Switch Theme:

Bringing vehicles back into the game, changing the way AP works  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in ca
Repentia Mistress





I know for me personally, being very competitive, I LOVE seeing literally as many as possible av 10-11-12 vehicles on my opponent's side of the field.

It just means that my MEQ units can fire and assault them to death, my firewarriors can blow open the back armor of a dreadnought and my missle launcher havoc's just cause chaos for the opponent's walkers.

I eat them alive over and over with SO many types of guns being effective against them and with their weapons being so utterly ineffectual.

13 and 14 are kind of in a class of their own, most solid shot gun's are impervious to them and they hold their own I find. Especially if kept in their respective armies back quarters with rear and side armor's protected.



I would like to see a change. I want to use my Rhino's again, Berserker's aren't the same without their transports being effective. I want to skim around the battlefield with Piranha's and stomp guardsmen with my ork walkers.

I suggest implementing a system similiar to what some Necron vehicles have. A higher upfront AV that is only possibly cracked by certain guns but once penetrated the hull fails to protect and the AV drops.

This would keep units that just have no business shooting at vehicles in their own place on the battlefield. It just feels DIRTY tearing apart the back of a Furioso that just tore apart a Warlord with 54 points of firewarriors. But once the vehicle is penetrated the AV drops, as it would IRL. Very fluffy. It makes melta's special again, puts strng 7 spam where it should be and would force people to balance around them. I do NOT suggest this for flyers.

Opinions? Obviously giving it to everyone takes away from the Necron army but for the good of the game I think it's worth it.

hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

Its not survivability that has taken some vehicles out of the game, its utility.

They no longer contest, even units inside them no longer contest/score. You can't assault out of them even when stationary, they are really easy to hit in combat, even when moving super fast or being a walker VS Grenades.

For me these are the reasons vehicles are less popular, instead of changing stats and damage rolls you'd do better just altering some of the above if your game group wants more effective vehicles.

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in gb
Lieutenant Colonel




If you want better game balance between all units, you need a single damage resolution to cover ALL unit types.

This allows natural and intuitive interaction .

But GW are not interested in that.They just want to sell the latest new kit by changing the meta every edition.
   
Made in gb
Longtime Dakkanaut






WisdomLS wrote:
Its not survivability that has taken some vehicles out of the game, its utility.

They no longer contest, even units inside them no longer contest/score. You can't assault out of them even when stationary, they are really easy to hit in combat, even when moving super fast or being a walker VS Grenades.

For me these are the reasons vehicles are less popular, instead of changing stats and damage rolls you'd do better just altering some of the above if your game group wants more effective vehicles.


i for one got fed up of seeing a landraider parked on a distant objective, with some troops in it, winning the game for the enemy with nothing i could do about it (ork player with other things to do, like kill squishy things, and no ranged capable of cracking AV14). so i welcomed having to be outside of vehicles to claim an objective.

as for assaulting out of vehicles, it's like someone said on another board, 'the difference between open-topped and closed topped vehicles - compare a bunch of hillbillys jumping out of a truck to a bunch of old ladies getting out of a bus'. and quite right, too. if you want to assault, you have to plan it! though i will agree that stationary vehicles should have been assault-out-of-able, and certainly vehicles wrecked in the previous players turn!

easily hit in combat i like, i was fed up of skimmers moving 1/2" and becoming oh-so-difficult to hit. now i'm fed up of skimmers moving 1/2" and getting a jink save. there should have been a minimum movement for that, no mistake.


to make vehicles viable, i'd give them a save - roll to hit, roll to 'wound' (armour pen), roll to save, see if they actually did anything more than superficial damage. I'd also have had a roll of a 1 does nothing - you hit the vehicle, you went through its armour, you hit nothing vital and the crew got over it. that way only AP1/2 would guarantee something happens.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in id
Fixture of Dakka




Temple Prime

Lanrak wrote:
If you want better game balance between all units, you need a single damage resolution to cover ALL unit types.

This allows natural and intuitive interaction .

But GW are not interested in that.They just want to sell the latest new kit by changing the meta every edition.

Well there is some logic behind GW's decision.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Fixture of Dakka




I haven't played 6th in ages. Never used vehicles so not sure if this is viable or not.

Why not double the Hull Points, or is it Hit Points? So instead of 2, say 4. Instead of 3, say 6. This should make them last longer, not sure if over powered or not.

I just wish GW introduced an actual AP in the game. This way AP effects everything Armour, Power Armour, IG T-Shirts and regular people, what ever they have.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in id
Fixture of Dakka




Temple Prime

A tank is not put down the same way a person is really, althouh a unit's effectiveness should really decline as they lose wounds and hull points.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
 
Forum Index » 40K Proposed Rules
Go to: