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![[Post New]](/s/i/i.gif) 2011/04/20 21:58:46
Subject: Grenades
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Implacable Black Templar Initiate
Dayton, Ohio
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Okay, so I came up with a rule to incorporate assault grenades into the game more. I think it's stupid that they only help you if you're assaulting a unit in cover. How's this?
"Units armed with assault grenades always strike first when assaulting an enemy unit (or enemy units) that are not in cover."
This would give the assaulting unit one hell of an advantage, making assaults absolutely devastating, especially to weak eldar and the like. But then, throwing grenades at an enemy is pretty devastating, imho.  Especially if they're NOT in cover!
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This message was edited 1 time. Last update was at 2011/04/20 21:59:37
Kill the mutant, burn the heretic, purge the unclean!!!!
There are just three simple rules to follow: If I charge, follow me. If I retreat, kill me. If I die, avenge me.
"A Templar Knight is truly a fearless knight and secure on every side, for his soul is protected by the armor of faith, just as his body is protected by armor of steel. He is thus doubly armed and need fear neither daemons nor men."
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![[Post New]](/s/i/i.gif) 2011/04/20 22:06:47
Subject: Re:Grenades
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Been Around the Block
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I agree that grenades seem a bit naff at the moment, but this proposed rule would lead to Orks massacring everyone. Orks are Initiative 2 for a reason, and the grenade upgrade is only one point per model.
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![[Post New]](/s/i/i.gif) 2011/04/21 03:35:10
Subject: Grenades
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Hoary Long Fang with Lascannon
Marrickville (sydney) NSW, Australia
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Maybe allow assault grenades to increase Ini by +2? or grenades grant furious charge? that might be a little much though. I do definitely think grenades should do _something_ more than what they do.
what about -1 attack to the enemy to a minimum of 1 attack?
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ChrisWWII wrote:"Yea verily, though I pass through the valley of the shadow of death, I shall fear no evil for I am driving a house sized mass of FETH YOU!"
themocaw wrote:I view slaanesh as a giant ball of boobs and genitalia of both sexes.
Edmondblack: There's something about some str10, AP2 blast weaponry which says "i love you" in that very special way. |
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![[Post New]](/s/i/i.gif) 2011/05/13 15:26:48
Subject: Grenades
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Implacable Black Templar Initiate
Dayton, Ohio
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sorry, haven't been on here in a bit. hmm, I like the idea of furious charge if you have grenades. would increase your initiative and also your strength, so you attack would be more damaging (duh, you're throwing grenades!!!)
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This message was edited 1 time. Last update was at 2011/05/13 15:27:13
Kill the mutant, burn the heretic, purge the unclean!!!!
There are just three simple rules to follow: If I charge, follow me. If I retreat, kill me. If I die, avenge me.
"A Templar Knight is truly a fearless knight and secure on every side, for his soul is protected by the armor of faith, just as his body is protected by armor of steel. He is thus doubly armed and need fear neither daemons nor men."
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![[Post New]](/s/i/i.gif) 2011/05/13 15:36:16
Subject: Re:Grenades
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Mekboy Hammerin' Somethin'
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I think grenades are fine the way they are. You have the choice to use them as a weapon from time to time. It's simply an attempt to add a bit more strategy to the game. If every unit that had assault grenades went first regardless of their original initiative, then you have screwed a lot of armies out of the unique characteristics that make them good. What comes to mind immediately is Dark Eldar. The idea behind them is that, even when getting charged, their unnatural speed and skill allow them to strike first. If I could give my boyz a one point upgrade to make them go before these unnaturally fast individuals....well I think that would break the game just a bit.
And on Furious charge. Only certain units have, and can get furious charge. The game makers had it that way for a reason. The reason an ork boy is good is because he is strength 4 on the charge, not strength 4 all the time.
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This message was edited 1 time. Last update was at 2011/05/13 15:37:26
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![[Post New]](/s/i/i.gif) 2011/05/13 15:49:35
Subject: Grenades
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Irked Necron Immortal
Necron Tomb somewhere in Scandinavia.
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Granades are best they can be (now) to keep this game in some lines but if we really want to give granades something special, it would grant +1 iniative to assaulting unit.
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This message was edited 1 time. Last update was at 2011/05/13 15:50:05
''Their number is legion, their name is death.'' |
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![[Post New]](/s/i/i.gif) 2011/05/13 18:10:54
Subject: Grenades
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Consigned to the Grim Darkness
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They already do get increased initiative if the opponent is in cover.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/05/14 23:51:23
Subject: Grenades
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Deadshot Weapon Moderati
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How about assault grenades are an extra s4/5 attack per model at initiative 10? represents them throwing them into combat before the first blows are struck. Im leaning more towards strength 4 because it stops them being overpowered, but strength 5 seems more realistic as they are small explosives.
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"Innocence Proves Nothing... Except That You've Done Nothing Wrong"
Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.
quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... |
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![[Post New]](/s/i/i.gif) 2011/05/15 03:05:11
Subject: Grenades
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Consigned to the Grim Darkness
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Do you really want to get ten S4 attacks that always hit first every time a guard squad charges? Remember, I can easily get six of these cheaply and combine them into one unit which has several power weapons. That would do something along the lines of more than double the assault power of Guard, whom get their grenades for free.
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This message was edited 1 time. Last update was at 2011/05/15 03:06:00
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/05/15 05:24:26
Subject: Grenades
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Dakka Veteran
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The Acolyte wrote:How about assault grenades are an extra s4/5 attack per model at initiative 10? represents them throwing them into combat before the first blows are struck. Im leaning more towards strength 4 because it stops them being overpowered, but strength 5 seems more realistic as they are small explosives. Yeah, because 30 more attacks that appanently autohit are exactly what every squad of boys and gaurdsmen need. Grenades are one of things in game that does not need changed. They are a small miniscule part that sometimes performs a very specific role. Thats all they should ever be.
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This message was edited 1 time. Last update was at 2011/05/15 05:25:36
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![[Post New]](/s/i/i.gif) 2011/05/15 10:48:25
Subject: Grenades
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Deadshot Weapon Moderati
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Melissia wrote:Do you really want to get ten S4 attacks that always hit first every time a guard squad charges? Remember, I can easily get six of these cheaply and combine them into one unit which has several power weapons. That would do something along the lines of more than double the assault power of Guard, whom get their grenades for free.
I wasn't saying that grenades would still be free or 1pt. I meant if they were to be changed. Would be taken as like an extra weaponm upgrade per model.
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"Innocence Proves Nothing... Except That You've Done Nothing Wrong"
Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.
quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... |
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![[Post New]](/s/i/i.gif) 2011/05/16 03:27:44
Subject: Re:Grenades
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Land Raider Pilot on Cruise Control
California
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Frag Grenades:
S: 3 AP: 6 Range: 12" Type: Assault 1, Small Blast, Barrage, Grenade*
Grenade: Grenades are Pinning weapons. In addition, for every third hit from Grenades a unit has taken, it has a -1 modifier to its Ld. Make this test at the end of the Shooting Phase, counting all units with grenades separately, and made separately from regular Pinning weapons. In addition, units with Frag Grenades do not get the -1 Initiative penalty when assaulting into cover.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/05/16 03:44:31
Subject: Grenades
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Stone Bonkers Fabricator General
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The Acolyte wrote:How about assault grenades are an extra s4/5 attack per model at initiative 10? represents them throwing them into combat before the first blows are struck. Im leaning more towards strength 4 because it stops them being overpowered, but strength 5 seems more realistic as they are small explosives.
They are small explosives, but they are very very innacturate. Imagine trying to run across a football field at someone with a gun in one hand and a grenade in the other(probably your non dominant hand.) across the field from you is another man, who is running around as well. Now you try to throw your very heavy grenade at him. Assuming you were dead on with your aim, your grenade is not going to travel any faster than a baseball, football, cricketball, whatever. The guy you are throwing it at will probably see it and change the way he is running and avoid it.
Further grenades are fragmentation devices that work with shockwaves. A shockwave in the open does very little damage as it expands in 3 dimentions and loses its power cubically. Now in closed confines, like inside a room, vehicle, or trench it cant expand so doesnt lose its power. In the open though they are rather useless.
Now if the guy you are charging is not running around but is instead hiding in a trench(likely waiting for you to get close to get the jump on you), well then you can more easily lob it into the trench. The enemy will probably see them, if they dont after the first one they will know and they will abandon their trench. Thats why they ignore cover.
Today in modern warfare soliders all carry grenades yet they do not use them in the open field. They dont use them because they are virtually useless in space. While charging up you have to get the grenade out, throw it to almost no effect and while you are doing that you probably get yourself shot.
Further think of what you are saying. Grenade launchers are strenght 3. The strength of a human, trying as hard as they can to smack you. Also the strenght of a rather large caliber rifle or pistol and the same as a shotgun.
Str4 is the strenght of a genestealer a creature bred for combat. It is also the strenght of a genetically engineered SM, stronger than any mortal man today can hope for.
I see no reason why grenades should be strenght 5?! Automatically Appended Next Post: Your Friend Doctor Robert wrote:Frag Grenades:
S: 3 AP: 6 Range: 12" Type: Assault 1, Small Blast, Barrage, Grenade*
Grenade: Grenades are Pinning weapons. In addition, for every third hit from Grenades a unit has taken, it has a -1 modifier to its Ld. Make this test at the end of the Shooting Phase, counting all units with grenades separately, and made separately from regular Pinning weapons. In addition, units with Frag Grenades do not get the -1 Initiative penalty when assaulting into cover.
12" is about 100-150 yards the range of a pistol. I would like to see you throw a grenade 100 yards with any accuracy. I would also like to see a soldier dumb enough to sit in one place while you throw grenades at them.
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This message was edited 1 time. Last update was at 2011/05/16 03:46:24
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/05/16 03:50:22
Subject: Grenades
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Land Raider Pilot on Cruise Control
California
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Automatically Appended Next Post:
Your Friend Doctor Robert wrote:Frag Grenades:
S: 3 AP: 6 Range: 12" Type: Assault 1, Small Blast, Barrage, Grenade*
Grenade: Grenades are Pinning weapons. In addition, for every third hit from Grenades a unit has taken, it has a -1 modifier to its Ld. Make this test at the end of the Shooting Phase, counting all units with grenades separately, and made separately from regular Pinning weapons. In addition, units with Frag Grenades do not get the -1 Initiative penalty when assaulting into cover.
12" is about 100-150 yards the range of a pistol. I would like to see you throw a grenade 100 yards with any accuracy. I would also like to see a soldier dumb enough to sit in one place while you throw grenades at them. They're not dumb enough, that's why they dive into cover, causing the Pinning test.
Also: Um, I'm not sure about 12' being 150 yards. If that's true, then a Rhino is 75 yards long.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/05/16 03:58:21
Subject: Grenades
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Stone Bonkers Fabricator General
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Your Friend Doctor Robert wrote:
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They're not dumb enough, that's why they dive into cover, causing the Pinning test.
Also: Um, I'm not sure about 12' being 150 yards. If that's true, then a Rhino is 75 yards long.
grenades are not going to cause people to run INTO cover, they will run OUT of cover. Cover is where grenades will kill you. Out in the open it would be like trying to kill a man across a field with a baseball. You might get lucky, but you are far better shooting him.
a missile launcher, lascannon, and autocannon would all seem to me to be able to hit something a mile out
rapid fire weapons are good to 300meters
pistols are good to 150 meters
there are a number of pistols in the game that only have a 6" range. You think a guardsman can throw a grenade farther than a pistol can shoot?
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/05/16 04:56:44
Subject: Re:Grenades
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Homicidal Veteran Blood Angel Assault Marine
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there are a number of pistols in the game that only have a 6" range. You think a guardsman can throw a grenade farther than a pistol can shoot?
Didn't the original Rogue Trader rule (and Necromunda now) was that you could throw a grenade at Str x 2. Meaning for a Guardsmen 6", and a Marine 8".
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![[Post New]](/s/i/i.gif) 2011/05/16 05:44:43
Subject: Re:Grenades
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Land Raider Pilot on Cruise Control
California
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grayspark wrote:there are a number of pistols in the game that only have a 6" range. You think a guardsman can throw a grenade farther than a pistol can shoot?
Didn't the original Rogue Trader rule (and Necromunda now) was that you could throw a grenade at Str x 2. Meaning for a Guardsmen 6", and a Marine 8".
Sure let's go with that.
I figured they were Rifle Grenades for Guardsmen. Marines prolly can throw that far.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/05/16 05:56:29
Subject: Re:Grenades
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Ork-Hunting Inquisitorial Xenokiller
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grenades could play a bigger part in the game , although having nads as a small blast would be the wrong way to go about it ,having anywhere from 5-50 blasts coming from a unit is not balanced ,nor would having free attacks or extra attacks in the assault. Nads should have negative effects for the guys getting hit by them not a bonus to the attacker. Something along the lines of -1WS or -1I (representing being stunned by the incoming explosions).Although dropping someones stats should be a bit more then 0-1 points , I think 15-20 pts for this would be fair moving it from a model upgrade to a squad upgrade. Grenades could also be used for interesting effects like smoke Grenades (works like Smoke for Units)or Incendiary Grenades ( Puts difficult and Dangerous terrain somewhere).I dont know just some ideas on how to improve them.
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![[Post New]](/s/i/i.gif) 2011/05/16 06:14:02
Subject: Grenades
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Deadshot Weapon Moderati
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How about an extra attack thats (after more considereration) strength 3. Initiative 8 and always hits on a 6+.
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"Innocence Proves Nothing... Except That You've Done Nothing Wrong"
Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.
quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... |
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![[Post New]](/s/i/i.gif) 2011/05/16 14:53:01
Subject: Grenades
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Fresh-Faced New User
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How about instead of an attack that does damage you could use grenades in the shooting phase to make units flee.
A unit could throw grenades at something within 6" the unit that was targeted would then have to roll over the number of grenades thrown or be force to flee 2d6"
Thus 1 guy with a grenade would be useless, but if you had 10 you could push a unit back pretty far. If you throw at maximum range with a little luck you could push a unit out of assault range.
I can see guardsmen using this to good effect against orcs. Nids on the other hand are fleet mostly, wouldnt effect them much.
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![[Post New]](/s/i/i.gif) 2011/05/16 14:54:28
Subject: Grenades
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Consigned to the Grim Darkness
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The Acolyte wrote:Melissia wrote:Do you really want to get ten S4 attacks that always hit first every time a guard squad charges? Remember, I can easily get six of these cheaply and combine them into one unit which has several power weapons. That would do something along the lines of more than double the assault power of Guard, whom get their grenades for free.
I wasn't saying that grenades would still be free or 1pt. I meant if they were to be changed. Would be taken as like an extra weaponm upgrade per model.
So you would remove a lot of equipment from a lot of armies without giving them points back? Points that were, I should remind you, part of the cost of the unit when it was balanced out?
