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Made in us
Fireknife Shas'el





United States

So after re-reading the new Special Rules list, I noticed that Gets Hot! now affects vehicles. Not only that, but every time a Gets Hot! weapon gets hot, there is an increased chance for it to Get Hot! again. You now have a chance to completely wreck your own vehicle simply by rolling a 1, then a 2, then a 3 in each shooting phase. I guess this sort of puts a damper on any SM player who loves his Plasma a little too much., though considering the Imperial orgy of love that is the Allies chart, this is a small price to pay for being able to ally with Tau (and everyone else).

Unrelated to the topic, but still discussion worthy: do you think the Allies chart signifies a fluff overhaul in the codices? GW is obviously very allergic to moving the plot/setting/fluff forward in any meaningful way, but maybe the chart shows a new direction GW is taking with making people wanting to buy more things, though making the chart fluffy could be beyond GW's abilities.
   
Made in eu
Wicked Warp Spider




A cave, deep in the Misty Mountains

I for one will be using armies I already have as allies. No need to buy that new unit now.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in us
Nervous Accuser






I think you miss read how gets hot affects vehicles. They have to roll a 1 on the to hit, roll another die and if it is a 1/2/3 then they take a glance. It is the same as saying they have a 4+ save against getting hot glances, similar to how infantry can take an armor save against a gets hot wound.
   
Made in gb
Longtime Dakkanaut





I hate Gets Hot anyway. It's even worse now it applies to vehicles. Clearly GW have a bias against Imperial Guard taking Plasma Guns, and you can forget about Plasma Sponsons.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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Wicked Warp Spider




A cave, deep in the Misty Mountains

Testify wrote:I hate Gets Hot anyway. It's even worse now it applies to vehicles. Clearly GW have a bias against Imperial Guard taking Plasma Guns, and you can forget about Plasma Sponsons.


You still only have a 1 in 6 chance of it happening, and it's never happened to me yet as a marine player.

I think it makes sense to apply that rule to vehicles. If a "small" plasma gun can overheat and damage the wielder, then a big plasma gun should damage the tank

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in gb
Longtime Dakkanaut





Lord Rogukiel wrote:
Testify wrote:I hate Gets Hot anyway. It's even worse now it applies to vehicles. Clearly GW have a bias against Imperial Guard taking Plasma Guns, and you can forget about Plasma Sponsons.


You still only have a 1 in 6 chance of it happening, and it's never happened to me yet as a marine player.

Marine, sure. But as Imperial Guard Plasma Guns are a big no-no. After a couple of attempts at a mechvet plasma list, I gave up. 90% of my casualties were from my own Plasma Guns blowing up in my guys' faces. He only needs to fire 6 shots in an entire game for it to blow up, statistically. That's 3 turns double tapping, or 6 turns single shot. It's very, very likely.
Having a CCS have two of the plasma guns blow up, then flee off the board, is fething irritating.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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Grim Dark Angels Interrogator-Chaplain





Earth

i lost 2 ravenwing bikers last night to GH... on the flip side i killed 14 GK's (termies and purifiers) so its swings and roundabouts, take the good with the bad... or just.. meh?
   
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Resolute Ultramarine Honor Guard






Peoria IL

There is a 1/12 chance that a GH roll will affect a vehicle. If you play a game where your dread even fires 12 shots... well it can't

So basically, once every other game, if your dreads survive the entire game, you'll get 1 glance from a plasma cannon getting hot.

At that point, it really shouldn't affect the game. We're talking about an 8% chance that something matters... which means its a non-factor.

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Poole

Does this affect the executioner lean runs as well with its main weapon?



 
   
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Mutilatin' Mad Dok




Philadelphia, PA

Kevv6 wrote:Does this affect the executioner lean runs as well with its main weapon?


Does the Executioner main weapon have the gets hot rule?
-if its in the codex, or in the BRB weapon listing "get hot", then yes
-if its not, then no.

As mentioned above, on a 1 your vehicle mounted weapon gets hot, then you have a 50% chance of saving. The only concern could be a Russ with lots of plasma cannons. Even there its a "glancing" hit which will strip a hull point. You should be fine, and after 2-3 turns, have made your points back with the AP2 weapons being effective vs infantry, and more effectives vs tanks.

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Trustworthy Shas'vre






Dorset, UK

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Made in gb
Longtime Dakkanaut





Kevv6 wrote:Does this affect the executioner lean runs as well with its main weapon?

No, thank god. The sponsons are a no-go, though.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in gb
Hurr! Ogryn Bone 'Ead!




Poole

I only use heavy bolter sponsors anyway. Haha and usually I will be using the punisher anyway, but will probably have 1 executioner in the squad.



