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		<title><![CDATA[Latest posts for the thread "saving- cover- and armor rolls"]]></title>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ i would like if savingrolls could be addable...like if my space marines are in 4+ cover and you have orks shooting on them they could first throw 4+ and then their 3+ armour...because otherwise i dont see a use in getting space marines in cover when they are not shot at with AP3 weapons<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 17:05:51]]> GMT</pubDate>
				<author><![CDATA[ megaorkwarboss]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ Tell you what; you can take cover AND armor, if I can assault out of a transport that moves Flat Out. Deal?]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 17:56:23]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ what?<br /> i dont really get what you are saying??<br /> do you agree with me or do you think what im saying is total <span class="glossaryitem" onmouseover='gp(14);'>bs</span>?]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 19:32:19]]> GMT</pubDate>
				<author><![CDATA[ megaorkwarboss]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ Sorry, but no.  That would make <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies infinitely more powerful, and reduce the effectiveness of shooting to the point where you might as well just bring an all assault army.<br /> <br /> It would take 18 bolt shots to kill a Space Marine, from a BS4 model.  Compare that to the 9 shots it would take normally.  By stacking cover saves (and assuming the ever prevalent 4+ cover save), you effectively reduce shooting in half for a lot of weapons.<br /> <br /> No.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 14:48:44]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>megaorkwarboss wrote:</cite>what?<br /> i dont really get what you are saying??<br /> do you agree with me or do you think what im saying is total <span class="glossaryitem" onmouseover='gp(14);'>bs</span>?</div></blockquote><br /> <br /> What I'm saying is that it's been suggested many, many times, and it's a bad idea. Allowing the stacking of saves fundamentally unbalances the game in favor of high-save and multiple-save models.<br /> <br /> Picture a Space Marine. He gets a 3+ armor, and in addition he can be put in cover for a 4+ cover pretty easily. If you allow saves to stack, that means that you need to put 6 wounds on him before a single one will get through, compared to the 3 that are currently required. His survivability has doubled.<br /> <br /> By comparison, picture an Ork. Against anything other than a lasgun, he gets NO armor save, and can be put in cover for a 4+. Regardless of whether you allow saves to stack, therefore, 2 unsaved wounds will kill him in cover. His survivability is entirely unchanged. Do you see the problem?<br /> <br /> This change would be acceptable only if you dramatically increased the cost of every model with a high armor save, or dramatically lowered the cost of every model with a low one. You would also have to recost all special and heavy weapons, because this change would make low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> values much more useful. The end result is that you'd need to rewrite the points system entirely. It's such a massive change to game balance that you would basically need to have a totally different game to make it playable.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 18:18:54]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 19:26:55]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite>No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...</div></blockquote><br /> <br /> Now picture all Space Marine units getting <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for free. Because that's what is being discussed, essentially.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 19:29:47]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>BeRzErKeR wrote:</cite><blockquote><div><cite>Joey wrote:</cite>No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...</div></blockquote><br /> <br /> Now picture all Space Marine units getting <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for free. Because that's what is being discussed, essentially.</div></blockquote><br /> I honestly can't remember the last time I killed a Space Marine that failed his armour save, so I can safely say it wouldn't affect me.<br /> Granted, not all armies have the AP2 firepower of <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, so I can see where you're coming from.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 19:32:36]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite>No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...</div></blockquote><br /> <br /> You can kill the priests and/or target units which are out of priest radius, which is what people do.<br /> <br /> <blockquote class="uncited"><div>I honestly can't remember the last time I killed a Space Marine that failed his armour save, so I can safely say it wouldn't affect me.</div></blockquote><br /> I honestly can't  remember the last time I paid taxes, so I can safely say that a change in the tax rates wouldn't affect me.  <br /> <br /> ..oh no, wait.  Both of those things happen all the time (me paying taxes and your opponents failing armor saves).  So both of those statements are incorrect and meaningless.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 19:38:22]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ Gaining a cover save and an armor save makes sense from a logical standpoint, however game wise it would be a breaking mechanic.<br /> <br /> However I could see cover adding or manipulating a save, the higher your armor value the more protection you gain from cover, but a low armor could receive a small bonus.<br /> <br /> say chance a 6+ save into a 4+ or 3+ and a 4+ save into a 3+ in heavy cover.<br /> <br /> Just throwing out an idea. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 19:40:56]]> GMT</pubDate>
