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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ There's a few guns I feel we don't give enough credit, such as Autocannons, Stormbolters and the like. I think these guns were made back when S 5 was a big deal, and it shows nowadays. I'm not saying that they are bad now, but a part of me thinks that they might be a bit too weak for the current meta. So, ideas abound.<br /> <br /> I really like the idea behind the Stormbolter- It's a shame, really, that it's such a weak weapon, though. Therefor, I'd give it four shots, but at a range of 18''. This makes it an assault weapon to be reckoned with, and makes a hell of a lot more sense than the current "5 pt for another shot at a longer range than usual". Also, finally Termies can actually be a ranged threat.<br /> <br /> When I say Autocannon, I really mean the gun on the Predator. For the Dreadnoughts and the Heavy Weapon Teams, the current stats make perfect sense, but somehow it feels weak as a main gun on a battle tank. I think a new rule (e.g Predator Loading Mechanism <span class="glossaryitem" onmouseover='gp(136);'>USR</span> or something like that) would be a good idea, allowing it, and maybe the Assault Cannon on the Baal, to shoot two additional shots than on the standard profile. Arguably, you could also give it <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, since, you know, it's a tank cannon. I don't care how powerful the suit of personal armour is, a tank round that size will pulverize your innards or bone regardless of any plates.<br /> <br /> When talking about standard weapons that are getting outdated, are anyone annoyed with the Power Weapons? Not so much the Sword, but why is it that a Mace, the weapon you'd usually use to break armour, is <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4? And why is a Power Fist just a Thunder Hammer with less pezzaz?<br /> <br /> Thoughts?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 17:10:26]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ I agree something needs to be done to Storm Bolters. Perhaps more shots at a 18" like you said, but I'm not sure that just giving them more shots will do much. S4 shooting is unimpressive these days when StrD is being passed out like candy. Perhaps bump it up a point in strength?]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 18:10:39]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Upgrading the good ol' guns.</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/671530/8282286.page"><b>War Kitten wrote:</b></a><br/>I agree something needs to be done to Storm Bolters. Perhaps more shots at a 18" like you said, but I'm not sure that just giving them more shots will do much. S4 shooting is unimpressive these days when StrD is being passed out like candy. Perhaps bump it up a point in strength?</div></blockquote><br /> I think that would ruin the idea of it being a sub-machine Bolter. It doesn't have to be good against things that aren't normally threatened by a Bolter, just better against the same kind of target.<br /> <br /> Beside, four pops against some unit and then a charge is nothing to sneeze at.]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 18:15:57]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ I wouldn't mind Storm Bolters having a high rate of fire. And then Autocannons could gain strength, maybe? Autocannons are kind of meant to kill vehicles, so <span class="glossaryitem" onmouseover='gp(6);'>AP</span> would be desirable but then you loose out on the thing that kind of makes autocannons statistically unique and makes them better at <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span>, which isn't really anything we would want.]]></description>
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				<pubDate><![CDATA[Thu, 26 Nov 2015 22:53:17]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Storm Bolters could become Salvo 2/4, making it so relentless platforms like termies make the most out of it and gives them that extra edge of dakka to make up for their cost being more than double normal marines but with no real increase in shooting output. Also gives strike squads a little more oomph during the shooting phase.<br /> <br /> I agree with autocannons needing to be stronger on vehicle platforms, or at least their fire-output. You can see this with Ork vehicles as well, since no one ever takes big gunz on battlewagons and I always found that the <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> deserved to be a large blast version on the Morkanaut given its bigger size and power source. The predator autocannon should take after the sicaran a bit and become heavy 4 with rending. This way it has a decent rate of fire while also having some potential anti-armour capability without infringing too far on the <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-lascannon builds. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 03:25:43]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ I'd actually vote for Storm Bolters to get the old dual-profile treatment: Assault 2 or Heavy 4, while keeping their current range. This makes them interesting for folks that might want to assault, too. <br /> <br /> Standard autocannons are probably fine, but for the one on the Predator, I'd do what 30k Predators get: make it Heavy 4. Rending might be decent, too, but I think just having four shots would make it pretty good against light armor without stepping on the toes of the lascannon version. (Plus, you can still add on some lascannons if you need them)]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 06:03:25]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Assault 3 Storm Bolters.]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 06:23:57]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ When it comes to Power Weapons, the only two weapons I really mind is the Power Maul and the Power Fist.<br /> <br /> The thing I don't like about the Power Maul is that it's basically extremely strong against one kind of unit, but unusable in all other instances, where most Power weapons are sorta general use. Also, why is it that the weapon you'd usually use to break armour and bones is the weakest in <span class="glossaryitem" onmouseover='gp(6);'>AP</span>?<br /> <br /> I'd take away the two points of S, leaving it at S - , and leave the <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, but give it Rending in addition to Concussive. I think that shows the effect a good hit with a mace can do to innards, but that it can't just break Power Armour by itself.<br /> <br /> When it comes to Power Fists, I mostly hate the fact that it's basically the Thunderhammer with less style, so I'd rather reflect the fact that it's more flexible than most weapons.<br /> <br /> I think it should have two profiles: Standard and Charged. Standard would be S + 1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, Concussive, but not specialist weapon, as it isn't powered, while the Charged statline would be S x2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, Concussive, Specialist Weapon, Unwieldy, as we know it.]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 22:47:11]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Maybe stormbolters could be a salvo variant where they are 2/4 but keep their range and assault profile otherwise.  I feel power weapons (and most likely a large number of melee weapons) should be 5 points cheaper.  Heavy bolters should at the very least have pinning (sniper rifles should have that back too).]]></description>
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				<pubDate><![CDATA[Fri, 27 Nov 2015 23:48:49]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8284577.page"><b>NorseSig wrote:</b></a><br/>Maybe stormbolters could be a salvo variant where they are 2/4 but keep their range and assault profile otherwise.  I feel power weapons (and most likely a large number of melee weapons) should be 5 points cheaper.  Heavy bolters should at the very least have pinning (sniper rifles should have that back too).</div></blockquote><br /> <br /> I agree with this actually. I think Heavy Bolters should fire more shots, 3 just doesn't feel like it does enough for me.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 00:11:35]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ What kind of thoughts do you want when I'm site I've seen you respond to threads that talked extensively about assault3 s4 storm bolters?  It would be sort of more earnest or in good faith to address the kind of issues that are pretty widely aired.<br /> <br /> I think dark lances, lascannons,regular bolters, heavy bolters, and splinter rifles all have problems too, and a special rule for predator auto loaders doesn't fix that, neither do a dozen special rules each for a separate platform and weapon combination.<br /> <br /> <blockquote class="uncited"><div>en it comes to Power Fists, I mostly hate the fact that it's basically the Thunderhammer with less style, so I'd rather reflect the fact that it's more flexible than most weapons<br /> <br /> I think it should have two profiles: Standard and Charged. Standard would be S + 1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, Concussive, but not specialist weapon, as it isn't powered, while the Charged statline would be S x2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, Concussive, Specialist Weapon, Unwieldy, as we know it.</div></blockquote><br /> <br /> Powerfists are not concussive.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 04:32:14]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ There's nothing you can do to fix the stormbolter, given that the heavy bolter is also a useless weapon at this point. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 15:47:27]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Okay, guys. Heavy Bolter. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. S <i>4</i>. Salvo 3/5. <i>I solved the world guys.</i>]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 16:57:36]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285676.page"><b>The Wise Dane wrote:</b></a><br/>Okay, guys. Heavy Bolter. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. S <i>4</i>. Salvo 3/5. <i>I solved the world guys.</i></div></blockquote><br /> <br /> Still useless. S6 or bust. You have to keep up with the Eldar or lose. If your "heavy" weapon can't be used to glance out vehicles, it's not a heavy weapon in 7th. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:01:06]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Just make it 4 shots, that's the same thing they did to burst cannons.  5/4 at 36" is great against anything less than <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> (gaurd, tau, ect). And that's the role they are made to fill, anti-infantry.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:05:15]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8285679.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285676.page"><b>The Wise Dane wrote:</b></a><br/>Okay, guys. Heavy Bolter. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. S <i>4</i>. Salvo 3/5. <i>I solved the world guys.</i></div></blockquote><br /> <br /> Still useless. S6 or bust. You have to keep up with the Eldar or lose. If your "heavy" weapon can't be used to glance out vehicles, it's not a heavy weapon in 7th. </div></blockquote><br /> Do we want that? Do we want to go to other people's cheese to fight cheese?<br /> <br /> I dunno, I like the idea of the Heavy Bolter being a weapon that actually shoots more bullets.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:05:42]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285686.page"><b>Co'tor Shas wrote:</b></a><br/>Just make it 4 shots, that's the same thing they did to burst cannons.  5/4 at 36" is great against anything less than <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> (gaurd, tau, ect). And that's the role they are made to fill, anti-infantry.</div></blockquote><br /> <br /> Makes it great against units that don't matter. Imperials need ways to deal with scatterbikes and Riptides, not another way to kill firewarriors. <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/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285688.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285679.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285676.page"><b>The Wise Dane wrote:</b></a><br/>Okay, guys. Heavy Bolter. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. S <i>4</i>. Salvo 3/5. <i>I solved the world guys.</i></div></blockquote><br /> <br /> Still useless. S6 or bust. You have to keep up with the Eldar or lose. If your "heavy" weapon can't be used to glance out vehicles, it's not a heavy weapon in 7th. </div></blockquote><br /> Do we want that? Do we want to go to other people's cheese to fight cheese?<br /> <br /> I dunno, I like the idea of the Heavy Bolter being a weapon that actually shoots more bullets.</div></blockquote><br /> <br /> Yeah, we want that, because that's the only way to actually put up a fight. The Eldar aren't going to self-nerf. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:06:34]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285688.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285679.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285676.page"><b>The Wise Dane wrote:</b></a><br/>Okay, guys. Heavy Bolter. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. S <i>4</i>. Salvo 3/5. <i>I solved the world guys.</i></div></blockquote><br /> <br /> Still useless. S6 or bust. You have to keep up with the Eldar or lose. If your "heavy" weapon can't be used to glance out vehicles, it's not a heavy weapon in 7th. </div></blockquote><br /> Do we want that? Do we want to go to other people's cheese to fight cheese?<br /> <br /> I dunno, I like the idea of the Heavy Bolter being a weapon that actually shoots more bullets.</div></blockquote><br /> <br /> Well, that's exactly what it is. If the bolter is an assault rifle, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> is an LMG.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/671530/8285690.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285686.page"><b>Co'tor Shas wrote:</b></a><br/>Just make it 4 shots, that's the same thing they did to burst cannons.  5/4 at 36" is great against anything less than <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> (gaurd, tau, ect). And that's the role they are made to fill, anti-infantry.</div></blockquote><br /> <br /> Makes it great against units that don't matter. Imperials need ways to deal with scatterbikes and Riptides, not another way to kill firewarriors. <br /> <br /> </div></blockquote><br /> Then, shockingly enough, the heavy bolter is not what you want. <span class="glossaryitem" onmouseover='gp(51);'>HB</span> is anti-infantry, don't try to make it more than that. If you are that concerned with riptides, as an imperial you have access to the best anti-riptide weapons sans D, grav weapons.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:07:18]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Having more useless shots is just that, useless. There is also the compounded problem that Imperial platforms for heavy weapons are consistently inferior. <br /> <br /> "Then, shockingly enough, the heavy bolter is not what you want."<br /> <br /> No truer words. There is no role for a heavy bolter in an Imperial heavy slot. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:12:22]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:37:21]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285753.page"><b>The Wise Dane wrote:</b></a><br/>Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> </div></blockquote><br /> <br /> Well, technically, there are targets the scatterlaser struggles against. It's just SO GOOD against so many things. The heavy bolter is not really good against anything in the game, even its intended targets because it trades <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> and S for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 that is rendered moot most of the time by cover. 7th ed is about wound generation in most cases, not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of said wounds. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:40:16]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8285761.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285753.page"><b>The Wise Dane wrote:</b></a><br/>Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> </div></blockquote><br /> <br /> Well, technically, there are targets the scatterlaser struggles against. It's just SO GOOD against so many things. The heavy bolter is not really good against anything in the game, even its intended targets because it trades <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> and S for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 that is rendered moot most of the time by cover. 7th ed is about wound generation in most cases, not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of said wounds. </div></blockquote><br /> True dat - So if you made the shots S 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 instead, but let it shoot, like, Salvo 3/6.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:45:58]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285775.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285761.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285753.page"><b>The Wise Dane wrote:</b></a><br/>Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> </div></blockquote><br /> <br /> Well, technically, there are targets the scatterlaser struggles against. It's just SO GOOD against so many things. The heavy bolter is not really good against anything in the game, even its intended targets because it trades <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> and S for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 that is rendered moot most of the time by cover. 7th ed is about wound generation in most cases, not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of said wounds. </div></blockquote><br /> True dat - So if you made the shots S 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 instead, but let it shoot, like, Salvo 3/6.</div></blockquote><br /> <br /> Hmmm. That's an interesting proposal. Of course, at that point, the assault cannon should have like 18 shots, since a multi-barreled autocannon fires about three times faster than a machinegun. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 17:56:38]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8285703.page"><b>Martel732 wrote:</b></a><br/>Having more useless shots is just that, useless. There is also the compounded problem that Imperial platforms for heavy weapons are consistently inferior. <br /> <br /> "Then, shockingly enough, the heavy bolter is not what you want."<br /> <br /> No truer words. There is no role for a heavy bolter in an Imperial heavy slot. </div></blockquote><br /> But it's not useless, it's anti-infantry. The problem is you are comparing it to something that is way to good for it's cost and availability, the scatter-laser. <br /> <br /> And you can also drop their cost, and the cost of the base units. But making the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> S6 isn't going ti solve anything, and will simply contribute to the power creep.<br /> <br /> edit: it's also a probelm with the base game, med S high <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons are better against vehicles than single shot anti-vehicle weapons because of the horribly deigned <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system.]]></description>
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				<pubDate><![CDATA[Sat, 28 Nov 2015 18:03:13]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285806.page"><b>Co'tor Shas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285703.page"><b>Martel732 wrote:</b></a><br/>Having more useless shots is just that, useless. There is also the compounded problem that Imperial platforms for heavy weapons are consistently inferior. <br /> <br /> "Then, shockingly enough, the heavy bolter is not what you want."<br /> <br /> No truer words. There is no role for a heavy bolter in an Imperial heavy slot. </div></blockquote><br /> But it's not useless, it's anti-infantry. The problem is you are comparing it to something that is way to good for it's cost and availability, the scatter-laser. <br /> <br /> And you can also drop their cost, and the cost of the base units. But making the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> S6 isn't going ti solve anything, and will simply contribute to the power creep.<br /> <br /> edit: it's also a probelm with the base game, med S high <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons are better against vehicles than single shot anti-vehicle weapons because of the horribly deigned <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system.</div></blockquote><br /> <br /> I think the heavy bolter at most should be salvo 3/5 pinning.  That would make it decent at anti infantry.]]></description>
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				<pubDate><![CDATA[Sun, 29 Nov 2015 00:28:15]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8286458.page"><b>NorseSig wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285806.page"><b>Co'tor Shas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285703.page"><b>Martel732 wrote:</b></a><br/>Having more useless shots is just that, useless. There is also the compounded problem that Imperial platforms for heavy weapons are consistently inferior. <br /> <br /> "Then, shockingly enough, the heavy bolter is not what you want."<br /> <br /> No truer words. There is no role for a heavy bolter in an Imperial heavy slot. </div></blockquote><br /> But it's not useless, it's anti-infantry. The problem is you are comparing it to something that is way to good for it's cost and availability, the scatter-laser. <br /> <br /> And you can also drop their cost, and the cost of the base units. But making the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> S6 isn't going ti solve anything, and will simply contribute to the power creep.<br /> <br /> edit: it's also a probelm with the base game, med S high <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons are better against vehicles than single shot anti-vehicle weapons because of the horribly deigned <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system.</div></blockquote><br /> <br /> I think the heavy bolter at most should be salvo 3/5 pinning.  That would make it decent at anti infantry.</div></blockquote><br /> <br /> I guess. I would still never use it given a choice. ]]></description>
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				<pubDate><![CDATA[Sun, 29 Nov 2015 00:36:20]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8286458.page"><b>NorseSig wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285806.page"><b>Co'tor Shas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285703.page"><b>Martel732 wrote:</b></a><br/>Having more useless shots is just that, useless. There is also the compounded problem that Imperial platforms for heavy weapons are consistently inferior. <br /> <br /> "Then, shockingly enough, the heavy bolter is not what you want."<br /> <br /> No truer words. There is no role for a heavy bolter in an Imperial heavy slot. </div></blockquote><br /> But it's not useless, it's anti-infantry. The problem is you are comparing it to something that is way to good for it's cost and availability, the scatter-laser. <br /> <br /> And you can also drop their cost, and the cost of the base units. But making the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> S6 isn't going ti solve anything, and will simply contribute to the power creep.<br /> <br /> edit: it's also a probelm with the base game, med S high <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> weapons are better against vehicles than single shot anti-vehicle weapons because of the horribly deigned <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system.</div></blockquote><br /> <br /> I think the heavy bolter at most should be salvo 3/5 pinning.  That would make it decent at anti infantry.</div></blockquote><br /> 18"/36"? Or perhaps 24"/36"?]]></description>
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				<pubDate><![CDATA[Sun, 29 Nov 2015 01:02:26]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8284491.page"><b>The Wise Dane wrote:</b></a><br/>When it comes to Power Weapons, the only two weapons I really mind is the Power Maul and the Power Fist.<br /> <br /> The thing I don't like about the Power Maul is that it's basically extremely strong against one kind of unit, but unusable in all other instances, where most Power weapons are sorta general use. Also, why is it that the weapon you'd usually use to break armour and bones is the weakest in <span class="glossaryitem" onmouseover='gp(6);'>AP</span>?<br /> <br /> I'd take away the two points of S, leaving it at S - , and leave the <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, but give it Rending in addition to Concussive. I think that shows the effect a good hit with a mace can do to innards, but that it can't just break Power Armour by itself.<br /> <br /> When it comes to Power Fists, I mostly hate the fact that it's basically the Thunderhammer with less style, so I'd rather reflect the fact that it's more flexible than most weapons.<br /> <br /> I think it should have two profiles: Standard and Charged. Standard would be S + 1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, Concussive, but not specialist weapon, as it isn't powered, while the Charged statline would be S x2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, Concussive, Specialist Weapon, Unwieldy, as we know it.</div></blockquote> The power maul is ineffective because <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does not have rules for internal damage or broken bones. The point of a solid slab of metal as a weapon was to render the armor ineffective by transferring kinetic energy through it to the opponent, maybe denting the armor but causing bones to be broken or internal damage.<br /> <br /> Storm Bolter should be assault 3 - cannot shoot and chrge with salvo weapons.<br /> Heavy Bolter should be 5/4 salvo 3/5 and be free to devastators and 2 points in a heavy slot for tacticals.]]></description>
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				<pubDate><![CDATA[Sun, 29 Nov 2015 01:25:48]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8285798.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285775.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285761.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285753.page"><b>The Wise Dane wrote:</b></a><br/>Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> </div></blockquote><br /> <br /> Well, technically, there are targets the scatterlaser struggles against. It's just SO GOOD against so many things. The heavy bolter is not really good against anything in the game, even its intended targets because it trades <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> and S for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 that is rendered moot most of the time by cover. 7th ed is about wound generation in most cases, not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of said wounds. </div></blockquote><br /> True dat - So if you made the shots S 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 instead, but let it shoot, like, Salvo 3/6.</div></blockquote><br /> <br /> Hmmm. That's an interesting proposal. Of course, at that point, the assault cannon should have like 18 shots, since a multi-barreled autocannon fires about three times faster than a machinegun. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(462);'>Ofc</span>, the scatter laser is a multi barreled laser cannon, especially the classic kind: <br /> <br /> <a href="http://www.solegends.com/citrt/rt403eldarwarwalkerwd1028806.jpg" target="_blank" rel="nofollow">http://www.solegends.com/citrt/rt403eldarwarwalkerwd1028806.jpg</a><br /> <br /> So I know you are mainly just trying combinations of numbers but it seems like four shots is kind of a maximum for anything less than a Russ main weapon or a forge world contemptor dreadnought.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 05:08:16]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Bolter weapons as a whole need something to make them stand out. Gauss can glance vehicles to submission (though everyone on here grossly overestimates how well it works), Eldar get Bladestorm, which is Rending on things that matter (since Monstrous Creatures are more dangerous than vehicles) and Tau just get much better range on their guns.  <br /> <br /> So maybe there's a way to create a "Bolt" rule, but as it stands:<br /> Pistol stays the same<br /> Bolter stays the same<br /> Storm Bolter is S5 AP5<br /> Heavy Bolter is S5 AP4 Heavy 4 or 5<br /> THEN the Bolt rule is peppered in. Either that, or we make it so Legendary Marksman is a universal special rule for all Marines, and all Marines standing still gain Rending. Of course, that leads to the discussion of how to differentiate the Raptors. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 08:11:53]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8288546.page"><b>Slayer-Fan123 wrote:</b></a><br/>Bolter weapons as a whole need something to make them stand out. Gauss can glance vehicles to submission (though everyone on here grossly overestimates how well it works), Eldar get Bladestorm, which is Rending on things that matter (since Monstrous Creatures are more dangerous than vehicles) and Tau just get much better range on their guns.  <br /> <br /> So maybe there's a way to create a "Bolt" rule, but as it stands:<br /> Pistol stays the same<br /> Bolter stays the same<br /> Storm Bolter is S5 AP5<br /> Heavy Bolter is S5 AP4 Heavy 4 or 5<br /> THEN the Bolt rule is peppered in. Either that, or we make it so Legendary Marksman is a universal special rule for all Marines, and all Marines standing still gain Rending. Of course, that leads to the discussion of how to differentiate the Raptors. </div></blockquote><br /> I got a few problems with this. First of all, I'm not the first one to say that we should go to Fluff first, but nowhere is a Storm Bolter described as having the strength of a Heavy Bolter. I think it's the wrong place to change things.<br /> <br /> The other thing is that Bolt rule. Rending... Why exactly? What makes that the most natural rule for a Bolter to have? It will mow down bloody everything!]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 10:41:27]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ This game needs MORE fething ways to make a 3+ save irrelevant.<br /> <br /> Clearly.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 12:58:22]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8288369.page"><b>pelicaniforce wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285798.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285775.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8285761.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8285753.page"><b>The Wise Dane wrote:</b></a><br/>Yeah, I'm not trying to make the Heavy Bolter an Anti Everything gun. It just kinda need to be better at that job by a small margin.<br /> </div></blockquote><br /> <br /> Well, technically, there are targets the scatterlaser struggles against. It's just SO GOOD against so many things. The heavy bolter is not really good against anything in the game, even its intended targets because it trades <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> and S for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 that is rendered moot most of the time by cover. 7th ed is about wound generation in most cases, not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of said wounds. </div></blockquote><br /> True dat - So if you made the shots S 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 instead, but let it shoot, like, Salvo 3/6.</div></blockquote><br /> <br /> Hmmm. That's an interesting proposal. Of course, at that point, the assault cannon should have like 18 shots, since a multi-barreled autocannon fires about three times faster than a machinegun. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(462);'>Ofc</span>, the scatter laser is a multi barreled laser cannon, especially the classic kind: <br /> <br /> <a href="http://www.solegends.com/citrt/rt403eldarwarwalkerwd1028806.jpg" target="_blank" rel="nofollow">http://www.solegends.com/citrt/rt403eldarwarwalkerwd1028806.jpg</a><br /> <br /> So I know you are mainly just trying combinations of numbers but it seems like four shots is kind of a maximum for anything less than a Russ main weapon or a forge world contemptor dreadnought.</div></blockquote><br /> <br /> I don't really care about <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s arbitrary numbers. I'm pretty sure I've given this more thought than they have. <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/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8288664.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8288546.page"><b>Slayer-Fan123 wrote:</b></a><br/>Bolter weapons as a whole need something to make them stand out. Gauss can glance vehicles to submission (though everyone on here grossly overestimates how well it works), Eldar get Bladestorm, which is Rending on things that matter (since Monstrous Creatures are more dangerous than vehicles) and Tau just get much better range on their guns.  <br /> <br /> So maybe there's a way to create a "Bolt" rule, but as it stands:<br /> Pistol stays the same<br /> Bolter stays the same<br /> Storm Bolter is S5 AP5<br /> Heavy Bolter is S5 AP4 Heavy 4 or 5<br /> THEN the Bolt rule is peppered in. Either that, or we make it so Legendary Marksman is a universal special rule for all Marines, and all Marines standing still gain Rending. Of course, that leads to the discussion of how to differentiate the Raptors. </div></blockquote><br /> I got a few problems with this. First of all, I'm not the first one to say that we should go to Fluff first, but nowhere is a Storm Bolter described as having the strength of a Heavy Bolter. I think it's the wrong place to change things.<br /> <br /> The other thing is that Bolt rule. Rending... Why exactly? What makes that the most natural rule for a Bolter to have? It will mow down bloody everything!</div></blockquote><br /> <br /> There's no way to differentiate bolt weapons at this point. The <span class="glossaryitem" onmouseover='gp(24);'>D6</span> system is killing the game for me. There is literally no mathematical niche for bolt weapons. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 15:34:00]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Rapid fire weapons need a redo.<br /> <br /> Leave everything as is, but be able to do Rapid Fire 1/3.<br /> <br /> You fire 3 shots at half range. <br /> <br /> Marines could butcher a lot of things with drop pod spammed bolters is they had 3 shots at close range]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 17:02:44]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ How about all bolters firing standard rounds get the "mass-reactive" rule. Cover saves vs weapons with this rule can never be better than 4. Suddenly marines and *gasp* sisters are less caring of cover. With obvious synergy with auspex and servo skulls.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 18:48:58]]> GMT</pubDate>
