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2019/10/25 12:29:55
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
I don't typically like sweeping balance changes to the rules, but it seems at this point like there are a lot of "Fast" units held back by the fact that they have to sit completely still to not give themself a penalty to hit, and a lot of the units you'd think "you know, this would be a problem if it had this ability" already have access to it - IH Tanks, Leman Russes (on the gun that matters), Crimson Hunters, etc.
So here's an idea for a "Big FAQ new universal rule": Combat Speed
Combat Speed: All VEHICLE, MONSTROUS CREATURE, BIKER and JETBIKER models gain this rule, unless they also have the SUPERSONIC keyword.
A model with this rule that moves 1/2 of its current Movement stat or less during the movement phase ignores the usual penalty for moving and firing a Heavy weapon.
This message was edited 1 time. Last update was at 2019/10/25 13:18:39
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 12:35:19
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
The funny thing is that this is pretty similar to how it was in 3rd/4th.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2019/10/25 12:42:49
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
2019/10/25 13:03:09
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
Automatically Appended Next Post:
vipoid wrote: The funny thing is that this is pretty similar to how it was in 3rd/4th.
I remember the old ruleset that made having vehicles with multiple guns randomly pointless. Stationary/Combat Speed/Cruising Speed or whatever - where it was "Fire All Guns/Fire One Gun/Fire No Guns."
I hated that ruleset too. Arbitrarily penalizing models for taking multiple weapons but having those weapons be sometimes mandatory and always cost the same as other platforms where you didn't have to worry about that was not fun.
This message was edited 1 time. Last update was at 2019/10/25 13:04:36
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 13:17:34
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 13:20:56
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Daedalus81 wrote: Yea, I could support this. I could actually move my FF instead of worrying about getting kicked down to a 5+ to hit or spending a CP.
And this still lets the stratagems exist for when you REALLY need to move and shoot.
And retains the special status for stuff like Land Raiders while not also providing a buff to Supersonic Flyers, which seem to be right on the cusp of OP in nearly every army where they exist. Other than Tau and Crons I can't think of any Supersonic flyers I have not seen in tourney lists.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 13:24:52
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
I'm not sure I agree with Bikes and Jetbikes. I'm imagining a Windrider moving half it's distance; it shouldn't be stable enough to fire with full accuracy with something bulky like a Scatter Laser. Same for Marine Attack Bikes with Heavy Bolters. The -1-to-hit seems to fit that scenario better than 6s (like previous editions) or no-penalty (like the suggestion).
But LandSpeeders, Razorbacks, Preds, Wraithlords, and Falcons? Ohpleaseyes.
In a perfect world, more granularity would be great. But I'm not thinking of any egregious result of this. Maybe things like Whirlwinds should still suffer, and Basilisks certainly should, but handling that seems like more bloat than it's worth.
TLDR: Like it, but like it more without Bikes/Jetbikes.
2019/10/25 13:26:26
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
I remember the old ruleset that made having vehicles with multiple guns randomly pointless. Stationary/Combat Speed/Cruising Speed or whatever - where it was "Fire All Guns/Fire One Gun/Fire No Guns."
I hated that ruleset too. Arbitrarily penalizing models for taking multiple weapons but having those weapons be sometimes mandatory and always cost the same as other platforms where you didn't have to worry about that was not fun.
I think it was 5th edition that added in defensive weapons for vehicles, weapons that were strength 5 and below could also be fired if the vehicle moved at combat speed. It did help as a lot of vehicles did have a collection of small arms weapons to help deal with infantry.
2019/10/25 13:38:17
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Bharring wrote: I'm not sure I agree with Bikes and Jetbikes. I'm imagining a Windrider moving half it's distance; it shouldn't be stable enough to fire with full accuracy with something bulky like a Scatter Laser. Same for Marine Attack Bikes with Heavy Bolters. The -1-to-hit seems to fit that scenario better than 6s (like previous editions) or no-penalty (like the suggestion).
But LandSpeeders, Razorbacks, Preds, Wraithlords, and Falcons? Ohpleaseyes.
