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Made in us
Hardened Veteran Guardsman





United States

Lasguns:

The backbone of the imperium and arguably one of the weakest (and rightfully so) guns out of any of the armies out there. Affectionately known as Flashlights. Although mass fire of these little babies used to hold some effectiveness, it's dwindled with all the new rules different units are having. I saw something on a previous post with regards to this possible rules update, so I'd like to give the initial credit to that person that had posted it. I can't think of their name currently, but just know this idea isn't solely my own by any means.

Order: Concentrated Fire
For every 5 lasguns in a group fired at a target, the player may choose to exchange for a single shot at str 7 AP-. (Possible Option: Adding the Blind USR)

What do you think?

Basement WarGamers (BWG)
 Walnuts wrote:
I'm an adult, I can't even fathom trying to impress a 15 year old. That makes as much sense as getting my cat to think my outfit is 'cool'.
 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Not a fan. Lasguns aren't prism lances, they aren't aimed at the same spot. It makes no sense for them to spontaneously join together to form a single concentrated laser. If a single laser can't penertrate a Rhino then a thousand lasers scattering around it's hull shouldn't either.

I'd much rather we concentrated on the other aspect of Lasguns, massed fire. I'd propose a rule ''Full-auto'' which has been described a few times in various guard novels. When firing at 12-24'' range they may add +1 shot but the model suffers -2 Bs. When firing at 0-12'' model may make +1 shot but the model suffers -1 Bs. May be used on overwatch.

Now a gunline of Guard would drop more Las Gun fire, benefit more from Orders (4 shots per guardsmen with Fire on my Target and Rapid Fire, S3 Ap- matters not!). Not as fancy but it makes more fluff sense.

 
   
Made in ca
Longtime Dakkanaut





Some quick math-hammer to see how this stacks:

5 lasguns @ < 12" range:
vs Guardsman; average 2.5 hits, average 1.25 wounds, average 0.833 wounds unsaved
vs Ork Boy; average 2.5 hits, average 0.833 wounds, average 0.694 wounds unsaved
vs Space Marine; average 2.5 hits, average 0.833 wounds, average 0.278 wounds unsaved
vs Carnifex; average 2.5 hits, average, average 0.417 wounds, average 0.139 wounds unsaved
vs Wraithknight; average 2.5 hits, average 0 wounds, average 0 wounds unsaved

5 lasguns @ > 12" range:
vs Guardsman; average 5 hits, average 2.5 wounds, average 1.667 wounds unsaved
vs Ork Boy; average 5 hits, average 1.677 wounds, average 1.389 wounds unsaved
vs Space Marine; average 5 hits, average 1.677 wounds, average 0.556 wounds unsaved
vs Carnifex; average 5 hits, average 0.833 wounds, average 0.278 wounds unsaved
vs Wraithknight; average 2.5 hits, , average 0 wounds, average 0 wounds unsaved

1 S7, AP- shot @ either range:
vs Guardsman; average 0.5 hits, average 0.417 wounds, average 0.278 wounds unsaved
vs Ork Boy; average 0.5 hits, average 0.417 wounds, average 0.347 wounds unsaved
vs Space Marine; average 0.5 hits, average 0.417 wounds, average 0.139 wounds unsaved
vs Carnifex; average 0.5 hits, average 0.333 wounds, average 0.111 wounds unsaved
vs Wraithknight; average 0.5 hits, average 0.167 wounds, average 0.037 wounds unsaved

Conclusion:
Against most targets, it's almost always better to shoot the regular amount of shots. HOWEVER, when facing enemies that they otherwise could not take on, this modification does allow the unit a chance at harming these very tough opponents whereas before there was a zero percent chance. In effect, I think the change works as intended - a way to deliver an extra short-range Autocannon shot against light vehicles.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
 
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