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Made in us
Fixture of Dakka





And IoM have Knights, Smash Captains, and Guardsmen. Much better than CIB.

IoM plasma is still loads better than Tau plasma.
   
Made in us
Decrepit Dakkanaut




 Galef wrote:
 Kcalehc wrote:
You could go a step further, and have Plasma pistols do 1 MW, PlasmaGuns do D3 MW, and Plasma Cannons doing 2D3 MW. Each clearly has a different size amount of plasma in it, the pistol cooking off is likely to only hurt its bearer, but that huge plasma chamber on the cannon is going to make a lot more mess!

I really like this idea. A lot actually.
Although GW seems to loathe 2D3 for some reason, so if this change were to happen, it would more likely be Plasma Cannons do D6 MW.
Or they could stay at D3 MWs considering Plasma Cannons have the possibility of getting more shots than Plasma guns AND potentially the -1 to hit for moving.
Given that, I'd probably just have Pistols do 1MW on a 1 and all other Imperial and Chaos Plasmas do D3 MWs.

This would kill the Berzerker Rhino tactic (Chaos Rhino with combi-plasma rushing forward, rolling a 1, blowing up and disembarking all the Berzerkers in charge range), but honestly, that's a wonky tactic anyway.

 Xenomancers wrote:

I've got a better idea - lets have IMO plasma just do mortal wounds to the enemy. Imagine that - the gun gets so hot it slays the guy shooting it but the core of a sun it just shot at something cant even 1 shot a company commander.
But that's not going to work unless you make it on a 6 to hit. But the idea of "gets hot" is that the weapon malfunctions, doesn't hit the target, and vents hot plasma all over the bearer, usually killing them
Plasma is already a GREAT weapon for it's cost. Why are we trying to make it better?

-

It's a good weapon, so why even nerf it?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Slayer-Fan123 wrote:
Spoiler:
 Galef wrote:
 Kcalehc wrote:
You could go a step further, and have Plasma pistols do 1 MW, PlasmaGuns do D3 MW, and Plasma Cannons doing 2D3 MW. Each clearly has a different size amount of plasma in it, the pistol cooking off is likely to only hurt its bearer, but that huge plasma chamber on the cannon is going to make a lot more mess!

I really like this idea. A lot actually.
Although GW seems to loathe 2D3 for some reason, so if this change were to happen, it would more likely be Plasma Cannons do D6 MW.
Or they could stay at D3 MWs considering Plasma Cannons have the possibility of getting more shots than Plasma guns AND potentially the -1 to hit for moving.
Given that, I'd probably just have Pistols do 1MW on a 1 and all other Imperial and Chaos Plasmas do D3 MWs.

This would kill the Berzerker Rhino tactic (Chaos Rhino with combi-plasma rushing forward, rolling a 1, blowing up and disembarking all the Berzerkers in charge range), but honestly, that's a wonky tactic anyway.

 Xenomancers wrote:

I've got a better idea - lets have IMO plasma just do mortal wounds to the enemy. Imagine that - the gun gets so hot it slays the guy shooting it but the core of a sun it just shot at something cant even 1 shot a company commander.
But that's not going to work unless you make it on a 6 to hit. But the idea of "gets hot" is that the weapon malfunctions, doesn't hit the target, and vents hot plasma all over the bearer, usually killing them
Plasma is already a GREAT weapon for it's cost. Why are we trying to make it better?

-

It's a good weapon, so why even nerf it?
Personally trying to achieve 2 goals here:
1) price Plasma in a manner that gives other options a change (although this would be more by lowering those options points)
2) make the "Gets-hot" mechanic make more sense. Removing the whole model just seems wrong for multi-wound models like vehicles

So I'd like to see Overcharge 1s do a single wound at AP-3, but to compensate for this decreased risk, price Plasma a bit more to give room for other options to be lowered (i.e. Metla guns and Plasma guns swap costs)
That, I feel, achieves both of my goals

-

This message was edited 1 time. Last update was at 2018/09/26 20:21:09


   
Made in us
Locked in the Tower of Amareo




Bharring wrote:
And IoM have Knights, Smash Captains, and Guardsmen. Much better than CIB.

IoM plasma is still loads better than Tau plasma.


On scions yes. On marines, not as much.
   
