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![[Post New]](/s/i/i.gif) 2016/01/23 03:49:11
Subject: Jink Save tweak
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Big Mek in Kustom Dragster with Soopa-Gun
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One thing thats always bugged me is that Jink, which sounds like an evasion tactic, is considered a Cover Save. Calling it an Armor save would raise AP conflicts, an Invul would be a bit much (and cause issues with Jinking units that also have a normal Invul), and FNP makes no sense lol.
So how about a "new" save specifically for Jinking.
Jink
--A model with this special rule may declare if they are Jinking when targeted by a shooting attack, but before dice are rolled. If declared, the model has a 5+ Evasion roll and fires snapshots for its next shooting phase. Evasion rolls replace a normal saving throw, if the model has one. As this is a test of the driver or pilot's skills to evade damage, indirect fire or homing weapons cannot be jinked. An attack coming from an unexpected direction, or one that can follow you with utmost precision, are simply too difficult to evade. If the model is either a Fast Vehicle, Jetbike, or has Skilled Rider add +1 to the Evasion roll (these do not stack).
Also change any rules that affect Cover Saves on models that have Jink affects Jink instead (i.e. Tau's D-pods confers a 4+ Evasion, but doesnt amplify terrain cover. Dark Angels rerollable Jink actually means something, since ignores cover no longer works).
Reason for this change is Ignores Cover makes no damn sense that it strips Jink saves, but at the same token there are weapons that still should ignore it. Barrage weapons, Smart Missiles, or Hiveguards (forget their gun name) can bypass the Jink, giving them a bit better anti-vehicle flare.
I felt keeping it at a 4+ save by default without Fast, Jetbike, or Skilled Rider was too much, and it gives such models an even better reason to have those rules.
This also makes fliers significantly better, since Ignores Cover no longer works, Barrage cant hit them, Smart Missiles usually need 6s, and Hiveguard typically dont like firing at fliers (least in my experience)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/01/23 04:26:24
Subject: Jink Save tweak
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Missionary On A Mission
Northern CO
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A few other things would need tweaking, like DE night shields which grant Stealth now - that'd probably need to be a 5+ Evasion while sitting still, +2 if you Jink, since DE really rely on Jinking to stay alive. Alternatively, you could leave it as Stealth but give any vehicle that can take night shields, the ability to buy a flickerfield for 10/15 points (which they had in the 5e book, and was not usually regarded as OP there).
But otherwise, I see what you mean here, and the idea generally makes sense.
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This message was edited 1 time. Last update was at 2016/01/23 04:26:50
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![[Post New]](/s/i/i.gif) 2016/01/23 04:31:47
Subject: Jink Save tweak
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Big Mek in Kustom Dragster with Soopa-Gun
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DE are a completely different beast. I have a multitude of ideas to help them out but thats a different topic. Needless to say, they would be abusing this new Jink.
Speed is their thing. Fluff wise they are suppose to be so fast theyre hard to deal with, but in the game theyre a damn joke. My PIRANHA is harder to kill than their vehicles....what the hell? lol
Without going into massive detail, basically i'd remove the Snapshooting restriction for them. If theyre used to moving so damn fast, theyre used to aiming while moving so damn fast. Their vehicles are squishy as hell so pretty much any damage that doesnt get 3+ Evaded or can bypass Evade will probably 1shot them anyway.
Theres a ton of rules in various dexes i dont know the specifics about to mention. But like i said below the rule description, any and all rules on jinking models that are meant to improve their jink are changed to reflect that. Outside DE, i dont think any vehicles have stealth. Its all just a flatout +1 cover, which would be changed to a +1 Jink.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/01/23 07:03:42
Subject: Jink Save tweak
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Fixture of Dakka
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I've thought about this before, and it seems like a reasonable idea. Much of the time, I feel that an evasion save would be very similar to a cover save. Flamers, for instance, should probably still be able to ignore evasion (you're just pointing it in the right general area rather than aiming to hit a specific target). I can see ignores cover blasts still ignoring evasion for similar reasons (it's hard to outrun an explosion). On the other hand, things like markerlights should have a tough time tracking fast-moving targets.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2016/01/23 16:06:40
Subject: Jink Save tweak
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Big Mek in Kustom Dragster with Soopa-Gun
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Markerlights are one of the reasons why i dont think ignores cover should affect jink. You cant dodge a laserpointer, so it doesnt make any sense to make my markerlights less accurate or effective against jinkers, but why does using 2 of them make me somehow ignore your evasive tactics?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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