pod and frag is gone, but that always seemed a bit cheap to me anyway. I'll take off the heavy flamers and put the meltas back on probably. No biggie. Keep the frag cannon for if they fail to take me out.

Well that's assuming that the range on the frag cannon and heavy flamer will be the same as the standard flamer.
There's no guarantee of that anymore
   
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I"m assuming it is. I'm not that worried about it. If my jumpers become legit again, that's all I really care about. Seems like my pistols are better, too.
   
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SilverAlien wrote:
 MagicJuggler wrote:
Tank Shock is dead. Combine this with a flat to-hit system and you now have a game where you have a Schrodinger's Cat scenario where a vehicle manages to both hit and miss its target at the same time.

Let us suppose a (hypothetical) scenario where a Land Raider is surrounded by Grots. It can't Tank Shock and it wants to shoot its Lascannons at a more important target so it now rolls to charge.

It rolls to hit. It misses. Is this because the Land Raider has automatic braking? Is it because the Grot is made of iron? Who knows? Anyway, these puny things have stopped a giant monstrosity from moving in a sheer defiance of physics or sanity.

The Grots disengage and proceed to surround the Land Raider again.

Welcome to 8th edition.


I am... very confused. What exactly are the grots trying to accomplish? The land raider can still fire at anyone it wants if they keep disengaging. Why did the Landraider charge at all? But anyways, in the example you gave, I rather imagine the grots could be climbing over on the vehicle, trying to jam it's treads, blocking the pilot's sight, etc. The pilot in turn is trying to knock them off and/or crush them. He could just ignore them and drive over them.... in the same way any other unit could just ignore the unit it is engage with and try to walk/dodge past them.

Yes, vehicles probably should have some equivalent of HoW when charging. But honestly it's not really that odd to me, having had bikers charge into rippers which somehow totally stopped my bikers. Oh, and how hard my bike rams into something is based on the personal strength of the rider.

So, now at least we just have one set of simple rules that won't always correctly model the real world, rather than a dozen sets of hideously bloated rules that won't always correctly model the real world. Progress in my mind.


See, if the game allowed models to "push" other units with lower toughness/wounds. Maybe make semi-random, or something akin to Bulldoze in Warmachine.

Other abstractions (difficulty disengaging from melees) were relatively believable for assorted reasons (The Assault Marines only disengage as a unit, etc) while "I go you go" is a general compromise for simplifying overall game flow so you're not doing something like "impulse turn base" ala Starfleet Battles.

Rather, an entire form of movement was removed from the game, alongside the options it allowed (disrupting enemy battlelines, setting up AOEs, moving stuff out of cover, etc).
   
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I'm fine with it. Only certain lists could afford the vehicles anyway, given how much of a liability they were in 7th.
   
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I'd be surprised if tanks and the like didn't do an automatic d3 mortal wounds when charging (maybe even d6) as is the case with most big things in Sigmar (or at least will do so on a 4+).

This message was edited 1 time. Last update was at 2017/05/18 18:01:32


 
   
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Martel732 wrote:
I want to see models crushed by the Deffrollas again!

I want an excuse to actually put a Deff rolla on my battlewagon. Hopefully it's high enough strength to threaten vehicles.

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Sacratomato

 MagicJuggler wrote:
Tank Shock is dead. Combine this with a flat to-hit system and you now have a game where you have a Schrodinger's Cat scenario where a vehicle manages to both hit and miss its target at the same time.

Let us suppose a (hypothetical) scenario where a Land Raider is surrounded by Grots. It can't Tank Shock and it wants to shoot its Lascannons at a more important target so it now rolls to charge.

It rolls to hit. It misses. Is this because the Land Raider has automatic braking? Is it because the Grot is made of iron? Who knows? Anyway, these puny things have stopped a giant monstrosity from moving in a sheer defiance of physics or sanity.

The Grots disengage and proceed to surround the Land Raider again.

Welcome to 8th edition.


Or they just put in a Tank shock rule for certain big tanks like in your example.......welcome to early panic, (not meaning you are wrong, but just early)

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 MagicJuggler wrote:
See, if the game allowed models to "push" other units with lower toughness/wounds. Maybe make semi-random, or something akin to Bulldoze in Warmachine.

Other abstractions (difficulty disengaging from melees) were relatively believable for assorted reasons (The Assault Marines only disengage as a unit, etc) while "I go you go" is a general compromise for simplifying overall game flow so you're not doing something like "impulse turn base" ala Starfleet Battles.

Rather, an entire form of movement was removed from the game, alongside the options it allowed (disrupting enemy battlelines, setting up AOEs, moving stuff out of cover, etc).


I could see the value in having something like tank shocked tied to impact hits for multiple unit types, but honestly it wasn't a particularly common tactic, and I don't think it's loss will really hurt the game.
   
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