				<author><![CDATA[ StarHunter25]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ I don't see that fixing anything, it'll only matter against <span class="glossaryitem" onmouseover='gp(45);'>GEQs</span>, and guard are hurting enough as it is.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 18:50:42]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8289603.page"><b>Co'tor Shas wrote:</b></a><br/>I don't see that fixing anything, it'll only matter against <span class="glossaryitem" onmouseover='gp(45);'>GEQs</span>, and guard are hurting enough as it is.</div></blockquote><br /> <br /> Every post makes my post about bolter weapons more and more the likely reality. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 18:52:59]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ For Marines I think the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> should be made an assault weapon and given and extra shot.  Allowing it to be mobile would make it an unique choice for marines and gives them a reason to take ten men.  ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 18:56:15]]> GMT</pubDate>
				<author><![CDATA[ HoundsofDemos]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Only if you made them not allowed to assault with it. You don't charge into assault with a LMG. Which is why many people are suggesting Salvo.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 19:02:25]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8289637.page"><b>Co'tor Shas wrote:</b></a><br/>Only if you made them not allowed to assault with it. You don't charge into assault with a LMG. Which is why many people are suggesting Salvo.</div></blockquote><br /> <br /> Let them assault with it. It's still bad. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 19:41:54]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8289637.page"><b>Co'tor Shas wrote:</b></a><br/>Only if you made them not allowed to assault with it. You don't charge into assault with a LMG. Which is why many people are suggesting Salvo.</div></blockquote><br /> <br /> I beg to differ. Space Marines Assault with an LMG and like it.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 20:20:15]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ The dawn of war intro shows a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> wielding space marine charging orks, albeit poorly.  I don't see a balance problem with them being able to charge with a <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, especially with how poorly assault has faired this edition.   ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 21:34:57]]> GMT</pubDate>
				<author><![CDATA[ HoundsofDemos]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ There's all kinds of changes that could be made and marines would still be wiped off the board by Eldar and Tau with a squeegee. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 21:36:53]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8290010.page"><b>Martel732 wrote:</b></a><br/>There's all kinds of changes that could be made and marines would still be wiped off the board by Eldar and Tau with a squeegee. </div></blockquote><br /> But that's an issue for some overpowered factions - The goal here isn't to make some mediocre rules superpowerful, but to make them at least viable.<br /> <br /> Dunno, I guess "viable" is different to an Eldar player in comparison to an Ork player.]]></description>
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				<pubDate><![CDATA[Mon, 30 Nov 2015 22:38:40]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8288664.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8288546.page"><b>Slayer-Fan123 wrote:</b></a><br/>Bolter weapons as a whole need something to make them stand out. Gauss can glance vehicles to submission (though everyone on here grossly overestimates how well it works), Eldar get Bladestorm, which is Rending on things that matter (since Monstrous Creatures are more dangerous than vehicles) and Tau just get much better range on their guns.  <br /> <br /> So maybe there's a way to create a "Bolt" rule, but as it stands:<br /> Pistol stays the same<br /> Bolter stays the same<br /> Storm Bolter is S5 AP5<br /> Heavy Bolter is S5 AP4 Heavy 4 or 5<br /> THEN the Bolt rule is peppered in. Either that, or we make it so Legendary Marksman is a universal special rule for all Marines, and all Marines standing still gain Rending. Of course, that leads to the discussion of how to differentiate the Raptors. </div></blockquote><br /> I got a few problems with this. First of all, I'm not the first one to say that we should go to Fluff first, but nowhere is a Storm Bolter described as having the strength of a Heavy Bolter. I think it's the wrong place to change things.<br /> <br /> The other thing is that Bolt rule. Rending... Why exactly? What makes that the most natural rule for a Bolter to have? It will mow down bloody everything!</div></blockquote><br /> The Storm Bolter has a bigger caliber than the regular Bolter as far as I know, fires more rapidly, and is meant to be the bridge between a Bolter and Heavy Bolter.  S5 is perfectly acceptable.  Nobody wants to pay for more S4 shots anyway; I can get more Scouts and therefore more bodies that way.  Just throwing more shots on the Storm Bolter is not making it better; it could fire FIVE shots and I still wouldn't take it, because I already have that S4 niche fulfilled with Bolter Scouts and Flamers on Assault Squads.<br /> Therefore, we have more a reason to take it on Sergeants, Sisters (where it's listed as a Special Weapon option), and it gives Grey Knights better firepower.  All making Storm Bolters with Assault 3 or Salvo does for them is make them look more pathetic.  There's a reason the Power Armor ones aren't doing heavy lifting and they're trying to get as many Psycannons as possible.<br /> <br /> For the second part that was just primarily me rambling.  "Bolt" doesn't necessarily need a rule, but Bolt weapons DO need fixing.  They weren't good in 4th, and they weren't good when I returned to the game, and as far as I know nobody stocked up on them in 5th.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 01:06:14]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><cite>Martel732 wrote:</cite>There's no way to differentiate bolt weapons at this point. The <span class="glossaryitem" onmouseover='gp(24);'>D6</span> system is killing the game for me. There is literally no mathematical niche for bolt weapons. </div></blockquote> I wouldn't change the game to <span class="glossaryitem" onmouseover='gp(340);'>D8</span> or <span class="glossaryitem" onmouseover='gp(342);'>D10</span>, I would simply re-work Strength and Toughness values across the board, more or less lowering everything by 1. T1 is the lowest, T10 is the highest, but at this point there isn't a way to go higher. The <span class="glossaryitem" onmouseover='gp(24);'>D6</span> system works for simplicity, because at this point everyone has a ton of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>'s and completely changing the system could mess with things more than the company is willing to put up with. If I buy the company I'll examine my options.<br /> <br /> <blockquote><div><cite>Slayer-Fan123 wrote:</cite>The Storm Bolter has a bigger caliber than the regular Bolter as far as I know, fires more rapidly, and is meant to be the bridge between a Bolter and Heavy Bolter.  S5 is perfectly acceptable.  Nobody wants to pay for more S4 shots anyway; I can get more Scouts and therefore more bodies that way.  Just throwing more shots on the Storm Bolter is not making it better; it could fire FIVE shots and I still wouldn't take it, because I already have that S4 niche fulfilled with Bolter Scouts and Flamers on Assault Squads.<br /> Therefore, we have more a reason to take it on Sergeants, Sisters (where it's listed as a Special Weapon option), and it gives Grey Knights better firepower.  All making Storm Bolters with Assault 3 or Salvo does for them is make them look more pathetic.  There's a reason the Power Armor ones aren't doing heavy lifting and they're trying to get as many Psycannons as possible.<br /> <br /> For the second part that was just primarily me rambling.  "Bolt" doesn't necessarily need a rule, but Bolt weapons DO need fixing.  They weren't good in 4th, and they weren't good when I returned to the game, and as far as I know nobody stocked up on them in 5th.</div></blockquote>If the <span class="glossaryitem" onmouseover='gp(213);'>SB</span> has a bigger caliber, we could also make it AP4 instead of S5. I don't think that they are a larger caliber, as lexicanum or the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> wiki don't mention that they do or do not. <br /> <br /> The only thing consistent with both entries is that <span class="glossaryitem" onmouseover='gp(213);'>SBs</span> are capable of delivering a huge rate of fire. Making Storm Bolters S4 AP5 Assault 3, Shred would work. They aren't more powerful than bolters on a bolt-to-bolt comparison, but taken together it's a pretty powerful weapon.<br /> <br /> So the bolter family would look like<br /> Bolter: R24" S4 AP5 Rapid Fire<br /> Storm Bolter: R18" S4 AP5 Assault 3, Shred<br /> Heavy Bolter: R36" S5 AP4 Salvo 2/4, Rending<br /> Assault Cannon R24" S6 AP4 Heavy 4, Rending<br /> Kheres Assault Cannon R24" S6 AP4 Heavy 6, Rending<br /> Autocannon S7 AP4 Heavy 2]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 01:42:57]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ AP4 would be an interesting change, but it wouldn't help Grey Knights, and with cover so readily available I'd rather take my chances inflicting more wounds via Strength. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 01:45:26]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ I don't care what <span class="glossaryitem" onmouseover='gp(50);'>gw</span> is wiling to put up with. <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is too limiting.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 14:53:14]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8291473.page"><b>Martel732 wrote:</b></a><br/>I don't care what <span class="glossaryitem" onmouseover='gp(50);'>gw</span> is wiling to put up with. <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is too limiting.</div></blockquote><br /> It is. A <span class="glossaryitem" onmouseover='gp(342);'>d10</span>, or even d% would be far better (although probably not D%, as that requires an ungodly amount of rolling if you don't have colour coded percentile dice).]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 14:56:23]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/01ac54e704f7682743a0bad6a9bab3e2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8290511.page"><b>McNinja wrote:</b></a><br/><br /> If the <span class="glossaryitem" onmouseover='gp(213);'>SB</span> has a bigger caliber, we could also make it AP4 instead of S5. I don't think that they are a larger caliber, as lexicanum or the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> wiki don't mention that they do or do not. <br /> <br /> The only thing consistent with both entries is that <span class="glossaryitem" onmouseover='gp(213);'>SBs</span> are capable of delivering a huge rate of fire. Making Storm Bolters S4 AP5 Assault 3, Shred would work. They aren't more powerful than bolters on a bolt-to-bolt comparison, but taken together it's a pretty powerful weapon.<br /> <br /> So the bolter family would look like<br /> Bolter: R24" S4 AP5 Rapid Fire<br /> Storm Bolter: R18" S4 AP5 Assault 3, Shred<br /> Heavy Bolter: R36" S5 AP4 Salvo 2/4, Rending<br /> Assault Cannon R24" S6 AP4 Heavy 4, Rending<br /> Kheres Assault Cannon R24" S6 AP4 Heavy 6, Rending<br /> Autocannon S7 AP4 Heavy 2</div></blockquote><br /> <br /> Uh, if Storm Bolters are just higher rate of fire Bolters, than Shred is unneeded. Assault 3 would work fine.<br /> <br /> Also, why give Heavy Bolters Rending when they'd be too similar to Assault Cannons? I say just make Heavy Bolters Salvo 3/5 and be done with it.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 14:57:24]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Yeah, salve 3/5 is probably about perfect, allowing for either fewer shots than now, but able to move, or more shots, and can't more. And the vehicles of the imperium would get a little buff as well.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:00:18]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Talking about Assault Cannons, am I the only one to think that the current profile for this things is completely out of wack? I mean, it's a gatling gun, but it has one S under Plasma and one over a Heavy Bolter (who has way larger and more forceful projectiles), an additional shot and at a shorter range... And Rending, which isn't bad, but just weird.<br /> <br /> Why not make it an actual faster-shooting gun? What about... Assault 10, S 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4, Rending, 24''? I know it's described as a very powerful weapon, but it's just large bullets with additional coating, which is shown through <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 and Rending. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:02:51]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ That might be interesting. 10 might be a tad much, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but some play-testing would have to be done to really get the number down correctly.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:07:41]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291504.page"><b>Co'tor Shas wrote:</b></a><br/>That might be interesting. 10 might be a tad much, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but some play-testing would have to be done to really get the number down correctly.</div></blockquote><br /> I suppose, but the only other gatling gun I can think of is the Punisher Gatling Cannon, which is Heavy 20, and that's not so powerful again.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:21:40]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291527.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291504.page"><b>Co'tor Shas wrote:</b></a><br/>That might be interesting. 10 might be a tad much, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but some play-testing would have to be done to really get the number down correctly.</div></blockquote><br /> I suppose, but the only other gatling gun I can think of is the Punisher Gatling Cannon, which is Heavy 20, and that's not so powerful again.<br /> </div></blockquote><br /> Well, even my idea is only two off (8), so it's not that big of a difference. It would do very well against light/medium infantry, and reasonable against heavy, but at the same time looking pretty balanced. .]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:27:43]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291542.page"><b>Co'tor Shas wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291527.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291504.page"><b>Co'tor Shas wrote:</b></a><br/>That might be interesting. 10 might be a tad much, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but some play-testing would have to be done to really get the number down correctly.</div></blockquote><br /> I suppose, but the only other gatling gun I can think of is the Punisher Gatling Cannon, which is Heavy 20, and that's not so powerful again.<br /> </div></blockquote><br /> Well, even my idea is only two off (8), so it's not that big of a difference. It would do very well against light/medium infantry, and reasonable against heavy, but at the same time looking pretty balanced. .</div></blockquote><br /> ... "Balance". I completely forgot how pleasent that word is.<br /> <br /> Also, can we just examine the Missile Launcher for a moment? I don't mind the Frag Missile, but the Krak Missile should really be <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2. It's an anti-vehicle missile, and the fact that it's an actual missile... That means blown up whatever.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 15:40:34]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ The frag missile is complete crap. As is the krak missile at this point. As is the flakk missile. This makes the missile launcher garbage. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 16:10:47]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ How about this:<br /> <br /> <b>Krak:</b> An armour penetration roll of 6 from a weapon with this special rule always inflicts at least a glancing hit. Additionally, if a penetrating hit is inflicted, it is resolved at AP1. To-wound rolls of 6 inflict two wounds.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 16:43:08]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Yes, assault cannons fire very fast.  They fire so fast that several rounds can hit the same target in the same exact place and do this repeatedly on multiple parts of the target, and that is what gives them rending.   They also fire so fast that if they fire continuously for more than a very short time, that the barrels will get hot and start to warp, the rounds are more likely to jam in the feed, the additional rounds will not add much to the chances of killing the target, and they will expend so much ammunition on one try against one target, that the gun will probably only be useful for the first few seconds of a battle, and that is why they are not heavy ten.<br /> <br /> But speaking of the number of targets, heavy ten or 20 implies that you can fire at a big unit, like a squadron of three leman Russ, and fire fast enough to fire 10 shots, slowly enough to hit distinct targets that are about twelve inches away from each other, or that your gun is so big that a squad like that is really just a single target.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 17:20:12]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8291708.page"><b>jade_angel wrote:</b></a><br/>How about this:<br /> <br /> <b>Krak:</b> An armour penetration roll of 6 from a weapon with this special rule always inflicts at least a glancing hit. Additionally, if a penetrating hit is inflicted, it is resolved at AP1. To-wound rolls of 6 inflict two wounds.</div></blockquote><br /> But why? Do we really need a special rule for all weapons, no matter how unexceptional they are? <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 makes it much simpler, and allows the model to threaten Terminators.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 17:30:02]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291562.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291542.page"><b>Co'tor Shas wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291527.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291504.page"><b>Co'tor Shas wrote:</b></a><br/>That might be interesting. 10 might be a tad much, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but some play-testing would have to be done to really get the number down correctly.</div></blockquote><br /> I suppose, but the only other gatling gun I can think of is the Punisher Gatling Cannon, which is Heavy 20, and that's not so powerful again.<br /> </div></blockquote><br /> Well, even my idea is only two off (8), so it's not that big of a difference. It would do very well against light/medium infantry, and reasonable against heavy, but at the same time looking pretty balanced. .</div></blockquote><br /> ... "Balance". I completely forgot how pleasent that word is.<br /> <br /> Also, can we just examine the Missile Launcher for a moment? I don't mind the Frag Missile, but the Krak Missile should really be <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2. It's an anti-vehicle missile, and the fact that it's an actual missile... That means blown up whatever.</div></blockquote><br /> Yeah. Same for hunter-killer/seekers.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 17:30:42]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Also, have anyone ever thought about how weird it is that Plasma weapons can break through Terminator Armour, when that's the exact thing that Terminator armour should be able to handle?]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 17:53:06]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <i>Well...</i><br /> <br /> They were made to withstand industrial plasma generators, not weaponzied plasma. Assuming there is a difference, of course.<br /> <br /> It's also a problem with out all or nothing <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 17:56:18]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291877.page"><b>Co'tor Shas wrote:</b></a><br/><i>Well...</i><br /> <br /> They were made to withstand industrial plasma generators, not weaponzied plasma. Assuming there is a difference, of course.<br /> <br /> It's also a problem with out all or nothing <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system.</div></blockquote><br /> It sure is - I like armour reduction much better.<br /> <br /> I remember the Angry Codeces rules rewrite from 1d4chan changes all Plasma to <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, and gives them Shred to represent the burning effect of Plasma. Plasma Cannons are also Salvo 1/2.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 18:04:41]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Although the problem with that is it just makes 2+ invincible to anything less than melta without modifiers.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 18:06:38]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3fb2a0c8a4887a0d15f8fab451ddbd3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291904.page"><b>Co'tor Shas wrote:</b></a><br/>Although the problem with that is it just makes 2+ invincible to anything less than melta without modifiers.</div></blockquote><br /> <br /> As a Necron Player, I'm used to this.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 19:08:06]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8291486.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/01ac54e704f7682743a0bad6a9bab3e2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8290511.page"><b>McNinja wrote:</b></a><br/><br /> If the <span class="glossaryitem" onmouseover='gp(213);'>SB</span> has a bigger caliber, we could also make it AP4 instead of S5. I don't think that they are a larger caliber, as lexicanum or the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> wiki don't mention that they do or do not. <br /> <br /> The only thing consistent with both entries is that <span class="glossaryitem" onmouseover='gp(213);'>SBs</span> are capable of delivering a huge rate of fire. Making Storm Bolters S4 AP5 Assault 3, Shred would work. They aren't more powerful than bolters on a bolt-to-bolt comparison, but taken together it's a pretty powerful weapon.<br /> <br /> So the bolter family would look like<br /> Bolter: R24" S4 AP5 Rapid Fire<br /> Storm Bolter: R18" S4 AP5 Assault 3, Shred<br /> Heavy Bolter: R36" S5 AP4 Salvo 2/4, Rending<br /> Assault Cannon R24" S6 AP4 Heavy 4, Rending<br /> Kheres Assault Cannon R24" S6 AP4 Heavy 6, Rending<br /> Autocannon S7 AP4 Heavy 2</div></blockquote><br /> <br /> Uh, if Storm Bolters are just higher rate of fire Bolters, than Shred is unneeded. Assault 3 would work fine.<br /> <br /> Also, why give Heavy Bolters Rending when they'd be too similar to Assault Cannons? I say just make Heavy Bolters Salvo 3/5 and be done with it.</div></blockquote><br /> Assault 3 is not fine, because nobody is going to take the Storm Bolter still.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 23:27:58]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Assault 3 is useless because S4 shooting with no special rules is mostly worthless unless you have <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-level of shots. Which marines never will. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 00:37:22]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8292804.page"><b>Martel732 wrote:</b></a><br/>Assault 3 is useless because S4 shooting with no special rules is mostly worthless unless you have <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-level of shots. Which marines never will. </div></blockquote><br /> And what exactly are you trying to kill with bolters that they are so useless?]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 01:30:45]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><cite>Martel732 wrote:</cite>Assault 3 is useless because S4 shooting with no special rules is mostly worthless unless you have <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-level of shots. Which marines never will. </div></blockquote><br /> <br /> <blockquote><div><cite>Co'tor Shas wrote:</cite><blockquote><div><a href="/dakkaforum/posts/preList/671530/8292804.page"><b>Martel732 wrote:</b></a><br/>Assault 3 is useless because S4 shooting with no special rules is mostly worthless unless you have <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-level of shots. Which marines never will. </div></blockquote><br /> And what exactly are you trying to kill with bolters that they are so useless?</div></blockquote><br /> I would also like to know. Bolters aren't supposed to be amazing, they're standard issue weapons. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 03:13:17]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 13:17:02]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 13:19:23]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293701.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.</div></blockquote><br /> <br /> I find this incredibly hard to believe. Although if my models never died, it might change my perspective a bit. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 13:22:04]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293707.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293701.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.</div></blockquote><br /> <br /> I find this incredibly hard to believe. Although if my models never died, it might change my perspective a bit. </div></blockquote><br /> <br /> Most of Necron firepower comes from Gauss Flayers, or maybe some Heavy Bolter Equivalents. The fact that we never die is irrelevant when talking about the intended firepower for certain targets.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 13:25:28]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Regardless of wether the Bolter has a place in the game at this point, it's still an anti-infantry standard gun, not a Riptide killer. Power Swords are also weak by comparison, as is pretty much any of the old melee units (Beserkers come to mind), but that doesn't change the fact that they are as powerful as they should be, and that the Riptides and friends are too powerful for the game, or not fitting for the size of a standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game.<br /> <br /> You don't change the Geneva convention to accomodate nuclear weapons because Iran wants to use them. You shut that f**ker down.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 13:35:53]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ But the riptide is in the game now. We can't put that genie back.<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/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293712.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293707.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293701.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.</div></blockquote><br /> <br /> I find this incredibly hard to believe. Although if my models never died, it might change my perspective a bit. </div></blockquote><br /> <br /> Most of Necron firepower comes from Gauss Flayers, or maybe some Heavy Bolter Equivalents. The fact that we never die is irrelevant when talking about the intended firepower for certain targets.</div></blockquote><br /> <br /> I don't know. Shooting the entire game with such a weapon is by definition better than getting off one or two shots and then being scatterlasered or ion accelerated.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:01:17]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293788.page"><b>Martel732 wrote:</b></a><br/>But the riptide is in the game now. We can't put that genie back.</div></blockquote><br /> Neither can we change the rules for Bolters, Autocannons, Power weapons and the like, but that doesn't stop us from speculating.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:21:50]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Awhile back, I suggested that Bolter Weapons should have access to Shred, based on the premise that vanilla Tactical Marines were not a viable competitive unit; this was before the current codex gave them the "Free Transports" detachment, mind you. That said, "Reroll 1s to-wound/penetrate" would make Bolt Weapons stronger against rank-and-file (+11% effective vs T3, +8% vs T4) and is appropriately fluffy: If the impact doesn't get you, the explosive will. Naturally, special issue ammo that replaced the core explosive in the Bolt wouldn't get this bonus. <br /> <br /> If you made the Storm Bolter 18" Assault 3, it would fit in a lot better with the other "Carbine"-type weapons (Avenger Catapults, Shardcarbines, Pulse Carbines, Devourers, etc), and make it clearly the superior replacement to ye olde combi-bolters Chaos uses.<br /> <br /> Regarding melee weapons, for Forgehammer, I'm trying to keep to certain "patterns" in general; feel free to yank some ideas. Some of the rules are going be slightly different than normal.<br /> -All melee weapons have a one-handed or two-handed version. The two-handed version has +1 Strength and -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> over the basic version. (Glaives/Greatswords, Scythes, Greatmauls/Staves, Lances, Greatflails, Etc). Generally, these weapon characteristics will be shared with other weapon properties. (For example, both a Chainaxe and Chainsword will reroll 1s to-wound, as would chainscythes/chainglaives/etc).<br /> -Swords are best for "weight of attacks." Every roll of 6 to-hit generates a second hit (Alternately, you could do a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> bonus). Not quite Tesla, but still handy.<br /> -Axes are best for cracking armor, bulkheads, etc. Axes get +1 Strength, -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> over their original version, and Armorbane (which most likely gets modified to "Double the Strength of the Penetration Die" or "Add 50% of the Penetration Die" or something similar). The Warscythe would basically be a Power Greataxe for example.<br /> -Maces/Mauls are "versatile", in that they can pulp lighter stuff or mulch heavier targets. Maces have +2 Strength and +1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> over the original, but they also have Smash (modified to be: "Weapon gains +1 Strength and -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for each attack forfeited". Ergo, a Marine Sergeant on the charge could either make 3 S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 attacks, 2 S7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 attacks, or 1 S8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attack). <br /> -Spears are all about getting the charge off. This bonus is going to be modified (since the Axe currently does what it does and a bag of chips), but the Spear currently gets 1 Strength and -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> on the charge. <br /> -Flails ignore shields, like Storm Shields, Brute shields, etc. (Or you can do Swiftstrike).]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:29:06]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293842.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293788.page"><b>Martel732 wrote:</b></a><br/>But the riptide is in the game now. We can't put that genie back.</div></blockquote><br /> Neither can we change the rules for Bolters, Autocannons, Power weapons and the like, but that doesn't stop us from speculating.</div></blockquote><br /> <br /> It just sounded like a call to ban riptides. The reality is that more and more things are being put in the game much stronger than you think is appropriate. This means that soon power swords and berserkers will be the outlier not the riptide.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:41:56]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <br /> Making Heavy Bolters fire 5 shots makes them superior to autocannons except from 36"-48" and against AV12 and 13. Autocannons become a niche weapon.<br /> <br /> Giving krak missiles AP1 does something similar to Lascannons. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:42:49]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Imperial heavy weapons sans grav cannon are bad. Just accept it. I dont think it can be fixed on a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> system.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 14:47:28]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293904.page"><b>Martel732 wrote:</b></a><br/>Imperial heavy weapons sans grav cannon are bad. Just accept it. I dont think it can be fixed on a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> system.</div></blockquote><br /> Not with that attitude it will.<br /> <br /> The Lascannon has an interesting statline in the Angry Codeces, having S 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1, but Lance, Fleshbane, and is Ordnance. That's a heavy armour killer if I ever saw one.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:02:00]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Still bad, though. Even ap1 single shot weapons are ineffective in 7th ed.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:05:29]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293946.page"><b>Martel732 wrote:</b></a><br/>Still bad, though. Even ap1 single shot weapons are ineffective in 7th ed.</div></blockquote><br /> Also when it almost surely will do a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> or W?<br /> <br /> In fact, what <i>is</i> an effective 7th Ed anti-tank weapon, then?]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:08:48]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Weapons that can strip multiple <span class="glossaryitem" onmouseover='gp(661);'>hps</span> at range, d weapons, and <span class="glossaryitem" onmouseover='gp(19);'>cc</span> units like <span class="glossaryitem" onmouseover='gp(504);'>twc</span>. Single <span class="glossaryitem" onmouseover='gp(661);'>hps</span> and and single wounds are for losers like ba and <span class="glossaryitem" onmouseover='gp(69);'>ig</span>. At least the guard has the multilaser.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:14:17]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293957.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293946.page"><b>Martel732 wrote:</b></a><br/>Still bad, though. Even ap1 single shot weapons are ineffective in 7th ed.</div></blockquote><br /> Also when it almost surely will do a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> or W?<br /> <br /> In fact, what <i>is</i> an effective 7th Ed anti-tank weapon, then?</div></blockquote><br /> <br /> Anything with Melta or Destroyer.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:46:37]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294059.page"><b>raverrn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293957.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293946.page"><b>Martel732 wrote:</b></a><br/>Still bad, though. Even ap1 single shot weapons are ineffective in 7th ed.</div></blockquote><br /> Also when it almost surely will do a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> or W?<br /> <br /> In fact, what <i>is</i> an effective 7th Ed anti-tank weapon, then?</div></blockquote><br /> <br /> Anything with Melta or Destroyer.</div></blockquote><br /> And a S 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1, Lance, 48'' Armourbane weapon isn't?!]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:50:00]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Even melta is now weak because of low <span class="glossaryitem" onmouseover='gp(381);'>rof</span>. Your conjectural lascannon doesn't strip enough <span class="glossaryitem" onmouseover='gp(661);'>hp</span> to be good.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 15:54:55]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Melta is still solid because it's cheap, mobile (making cover saves less of an issue), and can come in large numbers.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:01:29]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294100.page"><b>raverrn wrote:</b></a><br/>Melta is still solid because it's cheap, mobile (making cover saves less of an issue), and can come in arge numbers.</div></blockquote><br /> <br /> So <span class="glossaryitem" onmouseover='gp(661);'>hp</span> stripping with melta? If you get enough, that's legit I guess.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:03:25]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294105.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294100.page"><b>raverrn wrote:</b></a><br/>Melta is still solid because it's cheap, mobile (making cover saves less of an issue), and can come in arge numbers.</div></blockquote><br /> <br /> So <span class="glossaryitem" onmouseover='gp(661);'>hp</span> stripping with melta? If you get enough, that's legit I guess.</div></blockquote><br /> <br /> That's how you see it fielded nowadays. Crisis suits with double-fusion, Chaos terminators with combi-meltas, Vet squads with triple melta... You hedge your bets on rolling an explodes and <span class="glossaryitem" onmouseover='gp(661);'>HP</span> things to death even if you don't.<br /> <br /> Lascannons are three times as expensive as a Melta weapon, they need to be three times as effective to see play.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:09:43]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294122.page"><b>raverrn wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294105.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294100.page"><b>raverrn wrote:</b></a><br/>Melta is still solid because it's cheap, mobile (making cover saves less of an issue), and can come in arge numbers.</div></blockquote><br /> <br /> So <span class="glossaryitem" onmouseover='gp(661);'>hp</span> stripping with melta? If you get enough, that's legit I guess.</div></blockquote><br /> <br /> That's how you see it fielded nowadays. Crisis suits with double-fusion, Chaos terminators with combi-meltas, Vet squads with triple melta... You hedge your bets on rolling an explodes and <span class="glossaryitem" onmouseover='gp(661);'>HP</span> things to death even if you don't.<br /> <br /> Lascannons are three times as expensive as a Melta weapon, they need to be three times as effective to see play.</div></blockquote><br /> <br /> Three <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 meltas have almost no chance of causing 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> damage, though. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:14:36]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ "Or if you're Eldar," since Fire Dragons get to explode things on 4+...]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:18:48]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294133.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294122.page"><b>raverrn wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294105.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294100.page"><b>raverrn wrote:</b></a><br/>Melta is still solid because it's cheap, mobile (making cover saves less of an issue), and can come in arge numbers.</div></blockquote><br /> <br /> So <span class="glossaryitem" onmouseover='gp(661);'>hp</span> stripping with melta? If you get enough, that's legit I guess.</div></blockquote><br /> <br /> That's how you see it fielded nowadays. Crisis suits with double-fusion, Chaos terminators with combi-meltas, Vet squads with triple melta... You hedge your bets on rolling an explodes and <span class="glossaryitem" onmouseover='gp(661);'>HP</span> things to death even if you don't.<br /> <br /> Lascannons are three times as expensive as a Melta weapon, they need to be three times as effective to see play.</div></blockquote><br /> <br /> Three <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 meltas have almost no chance of causing 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> damage, though. </div></blockquote><br /> <br /> They've got decent odds. If all three are in melta range and there's no saves involved you're over 50% for getting an explodes result. Even if you don't, odds are you've done crippling damage.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:19:15]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294144.page"><b>MagicJuggler wrote:</b></a><br/>"Or if you're Eldar," since Fire Dragons get to explode things on 4+...</div></blockquote><br /> <br /> Oh yeah, I forgot. Because they almost never need those guys because of D weapons and scatterlasers. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:19:32]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:24:18]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> This is only because for some reason (unknown to me) people think that units should be removable reliably in a turn of shooting.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:29:20]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> It's not all bad. That same unit kill a Wraithknight in just under 14 consecutive, uninterrupted shooting phases.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:33:24]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294184.page"><b>raverrn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> It's not all bad. That same unit kill a Wraithknight in just under 14 consecutive, uninterrupted shooting phases.</div></blockquote><br /> That's the best sarcastic, passive aggressive comment I've read all day.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 16:35:08]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8293885.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293842.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293788.page"><b>Martel732 wrote:</b></a><br/>But the riptide is in the game now. We can't put that genie back.</div></blockquote><br /> Neither can we change the rules for Bolters, Autocannons, Power weapons and the like, but that doesn't stop us from speculating.</div></blockquote><br /> <br /> It just sounded like a call to ban riptides. The reality is that more and more things are being put in the game much stronger than you think is appropriate. This means that soon power swords and berserkers will be the outlier not the riptide.</div></blockquote><br /> I'd be OK with getting rid of the riptide (or, more likely, relegating it to <span class="glossaryitem" onmouseover='gp(7);'>apoc</span>). It was a complete fluff reversal, and was horridly balanced. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 17:18:01]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293701.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.</div></blockquote><br /> We auto glance with concentrated firepower. On top of that, how many competitive lists are spamming Warriors?]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 17:20:21]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294173.page"><b>Alcibiades wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> This is only because for some reason (unknown to me) people think that units should be removable reliably in a turn of shooting.</div></blockquote><br /> <br /> Maybe that reason is that it happens to me all the time. Also, I don't want to take the return fire if I should fail to kill it. The real question is why would you shoot something and not expect to take it out? <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294272.page"><b>Slayer-Fan123 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8293701.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8293694.page"><b>Martel732 wrote:</b></a><br/>Things I care about. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Riptides, IKs, GMCs. Of course, those aren't the intended targets for bolters, but it's funny how the intended targets for bolters just never seem to show up. Or if they do, I have many other ways to kill them. Bolters suck because no one uses many of the units they are actually effective against. Because those units aren't good. Making the bolter weapons not good. They're a lot worse than "not amazing". They are gak because their intended targets don't have a place in the game that much anymore. </div></blockquote><br /> <br /> And yet, as a Necron player, my main source of firepower is from a Bolter equivalent.</div></blockquote><br /> We auto glance with concentrated firepower. On top of that, how many competitive lists are spamming Warriors?</div></blockquote><br /> <br /> I didn't want to get into that. Necrons shoot me with plenty of stuff that isn't S4. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 17:37:41]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294323.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294173.page"><b>Alcibiades wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> This is only because for some reason (unknown to me) people think that units should be removable reliably in a turn of shooting.</div></blockquote><br /> <br /> Maybe that reason is that it happens to me all the time. Also, I don't want to take the return fire if I should fail to kill it. The real question is why would you shoot something and not expect to take it out? </div></blockquote><br /> Because that's the danger of large or powerful models - They take many hits to kill, and have very dangerous weapons who can do horrible damage if let alone for too long. If you want a game where every hit gives you a kill, you might as well play Chess.<br /> <br /> Anyway, on the topic of the Riptide, I don't mind it being in the game, I just want it to be reserved to one model per 1000 pt., or even just one model per army, kind of like a Lord of War. I dunno, the average walker is the Dreadnought to me, not big-ass apocalypse style gundams, though they certainly have their place here and there. Doesn't help that they are lazily written, either.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 17:49:42]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294368.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294323.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294173.page"><b>Alcibiades wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> This is only because for some reason (unknown to me) people think that units should be removable reliably in a turn of shooting.</div></blockquote><br /> <br /> Maybe that reason is that it happens to me all the time. Also, I don't want to take the return fire if I should fail to kill it. The real question is why would you shoot something and not expect to take it out? </div></blockquote><br /> Because that's the danger of large or powerful models - They take many hits to kill, and have very dangerous weapons who can do horrible damage if let alone for too long. If you want a game where every hit gives you a kill, you might as well play Chess.<br /> <br /> Anyway, on the topic of the Riptide, I don't mind it being in the game, I just want it to be reserved to one model per 1000 pt., or even just one model per army, kind of like a Lord of War. I dunno, the average walker is the Dreadnought to me, not big-ass apocalypse style gundams, though they certainly have their place here and there. Doesn't help that they are lazily written, either.</div></blockquote><br /> <br /> I want threats removed as soon as possible. I'm going to use the weapons that do that. Lascannons and other single shot weapons aren't them. Period. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 17:52:58]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294383.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294368.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294323.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294173.page"><b>Alcibiades wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294160.page"><b>The Wise Dane wrote:</b></a><br/>The very fact that a unit has to be able to remove three <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in a turn to be considered "decent" makes me loose faith in this bloody game.</div></blockquote><br /> <br /> This is only because for some reason (unknown to me) people think that units should be removable reliably in a turn of shooting.</div></blockquote><br /> <br /> Maybe that reason is that it happens to me all the time. Also, I don't want to take the return fire if I should fail to kill it. The real question is why would you shoot something and not expect to take it out? </div></blockquote><br /> Because that's the danger of large or powerful models - They take many hits to kill, and have very dangerous weapons who can do horrible damage if let alone for too long. If you want a game where every hit gives you a kill, you might as well play Chess.<br /> <br /> Anyway, on the topic of the Riptide, I don't mind it being in the game, I just want it to be reserved to one model per 1000 pt., or even just one model per army, kind of like a Lord of War. I dunno, the average walker is the Dreadnought to me, not big-ass apocalypse style gundams, though they certainly have their place here and there. Doesn't help that they are lazily written, either.</div></blockquote><br /> <br /> I want threats removed as soon as possible. I'm going to use the weapons that do that. Lascannons and other single shot weapons aren't them. Period. </div></blockquote><br /> None should be but the Deathstrike Missile, really.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:09:36]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Well, that's not the reality, because D weapons exist. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:12:00]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294433.page"><b>Martel732 wrote:</b></a><br/>Well, that's not the reality, because D weapons exist. </div></blockquote><br /> ... But luckily only in Apocalypse where those kinds of weapons would completely destroy the balance of the regular game...]