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		<title><![CDATA[Latest posts for the thread "Salvo Heavy Bolter Rumor"]]></title>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Rumour mill recently spit this out:<br /> <blockquote class="uncited"><div>Heavy Bolters, in all shapes and forms, are looking to be redone, and their iconic <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 Heavy 3 will see some adjustment to make them a desirable (and viable) alternative as a Heavy weapon in a multitude of units that currently would never consider one.  This is in the form of Salvo.  Currently looking like this:<br /> Heavy Bolter<br /> Range 36"<br /> Strength 5<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4<br /> Type Salvo 2/3<br /> Units such as Sternguard, as well as some other specific units will have more expensive / upgradeable Heavy Bolters that will be Assault 3 18", and Heavy 3 36" (the distinction being 1 more shot at close range than their salvo variant, as well as still being able to charge afterward).<br /> Potentially this will be nerfed down to Salvo being the upgraded version, no Assault version existing, and Heavy bolters remaining the same.  It is currently in playtest.<br /> Expect to see this in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> in October or November prior to the release of Dark Angels.</div></blockquote><br /> <br /> Heavy Bolters, S5, AP4, Salvo 2/3, 36"<br /> Salvo, for those that don't have their rulebooks handy, work similar to rapidfire from 5th (or like psycannons or splinter cannons). The first number denotes the number of shots if the model has moved. These shots are at half-maximum range. The second number denotes shots fired if the model remained stationary. These shots are at full range.<br /> So heavy bolters would become much more mobile, able to fire two shots up to 18" on the move, or three shots at 36" if stationary. No snap shooting required. Relentless models like vehicles and whatnot would remain pretty much unchanged.<br /> <br /> I think it would add much welcome diversity to the family of heavy weapons. As it is now, it's competing with autocannons or missile launchers, and coming up short against both. But with the bonus of being manoeuvrable, I can see them making a real comeback as a squad weapon.<br /> As an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player I would definitely field them more with front-line and veteran squads, who need to be on the move, but also remain stationary when holding objectives. Having an <span class="glossaryitem" onmouseover='gp(51);'>HB</span> team as the 'core' of an infantry squad seems really cool to me, allowing it to reliably put out firepower, while still doing what I need infantry to do: be aggressive and take ground. Autocannons and Lascannons are still better for emplaced gunlines, but the heavy bolter would become a true LMG squad support weapon.<br /> <br /> <br /> Regardless of its validity, what do you guys think of this change?]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 03:54:06]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ I really like this change.  I love the idea behind the heavy bolter, and still field it in my armies, but this will help keep my Imperial guard mobile when they need to be and my space marines with heavy bolters won't need to combat squad so that the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad can move and fight effectively. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 04:12:43]]> GMT</pubDate>
				<author><![CDATA[ SilentApocalypse]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Heavy bolters are either on static backfield infantry (think Imperial Guard <span class="glossaryitem" onmouseover='gp(638);'>HWTs</span>, or devestaors), or on vehicles. This change would be pointless.<br /> <br /> Heavy Bolters don't need a boost, they're not great but then they're pretty cheap.<br /> <br /> Also what is your source for this? Why would <span class="glossaryitem" onmouseover='gp(50);'>GW</span> alter a *core weapon* of the game a few months after a new edition of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 04:13:58]]> GMT</pubDate>
				<author><![CDATA[ Testify]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Well yeah, CURRENTLY heavy bolters are on gunlines or vehicles. There they compete against better weapons.<br /> For static backfield infantry, I'd rather take autocannons or lascannons. <br /> The whole point of the change is that you can stick it on frontline infantry and still have it be useful. Infantry or veteran squads, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marines, the vast majority of imperial troops CAN take a heavy bolter, but no one does right now because there's either better things to buy (autocannon), or because it conflicts with their mobility as forward infantry.<br /> <br /> Heavy bolters very much need something done to vitalize them, as theyre pretty useless on foot infantry. They fill no real role, and are outperformed by other heavy weapon choices. Unless theyre 5pt <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> rending bolters, I'll take an autocannon any day of the week for the same point cost. But make them salvo, and the suddenly become useful foot weapons, because you dont have to use them in a backfield role. You can be aggressive with them, and move forward while still keeping some firepower up until you get into position.