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Made in ca
Longtime Dakkanaut





Toronto

Rumour mill recently spit this out:
Heavy Bolters, in all shapes and forms, are looking to be redone, and their iconic Str 5 Ap 4 Heavy 3 will see some adjustment to make them a desirable (and viable) alternative as a Heavy weapon in a multitude of units that currently would never consider one. This is in the form of Salvo. Currently looking like this:
Heavy Bolter
Range 36"
Strength 5
AP 4
Type Salvo 2/3
Units such as Sternguard, as well as some other specific units will have more expensive / upgradeable Heavy Bolters that will be Assault 3 18", and Heavy 3 36" (the distinction being 1 more shot at close range than their salvo variant, as well as still being able to charge afterward).
Potentially this will be nerfed down to Salvo being the upgraded version, no Assault version existing, and Heavy bolters remaining the same. It is currently in playtest.
Expect to see this in the FAQ in October or November prior to the release of Dark Angels.


Heavy Bolters, S5, AP4, Salvo 2/3, 36"
Salvo, for those that don't have their rulebooks handy, work similar to rapidfire from 5th (or like psycannons or splinter cannons). The first number denotes the number of shots if the model has moved. These shots are at half-maximum range. The second number denotes shots fired if the model remained stationary. These shots are at full range.
So heavy bolters would become much more mobile, able to fire two shots up to 18" on the move, or three shots at 36" if stationary. No snap shooting required. Relentless models like vehicles and whatnot would remain pretty much unchanged.

I think it would add much welcome diversity to the family of heavy weapons. As it is now, it's competing with autocannons or missile launchers, and coming up short against both. But with the bonus of being manoeuvrable, I can see them making a real comeback as a squad weapon.
As an IG player I would definitely field them more with front-line and veteran squads, who need to be on the move, but also remain stationary when holding objectives. Having an HB team as the 'core' of an infantry squad seems really cool to me, allowing it to reliably put out firepower, while still doing what I need infantry to do: be aggressive and take ground. Autocannons and Lascannons are still better for emplaced gunlines, but the heavy bolter would become a true LMG squad support weapon.


Regardless of its validity, what do you guys think of this change?

This message was edited 1 time. Last update was at 2012/09/03 03:54:27


   
Made in us
Drop Trooper with Demo Charge




Here

I really like this change. I love the idea behind the heavy bolter, and still field it in my armies, but this will help keep my Imperial guard mobile when they need to be and my space marines with heavy bolters won't need to combat squad so that the tac squad can move and fight effectively.

"There comes a time when you've got to do the job of a steroid infused, power-armored super soldier with a big gun, without the steroids, power armor, and the super soldier. That's why they got us, the PDF. It stands for Pretty D F " - PDF Trooper Roric after his regiment was literally killed to a man 
   
Made in gb
Longtime Dakkanaut





Heavy bolters are either on static backfield infantry (think Imperial Guard HWTs, or devestaors), or on vehicles. This change would be pointless.

Heavy Bolters don't need a boost, they're not great but then they're pretty cheap.

Also what is your source for this? Why would GW alter a *core weapon* of the game a few months after a new edition of 40k?

This message was edited 1 time. Last update was at 2012/09/03 04:14:44


Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in ca
Longtime Dakkanaut





Toronto

Well yeah, CURRENTLY heavy bolters are on gunlines or vehicles. There they compete against better weapons.
For static backfield infantry, I'd rather take autocannons or lascannons.
The whole point of the change is that you can stick it on frontline infantry and still have it be useful. Infantry or veteran squads, Tac marines, the vast majority of imperial troops CAN take a heavy bolter, but no one does right now because there's either better things to buy (autocannon), or because it conflicts with their mobility as forward infantry.

Heavy bolters very much need something done to vitalize them, as theyre pretty useless on foot infantry. They fill no real role, and are outperformed by other heavy weapon choices. Unless theyre 5pt SoB rending bolters, I'll take an autocannon any day of the week for the same point cost. But make them salvo, and the suddenly become useful foot weapons, because you dont have to use them in a backfield role. You can be aggressive with them, and move forward while still keeping some firepower up until you get into position.

As I stated in the OP, the source is irrelevant (BoLS posted it), which is why I put it in the proposed rules forum. Don't talk about the validity of the rumour, because that's not what this is about.

   
Made in us
Pyromaniac Hellhound Pilot






Schrott

If they shot more rounds they would work a little bit better. I think anyways. needs more but its would be a good first step.

3 at range and maybe 5 or 6 at closer range. akin to rapid fire.

a hail of 6 St 5 rounds should make a infantry attack think twice at the least

This message was edited 1 time. Last update was at 2012/09/03 05:30:58


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Made in us
Lone Wolf Sentinel Pilot




Yeah, making the heavy bolter a savlo weapon is stupid. It isn't meant to be a mobile weapon, it is meant to be used to mow down hordes, having more shots than an autocannon and doing more damage than frag missiles. A squad of veterans should not be able to fire 5 heavy bolter and 6 plasma gun shots on the move (take the Catachan vet sergeant for a relentless heavy bolter and infiltrate or some such nonsense). I wouldn't mind if it was like that for the marine codex, since they are space marines for the love of the emperor, but regular guardsmen shouldn't be able to walk and shoot a heavy bolter.

