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Made in us
Decrepit Dakkanaut




Grav Guns are terrible. The Grav Cannon is in a better place (though you can argue about price and what it's worth in a different thread).

This thread suggestion is in the title. Make Grav Guns Assault 2 and suddenly they're worth the current price. Thoughts?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Norn Queen






Better yet retcon out Grav weaponry and Thunderfire cannons.
   
Made in us
Decrepit Dakkanaut




 BaconCatBug wrote:
Better yet retcon out Grav weaponry and Thunderfire cannons.

You can take my Thunderfire Cannons when I die.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Slayer-Fan123 wrote:
 BaconCatBug wrote:
Better yet retcon out Grav weaponry and Thunderfire cannons.

You can take my Thunderfire Cannons when I die.


Better idea: replace Thunderfire Cannons with the Rapier quad-launcher rules so you aren't forced to pay the cost of an entire Tech-priest on top of the cost of the gun, they gain a direct-fire anti-tank mode, and we don't have two models that look like they should do the same thing but don't for some reason.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Decrepit Dakkanaut




 AnomanderRake wrote:
Slayer-Fan123 wrote:
 BaconCatBug wrote:
Better yet retcon out Grav weaponry and Thunderfire cannons.

You can take my Thunderfire Cannons when I die.


Better idea: replace Thunderfire Cannons with the Rapier quad-launcher rules so you aren't forced to pay the cost of an entire Tech-priest on top of the cost of the gun, they gain a direct-fire anti-tank mode, and we don't have two models that look like they should do the same thing but don't for some reason.

I already do that except I keep one Thunderfire just to have the Quake Shells Strategem. Ya know, just in case.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Slayer-Fan123 wrote:
Grav Guns are terrible. The Grav Cannon is in a better place (though you can argue about price and what it's worth in a different thread).

This thread suggestion is in the title. Make Grav Guns Assault 2 and suddenly they're worth the current price. Thoughts?


To me the thing that renders grav-guns irrelevant is that they're worse against every possible target than a plasma gun, and yet somehow more expensive. Letting them shoot two shots out to 18" rather than the two shots out to 12" of a plasma gun doesn't really help that problem (it'd help, but it wouldn't fix them enough to make anyone take them.)

I'd rather see them take a cue from the 30k grav-weapons (who are primarily distinguished by Haywire, which does a small amount of damage to vehicles very reliably) and change the d3 damage versus targets with a 3+ or better save to something like "this weapon inflicts a mortal wound in addition to normal damage if the to-wound roll equals or exceeds the target's armour save" to make them do something plasma guns can't and keep the stronger-against-heavier-armour theme they've got going. This would require an overhaul to grav-cannons to avoid turning them into an overly-effective mortal-wound-spamming mechanism, however.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
I already do that except I keep one Thunderfire just to have the Quake Shells Strategem. Ya know, just in case.


And/or combine the two ideas, and give grav-guns a "grav-flux" stratagem that does something similar to Quake Shells?

This message was edited 1 time. Last update was at 2018/05/25 15:48:24


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Decrepit Dakkanaut




 AnomanderRake wrote:
Slayer-Fan123 wrote:
Grav Guns are terrible. The Grav Cannon is in a better place (though you can argue about price and what it's worth in a different thread).

This thread suggestion is in the title. Make Grav Guns Assault 2 and suddenly they're worth the current price. Thoughts?


To me the thing that renders grav-guns irrelevant is that they're worse against every possible target than a plasma gun, and yet somehow more expensive. Letting them shoot two shots out to 18" rather than the two shots out to 12" of a plasma gun doesn't really help that problem (it'd help, but it wouldn't fix them enough to make anyone take them.)

I'd rather see them take a cue from the 30k grav-weapons (who are primarily distinguished by Haywire, which does a small amount of damage to vehicles very reliably) and change the d3 damage versus targets with a 3+ or better save to something like "this weapon inflicts a mortal wound in addition to normal damage if the to-wound roll equals or exceeds the target's armour save" to make them do something plasma guns can't and keep the stronger-against-heavier-armour theme they've got going. This would require an overhaul to grav-cannons to avoid turning them into an overly-effective mortal-wound-spamming mechanism, however.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
I already do that except I keep one Thunderfire just to have the Quake Shells Strategem. Ya know, just in case.


And/or combine the two ideas, and give grav-guns a "grav-flux" stratagem that does something similar to Quake Shells?

It does one main thing, and that's increasing its threat range for max shots + being Assault. If you made them 13 like that, the same as a Plasma Gun, they wouldn't be too bad.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Yeah assault 2 and 13 points seems good.
   
 
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