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		<title><![CDATA[Latest posts for the thread "Old(4th or 5th edition ) Vehicle rules vs new rules"]]></title>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Which one do you all think was more fair and balanced, and or better representative of how a vehicles should be treated?<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the old rules were better, Vehicles on the old rules were a lot more difficult to deal with and felt like an actual tank vs now where even a Land Raider feels like a paper bag on treds.  The only way you could really deal with it was if you had a dedicated unit as an armor killer.  <br /> <br /> Now you can just plink a tank to death, vs back in the day so to say, you could fire light weapons at it for days and not do damage. <br /> <br /> What does dakka think? <br /> <br /> Again, this is not which one you like more, but rather which one seemed more fair.<br /> <br /> post your reasoning if you would. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 17:51:07]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old Vehicle rules vs new rules</title>
				<description><![CDATA[ Depends on which edition of rules you're refering to. <br /> <br /> I personally prefered 4th edition rules, where glances still had a chance to destroy a vehicle without having to whittle down anything, but also wasn't so effective that penetrating hits could be disregarded entirely. 5th edition made vehicles a little too tough by making glancing hits near-worthless other than disabling a weapon or treads. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 17:56:11]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old Vehicle rules vs new rules</title>
				<description><![CDATA[ Can you fix the poll to clarify what you're talking about?<br /> <br /> We've got four editions of 'old rules' to draw from.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 17:56:53]]> GMT</pubDate>
				<author><![CDATA[ Bookwrack]]></author>
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				<title>Old Vehicle rules vs new rules</title>
				<description><![CDATA[ Boths rules suck. The old vehicles rules left everything to chance. I can't tell you how many times I shot all my anti tanks guns at a crappy transport only for it to not die because I just couldn't roll a wrecked or explode result. It's not fun when your best game plan for dealing with a unit is "hope I get lucky".<br /> <br /> New rules are technically better but not really. Hull Points normalized vehicle survivabilty but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> failed to adjust vehicles accordingly. For comparison <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> generally have 4-5 wounds with 3+ armor while vehicles generally only have 2-3 wounds with no saves at all. All <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had to do was give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> on average and/or give them a save they can take like <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> do and they'd be great but alas <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is bad at making rules.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 17:59:13]]> GMT</pubDate>
				<author><![CDATA[ CrownAxe]]></author>
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				<title>Old Vehicle rules vs new rules</title>
				<description><![CDATA[ Changing to clarify, 4th edition rules is what im referring to<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/27e314f04a93b3f7d766f9c01cb2e82d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625895.page"><b>CrownAxe wrote:</b></a><br/>Boths rules suck. The old vehicles rules left everything to chance. I can't tell you how many times I shot all my anti tanks guns at a crappy transport only for it to not die because I just couldn't roll a wrecked or explode result. It's not fun when your best game plan for dealing with a unit is "hope I get lucky".<br /> <br /> New rules are technically better but not really. Hull Points normalized vehicle survivabilty but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> failed to adjust vehicles accordingly. For comparison <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> generally have 4-5 wounds with 3+ armor while vehicles generally only have 2-3 wounds with no saves at all. All <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had to do was give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> on average and/or give them a save they can take like <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> do and they'd be great but alas <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is bad at making rules.</div></blockquote><br /> <br /> This is how i feel about it really. I just find something really wrong with the fact that even a land raider, which is meant to be like THE heavy tank for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, can just get plinked down by regular infantry. kinda weird. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:00:33]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ I mostly like the vehicle rules in 6th/7th edition. they just need to give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. to a point where you're proably better off using high powered anti tank weapons for a one shot. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:03:31]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8625900.page"><b>BrianDavion wrote:</b></a><br/>I mostly like the vehicle rules in 6th/7th edition. they just need to give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. to a point where you're proably better off using high powered anti tank weapons for a one shot. </div></blockquote><br /> <br /> Over all i think that would be a really good move, would you say doubling current <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> of vehicles would be better? <br /> <br /> The whole topic that brought this up for me was i watch a guy the other day get tabled by tau on turn one.  His knight got plinked down by a bunch of low (For Tau) <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons, then when i start looking at other tanks they just end up seeming like wet paper bags for the most part. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:06:32]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ I liked the old rules better. I did use Bright Lances on my tanks and stuff back then and would bring a falcon or 2 to help pop tanks. These days I can just bring scatter lasers and bring down vehicles through sheer volume of fire. I prefer the more random tables to try and explode vehicles because you couldn't just math hammer a vehicle away.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:10:36]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7d546adb3f51f00ab8c71dde578144ec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625904.page"><b>Xerics wrote:</b></a><br/>I liked the old rules better. I did use Bright Lances on my tanks and stuff back then and would bring a falcon or 2 to help pop tanks. These days I can just bring scatter lasers and bring down vehicles through sheer volume of fire. I prefer the more random tables to try and explode vehicles because you couldn't just math hammer a vehicle away.</div></blockquote><br /> <br /> Even from a fluff stand point it bothers me, i know the game does not equate to fluff but damn, i dont think they would be fielding all those <span class="glossaryitem" onmouseover='gp(87);'>LR</span> if they just die in turn one. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:13:44]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625883.page"><b>Backspacehacker wrote:</b></a><br/>Which one do you all think was more fair and balanced, and or better representative of how a vehicles should be treated?<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the old rules were better, Vehicles on the old rules were a lot more difficult to deal with and felt like an actual tank vs now where even a Land Raider feels like a paper bag on treds.  The only way you could really deal with it was if you had a dedicated unit as an armor killer.  <br /> <br /> Now you can just plink a tank to death, vs back in the day so to say, you could fire light weapons at it for days and not do damage. <br /> <br /> What does dakka think? <br /> <br /> Again, this is not which one you like more, but rather which one seemed more fair.<br /> <br /> post your reasoning if you would. </div></blockquote><br /> <br /> Actually, 4th ed vehicles were pretty fragile, as it was possible to kill a vehicle with a single glance.<br /> They were a bit tougher, but only because the destruction rules were reliant on <span class="glossaryitem" onmouseover='gp(190);'>RNG</span>, rather than grinding the vehicle down with glances.<br /> That said, pens had a much higher chance of destroying the vehicle, requiring a 4+ as opposed to a 6+, and as such anti-tank weapons were much more valuble compared to now.<br /> <br /> It was in 5th ed that you had durable vehicles.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:14:22]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ I dislike the concept of <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> because it turns vehicles into an armorless version of a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with far more restrictions and drawbacks. On top of the chance to lose a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> to any attack, there's also a chance you might lose an arm, a leg or get shaken by the attack. Plus there's no restrictions on which weapons you can fire based on your movement for a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>. Vehicles in 4th edition at least were different enough from normal wound-based models to justify all the weird rules. