Switch Theme:

ALL plasma weaponry/multishot ap2 guns become ap 3. What changes? Good for the game or bad.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fixture of Dakka





Saying BA is fine because of Imperial Knights is like saying DE is fine because of CW Eldar.

To say nothing of Orks.

Eldar are OP. Necrons may be. Nids have some nasty options.
IKs are OP. Adeptus Mechanics may be. Astartes (Vanilla) have some nasty options.

Saying "IoM is OP" or "Xenos are OP" is about the same, and is about as right *and* wrong.
   
Made in us
Locked in the Tower of Amareo




Bharring wrote:
Saying BA is fine because of Imperial Knights is like saying DE is fine because of CW Eldar.

To say nothing of Orks.

Eldar are OP. Necrons may be. Nids have some nasty options.
IKs are OP. Adeptus Mechanics may be. Astartes (Vanilla) have some nasty options.

Saying "IoM is OP" or "Xenos are OP" is about the same, and is about as right *and* wrong.


Xenos aren't OP, only very specific equipment that every Xeno player manages to identify and then take as many of as possible in order to ensure victory against said BA.
   
Made in gb
Shas'ui with Bonding Knife




Martel732 wrote:
Bharring wrote:
Saying BA is fine because of Imperial Knights is like saying DE is fine because of CW Eldar.

To say nothing of Orks.

Eldar are OP. Necrons may be. Nids have some nasty options.
IKs are OP. Adeptus Mechanics may be. Astartes (Vanilla) have some nasty options.

Saying "IoM is OP" or "Xenos are OP" is about the same, and is about as right *and* wrong.


Xenos aren't OP, only very specific equipment that every Xeno player manages to identify and then take as many of as possible in order to ensure victory against said BA.


Not all Xeno players are like that, stop generalising us!

Likewise, all IoM players spam allies and Grav Centurions, Dreadknights, Imperial Knights, Drop Pods and Skitarii.
   
Made in us
Locked in the Tower of Amareo




"Not all Xeno players are like that, stop generalising us! "

All the ones I play are. Don't worry, I don't blame them (you), it's GW's fault for making those options legal.

"all IoM players spam allies"

At least I have the satisfaction that they paid a ton of money to win a game of plastic toy soldiers. I was losing all of 6th to WS models that were over a decade old.

This message was edited 2 times. Last update was at 2015/05/19 15:35:01


 
   
Made in gb
Boosting Black Templar Biker






I always thought bringing in WFB style saves (Take both Armour and Ward saves), along with significantly nerfing access to Invuls across the board and doing away with Invisibility would help balance somewhat.
For example:

TEQs become fearsome again, 2+/5++ requires dedicated firepower and gives survivability.
Storm Shield becomes 4++
No Invul can ever be higher then 4++
No such thing as Armour or Invul rerolls

I have never, ever, understood how, for sake of example, A bolter round hits a SM Chapter Master, his AS fails him, and the Iron Halo does nothing. What is this silliness.

Oh, and in this system, Cover becomes a To Hit modifier, because 3 types of saves? I don't think so. Besides that, Jink saves never made sense to me either "AHA! You hit me good sir but! *rolls dice* I was actually over here the whole time! HAHA!"
Jinking being an EVASIVE manoeuvre should confer -1 to hit
   
Made in gb
Shas'ui with Bonding Knife




FNP is essentially a save... So there will be three saves that a model could take.
   
Made in us
Trustworthy Shas'vre






This probably should be in the proposed rules section.

The proposed AP3 transition is full of so many problems for the game it isn't even funny, but if you want to fix the bad untis like Terminators with 2+ saves, its easier just to fix them.

Reducing their points cost works.

Or if you are looking for a change in the game add the 1+ Save, its s 2+ armor save that ignores AP2 and only ignored by AP1. Now, you just need to go through the units with a 2+ save and pick which ones deserve it.


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Locked in the Tower of Amareo




 Zagman wrote:
This probably should be in the proposed rules section.

The proposed AP3 transition is full of so many problems for the game it isn't even funny, but if you want to fix the bad untis like Terminators with 2+ saves, its easier just to fix them.

Reducing their points cost works.

Or if you are looking for a change in the game add the 1+ Save, its s 2+ armor save that ignores AP2 and only ignored by AP1. Now, you just need to go through the units with a 2+ save and pick which ones deserve it.



I would pay no more than 30 pts for a terminator. Preferably less, the way the game works now. Yes, they are THAT bad. I voted for tactical terminators as the worst unit in C:BA. A starting point would be 28 pts, since that would put their durability/pt on par with a tactical marine. Even though both are still arguably poor units.

This message was edited 1 time. Last update was at 2015/05/19 18:07:59


 
   
Made in us
Trustworthy Shas'vre






Martel732 wrote:
 Zagman wrote:
This probably should be in the proposed rules section.

The proposed AP3 transition is full of so many problems for the game it isn't even funny, but if you want to fix the bad untis like Terminators with 2+ saves, its easier just to fix them.

Reducing their points cost works.

Or if you are looking for a change in the game add the 1+ Save, its s 2+ armor save that ignores AP2 and only ignored by AP1. Now, you just need to go through the units with a 2+ save and pick which ones deserve it.



I would pay no more than 30 pts for a terminator. Preferably less, the way the game works now. Yes, they are THAT bad. I voted for tactical terminators as the worst unit in C:BA. A starting point would be 28 pts, since that would put their durability/pt on par with a tactical marine. Even though both are still arguably poor units.


In my Balance Errata project over in Proposed rules I did this...

Terminator Squad 150pts; 30pts/model
Wargear: Terminator Armor, Stormbolter, Power Sword
Upgrade Powersword to Powerfist: 5pts; Chainfist: 10pts
For every five one may replace Stormbolter for Heavy Flamer: 5pts; Assault Cannon: 15pts; Take a Cyclone Missile Launcher: 20pts, Upgrade Cyclone Missile Launcher to Flakk: 10pts

and this

Terminator Assault Squad: 150pts, 30pts/model
Any Model may Replace Lightning Claws for a Thunderhammer and a Stormshield: 10pts/model


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Esteemed Veteran Space Marine







As far as TEQ and AP2 goes, I'm of the opinion that if it ain't heavy or melta, it should never exceed AP3. So that would mean heavy plasma, lascannons, heavy grav, etc would retain the anti-armour AP2 (like they should have), while those small arms such as Plasma guns and the like would be topped out at AP3 to represent their smaller power levels. Also, Rending/Bladestorm should be capped at AP3.
   
 
Forum Index » 40K General Discussion
Go to: