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![[Post New]](/s/i/i.gif) 2010/11/10 19:05:21
Subject: Extra Armour
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Longtime Dakkanaut
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How useful is extra armour/armour plates/spirit stones? In what circumstances should a vehicle take extra armour? Which vehicles/army builds need it, and which can do without? I mainly use mech orks and CSM, but I'm also looking for generalized opinions on the usefulness of these upgrades.
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/11/10 19:23:47
Subject: Extra Armour
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Plummeting Black Templar Thunderhawk Pilot
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It comes as standard on LRC's, but if it didnt i'd buy it anyway. Losing movement can be crucial, but I can live without my shooting for a turn.
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![[Post New]](/s/i/i.gif) 2010/11/10 19:28:10
Subject: Re:Extra Armour
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Purposeful Hammerhead Pilot
Murrieta, CA
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I'm not up to speed on spirit stones.
But Extra armor and Armor plates are good for transports containing elite Close combat units. Keep in mind the cost of the transport. Paying 15points for Extra armor on a 35pt rhino is just too expensive. Putting extra armor on a 250pt Landraider that is holding assault termies can actually be worth it. The idea is to ensure that the unit reaches its destination. On the ork side of things I think you want to keep the trucks as cheap as possible, but putting extra plating on a battle wagon will ensure the use of its deff rolla (you did get one, did you?) The main idea is that it is best for high cost transports. Tanks whose main purpose is to fire weapons will gain no benefit from extra armor since a shake result will still stop you from firing any weapons.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2010/11/10 19:31:08
Subject: Extra Armour
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Plummeting Black Templar Thunderhawk Pilot
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Id agree with Thaylen. I'd also argue that its worth putting on dreanoughts and their equivilents as well.
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![[Post New]](/s/i/i.gif) 2010/11/10 19:31:20
Subject: Extra Armour
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Decrepit Dakkanaut
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Nonetheless, if a Shaken tank can't fire, at least it can move, contributing by either increasing its own survivability, or executing a tank shock or ram. Additionally Stunned vehicles can be hit automatically in close combat, and Stunned Walkers are hit by Grenades on WS rather than a flat 6.
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![[Post New]](/s/i/i.gif) 2010/11/10 19:33:29
Subject: Extra Armour
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Hurr! Ogryn Bone 'Ead!
CT
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Taking Extra Armor upgrades depends on the vehicle in question as well as the cost associated with the upgrade. I would almost always put it on an expensive Assault Vehicle like a land raider or storm raven because you want to ensure that the cargo will get where it needs to be.
For a basic transport its a toss up. For Marines and Imp Guard I find it to be too expensive. For the Inquisition Codices I think that its cheap enough to almost be an auto include on anything that can take it. YMMV though.
Cheers,
~Volkan
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![[Post New]](/s/i/i.gif) 2010/11/10 19:50:30
Subject: Extra Armour
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Purposeful Hammerhead Pilot
Murrieta, CA
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liam0404 wrote:Id agree with Thaylen. I'd also argue that its worth putting on dreanoughts and their equivilents as well.
You are right. I forgot about dreads. About half the time i take them though, I tend to prefer the Ironclads, which, IIRC, Extra Armor comes standard on.
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This message was edited 1 time. Last update was at 2010/11/10 19:50:51
Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2010/11/10 20:19:51
Subject: Extra Armour
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Mekboy Hammerin' Somethin'
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I assault your vehicle and stun it... now on your turn I continue to assault it except all my attacks auto-hit... such things can be avoided with extra armor.
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2010/11/10 22:44:03
Subject: Extra Armour
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Longtime Dakkanaut
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The few times I think it is required to take extra armor / spirit stones are
1. Land Raiders or Storm Ravens delivering an expensive assault payload where getting stunned for 1 turn ruins your day.
2. Assaulty dreadnoughts where getting stunned also ruins your day because it might mean you suck down a melta shot.
3. Wave Serpents carrying Fire Dragons or an assault unit that need to get there to destroy their target.
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![[Post New]](/s/i/i.gif) 2010/11/10 22:59:48
Subject: Extra Armour
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Mekboy Hammerin' Somethin'
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Nurglitch wrote: Additionally Stunned vehicles can be hit automatically in close combat, and Stunned Walkers are hit by Grenades on WS rather than a flat 6.
This is a misleading statement. You only auto hit if a vehicle is immobilize or did not move. You don't auto hit just because it was stunned. Stunned walkers hit with grenades using WS? I don't recall this rule... But back to the OP if always try to add Armour Plates to my battlewagons. It's important they reach their intended targets ASAP
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This message was edited 2 times. Last update was at 2010/11/10 23:02:21
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![[Post New]](/s/i/i.gif) 2010/11/10 23:11:52
Subject: Extra Armour
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Decrepit Dakkanaut
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General_Chaos:
Yes, a vehicle that was Stunned cannot move. A vehicle that did not move is hit automatically. Hence Stunned vehicles can be hit automatically in close combat, the following turn.
Regarding Walkers, see p.73 of the rulebook:
"However, if a walker is already stunned or immobilized at the start of the Assault phase, the attackers roll to hit based on the normal comparison of WS."
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![[Post New]](/s/i/i.gif) 2010/11/11 02:23:41
Subject: Extra Armour
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Longtime Dakkanaut
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Thanks!
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/11/11 03:07:37
Subject: Extra Armour
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Lone Wolf Sentinel Pilot
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liam0404 wrote:It comes as standard on LRC's, but if it didnt i'd buy it anyway. Losing movement can be crucial, but I can live without my shooting for a turn.
What page of the codex did you get that from? Cause I have never heard of Land Raider Crusaders getting extra armor standard.
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![[Post New]](/s/i/i.gif) 2010/11/11 05:22:04
Subject: Re:Extra Armour
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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GK, and maybe BT, crusaders come with it standard.
EA is double good on LRs because they can use their PotMS to fire 1 weapon instead of using it to keep moving. a LR with EA will ALWAYS be able to move and shoot at least 1 gun.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/11/11 06:38:45
Subject: Re:Extra Armour
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Angered Reaver Arena Champion
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Except if it gets immobilized or destroyed. I have been using EA on my LRC for so long, and I always thought it was worth it. Its been so many games now since it was even an issue that I'm really reconsidering its value.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2010/11/11 12:42:16
Subject: Re:Extra Armour
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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I've never really taken it, always seemed kind of pointless to me. Most of the time my stuff just seems to blow up
Saying that I have recently considered using it on my basilisks just so the can keep on firing but if I hid them better it wouldn't even be an issue, as a rule i'd rather spend the points else where.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/11/11 12:50:09
Subject: Re:Extra Armour
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Purposeful Hammerhead Pilot
Murrieta, CA
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Extra armor does not allow you to fire. It only turns Stunned results into shaken. Both of which prevent shooting.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2010/11/11 13:05:55
Subject: Re:Extra Armour
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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Extra armor does not allow you to fire. It only turns Stunned results into shaken. Both of which prevent shooting
Ah yeah sorry my bad forgot which way round it went.
@ OP ignore me i'm talking rubbish
@ Thaylen, thanks for the pick up man.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/11/11 14:08:04
Subject: Re:Extra Armour
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Purposeful Hammerhead Pilot
Murrieta, CA
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No problem man.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2010/11/11 15:36:43
Subject: Extra Armour
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Hard-Wired Sentinel Pilot
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Valkyries and Vendettas also come with it standard, though I sometimes forget it
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