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Made in ca
Stalwart Tribune






As the title says, has anyone had any luck using the ranged version of the dragoons? I really like the idea of them, and the aesthetic, but so far the taser lances are so good for 4pts more that I really wonder why you would use the jezzails, so does anyone?


 
   
Made in us
Heroic Senior Officer





Western Kentucky

Don't know why you would other than aesthetic reasons. The transuranic arquebuses Rangers get do more damage with longer range, -2 AP, higher S, and D3 damage if you want snipers. If you want long range damage on a walker then you either want the ballistarii or an Onager.

If they could take them in addition to their tasers like they can with phosphor pistols I could see a use to them, but as long as they're mutually exclusive with tasers I don't see much point. A heavy 2 sniper with 30" range that's only S5 with no AP and suffers movement penalties is not worth the 60 something pts it costs.

Shame, they do look awesome.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in pl
Regular Dakkanaut






Well... at least they can move and shoot the same turn. Other than that however I can't imagine any boon of running them. Not for the price, not when lance is an alternative.

This message was edited 1 time. Last update was at 2018/10/11 20:52:41


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Made in ca
Stalwart Tribune






Yeah, as is they would need a significant points drop to be at all competitive with our other choices when you can pay just over a heavy bolter's cost to upgrade to a dual autocannon equipped walker. The only pro I can see is that if you run Stygies (which I do) then you could keep them back for a -2 to hit. But if they don't do any damage it doesn't help that much that they're hard to kill.

Tbh I did send in feedback to GW about Admech and in it I recommended that their jezzails be made ap -1 and 2 damage, although perhaps that would be too good at killing characters.

I do like the fix of allowing them to have them in addition to their taser lances, that would make them a very versatile unit. The kit even includes a jezzail in a scabbard that would make modelling that super easy.


 
   
Made in gb
Longtime Dakkanaut



Glasgow

If you were already in stygies you could maybe use units of 1 to hold midfield objectives but it will be a sup par strategy
   
Made in us
Regular Dakkanaut






 walkiflalka wrote:
Yeah, as is they would need a significant points drop to be at all competitive with our other choices when you can pay just over a heavy bolter's cost to upgrade to a dual autocannon equipped walker. The only pro I can see is that if you run Stygies (which I do) then you could keep them back for a -2 to hit. But if they don't do any damage it doesn't help that much that they're hard to kill.

Tbh I did send in feedback to GW about Admech and in it I recommended that their jezzails be made ap -1 and 2 damage, although perhaps that would be too good at killing characters.

I do like the fix of allowing them to have them in addition to their taser lances, that would make them a very versatile unit. The kit even includes a jezzail in a scabbard that would make modelling that super easy.

Even then the Jezzail would be a sub-par in comparison to the Lance. I'd argue that the current Jezzail, with maybe a -1 AP improvement, would need a better secondary weapon. Serpenta with more shots, for instance, or with a markerlight-like utility added. Or become a secondary weapon option for Dragoons in the first place.

This message was edited 1 time. Last update was at 2018/10/12 11:20:09


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Made in ca
Stalwart Tribune






Yeah I personally think the easiest fix towards making them usable would be allowing them in addition to taser lances. Although that might make lance dragoons too good, as they are already quite usable. An extra rule like "friendly [forge world] units targeting a unit hit by this weapon may reroll 1s to hit in the shooting phase" wouldn't hurt either, and we have so many sources of rerolls in the shooting phase anyway that I don't think it would be OP, just a nice bonus for a pretty bad gun.

This message was edited 1 time. Last update was at 2018/10/17 09:16:37



 
   
Made in gb
Enginseer with a Wrench





 walkiflalka wrote:
Yeah, as is they would need a significant points drop to be at all competitive with our other choices when you can pay just over a heavy bolter's cost to upgrade to a dual autocannon equipped walker. The only pro I can see is that if you run Stygies (which I do) then you could keep them back for a -2 to hit. But if they don't do any damage it doesn't help that much that they're hard to kill.

Tbh I did send in feedback to GW about Admech and in it I recommended that their jezzails be made ap -1 and 2 damage, although perhaps that would be too good at killing characters.

I do like the fix of allowing them to have them in addition to their taser lances, that would make them a very versatile unit. The kit even includes a jezzail in a scabbard that would make modelling that super easy.


I've tried fitting those holstered weapons on the dragoon somewhere, there is no good place for them and they look super awkward. I gave up in the end lol

The only time I could see using the jezail variant is if you absolutely have to have a brigade and you werent intending on taking any more than a single 3-4 unit of taser dragoons. Our fast attack choices are woefully narrow, for starters ballistarii you wont even want them to move because they suffer to-hit penalties for all their weapon options! Dragoons are fine except if your enemy sees them coming and just puts everything on first floor of ruins where the dragoons cant hit them.

The jezaill definitely should have the same mechanic as the radium carbine, same goes for the radium pistol, they should ALL increase in dmg on a wound roll of 6. Jezail should perhaps be assault 2 as well. Neither of our fast attack choices can move and fire their ranged weapons without penalty, doesn't exactly make them very fast. Same as all arc weaponry should either be a straight 3 dmg against vehicles or always wound on a 3+ (vehicle poison), then they would actually be something to worry about.
   
 
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