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:30:54]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ If only that were true. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:31:50]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294468.page"><b>Martel732 wrote:</b></a><br/>If only that were true. </div></blockquote><br /> That we can agree on.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:40:00]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:42:13]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294493.page"><b>raverrn wrote:</b></a><br/>D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.</div></blockquote><br /> I suppose... Still, would much rather have "multiple wounds" from Fantasy instead on select weapons.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:46:20]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294493.page"><b>raverrn wrote:</b></a><br/>D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.</div></blockquote><br /> <br /> They're unbalancing if you roll a 6. No saves of any kind and instantly removing whatever model it was? We don't need things like that in regular games. It was designed to take out Titans (Like, BIG Titans, not dinky Knight Titans), so the fact that it does <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+6 wounds is redundant 99% of the time. <br /> <br /> And spamming them is even worse.<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/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294506.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294493.page"><b>raverrn wrote:</b></a><br/>D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.</div></blockquote><br /> I suppose... Still, would much rather have "multiple wounds" from Fantasy instead on select weapons.</div></blockquote><br /> <br /> There's a lot of mechanics I'd rather have from Fantasy. The Magic phase, Cover, Armor modifiers, ext.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:46:43]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294493.page"><b>raverrn wrote:</b></a><br/>D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.</div></blockquote><br /> <br /> <br /> A weapon that totally ignores <span class="glossaryitem" onmouseover='gp(9);'>AV</span> is not balanced at the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> level period. And for some reason, they're the only magical thing in the galaxy that can remove more than one wound from an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> at a time. Really?]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:48:19]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Nobody saw much of an issue when it was just a Sanctic power and a chainsword on the Knights.<br /> <br /> Because it wasn't an issue. It was extremely powerful, but you had to pay an appropriate cost both in point an in the game to deliver it.<br /> <br /> As far as your other statement, I'd be 300% okay with something like "AP1 Weapons cause 2 wounds instead of 1."]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:54:26]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294507.page"><b>krodarklorr wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294506.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294493.page"><b>raverrn wrote:</b></a><br/>D weapons aren't unbalancing, not by themselves, especially not after the 7th Ed. rework.<br /> <br /> Armies that can take dozens of them cheaply, that's an issue.</div></blockquote><br /> I suppose... Still, would much rather have "multiple wounds" from Fantasy instead on select weapons.</div></blockquote><br /> <br /> There's a lot of mechanics I'd rather have from Fantasy. The Magic phase, Cover, Armor modifiers, ext.</div></blockquote><br /> You and me both. I actually made some rules a year back, I made it much like Fantasy. I could link you to what I made, if you'd like.<br /> <br /> I just don't get why things like Killing Blow, Multiple Wounds and stuff like that isn't in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> when it works well in Fantasy... Did someone just decide to change things up?]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:55:22]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294526.page"><b>raverrn wrote:</b></a><br/>Nobody saw much of an issue when it was just a Sanctic power and a chainsword on the Knights.<br /> <br /> Because it wasn't an issue. It was extremely powerful, but you had to pay an appropriate cost both in point an in the game to deliver it.</div></blockquote><br /> <br /> The chainsword doesn't really count because its melee. I'm taking ranged D here. There's a ton of things that wreck vehicles in assault; you don't need a knight chainsaw for that. Popping a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> from 36" as easily as a Rhino? That's a where it's at. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 18:56:11]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Yeah, I'd like to see Wraithcannons (and Heavy Wraithcannons) knocked back down to S10. It's not too bad when there's just one or two, but a mess of them is nasty. (I don't feel right using Ion Accelerators or Heavy Wraithcannons anymore, honestly...)]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:11:44]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8294569.page"><b>jade_angel wrote:</b></a><br/>Yeah, I'd like to see Wraithcannons (and Heavy Wraithcannons) knocked back down to S10. It's not too bad when there's just one or two, but a mess of them is nasty. (I don't feel right using Ion Accelerators or Heavy Wraithcannons anymore, honestly...)</div></blockquote><br /> <br /> They can keep them, I'm just mad that my Doomsday Cannon isn't Strength D. Of all the things!]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:24:28]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ That should be too... Well, OK, if I'm being completely honest here, both should be S10, but add an additional rule:<br /> <br /> <b>Devastating:</b> Rolls of 6 to wound inflict two wounds, in addition to whatever other effects they may have. Armour penetration rolls of 6 remove two hull points in addition to any other effects they may have.<br /> <br /> Then reserve the true D for Titan-class weapons.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:28:15]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294590.page"><b>krodarklorr wrote:</b></a><br/>Of all the things!</div></blockquote><br /> <br /> Deathstrike Missile says hi.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:29:00]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Heck, two versions of Deathstrike warhead:<br /> <br /> S10 AP1 Primary Weapon, Lance, Armourbane, Fleshbane, Devastating, Instant Death, Apocalyptic Blast<br /> <br /> or, anti-Titan warhead<br /> <br /> S: D, AP1 Primary Weapon, Large Blast, Ignores Cover, Instant Death]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:31:24]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6df4ddb208c303ddb1e7c8c52ff631ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294604.page"><b>raverrn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8294590.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8294569.page"><b>jade_angel wrote:</b></a><br/>Of all the things!</div></blockquote></div></blockquote><br /> <br /> Deathstrike Missile says hi.</div></blockquote><br /> <br /> I should have specified. I meant within my codex. But I agree. There are a bunch of things that need to be Strength D, so if they're gonna hand it out like candy on Halloween, then hand it out to the other weapons that are of similar power.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 19:32:39]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ On the subject of Deathstrike missiles, I agree that they could do with a little more punch to make up for their lack of reliability but rather than adding more strength D to the mess how about giving it some debilitating side effects, while there are many different payloads gonna go for  the mini-nuke as an example.<br /> <br /> Same weapon stats as present but add 2 additional rules:<br /> <br /> Rad Fallout:  Monstrous/gargantuan creatures struck by the weapon have strength and toughness reduced by 1 for the rest of the game.<br /> (don't want if effecting infantry as although it makes sense for it to effect them they suffer  enough already from this weapon.  Wondering whether to change it to just reducing it to effecting toughness but modify if by -1 to have more of an impact, this makes sense for the wraith constructs making it more feasible to get wounds on them but then again I think it would be too crippling for tyranids.  Either way I'm like the image of the mushroom cloud clearing only for the creature to be still standing but then brought down by a horde of lesser creatures)<br /> <br /> EMP:  Was thinking of allocating addition haywire attacks to simulate this but vehicles suffer enough already so how about vehicles hit are stunned for one turn regardless of whether they are superheavy or not to represent systems getting rebooted.<br /> <br />   Do people think having these effects occurring on a "model is hit" basis too much? I was originally going with to wound but its just too unreliable for a one shot weapon and at least it still leaves the model rather than "pick up and go home", it can still be countered by spreading models out or being taken out before it fires but at least then it has a psychological effect on the opponent which adds a nice dimension to it.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 15:14:49]]> GMT</pubDate>
				<author><![CDATA[ ragnorack1]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ On the issue of performance vs. vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.<br /> <br /> I just did the math since I have nothing better to do, and lascannons actually perform about equivalently against a Wraithknight and a Landraider (meaning that on average they will kill them in roughly the same amount of time). Slightly better against a Landraider, but only slightly. <br /> <br /> On the other hand, a squad of Devastators with Heavy Bolters using Devastator doctrine have about a 60% chance of taking a wound off of a Wraithknight, and none against a Landraider.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 15:21:39]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Well-armored vehicles hold up reasonably well - my main complaint is that weapons capable of one-shotting them by dumb luck are much more common than weapons with Instant Death. Light vehicles - AV10/AV11 - tend not to be much harder to "wound" than T6 creatures, but significantly less resilient once you start pointing scary stuff at them. Medium (AV12) vehicles can go both ways - you need serious firepower to hurt AV12, but on the other hand, large-volume S6/S7 is around, and fairly common.<br /> <br /> Compare those same lascannons against, say, a Carnifex and a Falcon. You need an average of 7 lascannon hits to reliably remove 3 hull points from a Falcon with a holo-field (with a 12% chance of getting an Explodes! sometime during that; I did not calculate the probability of a double-immobilize). If we assume that the Carnifex is in a forest, or is Shrouded from a nearby Venomthrope while remaining in the open (to match the Falcon's save), you need 7-8 lascannon hits to reliably kill it on average, and there's a 0% chance to instantly kill it. Carnifexes are not one of the more durable <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> out there.<br /> <br /> Make it a Trygon (W6), with the same 5+ cover save, and you need 11 hits.<br /> <br /> For heavy bolters, the point is well taken that the Carnifex and Trygon are vulnerable to them while the Falcon is not, but it requires 36 heavy bolter <i>hits</i> (not shots, but hits) to kill a Carnifex on average.<br /> <br /> Those, however, are among the best examples of how it's supposed to work. <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> were intended, by design, to be vulnerable to weaker weapons but not subject to the various sorts of crippling that vehicles can suffer. In practice that doesn't work out especially well, though. A big part is pathological cases on both sides - AV10 2HP open-topped vehicles, or T6/W5/2+/3++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, say. You don't see too many T5/5+/W2 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or AV14/4++/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>/Immune to melta, lance and haywire vehicles...]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 16:40:03]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8296809.page"><b>jade_angel wrote:</b></a><br/>Well-armored vehicles hold up reasonably well - my main complaint is that weapons capable of one-shotting them by dumb luck are much more common than weapons with Instant Death. Light vehicles - AV10/AV11 - tend not to be much harder to "wound" than T6 creatures, but significantly less resilient once you start pointing scary stuff at them. Medium (AV12) vehicles can go both ways - you need serious firepower to hurt AV12, but on the other hand, large-volume S6/S7 is around, and fairly common.<br /> <br /> Compare those same lascannons against, say, a Carnifex and a Falcon. You need an average of 7 lascannon hits to reliably remove 3 hull points from a Falcon with a holo-field (with a 12% chance of getting an Explodes! sometime during that; I did not calculate the probability of a double-immobilize). If we assume that the Carnifex is in a forest, or is Shrouded from a nearby Venomthrope while remaining in the open (to match the Falcon's save), you need 7-8 lascannon hits to reliably kill it on average, and there's a 0% chance to instantly kill it. Carnifexes are not one of the more durable <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> out there.<br /> <br /> Make it a Trygon (W6), with the same 5+ cover save, and you need 11 hits.<br /> <br /> For heavy bolters, the point is well taken that the Carnifex and Trygon are vulnerable to them while the Falcon is not, but it requires 36 heavy bolter <i>hits</i> (not shots, but hits) to kill a Carnifex on average.<br /> <br /> Those, however, are among the best examples of how it's supposed to work. <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> were intended, by design, to be vulnerable to weaker weapons but not subject to the various sorts of crippling that vehicles can suffer. In practice that doesn't work out especially well, though. A big part is pathological cases on both sides - AV10 2HP open-topped vehicles, or T6/W5/2+/3++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, say. You don't see too many T5/5+/W2 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or AV14/4++/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>/Immune to melta, lance and haywire vehicles...</div></blockquote><br /> This guy gets it.<br /> <br /> In general, if you give something a big save, some way to ignore hits or so on, you have to take away in equal measure some other place, but that doesn't happen - The Riptide is a prime example, with six bleeding Wounds and Termi-grade saves, plus the opportunity for <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and 3++, and with extremely powerful weaponry, we have a cocktail that can't compare to any point value; not that it can't be priced somewhat happen, issue is that it gets insanely more tough against a few armies, and somewhat managable against others. The Carnifex, for example, is an example of a beast that can actually be realistically beaten by almost all armies. The Rip simply can't. As an Ork Player, who often plays with large formations of Lootas, I'd just ignore it. I'd go for a Carnifex any day, though.<br /> <br /> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> with those kinds of saves simply break the game's already liberal take on balance, and it took D weapons to counter them. That's not a good sign.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 17:21:21]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8296888.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8296809.page"><b>jade_angel wrote:</b></a><br/>Well-armored vehicles hold up reasonably well - my main complaint is that weapons capable of one-shotting them by dumb luck are much more common than weapons with Instant Death. Light vehicles - AV10/AV11 - tend not to be much harder to "wound" than T6 creatures, but significantly less resilient once you start pointing scary stuff at them. Medium (AV12) vehicles can go both ways - you need serious firepower to hurt AV12, but on the other hand, large-volume S6/S7 is around, and fairly common.<br /> <br /> Compare those same lascannons against, say, a Carnifex and a Falcon. You need an average of 7 lascannon hits to reliably remove 3 hull points from a Falcon with a holo-field (with a 12% chance of getting an Explodes! sometime during that; I did not calculate the probability of a double-immobilize). If we assume that the Carnifex is in a forest, or is Shrouded from a nearby Venomthrope while remaining in the open (to match the Falcon's save), you need 7-8 lascannon hits to reliably kill it on average, and there's a 0% chance to instantly kill it. Carnifexes are not one of the more durable <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> out there.