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		<title><![CDATA[Latest posts for the thread "Time to break some caps."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Time to break some caps."]]></description>
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				<title>Time to break some caps.</title>
				<description><![CDATA[ For a long time we have had solid caps on most of the stats. But with the proliferation of things like grav weapons, <span class="glossaryitem" onmouseover='gp(123);'>str</span>-d, etc, certain high end <span class="glossaryitem" onmouseover='gp(787);'>LoW</span> are rather stymied.  Daemon lords & heirophants begin to pale versus their vehicular counterparts, in an interesting dichotomy to their 'standard' sized counterparts. <br /> Now, I'm not going to pretend that this isn't a bandaid solution to a gaping chest wound, but I think it's about time we got heightened the caps on wounds.  I know some will argue that GMC don't need more than 10 wounds because they get a save. That save is now an Achilles heel. Plus, the vast majority of weapons that can harm T9+ are ap2 as well.  <span class="glossaryitem" onmouseover='gp(123);'>Str</span>-d is a problem on its own so, another time on that one.<br /> Anyway, for the "big bad" GMCs, up the wound cap. This might allow these 1000 point <span class="glossaryitem" onmouseover='gp(787);'>LoW</span> to survive a round from gravcents or wraithguard for once.]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2015 00:29:39]]> GMT</pubDate>
				<author><![CDATA[ StarHunter25]]></author>
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				<title>Time to break some caps.</title>
				<description><![CDATA[ Rather see Grav nerfed over making things stronger. Power Creep is a very real problem and the last thing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> needs is to escalate things further and further from the standard set by the bolter marine and the guardsmen. ]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2015 02:41:29]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Time to break some caps.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee05230497a0a6807ed0ce209afa2bb9.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/669658/8242974.page"><b>Vankraken wrote:</b></a><br/>Rather see Grav nerfed over making things stronger. Power Creep is a very real problem and the last thing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> needs is to escalate things further and further from the standard set by the bolter marine and the guardsmen. </div></blockquote>Don't worry, power creep will stop long enough to give <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> each a subpar and poorly written codex, before continuing again. It'll balance itself out, due to humans and evil dudes always being the losers  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> GMC's need a nerf. 10 wounds and a save, plus resistance to poison, psychic powers and a gakton of other stuff leaves GMC's being very, very powerful. Grav was a direct counter to them, but should have been one or two shots fewer, and given to more armies.]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2015 03:05:52]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Time to break some caps.</title>
				<description><![CDATA[ Just to clarify my reasoning here, a warhound titan gets 9HP and 2 void shields. 13/13/12, stomp, two laser destroyers, complete immunity to poison, psychic powers.  Their 'achilles heel' is haywire or melta, which are less common than grav now.  Those void shields regenerate on their own behest, and nearly every army with access to <span class="glossaryitem" onmouseover='gp(117);'>SHV</span>'s have some sort of dude that can repair <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s.  To top all that, if you do actually kill it, there is a decent chance it nukes the area around it to punish you if you killed it in CQC.<br /> <br /> Why can a heirophant not have 14 wounds?  Aangrath 12 or so to give him a bit more staying power than a standard bloodthirster?  Why is it only <span class="glossaryitem" onmouseover='gp(117);'>SHV</span>'s that get to break that 10 cap.  How about the combined total <span class="glossaryitem" onmouseover='gp(661);'>HP</span>/VS on superheavies gets capped to 10?]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2015 14:56:17]]> GMT</pubDate>
				<author><![CDATA[ StarHunter25]]></author>
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