Made in us
Omnipotent Necron Overlord






Any weapon that can be made to do more damage to yourself more than the enemy can't be considered a good weapon.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Decrepit Dakkanaut




 Galef wrote:
Slayer-Fan123 wrote:
Spoiler:
 Galef wrote:
 Kcalehc wrote:
You could go a step further, and have Plasma pistols do 1 MW, PlasmaGuns do D3 MW, and Plasma Cannons doing 2D3 MW. Each clearly has a different size amount of plasma in it, the pistol cooking off is likely to only hurt its bearer, but that huge plasma chamber on the cannon is going to make a lot more mess!

I really like this idea. A lot actually.
Although GW seems to loathe 2D3 for some reason, so if this change were to happen, it would more likely be Plasma Cannons do D6 MW.
Or they could stay at D3 MWs considering Plasma Cannons have the possibility of getting more shots than Plasma guns AND potentially the -1 to hit for moving.
Given that, I'd probably just have Pistols do 1MW on a 1 and all other Imperial and Chaos Plasmas do D3 MWs.

This would kill the Berzerker Rhino tactic (Chaos Rhino with combi-plasma rushing forward, rolling a 1, blowing up and disembarking all the Berzerkers in charge range), but honestly, that's a wonky tactic anyway.

 Xenomancers wrote:

I've got a better idea - lets have IMO plasma just do mortal wounds to the enemy. Imagine that - the gun gets so hot it slays the guy shooting it but the core of a sun it just shot at something cant even 1 shot a company commander.
But that's not going to work unless you make it on a 6 to hit. But the idea of "gets hot" is that the weapon malfunctions, doesn't hit the target, and vents hot plasma all over the bearer, usually killing them
Plasma is already a GREAT weapon for it's cost. Why are we trying to make it better?

-

It's a good weapon, so why even nerf it?
Personally trying to achieve 2 goals here:
1) price Plasma in a manner that gives other options a change (although this would be more by lowering those options points)
2) make the "Gets-hot" mechanic make more sense. Removing the whole model just seems wrong for multi-wound models like vehicles

So I'd like to see Overcharge 1s do a single wound at AP-3, but to compensate for this decreased risk, price Plasma a bit more to give room for other options to be lowered (i.e. Metla guns and Plasma guns swap costs)
That, I feel, achieves both of my goals

-

Honestly a better system would like be a single Mortal Wound for the Plasma Pistol/Gun, D3 mortal wounds for the Hellblaster weapons and Plasma Cannon.

For other options they clearly need simple fixing. You could make the Plasma Gun 25 points but it doesn't fix how ineffective Melta works. We've had several threads on Flamers but none surprisingly for Melta weapons.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Omnipotent Necron Overlord






Slayer-Fan123 wrote:
 Galef wrote:
Slayer-Fan123 wrote:
Spoiler:
 Galef wrote:
 Kcalehc wrote:
You could go a step further, and have Plasma pistols do 1 MW, PlasmaGuns do D3 MW, and Plasma Cannons doing 2D3 MW. Each clearly has a different size amount of plasma in it, the pistol cooking off is likely to only hurt its bearer, but that huge plasma chamber on the cannon is going to make a lot more mess!

I really like this idea. A lot actually.
Although GW seems to loathe 2D3 for some reason, so if this change were to happen, it would more likely be Plasma Cannons do D6 MW.
Or they could stay at D3 MWs considering Plasma Cannons have the possibility of getting more shots than Plasma guns AND potentially the -1 to hit for moving.
Given that, I'd probably just have Pistols do 1MW on a 1 and all other Imperial and Chaos Plasmas do D3 MWs.

This would kill the Berzerker Rhino tactic (Chaos Rhino with combi-plasma rushing forward, rolling a 1, blowing up and disembarking all the Berzerkers in charge range), but honestly, that's a wonky tactic anyway.

 Xenomancers wrote:

I've got a better idea - lets have IMO plasma just do mortal wounds to the enemy. Imagine that - the gun gets so hot it slays the guy shooting it but the core of a sun it just shot at something cant even 1 shot a company commander.
But that's not going to work unless you make it on a 6 to hit. But the idea of "gets hot" is that the weapon malfunctions, doesn't hit the target, and vents hot plasma all over the bearer, usually killing them
Plasma is already a GREAT weapon for it's cost. Why are we trying to make it better?