<br /> <br /> As I stated in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, the source is irrelevant (<span class="glossaryitem" onmouseover='gp(451);'>BoLS</span> posted it), which is why I put it in the proposed rules forum. Don't talk about the validity of the rumour, because that's not what this is about.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 05:22:11]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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				<title>Re:Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ If they shot more rounds they would work a little bit better. I think anyways.  needs more but its would be a good first step.<br /> <br /> 3 at range and maybe 5 or 6 at closer range.  akin to rapid fire.<br /> <br /> a hail of 6 <span class="glossaryitem" onmouseover='gp(171);'>St</span> 5 rounds should make a infantry attack think twice at the least]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 05:30:13]]> GMT</pubDate>
				<author><![CDATA[ Engine of War]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Yeah, making the heavy bolter a savlo weapon is stupid. It isn't meant to be a mobile weapon, it is meant to be used to mow down hordes, having more shots than an autocannon and doing more damage than frag missiles. A squad of veterans should not be able to fire 5 heavy bolter and 6 plasma gun shots on the move (take the Catachan vet sergeant for a relentless heavy bolter and infiltrate or some such nonsense). I wouldn't mind if it was like that for the marine codex, since they are space marines for the love of the emperor, but regular guardsmen shouldn't be able to walk and shoot a heavy bolter.<br /> <br /> If you do want to "fix" the heavy bolter, give it one more shot, twice as many hits as an autocannon, which wound T 3 on a 2+ just like autocannons is even better at slaughtering hordes. At least it isn't as useless as the multi-laser or heavy stubber. Splendid, I have a high strength gun that almost everyone can get an armour save against. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 06:15:59]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ The disparity is that the Salvo rules make sense on Space marines but not on guardsmen.<br /> <br /> 10 Man <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad in a drop pod with 4 Heavy Bolters (or 6 Long fangs with 5 in a razorback).  Yes please.  You now have a mobile anti-infantry lawnmower at 18" or less.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 16:36:27]]> GMT</pubDate>
				<author><![CDATA[ Lightcavalier]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Who charges with a heavy bolter firing off full whack?!!]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 17:10:26]]> GMT</pubDate>
				<author><![CDATA[ Iron Wings]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Rambo.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 17:24:26]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474024/4727623.page"><b>chrisrawr wrote:</b></a><br/>Rambo.</div></blockquote><br /> Marbo doesn't have a heavy bolter silly, you are thinking of Gunnery Sergeant Harker, a strength 4 vet sergeant with relentless (carries a heavy bolter), feel no pain, stealth, infiltrate, and move through cover. Holy gak, why don't more people take this guy? He could probably snap a terminator's neck in close combat.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 18:01:01]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ All heavy bolters need is heavy 4.<br /> As they are now, I almost never take them.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 18:33:45]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/474024/4727731.page"><b>Buttons wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474024/4727623.page"><b>chrisrawr wrote:</b></a><br/>Rambo.</div></blockquote><br /> Marbo doesn't have a heavy bolter silly, you are thinking of Gunnery Sergeant Harker, a strength 4 vet sergeant with relentless (carries a heavy bolter), feel no pain, stealth, infiltrate, and move through cover. Holy gak, why don't more people take this guy? He could probably snap a terminator's neck in close combat.</div></blockquote><br /> <br /> Snap a terminator's neck with his gigantic steel clad balls you mean.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 21:57:15]]> GMT</pubDate>
				<author><![CDATA[ motyak]]></author>
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				<title>Re:Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Making the Heavy Bolter 4 shots is stepping on the Assault Cannons Toes]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 05:43:16]]> GMT</pubDate>
				<author><![CDATA[ redkommando]]></author>
