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Made in us
Dakka Veteran





MSGA

Make shurikens great again

Rapid Fire
24” range
AP-1
Damage 1

Dire Avengers reroll failed hits. Get rid of that -3 on a six garbage. Dire Avengers may move advance and rapid fire.

Shuriken Cannons

Heavy 3
36” range
AP-2
Damage 2

They need this buff to basically still be effective against the current threats. Still leaves scatter lasers as better option for clearing hordes.

This message was edited 1 time. Last update was at 2021/07/13 13:25:21


 
   
Made in gb
Lord of the Fleet






London

But why? Do you think about what you're trying to achieve before proposing these rules?

   
Made in us
Dakka Veteran





Why? Have you ever tried to kill things with guardians? Absolutely waste of points. They always get murdered badly and do next to nothing.
   
Made in gb
Lord of the Fleet






London

warpedpig wrote:
Why? Have you ever tried to kill things with guardians? Absolutely waste of points. They always get murdered badly and do next to nothing.


They're not going to do anything stellar, they're bloody Guardians. At least your basic weapon is S4 with possible Ap-3, better than anything the Guardsmen get.
   
Made in us
Dakka Veteran





12” range. Useless
   
Made in gb
Lord of the Fleet






London

warpedpig wrote:
12” range. Useless


Which you can still fire after advancing with no penalty.
   
Made in ca
Gargantuan Gargant






 Valkyrie wrote:
warpedpig wrote:
12” range. Useless


Which you can still fire after advancing with no penalty.


Not to mention Eldar already have a high base movement of 7" as well, so with a generally smaller table size in 9th and decent advance rolls, the 12" range isn't as limiting as it looks, though I do feel that it should be at least 18" base.
   
Made in au
Longtime Dakkanaut





 Grimskul wrote:
 Valkyrie wrote:
warpedpig wrote:
12” range. Useless


Which you can still fire after advancing with no penalty.


Not to mention Eldar already have a high base movement of 7" as well, so with a generally smaller table size in 9th and decent advance rolls, the 12" range isn't as limiting as it looks, though I do feel that it should be at least 18" base.


It puts them 12" away from the enemy at minimum when shooting. At least guardsmen can standback and fire multiple rounds before the enemy gets within charge distance.

Having to add your M to your weapon range to get you within range makes you very vulnerable. Having a 19" ranged gun is superior to having a 12" range gun with a 7" move. Just because you can hit at that range doesn't make it great.

   
Made in us
Dakka Veteran





That’s basically forcing you to use your good movement to move into range where you’ll be shot then charged and utterly annihilated next turn. When you should be using movement and a 24” range weapon to stay out of range of a charge.
   
 
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