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![[Post New]](/s/i/i.gif) 2023/07/27 04:03:27
Subject: Devastating Wounds on Sternguard ranged weapons
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Hurr! Ogryn Bone 'Ead!
Western Australia
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What's the rationale? Not just the combi-weapons, but their bolt rifles, bolt pistols and heavy bolters as well. Is this potentially the direction that more bolt weapons go in future given their lacklustre current profiles?
And might more non-Primaris infantry get access to more potent bolt "rifles"? Noting that the Sternguard version also gets Rapid Fire 1 for some reason.
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"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
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![[Post New]](/s/i/i.gif) 2023/07/27 04:12:29
Subject: Re:Devastating Wounds on Sternguard ranged weapons
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Confessor Of Sins
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Sternguard have long had special ammo in their boltguns, now bolt rifles. They picked Devastating Wounds instead of giving them improved AP like they had in the past.
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![[Post New]](/s/i/i.gif) 2023/07/27 04:55:20
Subject: Devastating Wounds on Sternguard ranged weapons
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Fully-charged Electropriest
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The sternguard are considered the best of the best within a chapter when it comes to marksmanship so when they deploy they are given access to special custom made firearms and specialist ammo. In this edition this is represented by the devastating wounds ability.
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![[Post New]](/s/i/i.gif) 2023/07/27 10:35:59
Subject: Devastating Wounds on Sternguard ranged weapons
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Fresh-Faced New User
Madrid, Spain
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Would make more sense if they'd be able to choose between [Anti-infantry 4+] and [+1AP]. Devastating wounds look a bit random for a bolt rifle.
There are way too many weapons that can go through a Baneblade chasis already with ease.
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This message was edited 1 time. Last update was at 2023/07/27 10:36:14
War, war never changes. |
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![[Post New]](/s/i/i.gif) 2023/07/27 15:46:36
Subject: Devastating Wounds on Sternguard ranged weapons
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Mekboy Hammerin' Somethin'
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Guillérmidas wrote:Would make more sense if they'd be able to choose between [Anti-infantry 4+] and [+1AP]. Devastating wounds look a bit random for a bolt rifle.
There are way too many weapons that can go through a Baneblade chasis already with ease.
IIRC Sternguard had ammos for mulching infantry, flushing enemies out of cover, and also ripping holes in vehicles / monstrous creatures. So it's both easy and lore accurate for them to have devastating wounds, even if it comes with some frustrations such as them being able to shoot up baneblades.
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![[Post New]](/s/i/i.gif) 2023/07/27 22:04:39
Subject: Devastating Wounds on Sternguard ranged weapons
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Longtime Dakkanaut
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morganfreeman wrote: Guillérmidas wrote:Would make more sense if they'd be able to choose between [Anti-infantry 4+] and [+1AP]. Devastating wounds look a bit random for a bolt rifle.
There are way too many weapons that can go through a Baneblade chasis already with ease.
IIRC Sternguard had ammos for mulching infantry, flushing enemies out of cover, and also ripping holes in vehicles / monstrous creatures. So it's both easy and lore accurate for them to have devastating wounds, even if it comes with some frustrations such as them being able to shoot up baneblades.
How many Sternguard does it take to put a Baneblade at half its wounds?
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![[Post New]](/s/i/i.gif) 2023/07/28 03:30:30
Subject: Devastating Wounds on Sternguard ranged weapons
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Resolute Ultramarine Honor Guard
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24 wounds, 12 Devastating (if you use the Aggressor Gimmick) means you need 72 hits that can roll for wounds. 3 shots per Dev, 24 Devastators, plus another 8 or so for the hits that don't roll to wound or still fail to hit.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2023/07/28 03:55:49
Subject: Devastating Wounds on Sternguard ranged weapons
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Longtime Dakkanaut
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Breton wrote:24 wounds, 12 Devastating (if you use the Aggressor Gimmick) means you need 72 hits that can roll for wounds. 3 shots per Dev, 24 Devastators, plus another 8 or so for the hits that don't roll to wound or still fail to hit.
So basically it would have to be the target of Oath of Moment.
That's REALLY not strong mathematically.
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![[Post New]](/s/i/i.gif) 2023/07/28 04:20:21
Subject: Re:Devastating Wounds on Sternguard ranged weapons
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Resolute Ultramarine Honor Guard
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We've been over it already somewhere - Dev Wounds on a 6 aren't meat and potatoes. You need an Anti-Something to jack up the rates.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2023/07/28 04:39:36
Subject: Devastating Wounds on Sternguard ranged weapons
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Confessor Of Sins
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EviscerationPlague wrote: morganfreeman wrote: Guillérmidas wrote:Would make more sense if they'd be able to choose between [Anti-infantry 4+] and [+1AP]. Devastating wounds look a bit random for a bolt rifle.
There are way too many weapons that can go through a Baneblade chasis already with ease.
IIRC Sternguard had ammos for mulching infantry, flushing enemies out of cover, and also ripping holes in vehicles / monstrous creatures. So it's both easy and lore accurate for them to have devastating wounds, even if it comes with some frustrations such as them being able to shoot up baneblades.
How many Sternguard does it take to put a Baneblade at half its wounds?
For any unit with Toughness of 10 or better, Sternguard can only produce Mortal Wounds since they need a 6 to Wound. This means be the target a Baneblade, a Land Raider, or a Knight, a unit of 10 Sternguard with 2 Heavy Bolters averages 4 Mortal Wounds (outside of Rapid Fire range). Oath of Moment will improve that a bit, but the 30 Sternguard you are currently able to bring is just enough to drop a Baneblade to half its wounds.
As noted by Breton, Devastating Wounds on low fixed damage (1 or 2) is not the way to take down anything without Anti boosting it up.
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![[Post New]](/s/i/i.gif) 2023/07/28 04:45:06
Subject: Devastating Wounds on Sternguard ranged weapons
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Hurr! Ogryn Bone 'Ead!
Western Australia
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EviscerationPlague wrote: morganfreeman wrote: Guillérmidas wrote:Would make more sense if they'd be able to choose between [Anti-infantry 4+] and [+1AP]. Devastating wounds look a bit random for a bolt rifle.
There are way too many weapons that can go through a Baneblade chasis already with ease.
IIRC Sternguard had ammos for mulching infantry, flushing enemies out of cover, and also ripping holes in vehicles / monstrous creatures. So it's both easy and lore accurate for them to have devastating wounds, even if it comes with some frustrations such as them being able to shoot up baneblades.
How many Sternguard does it take to put a Baneblade at half its wounds?
By my calcs, a full squad of 10 (8 bolt rifles, 2 heavy bolters) firing while stationary from under half range (optimal conditions) would do an average of:
* 4 mortals with bolt rifles.
* 1.67 mortals with heavy bolters.
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This message was edited 1 time. Last update was at 2023/07/28 04:46:12
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
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