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![[Post New]](/s/i/i.gif) 2014/02/25 00:58:01
Subject: A possible fix for Destroyer weapons.
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Nasty Nob
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So, the general consensus seems to be that Strength: D blasts are terribly overpowered, far too effective against small units and still pretty good against really big things. This house rule attempts to fix that while making them a little simpler, adding the ability to annihilate terrain and clarifying how they interact with Void Shields.
A unit that is hit by a Destroyer weapon must roll a number of dice equal to the total Wounds or Hull Points on the profile of every model hit by the weapon (allocated as normal). For every dice which rolls a 3+, the unit takes one wound or loses one hull point, with no saves of any kind (or any other roll which would prevent damage, such as Feel No Pain) allowed. Any passengers in a vehicle which is wrecked by a Destroyer hit are also considered to have been hit by a Destroyer hit. Any terrain feature except craters (including intact buildings) which is hit by a Destroyer attack is removed from the table on the roll of 3+ on one die. Anyone inside a building that is removed in this way is considered to be hit by a Destroyer hit and any survivors are placed where the building used to be. Vehicles which are wrecked as a result of a Destroyer hit may have their wreckage removed by the same hit; roll immediately to see if this happens.
If a unit protected by Void Shields is hit by a Destroyer weapon, the models and terrain covered by the shield are unaffected, but roll one die for each Void Shield protecting the target; for every dice which rolls 3+, one shield is deactivated.
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![[Post New]](/s/i/i.gif) 2014/02/25 02:44:48
Subject: A possible fix for Destroyer weapons.
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Regular Dakkanaut
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I really like this idea, seems to make D weapons not so terribly...deadly. To me, the game starts loosing the fun when only you are throwing dice and I'm just pulling models off the table.
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![[Post New]](/s/i/i.gif) 2014/02/25 04:12:57
Subject: Re:A possible fix for Destroyer weapons.
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!!Goffik Rocker!!
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Think that wounding a grot on a 3+ with a destroyer weapon compared to 2+ with a bolter is a bit odd.
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![[Post New]](/s/i/i.gif) 2014/02/25 05:43:32
Subject: A possible fix for Destroyer weapons.
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Ragin' Ork Dreadnought
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Just gimme the old Destroyer rules back. Instant Death, Ignores Cover, auto-Wound, auto-Pen, +1 on the vehicle damage chart. Those rules were FINE. All D weapons were and are AP 1 or 2, so armor didn't and doesn't matter. Invulns are supposed to be Invulnerable. Eternal Warriors are supposed to be Eternal.
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![[Post New]](/s/i/i.gif) 2014/02/25 16:54:31
Subject: A possible fix for Destroyer weapons.
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Boom! Leman Russ Commander
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Waaaghpower wrote:Just gimme the old Destroyer rules back. Instant Death, Ignores Cover, auto-Wound, auto-Pen, +1 on the vehicle damage chart. Those rules were FINE. All D weapons were and are AP 1 or 2, so armor didn't and doesn't matter. Invulns are supposed to be Invulnerable. Eternal Warriors are supposed to be Eternal.
This.
We play D weapons as S10 AP1, Rolls of 6's to wound cause instant death, then we use the standard profile.
We also ban players from taking more than one D-strength weapon.
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![[Post New]](/s/i/i.gif) 2014/02/25 16:56:33
Subject: Re:A possible fix for Destroyer weapons.
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Nasty Nob
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koooaei wrote:Think that wounding a grot on a 3+ with a destroyer weapon compared to 2+ with a bolter is a bit odd.
True, but the current problem is basically that Destroyer blasts do everything better than normal weapons. In order to rebalance them, they need to be weaker against something and I think it's better for them to struggle with infantry than the super-heavies they are supposedly designed to take down. I think you could probably find some way of justifying it by saying that small targets can get out of the way or survive being thrown around by the blast, if you really wanted to.
