Switch Theme:

What is the point of Astra Militarum in major galaxy shift battles?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Humming Great Unclean One of Nurgle





In My Lab

Also, Marines aren't THAT much better than any given Guard.

Ten Marines with Bolters is at least a dozen times better than ten Guard with Lasguns.
But are they better than two or three tanks? They can certainly operate in areas tanks would struggle with, yeah, but in terms of raw firepower, I'll tank the tanks.

Marines are a scalpel-and they're a good scalpel! But when you need a hammer, a scalpel won't do.
Made in us
Humming Great Unclean One of Nurgle





In My Lab

The Imperium? Inefficient? Wasteful?
Good heavens, I might swoon!
Made in us
Humming Great Unclean One of Nurgle





In My Lab

And all it takes is one grenade or autocannon to kill a Marine.
They're good-but this is reminding me of the "One Marine vs. 10,000 Guard," thread.
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Grey Templar wrote:
Autocannon, yeah. Grenade.... You better land that nade perfectly.
Note that I meant Krak Grenade, not a Frag Grenade.
Frag Grenade would have to be just right to injure a Marine (unless they're going helmetless )but a Krak Grenade, not so much.

Tangent into the rules, spoilered because this is the Background subforum...
Spoiler:
When a Krak Grenade was S6 AP4 and an Autocannon was S7 AP4, they had exactly the same odds of killing a Marine per hit.
Wound on a 2+, save on a 3+, and dead (unless FNP) on a failed save.

Starting in 8th, AP4 switched to AP-1, and Krak got Dd3 while Autocannons got D2.
Wound on a 3+, save on a 4+ (3+ in cover) and 2/3 chance of dying to a Krak on a failed save, instant death from an Autocannon failed save. (Barring FNP.)

In 10th, they've upgraded the strength on both so they're back to wounding on a 2+, but damage stayed the same.

So, an Autocannon has varied from exactly as deadly to slightly more deadly than a Krak Grenade. But they're pretty close.
 
Forum Index » 40K Background
Go to: