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Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

Does anyone else miss the ability to use grenades in the shooting phase? I do t recall when it was phased out, but in 2nd edition you used to be able to throw frag grenades ( small blast / anti infantry) and lob krak grenades. It made tactical squads more tactical and it gave them the ability to try to deal with any situation.

   
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Ultramarine Master with Gauntlets of Macragge





Boston, MA

It was phased out in 3rd. I came in too late for it, but I think it's probably best it gets turned to a somewhat more abstract role. I can't imagine the headache of 10 small blasts from one squad in a turn! Then again, I've got 9 mortars in my Valhallan list so what are you gonna do.

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How did grenades make a squad more tactical? It was just another shooting attack. The way grenades works now are way better in terms of interaction with other rules.

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I wasn't playing at the time grenades were throwable, but if I was ,being a Necron player, I'm sure I wouldn't like it.
   
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How far could grenades even be thrown? it seems like something you would use before an assault within 6 inches or something
   
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I think you could throw them a bit further, but my memories of those olden days are a bit foggy, like those accursed sustained fire dice! Shudder!

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New Jersey

12 inches was the throw distance if I recall correctly.

   
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The Conquerer






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I wouldn't mind something like that getting added.

Maybe make Frag grenades a 6" Str4 AP6 assault 1 weapon. Wouldn't be the stupidness of having 10 blast templates from one squad. Then it would be Grenadehammer. Not even Terminators could survive that many blast weapons.

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Yeah, this is why I'm fine with the way it is now, nice and abstract. A round of combat is not supposed to represent every little thing a solder does.

As Grey Templar notes the game would quickly become Grenadehammer, that isn't a good thing. While grenades can situationally be very useful, as a rule they are used tactically, and pale in effectiveness to a solders main weapon.

So no, I wouldn't like to see grenade blasts brought back. It makes grenades far more useful than they actually are. The extra kills they may cause are represented just fine by the bonuses they give to CC.

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The Conquerer






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Maybe if it was a single small blast from the squad(or maybe 1 per every 5 dudes or something) it could be viable.

I made some rules for Incendiary grenades that was basically this,

Range 12", Str4, Ap5, Assault 1 Large Blast Ignore Cover scatter 1D6. And it was done in lieu of the whole squad shooting.

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Yes, because the only thing I want more is to have Grey Knights have their grenade caddies throwing those ugly things left and right...

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TheLionOfTheForest wrote:Does anyone else miss the ability to use grenades in the shooting phase?

No.

 
   
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Oh god, not another one of these threads.

Same time next week, guys?

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The distance for throwing grenades in 2nd edition was double the strength of the thrower plus 2". So if your model was strength 3 it could throw a grenade 8". 12" was the maximum range, and grenades could still scatter quite a bit. Pretty wacky.
   
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Jovial Junkatrukk Driver





Angloland

cool idea, they should bring something in like that to the 6th edition.

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Loyal Necron Lychguard





St. Louis, MO

If they took away the ability to ignore the penaties for assaulting into cover, I could get onboard with something of this sort.

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That was how it was originally. Grenades were just another weapon type in the aresenal.

   
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Brother SRM wrote:It was phased out in 3rd. I came in too late for it, but I think it's probably best it gets turned to a somewhat more abstract role. I can't imagine the headache of 10 small blasts from one squad in a turn! Then again, I've got 9 mortars in my Valhallan list so what are you gonna do.


Funnily enough they added grenade rules in one of the 40k supplements that came out later, I think at least in part due to the amount of complaints about it being removed.

But, I think it's a fair comment to say that as the model count when up (significantly) in 3rd edition, it became ever more impractical to implement them well. Especially without a larger level of abstraction, which the game already has too much of.

Really now I think you have an uneasy balance between models (28mm) which are usually used for more skirmish-orientated systems, and rules which are necessary abstract (because of the model count).

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