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		<title><![CDATA[Latest posts for the thread "Give vehicles armour saves on glancing hits"]]></title>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ Why don't vehicles get armour saves? They should. Vehicle armour is gonna be stronger and thicker than infantry armour in most cases. Let vehicles have a chance to save against glancing hits. Okay, so maybe pen. hits get no save, but the chart could be so simple:<br /> <br /> AR:10 =	6+<br /> AR:11 =	5+<br /> AR:12 =	4+<br /> AR:13 =	3+<br /> AR:14 =	2+<br /> <br /> Of course a weapon's <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value may still come into effect. What do you think?]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2015 17:37:03]]> GMT</pubDate>
				<author><![CDATA[ devinple]]></author>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ There was an extended thread about this some time ago. I'll summarize my thoughts on the matter from there, coupled with thinking since then:<br /> <br /> In short, vehicles having armor saves isn't a bad idea, but saves scaling with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> doesn't actually solve the problem. Basically, AV14 rarely gets sanded to death anyway - with a 2+ it never would, essentially, except maybe by lucky Necrons. AV14 dies to one-shots from proper <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons - which this would help not one iota against. Contrariwise, AV10 usually dies to hull point depletion from fast-firing, medium-strength, weak-<span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons like scatter/multi-lasers, heavy bolters, pulse rifles, tesla destructors, autocannons and such, which a 6+ armor save helps barely at all against.<br /> <br /> My counterproposal is this: All vehicles get a 4+ armor save, with a special rule called Resilient, that works as such:<br /> <br /> <b>Resilient:</b> A model with the Resilient special rule may take armor saves against weapons with an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value equal to its armor save, though weapons with a lower <span class="glossaryitem" onmouseover='gp(6);'>AP</span> still ignore the armor save as usual.<br /> <br /> Therefore, you'd still have your 4+ against autocannons, heavy bolters, gauss blasters, missile pods and assault cannons.<br /> <br /> I suggest that instead of just a 3+ save, because the 3+ is simply too likely to succeed, and a 5+ is simply too easy to bypass, even with Resilient. Making this a cover or invulnerable save has problems, too - we really don't want most vehicles that don't have cover or shielding or the like shrugging off a lascannon or a meltagun, do we?]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2015 18:26:19]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b125e712f661b8ce152ab00dca1798be.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/665054/8148741.page"><b>devinple wrote:</b></a><br/>Why don't vehicles get armour saves? They should. Vehicle armour is gonna be stronger and thicker than infantry armour in most cases. Let vehicles have a chance to save against glancing hits. Okay, so maybe pen. hits get no save, but the chart could be so simple:<br /> <br /> AR:10 =	6+<br /> AR:11 =	5+<br /> AR:12 =	4+<br /> AR:13 =	3+<br /> AR:14 =	2+<br /> <br /> Of course a weapon's <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value may still come into effect. What do you think?</div></blockquote><br /> <br /> I saw one that went like this:<br /> <br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10-11: 4+<br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12: 3+<br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13: 2+<br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14: 2+ 5++<br /> <br /> This way most vehicles lose their Armor Save to guns that should be targeting them. ALso i believe that they also gave Ordinance weapons a +1 on the Damage chart, cuz an Earthshaker round should be able to pop a vehicle.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/665054/8148866.page"><b>jade_angel wrote:</b></a><br/>There was an extended thread about this some time ago. I'll summarize my thoughts on the matter from there, coupled with thinking since then:<br /> <br /> In short, vehicles having armor saves isn't a bad idea, but saves scaling with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> doesn't actually solve the problem. Basically, AV14 rarely gets sanded to death anyway - with a 2+ it never would, essentially, except maybe by lucky Necrons. AV14 dies to one-shots from proper <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons - which this would help not one iota against. Contrariwise, AV10 usually dies to hull point depletion from fast-firing, medium-strength, weak-<span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons like scatter/multi-lasers, heavy bolters, pulse rifles, tesla destructors, autocannons and such, which a 6+ armor save helps barely at all against.<br /> <br /> My counterproposal is this: All vehicles get a 4+ armor save, with a special rule called Resilient, that works as such:<br /> <br /> <b>Resilient:</b> A model with the Resilient special rule may take armor saves against weapons with an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value equal to its armor save, though weapons with a lower <span class="glossaryitem" onmouseover='gp(6);'>AP</span> still ignore the armor save as usual.<br /> <br /> Therefore, you'd still have your 4+ against autocannons, heavy bolters, gauss blasters, missile pods and assault cannons.<br /> <br /> I suggest that instead of just a 3+ save, because the 3+ is simply too likely to succeed, and a 5+ is simply too easy to bypass, even with Resilient. Making this a cover or invulnerable save has problems, too - we really don't want most vehicles that don't have cover or shielding or the like shrugging off a lascannon or a meltagun, do we?</div></blockquote><br /> <br /> This...is intriguing. Honestly i have no problem with my Ork Trukk getting wrecked by an Autocannon, i mean thats what its for. the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and the Bolters where kinda driving me nuts though <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> I may give this rule a shot as it sounds decent.]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2015 18:28:09]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ Personally I think we should just drop <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s all together and go back to the good old Damage Charts system.<br /> <br /> Make a Glancing hit unable to do more than immobilise or blow a weapon off and make a penetrating hit almost always fatal (at least 50% of the time).]]></description>
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				<pubDate><![CDATA[Sat, 26 Sep 2015 12:03:34]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ Make it so glancing can never wreck a vehicle but helps real anti tank weapons destroy a tank by removing all but the last <span class="glossaryitem" onmouseover='gp(661);'>hp</span>. ]]></description>
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				<pubDate><![CDATA[Sun, 27 Sep 2015 12:03:32]]> GMT</pubDate>
				<author><![CDATA[ Filch]]></author>
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				<title>Give vehicles armour saves on glancing hits</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2ccfbbac7f0eb469e83b1a5bf3ba0e03.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/665054/8151699.page"><b>Filch wrote:</b></a><br/>Make it so glancing can never wreck a vehicle but helps real anti tank weapons destroy a tank by removing all but the last <span class="glossaryitem" onmouseover='gp(661);'>hp</span>. </div></blockquote><br /> <br /> Its a glancing hit. It is a hit that has bounced off, but unlike all the others which have also bounced off, it has hit something of mild importance. Like a track or a gun. Glancing hits should never be able to destroy a vehicle and should, if this awful <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system is retained, be able to remove <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s.]]></description>
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				<pubDate><![CDATA[Sun, 27 Sep 2015 14:38:43]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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