-

It's a good weapon, so why even nerf it?
Personally trying to achieve 2 goals here:
1) price Plasma in a manner that gives other options a change (although this would be more by lowering those options points)
2) make the "Gets-hot" mechanic make more sense. Removing the whole model just seems wrong for multi-wound models like vehicles

So I'd like to see Overcharge 1s do a single wound at AP-3, but to compensate for this decreased risk, price Plasma a bit more to give room for other options to be lowered (i.e. Metla guns and Plasma guns swap costs)
That, I feel, achieves both of my goals

-

Honestly a better system would like be a single Mortal Wound for the Plasma Pistol/Gun, D3 mortal wounds for the Hellblaster weapons and Plasma Cannon.

For other options they clearly need simple fixing. You could make the Plasma Gun 25 points but it doesn't fix how ineffective Melta works. We've had several threads on Flamers but none surprisingly for Melta weapons.

No - plasma overheats killing multiwound models is unacceptable. 1 wound max is the only way it could be acceptable. However - outside of the reason overheats exist (because it has always existed) it isn't justified in it's cost.

This message was edited 1 time. Last update was at 2018/09/26 20:58:11


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Xenomancers wrote:
Any weapon that can be made to do more damage to yourself more than the enemy can't be considered a good weapon.
Currently a Marine overcharging can either kill himself or kill 2 Terminators in RF range, or 4 wounds off a vehicle. That's hardly doing more damage to yourself.

   
Made in us
Locked in the Tower of Amareo




But the scion is cheaper and gets a free virtual drop pod.
   
Made in us
Fixture of Dakka





"Any weapon that can be made to do more damage to yourself more than the enemy can't be considered a good weapon."
Is that why nobody brings Farseers, Spiritseers, and Warlocks anymore?
   
Made in us
Decrepit Dakkanaut




 Xenomancers wrote:
Slayer-Fan123 wrote:
 Galef wrote:
Slayer-Fan123 wrote:
Spoiler:
 Galef wrote:
 Kcalehc wrote:
You could go a step further, and have Plasma pistols do 1 MW, PlasmaGuns do D3 MW, and Plasma Cannons doing 2D3 MW. Each clearly has a different size amount of plasma in it, the pistol cooking off is likely to only hurt its bearer, but that huge plasma chamber on the cannon is going to make a lot more mess!

I really like this idea. A lot actually.
Although GW seems to loathe 2D3 for some reason, so if this change were to happen, it would more likely be Plasma Cannons do D6 MW.
Or they could stay at D3 MWs considering Plasma Cannons have the possibility of getting more shots than Plasma guns AND potentially the -1 to hit for moving.
Given that, I'd probably just have Pistols do 1MW on a 1 and all other Imperial and Chaos Plasmas do D3 MWs.

This would kill the Berzerker Rhino tactic (Chaos Rhino with combi-plasma rushing forward, rolling a 1, blowing up and disembarking all the Berzerkers in charge range), but honestly, that's a wonky tactic anyway.

 Xenomancers wrote:

I've got a better idea - lets have IMO plasma just do mortal wounds to the enemy. Imagine that - the gun gets so hot it slays the guy shooting it but the core of a sun it just shot at something cant even 1 shot a company commander.
But that's not going to work unless you make it on a 6 to hit. But the idea of "gets hot" is that the weapon malfunctions, doesn't hit the target, and vents hot plasma all over the bearer, usually killing them
Plasma is already a GREAT weapon for it's cost. Why are we trying to make it better?

-

It's a good weapon, so why even nerf it?
Personally trying to achieve 2 goals here:
1) price Plasma in a manner that gives other options a change (although this would be more by lowering those options points)
2) make the "Gets-hot" mechanic make more sense. Removing the whole model just seems wrong for multi-wound models like vehicles

So I'd like to see Overcharge 1s do a single wound at AP-3, but to compensate for this decreased risk, price Plasma a bit more to give room for other options to be lowered (i.e. Metla guns and Plasma guns swap costs)
That, I feel, achieves both of my goals

-

Honestly a better system would like be a single Mortal Wound for the Plasma Pistol/Gun, D3 mortal wounds for the Hellblaster weapons and Plasma Cannon.