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:15:51]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625902.page"><b>Backspacehacker wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/689452/8625900.page"><b>BrianDavion wrote:</b></a><br/>I mostly like the vehicle rules in 6th/7th edition. they just need to give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. to a point where you're proably better off using high powered anti tank weapons for a one shot. </div></blockquote><br /> <br /> Over all i think that would be a really good move, would you say doubling current <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> of vehicles would be better? <br /> <br /> The whole topic that brought this up for me was i watch a guy the other day get tabled by tau on turn one.  His knight got plinked down by a bunch of low (For Tau) <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons, then when i start looking at other tanks they just end up seeming like wet paper bags for the most part. </div></blockquote><br /> <br /> No, that would not fix the problem. You know what the solution to more <span class="glossaryitem" onmouseover='gp(661);'>HP</span> is? Spam more glances.<br /> Vehicles need saves, or the 4th ed penetration tables 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/27e314f04a93b3f7d766f9c01cb2e82d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625895.page"><b>CrownAxe wrote:</b></a><br/>Boths rules suck. The old vehicles rules left everything to chance. I can't tell you how many times I shot all my anti tanks guns at a crappy transport only for it to not die because I just couldn't roll a wrecked or explode result. It's not fun when your best game plan for dealing with a unit is "hope I get lucky".<br /> </div></blockquote><br /> <br /> Its 50%. Those are good odds. I'm sure you destroyed more vehicles than you failed to destroy. Its just that you remember failures more than the successes. Its a type of cognitive bias.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:16:14]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ Thanks for the input Mecha!<br /> <br /> Im seeing that 4th seems to be more a good middle ground between the current <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system, and the much stronger 5th ed rules.<br /> <br /> I admit i dont have the 5th sitting in front of me, i have an old 4th and a copy of the 7th edition rules right now. So cant make to many comments on the 5th other then what i have been told. <br /> <br /> I dont mind if even off a glace it could explode, because to me thats what makes games like this, and even in <span class="glossaryitem" onmouseover='gp(326);'>DnD</span>, i like that small chance to do something amazing. <br /> <br /> But getting widdled down by small arms fire seems rather...annoying to me. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:19:01]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ I preferred 4ths Vehicle rules, as you "glanced vehicles to death" by stacking problems on them. So youd destroy all its weapons then immobilize it, then its wrecked, it was nice and simple.<br /> <br /> I honestly feel if you removed the Wreck and Explodes result from the Glance chart and maybe retool the Pen chart a bit (anti tank weapons have gotten better over the editions) the old 4th ed rules would work fine in the current environment.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:19:46]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ I say bring back 5th edition vehicle rules and tables and drop hull points completely. Give AP2 weapons +1 on chart and AP1 weapons +2 on chart. This would make anti vehicle weapons have a higher chance to explode them.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:19:54]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7d546adb3f51f00ab8c71dde578144ec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625923.page"><b>Xerics wrote:</b></a><br/>I say bring back 5th edition vehicle rules and tables and drop hull points completely. Give AP2 weapons +1 on chart and AP1 weapons +2 on chart. This would make anti vehicle weapons have a higher chance to explode them.</div></blockquote><br /> <br /> out of curiosity, with the sheer amount of <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 weapons and D weapons we see on the board now compared to the 4th, would simply bringing back the 5th rules work?<br /> <br /> My understanding is that 5th was a little to strong, 4th was just right at the time, so with the current amount of AP2, 5th should be just about right, no?]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:22:16]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625922.page"><b>Grimmor wrote:</b></a><br/>I preferred 4ths Vehicle rules, as you "glanced vehicles to death" by stacking problems on them. So youd destroy all its weapons then immobilize it, then its wrecked, it was nice and simple.<br /> <br /> I honestly feel if you removed the Wreck and Explodes result from the Glance chart and maybe retool the Pen chart a bit (anti tank weapons have gotten better over the editions) the old 4th ed rules would work fine in the current environment.</div></blockquote><br /> <br /> That was 5th ed. In fifth glances had to cripple the vehicle before killing it.<br /> In 4th there was a 1/6 chance for the vehicle to die.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:23:04]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625927.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625922.page"><b>Grimmor wrote:</b></a><br/>I preferred 4ths Vehicle rules, as you "glanced vehicles to death" by stacking problems on them. So youd destroy all its weapons then immobilize it, then its wrecked, it was nice and simple.<br /> <br /> I honestly feel if you removed the Wreck and Explodes result from the Glance chart and maybe retool the Pen chart a bit (anti tank weapons have gotten better over the editions) the old 4th ed rules would work fine in the current environment.</div></blockquote><br /> <br /> That was 5th ed. In fifth glances had to cripple the vehicle before killing it.<br /> In 4th there was a 1/6 chance for the vehicle to die.</div></blockquote><br /> <br /> For reference, i can post the 4th ed rules of Vehicles in my <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but before i do, is posting old rules that are obsolete kosher with the rules here? or can we still not?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:24:23]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ 5th would be fine with the proliferation of AP2 guns if they gave those weapons + on the penetration chart. you needed a 6 to wreck and a 7 to explode on those charts if I remember correctly with a glance getting a -2 on the chart and open topped giving you a +1 on your roll. It has been a few years and if I was home instead of Jordan I would pull out my old rulebooks... I keep them around for good times sake.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:25:04]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625927.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625922.page"><b>Grimmor wrote:</b></a><br/>I preferred 4ths Vehicle rules, as you "glanced vehicles to death" by stacking problems on them. So youd destroy all its weapons then immobilize it, then its wrecked, it was nice and simple.<br /> <br /> I honestly feel if you removed the Wreck and Explodes result from the Glance chart and maybe retool the Pen chart a bit (anti tank weapons have gotten better over the editions) the old 4th ed rules would work fine in the current environment.</div></blockquote><br /> <br /> That was 5th ed. In fifth glances had to cripple the vehicle before killing it.<br /> In 4th there was a 1/6 chance for the vehicle to die.</div></blockquote><br /> <br /> True, but <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> glances and pens didnt have 2 different charts in 5th and pens weren't worth much of anything. I could be wrong as its been awhile and i've tried to forget the mess that was 5th.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625931.page"><b>Backspacehacker wrote:</b></a><br/>[<br /> For reference, i can post the 4th ed rules of Vehicles in my <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but before i do, is posting old rules that are obsolete kosher with the rules here? or can we still not?<br /> <br /> </div></blockquote><br /> <br /> It should be ok, as they are almost 10 years <span class="glossaryitem" onmouseover='gp(277);'>OOP</span>]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:26:28]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7d546adb3f51f00ab8c71dde578144ec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625932.page"><b>Xerics wrote:</b></a><br/>5th would be fine with the proliferation of AP2 guns if they gave those weapons + on the penetration chart. you needed a 6 to wreck and a 7 to explode on those charts if I remember correctly with a glance getting a -2 on the chart and open topped giving you a +1 on your roll. It has been a few years and if I was home instead of Jordan I would pull out my old rulebooks... I keep them around for good times sake.</div></blockquote><br /> <br /> Yeah, -2 for glances.<br /> I remember hating 5th ed because of that, as prior to the update the only way necrons could kill vehicles at range was by glancing it, and their true Anti-tank options were expensive.<br /> -2 would hurt necrons again, but there are a few more good anti-tank options now so it might be better than it was before.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:28:41]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ Hrm, both 4E rules and 7E rules were pretty bad for vehicles. One will note you pretty much never saw non-skimmer transports used in 4E, and about the only non-skimmer tanks you'd see were AV13/14. <br /> <br /> 5E was the only edition where vehicles were pretty solid all around and for every army, the only issue being the super cheap transports that only cared about being killed or immobilized and could ignore everything else. One will note that nobody though Land Raiders, Hammerheads, Russ tanks, Predators, Hellhounds, Dreadnoughts, Fire Prisms, Wave Serpents, Ravagers, etc were "too hard to kill" in 5E, particularly when glances would silence battle tanks for a turn. <br /> <br /> The 4E rules just had too punitive a damage table, where a single bolt pistol to the ass end of a Leman Russ could kill it (glancing 6's killed in 4E) and a penetrating hit killed on a 4+ and the other results inflicted a Stunned result on top of immobilizing or destroying a weapon, and transports were simply nonfunctional (<span class="glossaryitem" onmouseover='gp(84);'>lol</span> your transport got penetrated by one shot, auto-disembark and take a pinning test!). The exception to this was Skimmers, who could only ever be glanced and usually had wargear that mitigated or removed the in-built downsides for skimmers, and that's how the Invinci-Falcon was born. <br /> <br /> The problem with the post 5E era is Hull Points turning vehicles into <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s that lack saves and still have the overlapping damage table kill mechanic. <br /> <br /> So, I would go with neither and vote 5E. Ideally I'd love to see a return to 5E with the 7E's effects on passengers (the big issue with 5E that needed addressing) and snapshots. That would probably balance out fairly well. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:29:01]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625939.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625927.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625922.page"><b>Grimmor wrote:</b></a><br/>I preferred 4ths Vehicle rules, as you "glanced vehicles to death" by stacking problems on them. So youd destroy all its weapons then immobilize it, then its wrecked, it was nice and simple.<br /> <br /> I honestly feel if you removed the Wreck and Explodes result from the Glance chart and maybe retool the Pen chart a bit (anti tank weapons have gotten better over the editions) the old 4th ed rules would work fine in the current environment.</div></blockquote><br /> <br /> That was 5th ed. In fifth glances had to cripple the vehicle before killing it.<br /> In 4th there was a 1/6 chance for the vehicle to die.</div></blockquote><br /> <br /> True, but <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> glances and pens didnt have 2 different charts in 5th and pens weren't worth much of anything. I could be wrong as its been awhile and i've tried to forget the mess that was 5th.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625931.page"><b>Backspacehacker wrote:</b></a><br/>[<br /> For reference, i can post the 4th ed rules of Vehicles in my <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but before i do, is posting old rules that are obsolete kosher with the rules here? or can we still not?<br /> <br /> </div></blockquote><br /> <br /> It should be ok, as they are almost 10 years <span class="glossaryitem" onmouseover='gp(277);'>OOP</span></div></blockquote><br /> <br /> Fair enough 4th<br /> <br /> Glancing:<br /> 1-2 Crew Shaken<br /> 3 Crew Stunned<br /> 4 Armament destroyed<br /> 5 immobilized <br /> 6 destroyed <br /> <br /> pen<br /> 1 stun<br /> 2 weaons destroyed and crew stun<br /> 3 immobilized crew stun<br /> 4 5 destroyed<br /> 6 explodes<br /> <br /> 5th<br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span><br /> 1 shaken<br /> 2 crew stun<br /> 3 weapon destroyed<br /> 4 immobilized<br /> 5 destroyed<br /> 6 explodes<br /> <br /> +1 for AP1<br /> +1 for open topped<br /> -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-<br /> -2 for glanceing<br /> <br /> 5th seemed a whole lot more simple, just one table to go off of.<br /> <br /> <br /> Also changing poll so please update your choice if you would. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:33:26]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ 4th vehicle rules were great <i>at the time</i>. For the first time they made tanks mobile without sacrificing firepower and they were pretty tough. But that was back when a tournament sized army would pack maaaybe 10 guns capable of even glancing a MBT. A 6-man Marine squad with one lascannon and one plasma gun was the height of douchebaggy min/maxing at the time. <br /> <br /> Nowadays tanks aren't relevant at all. Good anti-tank weapons are handed out like candy and newer models put old MBTs to shame in regards to mobile firepower. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just keep gluing ever more guns to ever smaller and cheaper models as time goes on.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:35:55]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I'm not saying 4th was perfect by any stretch, but that system I felt was the best in terms of dealing with vehicles. If they were to bring it back, then they would seriously need to rework the glance table and the pen table. Forcing both to share one table like they did in 5th is a sub-optimal solution at best. <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> I think that instead of auto-wrecking on a roll of a 6, you instead got 2 rerolls on the table discounting any new 6's. That way you can break more stuff with a good glancing roll, (and possibly even cripple weaker tanks on further good rolls) but it wouldn't completely destroy the vehicle on a 6. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:40:52]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Hmmm, with all the changes to weapons that have happened the 5th ed rules <i>could</i> work, though <span class="glossaryitem" onmouseover='gp(269);'>id</span> change the bonuses around and ditch the Wrecked result and instead give Shaken 1-2. So it would look like this:<br /> <br /> 5th<br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span><br /> 1-2 shaken<br /> 3 crew stun<br /> 4 weapon destroyed<br /> 5 immobilized<br /> 6 explodes<br /> <br /> +2 for AP1<br /> +1 for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2<br /> +1 for open topped<br /> -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-<br /> -1 for glancing<br /> <br /> I lowered the penalty for glancing as 5th ed was brutal for the Crons. Add in 7ths rules for passengers and this should stop the Super Rhino Rush bull  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  that was going on in 5th. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625959.page"><b>MechaEmperor7000 wrote:</b></a><br/>I'm not saying 4th was perfect by any stretch, but that system I felt was the best in terms of dealing with vehicles. If they were to bring it back, then they would seriously need to rework the glance table and the pen table. Forcing both to share one table like they did in 5th is a sub-optimal solution at best. <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> I think that instead of auto-wrecking on a roll of a 6, you instead got 2 rerolls on the table discounting any new 6's. That way you can break more stuff with a good glancing roll, (and possibly even cripple weaker tanks on further good rolls) but it wouldn't completely destroy the vehicle on a 6. </div></blockquote><br /> <br /> This could also work]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:40:56]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625959.page"><b>MechaEmperor7000 wrote:</b></a><br/>I'm not saying 4th was perfect by any stretch, but that system I felt was the best in terms of dealing with vehicles. If they were to bring it back, then they would seriously need to rework the glance table and the pen table. Forcing both to share one table like they did in 5th is a sub-optimal solution at best. </div></blockquote> 4E essentially had one table with a modifier, they just added Stunned to every non-kill result on pens and an extra "annihilated" result that auto-killed passengers if you got an penetrating 6 with Ordnance. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625961.page"><b>Grimmor wrote:</b></a><br/>Hmmm, with all the changes to weapons that have happened the 5th ed rules <i>could</i> work, though <span class="glossaryitem" onmouseover='gp(269);'>id</span> change the bonuses around and ditch the Wrecked result and instead give Shaken 1-2. So it would look like this:<br /> <br /> 5th<br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span><br /> 1-2 shaken<br /> 3 crew stun<br /> 4 weapon destroyed<br /> 5 immobilized<br /> 6 explodes<br /> <br /> +2 for AP1<br /> +1 for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2<br /> +1 for open topped<br /> -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-<br /> -1 for glancing<br /> <br /> I lowered the penalty for glancing as 5th ed was brutal for the Crons. Add in 7ths rules for passengers and this should stop the Super Rhino Rush bull  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  that was going on in 5th. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625959.page"><b>MechaEmperor7000 wrote:</b></a><br/>I'm not saying 4th was perfect by any stretch, but that system I felt was the best in terms of dealing with vehicles. If they were to bring it back, then they would seriously need to rework the glance table and the pen table. Forcing both to share one table like they did in 5th is a sub-optimal solution at best. <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> I think that instead of auto-wrecking on a roll of a 6, you instead got 2 rerolls on the table discounting any new 6's. That way you can break more stuff with a good glancing roll, (and possibly even cripple weaker tanks on further good rolls) but it wouldn't completely destroy the vehicle on a 6. </div></blockquote><br /> <br /> This could also work</div></blockquote>Do we really need meltaguns popping tanks on 3's? Or Fire Dragons popping tanks on 2's (and open topped tanks automatically)?  