In a perfect world, more granularity would be great. But I'm not thinking of any egregious result of this. Maybe things like Whirlwinds should still suffer, and Basilisks certainly should, but handling that seems like more bloat than it's worth.
TLDR: Like it, but like it more without Bikes/Jetbikes.
The problem I have with it is it creates a situation where the Heavy weapons are never worth it vs the Non-Heavy options. IMO, the "fantasy" of an army should be more important than the "Would this really work in reality"? Would an elf flying a flying motorcycle be able to fire a laser with full accuracy on the move?
I mean I don't know, man, why not, none of those things exist. I do know that when people say "I want to play elfs riding flying motorcycles" They PROBABLY aren't thinking they'll act like stationary gun turrets.
Why would you ever consider a SL on a windrider over a SC? They were OP in 7th because of the glancing rule, not because they could move and fire.
For me, the only thing I'm still questioning is heavier stuff that doesn't feel like it should be zipping around or kiting. Guard artillery, heavy tanks and stuff. Ironically, most of the things that currently move and fire without penalty are in that list :p
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 13:44:54
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
In a perfect world, more granularity would be great. But I'm not thinking of any egregious result of this. Maybe things like Whirlwinds should still suffer, and Basilisks certainly should, but handling that seems like more bloat than it's worth.
I think WW and Basilisks wouldn't move anyway.
2019/10/25 13:50:45
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
See, and this goes into where I think keywords could come into play.
"Fast" vehicles(Buggies, attack bikes, land speeders, Scout Sentinels[not Armoured ones], Vypers, and Falcons) could get a tag allowing for it to count as stationary when within a certain range while "Heavy"(Dreadnoughts, Predators, Goliaths, Armoured Sentinels, Carnifexes) could get a similar tag for just ignoring it.
I do not think that "fast" vehicles should just be able to flatout ignore the penalty for moving and shooting Heavy weapons like they're a heavier vehicle, especially when it comes to vehicles that can get defensive bonuses that the heavier vehicles can't.
2019/10/25 13:55:38
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
See, and this goes into where I think keywords could come into play.
"Fast" vehicles(Buggies, attack bikes, land speeders, Scout Sentinels[not Armoured ones], Vypers, and Falcons) could get a tag allowing for it to count as stationary when within a certain range while "Heavy"(Dreadnoughts, Predators, Goliaths, Armoured Sentinels, Carnifexes) could get a similar tag for just ignoring it.
I do not think that "fast" vehicles should just be able to flatout ignore the penalty for moving and shooting Heavy weapons like they're a heavier vehicle, especially when it comes to vehicles that can get defensive bonuses that the heavier vehicles can't.
What defensive bonuses do fast vehicles other than supersonic flyers get to claim that heavy vehicles don't?
Sentinels, ork buggies, piranha, vypers, achilles ridgerunners...they're all much less durable than heavier tanks. The only ones I can think of that get bonuses for being "Speedy" are venoms and starweavers.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 14:11:28
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain.
2019/10/25 14:13:49
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Not really. Vehicles already make better weapon platforms than Dev Squads or the like because they are tougher and don't lose fire power by losing some wounds from the unit, but not all, as heavy weapons across infantry does.
From a game-design perspective, they should be worse on the output-side with heavy weapons to compensate for the bonuses on the input-side as a heavy-weapon platform.
2019/10/25 14:14:16
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
It makes less sense to me that a motocycle sidecar could fire more accurately on the move than a tank. While it is true that most armored vehicles do generally shoot less well on the move than from a brief halt, sidecar bikes definitely shoot way less well because they're lighter and have none of the stabilizing equipment and are basically two guys bouncing over every rut with a machinegun. Nothing about being fast equates to being stable.
Also, a walker is far less stable than a tank; when a tank is driving the chassis shakes a little bit as it crosses terrain, when a walker is moving the chassis shakes a whole f****** ton.
I think that tanks [and large tyranid MC's] should get a "Stabilized" rule allowing them to fire their weapons on the move without penalty, but that this shouldn't apply to walkers.
This message was edited 1 time. Last update was at 2019/10/25 14:14:34
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2019/10/25 14:24:47
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
What defensive bonuses do fast vehicles other than supersonic flyers get to claim that heavy vehicles don't?
