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![[Post New]](/s/i/i.gif) 2014/04/18 20:39:22
Subject: Astra Militarum not so bad.
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Ferocious Black Templar Castellan
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TheSilo wrote:Omg everyone fails at math.
Perils of the warp = 1/18 attempts
Executioner gets hot = 1/6 per shot, lose a hull point 1/12 shots fired. 3 shots per turn, average 0.25 hull points per turn. Way more dangerous than perils of the warp. Won't kill the tank outright, but will likely damage itself at least once per game, 50% chance to do two HPs in a 6 turn battle.
Gets hot is more dangerous than perils of the warp.
You might want to notice that what we were talking about was the odds of the tank blowing itself up in one round, not the odds of losing a hull point. In other words, it's not math that's being failed at, it's reading comprehension.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2014/04/18 20:49:37
Subject: Astra Militarum not so bad.
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Grizzled Space Wolves Great Wolf
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The chance of it blowing itself up in a single round of shooting is obviously pretty low and hardly worth worrying about, but I reckon doing 1-2HP damage to your own tank over the course of a game is pretty bad for a model that costs 155+pts.
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![[Post New]](/s/i/i.gif) 2014/04/18 20:54:00
Subject: Re:Astra Militarum not so bad.
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Imperial Guard Landspeeder Pilot
On moon miranda.
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An executioner, if equipped with plasma sponsons, should kill itself over a 7 turn game if it fires each turn, on average.
I can't think of any other unit that is as much of a danger to itself. Ridiculously punitive.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2014/04/18 20:59:19
Subject: Re:Astra Militarum not so bad.
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Ferocious Black Templar Castellan
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It's only 35 shots over 7 turns, it'd need 36 to on average do 3 HP. /nitpick
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2014/04/18 21:00:30
Subject: Re:Astra Militarum not so bad.
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Grizzled Space Wolves Great Wolf
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Vaktathi wrote:An executioner, if equipped with plasma sponsons, should kill itself over a 7 turn game if it fires each turn, on average. I can't think of any other unit that is as much of a danger to itself. Ridiculously punitive.
The entire "gets hot" rule is stupid IMO, I'm hoping it gets changed in 7th edition. On a vehicle, at absolute WORST, it should be "can't fire next turn as weapon cools". What sort of idiot designs a vehicle that can absorb heavy fire more safely than it can fire it's own guns, then what sort of idiot decides he's going to get in that vehicle and ride to war Automatically Appended Next Post: It actually has a 56.7% chance of destroying itself in 7 turns of firing, so you're more likely to kill yourself than not
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This message was edited 2 times. Last update was at 2014/04/18 21:03:34
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![[Post New]](/s/i/i.gif) 2014/04/18 21:06:21
Subject: Re:Astra Militarum not so bad.
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Ailaros wrote:ThunderFury wrote:I'm very, very disappointed that rough riders are nerfed to the point of not even fluffy games.
Rough riders actually got better with this codex. At least they got their proper +S and +I back again.
What do you mean by this?
RR's in 5th and 6th both have the same stat-line, and the weapon has the exact same affect.
The only difference between 5E and 6E RR's is that the 6th edition ones cost more.
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![[Post New]](/s/i/i.gif) 2014/04/18 21:14:08
Subject: Re:Astra Militarum not so bad.
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Imperial Guard Landspeeder Pilot
On moon miranda.
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AllSeeingSkink wrote: Vaktathi wrote:An executioner, if equipped with plasma sponsons, should kill itself over a 7 turn game if it fires each turn, on average.
I can't think of any other unit that is as much of a danger to itself. Ridiculously punitive.
The entire "gets hot" rule is stupid IMO, I'm hoping it gets changed in 7th edition. On a vehicle, at absolute WORST, it should be "can't fire next turn as weapon cools". What sort of idiot designs a vehicle that can absorb heavy fire more safely than it can fire it's own guns, then what sort of idiot decides he's going to get in that vehicle and ride to war 
I was really hoping they'd ditch it entirely instead of making it even worse. It made sense when plasma guns were 5pts at the dawn of 3rd edition. Now? They serve no legitimate gameplay purpose, especially as most of the time weapons seem to be costed without thought to GH being included.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2014/04/19 15:13:49
Subject: Astra Militarum not so bad.
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[DCM]
Coastal Bliss in the Shadow of Sizewell
Suffolk, where the Aliens roam.
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Aye, really regretting giving my Executioner plasma Sponsons.
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"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.
Two White Horses (Ipswich Town and Denver Broncos Supporter)
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![[Post New]](/s/i/i.gif) 2014/04/19 16:06:24
Subject: Re:Astra Militarum not so bad.
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Virulent Space Marine dedicated to Nurgle
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I think you need to read some 40k novels. Your statement on how imperial guard works is cleary derived from codex artwork.
IG actually works very similair to soviet mechanized armor doctrine. What this codex does is nothing more than market the new models.
I must grant you this though, its not a bad codex ruleswise. And personally I like the fact that priests, psykers and commissars all have become more usefull.
My chimera will now become mobile command vehicles for my command squads and I still refuse to buy the Taurox. Its a crowdcontrol vehicle and shouldn't have a place on a 40k battlefield.
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![[Post New]](/s/i/i.gif) 2014/04/19 16:11:56
Subject: Astra Militarum not so bad.
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Longtime Dakkanaut
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AlmightyWalrus wrote: TheSilo wrote:Omg everyone fails at math.
Perils of the warp = 1/18 attempts
Executioner gets hot = 1/6 per shot, lose a hull point 1/12 shots fired. 3 shots per turn, average 0.25 hull points per turn. Way more dangerous than perils of the warp. Won't kill the tank outright, but will likely damage itself at least once per game, 50% chance to do two HPs in a 6 turn battle.
Gets hot is more dangerous than perils of the warp.
You might want to notice that what we were talking about was the odds of the tank blowing itself up in one round, not the odds of losing a hull point. In other words, it's not math that's being failed at, it's reading comprehension.
I was referring to your comment: "Honestly, I'm not sure I did that right, but regardless the odds are pretty silly. People still use Psykers despite the (comparatively) massive 1/18 risk of Perils of the Warp."
The threat from perils of the warp is less than the threat from gets hot, which would be the opposite of "comparatively massive." Both rules remove one wound or one hull point.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
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![[Post New]](/s/i/i.gif) 2014/04/19 16:12:28
Subject: Re:Astra Militarum not so bad.
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Junior Officer with Laspistol
Manchester, UK
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aliusexalio wrote:...I still refuse to buy the Taurox. Its a crowdcontrol vehicle and shouldn't have a place on a 40k battlefield.
It is more of an MRAP than a crowd control vehicle.
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