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:44:48]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Having two different tables, even if they're largely alike, still makes balancing pens and glances easier, as if you just used one table with a modifier you'd always have to consider where that modifier goes and which order the results go in. <br /> <br /> My proposed "take 2 rerolls on the Glance Table" result wouldn't work if both shared one table. Not to mention taking away one of the results for all types of hits, but it also results in more rules needing clarification when you get a Penentrating hit landing on that result, which then results in a vehicle exploding twice from a single shot. ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 18:50:32]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625914.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625902.page"><b>Backspacehacker wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/689452/8625900.page"><b>BrianDavion wrote:</b></a><br/>I mostly like the vehicle rules in 6th/7th edition. they just need to give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. to a point where you're proably better off using high powered anti tank weapons for a one shot. </div></blockquote><br /> <br /> Over all i think that would be a really good move, would you say doubling current <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> of vehicles would be better? <br /> <br /> The whole topic that brought this up for me was i watch a guy the other day get tabled by tau on turn one.  His knight got plinked down by a bunch of low (For Tau) <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons, then when i start looking at other tanks they just end up seeming like wet paper bags for the most part. </div></blockquote><br /> <br /> No, that would not fix the problem. You know what the solution to more <span class="glossaryitem" onmouseover='gp(661);'>HP</span> is? Spam more glances.<br /> Vehicles need saves, or the 4th ed penetration tables back.<br /> <br /> .</div></blockquote><br /> <br /> yeah I was thinking that... another solution might be just to make glances NOT deal <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>. you need a solid penatrating hit to actually deal <span class="glossaryitem" onmouseover='gp(661);'>HP</span> damage. suddenly glances are good for damaing treads, knocking off a pintal weapon, but to actually kill the tank you need a weapon that can punch through the armor. this might work pretty well as I do agree I didn't care for how random vehicle kills in 5th ed felt]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 19:29:08]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Ultimately, if <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s are going to be retained, vehicles are going to need saves, because they're effectively being given "wounds". <br /> <br /> Having two overlapping kill mechanics is both unnecessary and ugly rules. They really need to have either a damage table, or wounds/saves, but not both. <br /> <br /> The 5E damage table could feel random, but essentially it acted as a "save" of sorts, you could look at 5E vehicles as W1 units with a "save" where if they got something other than a "destroyed/explodes" result (a failed "save"), they were disabled or crippled in some way instead but remained alive. Really not any more random than a Marine with a 3+ save in that regard. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 19:44:52]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625914.page"><b>CthuluIsSpy wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/27e314f04a93b3f7d766f9c01cb2e82d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625895.page"><b>CrownAxe wrote:</b></a><br/>Boths rules suck. The old vehicles rules left everything to chance. I can't tell you how many times I shot all my anti tanks guns at a crappy transport only for it to not die because I just couldn't roll a wrecked or explode result. It's not fun when your best game plan for dealing with a unit is "hope I get lucky".<br /> </div></blockquote><br /> <br /> Its 50%. Those are good odds. I'm sure you destroyed more vehicles than you failed to destroy. Its just that you remember failures more than the successes. Its a type of cognitive bias.</div></blockquote><br /> It's only 50% after you hit and after you pen. That means that a shot generally only has a 25ish% of actually killing a vehicle]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 21:56:01]]> GMT</pubDate>
				<author><![CDATA[ CrownAxe]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/27e314f04a93b3f7d766f9c01cb2e82d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626219.page"><b>CrownAxe wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625914.page"><b>CthuluIsSpy wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/27e314f04a93b3f7d766f9c01cb2e82d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8625895.page"><b>CrownAxe wrote:</b></a><br/>Boths rules suck. The old vehicles rules left everything to chance. I can't tell you how many times I shot all my anti tanks guns at a crappy transport only for it to not die because I just couldn't roll a wrecked or explode result. It's not fun when your best game plan for dealing with a unit is "hope I get lucky".<br /> </div></blockquote><br /> <br /> Its 50%. Those are good odds. I'm sure you destroyed more vehicles than you failed to destroy. Its just that you remember failures more than the successes. Its a type of cognitive bias.</div></blockquote><br /> It's only 50% after you hit and after you pen. That means that a shot generally only has a 25ish% of actually killing a vehicle</div></blockquote>That's actually pretty good however EDIT: messed up on math XD<br /> <br /> Given that other damage results can diminish capabilities and you don't have dozens of targets to engage, that's pretty powerful. Even the most vehicle spammy <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army is going to struggle to get much more than 15 hulls on the field and most armies will have half that or less. <br /> <br /> With a 50% kill rate on pens, 4E basically relegated non-skimmer vehicles to "leave at home" status if they weren't at least AV13. I don't ever recall seeing a Rhino used as anything but an <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> blocker in 4E for example (much less as an actual transport). ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 22:47:54]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 22:59:32]]> GMT</pubDate>
				<author><![CDATA[ 455_PWR]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ None of the systems in the poll are without flaws.<br /> <br /> <br /> If we're going to have different rules for vehicles as opposed to everything else, at the very least they should ensure that the vehicle dying to a single shot is a <i>rare</i> occurence, rather than commonplace.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 23:26:08]]> GMT</pubDate>
				<author><![CDATA[ insaniak]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> Actually the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> still exists. Its just that no one takes it because its terrible compared to what you can do with formations, and the decurion-type formation russian doll <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span>.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 23:37:17]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> thing about formations is they're double edged, some can  get pretty nuts, but on the other hand the formations TEND to be fluffy ones. it's kinda nice seeing a marine army whose core set up is a half battle company ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 00:25:23]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I liked 4th personally, but i feel 5th with a bit of 7th would work best.<br /> <br /> Keep the existing table and hull points, glances roll on the table but with -2, <span class="glossaryitem" onmouseover='gp(6);'>ap</span>  2 gets +1, ap1 +2, and open topped +1.<br /> <br /> Only lose hull points on a shaken and stunned result or higher. (4+ on the table)<br /> <br /> That way glances can still hinder and damage vehicles but would be less reliable for killing things.<br /> <br /> One table, couple mods, best of both.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 00:27:50]]> GMT</pubDate>
				<author><![CDATA[ Konrax]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ There's no reason to have two overlapping kill mechanics. Trying to further disect it down to only certain damage results taking off <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s and allowing glances to do things again just further aggravates the issue, then you get the ability to stunlock tanks again and still spam=plink them to death with medium strength weaponry. ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 01:22:05]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Jesus, new rules by a mile!  <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is still a freaking beast for anything but dedicated anti-tank to chew through.  <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> and Monoliths are still the tough, resilient things they should be for anything short of melta/lance (and equivalents) and godkiller weapons.<br /> <br /> Furthermore, I still have sweat-drenched panic flashbacks to walls of Monoliths, back when they were immune to being glanced to death, immune to any weapon rules that made them easier to kill, and impossible to neuter offensively.  The day when hull points were introduced, everyone who has ever experienced this nightmare mouthed a silent grateful oath to the heavens: Never again.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 01:27:46]]> GMT</pubDate>
