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![[Post New]](/s/i/i.gif) 2013/07/14 22:44:39
Subject: Monstrous Creatures and Melee
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Fresh-Faced New User
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I play a lot against Tyranids (I'm Orks), and after my last game of tarpitting, I think that monstrous creatures are a little slowed.
I put 20 grots and two runtherds into combat with a single carnifex. His base attacks being four, and having my runtherds each subtract one, he could only kill two grots per turn. There is NO REASON in hell that a Carnifex can only attack two grots per turn.
So as an idea, I'd suggest monstrous creatures use a small blast template in close combat, and that you roll to hit, and then to wound everything under the blast. Creatures with more than one base attack would place a second blast template or third, etc. Obviously this would require some points retooling and most would have their number of attacks "lowered," but I think it much more accurately represents how this giant thing can simply step on 10 men with each foot and swing a giant arm through an entire enemy squad.
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This message was edited 1 time. Last update was at 2013/07/14 22:46:34
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![[Post New]](/s/i/i.gif) 2013/07/14 22:49:07
Subject: Monstrous Creatures and Melee
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Regular Dakkanaut
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That is definately not something i'd like to see sweeping through my armies. Especially with how many MC's there are these days... Maybe they can do something like d3 impact hits for their HoW?
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![[Post New]](/s/i/i.gif) 2013/07/14 22:56:50
Subject: Monstrous Creatures and Melee
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Fresh-Faced New User
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I disagree. Runtherds are literally the only thing orks have that subtract attacks. Think of how you stop a giant elephant or something, you spear it and throw ropes and shiz at it.
I don't think just because something has a counter that it automatically deserves a buff upgrade.
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![[Post New]](/s/i/i.gif) 2013/07/14 23:48:37
Subject: Monstrous Creatures and Melee
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Unbalanced Fanatic
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I for one appreciate that this rule is coming from someone who believes that his OPPONENT was being robbed.
Your idea has merit, but as you say would definitely require some serious rebalancing of existing MC's.
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![[Post New]](/s/i/i.gif) 2013/07/15 00:37:11
Subject: Monstrous Creatures and Melee
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Dakka Veteran
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We introduced a rule for MC's and walkers called 'Move the Pile'. It doesn't give more attacks to the MC, but allows it to essentially disengage a unit (unless with another MC or walker) much like a vehicle driving off. The MC moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution. Once the MC finishes its move, the enemy may choose to consolidate back into the MC or go about its business.
If an MC or walker wants to go somewhere, most things won't be able to physically stop it.
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![[Post New]](/s/i/i.gif) 2013/07/15 17:50:44
Subject: Re:Monstrous Creatures and Melee
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Devestating Grey Knight Dreadknight
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Stomp Attacks in Apoc now use the small blast template.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/07/15 20:11:48
Subject: Re:Monstrous Creatures and Melee
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Twisted Trueborn with Blaster
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Really? That seems a lot less potent that it was before, when it hit each engaged model once.
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![[Post New]](/s/i/i.gif) 2013/07/17 00:50:11
Subject: Monstrous Creatures and Melee
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Unbalanced Fanatic
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Effectiveness of a blast template vs. engaged models is entirely dependent on how many models are engaged, and how many are just nearby in close proximity to one another.
We introduced a rule for MC's and walkers called 'Move the Pile'. It doesn't give more attacks to the MC, but allows it to essentially disengage a unit (unless with another MC or walker) much like a vehicle driving off. The MC moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution. Once the MC finishes its move, the enemy may choose to consolidate back into the MC or go about its business.
If an MC or walker wants to go somewhere, most things won't be able to physically stop it.
I would give any models in base contact with the MC a chance to strike at it - maybe one free hit per model, or perhaps make it like Hit & Run, except rather than trapping the model, if the non- MC wins the Initiative roll-off they get free strikes, but the MC still gets to move away. That way it can still get away without much effort, but risks extra hits if the enemy has a few Power Fists or the like to hit it with. (So it isn't just getting away scott free from those who can take it down.)
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![[Post New]](/s/i/i.gif) 2013/07/18 05:50:39
Subject: Monstrous Creatures and Melee
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Ragin' Ork Dreadnought
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If you're going to do the small blast, I'd make it anti-smash: Halve your strength, rounding up, no AP.
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