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		<title><![CDATA[Latest posts for the thread "Armour Saves for Vehicles"]]></title>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Should it be possible for vehicles to have Armour saves?<br /> <br /> AV14 = 2+<br /> AV13 = 3+<br /> AV12 = 4+<br /> AV11 = 4+<br /> AV10 =5+]]></description>
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				<pubDate><![CDATA[Wed, 7 Oct 2015 22:09:52]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Personally I want to try running a few games with vehicles having 4+ armor except for walkers and non skimmer ground vehicles having 3+ armor. Idea being that most of the true anti vehicle weapons are AP3 and up so it has zero effect on them while making non skimmers more resilient to the "auto cannon class" of weapons like Deffguns, <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, Auto Cannons, etc. Would also tone down gauss flayer and scatter laser spam (and make the immortal gauss weapon be slightly more desirable than warriors with flyers).]]></description>
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				<pubDate><![CDATA[Wed, 7 Oct 2015 23:11:43]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ I'll second Vankraken's idea here. I hadn't thought of segregating it like that, but it makes sense.<br /> <br /> The one tweak I'd add to that is to clarify that to-pen rolls of 6 from Rending weapons are resolved at AP2 for the purposes of bypassing armor saves but not for the damage chart.<br /> <br /> I'm not sure if that should apply to Bladestorm or not. I think for shuriken cannons it wouldn't be too bad <b>except</b> that shuricannon bikers are a thing, and shuricats can come in large enough numbers that being able to save against glances could be relevant.]]></description>
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				<pubDate><![CDATA[Thu, 8 Oct 2015 13:21:00]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ you'd have to be AV10 for shuricats to glance you anyways]]></description>
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				<pubDate><![CDATA[Thu, 8 Oct 2015 13:36:05]]> GMT</pubDate>
				<author><![CDATA[ danny1995]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Well, yes, but AV10 is everywhere, and the armies that rely on AV10 vehicles are often the ones complaining about being glanced to pieces.]]></description>
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				<pubDate><![CDATA[Thu, 8 Oct 2015 14:05:53]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/666327/8176853.page"><b>jade_angel wrote:</b></a><br/>Well, yes, but AV10 is everywhere, and the armies that rely on AV10 vehicles are often the ones complaining about being glanced to pieces.</div></blockquote><br /> <br /> Follow through with the simplification and give them Toughness Values..]]></description>
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				<pubDate><![CDATA[Thu, 8 Oct 2015 14:32:54]]> GMT</pubDate>
				<author><![CDATA[ Lithlandis Stormcrow]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Not a bad idea, and probably what <b>should</b> be done.<br /> <br /> Folks will argue that it's less realistic; while I sympathize, "realism" hasn't been a particularly good excuse for bad crunch in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for a while.]]></description>
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				<pubDate><![CDATA[Thu, 8 Oct 2015 16:33:55]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/666327/8177210.page"><b>jade_angel wrote:</b></a><br/>Not a bad idea, and probably what <b>should</b> be done..</div></blockquote><br /> <br /> I have a nagging feeling that this is what <i>will</i> be done in the near future.<br /> <br /> Giving vehicles Saves and Toughness also makes it easier to control their vulnerabilities by keeping a close watch on all those <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and S values out there. <br /> You hit a vehicle from behind? it has -1 T, or Armour Save, or both! (not sure which would be the most appropriate penalty, <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>)<br /> <br /> And you could still use/abuse the cover/Invulnerable save shenanigans to your heart's content.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 12:24:08]]> GMT</pubDate>
				<author><![CDATA[ Lithlandis Stormcrow]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/49c999abf2866a3b8eefe992e4e16463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/666327/8175523.page"><b>Tactical_Spam wrote:</b></a><br/>Should it be possible for vehicles to have Armour saves?<br /> <br /> AV14 = 2+<br /> AV13 = 3+<br /> AV12 = 4+<br /> AV11 = 4+<br /> AV10 =5+</div></blockquote>Vehicles should have a save, but not one that is negated by all weapons fired against them. One of the major issues with vehicles is from Autocannon-equivalents being spammed, resulting in a vehicle's 4+ armour save being useless. 2+ or 3+ would be very handy at eliminating non-dedicated weapons, however. But they would still often be ignored.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 12:27:28]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ My problem with a 2+/3+ is that they'd be too effective against weapons that are meant as light anti-tank like Imperial autocannons, Eldar shuriken cannons or Tau missile pods. The fact that they're negated by lascannons and meltaguns really isn't a problem at all: both are weapons specifically designed to drill through heavy armor. Defenses intended to be able to stop a lascannon already exist; they're modeled as invulnerable saves, cover saves, void shields or something similar.