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Make half- range profiles for all ranged weapons for balance against long range shooty meta  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Deathwing Terminator with Assault Cannon






Instead of halving all ranges of he weapons, I propose introduction of half-range mechanism for all ranged weapons. In this proposal, the numbers in bracket represents the modified profile when at half range. The current profiles should remain as the half range value, with full range value diminished somewhat. For example,

Boltgun RF1 24" S4 AP0(-1)
Lasgun RF1 24" S2(3), AP0
Gravgun RF1 18" S5(7), AP-3
Heavy Bolter Heavy3 36" S5 AP-1(-2)
Lascannon Heavy1 48" S9 AP-3(-4)
Flamer AssaultD6(2d3) 8" S3 AP0

Obviously it's a system that would need adjustments.





This message was edited 2 times. Last update was at 2018/05/01 13:42:46


 
   
Made in us
Fresh-Faced New User




Me and my group just flat out halved ranges completely - we kept flamers and pistols the same, what was best was, you saw places on the board where your units could be safe - but they could not help with hurting other units either.
I guess 2 players could just stare at each other and pass the turn... but most games we play have objectives in the middle so we need to move up to win... Was much more balanced in my opinion. charge rolls were a bit OP, so may reduce that as well.
   
Made in us
Nurgle Chosen Marine on a Palanquin






KillerOfMany wrote:
Me and my group just flat out halved ranges completely - we kept flamers and pistols the same, what was best was, you saw places on the board where your units could be safe - but they could not help with hurting other units either.
I guess 2 players could just stare at each other and pass the turn... but most games we play have objectives in the middle so we need to move up to win... Was much more balanced in my opinion. charge rolls were a bit OP, so may reduce that as well.


How about take a page from the old fantasy book and include the movement characteristic into the charge? You can only charge what your move distance is, and still have to roll it. Some of the slowest stuff in the game is 4" move, I think death guard and nurgle min move is 5", so that isn't too bad. Would give more incentive to bikes and other fast units, but would make it impossible for all but jump units to charge after deep strike.

   
 
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