 
   
Made in ca
Trustworthy Shas'vre




Odds of GH killing a Guardsmen 1/9 per shot
Odds of GH killing a Marine 1/18 per shot
Odds of GH removing 1 hull point from a vehicle 1/12 per shot
Odds of GH actually wrecking the vehicle 1/36 per shot

Tau and Space Wolves since 5th Edition. 
   
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Grizzled Space Wolves Great Wolf





Lobukia wrote:There is a 1/12 chance that a GH roll will affect a vehicle. If you play a game where your dread even fires 12 shots... well it can't

So basically, once every other game, if your dreads survive the entire game, you'll get 1 glance from a plasma cannon getting hot.

At that point, it really shouldn't affect the game. We're talking about an 8% chance that something matters... which means its a non-factor.
Yeah, another way of looking at it is if your Dread survives 6 turns and fires every turn, it has a 41% chance of doing damage to itself at some point in the game. Of course if you have a tank with 2 PC sponsons which fires both every turn for 6 turns, that rises to 88% chance of damaging itself in the course of a game.
   
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Lone Wolf Sentinel Pilot





In Revelation Space

LR executioner cannons aren't counted as Gets Hot, right?



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Sister Oh-So Repentia






And here I am with a Lemun Russ, decked out with Plasma, from the turrent to the sides, rolling plasma cannons...
   
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Sure Space Wolves Land Raider Pilot




Cornwall, Ontario

according to the IG Codex, the Executioner Plasma Cannon does not Get Hot and I didn't see anything in the 6E FAQ that states otherwise.

All other IG plasma weapons, including sponson mounted plasma cannons do Get Hot.

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Made in gb
Fixture of Dakka






Glasgow, Scotland

¬¬ Um, doesn't the fluff say that things like Plasma guns/pistols explode because of lack of proper heat venting, whereas the larger weapons have the space for such things? I mean the fluff says its silly....but I guess that may have been written originally due to GW not wanting to include the complication of the rule on vehicles. Little dissapointed, the rule's alright in general, it is balanced game wise, but it doesn't really fit in well with the fluff (though not much does at times) - ie Commissar Hark from the Gaunts Ghosts novel has been toting around a plasma pistol for at least a decade and it hasn't gone of once (though I predict it will eventually in a cinematic fashion ), and yet guys (even marines) are copping it all the time. I suppose its going to make my Chaos Dreadnoughts even more mental than before, but perhaps a little worse than they were, perhaps so much so that they aren't really that viable a unit to use. I mean having a vehicle that's got a 1/3 chance of not doing much in the first place, then a 1/6, upping eventually to a 1/2, of blowing itself up really doesn't sell Chaos Dreadnoughts to me much (....yeah, I'm not converting them to have lascannons for the sake of an edition). Meh. =P
   
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Longtime Dakkanaut





8% chance, and the penalty is only 1 HP

Not a big deal


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Lone Wolf Sentinel Pilot




Testify wrote:
Lord Rogukiel wrote:
Testify wrote:I hate Gets Hot anyway. It's even worse now it applies to vehicles. Clearly GW have a bias against Imperial Guard taking Plasma Guns, and you can forget about Plasma Sponsons.


You still only have a 1 in 6 chance of it happening, and it's never happened to me yet as a marine player.

Marine, sure. But as Imperial Guard Plasma Guns are a big no-no. After a couple of attempts at a mechvet plasma list, I gave up. 90% of my casualties were from my own Plasma Guns blowing up in my guys' faces. He only needs to fire 6 shots in an entire game for it to blow up, statistically. That's 3 turns double tapping, or 6 turns single shot. It's very, very likely.
Having a CCS have two of the plasma guns blow up, then flee off the board, is fething irritating.

I run plasma guard and don't have much trouble. Yes I take losses, but the sheer punch they pack is undeniable and very useful for killing anything besides heavy tanks.
   
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The gains of plasma far outweigh the losses. Ap2 weapons and rapid fire are new stars . Get them while they are hot.
   
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On moon miranda.

Talamare wrote:8% chance, and the penalty is only 1 HP

Not a big deal
1 HP is a rather big deal, and over the course of a 6 turn game it will on average happen at least once, meaning that vehicle loses its shot and is now 33% easier to kill.

Saptilladerky wrote:The gains of plasma far outweigh the losses. Ap2 weapons and rapid fire are new stars . Get them while they are hot.
Most of these weapons are Plasma cannons, which really don't gain anything in 6E except for cover being 5+ more often.