				<author><![CDATA[ Jimsolo]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626473.page"><b>Vaktathi wrote:</b></a><br/>There's no reason to have two overlapping kill mechanics. Trying to further disect it down to only certain damage results taking off <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s and allowing glances to do things again just further aggravates the issue, then you get the ability to stunlock tanks again and still spam=plink them to death with medium strength weaponry. </div></blockquote><br /> <br /> Stun locking a vehicle is still better then being killed. It will still allow units that glance vehicles to death to still be useful as armour suppression intead. ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 01:31:22]]> GMT</pubDate>
				<author><![CDATA[ Konrax]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a71d605a4f814847ac5b0d96f11ee444.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626483.page"><b>Jimsolo wrote:</b></a><br/>Jesus, new rules by a mile!  <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is still a freaking beast for anything but dedicated anti-tank to chew through.  <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> and Monoliths are still the tough, resilient things they should be for anything short of melta/lance (and equivalents) and godkiller weapons.<br /> <br /> Furthermore, I still have sweat-drenched panic flashbacks to walls of Monoliths, back when they were immune to being glanced to death, immune to any weapon rules that made them easier to kill, and impossible to neuter offensively.  The day when hull points were introduced, everyone who has ever experienced this nightmare mouthed a silent grateful oath to the heavens: Never again.</div></blockquote><br /> The problem is that this 'fix' came at the expense of light vehicles, which became even easier to kill than they were before.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 01:46:36]]> GMT</pubDate>
				<author><![CDATA[ insaniak]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9853822c3cf5d74dbe8e0a0a26db9b41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626411.page"><b>Konrax wrote:</b></a><br/>I liked 4th personally, but i feel 5th with a bit of 7th would work best.<br /> <br /> Keep the existing table and hull points, glances roll on the table but with -2, <span class="glossaryitem" onmouseover='gp(6);'>ap</span>  2 gets +1, ap1 +2, and open topped +1.<br /> <br /> Only lose hull points on a shaken and stunned result or higher. (4+ on the table)<br /> <br /> That way glances can still hinder and damage vehicles but would be less reliable for killing things.<br /> <br /> One table, couple mods, best of both.</div></blockquote><br /> <br /> not a bad set up, might be worth trying as a house rule ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 02:06:04]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0b5973ee85c4dd89c1f0aa1d16ca9435.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626501.page"><b>insaniak wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a71d605a4f814847ac5b0d96f11ee444.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626483.page"><b>Jimsolo wrote:</b></a><br/>Jesus, new rules by a mile!  <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is still a freaking beast for anything but dedicated anti-tank to chew through.  <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> and Monoliths are still the tough, resilient things they should be for anything short of melta/lance (and equivalents) and godkiller weapons.<br /> <br /> Furthermore, I still have sweat-drenched panic flashbacks to walls of Monoliths, back when they were immune to being glanced to death, immune to any weapon rules that made them easier to kill, and impossible to neuter offensively.  The day when hull points were introduced, everyone who has ever experienced this nightmare mouthed a silent grateful oath to the heavens: Never again.</div></blockquote><br /> The problem is that this 'fix' came at the expense of light vehicles, which became even easier to kill than they were before.</div></blockquote>Indeed, and even with heavy tanks, they're not particularly functional. How often do you see Necron Monoliths? I haven't seen one in years. Land Raiders are extinct in competitive circles. The only reason you ever see Russ tanks is because they're one of the least dysfunctional things in the majorly disfunctional <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex and still aren't exactly giving any army out there problems. There's been a glut of both access to, and types of, weaponry that simply does not care about <span class="glossaryitem" onmouseover='gp(9);'>AV</span> at all. Grav, Gauss, Haywire, Destroyer, etc and tons of enhancements to traditional anti-tank units (like the recent Fire Dragon & Aspect formation buffs, Devastator Doctrine for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s, etc). <br /> <br /> The vehicles that we're really seeing do well are either free (Gladius detachments) or generally are some sort of Skimmer with JInk EDIT: or superheavies that get to ignore half the vehicle rules anyway and have saves to boot (e.g. Knights & Eldar superheavies).<br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9853822c3cf5d74dbe8e0a0a26db9b41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626487.page"><b>Konrax wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626473.page"><b>Vaktathi wrote:</b></a><br/>There's no reason to have two overlapping kill mechanics. Trying to further disect it down to only certain damage results taking off <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s and allowing glances to do things again just further aggravates the issue, then you get the ability to stunlock tanks again and still spam=plink them to death with medium strength weaponry. </div></blockquote><br /> <br /> Stun locking a vehicle is still better then being killed.</div></blockquote> Except you can still be killed quite easily, only very slightly less easier than before, and will be less functional in the process. Allowing them to be stunlocked removes the *only* positive aspect from the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> introduction, you'd return them to 5E suppression methods, but with retaining the extra kill mechanism on top of that. <br /> <br /> <blockquote class="uncited"><div> It will still allow units that glance vehicles to death to still be useful as armour suppression intead. </div></blockquote>Of which there are comparatively few (as opposed to many that have found themselves used in such a role due to lots of S6/7 shots) and should be an issue addressed with those units specifically, rather than the whole vehicle unit type.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 02:09:02]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626524.page"><b>Vaktathi wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0b5973ee85c4dd89c1f0aa1d16ca9435.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626501.page"><b>insaniak wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a71d605a4f814847ac5b0d96f11ee444.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626483.page"><b>Jimsolo wrote:</b></a><br/>Jesus, new rules by a mile!  <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is still a freaking beast for anything but dedicated anti-tank to chew through.  <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> and Monoliths are still the tough, resilient things they should be for anything short of melta/lance (and equivalents) and godkiller weapons.<br /> <br /> Furthermore, I still have sweat-drenched panic flashbacks to walls of Monoliths, back when they were immune to being glanced to death, immune to any weapon rules that made them easier to kill, and impossible to neuter offensively.  The day when hull points were introduced, everyone who has ever experienced this nightmare mouthed a silent grateful oath to the heavens: Never again.</div></blockquote><br /> The problem is that this 'fix' came at the expense of light vehicles, which became even easier to kill than they were before.</div></blockquote>Indeed, and even with heavy tanks, they're not particularly functional. How often do you see Necron Monoliths? I haven't seen one in years. Land Raiders are extinct in competitive circles. The only reason you ever see Russ tanks is because they're one of the least dysfunctional things in the majorly disfunctional <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex and still aren't exactly giving any army out there problems. There's been a glut of both access to, and types of, weaponry that simply does not care about <span class="glossaryitem" onmouseover='gp(9);'>AV</span> at all. Grav, Gauss, Haywire, Destroyer, etc and tons of enhancements to traditional anti-tank units (like the recent Fire Dragon & Aspect formation buffs, Devastator Doctrine for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s, etc). <br /> <br /> The vehicles that we're really seeing do well are either free (Gladius detachments) or generally are some sort of Skimmer with JInk EDIT: or superheavies that get to ignore half the vehicle rules anyway and have saves to boot (e.g. Knights & Eldar superheavies).<br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9853822c3cf5d74dbe8e0a0a26db9b41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626487.page"><b>Konrax wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626473.page"><b>Vaktathi wrote:</b></a><br/>There's no reason to have two overlapping kill mechanics. Trying to further disect it down to only certain damage results taking off <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s and allowing glances to do things again just further aggravates the issue, then you get the ability to stunlock tanks again and still spam=plink them to death with medium strength weaponry. </div></blockquote><br /> <br /> Stun locking a vehicle is still better then being killed.