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![[Post New]](/s/i/i.gif) 2013/02/12 08:43:45
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Sneaky Striking Scorpion
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I've never really liked the all or nothing way armor penetration affects armor saves. It bugged me that there was this absolute drop off in effectiveness of armor. Just one less AP and your marines might as well now be wearing paper armor, not power armor. Yet go one step in the other direction (+1 AP) and the armor is just as effective as it would be against a lead pipe.
I just want to stretch this change in armor effectiveness out a bit, but not drastically so.
Just two changes really...
If the AP value is equal to the Armor Save, you get a 6+ save instead of negating the save altogether.
To balance this in the other direction, if the AP value is just one higher than the Armor Save you modify the result of the save by -1. AP 4 makes 3+ into 4+ for example.
Now we're having all sorts of fun! Power Swords are just a bit more effective against Terminators, whereas Artificer Armor now has a slight chance to deflect that Power Fist. Helturkeys still murder marines in droves, and hey they even make Termies sweat a little more, but now that Power Armor has a snowball's chance in hell to prevent serious burns! Guardsmen don't crap themselves anymore at the sight of Bolters, well 1 in 6 of them anyway, but multi-lasers sting them a bit more.
Try it out a bit. Tell me what you guys think.
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This message was edited 3 times. Last update was at 2013/02/12 08:46:54
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![[Post New]](/s/i/i.gif) 2013/02/13 14:41:30
Subject: Re:Tweaking Armor Penetration in regard to Armor Saves
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Devastating Dark Reaper
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I like this one
If the AP value is equal to the Armor Save, you get a 6+ save instead of negating the save altogether.
this one not so much.
if the AP value is just one higher than the Armor Save you modify the result of the save by -1.
maybe for every 2 AP values -1 to the armor save. So the rule would be
if the AP value is two higher than the Armor Save you modify the result of the save by -1.
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![[Post New]](/s/i/i.gif) 2013/02/13 15:36:20
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Grim Dark Angels Interrogator-Chaplain
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No, just no, if we're going for modifiers just use the fantasy version, its simpler and works, this would also mean that every army in the game would need recosting..
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![[Post New]](/s/i/i.gif) 2013/02/13 20:32:45
Subject: Re:Tweaking Armor Penetration in regard to Armor Saves
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Lieutenant Colonel
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If you want proportional Saves ,simply use a straight forward resolution method for all units.
EG
Give all models an Armour value ,(from 1 to 14)Give all weapons an Armour Piercing value.( from 5 to 18.)
If the save roll + models armour value is higher than the weapons AP , it makes its save.
If the save roll + models armour value is equal to or less than the AP of the weapon , the weapon penetrates the armour.(The models armour fails to stop the weapon hit.)
And the attacker rolls to damage the soft target behind the armour.
Roll to target, roll to penetrate armour, roll to wound/damage.
It makes more sense to use modern war game resolution mechanics, than WHFB's ancient ones.. IMO.
But this would lead to looking at re-writing the rest of the 40k rules for well defined intuitive resolution.
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This message was edited 1 time. Last update was at 2013/02/13 20:33:10
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![[Post New]](/s/i/i.gif) 2013/02/14 01:06:04
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Sneaky Striking Scorpion
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Formosa wrote:No, just no, if we're going for modifiers just use the fantasy version, its simpler and works, this would also mean that every army in the game would need recosting..
Actually my changes are balanced against the whole field of AP values, except that 6+ is a little better. So nothing needs to be recosted. It may throw off the meta-game but so does any rule change.
There is also only one modifier so it's easy to remember.
Quick and dirty chart
AP vs Sv
- | 2+ 3+ 4+ 5+ 6+
----------------------
6 | 2+ 3+ 4+ 6+ 6+
5 | 2+ 3+ 5+ 6+
4 | 2+ 4+ 6+
3 | 3+ 6+
2 | 6+
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![[Post New]](/s/i/i.gif) 2013/02/14 01:18:35
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Ian Pickstock
Nottingham
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It'd nerf marines imo since AP4 weaponry is scattered around and specifically costed to take into account its inneffectiveness against 3+ armour.
But getting a 6+ if the armour value is the same as the AP, that I dig.
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![[Post New]](/s/i/i.gif) 2013/02/14 04:20:30
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Sneaky Striking Scorpion
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BryllCream wrote:It'd nerf marines imo since AP4 weaponry is scattered around and specifically costed to take into account its inneffectiveness against 3+ armour.
But getting a 6+ if the armour value is the same as the AP, that I dig.
Marines could use a little nerf and an extra 1/6 disadvantage against AP 4 is made up by the 1/6 they would now get against AP 3.
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This message was edited 2 times. Last update was at 2013/02/14 04:21:57
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![[Post New]](/s/i/i.gif) 2013/02/14 18:11:41
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Sneaky Lictor
Wherever they tell me
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Not trying to hijack, but I'd love your opinions on what Lanrak, Dast, and I are working on.
We've touched on this in the "40k in 40 pages" thread. I took a more complicated route than Lanrak suggested above, but we'll balance it soon.
As for on topic!
If it's across the board, most of the game can still be played as normal. The only things that will become much better are AP 4 because they generally costed with the knowledge that they can't hurt marines.
However, if you are willing to play test you might find that isn't the case. It might just make for more diversity of weapons vs spamming.
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Orks 3500 points
Raven Guard 3000 points
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![[Post New]](/s/i/i.gif) 2013/02/15 18:41:37
Subject: Re:Tweaking Armor Penetration in regard to Armor Saves
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Lieutenant Colonel
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If you want o use the current values of AP and armour saves.
And get proportional results from these.
You could simply say the AP value negates the armour save roll of equal or higher..
EG
AP 5 discounts the saving rolls of 5 or 6.
So A SM with a save of 3+ only gets to keep the save of 3 and 4 vs an Ap 5 weapon.Any rolls of 5 or 6 are discounted.
A terminator normaly gets a save roll of 2,3,4,5,6.
Vs an AP 4 weapon they get a save of 2 or 3.
The values of 4 5 and 6 are discounted if they are rolled for a save.
Its a simple idea , and easy to implement.(But current PV would need adjusting...)
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This message was edited 1 time. Last update was at 2013/02/15 18:42:12
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![[Post New]](/s/i/i.gif) 2013/02/15 19:46:51
Subject: Tweaking Armor Penetration in regard to Armor Saves
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Sneaky Lictor
Wherever they tell me
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That is definitely the simplest and the easiest step.
However, that would make the game so much bloodier. Granted, it might need that seeing as how codex creep has made it so there are more and more models on the table.
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Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
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