Sentinels, ork buggies, piranha, vypers, achilles ridgerunners...they're all much less durable than heavier tanks. The only ones I can think of that get bonuses for being "Speedy" are venoms and starweavers.
In general, I'm referring to various vehicle upgrades. Ridgerunners, for example, can take this gem:
I never said that they are more durable.
2019/10/25 14:26:55
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
I don't need to change your mind. Vehicles _already_ have the ability to move 1/2 and fire weapons. Just with a -1 penalty. ;-)
I'd argue against Vehicles moving and firing without penalty, as a small error due to movement is magnified by range. Happy to see firing without penalty below 1/2 _range_,
2019/10/25 14:36:54
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
What defensive bonuses do fast vehicles other than supersonic flyers get to claim that heavy vehicles don't?
Sentinels, ork buggies, piranha, vypers, achilles ridgerunners...they're all much less durable than heavier tanks. The only ones I can think of that get bonuses for being "Speedy" are venoms and starweavers.
In general, I'm referring to various vehicle upgrades. Ridgerunners, for example, can take this gem:
I never said that they are more durable.
Sure, but the heavier vehicles in the GSC arsenal comes with that rule by a differnet name by default. The fact that the achilles is lighter means it DOESN'T just get that, and you now have to buy it.
Also, it has fewer wounds and IIRC lower toughness.
Automatically Appended Next Post:
Tamwulf wrote: How would Power of the Machine Spirit and similar rules that allow vehicles to move and ignore the -1 penalty to shoot a heavy weapon change?
It wouldn't. A LR would be able to move its full movement and fire without penalty. Everything else would be able to move 1/2 of their movement or less and fire without penalty.
This message was edited 1 time. Last update was at 2019/10/25 14:37:50
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 14:37:53
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Tamwulf wrote: How would Power of the Machine Spirit and similar rules that allow vehicles to move and ignore the -1 penalty to shoot a heavy weapon change?
I dunno? Does it matter? If it's got to be something, then the ability to fire when falling back. Land Raiders could use that.
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2019/10/25 14:47:38
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
It makes less sense to me that a motocycle sidecar could fire more accurately on the move than a tank. While it is true that most armored vehicles do generally shoot less well on the move than from a brief halt, sidecar bikes definitely shoot way less well because they're lighter and have none of the stabilizing equipment and are basically two guys bouncing over every rut with a machinegun. Nothing about being fast equates to being stable.
Also, a walker is far less stable than a tank; when a tank is driving the chassis shakes a little bit as it crosses terrain, when a walker is moving the chassis shakes a whole f****** ton.
I think that tanks [and large tyranid MC's] should get a "Stabilized" rule allowing them to fire their weapons on the move without penalty, but that this shouldn't apply to walkers.
Which is why I've always hated "Realism" based rules arguments.
What this would functionally give you is a game where it makes the most game sense for certain, arbitrarily chosen "fast" units like jetbikes, bikes, and speeders to sit still and act like stationary gun turrets all game, while all "heavy" units like mobile artillery and heavy tanks would be able to roll around and fire.
With there being no benefit to getting around behind an enemy, and the weapon range on most heavy weapons being extremely long, you can almost always just plop your, whatever, vyper down on the board, and its optimal course of action is to never. ever. move.
That's a very silly thing for a vehicle based around movement. I primarily see this with my achilles "Scout Car" - it's the most stationary piece in my GSC army. Might as well be fixed artillery. it NEVER moves, because moving makes its only utility hit on a 5.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/10/25 15:08:12
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
I'm in complete agreement with the_scotsman, moveing half distance or less and shooting without the -1 to hit for Vehicels and Monsters would be great.
He's not wrong about the problems with light vehicles and bikes as well. Even as cheap as it is the Scatter Laser is functionally much worse than a Shuriken Cannon unless you're running Saim-Hann, where you get to ignore the penalty for moving and shooting with Heavy weapons for free.
2019/10/25 15:10:27
Subject: Re:Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
2019/10/25 15:14:34
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Vehicles in general confuse me this edition. They seem pointless and make me think everyone in the setting is stupid. They should definitely be able to move and shoot without penalty, especially flyers as it's ridiculous it takes an exarch to do that, and moving then disembarking should be a thing too so transports do something.
