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		<title><![CDATA[Latest posts for the thread "Vehicle Survivability and AP"]]></title>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ S6/7 is the best way to kill most vehicles in 7th, due to the Pen table change. <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, the intention behind the change was to make AP1/2 stuff much more relevant for wrecking vehicles. So, effectively, it backfired.<br /> <br /> Suggested solution:<br /> -All non-<span class="glossaryitem" onmouseover='gp(270);'>SH</span> non-Flyer vehicles gain +1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span><br /> -AP3 and better all get +1 to the Pen result<br /> <br /> This would make mid S with bad <span class="glossaryitem" onmouseover='gp(6);'>AP</span> much less effective at killing tanks. Serpent Shield, scatter Lasers, Shuriken Cannons, Assault Cannons.<br /> <br /> It would make the stuff designed to kill tanks that much better at it (Krak missiles are now more penetrating than a Heavy Bolter. Melta pens now have a good chance to kaboom something. Individual Lascannons are a threat).<br /> <br /> Also, it'd make disabling vehicles mean more, as they are more likely to survive the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> loss if its not an Explodes.<br /> <br /> Why don't <span class="glossaryitem" onmouseover='gp(270);'>SH</span> get an additional <span class="glossaryitem" onmouseover='gp(661);'>HP</span>? Screw Knights. Perhaps I'm biased. Besides, <span class="glossaryitem" onmouseover='gp(270);'>SH</span> have a lot of <span class="glossaryitem" onmouseover='gp(661);'>HP</span> already.<br /> <br /> Why don't flyers get an additional <span class="glossaryitem" onmouseover='gp(661);'>HP</span>? Because Flyers are inherently less stable. S6/7 spam feels right when it brings down my Stormtalon.<br /> <br /> A more complex solution might be more balanced, but would take too much work. One such example would be:<br /> Pen Effect- <span class="glossaryitem" onmouseover='gp(24);'>d6</span> - [Remaining <span class="glossaryitem" onmouseover='gp(661);'>HP</span>] - [Pen <span class="glossaryitem" onmouseover='gp(6);'>AP</span>] +4?<br /> Natural 6: Additional Pen, applied after the current one, instead of Pen Table effect (resolved at same <span class="glossaryitem" onmouseover='gp(6);'>AP</span>)<br /> 7+, "Explosion: does D3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. If the vehicle is reduced to 0 or below <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, its an 'Explodes', as now.<br /> 1-6: As now<br /> 0 and below: No additional effect<br /> <br /> This would apply to <span class="glossaryitem" onmouseover='gp(270);'>SH</span> as well (their <span class="glossaryitem" onmouseover='gp(661);'>HP</span> is their protection).<br /> <br /> Think about this. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> suddenly matters, but a random Lascannon is probably not popping an untouched <span class="glossaryitem" onmouseover='gp(87);'>LR</span>. It could, but much less likely. But the AP2 on it really helps.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 14:17:44]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ I'm very much in favor of both giving AP3 weapons +1 on the pen chart and of changing "Explodes" to "Critical Hit" or something similar where you lose d3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> and go boom if there are none left.<br /> <br /> <span class="glossaryitem" onmouseover='gp(114);'>OTOH</span>, I'm less sure about adding +1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> across the board. It's not bad exactly, though. I'm mentally running through how vehicles tend to die in most of my games. It seems to me I see the most kabooms against open-topped AV10 squishies (because most anything can kaboom it) and against AV14 (which takes few enough damaging hits that the probability of one being an Explodes starts to get up there). The exception is Haywire, which I'm not sure what to do about - it's like Fleshbane for vehicles, except that most models with a T value have an armor save (and most Fleshbane weapons have bad <span class="glossaryitem" onmouseover='gp(6);'>AP</span>). <br /> <br /> I think +1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> would make Rhinos, Razorbacks, Devilfish, Wave Serpents and most other such things last longer. I worry about the margins, though - Raider/Ravager/Venom/Trukk on the one extreme, Land Raider/Monolith on the other. I suspect most of the AV10 open-topped squishies will still be dying to spamguns, they'll just be blowing up proportionally more often than they already do, while AV14 will be depending on fishing for kabooms more than is already the case. Though, that's partially counterbalanced by the fact that a Raider might live through a Crit/Explode from an autocannon (woo, I lose three <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. Got one left!), whereas now, it's definitely dead if that happens.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 15:52:49]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ Not even sure why you listed Assault Cannons on that list. It isn't like they're spammable enough to actually do any real work. Plus they Rend so they'll get AP2...]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 18:20:28]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/676287/8378551.page"><b>Slayer-Fan123 wrote:</b></a><br/>Not even sure why you listed Assault Cannons on that list. It isn't like they're spammable enough to actually do any real work. Plus they Rend so they'll get AP2...</div></blockquote><br /> <br /> Not against vehicles this edition they won't.<br /> <br /> I'm in favour of increased hull points across the board, possibly also increased armour. Tanks in 30k feel a lot more like tanks should to me than tanks in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and they managed to do that by making a 5HP Land Raider with twice the guns and a 13-12-12 Predator with triple the guns the staple vehicles.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 19:23:23]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ I had thought that the "resolved as AP2" effect on Rending weapons didn't apply to the vehicle damage chart - was I wrong about that?<br /> <br /> Also, between Storm Talons, Razorbacks, Land Speeders, etc, you can get a fairly good number of assault cannon shots out there.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, just giving a few more vehicles AV12 on the rear could help somewhat (even AV11 can help, since that makes bolters and shuricats ping off, and leaves pulse weapons and burst cannons fishing for sixes). ]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 19:23:42]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Vehicle Survivability and AP</title>
				<description><![CDATA[ Rear AV10 is an important drawback. Many infantry in the game have a snowballs chance in hell of killing an AV10, but can't even touch AV11. So, front is immune, rear is fairly safe.<br /> <br /> There is enough completely-immune stuff in this game already.<br /> <br /> <span class="glossaryitem" onmouseover='gp(236);'>WRT</span> the Assault Cannon: you cannot roll a 6 to wound as you're not rolling to wound - so still AP4.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jan 2016 19:49:37]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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