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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ If you've been playing 7th for awhile, you'll notice that when you want to kill vehicles, it generally makes sense to bring multishot medium-strength weapons rather than higher-strength shots with a lower rate of fire, despite the latter being nominally the "specialist" antitank weapons. <span class="glossaryitem" onmouseover='gp(661);'>HP</span> gets scrubbed far faster and with more frequency than a high-power explosion.  <br /> <br /> While it doesn't particularly kill the game, it does lead to certain weapon setups hardly (if ever) appearing (raise your hand when you last saw Broadsides with HRRs instead of <span class="glossaryitem" onmouseover='gp(657);'>HYMPs</span> for example).<br /> <br /> Early thoughts as follows:<br /> <br /> * Every vehicle gains an additional <span class="glossaryitem" onmouseover='gp(661);'>HP</span> for every 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> (round up) it had. Rhinos are <span class="glossaryitem" onmouseover='gp(661);'>HP</span> 4, Defilers <span class="glossaryitem" onmouseover='gp(661);'>HP</span> 6, etc.<br /> <br /> * Vehicle damage mods are +1 for AP4, +2 for AP3, +3 for AP2, and +4 for AP1. Melee adds an additional +1. Optionally (bears testing), -1 if the target is a super heavy. <br /> <br /> * Any result of Vehicle Explodes simply subtracts an additional D3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> from the vehicle beyond the initial <span class="glossaryitem" onmouseover='gp(661);'>HP</span> for the penetrating hit. If the vehicle runs out of <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, it explodes like normal. <br /> <br /> The implications are as follows, before taking penetrating hits into account:<br /> <br /> * Vehicles are tougher versus multilaser-style weapons by a factor of 33% (or 50% if the vehicle originally had 2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>). <br /> <br /> * They're roughly as survivable vs <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 shooting before taking penetrating hits into account. While you lose <span class="glossaryitem" onmouseover='gp(661);'>HP</span> instead of instantly dying on the spot, you lose 2-4 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> per explode. This means a penetrating hit inflicts 4/3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> loss on average (1+(2)/6), roughly balancing out save for allowing autocannons or <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> the chance to luck out versus a lighter vehicle. <br /> <br /> * Vehicles are more vulnerable to high-end weapons. Lascannons inflict explodes on a 4+ instead of a 6 (1+.5 (2),<br /> =2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> on average) railguns and meltaguns on a 3+ instead of a 5+. <br /> <br /> * The odds of an explosion are directly tied to how many <span class="glossaryitem" onmouseover='gp(661);'>HP</span> have been lost. A Land Raider or Defiler will have 6 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, so will need an average of 3 explodes results to take down. Same an Orkanaut with its 7 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. Rather than hoping for damage lottery, you can more consistently allocate <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and math hammer the outcomes with more predictability. <br /> <br /> Thoughts, C&C appreciated.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 14:16:02]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Hmmm. I think I like it.<br /> <br /> But just to clarify vehicles gain +1 <span class="glossaryitem" onmouseover='gp(661);'>hp</span> for every three they have rounding up so anything with 4 <span class="glossaryitem" onmouseover='gp(661);'>hps</span> gets 2 more? <br /> <br /> Land Raidrs go from 4 to 6, Imperial Knights go from 6 hull points to 8?<br /> <br /> And I assume you mean both explodes and destroyed results do d3 <span class="glossaryitem" onmouseover='gp(661);'>hps</span> right?]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 15:37:00]]> GMT</pubDate>
				<author><![CDATA[ DoomShakaLaka]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ That's a neat way of handling it, MJ.  It seems like it certainly does make heavier weapons better, but I'm not sure it will make people take heavy weapons over strength 6/7 spam.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, for instance, still seem like they might beat out the HRR.  Most vehicles that you'dshoot a <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> against will only have a single additional hull point to get through if you need to glance it to death, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 still has an okay chance of exploding something if you have enough shots.  Plus it's still a nice monster hunter or infnatry blaster. <br /> <br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, scatter lasers, etc. don't generally shoot at things that will receive 2 extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span> making it kind of a moot point for them (though still relavant for dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons).  <br /> <br /> And thinking about specific armies, eldar lance spam or missile launcher spam doesn't seem like it's more likely to be a thing with these changes.  You reward players for taking such weapons over scatter lasers, but just taking *more* scatter lasers is still a perfectly viable answer to 4 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> rhinos.  Generally, eldar players are already bringing at least a little dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> either in the form of strength d, fire dragons, or whatever, so I'm not sure your changes would really encourage changes to list construction. Though again, you do reward them if they *do* just so happen to really enjoy bringing lots of dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span>.<br /> <br /> Plasma will kick much butt (and might possibly be a better way of explodings light transports than melta with these rules?) for human armies. I can actually see lascannons and missile launchers perhaps being taken over grav with this setup, though you don't really affect grav at all with your changes, so it doesn't become less viable.  <br /> <br /> Not that other weapons should be less viable exactly.  Your changes seem to do their job, but I'm just not sure most armies will feel the urge to bring a larger number of <span class="glossaryitem" onmouseover='gp(482);'>AT</span> shots considering that mid-strength shooting spam will still deal with light vehicles pretty well.  So basically, we'd see heavy weapons being more effictive without necessarily changing the way people build their lists meaning you're just making anyone with <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons have a slightly more efficient shooting phase. <br /> <br /> Not sure if that's what you're going for or not. <br /> <br /> Something else to consider is that <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons will be causing vehicles to die by explodes results considerably more often which means armies that are already punished by open-topped vehicles having stronger explosions this edition will be feeling it even more. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 15:37:46]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Re:Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Sounds like a cool and viable way of boosting vehicles. I'd like the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> system to be scrapped entirely myself, but seeing as that's not going to happen any time soon, this is workable too. I especially like that you've added more wounds, instead of higher <span class="glossaryitem" onmouseover='gp(9);'>AV</span> - I believe the current focus on high Armor Saves and <span class="glossaryitem" onmouseover='gp(9);'>AV</span> values + Invul. and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> spam is really boring, and lets a lot up to chance, where I'd love to see toughness through Wounds and Hullpoints more. I dunno, if I have to allocate a set number of shots at one model to down it, I'd rather have it lose wounds as I play, rather than hoping that one shot might actually harm it.<br /> <br /> E.G., with your system, it could be cool to give Knights 10 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, but remove the Ion Shield (Or simply make it a -1 to Penetration). That would give more incentive to really blast it with all you've got, now that you know you can take wounds of off it with most heavy weapons!]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 15:52:56]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/664597/8138996.page"><b>Wyldhunt wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, for instance, still seem like they might beat out the HRR.  Most vehicles that you'dshoot a <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> against will only have a single additional hull point to get through if you need to glance it to death, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 still has an okay chance of exploding something if you have enough shots.  Plus it's still a nice monster hunter or infnatry blaster. <br /> </div></blockquote><span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 cannot explode a vehicle.<br /> <br /> The explodes result comes in on a 7.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 16:01:32]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/23628111e26ec11a6e4133e8ae4ecfb1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664597/8139043.page"><b>Selym wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/664597/8138996.page"><b>Wyldhunt wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, for instance, still seem like they might beat out the HRR.  Most vehicles that you'dshoot a <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> against will only have a single additional hull point to get through if you need to glance it to death, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 still has an okay chance of exploding something if you have enough shots.  Plus it's still a nice monster hunter or infnatry blaster. <br /> </div></blockquote><span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 cannot explode a vehicle.<br /> <br /> The explodes result comes in on a 7.</div></blockquote><br /> <br /> <br /> <blockquote class="uncited"><div>Vehicle damage mods are +1 for AP4, +2 for AP3, +3 for AP2, and +4 for AP1. Melee adds an additional +1. Optionally (bears testing), -1 if the target is a super heavy. </div></blockquote>]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 16:04:52]]> GMT</pubDate>
				<author><![CDATA[ DoomShakaLaka]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Ah. Missed that bit.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 16:15:46]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Re:Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664597/8139027.page"><b>The Wise Dane wrote:</b></a><br/>Sounds like a cool and viable way of boosting vehicles. I'd like the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> system to be scrapped entirely myself, but seeing as that's not going to happen any time soon, this is workable too. I especially like that you've added more wounds, instead of higher <span class="glossaryitem" onmouseover='gp(9);'>AV</span> - I believe the current focus on high Armor Saves and <span class="glossaryitem" onmouseover='gp(9);'>AV</span> values + Invul. and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> spam is really boring, and lets a lot up to chance, where I'd love to see toughness through Wounds and Hullpoints more. I dunno, if I have to allocate a set number of shots at one model to down it, I'd rather have it lose wounds as I play, rather than hoping that one shot might actually harm it.<br /> <br /> E.G., with your system, it could be cool to give Knights 10 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, but remove the Ion Shield (Or simply make it a -1 to Penetration). That would give more incentive to really blast it with all you've got, now that you know you can take wounds of off it with most heavy weapons!</div></blockquote><br /> <br /> I think the Ion Shield is an entertaining mechanic as is, but otherwise I agree entirely. Most of the reasons for the changes here have been to make the game normalize in a slightly more consistent form. I remember back in 5th when vehicles were a pure damage lottery, and 7th favors scrubbing vs single powerful shots by making that jackpot roll less common (add that said weapons like autocannons/etc tend to be cheaper...). <br /> <br /> Making explodes easier to attain, but replacing "outright loss" to "loses d3+1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> instead of 1" also makes it that you can tap a vehicle down to 1/2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> before finishing it off with a larger shot...or vice versa. ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 16:24:04]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ I like the proposed changes here, apart from the fact that now a Fire Dragon causes an additional D3 hull points on a 2+<br /> <br /> I understand that a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with 6 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> can still survive that, but it would make that particular unit an even greater auto-take than it is now<br /> <br /> one unit of Dragons could very easily nuke an IK <i>through</i> it's shield now, whereas before at least the shield had a decent chance to block enough hits to survive]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:01:45]]> GMT</pubDate>