</div></blockquote> Except you can still be killed quite easily, only very slightly less easier than before, and will be less functional in the process. Allowing them to be stunlocked removes the *only* positive aspect from the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> introduction, you'd return them to 5E suppression methods, but with retaining the extra kill mechanism on top of that. <br /> <br /> <blockquote class="uncited"><div> It will still allow units that glance vehicles to death to still be useful as armour suppression intead. </div></blockquote>Of which there are comparatively few (as opposed to many that have found themselves used in such a role due to lots of S6/7 shots) and should be an issue addressed with those units specifically, rather than the whole vehicle unit type.</div></blockquote><br /> <br /> Needing a 6 on a glance to cause a hullpoint vs one everytime you glance is significantly better. I think you underestimate how much that would help vehicles including light armour ones.<br /> <br /> This way also you dont have the issue in 4th where you needed a 6 to kill a vehicle and nothing else would work. Hull points are then the minimum pen hits needed to destroy a vehicle, and not the min number of pens + glances required.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 02:25:15]]> GMT</pubDate>
				<author><![CDATA[ Konrax]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ We need to remember all of the rules of the past, not just the ones that caused us problems.<br /> <br /> Forth edition also had things like target priority, skimmers moving fast, AP1 always penetrating, and the whole entanglement problem.  Fifth had restrictions on charging vs disembarking, secondary weapon strength change and other things.<br /> <br /> Skimmers moving fast is the whole reason why there is a destroyed result on the glancing table.<br /> <br /> As someone who plays 4th edition rules with edits (because why not), I can say that I feel like We have come to a happy middle ground on vehicle usefulness.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 03:12:07]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I vote for 4th edition, since I think it's in between the current edition's weaksause vehicles and the tracked nightmare that was 5th edition. But reality, I don't like any of the systems they've done for vehicle rules. Having to rely on sure dumb luck to blow one up make them obnoxiously hard to get rid of compared to the massive force multiplier they are. Yes, there's a chance that can happen with armor saves, but between using small arms to force the fail or low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons flat out ignoring it, it's a LOT harder to do.<br /> <br /> There's also something to be said about making it so armies MUST take low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> high <span class="glossaryitem" onmouseover='gp(123);'>Str</span> weapon to deal with tanks when not every armies can take those in mass. Armies like orks and tyranids rely on those muti shot anti-tank (and autocannons and their equivalent ARE anti-tank, despite what some people think) outside, and I'd think that weaker vehicles like rhinos and chimera SHOULD be easy to kill if they're unsupported and hanging in the open, rather than just taking shots like a mobile bunker]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 07:06:02]]> GMT</pubDate>
				<author><![CDATA[ Luke_Prowler]]></author>
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			<item>
				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626346.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> Actually the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> still exists. Its just that no one takes it because its terrible compared to what you can do with formations, and the decurion-type formation russian doll <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span>.</div></blockquote><br /> <br /> The only army that automatically takes their Decruion style formation is Space Marines, and thats because they get Ob Sec in it. Others have to weigh the benefit against losing Ob Sec and in Maelstrom thats a big deal. Now i am talking Tournaments here, so take this with some salt.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 10:57:15]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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			<item>
				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627076.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626346.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> Actually the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> still exists. Its just that no one takes it because its terrible compared to what you can do with formations, and the decurion-type formation russian doll <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span>.</div></blockquote><br /> <br /> The only army that automatically takes their Decruion style formation is Space Marines, and thats because they get Ob Sec in it. Others have to weigh the benefit against losing Ob Sec and in Maelstrom thats a big deal. Now i am talking Tournaments here, so take this with some salt.</div></blockquote><br /> <br /> Eh <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> i wish they did away with formation and brought back <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> that changed troop choices, IE Belial making Terms troops, granted it would need some balance to units like ravenwing and white scares, but that is neither here nor there.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 12:49:01]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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			<item>
				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627233.page"><b>Backspacehacker wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627076.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626346.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> Actually the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> still exists. Its just that no one takes it because its terrible compared to what you can do with formations, and the decurion-type formation russian doll <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span>.</div></blockquote><br /> <br /> The only army that automatically takes their Decruion style formation is Space Marines, and thats because they get Ob Sec in it. Others have to weigh the benefit against losing Ob Sec and in Maelstrom thats a big deal. Now i am talking Tournaments here, so take this with some salt.</div></blockquote><br /> <br /> Eh <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> i wish they did away with formation and brought back <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> that changed troop choices, IE Belial making Terms troops, granted it would need some balance to units like ravenwing and white scares, but that is neither here nor there.</div></blockquote><br /> <br /> Yeah, that was cool.<br /> Or alternate army lists, like in 6th ed <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> (<span class="glossaryitem" onmouseover='gp(70);'>iirc</span>). I remember there being a southlands army list in one of the old Lizard books, and it was neat.<br /> <br /> I really liked how they introduced alternate <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span> in 6th ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but hated how they then scrapped it in favor of Formations and Decurions.<br /> Formations are just so restrictive, and are clearly a marketing ploy.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 12:52:29]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I really liked the alternate <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> as well, the space wolf ones are very good and add a lot of flavour without the need of a formation.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 14:02:52]]> GMT</pubDate>
				<author><![CDATA[ Konrax]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Really loved the 5th edition rules ! Vehicles were a tough nut to crack back then, as they should be.<br /> <br /> Right now with the overall powercreep and weapons that bypass mechanics, I don't see much point in bringing vehicles. Seeing a Land Raider get wrecked in one turn by 70 points of Grav Cannons from a Devastator combat squad. Or when  D artillery became a thing.<br /> <br /> Like others have mentionned, the problem lies not only in the vehicle rules, but how the vehicle rules fit within the rest of what is available in the meta.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 14:19:13]]> GMT</pubDate>
				<author><![CDATA[ GreyCrow]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The current rules wouldn't be too bad if it weren't for all of the Grav everywhere, which wasn't an issue in either of those previous editions.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 14:45:05]]> GMT</pubDate>
				<author><![CDATA[ Gunzhard]]></author>
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			<item>
				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e3cad0a9e40230b3240c685d3062a3bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627488.page"><b>Gunzhard wrote:</b></a><br/>The current rules wouldn't be too bad if it weren't for all of the Grav everywhere, which wasn't an issue in either of those previous editions.</div></blockquote><br /> <br /> Then <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> would have to be reviewed as well, because good luck killing 3 Riptides and 2 WK lists without Grav :p]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 15:03:51]]> GMT</pubDate>
