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![[Post New]](/s/i/i.gif) 2020/02/12 17:05:43
Subject: VEHICLE Keyword and Weapon Interaction
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Lone Wolf Sentinel Pilot
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Is it just me, or should all VEHICLE Keywords be able to move and fire HEAVY Weapons without penalty. I mean its a vehicle thats why its on there.
I think Vehicles and Monsters should have the ability to move and shoot all weapon types including heavy without a -1 penalty. They can ADVANCE and shoot Heavy weapons at a -1 penalty, but assault weapons would not get the -1. Getting penalized for shooting my main gun on my tank because i had to move to get LoS seems ridiculous.
Infantry/bikes/swarms would still suffer the normal -1 to hit for moving with heavy weapons like rules currently written.
Thoughts?
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*I'm on Bartertown as Dynas |
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![[Post New]](/s/i/i.gif) 2020/02/12 19:10:27
Subject: VEHICLE Keyword and Weapon Interaction
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Loyal Necron Lychguard
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No, some vehicles should be largely stationary, like the Basilisk and standing still while firing should be rewarded, even for vehicles that are going to be moving most of the time, like the Vindicator. If your opponent stays within the 24" range of a Vindicator all game, they should suffer more damage than if they constantly stay 25+" away from the thing and force it to move.
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![[Post New]](/s/i/i.gif) 2020/02/12 19:55:27
Subject: VEHICLE Keyword and Weapon Interaction
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Lone Wolf Sentinel Pilot
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vict0988 wrote:No, some vehicles should be largely stationary, like the Basilisk and standing still while firing should be rewarded, even for vehicles that are going to be moving most of the time, like the Vindicator. If your opponent stays within the 24" range of a Vindicator all game, they should suffer more damage than if they constantly stay 25+" away from the thing and force it to move.
Then just change the BS or the weapon profile.
The fact that a tank cant move wihtout the -1 is ridiculous. Same for like a Tau Riptide suit. Its already hitting on 4s and then it moves.
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10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans
DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)
*I'm on Bartertown as Dynas |
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![[Post New]](/s/i/i.gif) 2020/02/12 20:09:53
Subject: VEHICLE Keyword and Weapon Interaction
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Loyal Necron Lychguard
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Dynas wrote: vict0988 wrote:No, some vehicles should be largely stationary, like the Basilisk and standing still while firing should be rewarded, even for vehicles that are going to be moving most of the time, like the Vindicator. If your opponent stays within the 24" range of a Vindicator all game, they should suffer more damage than if they constantly stay 25+" away from the thing and force it to move.
Then just change the BS or the weapon profile.
The fact that a tank cant move wihtout the -1 is ridiculous. Same for like a Tau Riptide suit. Its already hitting on 4s and then it moves.
Why is it ridiculous that a unit is more accurate when stationary compared to when it is moving?
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![[Post New]](/s/i/i.gif) 2020/02/13 01:15:38
Subject: VEHICLE Keyword and Weapon Interaction
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Killer Klaivex
The dark behind the eyes.
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My suggestion would be that Vehicles do not suffer the -1 penalty with Heavy Weapons, so long as they have moved no further than half their movement stat that turn,
So a tank with a 10" move could move the full 10" and fire with the -1 penalty, or it could move up to 5" and fire with no penalty.
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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) 2020/02/13 05:17:04
Subject: VEHICLE Keyword and Weapon Interaction
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Fixture of Dakka
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Maybe a biased opinion: I like that most of my vehicles suffer a to-hit penalty when they move BUT, I feel like a lot of eldar stuff should either ignore it or have the option to ignore it.
When my dreadnaughts move, I picture them having a tougher time landing a hit with a multi-melta than if they'd held still to aim. On a falcon or wraith lord, however, that feels out of character. Ditto on war walkers who take a to-hit penalty if you actually use the outflank rule built into their profile (which presumably contributes to their total cost).
Really, I'd be pretty happy if they just revised the Crystal Targeting Matrix to ignore the heavy weapon penalty against all targets rather than just the closest enemy unit.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/02/13 08:58:14
Subject: VEHICLE Keyword and Weapon Interaction
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Crazed Spirit of the Defiler
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Just add a 10 point option for most vehicles to take a weapon stabilizer system. IDF weapons shouldn’t get the a utility bu they don’t really need it either. For monsters call it synaptic compensation or something equally dumb. Honestly it should only be for turreted weapons but that would be a huge headache. For vehicles like the land raider, just replace PotMS with falling back and shooting or allowing it to move and then disembarking.