				<author><![CDATA[ IHateNids]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ This would go against the paradigm of scatterbikes owning everything in sight. Not allowed, clearly. ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:06:10]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e64d1252fdbde0a56c190734b78886a0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664597/8139188.page"><b>IHateNids wrote:</b></a><br/>I like the proposed changes here, apart from the fact that now a Fire Dragon causes an additional D3 hull points on a 2+<br /> <br /> I understand that a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with 6 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> can still survive that, but it would make that particular unit an even greater auto-take than it is now<br /> <br /> one unit of Dragons could very easily nuke an IK <i>through</i> it's shield now, whereas before at least the shield had a decent chance to block enough hits to survive</div></blockquote><br /> <br /> Make a rule where you can never modify it past a 3+ maybe?]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:09:06]]> GMT</pubDate>
				<author><![CDATA[ DoomShakaLaka]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ It's a 3+ already, 4+ optionally. You need a 7 to explode a vehicle anyway, and a  +4 makes it a 3+. 2+ for the meltabombs...<br /> <br /> Granted it still bears testing (whether to have a -1 damage modifier for Super Heavy vehicles, whether the extra +2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> offset the extra explosions, etc).]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:14:17]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/664597/8139208.page"><b>Martel732 wrote:</b></a><br/>This would go against the paradigm of scatterbikes owning everything in sight. Not allowed, clearly. </div></blockquote><br /> <br /> Would you <i>kindly</i> stop being so gorram cynical, for the Emperor's sake? You have a good point but you sound like a broken record.<br /> <br /> Now, as to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s suggestions: my only complaints are that this makes AP4 slightly too good (Heavy Bolters, Assault Cannons, Tau Missiles/<span class="glossaryitem" onmouseover='gp(657);'>HYMPs</span> - these are spam-sanders as it is), and it's slightly too good a bonus to AP1. (Consider Fire Dragons, and the fact that Adepta Sororitas Dominions can gain Ignores Cover on their meltas, or Salamanders with master-crafted combi-meltas in a Sternguard squad, say. All of these get real mean, real fast.)<br /> <br /> So, instead I'd propose: AP3 - +1, AP2 - +2, AP1 - +3. This way, krak missiles can explode vehicles (they should be able to!), and meltas aren't <i>quite</i> auto-die-sticks though still really dangerous.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:20:23]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ My real suggestion, then: get rid of the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> system. You'll never find a satisfying vehicle system with <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s current mathematical set up. ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:23:03]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Now that I can actually agree with. It'd be a lot of re-work, but a <span class="glossaryitem" onmouseover='gp(342);'>D10</span> or <span class="glossaryitem" onmouseover='gp(341);'>D20</span> system would probably have enough extra granularity.<br /> <br /> It'd take me a while to come up with a reasonable stab at actually converting the rules, though.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 17:26:36]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ D100. That's about the granularity <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s been trying to get out of a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.<br /> <br /> Or, y'know, use the old Epic Armageddon rules. Just attach everything to movement trays, and take blocks of three baneblades as standard army composition.<br /> <br /> Would probably solve a lot of problems.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 18:58:05]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/23628111e26ec11a6e4133e8ae4ecfb1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664597/8139543.page"><b>Selym wrote:</b></a><br/>D100. That's about the granularity <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s been trying to get out of a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.<br /> <br /> Or, y'know, use the old Epic Armageddon rules. Just attach everything to movement trays, and take blocks of three baneblades as standard army composition.<br /> <br /> Would probably solve a lot of problems.</div></blockquote><br /> <br /> Fantasy Flight has made that game.  Several times even!  Check out the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> <span class="glossaryitem" onmouseover='gp(345);'>RPGs</span> they put out.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Please note that, while using different die sizes is an interesting topic in its own right, it isn't directly relevant to this particular topic.  <br /> <br /> Out of curiosity MJ, why give <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 weapons a +1 to vehicle damage?  I can see it for things like Hydras, but aren't <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 weapons generally going to be along the lines of the mid-strength-spam weapons you're trying to discourage? ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 19:32:20]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Wyldhunt: Mostly for stuff like Krak Grenades, Hive Guard/TFexen, Hades Autocannons, etc. For regular Autocannons/Missile Pods, the extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span> and odds of explosion roughly cancel out vs AV11 (imperfectly), and favor the extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span> for AV12. It could easily be modified like Jade suggested (AP3 at best), alongside making some weapons <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3/2 instead (like the Tyrannofex Rupture Cannon, *cough*).]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 20:17:15]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Modifying Vehicle Damage Rules to favor heavier AT weapons</title>
				<description><![CDATA[ Gah, the T-fex's Rupture Cannon should really just be one bio-cannon, straight up: S10 AP3 Assault 6, but leave it at BS3, no twin-linked. But that's another rant for another time (Tyranids: what needs fixing and how!)<br /> <br /> Hive Guard also need some fixing, but yeah, because of autocannons, missile pods and so forth, I think letting AP4 cause "Explodes" results (well, more like "Critical Hit" on the proposed chart) is too good in other cases.<br /> <br /> As for grav, it would depend on whether "Immobilized when already Immobilized removes an additional hull point" stays or not. I'd argue that removing that isn't a terrible idea: it would make grav only slightly more dangerous to vehicles than Gauss.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2015 13:47:06]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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