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![[Post New]](/s/i/i.gif) 2022/01/07 03:46:15
Subject: COS: Handgunners
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Powerful Ushbati
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Is there really any reason to take the longrifle on the commander over the repeater. 1 Shot at 30 in with a bit more damage just doesn't really seem worth it when I can get an extra potential three shots at the 16" range I'm going to need to get the other nine guys to in order to shoot. Any thoughts?
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![[Post New]](/s/i/i.gif) 2022/01/07 06:49:20
Subject: COS: Handgunners
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Camouflaged Zero
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I dont play cities, but from my thinking on handgunners it'd almost be the opposite of why would you ever take the repeater over the long rifle.
On average the damage output is the same between the two and both are quite swingy with single stronger shot vs random multiple.
But with the longrifles range you'll likely get more shots in than the repeater. You can also split fire. Handgunner units are cheap so it'd be easy to take a few units and have multiple marksmen. The long range would bw useful for picking off support heroes hanging back, or finishing off a last couple stray wounds on something that didnt quite die from something else.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2022/01/07 08:01:56
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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Togusa wrote:Is there really any reason to take the longrifle on the commander over the repeater. 1 Shot at 30 in with a bit more damage just doesn't really seem worth it when I can get an extra potential three shots at the 16" range I'm going to need to get the other nine guys to in order to shoot. Any thoughts?
1 shot dam 2 is equal to 2 shots dam 1. So in average both are actually same except for those corner cases where you need to do EXACTLY 1 damage and 2 is worthless or bit more common case of -1 dam targets. You have potential for 3 damage with repeater but of course you are just as likely ending up with 1...
So equal damage output, one has nearly twice the range and ability to ignore look out sir with no drawbacks.
So...why on earth you would take repeater? Well unless you are list tailoring vs coalesced seraphon/gotrek. And even there ability to fire from turn 1 rather is helpful.
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This message was edited 1 time. Last update was at 2022/01/07 08:02:32
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![[Post New]](/s/i/i.gif) 2022/01/07 10:43:49
Subject: Re:COS: Handgunners
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Fixture of Dakka
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I see no reason other than visual preference, model availability in ones existing collection, or something narrative, NOT to take the longrifle.
Why wouldn't I want the options for a 30" shot that ignores Look Out Sir?
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![[Post New]](/s/i/i.gif) 2022/01/07 16:55:09
Subject: Re:COS: Handgunners
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Powerful Ushbati
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ccs wrote:I see no reason other than visual preference, model availability in ones existing collection, or something narrative, NOT to take the longrifle.
Why wouldn't I want the options for a 30" shot that ignores Look Out Sir?
I guess to me it's because 1 4+ to hit, 4+ wound -2 D2 shot doesn't really seem to be all that helpful as opposed to getting more potential shots. Most things I see in games have way more wounds and wards to make it worth it to me.
But I appreciate the advice all! Thanks!
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![[Post New]](/s/i/i.gif) 2022/01/07 20:43:42
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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Again shot and damage is almost interchangeable. Doesn't matter do you have 1 shot 2 damage or 2 shots 1damage unless you face damage reducer or need to cause exactly 1damage and no more
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/01/07 23:09:58
Subject: COS: Handgunners
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Horrific Hive Tyrant
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tneva82 wrote:Again shot and damage is almost interchangeable. Doesn't matter do you have 1 shot 2 damage or 2 shots 1damage unless you face damage reducer or need to cause exactly 1damage and no more
Yeah, this basically. Given that in AoS excess damage rolls over to the next model too, unlike in 40k.
Multiple shots is of course more consistent at doing SOME damage, but on average its the same. Then you add in the range and then long rifle seems like a no brainer.
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![[Post New]](/s/i/i.gif) 2022/01/08 12:51:56
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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One factor is damage reducers. Particularly thunder lizards are particular worry. That's one reason why new dragons might take sword as well. Whether enough of worry to take worse weapon vs other foes though. And -1 attack debuffs exists
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/01/08 13:58:30
Subject: COS: Handgunners
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Horrific Hive Tyrant
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tneva82 wrote:One factor is damage reducers. Particularly thunder lizards are particular worry. That's one reason why new dragons might take sword as well. Whether enough of worry to take worse weapon vs other foes though. And -1 attack debuffs exists
Indeed. Army wide damage reduction is such bad design imo
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![[Post New]](/s/i/i.gif) 2022/01/08 14:08:44
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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For added fun...seraphon damage result works differently with mw's than others(like gotrek). Others mw is reduced as usual. Scaly skin got specific exception. Why o why. Scaly skin is one of my pet peeves on so many levels
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/01/08 14:25:23
Subject: COS: Handgunners
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Horrific Hive Tyrant
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tneva82 wrote:For added fun...seraphon damage result works differently with mw's than others(like gotrek). Others mw is reduced as usual. Scaly skin got specific exception. Why o why. Scaly skin is one of my pet peeves on so many levels
Oof... I didn't actually know that, but just checked the FAQs and you are correct. That's horrible.