I do find it funny that havoks putting claws on their boots provide better stability than a tank. That absolutely makes sense
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Iron within, Iron without |
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![[Post New]](/s/i/i.gif) 2020/02/13 11:23:43
Subject: VEHICLE Keyword and Weapon Interaction
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Loyal Necron Lychguard
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evil_kiwi_60 wrote:Just add a 10 point option for most vehicles to take a weapon stabilizer system. IDF weapons shouldn’t get the a utility bu they don’t really need it either. For monsters call it synaptic compensation or something equally dumb. Honestly it should only be for turreted weapons but that would be a huge headache. For vehicles like the land raider, just replace PotMS with falling back and shooting or allowing it to move and then disembarking.
I do find it funny that havoks putting claws on their boots provide better stability than a tank. That absolutely makes sense
Perhaps, maybe, just maybe, Havocs should not have gotten that ability.
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![[Post New]](/s/i/i.gif) 2020/02/13 11:59:07
Subject: VEHICLE Keyword and Weapon Interaction
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Killer Klaivex
The dark behind the eyes.
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vict0988 wrote: evil_kiwi_60 wrote:Just add a 10 point option for most vehicles to take a weapon stabilizer system. IDF weapons shouldn’t get the a utility bu they don’t really need it either. For monsters call it synaptic compensation or something equally dumb. Honestly it should only be for turreted weapons but that would be a huge headache. For vehicles like the land raider, just replace PotMS with falling back and shooting or allowing it to move and then disembarking.
I do find it funny that havoks putting claws on their boots provide better stability than a tank. That absolutely makes sense
Perhaps, maybe, just maybe, Havocs should not have gotten that ability.
Indeed. I don't think this sort of perpetual escalation is good for the game.
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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) 2020/02/13 12:30:25
Subject: VEHICLE Keyword and Weapon Interaction
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Crazed Spirit of the Defiler
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vipoid wrote: vict0988 wrote: evil_kiwi_60 wrote:Just add a 10 point option for most vehicles to take a weapon stabilizer system. IDF weapons shouldn’t get the a utility bu they don’t really need it either. For monsters call it synaptic compensation or something equally dumb. Honestly it should only be for turreted weapons but that would be a huge headache. For vehicles like the land raider, just replace PotMS with falling back and shooting or allowing it to move and then disembarking.
I do find it funny that havoks putting claws on their boots provide better stability than a tank. That absolutely makes sense
Perhaps, maybe, just maybe, Havocs should not have gotten that ability.
Indeed. I don't think this sort of perpetual escalation is good for the game.
It is crazy though that almost every single tank in the 41st millennia lacks a feature that has been common since the 1940s. I’m all for havoks losing that ability but the trade off between vehicle and infantry heavy weapons should be that infantry ones are easier to hide in terrain and vehicle ones are more maneuverable.
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Iron within, Iron without |
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![[Post New]](/s/i/i.gif) 2020/02/15 04:06:58
Subject: VEHICLE Keyword and Weapon Interaction
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Fixture of Dakka
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The "combat speed" thing from previous editions did model this pretty well. It was just really clunky/book-keepy/slowed the game down a bit.
Overall, I like that a vehicle zipping along at speed isn't as accurate as one that holds still. I just feel like my craftworlders are very special boys and girls who should get to be an exception like their true kin cousins. XD
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/02/18 23:15:29
Subject: VEHICLE Keyword and Weapon Interaction
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Longtime Dakkanaut
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Wyldhunt wrote:Maybe a biased opinion: I like that most of my vehicles suffer a to-hit penalty when they move BUT, I feel like a lot of eldar stuff should either ignore it or have the option to ignore it.
When my dreadnaughts move, I picture them having a tougher time landing a hit with a multi-melta than if they'd held still to aim. On a falcon or wraith lord, however, that feels out of character. Ditto on war walkers who take a to-hit penalty if you actually use the outflank rule built into their profile (which presumably contributes to their total cost).
Really, I'd be pretty happy if they just revised the Crystal Targeting Matrix to ignore the heavy weapon penalty against all targets rather than just the closest enemy unit.
I kind of agree with this. A Russ or Battlewagon ignoring the movement penalty doesn't seem right, but a skimmer tank probably shouldn't care. Case-by-case I guess.