				<author><![CDATA[ GreyCrow]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ In the case of the Wraithknight, it's the GMC rule that's an issue. As for the Riptide, it should have never been a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in the first place. Tyranids always had a wide variety of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> but none of them were gamebreaking like the Riptide was (probably because none of them were as fast as the Riptide, had as much armor, or rarely matched it's number of wounds for the point cost). If the riptide had weaker armor (say 3+) and less wounds, then the usual method of dealing with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> would be enough (mass poison weapons).  ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 15:19:54]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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			<item>
				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627076.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626346.page"><b>CthuluIsSpy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5980ac1939c143eecdd97eae588f3add.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8626299.page"><b>455_PWR wrote:</b></a><br/>The best rule set was 3rd (dark angels player here).<br /> <br /> 3rd &gt; 5th = 4th &gt; 2nd &gt; 6th &gt; 7th (anything is better than 7th)<br /> <br /> The main change that ruined 6th and 7th was balance issues stemming from formations and psycher phases. Formations have absolutely ruined the game.  Now you have to buy multiple expensive kits to have a legal army or objective secured.  7th has given us alpha strike, d weapons, 2++ <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, free razorbacks and transports, and much more ridiculousness.  The more you spend the better formations you can have.  <br /> <br /> Hopefully the new ceo (seems pretty down to earth compared to what we had), listens and axes formations.  Even better, bring back the old force organization chart, and allow players to add formations with a point cost attached (like apocalypse had).<br /> </div></blockquote><br /> <br /> Actually the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> still exists. Its just that no one takes it because its terrible compared to what you can do with formations, and the decurion-type formation russian doll <span class="glossaryitem" onmouseover='gp(187);'>FoCs</span>.</div></blockquote><br /> <br /> The only army that automatically takes their Decruion style formation is Space Marines, and thats because they get Ob Sec in it. Others have to weigh the benefit against losing Ob Sec and in Maelstrom thats a big deal. Now i am talking Tournaments here, so take this with some salt.</div></blockquote>I have yet to encounter a Necron list since their newest codex that isnt running a decurion, and have seen precious few <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> Necron lists since then. Ive seen gobs of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> lists still running CADs or other non battle company/gladius detachments. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627561.page"><b>MechaEmperor7000 wrote:</b></a><br/>In the case of the Wraithknight, it's the GMC rule that's an issue. As for the Riptide, it should have never been a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in the first place. Tyranids always had a wide variety of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> but none of them were gamebreaking like the Riptide was (probably because none of them were as fast as the Riptide, had as much armor, or rarely matched it's number of wounds for the point cost). If the riptide had weaker armor (say 3+) and less wounds, then the usual method of dealing with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> would be enough (mass poison weapons).  </div></blockquote>Indeed. If the Riptide had one less wound and no access to <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and was a Heavy Support unit, there would probably be fewer issues with it. <br /> <br /> With the WK, on top of the <span class="glossaryitem" onmouseover='gp(583);'>GC</span> rules, its just criminally undercosted, 80pts lower than its Imperial counterparts and generally considered superior in utility. Up its cost to 425pts and it might be a reasonable unit. At sub 300 its absurd.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 15:34:30]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8627528.page"><b>GreyCrow wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e3cad0a9e40230b3240c685d3062a3bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627488.page"><b>Gunzhard wrote:</b></a><br/>The current rules wouldn't be too bad if it weren't for all of the Grav everywhere, which wasn't an issue in either of those previous editions.</div></blockquote><br /> <br /> Then <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> would have to be reviewed as well, because good luck killing 3 Riptides and 2 WK lists without Grav :p</div></blockquote><br /> <br /> Well I haven't played against a riptide for 2 editions heh, but the Grav doesn't even help that much against WraithKnights. I'd say the solution is not "more Grav" - it's for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to fix the broken-as-heck WraithKnight. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 15:38:00]]> GMT</pubDate>
				<author><![CDATA[ Gunzhard]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627561.page"><b>MechaEmperor7000 wrote:</b></a><br/>In the case of the Wraithknight, it's the GMC rule that's an issue. As for the Riptide, it should have never been a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in the first place. Tyranids always had a wide variety of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> but none of them were gamebreaking like the Riptide was (probably because none of them were as fast as the Riptide, had as much armor, or rarely matched it's number of wounds for the point cost). If the riptide had weaker armor (say 3+) and less wounds, then the usual method of dealing with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> would be enough (mass poison weapons).  </div></blockquote><br /> <br /> Oh yeah, I never had any problem fighting the Tyranid <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> as in I find that they were nicely balanced in 6th (haven't faced them in 7th). The Riptide is really an undercosted abberration that promoted the rise of Grav which completely threw the balance out of the window.<br /> <br /> If we compare in terms of pure survivability, compared to the "standard" of Tactical Marines : The Riptide takes 180 Bolter hits to die statistically, while 5 Marines take 30. It means that just in terms of survivability, the base cost of the Riptide should be something 6 times as much as a 5 men combat squad of Marines, so 420 points. And that's not even counting the invulnerable save or the weapon systems, which are a tad more damaging than 5 basic Bolters :p<br /> Really, at 420 points, I wouldn't mind facing Riptides haha <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> The problem with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s point system is that it is based on the lowest standard with increasing returns for the newer units. Really, a Plasma Cannon will kill more than 50% more over a Heavy Bolter. Same goes for a Grav Cannon that will kill more than 3 times the stuff a heavy bolter does.<br /> Rather, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would be a lot more fair if priced from the highest standard (aka the standard being the most resilient kit and most damaging weapon) with diminishing returns based on statistics. By defining the price point for both of these things and working down from that, it makes the game more interesting than being balanced according to a relative damage capability between units.<br /> <br /> It would both make AP2 and 2+ saves rare as well as efficient. You know that when you see a Plasma Cannon or a Grav Cannon, things just got real.<br /> <br /> EDIT : @Gunzard, I definitely agree with you. <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s response threw a more imbalanced weapon to answer these imbalances. In effect, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has been <span class="glossaryitem" onmouseover='gp(694);'>AoS</span>'ed already :p]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 15:45:04]]> GMT</pubDate>
				<author><![CDATA[ GreyCrow]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ What this poll misses --- 4th and 5th edition didn't have Grav spam.<br /> <br /> If you add 'Grav spam' to the 4th or 5th edition vehicle rules I can't see how anyone would say they're better.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 16:30:27]]> GMT</pubDate>
				<author><![CDATA[ Gunzhard]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Anything but 7th edition, this edition made dreadnoughts fecking terrible and Landraiders and their ilk obsolete.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 16:34:10]]> GMT</pubDate>
