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		<title><![CDATA[Latest posts for the thread "Chariots of Slaanesh Rebalancing: Seeker Chariots & Hellflayers"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Chariots of Slaanesh Rebalancing: Seeker Chariots & Hellflayers"]]></description>
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				<title>Chariots of Slaanesh Rebalancing: Seeker Chariots &amp; Hellflayers</title>
				<description><![CDATA[ To my mind, Slaanesh Chariots seems to have a large issue at the moment, an issue which whilst not as obvious of that of the Tzeentch chariot (Heavy and template weapons on rider, not the vehicle), still severely reduces their efficiency in game.<br /> <br /> The issue I wish to discuss is the vulnerability of the chariot when rolling on the damage table. <br /> <br /> As an open topped vehicle with no weapon, slaanesh chariots of all varieties face a high probability of any damage roll effectively removing them for the rest of the game. <br /> <br /> For example: A seeker chariot takes a penetrating hit from a weapon with an <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value higher than 2. On the damage table only a result of a 1 or 2 will not destroy the chariot, or will not immobilize it for the rest of the game (effectively removing it as a threat as it has no ranged weapons). <br /> That's a 66% change that a penetrating hit from a high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value weapon will put a chariot out of the game. <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 & 1 weapons further skew the numbers against the chariot, with an 83% and 100% chance to take the chariot out, respectively. <br /> <br /> To add a little more durability to the chariot, I suggest a simple fix. Add weapons to the chariot. <br /> The two Ideas I am considering at the moment are:<br /> <br /> i) Give the chariot a lash of despair (range 12, <span class="glossaryitem" onmouseover='gp(123);'>str</span> as user, <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-  <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>). This weapon can be used by anyone riding the chariot. Adding this weapon would not imbalance the chariot or warrant a points increase <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, and would help the chariot to ignore one weapon destroyed result. This little change would give the model more versatility, a little more protection, and would also fit the model and fluff. <br /> <br /> ii) Redesign the "Flesh Shredder" rule (number of hull points determines number of <span class="glossaryitem" onmouseover='gp(24);'>d6</span> impact hits). Instead of this, give the chariots multiples of a new weapon, something along the lines of 'Scythed Wheels'. Each chariot would receive a number of scythed wheels equal to their hull points, and these wheels would determine the number of <span class="glossaryitem" onmouseover='gp(24);'>d6</span> impact hits generated, as opposed to hull points. Current strength and the rending rule would remain unchanged. The only difference is that the chariots do not lose effectiveness in their impact hits from losing hull points, but do from 'weapon destroyed' results.The models already have the aesthetics to represent this rule <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. <br /> <br /> A further <span class="glossaryitem" onmouseover='gp(136);'>USR</span> could be added if this change proved too insufficient. Like a reversed <span class="glossaryitem" onmouseover='gp(25);'>DA</span> flyer rule: If the chariot rolls an immobilized result on the vehicle damage table, then it may instead count the result as weapon destroyed. It is assumed the Chariot has enough wheels and rotating spikes remaining to continue its charge regardless of the damage that has been inflicted. (Possibly make this a random ability? weapon destroyed result instead on a 4+?) <br /> <br /> Thanks for reading, any comments and criticisms welcome. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Nov 2013 15:18:53]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:Chariots of Slaanesh Rebalancing: Seeker Chariots &amp; Hellflayers</title>
				<description><![CDATA[ No comments? Or am I beating a dead horse here? ]]></description>
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				<pubDate><![CDATA[Fri, 29 Nov 2013 03:42:10]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Chariots of Slaanesh Rebalancing: Seeker Chariots &amp; Hellflayers</title>
				<description><![CDATA[ As someone who just got two chariot kits, I am interested in these ideas.<br /> <br /> But not having tried them out much yet, I don't have the experience needed to contribute.<br /> <br /> The idea of basing the Hammer of Wrath hits on 'Weapons' that can be destroyed, thereby not turning that Vehicle Damage result into immobilisation sounds like a good idea.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/564911/6296652.page</link>
				<pubDate><![CDATA[Fri, 29 Nov 2013 04:57:15]]> GMT</pubDate>
				<author><![CDATA[ Slaanesh-Devotee]]></author>
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				<title>Chariots of Slaanesh Rebalancing: Seeker Chariots &amp; Hellflayers</title>
				<description><![CDATA[ As a user of Chariots (I own 3 seeker variants), I have to say I love idea no. 2, not so sure on no. 1, but I can see it working.<br /> <br /> A thought I had was maybe making it <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 all-round so <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> can't punch it to death and are forced to use Krak Grenades? Though thinking about it now, it doesn't really accomplish much...]]></description>
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				<pubDate><![CDATA[Fri, 29 Nov 2013 05:03:24]]> GMT</pubDate>
				<author><![CDATA[ Matt.Kingsley]]></author>
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