Wyldhunt wrote:StaevinTheAeldari wrote:
I understand the difficulty people are having with it, and it saddens me a bit,
Sorry we can't comprehend your glorious vision. That has to be hard for you. ;D
but I just don't find it any more unfluffy than say a Lascannon or Autocannon failing to wound a guardsman. Like if you were to take a cannon round to the chest and it can fail to wound you I think having an armor save isn't that much worse.
In my system that guardsman would have a 6+ armor save against an AP2 weapon, since AP2 gives a -1 to all other saves. Hardly 'bouncing off'.
"It feels wrong when a lascannon survives a hit from a lascannon, so I'm suggesting rules that make that happen even more often."
^That seems to be what you're saying here, and I think there's probably an argument for sufficiently high strength weapons to auto-wound sufficiently low Toughness targets.
That said, there is a key difference here. The story to-wound rolls of 1 failing tells is,
"Sometimes you miraculously survive getting shot at by a powerful attack." Your proposal doesn't just say, "Sometimes you survive an attack," it says,
"People wearing flakk armor will consistently survive attacks from a krak missile (AP3) more reliably than people wearing power armor." An army of flakk jackets shouldn't see that the enemy is loaded up with high rate of fire plasma weapons and go,
"Oh thank the Emperor! It's only plasma. If they'd brought bolters, our armor wouldn't stand a chance!"
Would it feel better if that was just how it worked for all AP values?
Just replace it entirely with: "AP Ignore the armor they are set as and give -1 to all worse armor values."
I don't like it, because it dilutes the point of having AP being better at specific categories of armor instead of just across the board, but it might be easier for people to swallow and think around.
That would be better than your initial proposal because at least a flakk jacket wouldn't be completely ignoring the
AP of a meltagun, but it's still worse than the current
GW rules. This version would still run into the weirdness of a guardsman being more likely to tank an AP2 plasmagun shot than a sanguinary guard. (The guardsman would get a 6+ save while the sang would get no save at all.)
EviscerationPlague wrote:Same thing with having played Knights Of The Old Republic. You'd have the energy Shields you could equip to the characters, but it didn't stop physical objects just energy. It's stupid but it is what it is.
Once again that's the property of the armor though.
Right, that's an interaction of properties. You can theoretically have armor that's more resistant to energy damage or piercing or blunt impacts or slashing weapons or whatever. But a flakk jacket probably shouldn't be better at surviving a plasma gun than a suit of power armor is.
It's not really your fault, intuition is part of nature, you can't change it, only account for it. It's saddening because it means there's a problem within the
40k design space that can't really be fixed. Also I don't think it's intrinsic to this system either (my glorious vision,
lol). Regardless if you use this system or something else, as soon as you try to implement different armor types being significantly different, people wouldn't be able to accept it.
Anyway, I would have modelled up the weapons something like this. This would be for the adjacent style, so
AP 4 is also -1 against 5 and 3.
Ap 2 is -1 against everything.
Boltgun, Bolt Pistol, Flamer:
Ap 5
Heavy Bolter, Heavy Flamer, Assault Cannon: AP4
Autocannon:
AP 3
Lascannon:
AP 2
Also the weapons with some odd effects:
Missile Launcher: Frag:
AP 5, Krak:
Ap 2 and 3 (that is, ignore 2 and 3 and -1 to everything else due to being
ap 2)
Plasma weapons: Normal:
AP 2, Overcharge:
AP 2 and 3
Melta weapons:
AP 2, if within half range:
AP All (still +2 to damage of course)
Close Combat Weapons
Default Close Combat Weapons:
AP None
Chainsword:
AP 5
Power Maul:
AP 4
Power Sword, Lightning Claws:
AP: 3
Power Fist, Thunder Hammer:
AP:2
Oh and a stratagem like this:
Kraken Bolts:
In the shooting phase, Improve
AP of any Bolt weapons target units fire this turn by 1 (
AP 5 becomes
AP 4)
Probably would need more
AP 3 weapons floating around though, due to the prevalence of power armor.
Some of the anti tank weapons or at least with the 1D6 damage weapons should do either more damage or at least have a minimum damage value. But that's an entirely separate issue.
Also I realize people are laser focused on the thematic issue but I think another flaw with this system might be there's to much modifying this or that. It's not difficult when you just think about a single weapon, but across a couple of hours in a game it might get to tiresome.
Since you could have multiple
AP values on a single weapon or modify
AP trough stratagems it would also be prone to to many special alternative cases over time.