Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/05/16 16:13:56
Subject: Fixing the Power Spear/Lance
|
 |
Stealthy Dark Angels Scout with Shotgun
|
So I'm not sure about all of you, but the power lance seems like one of the biggest wastes of 15 points. I even forget that it exists sometimes because the sword, axe, and mace are all that I use or hear about online. I really like the idea of a power spear for my Space Wolves. Imagine a pack of Thunderwolf cavalry charging with a power spear! That would be pretty awesome. But as it is, i would probably go with the chainsword instead. So I thought we should talk about why it is rarely (if ever) used on the tabletop and how it can be improved to bring it up to par with the other power weapons.
Current Power Lance:
-On the assault: S+1, AP3
-Every other turn: S:user, AP4
This really doesn't make sense to me. The biggest thing about spears isn't that they make you hit harder (especially not as hard as an axe). Their main advantage is that you can keep your enemies further away from you and strike first. With that in mind, here is a potential profile for the revised power lance:
Revised Power Lance:
-On the assault: I+2, AP3
-Every other turn: I:user, AP4
Or:
Revised Power Lance2:
-On the assault: +1 to S and I, AP3
-Every other turn: S and I:user, AP4
So what do you guys think. Do these new rules seem like an improvement? Are they too good? Are the original power spears actually really useful and I just don't know how to use them?
This article is also posted on my blog:
http://40kangelsofdeath.blogspot.com/2013/05/fixing-power-spearlance.html
|
This message was edited 2 times. Last update was at 2013/05/16 16:37:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 19:30:14
Subject: Fixing the Power Spear/Lance
|
 |
Boosting Ultramarine Biker
|
Revised:
-On the assault I+1, S:user, AP3
-Every other turn I:user, S:user, AP4
Would be even cooler if it boosted I+1 in the first round of combat wether assaulting or being assaulted.
|
This message was edited 2 times. Last update was at 2013/05/16 19:33:31
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 19:55:27
Subject: Fixing the Power Spear/Lance
|
 |
Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
|
All these revisions that give bonus to initiative on charge might as well be changing the weapon to halberds instead just make halberds available to everyone not just GK
|
"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
2k
500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 21:06:19
Subject: Re:Fixing the Power Spear/Lance
|
 |
Fixture of Dakka
|
Well, halberds for everyone who isn't a Grey Knight is already a power weapon type. They are axes.
|
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 22:52:08
Subject: Fixing the Power Spear/Lance
|
 |
Lord of the Fleet
|
I suppose the Power Lance could give the user Counter-Attack, as the extra reach given by the Lance would allow the user to get an extra attack in before the enemy hits home.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 23:25:28
Subject: Re:Fixing the Power Spear/Lance
|
 |
Hellion Hitting and Running
|
Hmm, isn't there some sort of weapon between lance and pike? So could say you get the same bonus if you're on the receiving end of an assault, or as Valkyrie said, counter-attack.
I would very much prefer to keep the S+1, as a DE, it's like a cheaper agoniser on a charge.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 01:13:21
Subject: Re:Fixing the Power Spear/Lance
|
 |
Stealthy Dark Angels Scout with Shotgun
|
I guess the +1S does make more sense for Dark Eldar or other armies that are already high initiative. Do you ever feel like it is worth bringing though?
I don't think I'm a huge fan of it giving counter-attack. Especially since I really think they would look cool with Space Wolves, and they already have it.
I really like the idea of having +1 initiative at the start of any assault. In that case the +1 strength may be too powerful. What do you guys think:
Start of any assault: +1I AP3
All other times: I:user AP4
Or
Start of any assault: +1S and I AP3
All other times: S and I:user AP4
|
This message was edited 2 times. Last update was at 2013/05/17 01:15:31
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 02:00:12
Subject: Re:Fixing the Power Spear/Lance
|
 |
Hellion Hitting and Running
|
On the rare cases when any DE does run with Hellions, power lance is a good choice as the unit has hit and run, so if helliarch somehow manages to survive, we could always try for another charged power lance. I've also contemplated running succubus or something with power lance, it's an alternative to agoniser when against marines -still wound on 4+-, but slightly cheaper, benefit from S+1 drugs and/or FC. Given that DE aren't particularly short on low AP CCW: huskblade, incubi, agoniser, electrocorrosive, MC, etc, I can't say if it is a popular choice amongst all DE, but I, myself, have definitely thought about arming a MEQ hunting character with one.
+1S also benefit SW anyway, you'd wound on 2+ against lolT3, like DE, and 3+ against marines, not sure how I5 will help though. And while AP3 isn't all that great when hunting TEQ, it's still useful for MEQ, MC, GEQ and everything, also the S+1 could mean easier to glance vehicles if you don't have krak grenades for some reason. I could be thinking a bit too DE though, since I'd rather just fire everything at TEQ rather than charging them, not sure if SW or other marines armies have that option...
How about +1S on charge, and +1I on receiving charge? +1S to represent the impact of the charge, +1I to represent the extended reach when being charged(think pikes against cavalry in the good ole days).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 05:49:41
Subject: Fixing the Power Spear/Lance
|
 |
Sneaky Striking Scorpion
|
Personally I'd like to see the lance as an all purpose CCW, but only on the charge. That mean's going all out. It should be an non-unwieldy power fist on the charge, and act like a vanilla weapon when you don't charge.
You'd have to bring it up to the level of a power fist just to have people even consider it. And most units that can spam power weapons, have access to fists anyway. And this is just a initiative boost on a Pfist for one round.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 06:12:43
Subject: Fixing the Power Spear/Lance
|
 |
Decrepit Dakkanaut
|
Meh, I'd do something rather different personally.
On the charge: S +*, Ap2
Off the charge: S, Ap5
* - Models charging with the spear may only make a single attack. The attack is made at a strength equal to the user's strength +1 for every attack that is given up that they would have had if not limited to 1.
... or something.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 15:21:01
Subject: Re:Fixing the Power Spear/Lance
|
 |
Stealthy Dark Angels Scout with Shotgun
|
Albert posted a comment on my blog with an idea that I really like:
Albert:
I like the idea of the Inititiave bonus, as you say a spear charging would strike before most weapons and would punch through most armours, especially with the speed of a cavalry or bike charge. What about:
-On the assault: I+2, AP2, Specialist
-Every other turn: AP3, Unwieldly, Specialist
At first I was thinking that it was way too overpowered, but looking at it a second time It really seems like an excellent idea. I think I would bring it from I+2 to just I+1, but other than that I really like the idea of a fast, hard hitting weapon on the assault (AP2 at initiative) and every other turn it isn't really that good. AP3 unwieldy means that it is still useable against MEQ, but is going to be hitting last, and specialist means that you aren't going to have many attacks. So it is really good for beating everyone in the first turn and just having some mediocre attacks to mop up anything left over.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 16:18:59
Subject: Fixing the Power Spear/Lance
|
 |
Sneaky Lictor
Wherever they tell me
|
@pykeman07
I'm actually a big fan of what Albert said on your blog. It strikes me as what a lance is made to do, except I'd make it +1 S +1 I like the old furious charge instead of +2 I.
I would take that in a heartbeat if it weren't for the fact that winning an assault in one turn is a bad thing.
|
Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/17 20:40:24
Subject: Re:Fixing the Power Spear/Lance
|
 |
Stealthy Dark Angels Scout with Shotgun
|
I would take that in a heartbeat if it weren't for the fact that winning an assault in one turn is a bad thing.
Yeah, that may actually be something to consider for balance. If it is super good at killing, you will get shot at next turn. I do think that +1S, +1I, AP2 may be a bit overpowered even if it is a specialist weapon. I would think that if you wanted a S and I bonus it probably shouldn't be AP2.
I think it should be one of these. I kinda like both of them really. It would make sense to me that the AP would stay the same, but the strength of the hit and initiative would increase, and after the assault the weapon would become unwieldy.
Option 1
On assault: +1 S and I, AP3, specialist
Other times: User S and I, AP3, unwieldy, specialist
Or
Option 2
On assault: I+1, AP2, specialist
Other times: User S and I, AP3, unwieldy, specialist
So now the question is, would these actually be worth 15points, or more, or less. Some points of reference. Power sword would be 15 points, and a frost blade is 25 (space wolves) which is a +1S power sword. To me they both seem in the 15 point range, but option 1 seems a bit more realistic and balanced.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/25 17:09:45
Subject: Fixing the Power Spear/Lance
|
 |
Boosting Space Marine Biker
The Eye of Terror
|
charge +1s ap 2 noncharge -1s ap3 that seems right to me as in a melee you can move a spear easily, plus the head is ment to be a blade of form and all the other blades weapons are ap 3 or better
|
This message was edited 1 time. Last update was at 2013/05/25 17:12:53
Armies
CSM Zenmarine Warband from assorted tratiors and heritics
DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails |
|
 |
 |
|