Like if it was on selected units then fine. But army wide, it's just a huge FU to any army whose damage output and point costs are based on D2 weapons... ugh I hate it haha
Sorry, getting off topic!
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This message was edited 1 time. Last update was at 2022/01/08 14:25:42
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![[Post New]](/s/i/i.gif) 2022/01/08 19:56:06
Subject: COS: Handgunners
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Humming Great Unclean One of Nurgle
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Wait... are you guys lamenting that Coalesced don't get to reduce MWs on top of their already overpowered allegiance mechanic?
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I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2022/01/08 20:16:18
Subject: COS: Handgunners
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Horrific Hive Tyrant
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NinthMusketeer wrote:Wait... are you guys lamenting that Coalesced don't get to reduce MWs on top of their already overpowered allegiance mechanic?
No, we're lamenting that they DO get to reduce mortal wounds, if those MWs are generated by a weapon that does multiple damage.
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![[Post New]](/s/i/i.gif) 2022/01/08 20:48:06
Subject: COS: Handgunners
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Stealthy Warhound Titan Princeps
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Stux wrote: NinthMusketeer wrote:Wait... are you guys lamenting that Coalesced don't get to reduce MWs on top of their already overpowered allegiance mechanic?
No, we're lamenting that they DO get to reduce mortal wounds, if those MWs are generated by a weapon that does multiple damage.
???
Q: Does the Coalesced battle trait ‘Scaly Skin’ apply to mortal wounds?
A: No.
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![[Post New]](/s/i/i.gif) 2022/01/08 20:56:37
Subject: COS: Handgunners
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Horrific Hive Tyrant
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Ah so it's not been a thing since the August FAQ? Phew!
I was just going off what tneva82 above said, and there were search results that verified it but must have been out of date.
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This message was edited 1 time. Last update was at 2022/01/08 20:56:55
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![[Post New]](/s/i/i.gif) 2022/01/08 22:23:16
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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NinthMusketeer wrote:Wait... are you guys lamenting that Coalesced don't get to reduce MWs on top of their already overpowered allegiance mechanic?
Lamenting rather that the rules don't work consistently.
What difference does rule text on coalesced differ on any other damage reducting rule? Nothing. Why they then work differently? Because GW rule writing is crap.
If you have two identical wording they should work identically. But they don't. Because GW.
Reduce damage by 1.
Redude damage by 1.
Logically these 2 should work same way. But thanks to GW being GW they don't. One reduces MW's by 1. One doesn't. Good luck figuring out why one doesn't and one does.
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This message was edited 2 times. Last update was at 2022/01/08 22:24:09
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/01/09 04:59:31
Subject: COS: Handgunners
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Powerful Ushbati
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So what about recommended unit size, bricks of 30 handgunners, or do people run them MSU?
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![[Post New]](/s/i/i.gif) 2022/01/09 10:07:46
Subject: COS: Handgunners
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Horrific Hive Tyrant
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Togusa wrote:So what about recommended unit size, bricks of 30 handgunners, or do people run them MSU?
MSU means more free leader weapons. But it does reduce the effect of command abilities.
Handgunners get +1 to hit when at 10+ models. You can only issue 1 All Out Attack per phase, but its redundant while at 10 models+. That seems like an argument for large units, but if you are running MSU then chances are your opponent isn't spread damage all over your units and instead is trying to focus down specific ones. In which case you likely don't have that many units below 10 models at any given time.
With changes to Unleash Hell, only models close to the charging unit get to shoot too, which reduces its impact on very large units.
So yeah, I THINK MSU is still the way to go, but huge caveat that I haven't played them this edition yet.
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![[Post New]](/s/i/i.gif) 2022/01/10 08:17:35
Subject: COS: Handgunners
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Locked in the Tower of Amareo
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If you have the general the lack of all out attack can be nullified a bit.
Smart opponent does spread damage though especially for battleshock. But overall the handgunners are more suited for MSU over crossbows as the bonus on having 10+ models is a) bigger b) more likely to come due to longer range(since you also need to be stationary)
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2024 painted/bought: 109/109 |
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