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				<title>Re:Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ The Heavy Bolter is a venerable weapon that hasnt changed since 3rd ED. Its usability all depends on how you use it.... its best when utilised either in numbers as fire support or for boosting a units firepower. With the new rules it can shoot at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 even if it moves so its more mobile now as well. Sure if you stick just one on a vehicle it seems a waste but when you stick 3 on a Leman Russ...... 9 shots at S5 AP4.... and even if you only take 1 as a hull weapon its still free and is giving you up close anti infantry defence. Its a good core weapon as it is. Lets not go changeing it now.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 11:10:51]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ I can't see this changing, 6th ed is already full of <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> fixs, you can't game now without your <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> sitting next t you and depending on the codex its rather long list.. its messy. I dont think they'd continue doing this, as every codex in existance has an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> based on 6th ed.  Dumb to think those <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s will probably be there for another 4-6 years!]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 11:45:16]]> GMT</pubDate>
				<author><![CDATA[ decoste007xt]]></author>
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				<title>Re:Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/64ca4f9ad5f5dec1193e8bcd4abba908.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474024/4729449.page"><b>redkommando wrote:</b></a><br/>Making the Heavy Bolter 4 shots is stepping on the Assault Cannons Toes</div></blockquote><br /> <br /> Every day and night. The propositions in this thread, (I am looking at you people who think it should have 5-6 shots) would entail a boost to assault cannons, probably around 8 shots, and let us not forget Psycannons while we are at it. You want Grey Knights better than they are now? (Not that <span class="glossaryitem" onmouseover='gp(280);'>op</span>, but if this happened, they would be.)<br /> <br /> The Heavy Bolter is fine as it is, profile wise, and the Snap Shots rule gives it the mobility it needs and deserves, stick with that.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 14:40:16]]> GMT</pubDate>
				<author><![CDATA[ Lord Magnus]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ While I agree the Heavy Bolter needs something, I also agree that the idea of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> lugging a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> around and shooting is a bit odd.  Now marines on the other hand, thats a different matter.<br /> <br /> How about this, in the new Codex <span class="glossaryitem" onmouseover='gp(119);'>SM</span> (or any new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex for that matter), there is a new heavy bolter variant simply called Space Marine Heavy Bolter (this same distinction is used frequently for weapons in <span class="glossaryitem" onmouseover='gp(386);'>FFG</span> <span class="glossaryitem" onmouseover='gp(3);'>40K</span> <span class="glossaryitem" onmouseover='gp(345);'>RPGs</span>), and it has the Salvo 2/3 rule.  That way, no <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> is needed, the rule makes sense, and all are happy (except for non-marine heavy bolter users).]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 19:39:59]]> GMT</pubDate>
				<author><![CDATA[ ClassicCarraway]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ If they make only marine <span class="glossaryitem" onmouseover='gp(51);'>HB</span> salvo, then guard <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> better be heavy 4, seeing as they're twice the bloody size.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 20:17:10]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ If <span class="glossaryitem" onmouseover='gp(51);'>HB</span> get the rule I think the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> will benefit greatly. Then they would have a weapon that has assault synergy with <span class="glossaryitem" onmouseover='gp(380);'>GL</span>. So in a Vet Squad riding in a Chimera on the move that's 3 <span class="glossaryitem" onmouseover='gp(380);'>GL</span> and 2 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> shots, then when it stops it gets full 36" range for camping objectives. Or even in a footguard army any model with a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> that moves get 2 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 shots at 18" as opposed to either their regular lasguns of 2 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> - , or a different <span class="glossaryitem" onmouseover='gp(59);'>HW</span> team which can snapfire at best. ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 19:59:28]]> GMT</pubDate>
				<author><![CDATA[ Gibblets]]></author>
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				<title>Salvo Heavy Bolter Rumor</title>
				<description><![CDATA[ Would fit to the "cinematic" rout <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is going down, I always imagine a heavy bolter being fired while on a steady advance. Don't chaos get heavy bolters for their standard marines as well? Can't remember if C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> tacticals get it  ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 21:52:01]]> GMT</pubDate>
				<author><![CDATA[ Mantle]]></author>
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