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/05/16 15:02:38
Subject: Grenades
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Blood-Drenched Death Company Marine
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Assault grenades - negates the effects of cover. Grants +2 initiative when assaulting otherwise
Defensive grenades - fine
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![[Post New]](/s/i/i.gif) 2011/05/17 06:45:56
Subject: Grenades
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Emboldened Warlock
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The grenade don't have the best rules atm. But i would say it would be to OP with giving assault grenade bearers furious charge
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Stats since joining Dakka
Corsair Eldar: 20 Win, 1 lose, 1 draw
Fallen Angels: 3 Win, 0 lose, 0 draw
Skavens: 2 Win, 0 lose, 0 draw |
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![[Post New]](/s/i/i.gif) 2011/05/17 14:23:52
Subject: Grenades
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Stone Bonkers Fabricator General
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Cabbeen wrote:How about instead of an attack that does damage you could use grenades in the shooting phase to make units flee.
A unit could throw grenades at something within 6" the unit that was targeted would then have to roll over the number of grenades thrown or be force to flee 2d6"
Thus 1 guy with a grenade would be useless, but if you had 10 you could push a unit back pretty far. If you throw at maximum range with a little luck you could push a unit out of assault range.
I can see guardsmen using this to good effect against orcs. Nids on the other hand are fleet mostly, wouldnt effect them much.
better yet, how about you can throw grenades at an enemy within 6" For the rest of the turn the unit may not claim the benefits of a cover save, nor do they gain the benefits of cover in assault.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/05/18 03:45:10
Subject: Grenades
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Sagitarius with a Big F'in Gun
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I think Phototoxin is right.
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![[Post New]](/s/i/i.gif) 2011/05/18 05:32:09
Subject: Grenades
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Purposeful Hammerhead Pilot
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I really hate these threads (not grenades specifically). These "[insert weapon here] needs to be better!" threads. I don't think the OPs of these threads really understand how these types of weapons work.
The real world, which is (sort of) what 40K is modeled against does not reflect video games. Shotguns aren't the end-all-beat-all of firearms, sniper rifles can't kill everything that comes in a 5 mile radius, and grenades don't explode with a 500 megaton blast. Get over it.
Assault grenades, or fragmentation grenades, are generally ONLY used in confined spaces (houses, trenches, bunkers) because of their concussion wave. They really don't do much out in the open.
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![[Post New]](/s/i/i.gif) 2011/05/18 05:44:05
Subject: Grenades
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Daemonic Dreadnought
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Shrike325 wrote:I really hate these threads (not grenades specifically). These "[insert weapon here] needs to be better!" threads. I don't think the OPs of these threads really understand how these types of weapons work.
The real world, which is (sort of) what 40K is modeled against does not reflect video games. Shotguns aren't the end-all-beat-all of firearms, sniper rifles can't kill everything that comes in a 5 mile radius, and grenades don't explode with a 500 megaton blast. Get over it.
Assault grenades, or fragmentation grenades, are generally ONLY used in confined spaces (houses, trenches, bunkers) because of their concussion wave. They really don't do much out in the open.
I agree more or less, there are definitely things that could be worked out (I believe someone said these assault grenades come in at 1 point a model which I find to be a tad bit low) but otherwise your reasoning definitely makes sense. Especially to a guy who has been hit by one of those stupid concussion grenades thanks to an idiotic Sergeant who tried to lob one over me from 20 yards back knowing full well that I was there and nearly took off my head in the process.
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Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB |
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![[Post New]](/s/i/i.gif) 2011/05/18 20:13:00
Subject: Grenades
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Warp-Screaming Noise Marine
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I agree that grenades should play a bigger role in the game, maybe something like during the combat phase you can choose to either use your normal attacks or try to "Stick Em".
"Stick Em" During either yours or your enemies assault phase you can chose to forgo all your normal attacks and try to stick the enemy with a grenade.
The number of "Stick Em" attempts in every assault phase is equal to the number of how many units in your squad that have grenades and divide that by three, rounding down.
Ex. A normal 10 man Tactical Squad have 10 marines all that have frag and krak grenades, so the squad would get 3 attempts. To stick a person you go off of the initiative value as the stickie is trying to stick a grenade on an enemy before they have time to react.
The stats for assault grenades are as follows
Frag Grenades - S3, AP6 Small Blast
*Frag Grenades hurt both enemy and friendly models under the blast, The model underneath the center blast instead suffers a S4, AP5 wound, allocations and saves are as normal.
Krak Grenades - S5, AP6 Small Blast
*Krak Grenades hurt both enemy and friendly models under the blast, The model underneath the center blast instead suffers a S6, AP4 wound, allocations and saves are as normal.
Melta Bombs - S7, AP4 Small Blast
*Melta Bombs hurt both enemy and friendly models under the blast, the model underneath the center blast instead suffers a S8, AP1 wound, allocations and saves are as normal.
Don't know any other assault grenades so dont know bout them.
If you miss the stick there is a chance the grenade is kicked or smacked away and such will deviate by scatter die and 1 D6
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"Decadence Unbound..."
10,000+
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![[Post New]](/s/i/i.gif) 2011/05/19 04:58:13
Subject: Grenades
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Human Auxiliary to the Empire
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Riddick40k wrote:I agree that grenades should play a bigger role in the game, maybe something like during the combat phase you can choose to either use your normal attacks or try to "Stick Em".
"Stick Em" During either yours or your enemies assault phase you can chose to forgo all your normal attacks and try to stick the enemy with a grenade.
The number of "Stick Em" attempts in every assault phase is equal to the number of how many units in your squad that have grenades and divide that by three, rounding down.
Ex. A normal 10 man Tactical Squad have 10 marines all that have frag and krak grenades, so the squad would get 3 attempts. To stick a person you go off of the initiative value as the stickie is trying to stick a grenade on an enemy before they have time to react.
The stats for assault grenades are as follows
Frag Grenades - S3, AP6 Small Blast
*Frag Grenades hurt both enemy and friendly models under the blast, The model underneath the center blast instead suffers a S4, AP5 wound, allocations and saves are as normal.
Krak Grenades - S5, AP6 Small Blast
*Krak Grenades hurt both enemy and friendly models under the blast, The model underneath the center blast instead suffers a S6, AP4 wound, allocations and saves are as normal.
Melta Bombs - S7, AP4 Small Blast
*Melta Bombs hurt both enemy and friendly models under the blast, the model underneath the center blast instead suffers a S8, AP1 wound, allocations and saves are as normal.
Don't know any other assault grenades so dont know bout them.
If you miss the stick there is a chance the grenade is kicked or smacked away and such will deviate by scatter die and 1 D6
Question is: Knowing the fact that almost every unit who has grenades has both frag, as well as krak grenades, why would there be any reason to use frag over krak, as the latter is better in every aspect than the former?
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It is the end of the 41st milennium, and there is only war. But, in the midst of this grim darkness, there shines a small, but glowing light. It is not found in the Imperial Astronomicon, nor in the dying soulstones of the Eldar. No, it is found in a remote corner of the galaxy, in a small, fledgling system, within the hearts of a developing race, struggling to survive in a universe full of unrelenting peril. The race is young, vigorous, and holds a magnificent power. This power is that of an idea of peace, a Greater Good. Emboldened by the actions and words of their vigilant and charismatic leaders, they strive to spread this message of unity and peace to all those in the galaxy through their collective spirit, as well as their advanced technology. This idea of a Greater Good rests in the hearts of all members of this civilization, and they know in their souls that through the combined strength of all their members, they can make this amazing dream a reality.
They call themselves the Tau.
The Fist of Mont'ka: Fighting First of Damocles - 1500 |
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![[Post New]](/s/i/i.gif) 2011/05/19 05:36:33
Subject: Grenades
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Warp-Screaming Noise Marine
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Well first off not everyone gets Krak and Frags, And even so some models have to pay for it, secondly Frag grenades have a smaller chance of hurting your own guys then Krak grenades
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"Decadence Unbound..."
10,000+
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