Bookwrack wrote:DAaddict wrote:I like the basics of the vehicle damage chart in 5th ed but it has placed too much of a premium on AP 1 IMO and
penetrating hits.
There is a damage bias towards weapons that are specifically designed to punch through heavy armor, and damage results following armor penetration? I am shocked.
I don't understand what improvement your chart offers over the current system.
Current system is bring AP1 and get a Pen or go home.
Str is king no matter what but
AP 2-6 has no bearing on
AT. By getting a modifier for the other
APs you do give a bonus
to a Lascannon or Krak missile. Or as an eldar example - Right now Shuriken Cannon is AP4?, Scatter Laser is AP6?, Star Cannon is AP2 - all are S6 so all are right now equal anti-tank value to an
eldar - it is purely a cost,
ROF decision on what to field. With the change, a cannon would have no modifier, Scatter laser would be -1 and Star Cannon would be +1. Or to do a Marine comparison,
Autocannon is S7 AP4 and Plasma Rifle is S7 AP2. Plasma would get a +1 on the chart. In a
2d6 chart you get a bell curve of results so modifiers are important but not the be-all-end-all that AP1 is today.
As I recall the old 2 chart Pen/Glance chart of 4th ed, you had a 1/6 chance of a destroyed result on a glance and the same 2/6 chance of a destroyed result on the pen chart. So look at a high-cost upgrade like haywire grenades for the races that have it. 4/6 Glance 1/6 Pen. If you have 6 grenade hits you get 4 glances and 1 pen.
Also since 5th ed. the races that don't have melta tech and/or specific options that do have it have seen it get spammed to the detriment of balanced lists. Making
AP 2 weapons better but not as good as AP1 seems like a good thing to me. Just read some of the other posted suggestions out there. "Make Lascannons/Brightlance/Dark Lance AP1" or "they just aren't cost effective
AT." These all might be partially true but a solution at the core rules avoids codex-dependent updates to address these kind of issues.
Today's chart with modifiers: Shaken 50%, Stun 16% Wpn D 16% Immob 16%. Pen-
Sh 16%
St 16%
WD 16% Immob 16% Destr 33%
So if you payed for them your average is going to be Shaken 42% Stun 13% Wpn D 13% Immob 13% Destr 5% No Effect 16 % (All rounded so yes it totals above 100%.)
Old charts just looking at destroyed - 16% -
Put some bonus to other than THE top
AT weapons (
AP 1) and get some modifiers for the stuff between
AP 1 and
AP -.
Also, a bell curve chart allows you to get the "lucky" result on a glance to destroy a target but not go to a 1 in 6 but maybe 1 in 12 or 1 in 36. Puts some teeth back into haywire grenades and gauss
weapons.
Also since 5th ed. the races that don't have melta tech and/or specific options that do have it have seen it get spammed to the detriment of balanced lists. Making
AP 2 weapons better but not as good as AP1 seems like a good thing to me. Just read some of the other posted suggestions out there. "Make Lascannons/Brightlance/Dark Lance AP1" or "they just aren't cost effective
AT." These all might be partially true but a solution at the core rules avoids codex-dependent updates to address these kind of issues.