				<author><![CDATA[ Trance_Phoenix]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Mannahnin wrote:</cite><blockquote><div><cite>Joey wrote:</cite>No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...</div></blockquote><br /> <br /> You can kill the priests and/or target units which are out of priest radius, which is what people do.<br /> <br /> <blockquote class="uncited"><div>I honestly can't remember the last time I killed a Space Marine that failed his armour save, so I can safely say it wouldn't affect me.</div></blockquote><br /> I honestly can't  remember the last time I paid taxes, so I can safely say that a change in the tax rates wouldn't affect me.  <br /> <br /> ..oh no, wait.  Both of those things happen all the time (me paying taxes and your opponents failing armor saves).  So both of those statements are incorrect and meaningless.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> </div></blockquote><br /> The only weapons in my lists that are not AP1/2/3 are vehicle mounted heavy bolters and lasguns, both of which are disadvantagious to fire if you're also shooting something with a low <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.<br /> Plasmas, Demolishers, Vendettas, Meltaguns. Maybe if a Leman Russ gets a weapon destroyed early on so I just think "to hell" and fire the heavy bolter.<br /> Only way you can kill priests is with a Vindacre. Unless your opponant has only bought one or two priests to the table, in which case he's asking to lose it.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 20:16:32]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ There are a lot more ways to kill priests than just the Vindicare.  If that's the only way you can think of, then no wonder you're unhappy about them,  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 20:19:19]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ I have BS4 plasma guns with re-rolled cover saves...at what point did I say I was unhappy? I was saying the opposite, I've essentially been fighting 3+/4+ <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> for months and I've adapted.I'm sure other people would too.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 20:23:22]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ With his proposal, they would become 4+/3+/4+.  He could take cover saves, then armour, then <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  No, its broken, and skews the game in favour of assaulty armies and high save armies.<br /> <br /> No again.  ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 21:48:50]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>BeRzErKeR wrote:</cite><blockquote><div><cite>Joey wrote:</cite>No more <span class="glossaryitem" onmouseover='gp(280);'>OP</span> than giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> universal <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. 3+ then 4+, think about it...</div></blockquote><br /> <br /> Now picture all Space Marine units getting <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for free. Because that's what is being discussed, essentially.</div></blockquote><br /> Not really, what's being discussed is giving them a whole other 4+ that would be on top of their 3+ armor and 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  It's even more ludicrous.<br /> <br /> And by "discussed" I mean one person doesn't realize what a horrible and terrible idea it is, while everyone else is in agreement about the same.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 21:49:15]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Blacksails wrote:</cite>With his proposal, they would become 4+/3+/4+.  He could take cover saves, then armour, then <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  No, its broken, and skews the game in favour of assaulty armies and high save armies.<br /> <br /> No again.  </div></blockquote><br /> They wouldn't because they'd just get the cover, like they do now.<br /> Do you rely on marines/terminators failing their armour saves? Out of interest, how does this tactic fare in practice?]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 21:59:28]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite><blockquote><div><cite>Blacksails wrote:</cite>With his proposal, they would become 4+/3+/4+.  He could take cover saves, then armour, then <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  No, its broken, and skews the game in favour of assaulty armies and high save armies.<br /> <br /> No again.  </div></blockquote><br /> They wouldn't because they'd just get the cover, like they do now.<br /> Do you rely on marines/terminators failing their armour saves? Out of interest, how does this tactic fare in practice?</div></blockquote><br /> <br /> Sorry, I don't understand the point you're trying to make.  His proposal would turn your <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> marines that already have 3+/4+, into 4+/3+/4+.  Its quite simple really.<br /> <br /> I play Guard, so I have a plethora of plasma and melta to negate armour and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  However, to kill of those last stragglers, I can shoot mass lasguns, heavy bolters, multi-lasers and other weapons that rely on dealing out wounds.  This proposal would render that null and void.<br /> <br /> Furthermore, any army that can't bring a plethora of melta/plasma must then turn to being assault dependent to negate the effect of cover as a saving throw.<br /> <br /> The point is, the idea is broken, poorly thought out, adds nothing, breaks balance, and favours particular armies.  Its not even worth considering.  Changing one core game mechanic has profound effects on the rest of the game and the balance that currently exists.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 22:09:38]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Blacksails wrote:</cite><blockquote><div><cite>Joey wrote:</cite><blockquote><div><cite>Blacksails wrote:</cite>With his proposal, they would become 4+/3+/4+.  