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Made in us
Longtime Dakkanaut




Has anyone else seen the giant flaw in the game system yet? Independent characters can no longer hide inside meat shield units and give area buffs which is cool, to keep them alive the game says that you cant directly target an Independent character....Except for snipers which can.....Now this was always kind of a thing don't get be wrong but now that those ICs are so valuable its my guess that I will be facing off against a lot of SM scouts with sniper rifles, Eldar Rangers with Sniper Rifles, and basically any army that can field them in numbers. Why? Take a 100pt unit and it kills my 100pt IC that is holding my army together....game over basically.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Well that kinda fits the role of a sniper unit; to take out a key enemy target rather than wholesale slaughter.

I say that the snipers might be balanced out by the fact that once they do take out the character, they're effectively useless afterwards, and it might work into the more tactical aspect of the game where they create an area of denial, which can limit your character's movements (and thus buff bubble) until they are taken care of.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in dk
Servoarm Flailing Magos






Metalica

Transuranic Arquebus is 25p a pop, and say we put 2 in a unit of 5 Rangers, that's 100p. As cheap as you can make it.

no movement since they're heavy but 60" range. S7, AP -2, D3 wounds.

They should hit one bullet per turn (slightly more, statistically) If they wound on 3+ that would give us something like a 70% chance that one shot will go through, but these wounds can then be svaed at -2, which will for a lot of targets give them a 5+. That brings it down to around a 50% chance that one shot goes through. That shot does statistically 2 wounds with a 16.6% chance that it will do an additional mortal wound.

So the 100p will do around 1.2 wounds per round. All of course dependant on what character they're shooting at.

So no, the snipers aren't going to just clean out your 9 wound characters. Or at least it's as likely that they do that as that they do literally not a single wound in the entire battle.

This message was edited 1 time. Last update was at 2017/05/31 15:06:15


 
   
Made in us
Longtime Dakkanaut




And what happens when you take 4 of those instead of 2? Suddenly you are killing an HQ every turn.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Servoarm Flailing Magos






Metalica

SemperMortis wrote:
And what happens when you take 4 of those instead of 2? Suddenly you are killing an HQ every turn.


No you don't. That's 2.4 wounds with a 30%ish chance to get one more wound. And you can also double the amount of HQ then.

 
   
Made in us
Decrepit Dakkanaut




SemperMortis wrote:
And what happens when you take 4 of those instead of 2? Suddenly you are killing an HQ every turn.

No, you're doing 2.4 wounds per the math presented above.

Or you mean 4 squads, which would be 400 points, and I'd expect a character to be dead (except probably not).

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
Rough Rider with Boomstick





Ratlings only cost 7 points a model and can be taken in squads of 10, so they might be potentially threatening to characters with less than 5 wounds.

Some factions have better snipers than others, and some factions have to worry about snipers more than others. Space Marines seem to generally be in the "don't worry" category.

Then on the other end there's the Imperial Guard, with their T3 characters prancing around with 3 wounds.... good thing the Ratlings are on their side.
   
Made in us
Longtime Dakkanaut




Not to mention many HQs will be tougher. Some will have 4+ invulnerable saves/+2 armor (both of which net you a 4+ save vs this weapon). Many HQ have units which can take bullets for them, either due to a rule or as part of the same squad.And, this is quite possibly the best sniper unit in the game currently.

So a dedicated sniper force can probably take down an apothecary in 2 or 3 turns, maybe 1 or 2 if they went all out and their troop section is basically just snipers. They might even be able to take down your warlord in 3-4. But they have to pay a ton of points to do it.

This is basically just "lasguns can kill tanks, tanks are worthless!" 2.0. Snipers aren't that deadly, you have to take them in bulk to do anything but whittle down characters.
   
Made in se
Servoarm Flailing Magos






Metalica

 ross-128 wrote:
Ratlings only cost 7 points a model and can be taken in squads of 10, so they might be potentially threatening to characters with less than 5 wounds.

Some factions have better snipers than others, and some factions have to worry about snipers more than others. Space Marines seem to generally be in the "don't worry" category.

Then on the other end there's the Imperial Guard, with their T3 characters prancing around with 3 wounds.... good thing the Ratlings are on their side.


They also have about a million characters.

 
   
Made in us
Longtime Dakkanaut




10 ratlings deal around 2.2 damage a turn to an apothecary. Against a company commander, they are 4 wounds a turn (which is death). So ratlings can kill something a little under half their cost in a single turn.

I didn't realize Ratlings were so cheap, those are great. The shorter range and higher fragility do mean it's rather hard to hit the character who si presumably behind his army without being exposed to return fire though (and they will die to return fire, even in cover they are toughness 2 and a 4+)

This message was edited 1 time. Last update was at 2017/05/31 18:05:40


 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

SilverAlien wrote:
10 ratlings deal around 2.2 damage a turn to an apothecary. Against a company commander, they are 4 wounds a turn (which is death). So ratlings can kill something a little under half their cost in a single turn.

I didn't realize Ratlings were so cheap, those are great. The shorter range and higher fragility do mean it's rather hard to hit the character who si presumably behind his army without being exposed to return fire though (and they will die to return fire, even in cover they are toughness 2 and a 4+)


Ratlings also get infiltrate, +1 cover and get a free move after shooting. Toughness 2 though, so not perfect.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in se
Servoarm Flailing Magos






Metalica

It all makes them a really cool niche choice. They are an expendable unit you can pop in to try and delete a character. The fact that they might be useful again after god knows how many years of being a laughing stock is a very attractive thought.

 
   
 
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