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		<title><![CDATA[Latest posts for the thread "Making one shot weapons worth it, MC/Vehicle Rules Revision"]]></title>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ So I've come across several threads concerning both types of Eldar armies and the major issue concerning lance as an increasingly irrelevant and meh rule. I do feel that the carry-over of treating all armour as AV12 from past editions makes it an odd weapon, one that only really comes into value against AV13 and above which doesn't make much sense if its a dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapon since it should be even more effective against low <span class="glossaryitem" onmouseover='gp(9);'>AV</span> vehicles. <br /> <br /> As a result, I propose that the lance rule instead reduce the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of the enemy vehicle by 2 when rolling for the purposes of armour penetration. This way the S8 AP2 of Dark and Bright Lances maintain the same damage output against AV14 while increasing their effectiveness against AV13-10. It also makes things like the heat lance a heck of a lot better.<br /> <br /> Personally I also think lances should be AP1 base to begin with, but that's touching more on the weapons more than the rule itself.<br /> <br /> So what do you guys think?<br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 03:51:42]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ You'd have to make single shot anti-tank viable again. That's not a problem of lance, that's a problem of single shot weapons sucking now. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:43:25]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8256137.page"><b>Martel732 wrote:</b></a><br/>You'd have to make single shot anti-tank viable again. That's not a problem of lance, that's a problem of single shot weapons sucking now. </div></blockquote><br /> <br /> So it's mainly a matter about how <span class="glossaryitem" onmouseover='gp(661);'>HP</span>-stripping is more effective due to the way the damage table works and the fact that <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and GMC's/SHW's now have so many ablative saves against <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-weapons that the only good single shot weapons are strength D?]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:52:12]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bd6a945e61192b09d3a4fcdb0ff75a6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256160.page"><b>Grimskul wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8256137.page"><b>Martel732 wrote:</b></a><br/>You'd have to make single shot anti-tank viable again. That's not a problem of lance, that's a problem of single shot weapons sucking now. </div></blockquote><br /> <br /> So it's mainly a matter about how <span class="glossaryitem" onmouseover='gp(661);'>HP</span>-stripping is more effective due to the way the damage table works and the fact that <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and GMC's/SHW's now have so many ablative saves against <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-weapons that the only good single shot weapons are strength D?</div></blockquote><br /> <br /> Exactly. S10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 is just as awful as S8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 lance. They both have virtually no chance of taking out a vehicle, where as Mass S6/7 have an excellent chance. And doubles as anti-infantry and triples as anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:56:32]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ You got it! Right now, glancing hits are "damage" effects, while penetrating hits are more like "damage, plus a bonus", with very little "one-shot-kill" effects. All the single-shot high powered stuff are only marginally more effective at getting a damage effect than a damage+bonus effect. Additionally, the "bonus" part isn't very effective. Many things ignore stunned/shaken, or have weapon systems that are not significantly affected by them.<br /> <br /> Thus, being more reliably able to deal "damage" effects is more efficient than being able to deal more "damage+bonus" effects. They either need to make penetrating hits be more dangerous, or glancing hits less dangerous, in order for things like Lascannons to ever be a thing again.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:56:36]]> GMT</pubDate>
				<author><![CDATA[ Yarium]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I'm going to have to agree with Martel here. The problem is that single shot <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons really aren't that good anymore. With a Bright Lance you need a 6+ to explode most vehicles. It's just so much easier to strip hull points off with other weapons than it is to try and use single shot <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons. The damage table is very punishing to those kind of weapons.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:57:13]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ Weapons like the Hammerhead railgun and lascannon should really do multiple wounds to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. But that would make too much sense. Clearly, <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> don't care about gaping holes burned straight through their torsos. It's just a single wound. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:59:26]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ Lance and Armourbane are all rules that were intended to be "stacked" on non-Melta weapons in my opinion.<br /> <br /> I don't have the Eldar/Dark Eldar books handy, but something like the Transauranic Arquebus from the Skitarii(S4 versus vehicles because of the "Sniper" rule) having the ability to count any of the heavier vehicles as AV12 rather than their normal <span class="glossaryitem" onmouseover='gp(9);'>AV</span> while rolling <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> for armor pen?<br /> <br /> All of a sudden, that gun can make its 25 points back <i>fast</i> in certain match-ups.<br /> <br /> I should add that I'm going to be testing Armourbane weapons as doing D3 Wounds rather than a single Wound(with no spillover possible) against Infantry, <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, and GMCs soon. Feel free to see if anyone local to you will do the same.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 18:38:09]]> GMT</pubDate>
