Switch Theme:

Astra Militarum: Heavy Weapon Squad  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Longtime Dakkanaut





 catbarf wrote:


There's also no gameplay benefit to suppressive fire, fire and maneuver, ambush, crossfire, or overlapping fields of fire to begin with. Basically none of the real-world tactics of infantry combat apply.


Not in the core rules, but there are many units in the the game that have rules via one source or another that are designed to simulate these things- Oath of Moment is an overlapping fields of fire effect; GSC still have crossfire rules (I think?), and they certainly have ambush; when my doms get to reroll wounds because the unit they target was hit by the transport they rode into range, that's an overlapping fields of fire effect; units that move in reaction to being targeted (whether by unit ability or strat) are using positioning to mitigate ranged attacks or melee attacks or in some cases, both; many units can move after shooting via strat or unit ability.

I get it- many people would prefer that these abilities were part of the core mechanics- that's a valid point of view, and that type of system probably would feel more like a wargame. But just because the tactics and wargame features that so many people love aren't part of the core mechanics, that doesn't mean they are entirely lacking from the game.
   
Made in us
Hurr! Ogryn Bone 'Ead!





That's true, but given that the discussion is (or was) about IG Heavy Weapons Teams, bringing up what other factions get is a bit less relevant (even if catbarf's post was meant more generally than just IG).
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Niiai wrote:
 bullyboy wrote:
If you’re playing with friends, house rule it. Honestly, this game gets a lot better when you start modifying it.
The issue would be if you had 3 HW teams and deployed 2 in good positions but then parked the 3rd out of sight and protected just so you didn’t lose the unit for VP etc. That’s when it breaks down.


OMG yes. Please give me 20 point action monkeys who demand over comitment of shooting by the opponents 20 units. Investigate signals would be amazing.

Imagine me splitting my neophyte squad into 10 induvidual models.


See, you’re exactly the type of guy where buddy house rules just break down. Your first thought is “what can I do that’s gamey” as in performing actions. Just don’t allow the teams to perform actions if they are separated.
But obviously let’s not apply these changes to someone who just can’t think out of the box.

This message was edited 1 time. Last update was at 2024/04/12 20:19:48


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Making quick changes results in quick issues.

Besides-what’s gamey about a small HWT deploying teleport homers, instead of putting a single Heavy Bolter down range?
It makes more sense for them to handle it than a 20+ model Infantry squad.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 JNAProductions wrote:
Making quick changes results in quick issues.

Besides-what’s gamey about a small HWT deploying teleport homers, instead of putting a single Heavy Bolter down range?
It makes more sense for them to handle it than a 20+ model Infantry squad.

The new Cadian Heavy Weapons Squad is the perfect counter to the constant arguments about "no model no rules".
-There's a model for a Sergeant, but no rules.
-There's bits for a Vox-Caster, but no rules.

There's also flare guns all over the DKoK and Cadian stuff now...but no rules.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Why was that a response to my post?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




 JNAProductions wrote:
Why was that a response to my post?


Yes, don't you see where he perfectly picked apart your points, and refuted them all?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

That got a genuine laugh out of me, Fezzik. Good on ya for that.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 JNAProductions wrote:
Why was that a response to my post?

You made a mention of the Teleport Homers and it got me thinking about all the random crap that they threw into the new Guard squads, specifically the flare guns & voxes. The Cadian Heavy Weapon Squad is a big offender, but they did it with all 3 of the Cadian kits and the DKoK kit to boot.

So much of the stuff in these boxes would be great to add as wargear, specifically aimed at letting you fiddle with objectives/actions.

This message was edited 2 times. Last update was at 2024/04/13 01:27:12


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

That’s just a general objective action you can take. Or at least, it was in 9th-not sure if it’s called the same in 10th.

No model no rules is dumb, though-you’ll have no argument against that from me.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
Forum Index » 40K General Discussion
Go to: