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Made in us
Fresh-Faced New User




I play a lot against Tyranids (I'm Orks), and after my last game of tarpitting, I think that monstrous creatures are a little slowed.

I put 20 grots and two runtherds into combat with a single carnifex. His base attacks being four, and having my runtherds each subtract one, he could only kill two grots per turn. There is NO REASON in hell that a Carnifex can only attack two grots per turn.

So as an idea, I'd suggest monstrous creatures use a small blast template in close combat, and that you roll to hit, and then to wound everything under the blast. Creatures with more than one base attack would place a second blast template or third, etc. Obviously this would require some points retooling and most would have their number of attacks "lowered," but I think it much more accurately represents how this giant thing can simply step on 10 men with each foot and swing a giant arm through an entire enemy squad.

This message was edited 1 time. Last update was at 2013/07/14 22:46:34


 
   
Made in ca
Regular Dakkanaut




That is definately not something i'd like to see sweeping through my armies. Especially with how many MC's there are these days... Maybe they can do something like d3 impact hits for their HoW?
   
Made in us
Fresh-Faced New User




I disagree. Runtherds are literally the only thing orks have that subtract attacks. Think of how you stop a giant elephant or something, you spear it and throw ropes and shiz at it.

I don't think just because something has a counter that it automatically deserves a buff upgrade.
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

I for one appreciate that this rule is coming from someone who believes that his OPPONENT was being robbed.

Your idea has merit, but as you say would definitely require some serious rebalancing of existing MC's.

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Made in us
Dakka Veteran





We introduced a rule for MC's and walkers called 'Move the Pile'. It doesn't give more attacks to the MC, but allows it to essentially disengage a unit (unless with another MC or walker) much like a vehicle driving off. The MC moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution. Once the MC finishes its move, the enemy may choose to consolidate back into the MC or go about its business.

If an MC or walker wants to go somewhere, most things won't be able to physically stop it.
   
Made in us
Devestating Grey Knight Dreadknight




Stomp Attacks in Apoc now use the small blast template.

Hope is the first step on the road to disappointment. 
   
Made in gb
Twisted Trueborn with Blaster






 greyknight12 wrote:
Stomp Attacks in Apoc now use the small blast template.


Really? That seems a lot less potent that it was before, when it hit each engaged model once.

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Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

Effectiveness of a blast template vs. engaged models is entirely dependent on how many models are engaged, and how many are just nearby in close proximity to one another.

We introduced a rule for MC's and walkers called 'Move the Pile'. It doesn't give more attacks to the MC, but allows it to essentially disengage a unit (unless with another MC or walker) much like a vehicle driving off. The MC moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution. Once the MC finishes its move, the enemy may choose to consolidate back into the MC or go about its business.

If an MC or walker wants to go somewhere, most things won't be able to physically stop it.


I would give any models in base contact with the MC a chance to strike at it - maybe one free hit per model, or perhaps make it like Hit & Run, except rather than trapping the model, if the non-MC wins the Initiative roll-off they get free strikes, but the MC still gets to move away. That way it can still get away without much effort, but risks extra hits if the enemy has a few Power Fists or the like to hit it with. (So it isn't just getting away scott free from those who can take it down.)

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
Made in us
Ragin' Ork Dreadnought




If you're going to do the small blast, I'd make it anti-smash: Halve your strength, rounding up, no AP.
   
 
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