Here's a question. If an Eldar Guardian's plasma grenade is resolved in combat, why is it resolved at S:3 with no armour piercing? Refined Eldar plasma should yield a S:6 AP:2 hit with a S:4 AP:5 blast marker around it.
I dislike what they have done with grenades (ie. nerfed them). I have been toying with the idea of grenade tokens to go along with various ammo packs and weapon enhancements (range-boosts, enhanced ammo, fruity flavours). Units could have grenadiers added to them, like any other specialists. Certain armies could have whole units of grenadiers (Marines, Kabalite Warriors, Imp. G. Hardened Vets) or grenade specialists (Swooping Hawks, Stikkbommas).
The biggest problem is finding some way to restrict the possibilities because you should not be able to just kit your whole army out with range, strength and shooting boosts (except Tau, who come with that built in, giving them the stats they have now). Being able to make one of your units suddenly unleash an extra-powerful turn of shooting would be cool and may add some tactical elements to the game. That is: some aces up sleeves. As it is now I usually find that the army whose stats are mostly fours and has a really good armour tend to win (Marines, Chaos, Lizardmen in Fantasy). Lighter units wind up being useless because 'they can't compete with Marines". Of course they can't compete with Marines! Marines are elite, not the lowest common denominator of the game. A guardsman unit all of a sudden unleashing radiation or virus bombs against the oncoming Chaos Terminators would be good way for a game to turn around really quickly. The same if those Terminators had just blitzed a Baneblade with a gravity bomb or some kind of warp rune in the preceding turn.
One more question to close out: who would throw an explosive hand grenade "to force their opponent to keep their head down in cover" and then run toward the thing? Casualties from delayed explosions would be significant, and again, not resolved at the stats of the attacker.
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