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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Currently, Quantum Shielding is a bad mechanic. It punishes the enemy for having a GOOD stat, when nothing else in the game (well, besides Grav and armor saves) does. So, I would propose changing it to a degrading armor (and possibly invuln) save, representing that while the shields are strong at first, as they take fire, they degrade.

It'd probably be a 2+ in the first bracket, a 3+ in the second, and a 4+ in the third for Barges and Arks. And then 1+, 2+, and 3+ for the Monolith (which SHOULD have this).

Now, this is obviously a nerf, which let's be honest, Necrons don't need. So I would ONLY propose using this if you also drop points costs, increase efficiency, etc. etc. for Necrons as well.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I actually like Quantum Shielding the way it is, to be frank, and that's coming from a player with a ton of high-damage weapons (lol shadowsword).

The Necron vehicles should be tough, since they're super high-tech, and they're not overpowered even with the rule, so that's proof that it can be balanced (if anything it's not powerful enough).

And the fewer incentives to spam Lascannons the better.
   
Made in us
Norn Queen






I agree with Unit. New quantum shielding is supper fluffy and very necron. Having a shield that reacts to high damage so they have to be nickle and dimmed to death is unique, interesting, and fun.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I'm fine with it how it is since it's only the smaller vehicles that get it; flyers where you need those one off lucky shots or Titanics where you need many high damage shots don't have quantum shielding.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Steadfast Ultramarine Sergeant




A better way to nerf it a little but not making it complete useless is, to make a roll against each damage, not a single wound, while keep other rules unchanged.

For example, a lascannon shot scored a wound on the Ark and inflict 6 damages by that D6 roll. Instead of a single roll of 5 or lower to mitigate all 6D, Now the Ark has to roll 6 dices, for each 5 or less, a damage is ignored.
   
Made in us
Fixture of Dakka





Neophyte2012 wrote:
A better way to nerf it a little but not making it complete useless is, to make a roll against each damage, not a single wound, while keep other rules unchanged.

For example, a lascannon shot scored a wound on the Ark and inflict 6 damages by that D6 roll. Instead of a single roll of 5 or lower to mitigate all 6D, Now the Ark has to roll 6 dices, for each 5 or less, a damage is ignored.


Given necrons' propensity for healing damaged units, wouldn't this actually be a buff? Instead of having a 1/6th chance of losing a big chunk of your health,you'd basically roll the equivalent of 6 2+s. On average one of those points of damage will go through, but then you can patch it up easily on your following turn. And even if you don't, suffering 1 little point of damage relatively frequently is a much smaller deal than suffering moderate chunks of damage every now and then.


Automatically Appended Next Post:
 JNAProductions wrote:
Currently, Quantum Shielding is a bad mechanic. It punishes the enemy for having a GOOD stat, when nothing else in the game (well, besides Grav and armor saves) does. So, I would propose changing it to a degrading armor (and possibly invuln) save, representing that while the shields are strong at first, as they take fire, they degrade.

It'd probably be a 2+ in the first bracket, a 3+ in the second, and a 4+ in the third for Barges and Arks. And then 1+, 2+, and 3+ for the Monolith (which SHOULD have this).

Now, this is obviously a nerf, which let's be honest, Necrons don't need. So I would ONLY propose using this if you also drop points costs, increase efficiency, etc. etc. for Necrons as well.


The current quantum shielding rules are annoying but not that big of a problem. At least not with the state of things as they are now. That said, I like the idea of a degrading durability mechanic. A few things to note:

* 2+ invuls on vehicles are terrifying and should almost definitely not be a thing. 2+ degrading armor saves aren't so bad though.
* Degrading saves does odd things to wound resolution because you might lose durability between attacks. Would you have to define what a save pool is first and then resolve it all at once, or would you resolve attacks a few dice at a time to determine whether or not your defenses have been diminished between rolls? Even if you go with the former, you'll have to wait for your opponent to roll things like sargeant attacks separately from the rest of the squad instead of just using different colored dice or what have you because one pool of attacks might lowering your defenses against the other pool.


So yeah. It's not a terrible idea, but I'm not sure it's a significant improvement over what we have now.

This message was edited 1 time. Last update was at 2018/03/01 05:09:14



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.
 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

How about changing it that you roll a D6 and reduce the damage from an attack by that amount. Roll of 1 indicates that Quantum Shielding no longer works for the remainder of the turn (as it is overloaded).

It never ends well 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Stormonu wrote:
How about changing it that you roll a D6 and reduce the damage from an attack by that amount. Roll of 1 indicates that Quantum Shielding no longer works for the remainder of the turn (as it is overloaded).


I like that. Probably too powerful, but I like the direction it goes in. Doesn't punish the opponent for having good stats, but stays a powerful defensive tool.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Potent Possessed Daemonvessel





I generally like how quantum shielding works. If it needed a slight nerf I would opt for it reducing damage to 1 if successful instead of 0.

Or perhaps have it degrade (+1 to the roll in the first band, then +2)

Otherwise I would just make it half damage all the time. But I think it is more fun as it is now.
   
Made in us
Clousseau





East Bay, Ca, US

Quantum shielding is definitely unique.... I wouldn't change it unless Necrons become way too strong. It's one of the few totally unique mechanics in 8th.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Fixture of Dakka





 JNAProductions wrote:
 Stormonu wrote:
How about changing it that you roll a D6 and reduce the damage from an attack by that amount. Roll of 1 indicates that Quantum Shielding no longer works for the remainder of the turn (as it is overloaded).


I like that. Probably too powerful, but I like the direction it goes in. Doesn't punish the opponent for having good stats, but stays a powerful defensive tool.


Conceptually cool, but you run into the shadow field problem where you have to roll everything out one die at a time. Imagine fielding 3 vehicles with quantum shield and having to roll a single die at a time after each failed save all game until you finally roll a 1.


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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