<br /> <br /> Make it a Trygon (W6), with the same 5+ cover save, and you need 11 hits.<br /> <br /> For heavy bolters, the point is well taken that the Carnifex and Trygon are vulnerable to them while the Falcon is not, but it requires 36 heavy bolter <i>hits</i> (not shots, but hits) to kill a Carnifex on average.<br /> <br /> Those, however, are among the best examples of how it's supposed to work. <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> were intended, by design, to be vulnerable to weaker weapons but not subject to the various sorts of crippling that vehicles can suffer. In practice that doesn't work out especially well, though. A big part is pathological cases on both sides - AV10 2HP open-topped vehicles, or T6/W5/2+/3++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, say. You don't see too many T5/5+/W2 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or AV14/4++/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>/Immune to melta, lance and haywire vehicles...</div></blockquote><br /> This guy gets it.<br /> <br /> In general, if you give something a big save, some way to ignore hits or so on, you have to take away in equal measure some other place, but that doesn't happen - The Riptide is a prime example, with six bleeding Wounds and Termi-grade saves, plus the opportunity for <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and 3++, and with extremely powerful weaponry, we have a cocktail that can't compare to any point value; not that it can't be priced somewhat happen, issue is that it gets insanely more tough against a few armies, and somewhat managable against others. The Carnifex, for example, is an example of a beast that can actually be realistically beaten by almost all armies. The Rip simply can't. As an Ork Player, who often plays with large formations of Lootas, I'd just ignore it. I'd go for a Carnifex any day, though.<br /> <br /> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> with those kinds of saves simply break the game's already liberal take on balance, and it took D weapons to counter them. That's not a good sign.</div></blockquote><br /> <br /> In all fairness, the Riptide does have one blaring weakness that can be exploited. WS2 and not Fearless. It is, in fact, the <i>only</i> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that is not Fearless.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 17:41:20]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ And usually irrelevant.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 17:53:12]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Yeah that is kinda irrelevant. I can count on one hand how many times I caught a Riptide in melee, and I've played a lot of games this edition. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 18:41:49]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8296953.page"><b>Martel732 wrote:</b></a><br/>And usually irrelevant.</div></blockquote><br /> Exactly; the thing can jump around like a freaking bunny, so catching it isn't just something you do, plus the fact that it's pretty damn hard to hurt, too.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 18:54:31]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Which is in part a problem with the ion accelerator. With the heavy burst cannon, I've gotta get fairly close to actually use it, and then I'm in danger of getting caught, at least if I want to keep shooting at my targets of choice. With the <span class="glossaryitem" onmouseover='gp(60);'>IA</span>, I just sit back and puke pie plates on anything, from anywhere.<br /> <br /> Not that it isn't difficult to kill - it sure is - but at least if it's forced to get close, melee forces can and will reach it.<br /> <br /> If I'm being dead serious, and not overly snarky, I'd suggest the following profiles:<br /> <br /> <b>Riptide</b><br /> WS1 BS3 S6 T6 W5 I1 A3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 3+/5++, Jet Pack Infantry<br /> <br /> Wargear options as current, except:<br /> <b>Heavy Ion Raker (25 pts):</b> 30" S7 AP4 Heavy 6<br /> (Overcharged) 30" S8 AP4 Heavy 2, Blast, Gets Hot<br /> (Nova-Charged) 30" S9 AP3 Ordnance 1, Large Blast, Gets Hot<br /> <br /> <b>Heavy Burst Cannon (default):</b> 30" S6 AP4 Heavy 8<br /> (Nova-Charged) 30" S6 AP4 Heavy 12, Rending<br /> <br /> Then remove the option for a twin-linked fusion blaster and replace with twin-linked cyclic ion blaster. Replace <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> AFP, replace <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> flamer.<br /> <br /> Now that's still hard to kill, but keep in mind - 3+ armor means not only that krak missiles will force it to take its invulnerable save, but also that it's twice as vulnerable to bolters! (Statistically, 36 hits to remove one wound from T6/2+, 18 hits for T6/3+) That counts for a lot: recall the same kind of thing applies to heavy bolters, autocannons, supa-shootas, tesla destructors and similar. (Let's be serious, large numbers of shuriken cannons always ate the Riptide's lunch without nova-charging the shield, but that's more true now) <span class="glossaryitem" onmouseover='gp(27);'>DE</span> will love it too - splinter cannons are now a real threat. (As are dark lances, but they always were, in numbers)]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 19:14:39]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/97269e47061c9707b8e84311e3b76c9d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8297091.page"><b>The Wise Dane wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/671530/8296953.page"><b>Martel732 wrote:</b></a><br/>And usually irrelevant.</div></blockquote><br /> Exactly; the thing can jump around like a freaking bunny, so catching it isn't just something you do, plus the fact that it's pretty damn hard to hurt, too.</div></blockquote><br /> <br /> I disagree. As Necrons, we have Wraiths, Praetorians, Deep Striking Flayed Ones, and <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> Overlords that can easily catch him. And sweeping him does matter. I've done it numerous times, once of which my Overlord was soloing 2 Commanders and a Riptide, and swept the whole unit.<br /> <br /> Sure, maybe not everyone thinks they can catch one in melee, but at WS2 and only 3 attacks, it's not like it does much damage.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 19:24:29]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ I'll attest as a Tau player, Praetorians and Wraiths are pretty much big trouble for a Riptide. Vanguard Vets are a fair threat, too, as are Tyranid Shrikes or Raveners. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 19:45:13]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8297274.page"><b>jade_angel wrote:</b></a><br/>I'll attest as a Tau player, Praetorians and Wraiths are pretty much big trouble for a Riptide. Vanguard Vets are a fair threat, too, as are Tyranid Shrikes or Raveners. </div></blockquote><br /> But those things are made for fast movement and killing, and are basically some of the best melee units in the game. The fact that they, and only they, can take down a Riptide is not a weakness.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/671530/8297155.page"><b>jade_angel wrote:</b></a><br/>Which is in part a problem with the ion accelerator. With the heavy burst cannon, I've gotta get fairly close to actually use it, and then I'm in danger of getting caught, at least if I want to keep shooting at my targets of choice. With the <span class="glossaryitem" onmouseover='gp(60);'>IA</span>, I just sit back and puke pie plates on anything, from anywhere.<br /> <br /> Not that it isn't difficult to kill - it sure is - but at least if it's forced to get close, melee forces can and will reach it.<br /> <br /> If I'm being dead serious, and not overly snarky, I'd suggest the following profiles:<br /> <br /> <b>Riptide</b><br /> WS1 BS3 S6 T6 W5 I1 A3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 3+/5++, Jet Pack Infantry<br /> <br /> Wargear options as current, except:<br /> <b>Heavy Ion Raker (25 pts):</b> 30" S7 AP4 Heavy 6<br /> (Overcharged) 30" S8 AP4 Heavy 2, Blast, Gets Hot<br /> (Nova-Charged) 30" S9 AP3 Ordnance 1, Large Blast, Gets Hot<br /> <br /> <b>Heavy Burst Cannon (default):</b> 30" S6 AP4 Heavy 8<br /> (Nova-Charged) 30" S6 AP4 Heavy 12, Rending<br /> <br /> Then remove the option for a twin-linked fusion blaster and replace with twin-linked cyclic ion blaster. Replace <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> AFP, replace <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> flamer.<br /> <br /> Now that's still hard to kill, but keep in mind - 3+ armor means not only that krak missiles will force it to take its invulnerable save, but also that it's twice as vulnerable to bolters! (Statistically, 36 hits to remove one wound from T6/2+, 18 hits for T6/3+) That counts for a lot: recall the same kind of thing applies to heavy bolters, autocannons, supa-shootas, tesla destructors and similar. (Let's be serious, large numbers of shuriken cannons always ate the Riptide's lunch without nova-charging the shield, but that's more true now) <span class="glossaryitem" onmouseover='gp(27);'>DE</span> will love it too - splinter cannons are now a real threat. (As are dark lances, but they always were, in numbers)</div></blockquote><br /> Besides the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 1 (<span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2 is fine to me), this is exactly what I think is fair. Maybe S 5 instead, but else, exactly what I'd like.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 20:58:04]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ That's a fair point; they should be pretty good counters to any <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that's not a melee specialist, and should be dangerous even to those. (Though a Toxicrene will probably rip Vanguard Vets to bits, as will a Bloodthirster or the like...)]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 21:35:25]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Vanguard vets lack the durability to be scary. Remember the Riptide still hits them on a 4+. <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2 is not a big deal at all. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 21:40:24]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Oh, another point on the change to Jet Pack Infantry: yes, a buffmander can join it now, but to what end? A stim/iridium/shield tankmander could join too, and that would be scary, but it's also a ghawdawful huge hunk of points. However, now it can be pinned. Can also voluntarily go to ground, but why?<br /> <br /> Grav will now be wounding on a 3+, but you could already take drones for a majority 4+ armor save, so this doesn't seem like a huge drawback. And Grav greases Wraithknights anyway, and they have 3+/5++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. The Riptide *could* have 3+/3++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but that requires using the risky nova reactor and not taking the mobility or offensive options.<br /> <br /> The big ones are no more Hammer of Wrath (I have killed Sentinels with this...), no more AP2 in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, no more Move Through Cover, and now it can only fire two guns, not three - no more Icarus Lascannon or Tidewall Gunrig shenanigans.<br /> <br /> I'd do similarly with the Ghostkeel - reduce it to WS1, I1, A1, and make it Jet Pack Infantry.<br /> <br /> This also resolves the annoying "can an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> that is an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> join units of Infantry" conundrum that O'Vesa poses. As an Infantry <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, the answer is now clear.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/671530/8297560.page"><b>Martel732 wrote:</b></a><br/>Vanguard vets lack the durability to be scary. Remember the Riptide still hits them on a 4+. <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2 is not a big deal at all. </div></blockquote><br /> <br /> Part of why I suggested WS1 and I1. Though to be fair, the Vanguard Vets pretty much either hit first, with either Shred or +1A (admittedly, a bad option against 2+), or have a 3++ themselves. Assuming the Riptide charges (I will assume the few bolt pistols and krak grenades don't do much on Overwatch; statistically they won't): 2 hits, plus one from <span class="glossaryitem" onmouseover='gp(627);'>HoW</span>, then I'll be optimistic and assume they all wound for 2 AP2 and one <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- wound. Without Storm Shields, and assuming you're not Iron Hands (or have Endurance, or have Forewarning, or have Sanctuary, etc) that's two dead vets. Doesn't look good if they have power swords. But, if they have thunder hammers, they shrug off 2/3 of the wounds (storm shields are <b>good stuff</b>, although often too expensive), so one dead vet. Then that's (assuming an initial group of 5, no Chaplain, Captain, Sanguinary Priest, Librarian, Techmarine or other special character) 8 swings back. 6 hit. 5 wound. 3 unsaved (5++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). Lost combat, leadership at <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 7. Fail, and probably dead. Success, and they're tied up another turn but probably kill it the next. This looks much better if the vets charge, which they probably will.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 21:43:55]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ I always thought that Assault Cannons would make for great Salvo weapons. Was disappointed when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't make them Salvo after it was introduced, great opportunity missed right there.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 22:24:49]]> GMT</pubDate>
				<author><![CDATA[ Marik Law]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8296930.page"><b>krodarklorr wrote:</b></a><br/><br /> <br /> It is, in fact, the <i>only</i> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that is not Fearless.</div></blockquote><br /> <br /> Well, Ghostkeels too.<br /> <br /> EDIT: going from hitting on 4s to hitting on 5s is a 33% reduction in damage. That is not trivial. A Riptide kills on average less than one 1 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> a turn in melee (they have 3 attacks, right?). In fact they kill less than 1 <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> a turn.]]></description>
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				<pubDate><![CDATA[Sat, 5 Dec 2015 21:01:20]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ You know what kills Riptides? Dreadnaughts. Throw an Ironclad or a Leviathan (roughly the same cost as a Riptide) and laugh as the riptide struggles to <u>glance</u> AV13]]></description>
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				<pubDate><![CDATA[Sat, 5 Dec 2015 22:03:06]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ Well, it depends on if it has the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> fusion (which they usually don't from my experience, but yeah). Tau struggle against heavy armour in general. The only effective tactics we have are <span class="glossaryitem" onmouseover='gp(471);'>DS</span> duel fusion crisis, or the occasional EMP dash with <span class="glossaryitem" onmouseover='gp(39);'>FW</span>.]]></description>
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				<pubDate><![CDATA[Sat, 5 Dec 2015 22:08:54]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/257da6572b91919b24d7d3dcb4dbd555.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8301993.page"><b>Co'tor Shas wrote:</b></a><br/>Well, it depends on if it has the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> fusion (which they usually don't from my experience, but yeah). Tau struggle against heavy armour in general. The only effective tactics we have are <span class="glossaryitem" onmouseover='gp(471);'>DS</span> duel fusion crisis, or the occasional EMP dash with <span class="glossaryitem" onmouseover='gp(39);'>FW</span>.</div></blockquote><br /> <br /> I almost always see <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma. More shots at better range.]]></description>
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				<pubDate><![CDATA[Sat, 5 Dec 2015 22:10:48]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Can't they get D Missiles too on the Storm surge? I can't see much struggling with heavy armor that way with Fusion stuff on top. ]]></description>
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				<pubDate><![CDATA[Sat, 5 Dec 2015 23:16:38]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Part of why I suggested WS1 and I1. Though to be fair, the Vanguard Vets pretty much either hit first, with either Shred or +1A (admittedly, a bad option against 2+), or have a 3++ themselves. Assuming the Riptide charges (I will assume the few bolt pistols and krak grenades don't do much on Overwatch; statistically they won't): 2 hits, plus one from <span class="glossaryitem" onmouseover='gp(627);'>HoW</span>, then I'll be optimistic and assume they all wound for 2 AP2 and one <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- wound. Without Storm Shields, and assuming you're not Iron Hands (or have Endurance, or have Forewarning, or have Sanctuary, etc) that's two dead vets. Doesn't look good if they have power swords. But, if they have thunder hammers, they shrug off 2/3 of the wounds (storm shields are good stuff, although often too expensive), so one dead vet. Then that's (assuming an initial group of 5, no Chaplain, Captain, Sanguinary Priest, Librarian, Techmarine or other special character) 8 swings back. 6 hit. 5 wound. 3 unsaved (5++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). Lost combat, leadership at <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 7. Fail, and probably dead. Success, and they're tied up another turn but probably kill it the next. This looks much better if the vets charge, which they probably will.</div></blockquote><br /> <br /> Don't know why you are mentioning the iron hands chapter tactics here.  It is literally useless on everything except T5 multiwould (ideally multi-save models) with the one exception being command squads with bikes, storm shields and apothecaries.  And if you are against an army with a lot of D weapons and stomps the rule is again utter crap.  And if you are giving storm shields and thunder hammers to vanguard vets you are wasting points.  In fact it is a waste of points to even take vanguard.  Vanguard would need better rules and better base gear for me to even consider them.  They are even worse than Terminators of any variety which is a serious achievement. ]]></description>
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				<pubDate><![CDATA[Sun, 6 Dec 2015 06:07:42]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Vanguard worse than Terminators?  Have you lost your mind?]]></description>
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				<pubDate><![CDATA[Sun, 6 Dec 2015 06:37:08]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/671530/8302646.page"><b>Slayer-Fan123 wrote:</b></a><br/>Vanguard worse than Terminators?  Have you lost your mind?</div></blockquote><br /> <br /> Not at all.  While they cost less and are more mobile with jump packs, they are less durable and do less damage.  You have to sink a LOT of points in them to even make them a threat.  At which point they may be as dangerous as terminators damage wise and more mobile, but they are far less durable and the same price point or more expensive.  Hardly a good investment or tradeoff.  I would take just about anything else In the vanguard's slot.  Much better things to spend those points on.  ]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 01:59:22]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2e8c308ca721d9d3aac5efd506fb40de.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8297639.page"><b>Marik Law wrote:</b></a><br/>I always thought that Assault Cannons would make for great Salvo weapons. Was disappointed when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't make them Salvo after it was introduced, great opportunity missed right there.</div></blockquote><br /> <br /> I personally feel that Salvo was just unnecessary clunkiness; <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is really at that point of bloatedness where it just might be easier to consolidate all the different weapon types into a single "Rate of Fire" statistic, and have "Move or Fire" as a rule for some weapons.]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 15:08:12]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8302626.page"><b>NorseSig wrote:</b></a><br/><blockquote class="uncited"><div>Part of why I suggested WS1 and I1. Though to be fair, the Vanguard Vets pretty much either hit first, with either Shred or +1A (admittedly, a bad option against 2+), or have a 3++ themselves. Assuming the Riptide charges (I will assume the few bolt pistols and krak grenades don't do much on Overwatch; statistically they won't): 2 hits, plus one from <span class="glossaryitem" onmouseover='gp(627);'>HoW</span>, then I'll be optimistic and assume they all wound for 2 AP2 and one <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- wound. Without Storm Shields, and assuming you're not Iron Hands (or have Endurance, or have Forewarning, or have Sanctuary, etc) that's two dead vets. Doesn't look good if they have power swords. But, if they have thunder hammers, they shrug off 2/3 of the wounds (storm shields are good stuff, although often too expensive), so one dead vet. Then that's (assuming an initial group of 5, no Chaplain, Captain, Sanguinary Priest, Librarian, Techmarine or other special character) 8 swings back. 6 hit. 5 wound. 3 unsaved (5++/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). Lost combat, leadership at <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 7. Fail, and probably dead. Success, and they're tied up another turn but probably kill it the next. This looks much better if the vets charge, which they probably will.</div></blockquote><br /> <br /> Don't know why you are mentioning the iron hands chapter tactics here.  It is literally useless on everything except T5 multiwould (ideally multi-save models) with the one exception being command squads with bikes, storm shields and apothecaries.  And if you are against an army with a lot of D weapons and stomps the rule is again utter crap.  And if you are giving storm shields and thunder hammers to vanguard vets you are wasting points.  In fact it is a waste of points to even take vanguard.  Vanguard would need better rules and better base gear for me to even consider them.  They are even worse than Terminators of any variety which is a serious achievement. </div></blockquote><br /> <br /> Iron hands gets real cheesy when you give them a librarian w/ the Endurance power. 3+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is god like, especially on terminators]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 15:11:25]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8304919.page"><b>MagicJuggler wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2e8c308ca721d9d3aac5efd506fb40de.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8297639.page"><b>Marik Law wrote:</b></a><br/>I always thought that Assault Cannons would make for great Salvo weapons. Was disappointed when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't make them Salvo after it was introduced, great opportunity missed right there.</div></blockquote><br /> <br /> I personally feel that Salvo was just unnecessary clunkiness; <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is really at that point of bloatedness where it just might be easier to consolidate all the different weapon types into a single "Rate of Fire" statistic, and have "Move or Fire" as a rule for some weapons.</div></blockquote><br /> While you're at it, we could reduce Melee weapons to Strength, Speed, Attacks and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, Speed being a modifier for Iniative and Attacks for... Well, attacks. Power Fists could be 2x, -2, -1. 1, Power Swords 0, 0, 0, 3. No need for all that Twohanded and Unweildy stuff.]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 15:11:44]]> GMT</pubDate>
				<author><![CDATA[ The Wise Dane]]></author>
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				<title>Upgrading the good ol' guns.</title>
				<description><![CDATA[ Also, I mention Iron Hands here because the Riptide is hitting at S6. So your vets (or Terminators, or Honour Guard or Assault Cents or Command Squad or Captain or... well, you get the idea) get a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> against any wounds that get through, meaning they're more likely to live than other chapters. <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> isn't the relevant bit here (though it helps if we're talking about characters, I suppose).<br /> <br /> I know, a 6+ sucks. But you still need <span class="glossaryitem" onmouseover='gp(269);'>ID</span> to get around it, so it's not quite nothing. Ask any Sisters player about times when that mostly-useless 6++ led to surviving something unlikely...]]></description>
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				<pubDate><![CDATA[Mon, 7 Dec 2015 15:13:03]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Iron hands gets real cheesy when you give them a librarian w/ the Endurance power. 3+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is god like, especially on terminators<br /> </div></blockquote><br /> <br /> You are still wasting points taking terminators as Iron Hands.  they lack the dakka needed to be a true threat.  Plus from a fluff standpoint <span class="glossaryitem" onmouseover='gp(445);'>IH</span> aren't supposed to have Terminator SQUADS.  Yes, a librarian with endurance is good, but it is a waste on terminators or anything not a bike, and then it isn't army wide.<br /> <br /> <blockquote class="uncited"><div>I know, a 6+ sucks. But you still need <span class="glossaryitem" onmouseover='gp(269);'>ID</span> to get around it, so it's not quite nothing. Ask any Sisters player about times when that mostly-useless 6++ led to surviving something unlikely...</div></blockquote><br /> <br /> It doesn't just suck, it is worthless.  Most armies have a surplus of S8 S9 shooting which completely negates the 6+ (or better) unless you on a bike or have increased toughness form some other source.  In the 100+ games I would say I have played as <span class="glossaryitem" onmouseover='gp(445);'>IH</span> I have not once made a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save.  Worst part about the <span class="glossaryitem" onmouseover='gp(445);'>IH</span> rules is it practically forces you to run bikes (that aren't anywhere near as good as the armies that are supposed to run them) in an army that isn't supposed to have many of them.  I believe in fluff and building armies around that army's fluff.  Not that it really matters much with <span class="glossaryitem" onmouseover='gp(445);'>IH</span> anymore.  They are basically Ultramarine wannabes with worse rules now.<br /> <br /> But, to get back on subject.  I think there is a lot of changes to be made to the "old" weapons.  Heck there is a lot that needs to be done to most every aspect of the game.  Anymore I just wonder if it would be better to start from scratch.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 00:34:52]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8306107.page"><b>NorseSig wrote:</b></a><br/><blockquote class="uncited"><div>Iron hands gets real cheesy when you give them a librarian w/ the Endurance power. 3+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is god like, especially on terminators<br /> </div></blockquote><br /> <br /> You are still wasting points taking terminators as Iron Hands.  they lack the dakka needed to be a true threat.  Plus from a fluff standpoint <span class="glossaryitem" onmouseover='gp(445);'>IH</span> aren't supposed to have Terminator SQUADS.  Yes, a librarian with endurance is good, but it is a waste on terminators or anything not a bike, and then it isn't army wide.<br /> <br /> <blockquote class="uncited"><div>I know, a 6+ sucks. But you still need <span class="glossaryitem" onmouseover='gp(269);'>ID</span> to get around it, so it's not quite nothing. Ask any Sisters player about times when that mostly-useless 6++ led to surviving something unlikely...</div></blockquote><br /> <br /> It doesn't just suck, it is worthless.  Most armies have a surplus of S8 S9 shooting which completely negates the 6+ (or better) unless you on a bike or have increased toughness form some other source.  In the 100+ games I would say I have played as <span class="glossaryitem" onmouseover='gp(445);'>IH</span> I have not once made a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save.  Worst part about the <span class="glossaryitem" onmouseover='gp(445);'>IH</span> rules is it practically forces you to run bikes (that aren't anywhere near as good as the armies that are supposed to run them) in an army that isn't supposed to have many of them.  I believe in fluff and building armies around that army's fluff.  Not that it really matters much with <span class="glossaryitem" onmouseover='gp(445);'>IH</span> anymore.  They are basically Ultramarine wannabes with worse rules now.<br /> <br /> But, to get back on subject.  I think there is a lot of changes to be made to the "old" weapons.  Heck there is a lot that needs to be done to most every aspect of the game.  Anymore I just wonder if it would be better to start from scratch.</div></blockquote>I don't think starting from scratch would be ideal, there's already a good template, although if i were in charge there would be so many changes that after a while the game would be a quite different.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 01:24:36]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't think starting from scratch would be ideal, there's already a good template, although if i were in charge there would be so many changes that after a while the game would be a quite different.</div></blockquote><br /> <br /> Well maybe not from scratch but darn near.  I think there could be a lot of clarification and simplification of the rules to streamline the game along with all the balance issues.  Really wish <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would go back to looking at <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as a GAME.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 02:34:57]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06e0a9e86eb3a6f0f05394c4b7bfee69.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/671530/8306107.page"><b>NorseSig wrote:</b></a><br/><blockquote class="uncited"><div>Iron hands gets real cheesy when you give them a librarian w/ the Endurance power. 3+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is god like, especially on terminators<br /> </div></blockquote><br /> <br /> You are still wasting points taking terminators as Iron Hands.  they lack the dakka needed to be a true threat.  Plus from a fluff standpoint <span class="glossaryitem" onmouseover='gp(445);'>IH</span> aren't supposed to have Terminator SQUADS.  Yes, a librarian with endurance is good, but it is a waste on terminators or anything not a bike, and then it isn't army wide.</div></blockquote><br /> <br /> Clearly you haven't tanked 1000+ points of tau shooting for three turns. The squad gives a middle finger to high volume, low strength shooting. Plus, if you are using Termies without loading up on chain fists to kill tanks, you are doing it wrong and if you are running vanilla terminators w/o chainfists instead of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators, you done goofed. <br /> <br /> On a side note, have you used psykers? None of their powers confer to multiple units, however, they can get reall nasty with the new Librarius Conclave.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 04:26:57]]> GMT</pubDate>
				<author><![CDATA[ Tactical_Spam]]></author>
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				<title>Re:Upgrading the good ol' guns.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Clearly you haven't tanked 1000+ points of tau shooting for three turns. The squad gives a middle finger to high volume, low strength shooting. Plus, if you are using Termies without loading up on chain fists to kill tanks, you are doing it wrong and if you are running vanilla terminators w/o chainfists instead of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators, you done goofed. <br /> <br /> On a side note, have you used psykers? None of their powers confer to multiple units, however, they can get reall nasty with the new Librarius Conclave.</div></blockquote><br /> <br /> The <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies are decent, but they are hardly threatening.  I will take command squads on bikes over any flavor of terminator any day.  They are cheaper, faster, more durable, and have more firepower.  I will take regular bike squads over terminators as well.  The bikes are just hands down better.  Not saying Terminators can't be durable they are just a waste of points as long as bikes remain as good as they are.  And I do run a Librarius conclave with my command squad with a captain/chapter master and a chaplain.  Sometimes I run 3 command squads and have the chaplain, chapter master, and conclave each heading one up (or hiding behind it).  The command squad is expensive, I know, but worth the points; and unless you are going crazy with them and <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> still leave room for a bunch of other things in your army.  And I have tanked 1000+ points of shooting for 3 turns.  On my bikes I have tanked the same shooting for 5 turns.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 18:36:07]]> GMT</pubDate>
				<author><![CDATA[ NorseSig]]></author>
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