For other options they clearly need simple fixing. You could make the Plasma Gun 25 points but it doesn't fix how ineffective Melta works. We've had several threads on Flamers but none surprisingly for Melta weapons.

No - plasma overheats killing multiwound models is unacceptable. 1 wound max is the only way it could be acceptable. However - outside of the reason overheats exist (because it has always existed) it isn't justified in it's cost.

It's acceptable when it's something like a Plasma Cannon exploding.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Omnipotent Necron Overlord






Bharring wrote:
"Any weapon that can be made to do more damage to yourself more than the enemy can't be considered a good weapon."
Is that why nobody brings Farseers, Spiritseers, and Warlocks anymore?

Farseers are practically immune to perils. Warlocks are generally considered really bad and are only taken in certain situations - spirit seer is always preferable. Spirt seers have 4 wounds so don't blow up all their buddies with a bad roll. What people don't do - is cast spells with their rubric sorcerers because it's catstrophic when perils happens.

Overheat really just needs to die - it is a dumb mechanic from a different type of game.


Automatically Appended Next Post:
 Galef wrote:
 Xenomancers wrote:
Any weapon that can be made to do more damage to yourself more than the enemy can't be considered a good weapon.
Currently a Marine overcharging can either kill himself or kill 2 Terminators in RF range, or 4 wounds off a vehicle. That's hardly doing more damage to yourself.

How about a captain with a plasma gun. Roll a 1? Dead 5 wound character. How about Mephiston? Overcharge plasma pistol and you are dead...How about a razorback with twin plasma - roll a 1 and a 130 point 10 wound vehicle is dead. Obviously these are things you don't do...because you can't. The weapon is so unreliably good I have removed it from all my lists.

Think Plasma inceptors - If I am playing against DE, CWE, Tau, shooting at carnifex/flyers or basically about half the targets in the game I have come to realize - this squad is going to kill itself almost everytime it shoots and all they gotta do is pay for an on demand -1 to hit. LOL. How is that even remotely balanced? That is a 175 point squad.


Automatically Appended Next Post:
Plasma slay effect is so powerful - currently it's best use is to shunt 10 bezerkers into enemy lines after a warptime.

Shooting a combi plas plus the bolter at a flyer is about a 50% chance to blow yourself up. Letting the bezerks get out and charge. LOL. The mechanic is so insane it just needs an instant hotfix.

What crazy to me is people actually say plasma needs to be nerfed. I'm like...waaa? Plasma is terrible.


Automatically Appended Next Post:
My friends and I always joke about this - like - if gun overheating is so deadly - if only they could weaponize it - they could kill anything.

This message was edited 3 times. Last update was at 2018/09/27 16:05:36


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Fixture of Dakka





"this squad is going to kill itself almost everytime it shoots and all they gotta do is pay for an on demand -1 to hit."
-1 to hit on a BS3:
Each model has a 1/3 of dying.
-2 to hit on a BS3:
Each model has a 1/2 of dying.

You'd need to stack -4-to-hit to make it kill itslef 'almost everytime it shoots'. You're really only talking about when you're Rapid Firing within 12" against a unit outside 12" that cast a psycic power, a stratagem, a CT, *and* had a stock special rule to make that happen. In addition to being stupid enough to choose *that* one unit to shoot at.

Perhaps they should add the 'Safe Plasma' profile setting to the weapon, so it can be fired without risking it, albeit at a weaker setting? Y'know, S6 D1? Wait, you want that *and* S7, because IoM?
   
Made in us
Locked in the Tower of Amareo




I want the other choices to not suck so this matters less. Flamers suck. Grav sucks. Melta mega sucks.

The standard plasma profile isn't really worth it, either.

I also have removed plasma from my lists because of the prevalence of to hit penalties.

This message was edited 2 times. Last update was at 2018/09/27 17:12:44


 
   
Made in us
Omnipotent Necron Overlord






Bharring wrote:
"this squad is going to kill itself almost everytime it shoots and all they gotta do is pay for an on demand -1 to hit."
-1 to hit on a BS3:
Each model has a 1/3 of dying.
-2 to hit on a BS3:
Each model has a 1/2 of dying.

You'd need to stack -4-to-hit to make it kill itslef 'almost everytime it shoots'. You're really only talking about when you're Rapid Firing within 12" against a unit outside 12" that cast a psycic power, a stratagem, a CT, *and* had a stock special rule to make that happen. In addition to being stupid enough to choose *that* one unit to shoot at.