If you do want to "fix" the heavy bolter, give it one more shot, twice as many hits as an autocannon, which wound T 3 on a 2+ just like autocannons is even better at slaughtering hordes. At least it isn't as useless as the multi-laser or heavy stubber. Splendid, I have a high strength gun that almost everyone can get an armour save against.

This message was edited 1 time. Last update was at 2012/09/03 06:16:22


 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

The disparity is that the Salvo rules make sense on Space marines but not on guardsmen.

10 Man Dev Squad in a drop pod with 4 Heavy Bolters (or 6 Long fangs with 5 in a razorback). Yes please. You now have a mobile anti-infantry lawnmower at 18" or less.

Know thy self. Everything follows this.
 
   
Made in se
Been Around the Block





Who charges with a heavy bolter firing off full whack?!!

Imperial Navy and drop troops obsessed:

https://wh40knavy.blogspot.com/ 
   
Made in ca
Shas'ui with Bonding Knife





Rambo.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Lone Wolf Sentinel Pilot





Marbo doesn't have a heavy bolter silly, you are thinking of Gunnery Sergeant Harker, a strength 4 vet sergeant with relentless (carries a heavy bolter), feel no pain, stealth, infiltrate, and move through cover. Holy gak, why don't more people take this guy? He could probably snap a terminator's neck in close combat.
   
Made in us
Killer Klaivex




Oceanside, CA

All heavy bolters need is heavy 4.
As they are now, I almost never take them.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Buttons wrote:

Marbo doesn't have a heavy bolter silly, you are thinking of Gunnery Sergeant Harker, a strength 4 vet sergeant with relentless (carries a heavy bolter), feel no pain, stealth, infiltrate, and move through cover. Holy gak, why don't more people take this guy? He could probably snap a terminator's neck in close combat.


Snap a terminator's neck with his gigantic steel clad balls you mean.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in nz
Road-Raging Blood Angel Biker






[CLASSIFIED]

Making the Heavy Bolter 4 shots is stepping on the Assault Cannons Toes



in Inquisitor, a Space Marine can take a krak grenade, pull out the pin, eat the grenade, throw the pin, and the thrown pin will actually kill a normal man, whereas the Space Marine won't even have indigestion. This has actually happened in a game. Hell, a marine can throw his bolt shells and do more damage than by shooting his boltgun 
   
Made in gb
Worthiest of Warlock Engineers






preston

The Heavy Bolter is a venerable weapon that hasnt changed since 3rd ED. Its usability all depends on how you use it.... its best when utilised either in numbers as fire support or for boosting a units firepower. With the new rules it can shoot at BS 1 even if it moves so its more mobile now as well. Sure if you stick just one on a vehicle it seems a waste but when you stick 3 on a Leman Russ...... 9 shots at S5 AP4.... and even if you only take 1 as a hull weapon its still free and is giving you up close anti infantry defence. Its a good core weapon as it is. Lets not go changeing it now.

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Made in ca
Regular Dakkanaut





I can't see this changing, 6th ed is already full of FAQ fixs, you can't game now without your FAQ sitting next t you and depending on the codex its rather long list.. its messy. I dont think they'd continue doing this, as every codex in existance has an FAQ based on 6th ed. Dumb to think those FAQ's will probably be there for another 4-6 years!
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

 redkommando wrote:
Making the Heavy Bolter 4 shots is stepping on the Assault Cannons Toes


Every day and night. The propositions in this thread, (I am looking at you people who think it should have 5-6 shots) would entail a boost to assault cannons, probably around 8 shots, and let us not forget Psycannons while we are at it. You want Grey Knights better than they are now? (Not that op, but if this happened, they would be.)

The Heavy Bolter is fine as it is, profile wise, and the Snap Shots rule gives it the mobility it needs and deserves, stick with that.

 
   
Made in us
Esteemed Veteran Space Marine







While I agree the Heavy Bolter needs something, I also agree that the idea of IG lugging a HB around and shooting is a bit odd. Now marines on the other hand, thats a different matter.

How about this, in the new Codex SM (or any new SM codex for that matter), there is a new heavy bolter variant simply called Space Marine Heavy Bolter (this same distinction is used frequently for weapons in FFG 40K RPGs), and it has the Salvo 2/3 rule. That way, no FAQ is needed, the rule makes sense, and all are happy (except for non-marine heavy bolter users).
   
Made in ca
Longtime Dakkanaut





Toronto

If they make only marine HB salvo, then guard HBs better be heavy 4, seeing as they're twice the bloody size.

   
Made in ca
Stalwart Tribune




Canada,eh

If HB get the rule I think the IG will benefit greatly. Then they would have a weapon that has assault synergy with GL. So in a Vet Squad riding in a Chimera on the move that's 3 GL and 2 HB shots, then when it stops it gets full 36" range for camping objectives. Or even in a footguard army any model with a HB that moves get 2 Str 5 AP 4 shots at 18" as opposed to either their regular lasguns of 2 Str 3 Ap - , or a different HW team which can snapfire at best.




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1000pt Skitari Legion 
   
Made in gb
Stubborn White Lion





UK

Would fit to the "cinematic" rout GW is going down, I always imagine a heavy bolter being fired while on a steady advance. Don't chaos get heavy bolters for their standard marines as well? Can't remember if C:SM tacticals get it





 
   
 
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