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Made in us
Legendary Master of the Chapter






Weren't DKOK thud guns a game speed retardant?

i remember hearing stories.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Warp spiders.

They can move in every phase of the game - in a different way. Every phase involves a random roll...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Eyjio wrote:
 XT-1984 wrote:
What I find slows the game down are Tau Broadsides. 36 shots Intercepting. 36 shots in their own turn. 36 shots Overwatching.


If your opponent is doing that, they're cheating. You cannot fire interceptor shots and then also fire the same weapons in your next shooting phase. Warpstorm is incredibly slow if the Daemons have good shooting as well. I'm not entirely sure that firing 36 shots is particularly slow either, maybe a or 2 minute at worst?


If a Daemon player has enough shooting that the Warpstorm table makes for a 10min+ phase, then their army is absolute crap to begin with!

I play mono-Tzeentch myself, and my shooting is typically just;
- 2x 18 man Horrors squads w/Tzheralds
- 1-2 Flamer squads
- 1 squad of Screamers doing their fly-by
- LoC and occastionally a DP

That's not a lot of shooting really, as it's typically just 4 castings of Flickering Fire + whatever the Flamers/Screamers do. The rest of my psychic powers are all meant as buffs/de-buffs from a combination of Divination & Biomancy.
Eventually even adding-in a Soul Grinder will only add a few more seconds, maybe a minute or so at most if the pie-plate is being awkward.

Even so-called shooty Slaanesh list takes little time to work through since it's at most 4 MC's w/Lash plus psychic powers.

The pre-game set-up isn't bad either, as most Daemon players will have an idea of what gifts they're aiming for and if they don't get them, then it's simply a default to an ap2 ccw or likely one of 3 artifacts.

 
   
Made in gb
Deranged Necron Destroyer




Experiment 626 wrote:
Eyjio wrote:
 XT-1984 wrote:
What I find slows the game down are Tau Broadsides. 36 shots Intercepting. 36 shots in their own turn. 36 shots Overwatching.


If your opponent is doing that, they're cheating. You cannot fire interceptor shots and then also fire the same weapons in your next shooting phase. Warpstorm is incredibly slow if the Daemons have good shooting as well. I'm not entirely sure that firing 36 shots is particularly slow either, maybe a or 2 minute at worst?


If a Daemon player has enough shooting that the Warpstorm table makes for a 10min+ phase, then their army is absolute crap to begin with!

I play mono-Tzeentch myself, and my shooting is typically just;
- 2x 18 man Horrors squads w/Tzheralds
- 1-2 Flamer squads
- 1 squad of Screamers doing their fly-by
- LoC and occastionally a DP

That's not a lot of shooting really, as it's typically just 4 castings of Flickering Fire + whatever the Flamers/Screamers do. The rest of my psychic powers are all meant as buffs/de-buffs from a combination of Divination & Biomancy.
Eventually even adding-in a Soul Grinder will only add a few more seconds, maybe a minute or so at most if the pie-plate is being awkward.

Even so-called shooty Slaanesh list takes little time to work through since it's at most 4 MC's w/Lash plus psychic powers.

The pre-game set-up isn't bad either, as most Daemon players will have an idea of what gifts they're aiming for and if they don't get them, then it's simply a default to an ap2 ccw or likely one of 3 artifacts.


Fair enough. In which case, as Desubot in this thread just reminded me, the slowest thing I've ever seen was a Thudd gun battery. 12 barrage blasts is just a nightmare to resolve - you have to essentially resolve 12 barrages but also keep the blast templates in place so that you can correctly position the multiple ones. I dread to think what it would be like to play someone with maximum mortars+9 Thudds+9 Basilisks - you'd spend hours just resolving one turn! So, I vote for the barrage rules - they are terrible in 6e.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Thunderfire Cannons and mortars slow down the game quite a bit. Anything with a grotzooka does the same. Basically, the more templates that you have to roll scatter for, the more things get slowed down.

Check out my Youtube channel!
 
   
Made in us
Slashing Veteran Sword Bretheren






I find that mixed weapons close combat units slow the game down. Having to make sure who is going on which initiative and with what weapons makes for some very tedious rolling.

It is simpler if each unit all has the same weapons.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
 
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