Perhaps they should add the 'Safe Plasma' profile setting to the weapon, so it can be fired without risking it, albeit at a weaker setting? Y'know, S6 D1? Wait, you want that *and* S7, because IoM?

A plasma inceptor has 2d3 shots each. 4 shots on average. Those are the numbers for a single shot with a plasma at -1 to hit. See how the unit kills itself shooting at that nonsense. Therefore - considering it's everywhere. Plasma is garbage.


Automatically Appended Next Post:
Martel732 wrote:
I want the other choices to not suck so this matters less. Flamers suck. Grav sucks. Melta mega sucks.

The standard plasma profile isn't really worth it, either.

I also have removed plasma from my lists because of the prevalence of to hit penalties.

Well I'd really like to know the where the plasma hate comes from. It's so obviously bad to me - I think it's really just people remembering turn 1 plasma scion spam before they got double nerfed. Or like players who are so bad they lose to Hellblaster spam. I really don't know.

This message was edited 1 time. Last update was at 2018/09/27 17:30:19


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Locked in the Tower of Amareo




Plasma is something meqs and especially primaris live in fear of, but simultaneously struggle to take advantage of. Plasma scions are still very strong, even after the double nerf. Plasma on marines? Not so much. Part of it is that IG has the points to throw away because their troops and tanks are amazingly priced.

Given that bolters remove more points of marines than guardsmen, I don't get why plasma is the boogie man, either. If we take IoM plasma out of the game, all the units that suck still suck and all the units that are amazing are still amazing.

This message was edited 3 times. Last update was at 2018/09/27 18:48:41


 
   
Made in us
Deathwing Terminator with Assault Cannon






What are other examples of 2W models that OC plasmas are particularly good against?
   
Made in us
Locked in the Tower of Amareo




Terminators.
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

For giggles, drop the Plasma overheat and add this stratagem;

Plasma Overload (1 CP): When the opponent makes a “To Hit” roll of 1 with an Overcharged plasma weapon, use this stratagem to cause 1D3 Mortal wounds to the target per “1” rolled.

It never ends well 
   
Made in us
Fixture of Dakka





I do agree that some Xeno plasma - specifically the Dissie and maybe the Reaper Starswarm (maybe because may not be Plas) are more insulting than IoM plasma.

I'm not terribly concerned with Plas putting a list in top-10 at a top tournament. I'm worried that it outshines most other options in most gameplay.

Knights, Ynnari, Smash Captains, CP shenanigans, etc are certainly more OP. But how can you justify a weapon that is a straight-up upgrade, especially for the points, over most other weapons? Either in-book or out of book.

On one hand, it's stupid that IoM Plas got so much of a buff, whereas Tau Plas got nothing. On the other hand, it's stupid that IoM Plas makes Melta pointless, and Dissies make Dark Lances points.
   
Made in us
Locked in the Tower of Amareo




Bharring wrote:
I do agree that some Xeno plasma - specifically the Dissie and maybe the Reaper Starswarm (maybe because may not be Plas) are more insulting than IoM plasma.

I'm not terribly concerned with Plas putting a list in top-10 at a top tournament. I'm worried that it outshines most other options in most gameplay.

Knights, Ynnari, Smash Captains, CP shenanigans, etc are certainly more OP. But how can you justify a weapon that is a straight-up upgrade, especially for the points, over most other weapons? Either in-book or out of book.

On one hand, it's stupid that IoM Plas got so much of a buff, whereas Tau Plas got nothing. On the other hand, it's stupid that IoM Plas makes Melta pointless, and Dissies make Dark Lances points.


Then make flamers, melta, and grav viable. Don't take away the only special that does anything for marines. For those that still bother, anyway.

Tau plas should probably just be rapid fire 2. That would make up for it quite a bit.

Melta is pointless even if plasma were removed. The proliferation of invulns and ineffectiveness vs T8 makes melta pointless, not plasma. I'm not going to pay for -4AP and never get that value out of it. Plus 12" range sucks really bad now.

This message was edited 2 times. Last update was at 2018/09/27 21:02:11


 
   
Made in us
Decrepit Dakkanaut




Bharring wrote:
I do agree that some Xeno plasma - specifically the Dissie and maybe the Reaper Starswarm (maybe because may not be Plas) are more insulting than IoM plasma.

I'm not terribly concerned with Plas putting a list in top-10 at a top tournament. I'm worried that it outshines most other options in most gameplay.

Knights, Ynnari, Smash Captains, CP shenanigans, etc are certainly more OP. But how can you justify a weapon that is a straight-up upgrade, especially for the points, over most other weapons? Either in-book or out of book.

On one hand, it's stupid that IoM Plas got so much of a buff, whereas Tau Plas got nothing. On the other hand, it's stupid that IoM Plas makes Melta pointless, and Dissies make Dark Lances points.

I once again have go repeat:
Even if you nerf the Plasma Gun (which you shouldn't), is the Melta Gun worth 17 points in it's current incarnation?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




You'd have a hard time selling me on a melta being 7 pts atm, much less 17 pts.
   
Made in us
Decrepit Dakkanaut




Martel732 wrote:
You'd have a hard time selling me on a melta being 7 pts atm, much less 17 pts.

For a fast moving unit you could sell a 7 point melta gun.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




That would have to be pretty damn fast. Maybe if bikers weren't overcosted before gear, then it would be useful. BA ASM are just hopeless.
   
Made in us
Decrepit Dakkanaut




Martel732 wrote:
That would have to be pretty damn fast. Maybe if bikers weren't overcosted before gear, then it would be useful. BA ASM are just hopeless.

Assault Marines have basically always been hopeless outside how people would use them strictly for Special Weapons with Blood Angels like a mini Command Squad.

That's like the opposite of how a melee based squad should work.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 skchsan wrote:
Shots cease to fire once you roll 1, and no further shots are resolved.

I.e. you elect to double tap overcharged plasma.
You roll 1 on the first shot, including reroll and modifiers.
The model is slain, and the second shot may not be rolled for.

Alternatively, for random no. shot weapons that was translated from the blast weapons, a single to hit roll can be used for all the shots.
This rationale is from the fact that the RNG nature of the 8th ed blast weapons already reflects the old mechanics of scatter dice (with the exception that at least 1 shot always hits in the new system). By forcing another round of to hit roll adds another layer of dice rolling where it's already been translated:

Old blast weapon mechanics:
1. pick a target model
2. roll scatter dice (1 roll, 2 dice)
3. resolve how many are under the blast - all models under the blast is "hit", do not roll dice to determine whether the model is hit.
4. resolve damage/wound/save roll.

New blast weapon mechanics:
1. pick a target unit.
2. roll to determine number of shots (1 roll, Xd3/6 dice)
3. roll that many (Xd3/6) dice to determine how many shots hit.
4. resolve damage/wound/save roll.

There are significantly more dice rolls involved in resolving blast weapons in 8th ed.


Haha!

Old blast weapon mechanics (in reality):
1. Pick a target unit
2. Go find the fething blast markers. They're see-though. Where did I leave that again? Ok, great I've got it.
3. Lean over the table and hold the blast marker above the specific bit of the base you want it on to try and get the most models.
4. Check the firing model can definitely see that specific target model.
5. Find the bloody scatter dice.
6. Holding the template vaguely steady over the selected point, roll the scatter dice
7. With your third hand, use a tape measure to determine where it actually lands.
8. Have an argument with your opponent as neither of you have the same point of view because parallax.
9. 'Agree' on numbers under the blast.
10. Roll wound/damage
11. All the wounds hit the guy with the magic armour standing nowhere near the template, making steps 2-9 totally pointless.

The new system does require more dice rolling, but that doesn't mean it's slower!!



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This message was edited 1 time. Last update was at 2018/09/28 13:32:45


   
Made in us
Deathwing Terminator with Assault Cannon






Martel732 wrote:
That would have to be pretty damn fast. Maybe if bikers weren't overcosted before gear, then it would be useful. BA ASM are just hopeless.
Indeed. Bikes are at an awkward place as inceptors fill their role better for cheaper. Bike should be at around 22-24 points to reach an internal balance between other better, newer, more $$ units that fill more or less the same role. Only if GW realizes better unit = more points, weaker unit = less points.

This message was edited 1 time. Last update was at 2018/09/28 19:29:31


 
   
 
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