He could take cover saves, then armour, then <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  No, its broken, and skews the game in favour of assaulty armies and high save armies.<br /> <br /> No again.  </div></blockquote><br /> They wouldn't because they'd just get the cover, like they do now.<br /> Do you rely on marines/terminators failing their armour saves? Out of interest, how does this tactic fare in practice?</div></blockquote><br /> <br /> Sorry, I don't understand the point you're trying to make.  His proposal would turn your <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> marines that already have 3+/4+, into 4+/3+/4+.  Its quite simple really.<br /> <br /> I play Guard, so I have a plethora of plasma and melta to negate armour and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  However, to kill of those last stragglers, I can shoot mass lasguns, heavy bolters, multi-lasers and other weapons that rely on dealing out wounds.  This proposal would render that null and void.<br /> <br /> Furthermore, any army that can't bring a plethora of melta/plasma must then turn to being assault dependent to negate the effect of cover as a saving throw.<br /> <br /> The point is, the idea is broken, poorly thought out, adds nothing, breaks balance, and favours particular armies.  Its not even worth considering.  Changing one core game mechanic has profound effects on the rest of the game and the balance that currently exists.</div></blockquote><br /> You need 36 lasgun shots to kill an <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> or terminator. You need ~15 heavy bolter shots (so 5 heavy bolters) to cause a wound.<br /> I say again, if you're playing like that to begin with, you're not playing properly.<br /> I didn't say I was in favour of the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s proposal but the state of the meta <span class="glossaryitem" onmouseover='gp(258);'>atm</span> makes power armour pretty much pointless anyway. If I'm relying on my opponant failing armour saves, I'm doing it wrong. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 22:17:14]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ I'm not relying on failed saves.  I have enough melta and plasma to deal with entire squads easily.  But when there's that one marine left in a squad and I'm out of plasma/melta, then yes, I'll need to shoot those last ditch weapons and go for a failed save.  This proposal makes that last marine 50% more durable.<br /> <br /> Remember, not all armies have massed plasma and melta or pie plates to deal with 20+ <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> w/ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>.  Those armies would be greatly hampered by this proposal.  A 3+ save is still nothing to sneeze at.  Not everyone is packing three plasma guns in a squad.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 22:22:15]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite><br /> You need 36 lasgun shots to kill an <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> or terminator. You need ~15 heavy bolter shots (so 5 heavy bolters) to cause a wound.<br /> I say again, if you're playing like that to begin with, you're not playing properly.<br /> I didn't say I was in favour of the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s proposal but the state of the meta <span class="glossaryitem" onmouseover='gp(258);'>atm</span> makes power armour pretty much pointless anyway. If I'm relying on my opponant failing armour saves, I'm doing it wrong. </div></blockquote><br /> <br /> I play Orks. My basic troops units put out 60 shots per turn. I kill Space Marines by making them fail armor saves. The only thing I CAN do to deny their armor saves is to hit them with <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, or <span class="glossaryitem" onmouseover='gp(571);'>DCCWs</span>. Maybe rokkits, if there don't happen to be any tanks on the field.<br /> <br /> The idea of making them twice as resilient against weight of fire is ludicrous.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 23:26:11]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>BeRzErKeR wrote:</cite><blockquote><div><cite>Joey wrote:</cite><br /> You need 36 lasgun shots to kill an <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> or terminator. You need ~15 heavy bolter shots (so 5 heavy bolters) to cause a wound.<br /> I say again, if you're playing like that to begin with, you're not playing properly.<br /> I didn't say I was in favour of the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s proposal but the state of the meta <span class="glossaryitem" onmouseover='gp(258);'>atm</span> makes power armour pretty much pointless anyway. If I'm relying on my opponant failing armour saves, I'm doing it wrong. </div></blockquote><br /> <br /> I play Orks. My basic troops units put out 60 shots per turn. I kill Space Marines by making them fail armor saves. The only thing I CAN do to deny their armor saves is to hit them with <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, or <span class="glossaryitem" onmouseover='gp(571);'>DCCWs</span>. Maybe rokkits, if there don't happen to be any tanks on the field.<br /> <br /> The idea of making them twice as resilient against weight of fire is ludicrous.</div></blockquote><br /> 60 shots @ BS2 S4 (I have no idea of ork stats, please correct me if I'm wrong) gives us 10 wounds, 1.6 dead vs <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, or 3.2 vs normal <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Roughly equivilent to damage output of two infantry squads <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span>. <br /> I may be something of a noob but aren't orks more about...charging stuff?]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 23:39:01]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ Orkz shoot, then charge.  The difference between 3.2 marines and 1.6 marines is significant for those Orkz.  