This message was edited 1 time. Last update was at 2012/07/03 21:34:08


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Vaktathi wrote:
Talamare wrote:8% chance, and the penalty is only 1 HP

Not a big deal
1 HP is a rather big deal, and over the course of a 6 turn game it will on average happen at least once, meaning that vehicle loses its shot and is now 33% easier to kill.

Saptilladerky wrote:The gains of plasma far outweigh the losses. Ap2 weapons and rapid fire are new stars . Get them while they are hot.
Most of these weapons are Plasma cannons, which really don't gain anything in 6E except for cover being 5+ more often.


Its a type of situation in which if you feel it is significant enough, then dont use it

As in, take the 8% missed shot chance and wound or take a different weapon that will likely perform worse than it or cost more points

Another option is to take an army who is advance enough to develop plasma weaponry that doesnt get hot


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Executing Exarch




This actually provides a fluff rationale for the "advanced" (i.e. the fluff says so even if the weapon stats don't bear it out) Eldar to mount the safer Starcannons on their vehicles instead of the more powerful plasma weapons that the Imperium uses.
   
Made in ca
Sure Space Wolves Land Raider Pilot




Cornwall, Ontario

Vaktathi wrote:
Talamare wrote:8% chance, and the penalty is only 1 HP

Not a big deal
1 HP is a rather big deal, and over the course of a 6 turn game it will on average happen at least once, meaning that vehicle loses its shot and is now 33% easier to kill.

Saptilladerky wrote:The gains of plasma far outweigh the losses. Ap2 weapons and rapid fire are new stars . Get them while they are hot.
Most of these weapons are Plasma cannons, which really don't gain anything in 6E except for cover being 5+ more often.


Edit: forgot this was about plasma weapons on vehicles, not on infantry. Whoops.

This message was edited 1 time. Last update was at 2012/07/04 02:13:42


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Pyromaniac Hellhound Pilot




Australia

Wyrmalla wrote:¬¬ Um, doesn't the fluff say that things like Plasma guns/pistols explode because of lack of proper heat venting, whereas the larger weapons have the space for such things? I mean the fluff says its silly....but I guess that may have been written originally due to GW not wanting to include the complication of the rule on vehicles. Little dissapointed, the rule's alright in general, it is balanced game wise, but it doesn't really fit in well with the fluff (though not much does at times) - ie Commissar Hark from the Gaunts Ghosts novel has been toting around a plasma pistol for at least a decade and it hasn't gone of once (though I predict it will eventually in a cinematic fashion ), and yet guys (even marines) are copping it all the time. I suppose its going to make my Chaos Dreadnoughts even more mental than before, but perhaps a little worse than they were, perhaps so much so that they aren't really that viable a unit to use. I mean having a vehicle that's got a 1/3 chance of not doing much in the first place, then a 1/6, upping eventually to a 1/2, of blowing itself up really doesn't sell Chaos Dreadnoughts to me much (....yeah, I'm not converting them to have lascannons for the sake of an edition). Meh. =P


I completely agree, but I am pretty sure Hark has a bionic hand doesn't he? I always figured he'd just drop it and go, ouchy, that nearly singed my coat!

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Christchurch, New Zealand

Saptilladerky wrote:The gains of plasma far outweigh the losses. Ap2 weapons and rapid fire are new stars . Get them while they are hot.

I see what you did there.

Damn the haters, Full speed ahead!

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Hardened Veteran Guardsman





Northern Virginia

The new Gets Hot rules also makes Techpriests more useful. If you Gets Hot!, then fail the 1,2,3 roll save, you can always immediatly attempt to return that hullpoint (it still being your shooting phase).

At first I was gloom and doom like everyone else (chiefly because I mainly play against 'Nids, so a fully Equipped Pask/Executioner w/ Plasma side sponsons is just about mandatory. But then I realised 1) Gets Hot still doesn't apply to the main gun and 2) Its still pretty rare at 1/12th chance, and techpriests are cheap, and can make that hull point come right back.
   
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Peoria IL

kir44n wrote:The new Gets Hot rules also makes Techpriests more useful. If you Gets Hot!, then fail the 1,2,3 roll save, you can always immediatly attempt to return that hullpoint (it still being your shooting phase).

At first I was gloom and doom like everyone else (chiefly because I mainly play against 'Nids, so a fully Equipped Pask/Executioner w/ Plasma side sponsons is just about mandatory. But then I realised 1) Gets Hot still doesn't apply to the main gun and 2) Its still pretty rare at 1/12th chance, and techpriests are cheap, and can make that hull point come right back.


...and again, with the nerfing of power weapons, and LOS for characters, plasma just became much more important to every force that needs it for ap2 shots. I'm not taking plasma off anything, and I've already ordered the bits to add it to many vehicles.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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