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![[Post New]](/s/i/i.gif) 2020/02/21 18:03:51
Subject: VEHICLE Keyword and Weapon Interaction
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Stubborn Dark Angels Veteran Sergeant
Vancouver, BC
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It's almost like they could bring back the old ordnance rules for things that simply shouldn't be able to move and fire sccurately (or at all) and then adjust how vehicles handle weapons from there.
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![[Post New]](/s/i/i.gif) 2020/02/23 01:31:02
Subject: Re:VEHICLE Keyword and Weapon Interaction
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Confessor Of Sins
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While it does feel bad, I don't think the current rule is misplaced.
Most shooting is accurate when you are stationary and some weapons shouldn't be firing when mobile at all, yet alone with a simple -1 to Hit.
I think that GW is too tight with giving out rules that remove the penalty for the right platforms in the right circumstances. The Leman Russ Grinding Advance rule is a perfect example of the right way to handle it. It makes the turret, the most stable weapon on the tank, ignore the penalty when the tank doesn't move too fast. More tanks should have a rule like this, but not every tank nor every weapon on the tank. If you want a super accurate Eldar War Walker, arm it with Shuriken Cannons rather than Scatter Lasers.
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![[Post New]](/s/i/i.gif) 2020/02/26 03:46:06
Subject: VEHICLE Keyword and Weapon Interaction
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Dakka Veteran
Eastern Washington
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I like the idea of Vehicles being able to fire 1 weapon without penalty. Most likely their main gun. 40Ks ridiculous wheeled hedgehogs, bristling with guns shouldn't be able to fire all 17 weapons without some issue. We buy Vehicles for a reason, mobility is a big part of that.
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4,000 Word Bearers 1,500 |
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![[Post New]](/s/i/i.gif) 2020/02/26 04:18:26
Subject: VEHICLE Keyword and Weapon Interaction
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Fixture of Dakka
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Red Marine wrote:I like the idea of Vehicles being able to fire 1 weapon without penalty. Most likely their main gun. 40Ks ridiculous wheeled hedgehogs, bristling with guns shouldn't be able to fire all 17 weapons without some issue. We buy Vehicles for a reason, mobility is a big part of that.
I get where you're coming from, but I'm not sure how well that would work out in practice. Something like a railgun hammerhead only has one gun that it really cares about. Meanwhile, a falcon with a bright lance or missile launcher (sort of kind of vaguely in a similar niche) has 2. Similarly, a sentinel might have a single lascannon where a war walker might have two bright lances. So letting vehicles fire a single weapon without penalty would impact different units asymmetrically, is what I'm saying. Not a terrible idea though.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/02/26 18:10:19
Subject: VEHICLE Keyword and Weapon Interaction
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Dakka Veteran
Eastern Washington
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Wyldhunt wrote: Red Marine wrote:I like the idea of Vehicles being able to fire 1 weapon without penalty. Most likely their main gun. 40Ks ridiculous wheeled hedgehogs, bristling with guns shouldn't be able to fire all 17 weapons without some issue. We buy Vehicles for a reason, mobility is a big part of that.
I get where you're coming from, but I'm not sure how well that would work out in practice. Something like a railgun hammerhead only has one gun that it really cares about. Meanwhile, a falcon with a bright lance or missile launcher (sort of kind of vaguely in a similar niche) has 2. Similarly, a sentinel might have a single lascannon where a war walker might have two bright lances. So letting vehicles fire a single weapon without penalty would impact different units asymmetrically, is what I'm saying. Not a terrible idea though.
Thank you for your reply. I know that a lot of vehicles have MANY weapons, but I find that unrealistic. I know, I know its sci-fantasy but come on. A zillion guns glued to a car? Primaris vehicles look comical in their armament. The weapons load out of most vehicles is absurd. Realistically (whatever value reality has on this game) a tank crew couldn't monitor that many guns. Its beyond them. They're mostly going to focus on their 1 main/ best weapon. If the whole crew sits still and does nothing else but watch the enemy and monitor their weapons they might be able to fire all weapons. Which I think is already the bonus for not moving.
Also the rule I suggested is just dead simple.
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This message was edited 1 time. Last update was at 2020/02/26 18:11:17
4,000 Word Bearers 1,500 |
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![[Post New]](/s/i/i.gif) 2020/02/27 04:18:02
Subject: VEHICLE Keyword and Weapon Interaction
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Fixture of Dakka
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Ah, but what's the "best" gun on a war walker with 2 bright lances piloted by a single guy? And surely the turret of my falcon, which holds both the pulse laser and the missile launcher, are being controlled by the same guy?
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/02/27 04:44:22
Subject: VEHICLE Keyword and Weapon Interaction
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Stubborn Dark Angels Veteran Sergeant
Vancouver, BC
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Red Marine wrote:Wyldhunt wrote: Red Marine wrote:I like the idea of Vehicles being able to fire 1 weapon without penalty. Most likely their main gun. 40Ks ridiculous wheeled hedgehogs, bristling with guns shouldn't be able to fire all 17 weapons without some issue. We buy Vehicles for a reason, mobility is a big part of that.
I get where you're coming from, but I'm not sure how well that would work out in practice. Something like a railgun hammerhead only has one gun that it really cares about. Meanwhile, a falcon with a bright lance or missile launcher (sort of kind of vaguely in a similar niche) has 2. Similarly, a sentinel might have a single lascannon where a war walker might have two bright lances. So letting vehicles fire a single weapon without penalty would impact different units asymmetrically, is what I'm saying. Not a terrible idea though.
Thank you for your reply. I know that a lot of vehicles have MANY weapons, but I find that unrealistic. I know, I know its sci-fantasy but come on. A zillion guns glued to a car? Primaris vehicles look comical in their armament. The weapons load out of most vehicles is absurd. Realistically (whatever value reality has on this game) a tank crew couldn't monitor that many guns. Its beyond them. They're mostly going to focus on their 1 main/ best weapon. If the whole crew sits still and does nothing else but watch the enemy and monitor their weapons they might be able to fire all weapons. Which I think is already the bonus for not moving.
Also the rule I suggested is just dead simple.
If you think rolling sheds with guns poking out of them aren't realistic I hope you never look at any of the real life vehicles that had multiple turrets.
https://en.m.wikipedia.org/wiki/M2_medium_tank
This, for example, came standard with you 7 machine guns and could mount more.
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![[Post New]](/s/i/i.gif) 2020/02/28 04:56:17
Subject: Re:VEHICLE Keyword and Weapon Interaction
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Dakka Veteran
Eastern Washington
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Sometimes the fluff suffers for the crunch. If it's got 2 of the same ya just get one at your best BS value.
Antiquated tanks from bygone eras do not a point make. Primitive concepts of armored combat only have value in museum displays.  If the IoM wants rolling fortresses, fine. But that just requires buckets of special rules
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4,000 Word Bearers 1,500 |
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![[Post New]](/s/i/i.gif) 2020/02/28 08:25:05
Subject: Re:VEHICLE Keyword and Weapon Interaction
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Stubborn Dark Angels Veteran Sergeant
Vancouver, BC
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Red Marine wrote:Sometimes the fluff suffers for the crunch. If it's got 2 of the same ya just get one at your best BS value.
Antiquated tanks from bygone eras do not a point make. Primitive concepts of armored combat only have value in museum displays.  If the IoM wants rolling fortresses, fine. But that just requires buckets of special rules
You do realize that the Leman Russ is fething based on interwar style designs, right? In fact they look almost exactly like a cartoon ARL-44 with sponsons, the ARL being a post WW2 design that used a lot of interwar design features because the French could design tanks while occupied by the Nazis.
Please do get a clue sometime in the near future.
EDIT: It's actually based on a Char 1bis model kit not the ARL-44.
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This message was edited 1 time. Last update was at 2020/02/28 08:29:45
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![[Post New]](/s/i/i.gif) 2020/02/29 05:07:08
Subject: VEHICLE Keyword and Weapon Interaction
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Dakka Veteran
Eastern Washington
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Calm down young man. Your getting a tad nasty over toys. You think 40k tanks are modeled after tanks from ww2? They're clearly modeled after tanks from ww1. Pronounced side sponsons and all.
PS. You forgot the Stuart and the Lee. A motley assortment of guns.
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4,000 Word Bearers 1,500 |
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![[Post New]](/s/i/i.gif) 2020/02/29 06:19:25
Subject: VEHICLE Keyword and Weapon Interaction
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Stubborn Dark Angels Veteran Sergeant
Vancouver, BC
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Red Marine wrote:Calm down young man. Your getting a tad nasty over toys. You think 40k tanks are modeled after tanks from ww2? They're clearly modeled after tanks from ww1. Pronounced side sponsons and all.
PS. You forgot the Stuart and the Lee. A motley assortment of guns.
GW literally used B1 kits as the basis for their original LR kits...
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