Every marine dead before assaulting is a bonus.<br /> <br /> I'm not sure what the point is you're trying to make here.  The fact is, by adding another save layer, you're nerfing a lot of shooting that armies need for damage.  Yes, we understand you should be shooting armour ignoring weapons at the proper squad, and assaulting when good, and so on and so on.  The added save layer proposed here is just bad.<br /> <br /> I'm genuinely not sure what it is you're trying to prove, and why.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 01:35:05]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ Is this thread suggesting that for 250 points I can get five <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators with a cheapo preist in cover that effectivly makes them 4+/2+/3+/4+?<br /> <br /> The squad needs to take 72 wounds for one to get through.<br /> <br /> No... Just no<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 03:08:57]]> GMT</pubDate>
				<author><![CDATA[ RunningWithScissors]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ This just shows you havn't played enough <span class="glossaryitem" onmouseover='gp(3);'>40k</span> mate, otherwise you wouldn't dream of discussing this in dakka dakka, im actualy suprised you havn't been verbally stoned to death and the mod didnt have to close the thread  xD<br /> <br /> Anyhow, fluff wise it is explained as so :<br /> You are a genetically modified super human in a suit of super advanced armor capable of taking <span class="glossaryitem" onmouseover='gp(51);'>HB</span> shots in da face.... why would I hide behind a tree ?<br /> <br /> <br />   ]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 04:21:49]]> GMT</pubDate>
				<author><![CDATA[ mayfist]]></author>
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				<title>Re:saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite><br /> 60 shots @ BS2 S4 (I have no idea of ork stats, please correct me if I'm wrong) gives us 10 wounds, 1.6 dead vs <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, or 3.2 vs normal <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Roughly equivilent to damage output of two infantry squads <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span>. <br /> I may be something of a noob but aren't orks more about...charging stuff?</div></blockquote><br /> <br /> That's correct. And 1-2 dead <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> per turn is an important difference; for one thing, one forces a morale check and the other doesn't. It's also important if I'm shooting before a charge. It's also important if I happen to be shooting at, say, Vanguard Veterans rather than Tactical Marines, or a Chaplain, or Assault Marines, or. . .<br /> <br /> You get my point. This is a pointless change which buffs everyone in proportion to their armor save; it makes <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> MUCH better, Eldar/<span class="glossaryitem" onmouseover='gp(27);'>DE</span> and Necrons somewhat better, and the improvement to <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Orks and Tyranids is so small that they end up relatively worse off against nearly everyone. That's a bad change.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 15:48:01]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ I don't like this idea. Sure save staking works in Fantasy maybe, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, but that's because they have negative save modifiers, whereas a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> save is all or nothing.<br /> <br /> Imagine if there was a mission that allowed Elites to be troops or capture objectives.<br /> <br /> Now take a 10 man unit of Hammernators with <span class="glossaryitem" onmouseover='gp(221);'>SS</span> and maybe add Lysander and Vulkan. Put them on an objective with cover.  They will NOT DIE. Especially if they somehow had stealth and went to ground.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 22:43:42]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ Fantasy cover modifies the To Hit chance, it doesn't grant an actual save.<br /> What you're thinking of is Ward Saves, which are like invulnerable but they can always be taken as well as armour saves. <br /> Difference is in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> they're pretty rare, your Heroes/Lords don't even get them by default they have to be purchased. Invulnerables in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> on the other hand are too commonplace. I'd love for them to be taken on top of armour saves but make them more expensive, reserved for leaders. I'd say give Terminators a flat 4+ invulnerable but make them 50 points. Other than that non-hero units shouldn't really get them.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 22:52:53]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ Yeah there is that but I was thinking of the str&gt;Tough then it is -X to your armour.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 22:56:00]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ That would make Space Marines redundant. Or no strength 5, 6, or 7 shooting weapons at all. <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 23:08:09]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>saving- cover- and armor rolls</title>
				<description><![CDATA[ <blockquote><div><cite>Joey wrote:</cite>That would make Space Marines redundant. Or no strength 5, 6, or 7 shooting weapons at all. <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>.</div></blockquote><br /> <br /> It's a very common mechanic in Fantasy. For every point of Strength above 3 of the attack, your armor save is reduced by -1. That's basically all that makes the stacking saves workable; against high-Strength attacks, armor is useless and only Ward saves do anything.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 05:18:40]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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