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Made in gb
Regular Dakkanaut




Hi Guys, I have a proposal, for something that doesn't exist in the game right now, but i think it fills a hole in the game mechanics, is super simple and could easily be FAQed in as a balance patch where it is decided it fits or is needed.

The problem:

Anti infantry weapons often have high rates of fire, with low strength and low ap.
Often, when GW creates a larger caliber version of these anti infantry weapons they tend to increase all of its stats, say +1 ST, double shots, 1 extra point of AP and 1 extra point of damage.
This does make for a weapon this is often more effective at its primary task, but what it does as a consequence is make it a highly effective weapon against absolutely everything.

I think the primary cause for this side effect is the increase to damage 2.

The Solution:

In many cases I would suggest keeping these weapons at damage 1.
But I would also suggest implementing another damage type, the D2 (eg 1,2,3 is 1, 4,5,6 is 2).
This adds an option for weapons which are both still effective anti infantry, while gaining a 50% increase in effectiveness vs other targets, rather than a 100% increase that D2 offers.
   
Made in gb
Lord of the Fleet






London

Can you give some examples of which weapons warrant this change? I'm struggling to see how this is necessary.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Addendum: Disregard initial post, I can't read, apparently.

Do you want to take weapons that are already D2 and reduce them to Dd2, or take weapons that are currently D1 and increase them to Dd2?

This message was edited 1 time. Last update was at 2018/05/23 21:23:08


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in nz
Regular Dakkanaut




I don't know about you. But this post is confusing to me

Can you perhaps put this into some context? like an example of how this would work? Cause ATM i am utterly confused
   
Made in gb
Regular Dakkanaut




Sorry my bad, I wasnt clear.

I'm not necessarily saying that any current weapon is a problem in itself.

I'm more just trying to point out that the game seems to be missing an incremental increase in damage from 1 to 2. And suggesting that a D2 roll could be a tool to add to the Designers toolbox of methods for making a weapon that is both effective as an anti infantry / heavy infantry weapon, while not being damage 2 (which is effectively a 100% overall output increase against everything that is not your basic 1 wound infantry model)

This message was edited 1 time. Last update was at 2018/05/24 12:22:31


 
   
Made in gb
Lord of the Fleet






London

secretForge wrote:
Sorry my bad, I wasnt clear.

I'm not necessarily saying that any current weapon is a problem in itself.

I'm more just trying to point out that the game seems to be missing an incremental increase in damage from 1 to 2. And suggesting that a D2 roll could be a tool to add to the Designers toolbox of methods for making a weapon that is both effective as an anti infantry / heavy infantry weapon, while not being damage 2 (which is effectively a 100% overall output increase against everything that is not your basic 1 wound infantry model)


I'm keeping my mind open to this suggestion but I'm still struggling to understand. Could you provide an example situation (weapon and target) that could help clarify?
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

 Valkyrie wrote:
secretForge wrote:
Sorry my bad, I wasnt clear.

I'm not necessarily saying that any current weapon is a problem in itself.

I'm more just trying to point out that the game seems to be missing an incremental increase in damage from 1 to 2. And suggesting that a D2 roll could be a tool to add to the Designers toolbox of methods for making a weapon that is both effective as an anti infantry / heavy infantry weapon, while not being damage 2 (which is effectively a 100% overall output increase against everything that is not your basic 1 wound infantry model)


I'm keeping my mind open to this suggestion but I'm still struggling to understand. Could you provide an example situation (weapon and target) that could help clarify?


Just as an example, Plasma rifles and pistols, When overcharged, both gain +1 strength and deal 2 damage despite the pistol being smaller, In essence, he is saying to make the game have a more varied damage scale, you could have the Plasma gun deal 2 damage to represent it's greater power and the Plasma Pistol deal D2 damage to represent that the bolt is less intense than a plasma gun but still has the potential to deal significant damage.

5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in us
Longtime Dakkanaut




Basically he is saying we need weapons with 1d2 damage.

So you would flip a bunch of coins and heads would all count as D2! (joking).

I think it would actually be good for the game, because the void between having 1 and 2 wounds, and weapons having 1 and 2 damage is quite significant. At first glance it seem like it would be pretty clunky i think to have a large number of weapons counting as D2 on a roll of a 4+, though i guess not any more complicated than it is to roll for 1d3 damage.

Having the damage tiers be 1, 1d2, 1d3, 3, 1d6, and so on would probably be fine.
   
Made in gb
Norn Queen






Plasma should be toned down by letting you choose one of +1S, -1AP or +1D rather than getting +1S and +1D
   
Made in us
Longtime Dakkanaut




OC Plasma has it's own issues for sure. For one think i think it should probably always overheat on a natural 1 regardless of modifiers.

But i could see some other guns being 1D2 damage. Shotguns (perhaps at half range) being the first thing that comes to mind.
   
Made in de
Death-Dealing Dark Angels Devastator






Rather than changing those weapons to D2 damage, there should be a rule like: "When shooting at a target unit containing mostly models with 1W, each wound roll of 5+ will cause another wound". Thus making "beefed up" anti infantry weapons even better against infantry.

Imagine a bullet from a avenger bolt cannon pierce a cultist and then explode in the guy standing right behind....
   
 
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