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2018/05/24 22:29:47
Subject: Make Grav Guns Assault 2
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Decrepit Dakkanaut
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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?
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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. |
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2018/05/24 22:38:06
Subject: Make Grav Guns Assault 2
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Norn Queen
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Better yet retcon out Grav weaponry and Thunderfire cannons.
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2018/05/25 02:45:21
Subject: Make Grav Guns Assault 2
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Decrepit Dakkanaut
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You can take my Thunderfire Cannons when I die.
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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. |
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2018/05/25 15:34:50
Subject: Make Grav Guns Assault 2
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Gore-Soaked Lunatic Witchhunter
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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.
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2018/05/25 15:42:48
Subject: Make Grav Guns Assault 2
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Decrepit Dakkanaut
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AnomanderRake wrote:
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.
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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. |
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2018/05/25 15:47:25
Subject: Make Grav Guns Assault 2
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Gore-Soaked Lunatic Witchhunter
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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?
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This message was edited 1 time. Last update was at 2018/05/25 15:48:24
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2018/05/25 16:33:30
Subject: Make Grav Guns Assault 2
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Decrepit Dakkanaut
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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.
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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. |
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2018/05/26 18:44:52
Subject: Make Grav Guns Assault 2
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Longtime Dakkanaut
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Yeah assault 2 and 13 points seems good.
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