				<author><![CDATA[ Kanluwen]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ Railgun no. Its projectile is traveling too fast to create too much  of a cavity. It basically tears a tube out of you. Lascannon yes, because it penetrates, but also causes massive inflammation to the tissue around it, causing additional damage, pressure, and hemorrhaging. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 18:42:51]]> GMT</pubDate>
				<author><![CDATA[ deathmagiks]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I think that's one thing that <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> did right, which was make it so that monsters/vehicles have diminishing returns on weapons/attacks/movement the more wounds they suffer. Unfortunately with the rules being all over the place for <span class="glossaryitem" onmouseover='gp(3);'>40K</span> it'd be hard to streamline all that into the game but it'd be a cool way to make wounds taken off <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/GMC's count.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 19:05:14]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ The real problem is Hullpoints, not the lance rule. We should double all hullpoints for vehicles and make Glancing hits do 1 hull point and Pen hits do 2 hull points, plus damage chart]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 19:54:35]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c9ba4ba78268e6a9125afabc25f5d0c3.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256439.page"><b>Tactical_Spam wrote:</b></a><br/>The real problem is Hullpoints, not the lance rule. We should double all hullpoints for vehicles and make Glancing hits do 1 hull point and Pen hits do 2 hull points, plus damage chart</div></blockquote><br /> <br /> That sounds like a worthy improvement, but doesn't change the lack of efficacy of powerful anti-tank weapons vs <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. If you shot a Tyrannosaur with the main gun of an Abrams, it's dead. It doesn't take a "wound". ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:25:08]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8256746.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c9ba4ba78268e6a9125afabc25f5d0c3.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256439.page"><b>Tactical_Spam wrote:</b></a><br/>The real problem is Hullpoints, not the lance rule. We should double all hullpoints for vehicles and make Glancing hits do 1 hull point and Pen hits do 2 hull points, plus damage chart</div></blockquote><br /> <br /> That sounds like a worthy improvement, but doesn't change the lack of efficacy of powerful anti-tank weapons vs <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. If you shot a Tyrannosaur with the main gun of an Abrams, it's dead. It doesn't take a "wound". </div></blockquote><br /> <br /> It would have to work something like blast templates in fifth. If it direct hit's, it will inflict instant death. Non blast weapons would be on a 4+]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:32:37]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I'm actually a fan of EITHER <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s getting an identical "damage chart"<br /> (1-3 shaken, 4 stunned, 5 arm damaged, 6 legs damaged, 7 catastrophic failure of brains/hearts.)<br /> <br /> ...or vehicles losing the damage chart and gaining some hull points.<br /> <br /> One of those two needs to happen to bring back the pendulum between the two towards the middle.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:43:43]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I didn't realize that Blast Weapons worked like that in 5th. I kinda like it as a mechanic. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:46:20]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I think dedicated anti-tank weapons like lascannons, railguns, vanquisher cannons and multi-meltas, dark/bright lances should have a special rule like "Slayer", where the number of wounds it inflicts is the number inside the bracket, so if a lascannon would have Slayer(2) which would inflict 2 wounds instead of one on any non-vehicle model it hits. This way we can scale the different kinds of weapons to what degree they're able to inflict wounds. It also helps against tanky characters since each invuln/cover save they fail still does significant damage regardless of <span class="glossaryitem" onmouseover='gp(468);'>EW</span>.  ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:53:29]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256792.page"><b>niv-mizzet wrote:</b></a><br/>I'm actually a fan of EITHER <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s getting an identical "damage chart"<br /> (1-3 shaken, 4 stunned, 5 arm damaged, 6 legs damaged, 7 catastrophic failure of brains/hearts.)<br /> <br /> ...or vehicles losing the damage chart and gaining some hull points.<br /> <br /> One of those two needs to happen to bring back the pendulum between the two towards the middle.</div></blockquote><br /> <br /> The former makes a lot more sense. A lascannon would be incredibly deadly to a living organism. There's a reason it did <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> wounds in 2nd ed. The more I think about this game, the angrier I get. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 22:59:30]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8256800.page"><b>Slayer-Fan123 wrote:</b></a><br/>I didn't realize that Blast Weapons worked like that in 5th. I kinda like it as a mechanic. </div></blockquote><br /> <br /> Multimetas did work in 5th<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/670258/8256824.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256792.page"><b>niv-mizzet wrote:</b></a><br/>I'm actually a fan of EITHER <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s getting an identical "damage chart"<br /> (1-3 shaken, 4 stunned, 5 arm damaged, 6 legs damaged, 7 catastrophic failure of brains/hearts.)<br /> <br /> ...or vehicles losing the damage chart and gaining some hull points.<br /> <br /> One of those two needs to happen to bring back the pendulum between the two towards the middle.</div></blockquote><br /> <br /> The former makes a lot more sense. A lascannon would be incredibly deadly to a living organism. There's a reason it did <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> wounds in 2nd ed. The more I think about this game, the angrier I get. </div></blockquote><br /> <br /> This is why we have forums to talk about how to make it better <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 23:02:55]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ I always thought that the best way to change the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> damage system was to have Glancing hits have a save depending on the vehicle type. Tanks would have 3+, Walkers 4+, Others 5+. Whereas a penetrating hit would ignore the save and act as it does currently.<br /> <br /> It would represent the sturdiness of vehicle types while making single-shot weapons much more useful.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 23:50:14]]> GMT</pubDate>
				<author><![CDATA[ Quickjager]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bd0841faa02321908237fdd9eb3da514.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8256973.page"><b>Quickjager wrote:</b></a><br/>I always thought that the best way to change the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> damage system was to have Glancing hits have a save depending on the vehicle type. Tanks would have 3+, Walkers 4+, Others 5+. Whereas a penetrating hit would ignore the save and act as it does currently.<br /> <br /> It would represent the sturdiness of vehicle types while making single-shot weapons much more useful.</div></blockquote><br /> <br /> That'd be really cool to implement. Definitely gives a chance to those who get hit on rear armour, especially now with the new Tau stealth formation with the ghostkeel.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 23:56:51]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ First, I would change the title of this thread to "Improving vehicles and monstrous creatures"<br /> <br /> Second, I think <span class="glossaryitem" onmouseover='gp(583);'>GC</span>'s would be uneffected for the most part by these rules because they are so big.<br /> <br /> Third, we could add "destructible environments" to the game, because cover saves get ridiculous in the Tau meta. A demolisher shell should instant death everything. Your dinky Ghostkeel sitting in that pile of rocks should be scrap metal in one from a vindicator]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 00:37:34]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making the Lance rule worth it.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c9ba4ba78268e6a9125afabc25f5d0c3.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8257091.page"><b>Tactical_Spam wrote:</b></a><br/><br /> <br /> Third, we could add "destructible environments" to the game, because cover saves get ridiculous in the Tau meta.</div></blockquote><br /> Yes, yes and yes again, destructuble terrain would add a lot to the game.<br /> <br /> <blockquote class="uncited"><div> A demolisher shell should instant death everything.</div></blockquote><br /> Once more hell yes, a 150mm+ HE shell should obliterate everything it hits, or at least severely damage bigger things.<br /> <br />  <blockquote class="uncited"><div>Your dinky Ghostkeel sitting in that pile of rocks should be scrap metal in one from a vindicator</div></blockquote><br /> Fully agreed, a shell that size should remove everything it hits.]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 13:35:35]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ And I would drop <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D from half the eldar stuff because there are things that are really <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D and then theres someone who thought itd be cool to overpower eldar]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 13:41:36]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Bolt Action has an "overkill" mechanic in it's tank rules.  If a shot gets 3 points of penetration, you roll 2 dice and apply both effects.  It would need to be tweaked a bit, but I think something like that for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would make high strength low <span class="glossaryitem" onmouseover='gp(6);'>ap</span> weapons a lot scarier.  ]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 15:05:01]]> GMT</pubDate>
				<author><![CDATA[ Eddtheman]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ In my opinion, Lance is the way it is because both Eldar and Dark Eldar have lots of fast and/or deep striking units that can easily get shots at side or rear armor. You want such weapons to be able to threaten vehicles that have high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> all around, BUT at the same time you do not want them to instantly wipe out any other vehicle by getting a good attack angle. Hence, Lance exists.<br /> <br /> This is thus one of those things that will be harder to balance than appears at first sight. ]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 16:13:51]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8258071.page"><b>Alcibiades wrote:</b></a><br/>In my opinion, Lance is the way it is because both Eldar and Dark Eldar have lots of fast and/or deep striking units that can easily get shots at side or rear armor. You want such weapons to be able to threaten vehicles that have high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> all around, BUT at the same time you do not want them to instantly wipe out any other vehicle by getting a good attack angle. Hence, Lance exists.<br /> <br /> This is thus one of those things that will be harder to balance than appears at first sight. </div></blockquote><br /> <br /> Right, but at this point in the game they're heavily outclassed by the <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons of Scatbikes and mass fire dragon super meltas. The Lance rule doesn't really give a viable alternative either Eldar armies to really bother consider taking them in comparison to other more efficient methods of anti-vehicle/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>. And especially with 7th edition where we've discussed has neutered one shot weapons like the dark/bright lance from being able to reliably take out vehicles, much less <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.  ]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 16:23:36]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ The lance rule is actually largely irrelevant. No balancing necessary for the rule. In fact, your land raider is gonna last a lot longer against lances than it will D-scythes or fire dragons or haywire. ]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 16:26:49]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bd6a945e61192b09d3a4fcdb0ff75a6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8258084.page"><b>Grimskul wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8258071.page"><b>Alcibiades wrote:</b></a><br/>In my opinion, Lance is the way it is because both Eldar and Dark Eldar have lots of fast and/or deep striking units that can easily get shots at side or rear armor. You want such weapons to be able to threaten vehicles that have high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> all around, BUT at the same time you do not want them to instantly wipe out any other vehicle by getting a good attack angle. Hence, Lance exists.<br /> <br /> This is thus one of those things that will be harder to balance than appears at first sight. </div></blockquote><br /> <br /> Right, but at this point in the game they're heavily outclassed by the <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons of Scatbikes and mass fire dragon super meltas. The Lance rule doesn't really give a viable alternative either Eldar armies to really bother consider taking them in comparison to other more efficient methods of anti-vehicle/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>. And especially with 7th edition where we've discussed has neutered one shot weapons like the dark/bright lance from being able to reliably take out vehicles, much less <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.  </div></blockquote><br /> <br /> Lance is good in some armies like necrons where the lance weapon happens to be S10. And Scatbikes are a little stupid. When did the eldar turn into the Sons of <strike>Malice</strike> Anarchy?]]></description>
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				<pubDate><![CDATA[Sat, 14 Nov 2015 17:41:01]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Make S8, S9 and S10 ignore cover saves from terrain only.]]></description>
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				<pubDate><![CDATA[Mon, 16 Nov 2015 14:45:34]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell]]></description>
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				<pubDate><![CDATA[Mon, 16 Nov 2015 15:18:00]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261494.page"><b>Tactical_Spam wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell</div></blockquote><br /> <br /> That sounds like a problem with <i>invisibility</i>.]]></description>
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				<pubDate><![CDATA[Mon, 16 Nov 2015 15:27:40]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261494.page"><b>Tactical_Spam wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell</div></blockquote><br /> Strictly speaking, if you've got the Invisibility power on you...yeah, it does. You can only be Snap-Fired at and you can't Snap Fire Ordnance...<br /> <br /> Quite frankly though? I can see where he's going with it. Stealth/Shrouded, like Jink, should be their own unique saves rather than just tied to Cover saves.]]></description>
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				<pubDate><![CDATA[Mon, 16 Nov 2015 16:01:27]]> GMT</pubDate>
				<author><![CDATA[ Kanluwen]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Now that is another issue I have. A certain friend of mine keeps running the Librarius Conclave and almost always gets Invisibility. One of his favourite things to wap it on is a triple Vindicator squadron.<br /> 3 <b><u>invisible</u></b> Vindicators, against my Guard army who rely primarily upon their Leman Russ for long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> firepower. I have Veteran Melta sections but they never survive long enough to get close - a single shot from that triple derp spam will wipe many of them out.<br /> Long story short, my regular <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can not get close enough to deal the damage whilst my longer ranged 'could stop them from being too much of a threat' stuff cannot shoot them because blasts and Invisibility stupidity.]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 18:46:23]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264043.page"><b>master of ordinance wrote:</b></a><br/>Now that is another issue I have. A certain friend of mine keeps running the Librarius Conclave and almost always gets Invisibility. One of his favourite things to wap it on is a triple Vindicator squadron.<br /> 3 <b><u>invisible</u></b> Vindicators, against my Guard army who rely primarily upon their Leman Russ for long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> firepower. I have Veteran Melta sections but they never survive long enough to get close - a single shot from that triple derp spam will wipe many of them out.<br /> Long story short, my regular <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can not get close enough to deal the damage whilst my longer ranged 'could stop them from being too much of a threat' stuff cannot shoot them because blasts and Invisibility stupidity.</div></blockquote><br /> <br /> then play invisibility as ITC has ruled it for all tournaments, as it is the dumbest rule in all of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 19:05:27]]> GMT</pubDate>
				<author><![CDATA[ notredameguy10]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264043.page"><b>master of ordinance wrote:</b></a><br/>Now that is another issue I have. A certain friend of mine keeps running the Librarius Conclave and almost always gets Invisibility. One of his favourite things to wap it on is a triple Vindicator squadron.<br /> 3 <b><u>invisible</u></b> Vindicators, against my Guard army who rely primarily upon their Leman Russ for long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> firepower. I have Veteran Melta sections but they never survive long enough to get close - a single shot from that triple derp spam will wipe many of them out.<br /> Long story short, my regular <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can not get close enough to deal the damage whilst my longer ranged 'could stop them from being too much of a threat' stuff cannot shoot them because blasts and Invisibility stupidity.</div></blockquote><br /> <br /> Is this the same friend who likes bringing 30k primarchs into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> marine army? If so please slap him.]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 19:06:31]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264043.page"><b>master of ordinance wrote:</b></a><br/>Now that is another issue I have. A certain friend of mine keeps running the Librarius Conclave and almost always gets Invisibility. One of his favourite things to wap it on is a triple Vindicator squadron.<br /> 3 <b><u>invisible</u></b> Vindicators, against my Guard army who rely primarily upon their Leman Russ for long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> firepower. I have Veteran Melta sections but they never survive long enough to get close - a single shot from that triple derp spam will wipe many of them out.<br /> Long story short, my regular <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can not get close enough to deal the damage whilst my longer ranged 'could stop them from being too much of a threat' stuff cannot shoot them because blasts and Invisibility stupidity.</div></blockquote><br /> <br /> Remember, your friend isn't invisible and you are within charge range<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/47dc77b9d75bb5007450672273415738.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261604.page"><b>Kanluwen wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261494.page"><b>Tactical_Spam wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell</div></blockquote><br /> Strictly speaking, if you've got the Invisibility power on you...yeah, it does. You can only be Snap-Fired at and you can't Snap Fire Ordnance...<br /> <br /> Quite frankly though? I can see where he's going with it. Stealth/Shrouded, like Jink, should be their own unique saves rather than just tied to Cover saves.</div></blockquote><br /> <br /> By invisible, I meant stealth and shrouded. It seems stupid that having some active camo is gonna save to from being pulped]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 19:30:17]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264163.page"><b>Tactical_Spam wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/47dc77b9d75bb5007450672273415738.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261604.page"><b>Kanluwen wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261494.page"><b>Tactical_Spam wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell</div></blockquote><br /> Strictly speaking, if you've got the Invisibility power on you...yeah, it does. You can only be Snap-Fired at and you can't Snap Fire Ordnance...<br /> <br /> Quite frankly though? I can see where he's going with it. Stealth/Shrouded, like Jink, should be their own unique saves rather than just tied to Cover saves.</div></blockquote><br /> <br /> By invisible, I meant stealth and shrouded. It seems stupid that having some active camo is gonna save to from being pulped</div></blockquote><br /> Well seeing as how apparently a laser pointer means that you are no longer protected by a building? <br /> Yes, you're right. In that sense it absolutely would make no sense.<br /> <br /> But if Stealth/Shrouded was modified to reduce the ability for someone to actually hit you to begin with? Much different story.]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 19:51:52]]> GMT</pubDate>
				<author><![CDATA[ Kanluwen]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ That idea is actually kind of interesting. Maybe stealth would be -1 to hit, and shrouded could be -2? ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 20:05:04]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/84d1052935428411d9946615c84e16c8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264229.page"><b>War Kitten wrote:</b></a><br/>That idea is actually kind of interesting. Maybe stealth would be -1 to hit, and shrouded could be -2? </div></blockquote><br /> <br /> -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or -2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to a minimum of 1]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 20:31:12]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Could that maybe be applied to Invisibility as well? Maybe making <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/<span class="glossaryitem" onmouseover='gp(149);'>WS</span> one so that blast weapons could still be fired at Invisible units? Odds are they would still miss (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 makes for horrific scatters) but they would still be able to fire at them.]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 20:43:48]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/84d1052935428411d9946615c84e16c8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264306.page"><b>War Kitten wrote:</b></a><br/>Could that maybe be applied to Invisibility as well? Maybe making <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/<span class="glossaryitem" onmouseover='gp(149);'>WS</span> one so that blast weapons could still be fired at Invisible units? Odds are they would still miss (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 makes for horrific scatters) but they would still be able to fire at them.</div></blockquote><br /> <br /> That would work, but it wouldn't penalize flamers. Not even being invisible can protect you from the indiscriminate flame ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 20:59:08]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I figure it shouldn't - I mean, if you know there are invisible foes there somewhere, and you have a flamer, you hose the area and hope you're hosing the right area...]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 22:36:17]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/84d1052935428411d9946615c84e16c8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264094.page"><b>War Kitten wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264043.page"><b>master of ordinance wrote:</b></a><br/>Now that is another issue I have. A certain friend of mine keeps running the Librarius Conclave and almost always gets Invisibility. One of his favourite things to wap it on is a triple Vindicator squadron.<br /> 3 <b><u>invisible</u></b> Vindicators, against my Guard army who rely primarily upon their Leman Russ for long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> firepower. I have Veteran Melta sections but they never survive long enough to get close - a single shot from that triple derp spam will wipe many of them out.<br /> Long story short, my regular <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can not get close enough to deal the damage whilst my longer ranged 'could stop them from being too much of a threat' stuff cannot shoot them because blasts and Invisibility stupidity.</div></blockquote><br /> <br /> Is this the same friend who likes bringing 30k primarchs into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> marine army? If so please slap him.</div></blockquote><br /> <br /> Yup, it is sadly.<br /> <br /> I would use the ITC rules but sadly at my club we only use the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>. Using other rules requires both players consent.]]></description>
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				<pubDate><![CDATA[Wed, 18 Nov 2015 14:00:44]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ What about changing glancing hits to instead of stripping <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, you roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> (1-4 gets you crew shaken result, 5-6 strips a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> and gets crew shaken)?]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 07:16:30]]> GMT</pubDate>
				<author><![CDATA[ bomtek80]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5c05d0ad42b259f8abc532d7a0331b60.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8264306.page"><b>War Kitten wrote:</b></a><br/>Could that maybe be applied to Invisibility as well? Maybe making <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/<span class="glossaryitem" onmouseover='gp(149);'>WS</span> one so that blast weapons could still be fired at Invisible units? Odds are they would still miss (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 makes for horrific scatters) but they would still be able to fire at them.</div></blockquote><br /> <br /> That is already how ITC has changed the rules for invisibility. BS1 to hit for range and hit on 5+ in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 07:54:01]]> GMT</pubDate>
				<author><![CDATA[ notredameguy10]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ The problem to me isnt getting Explode! results, its the fact that stripping <span class="glossaryitem" onmouseover='gp(661);'>HP</span> via glances is too reliable.<br /> <br /> My Broadside unit can reliably glance AV13 to death in one volley, considering they need 6s to glance thats just dumb. They should do damage, but not kill it without insane dice luck.<br /> <br /> Thats why in another thread i suggested doubling the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of vehicles (supers by half since theyre immune to instant deaths, but still unfairly suffer compared to GMC) would fix the problem. It still allows glancing to death to be viable, but actually force you to try really hard to do it vs getting that 1 shot causing an Explode! and killing them outright even if that Landraider would have 7hp left.<br /> Its a medium between current and 5th rules, to me anyway. 5th they were too damn strong since you pretty much couldnt do jack without blowing them up or stripping weapons (which was harder). 6th on they became too easy to wreck.