<br /> <br /> That's why I cooked up the idea of Resilient armor - it's only negated by <span class="glossaryitem" onmouseover='gp(6);'>AP</span> <b>better</b> than its save. So, 4+ Resilient armor still gets a save against autocannons and heavy bolters, but krak missiles and neutron blasters beat it. <br /> <br /> All told, though, I think vehicles having toughness and armor just like Monstrous Creatures do is probably fair. The big distinction might be that vehicles are better at shooting (all guns, not just two) while all <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> can fight in assault even if they suck at it. (<span class="glossaryitem" onmouseover='gp(93);'>MC</span> versus walker would become mostly a matter of fluff at this point, of course, which is as it should be <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.)]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 14:12:32]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ If we could have an invulnerable save that was in between a 4++ and a 5++, that would be perfect.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 15:19:11]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f9d3e512821b325d68e9cd5b27143e18.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/666327/8179431.page"><b>Selym wrote:</b></a><br/>If we could have an invulnerable save that was in between a 4++ and a 5++, that would be perfect.</div></blockquote><br /> <br /> You could turn it into a specific Vehicle Armour Save to ignore <span class="glossaryitem" onmouseover='gp(6);'>AP</span> values, and then give Specialist Anti-Tank weaponry Vehicle <span class="glossaryitem" onmouseover='gp(6);'>AP</span>?  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 15:22:15]]> GMT</pubDate>
				<author><![CDATA[ Lithlandis Stormcrow]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Hrmm. Possibly.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 15:22:50]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Re:Armour Saves for Vehicles</title>
				<description><![CDATA[ For example purposes: <br /> <br /> Rhino APC: T8 3W Vehicle AS3+ <br /> <br /> Bolter S4 AP5 VAP "-" <br /> Missile Launcher (krak) S8 AP3 VAP3<br /> Lascannon S9 AP2 VAP2 ]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 15:25:44]]> GMT</pubDate>
				<author><![CDATA[ Lithlandis Stormcrow]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Which would rather quickly distinguish between weapons designed to knock holes in vehicles and those only incidentally capable of it, wouldn't it?<br /> <br /> I'd imagine autocannons or missile pods would probably still have VAP4, but I doubt heavy bolters or gauss blasters would. Plasma guns are kind of an open question - I like the idea that they're also reasonable anti-tank weapons in a pinch but I can see why folks wouldn't want them to do that job well if it makes meltas irrelevant. (<span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that problem doesn't currently exist, since meltas are cheaper, Assault vs Rapid-Fire and don't Get Hot, but I've heard the case made.)]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2015 16:28:54]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/666327/8179638.page"><b>jade_angel wrote:</b></a><br/>Which would rather quickly distinguish between weapons designed to knock holes in vehicles and those only incidentally capable of it, wouldn't it?<br /> <br /> I'd imagine autocannons or missile pods would probably still have VAP4, but I doubt heavy bolters or gauss blasters would. Plasma guns are kind of an open question - I like the idea that they're also reasonable anti-tank weapons in a pinch but I can see why folks wouldn't want them to do that job well if it makes meltas irrelevant. (<span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that problem doesn't currently exist, since meltas are cheaper, Assault vs Rapid-Fire and don't Get Hot, but I've heard the case made.)</div></blockquote><br /> <br /> Giving Meltas <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and VAP2 and keeping Plasmas at VAP3/4 would be enough to ensure that, I think. A weapon like a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> would have VAP5, perhaps.<br /> <br /> But these VAP values would need to be structured to consider the average Vehicle T and Save, which would then have to be (mostly) standardized.<br /> <br /> What would the stats for a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> <span class="glossaryitem" onmouseover='gp(456);'>LS</span> be, for example? <br /> T6 5+? 2W?<br /> Would these stats be acceptable for a Piranha? ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2015 14:18:25]]> GMT</pubDate>
				<author><![CDATA[ Lithlandis Stormcrow]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f9d3e512821b325d68e9cd5b27143e18.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/666327/8179073.page"><b>Selym wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/49c999abf2866a3b8eefe992e4e16463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/666327/8175523.page"><b>Tactical_Spam wrote:</b></a><br/>Should it be possible for vehicles to have Armour saves?<br /> <br /> AV14 = 2+<br /> AV13 = 3+<br /> AV12 = 4+<br /> AV11 = 4+<br /> AV10 =5+</div></blockquote>Vehicles should have a save, but not one that is negated by all weapons fired against them. One of the major issues with vehicles is from Autocannon-equivalents being spammed, resulting in a vehicle's 4+ armour save being useless. 2+ or 3+ would be very handy at eliminating non-dedicated weapons, however. But they would still often be ignored.</div></blockquote><br /> <br /> Ignore <span class="glossaryitem" onmouseover='gp(6);'>AP</span> on glancing hits. Done.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 23:00:55]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Armour Saves for Vehicles</title>
				<description><![CDATA[ Huh. Sounds better <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 14 Oct 2015 06:24:39]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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