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![[Post New]](/s/i/i.gif) 2014/02/25 16:57:26
Subject: Re:A possible fix for Destroyer weapons.
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Boom! Leman Russ Commander
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Perfect Organism wrote: koooaei wrote:Think that wounding a grot on a 3+ with a destroyer weapon compared to 2+ with a bolter is a bit odd.
True, but the current problem is basically that Destroyer blasts do everything better than normal weapons. In order to rebalance them, they need to be weaker against something and I think it's better for them to struggle with infantry than the super-heavies they are supposedly designed to take down. I think you could probably find some way of justifying it by saying that small targets can get out of the way or survive being thrown around by the blast, if you really wanted to.
I get why you said 3+.
It's so that a space marine captain only takes 2 wounds instead of 3.
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![[Post New]](/s/i/i.gif) 2014/02/25 17:44:14
Subject: A possible fix for Destroyer weapons.
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Ragin' Ork Dreadnought
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Scipio Africanus wrote:Waaaghpower wrote:Just gimme the old Destroyer rules back. Instant Death, Ignores Cover, auto-Wound, auto-Pen, +1 on the vehicle damage chart. Those rules were FINE. All D weapons were and are AP 1 or 2, so armor didn't and doesn't matter. Invulns are supposed to be Invulnerable. Eternal Warriors are supposed to be Eternal.
This.
We play D weapons as S10 AP1, Rolls of 6's to wound cause instant death, then we use the standard profile.
We also ban players from taking more than one D-strength weapon.
How do you play Eldar titans? Just make 'em take the flamer weapons instead?
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![[Post New]](/s/i/i.gif) 2014/02/25 17:51:35
Subject: Re:A possible fix for Destroyer weapons.
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Nasty Nob
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Scipio Africanus wrote:I get why you said 3+.
It's so that a space marine captain only takes 2 wounds instead of 3.
Changing it to a 2+ wouldn't make it much better at killing characters. The wounds are still allocated by unit, not by model. Closest model takes all the wounds until they are dead, then next guy along. Having multiple wounds only helps if you are sitting at the exact point between the dead and the survivors.
Although that does raise the question of whether Look Out Sir should work against Destroyer weapons...
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![[Post New]](/s/i/i.gif) 2014/02/25 17:57:12
Subject: Re:A possible fix for Destroyer weapons.
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Wise Ethereal with Bodyguard
Catskills in NYS
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I would just go back to the old rules: Any hit caused by a destroyer weapon on a vehicle is a penetrating hit.. The hit can still be downgraded to a glancing hit by rules that could normally do that. In addition ad +1 to the vehicle damage table roll. A SD weapon that hits a non-vehicle unit is automatically wounded and the shot inflicts ID (although things that ignore ID like EW still work). Invulnerable saves can still be taken, as can armour saves if the weapons penetration allows. It should be noted however that SD ignores all cover.
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This message was edited 1 time. Last update was at 2014/02/25 17:57:19
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![[Post New]](/s/i/i.gif) 2014/02/25 23:12:45
Subject: A possible fix for Destroyer weapons.
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Lord of the Fleet
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I think Destroyer would be better in its current format if they simply allowed Invulnerable saves to be taken; even this slight change would be beneficial to pretty much every army.
However, I think to properly fix it, you'd have to go back to 5th Ed. Destroyer, where you were auto-wounded with Instant Death. The thing with that version is that if the weapon in question was Ap4 for example, your Marines would still get a save against it. Now it simply comes down to "whoever goes first wipes out the enemy Destroyer first turn, rest of the army follows after".
There's also the consideration that along with the fact that Destroyer is just obscene in the current format, it's very easily available to many armies, particularly in the form of Warhounds and Renevants, who can take 4 5" Blasts of Destroyer good(?)ness. When I built my Reaver I gave it 2 Laser Blasters when Destroyer was more balanced; now I'm reluctant to use it at all because of the comments I'm bound to get when I place 8 Destroyers on the table and wipe out anything besides a Phantom.
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