<br /> <br /> Nerfing vehicles more to make 1shot weapons stronger isnt going to help. Its going to make vehicles even LESS appealing. Those 1shot weapons need to be the ones that kill vehicles because of their higher Explode! chances - not make them deal more glance damage when its already super super easy to glance to death. Technically 1shot weapons never got weaker - they got outshined<br /> <br /> Also despite being a Tau player so this hurts me, i am for making these special anti-tank weapons have a rule where it causes double damage to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. That way they have more targets to fire at, but clearly better at vehicles since they have high odds of Explode! result. Anti-tank weapons are designed to hit large, heavily armored targets....well what the hell are <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> if they dont fit that profile?<br /> (Except Melta. Meltas are too easily spammed and would remove <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> from the game <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 16:05:10]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I wouldn't mind <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> being removed from the game. They've had their fun. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 18:29:31]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e7913eb603e3c5e7dbd637847835dd12.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8261494.page"><b>Tactical_Spam wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8261432.page"><b>raverrn wrote:</b></a><br/>Make S8, S9 and S10 ignore cover saves from terrain only.</div></blockquote><br /> <br /> Im sorry, but being invisible doesnt save you from a demolisher shell</div></blockquote>The problem with that is invisibility is a game construct. Yes, it won't protect you, but the point it that they wouldn't know where to shoot. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 18:48:55]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670258/8282318.page"><b>Martel732 wrote:</b></a><br/>I wouldn't mind <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> being removed from the game. They've had their fun. </div></blockquote><br /> <br /> Yeah... no.<br /> <br /> Riptides and Dreadknights being too good doesn't mean that Carnifexs, Daemon Princes, Greater Daemons, Tervigons, Exocrines and the like should be removed as well.<br /> But I suppose <span class="glossaryitem" onmouseover='gp(10);'>BA</span> and <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> don't get those, so who gives a  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 04:20:24]]> GMT</pubDate>
				<author><![CDATA[ Matt.Kingsley]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I'm constantly shocked that people STILL think the Dreadknight is brutal and <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 06:23:03]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ It's certainly not as bad by comparison, but it hasn't gotten any less strong.]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 06:27:00]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Our solution to the problem is:<br /> <br /> - All models above a specific size have a damage chart (without a kill result)<br /> <br /> - deadly one-shot weapons get "Multihit" (double the amount of inflicted wounds)<br /> <br /> - indirect fire can be placed anywhere and doesn't need a specific target]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 07:34:21]]> GMT</pubDate>
				<author><![CDATA[ kodos]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Could that maybe be applied to Invisibility as well? Maybe making <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/<span class="glossaryitem" onmouseover='gp(149);'>WS</span> one so that blast weapons could still be fired at Invisible units? Odds are they would still miss (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 makes for horrific scatters) but they would still be able to fire at them. </div></blockquote><br /> <br /> That's exactly what the Culexus Assassin does, too. Trust me, it's still really good, but it means you can actually hit him with something like a hellhammer cannon...]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 09:58:50]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c7dfb8a1d11dfe2b333e302c23d44caf.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8283063.page"><b>Matt.Kingsley wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/670258/8282318.page"><b>Martel732 wrote:</b></a><br/>I wouldn't mind <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> being removed from the game. They've had their fun. </div></blockquote><br /> <br /> Yeah... no.<br /> <br /> Riptides and Dreadknights being too good doesn't mean that Carnifexs, Daemon Princes, Greater Daemons, Tervigons, Exocrines and the like should be removed as well.<br /> But I suppose <span class="glossaryitem" onmouseover='gp(10);'>BA</span> and <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> don't get those, so who gives a  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">.</div></blockquote><br /> <br /> That's pretty much where I'm at. After you get your face pounded by <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> enough, enough becomes enough. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670258/8283248.page"><b>raverrn wrote:</b></a><br/>I'm constantly shocked that people STILL think the Dreadknight is brutal and <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.</div></blockquote><br /> <br /> Dreadknights are too good in that they have T6 2+ save. That's just too good of a combination in general. They are much more mortal than a Riptide, because they put themselves in harms way much more often. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 15:47:59]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ The Riptide is suppose to have nova risks, on average they lose 1-2 wounds a game from nova tests. But because the <span class="glossaryitem" onmouseover='gp(60);'>IA</span> is AP2 without nova charge for some stupid reason, that risk goes away and it makes the Riptide unbelievably tanky as a result.