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![[Post New]](/s/i/i.gif) 2015/06/07 02:23:05
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Battlefortress Driver with Krusha Wheel
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I mean all
So spacemarine vanguard vets
chaos raptors
heck even ork stormboyz
all of them.
Would this bring them back to the tabletop? Most of them don't care about snapshooting anyway.
Personally I think it would be a positive.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2015/06/07 03:09:57
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Fireknife Shas'el
Lisbon, Portugal
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Some jump units (assault marines) have very little punch for their cost, while others (vanguard veterans) cost too much for their added punch. Jump units need a mid-term between those. The lack of bikes' +1T put them in disadvantage as well. Having Jink would improve their survivability, but wouldn't address their main problems.
A good Jump unit is Triarch Praetorians - T5, good weapons, RP roll and formation bonuses.
Jet packs, on the other hand, rarely need jink (they're good at hiding after shooting), but as a Tau player, wouldn't mind having Jink.
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This message was edited 1 time. Last update was at 2015/06/07 03:11:16
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2015/06/07 03:50:18
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Confessor Of Sins
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SoB Seraphim would be both delighted and disappointed. Their survivability compared to cost is bad, so Jink would be nice - but their signature move is shooting and signature special weapons twin hand flamers...
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![[Post New]](/s/i/i.gif) 2015/06/07 05:14:35
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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For me at 9 pts/model and a codex entry that allows a unit to have up to 30 it's not so bad fielding stormboyz and taking some losses. Basically fast choppa boyz that's one pt cheaper then taking the 'eavy armour upgrade. What I've been really hoping to see was a jump pack upgrade available to the nobz unit. A squad of 10 StormNobz would be pretty nice.
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![[Post New]](/s/i/i.gif) 2015/06/07 05:14:40
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Secretive Dark Angels Veteran
Canada
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It's a bad idea because the eldar don't need more reasons to be broken.
I think that if such a change was too happen they would need to just write off the "good" eldar as a faction entirely. And well if you did that I scarcely doubt there'd be any more people playing this game. As then you open up the door for lots of issues with warp spiders and swooping Hawks.
The jet and jump infantry problem is that of price and application. Some armies have units that make them redundant, other armies have ones they can already apply just fine to army building and use. It's actually very few cases where it's not being applied right or their cost isn't right. Like storm boyz, assault marines, and raptors.
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2015/06/07 05:18:45
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Oozing Plague Marine Terminator
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Bikes to packs is usually only a 3 point difference and the benefits of relentless, +1 toughness, and jink are worth every point.
Jump SHOULD get jink, but bikes will always be better. Forcing jinks on them balance them significantly.
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![[Post New]](/s/i/i.gif) 2015/06/07 05:34:29
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Focused Dark Angels Land Raider Pilot
Calgary
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I'd be happy if they just made it so that jumping units can drop krak granades or melta bombs over fliers/skimmers/FMC
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Anyone who is married knows that Khorne is really a woman. |
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![[Post New]](/s/i/i.gif) 2015/06/07 06:00:36
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Krazed Killa Kan
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Jump Packs at the very least need to lose the 1 use per turn rule so they can move 12" and then still get their HoW + rerolls to charge.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/06/07 06:51:31
Subject: Re:Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Ancient Venerable Dark Angels Dreadnought
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jink for the wraithknight....yay!
lol
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![[Post New]](/s/i/i.gif) 2015/06/07 10:15:18
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Boom! Leman Russ Commander
New Zealand
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Comparing jump-inf to bikes is a bad comparison because bike rules are so spastic. They shouldn't give +1T and should suffer the same penalties to moving fast and shooting that other vehicles have to deal with.
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5000 |
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![[Post New]](/s/i/i.gif) 2015/06/07 11:03:26
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Killer Klaivex
The dark behind the eyes.
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Honestly, I think the jink mechanics need a look at to begin with.
As it stands, there just seems to be too many 'all or nothing' cover saves in the game. Too many units can just have a 4+ (or even 2+) cover save in the open. Likewise, too many weapons outright ignore cover saves.
I'd like to see more middle ground - with jink going back to its 6th edition rules (i.e. a flat 5+), and fewer stacking cover saves. I'd then like to see ignore cover weapons changed to modify cover saves, rather than ignoring them outright. I think Skitarii/Cult Mechanicus weapons were definitely a step in the right direction in this regard.
Anyway, to go back to the original question, no. We really don't need yet more units that get cover saves in the open at no cost.
What I would suggest in fact is that bikes are due a serious nerfing. They've not only received buff after buff (extra toughness now counts against ID, Jink etc.), but they've also had dramatic price cuts. I think they could really do with losing some of their rules (probably the +1T), so that they don't outclass most comparable infantry and jump infantry.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2015/06/07 17:39:48
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Krazed Killa Kan
Homestead, FL
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I will be honest, the only reason I don't have Storm boyz is more to do with the actual $ of the models and less to do with the game mechanics in place for those models.
I would never field a unit of Stormboyz unless it was 30 boyz. And that would mean I need to purchase 6 units of them from GW at $30+ each......$180 for a single unit, To heck with that BS
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/06/08 00:26:57
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Vankraken wrote:Jump Packs at the very least need to lose the 1 use per turn rule so they can move 12" and then still get their HoW + rerolls to charge.
I'd be happy with this suggestion over jinking.
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![[Post New]](/s/i/i.gif) 2015/06/08 00:58:06
Subject: Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Mekboy Hammerin' Somethin'
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Ghazkuul wrote:I will be honest, the only reason I don't have Storm boyz is more to do with the actual $ of the models and less to do with the game mechanics in place for those models.
I would never field a unit of Stormboyz unless it was 30 boyz. And that would mean I need to purchase 6 units of them from GW at $30+ each......$180 for a single unit, To heck with that BS
Get the rocket bitz on ebay (or make your own, pretty simple) and just convert normal boyz.
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![[Post New]](/s/i/i.gif) 2015/06/08 01:07:57
Subject: Re:Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Jink wouldn't help them much. Most jump infantry have better saves than 5+ and they die even when they're getting those saves.
The problem with most Jump infantry is that they are too slow to make it into combat without taking too many casualties. They tend to get shot into uselessness, so even when a few do make it into melee they are too ineffectual to do anything.
If Jump infantry got both the 12" movement and the reroll of assault distances they might be a little more viable. Or if they just moved 18" naturally.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/06/08 01:18:41
Subject: Re:Next edition changes ALL jetpack/jumppack troops to have jink. Good or bad?
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Trustworthy Shas'vre
california
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Grey Templar wrote:Jink wouldn't help them much. Most jump infantry have better saves than 5+ and they die even when they're getting those saves.
The problem with most Jump infantry is that they are too slow to make it into combat without taking too many casualties. They tend to get shot into uselessness, so even when a few do make it into melee they are too ineffectual to do anything.
If Jump infantry got both the 12" movement and the reroll of assault distances they might be a little more viable. Or if they just moved 18" naturally.
it would help storm boyz greatly though. Maybe not assault marines or the like, but storm boyz would actually be more survivable
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