Personally I'd add some kind of bonus for attacking their rear so fast vehicles have a point but I see why some people would be against that.
tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
2019/10/25 15:23:15
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Which is why I've always hated "Realism" based rules arguments.
What this would functionally give you is a game where it makes the most game sense for certain, arbitrarily chosen "fast" units like jetbikes, bikes, and speeders to sit still and act like stationary gun turrets all game, while all "heavy" units like mobile artillery and heavy tanks would be able to roll around and fire.
With there being no benefit to getting around behind an enemy, and the weapon range on most heavy weapons being extremely long, you can almost always just plop your, whatever, vyper down on the board, and its optimal course of action is to never. ever. move.
Arguably, jetbikes and bikes shouldn't be able to benefit from the same thing as speeders since they're not classified as vehicles while speeders are.
And if we really want to go further? Tau Battlesuits and Guard Heavy Weapon Teams need significant addressing as well.
That's a very silly thing for a vehicle based around movement. I primarily see this with my achilles "Scout Car" - it's the most stationary piece in my GSC army. Might as well be fixed artillery. it NEVER moves, because moving makes its only utility hit on a 5.
A big part, IMO, of this is the fact that the penalty is strictly a -1 to hit rather than a penalty to rate of fire or the like.
A lot of stuff just needs to be rejigged, in my opinion, before we just effectively do away with the penalties.
This message was edited 1 time. Last update was at 2019/10/25 15:23:43
2019/10/25 15:25:07
Subject: Change my mind: Vehicles should move and fire Heavy weapons if they move 1/2 speed
Kanluwen wrote: Ideally, I'd add a "heavy" keyword to vehicles for allowing this to happen. Some vehicles might not actually retain the stability that one would need for this to happen.
For me it's most narrative-breaking when supposedly "Fast" vehicles have to worry about moving and firing heavy weapons. It makes less sense to me that a tank, which in the kind of WWII type combat that 40k most emulates did usually stop to fire their main turrets, can move and fire heavy, but a Vyper with a scatter laser or an attack bike with a heavy bolter has to stand still to use those effectively.
Good examples of vehicles that feel like they should be moving, but instead act like stationary turrets all game when they can:
-GSC buggies and Goliaths
-Marine Attack Bikes and Land Speeders
-Eldar Vypers and Falcons
-Blood Angel Baal Preds (you know, the fast version of predators?)
-Sentinels, Dreadnoughts, Carnifexes, etc, the walkers of the world
It makes less sense to me that a motocycle sidecar could fire more accurately on the move than a tank. While it is true that most armored vehicles do generally shoot less well on the move than from a brief halt, sidecar bikes definitely shoot way less well because they're lighter and have none of the stabilizing equipment and are basically two guys bouncing over every rut with a machinegun. Nothing about being fast equates to being stable.
Also, a walker is far less stable than a tank; when a tank is driving the chassis shakes a little bit as it crosses terrain, when a walker is moving the chassis shakes a whole f****** ton.
I think that tanks [and large tyranid MC's] should get a "Stabilized" rule allowing them to fire their weapons on the move without penalty, but that this shouldn't apply to walkers.
Which is why I've always hated "Realism" based rules arguments.
What this would functionally give you is a game where it makes the most game sense for certain, arbitrarily chosen "fast" units like jetbikes, bikes, and speeders to sit still and act like stationary gun turrets all game, while all "heavy" units like mobile artillery and heavy tanks would be able to roll around and fire.
With there being no benefit to getting around behind an enemy, and the weapon range on most heavy weapons being extremely long, you can almost always just plop your, whatever, vyper down on the board, and its optimal course of action is to never. ever. move.
That's a very silly thing for a vehicle based around movement. I primarily see this with my achilles "Scout Car" - it's the most stationary piece in my GSC army. Might as well be fixed artillery. it NEVER moves, because moving makes its only utility hit on a 5.
This is a very good point. Nothing says 'realism' like a 4 man jet car getting lapped by a mountain on tank treads.
This message was edited 1 time. Last update was at 2019/10/25 15:28:58