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Erradicators should have 15" max range. Change my mind.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in bg
Regular Dakkanaut





Erradicators ubiquity is problematic as their actions feel very unfair when you are on the receiving end.

Floods of ink have been written already.

Last CA increase of 5 points does nothing to change it.

Hence, rules need to change.
Fusion should have never left the range that it had.

Tone them down to range 15" as Mephrit necron reapers.

Change my mind.

This message was edited 2 times. Last update was at 2021/02/14 22:05:41


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







The doubleshot is a way bigger issue than the range.

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Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Multi-meltas have been range 24 for forever. Remove the Heavy Melta-Rifles, which basically break the rules for melta, and add another 5 or 10 PPM to Eradicators. Tanks should be terrified of half range melta weapons, but those Heavy Melta-Rifles can do the same damage as normal melta at max range. Not cool.
   
Made in au
Regular Dakkanaut





I'd just change the half-range rule to roll 2d6, take the highest instead of 1d6+2. I'd also consider tweaking the shoot-twice rule to something along the lines of the 8th edition eliminators aimed fire, maybe the sergeant can not shoot to either (a) give the other units a +1 to hit or (b) the other units shoot twice. So that way a unit of three could under option (a) get 3 shots normally or 2 with a +1 to hit, or under option (b) get 3 shots at a range of targets or 4 shots at one. Maybe even restrict it so sergeants ability to trigger double-firing doesn't work if the unit moved.

This message was edited 1 time. Last update was at 2021/02/14 21:42:09


 
   
Made in us
Decrepit Dakkanaut




The easiest fix is to just remove the double fire rule since they did it to Aggressors, but consistency is a big no-no.

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 jy2 wrote:
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 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
Never Forget Isstvan!






If you get rid of double fire, they would need a points drop though.

It would also make White Scars have the best eradicators again.........

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Made in gb
Lord of the Fleet






London

Yeah I'd just scrap the Heavy Meltas, not sure why GW thought they were necessary. I'd also make the standard Melta 18"; given the pattern with Primaris is "standard range +6"", not sure why they decided to just double it in this case.
   
Made in us
Omnipotent Necron Overlord






 Valkyrie wrote:
Yeah I'd just scrap the Heavy Meltas, not sure why GW thought they were necessary. I'd also make the standard Melta 18"; given the pattern with Primaris is "standard range +6"", not sure why they decided to just double it in this case.
The heavy increase their cost drastically. The only issue is their double shoot rule. I think they should go up more point or just remove their double shoot and let them drop down some points.

3 MM attack bikes are 165. 6 melta shots 12 bolter shots /12 wounds / 14" move

3 Eradicators with a MM and 2 heavy rifle are 155. 8 Melta shots / 9 wounds / 6" move

These units are already pretty close in ability - not even convinced anything really needs to change but maybe a few more points added to eradicators base cost.


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Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Xenomancers wrote:
 Valkyrie wrote:
Yeah I'd just scrap the Heavy Meltas, not sure why GW thought they were necessary. I'd also make the standard Melta 18"; given the pattern with Primaris is "standard range +6"", not sure why they decided to just double it in this case.
The heavy increase their cost drastically. The only issue is their double shoot rule. I think they should go up more point or just remove their double shoot and let them drop down some points.

3 MM attack bikes are 165. 6 melta shots 12 bolter shots /12 wounds / 14" move

3 Eradicators with a MM and 2 heavy rifle are 155. 8 Melta shots / 9 wounds / 6" move

These units are already pretty close in ability - not even convinced anything really needs to change but maybe a few more points added to eradicators base cost.


5 PPM isn't a "drastic" increase, considering how much the Heavy Melta-Rifles increase eradicators damage output. Those three attack bikes will average 7.444 damage to a T8 3+ target, while the eradicators will average 12. That's a 61% increase, or the difference between a wounded Leman Russ and a dead one. That's too much damage potential for that price at max range. I don't think eradicators with the basic guns are too far out of whack, but those Heavy Melta-Rifles either need to go away, have their rules change, or increase in price "drastically".
   
Made in it
Waaagh! Ork Warboss




Italy

Remove double tap and and replace assault with heavy, or reduce range to 12''. I mean, give them proper multi meltas or proper meltaguns, not buffed meltas with the best traits of those weapons.

Alternatively keep as they are but price them at 55-60ppm.

This message was edited 1 time. Last update was at 2021/02/15 17:17:16


 
   
 
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