<br /> <br /> Bursttide is nowhere near as tanky unless you somehow never fail a nova. Even then, it has 12 potential gets hots (that still goes through a 2+ armor in those numbers <span class="glossaryitem" onmouseover='gp(17);'>btw</span>).<br /> <br /> Friends of mine and i were discussing the walker issue yesterday. We agree walker rules are trash and should just be removed because the mechanized <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are too fuzzy as a walker and making all walkers <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> removes Haywire threats.<br /> We had the idea of leaving the current <span class="glossaryitem" onmouseover='gp(93);'>MC</span> rule as it is, but only Tyranids/Garg Squigs/Knarlocs use it.... i.e. fleshy things. Another <span class="glossaryitem" onmouseover='gp(93);'>MC</span> rule called Mechanized Monsterous Creature replaces walkers, essentially the same thing but with Haywire and Melta threats added in (Melta causes 2 wounds per hit within Melta range, Haywire wounds on a 2+). This would be put on Tau <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, Dreadknights, and <span class="glossaryitem" onmouseover='gp(227);'>WL</span>/WKs instead of normal <span class="glossaryitem" onmouseover='gp(93);'>MC</span> rules, since theyre all mechanical and makes no sense to dodge anti-vehicle crap.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 20:12:47]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I propose that some weapons designed as anti tank also gain the rule to cause 1 auto wound with  no saves of any kind and goes on to wound normally. So in a way, it will always cause 1 wound if it hits and an additional if it successfully wounds therby causing a max of 2 per hit.<br /> <br /> The weapons I suggest are <br /> <br /> Meltaguns <br /> Meltabombs<br /> Laser Cannon <br /> Krak Missiles <br /> Bright/Dark lance<br /> Exorcist Missiles<br /> Vindicator Cannon<br /> Thermal Cannon<br /> Fusion Blaster<br /> Fire Dragoon's guns<br /> Really anything S8 and above ap2 or ap1(exception was Krak Missiles bc its ap3)<br /> <br /> Not rapid battle cannon. Not blast masters. Not Plasmaguns. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Dec 2015 20:38:49]]> GMT</pubDate>
				<author><![CDATA[ Filch]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Is simply giving High Strength/Low <span class="glossaryitem" onmouseover='gp(6);'>AP</span>/Single Shot weapons (Say S8/AP2 or better, so basically Melta and Lascannon equivalent) the Instant Death rule on a 6+ To Wound an option to deal with <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s?  It also might help deal with multi-wound T5/6 models that are otherwise difficult for some armies to kill.<br /> <br /> Now you have a similar chance to 'explode' a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> as a vehicle (better actually, since you don't have that intermediate step of rolling to see if you penetrate).  Doesn't help address the issue of stripping Hull Points obviously, but its a start.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Dec 2015 21:40:19]]> GMT</pubDate>
				<author><![CDATA[ GoonBandito]]></author>
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				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I think a lot of the problems with OS weapons could be solved by reducing their point cost by 5 points to a minimum of 5 points.]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 01:52:53]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Re:Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ I've posted some stuff in the past before, but several things I tend to favor include:<br /> -Marine vehicles are Front Armor 12; vehicles without sponsons/troop access points on the side are also Side Armor 12. <br /> -Vehicles also get improved Hull Points (an extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span> for every 3, or so).<br /> -The vehicle damage chart is modified to +3/+2/+1 for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1/2/3.<br /> -Vehicle Destroyed - Explodes! and Instant Death replaced with Overkill: Model loses an extra D3 Wounds/<span class="glossaryitem" onmouseover='gp(661);'>HP</span>.<br /> -Tank Hunters lets you reroll vehicle damage results. <br /> <br /> =This is the new part=<br /> -Modify the To-Wound chart; currently, a T6 model doesn't care if it's hit by a S10 or S8 weapon and both do the same amount of damage. If Strength is 3 greater than Toughness, Wound on 2+, and overkill is triggered on a 6 to-wound. If Strength is greater than toughness by 4, make it trigger on a 5+ to-wound. If greater than toughness by 5, make it trigger on a 4+, etc. <br /> Monster Hunter lets you halve the Monster's toughness for purposes of checking whether Overkill triggers.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 19:49:53]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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			<item>
				<title>Making one shot weapons worth it, MC/Vehicle Rules Revision</title>
				<description><![CDATA[ Huh, now that idea I actually really like. I'm not sure about the AV12 on Rhinos/Razorbacks (though side AV12 on Preds is fine, even with sponsons), but the rest of it is great.<br /> <br /> That said, I would not give the following vehicles an extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, because <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> they're tough enough as it stands:<br /> <br /> Skyray<br /> Hammerhead<br /> Falcon<br /> Fire Prism<br /> Night Spinner<br /> Wave Serpent<br /> Devilfish<br /> Ghost Ark<br /> Doomsday Ark<br /> Spartan Assault Tank]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 20:01:26]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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