				<author><![CDATA[ hobojebus]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I despise Grav Weapons because it's a blatant cashgrab, since there's no way anyone prior to it's 6th edition introduction would have had one ready, but everyone would have had large enough marine armies to justify buying mountains of them, especially at how useful it was per point compared to everything else (melta and plasma guns).<br /> <br /> Actually I have that grumble about every new marine model since 5th edition AND a bunch of crap Craftworld Eldar got. Necrons I'm less grumpy about because they at least buffed existing stuff (my metal wraiths were so giddy when the new formation dropped). ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 16:39:56]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e3cad0a9e40230b3240c685d3062a3bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627710.page"><b>Gunzhard wrote:</b></a><br/>What this poll misses --- 4th and 5th edition didn't have Grav spam.<br /> <br /> If you add 'Grav spam' to the 4th or 5th edition vehicle rules I can't see how anyone would say they're better.</div></blockquote>Grav wouldnt be so bad in these editons, two immobilized results didnt kill a tank back then, theyd just tear off a gun, it was only after being immobilized and losing all your funs and then getting another immobilized/weapon destroyed result on top of that that the vehicle died. At the very least it would mean most vehicles would require at least one more successsful Grav attack (and in many cases a whole lot more) to kill a tank.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 16:40:36]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627734.page"><b>Vaktathi wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e3cad0a9e40230b3240c685d3062a3bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627710.page"><b>Gunzhard wrote:</b></a><br/>What this poll misses --- 4th and 5th edition didn't have Grav spam.<br /> <br /> If you add 'Grav spam' to the 4th or 5th edition vehicle rules I can't see how anyone would say they're better.</div></blockquote>Grav wouldnt be so bad in these editons, two immobilized results didnt kill a tank back then, theyd just tear off a gun, it was only after being immobilized and losing all your funs and then getting another immobilized/weapon destroyed result on top of that that the vehicle died. At the very least it would mean most vehicles would require at least one more successsful Grav attack (and in many cases a whole lot more) to kill a tank.</div></blockquote><br /> <br /> Like 5 or 6 for a Leman Russ, which is quite a few.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 21:46:08]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8628448.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627734.page"><b>Vaktathi wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e3cad0a9e40230b3240c685d3062a3bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8627710.page"><b>Gunzhard wrote:</b></a><br/>What this poll misses --- 4th and 5th edition didn't have Grav spam.<br /> <br /> If you add 'Grav spam' to the 4th or 5th edition vehicle rules I can't see how anyone would say they're better.</div></blockquote>Grav wouldnt be so bad in these editons, two immobilized results didnt kill a tank back then, theyd just tear off a gun, it was only after being immobilized and losing all your funs and then getting another immobilized/weapon destroyed result on top of that that the vehicle died. At the very least it would mean most vehicles would require at least one more successsful Grav attack (and in many cases a whole lot more) to kill a tank.</div></blockquote><br /> <br /> Like 5 or 6 for a Leman Russ, which is quite a few.</div></blockquote><br /> <br /> Well in 4th it was by the strength of the weapon, I don't remember exactly what strength ...but I think Grav would work much like it does now for 'most' vehicles/transports, and in 5th like Vaktathi pointed out, it would probably be an additional Grav shot.<br /> <br /> In either case though -- am I just forgetting, or wasn't the prime issue with vehicles in 5th edition that vehicles were too difficult to kill?!? ...all of the editions blend into one for me at this point, but wasn't the major complaint that every tournie army looked like a goatboy mech-spam list?]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 22:14:55]]> GMT</pubDate>
				<author><![CDATA[ Gunzhard]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ 5th had two compounding issues where together they made Transports disproportionally hard to destroy for their cost. The individual transport wasn't all that sturdy but when you could cheaply spam them en-masse, that's where the issue came from. <br /> <br /> Another issue was that in 4th edition the game was mainly about annhilating the enemy, so you could dedicate your entire force to doing just that. 5th edition brought objectives and such. Since Transports were decently hardy now and gave units a needed movement boost, they were everywhere. Which meant that most people had to find efficient ways of popping them within a turn or two or risk having their entire army "tarpitted" by transports, some of which didn't even have guns!]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 22:26:55]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ In 5th it wasnt so much that vehicles were too hard to kill, again, nobody complained about Predators or Hellhounds or Dreads or Land Raiders and the like.<br /> <br /> its that transports could ignore most damage results and do their job just fine, particularly Rhinos. A Rhino with EA could ignore 5/6 glancing hits and 3/6 penetrating results and carry out its role without hindrance, and nothing carried over to passengers.<br /> <br /> If you applied the 7e mechanics for damage results applying to passnegers, it likely would have mostly resolved the issue. ]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 22:57:24]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8628598.page"><b>Vaktathi wrote:</b></a><br/>In 5th it wasnt so much that vehicles were too hard to kill, again, nobody complained about Predators or Hellhounds or Dreads or Land Raiders and the like.<br /> <br /> its that transports could ignore most damage results and do their job just fine, particularly Rhinos. A Rhino with EA could ignore 5/6 glancing hits and 3/6 penetrating results and carry out its role without hindrance, and nothing carried over to passengers.<br /> <br /> If you applied the 7e mechanics for damage results applying to passnegers, it likely would have mostly resolved the issue. </div></blockquote><br /> <br /> Or at least made the issues less of a problem and really it was just Rhinos that where the issues. While Chimeras where amazing in 5th, they would lose guns and cannot fix their own trakcs, so once they took enough damage they went down. Rhinos just generally didnt care and made my Orks very mad, though with the new Mek Guns this should be less of an issue.<br /> <br /> On another note i have an idea for the charts:<br /> <br /> Glancing<br /> 1-2 Crew Shaken<br /> 3 Crew Stunned<br /> 4 Immobilixed<br /> 5 Weapon Destroyed<br /> 6 Roll twice Ignoring further 6s<br /> <br /> Penetrating<br /> 1-2 Crew Stunned<br /> 3-4 Immobilized<br /> 5 Weapon Destroyed<br /> 6 Explodes<br /> <br /> Modifiers for both charts<br /> +1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 or 2<br /> +1 Ordinance<br /> <br /> Crew Stunned Addition: If a vehicle suffers  second Crew Stunned in the same phase they cannot Fire their weapons at all. Any further Crew Stunned results are upgraded to Immobilized.<br /> <br /> Multiple Crew Shaken results wont stack. Other thoughts are have 6 on Glance allow a roll on Pen or just make it a Wreck.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 01:24:45]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8628541.page"><b>MechaEmperor7000 wrote:</b></a><br/>5th had two compounding issues where together they made Transports disproportionally hard to destroy for their cost. The individual transport wasn't all that sturdy but when you could cheaply spam them en-masse, that's where the issue came from. <br /> <br /> Another issue was that in 4th edition the game was mainly about annhilating the enemy, so you could dedicate your entire force to doing just that. 5th edition brought objectives and such. Since Transports were decently hardy now and gave units a needed movement boost, they were everywhere. Which meant that most people had to find efficient ways of popping them within a turn or two or risk having their entire army "tarpitted" by transports, some of which didn't even have guns!</div></blockquote><br /> <br /> Add in the fact that some 4th and all 5th ed codexs saw a drastic reduction in points costs for most transports for most <span class="glossaryitem" onmouseover='gp(533);'>IOM</span> armies.    Rhinos used to cost 50 points each, Chimeras 60 with no weapons.  The hated parking lots of 5th ed came about due to harder to kill in general transports and reduced point costs where adding an additional 2 - 3 vehicles was almost free when you look at points savings the new codex presented. ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 04:16:36]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ To be fair, pretty much all the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stuff was monstrously overcosted in the older 3.5E book. it was like just shy of 100pts for a Multilaser/Heavy Bolter chimera with a searchlight and smoke launchers before that.<br /> <br /> The bigger issue was that most of the actual infantry units remained garbage (e.g. <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>'s/<span class="glossaryitem" onmouseover='gp(695);'>SWS</span>'s/Conscripts, footslogging Veterans, etc) while only the tanks got any real material improvements. ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 04:22:46]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I think there has to be some happy medium somewhere in both rulesets.<br /> <br /> Before tanks felt more sturdy, but most of the time they just got like 4-5 crew shaken/stunned a turn and that didn't really make you feel like you did anything. Yea its not moving/shooting but there was never a sense of it taking damage. I don't know if thats necessarily needed as far as rules go but idk it just felt off.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 04:25:02]]> GMT</pubDate>
				<author><![CDATA[ Don Savik]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1fe6d83e361bddd983f7c012d80dbf2a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8629077.page"><b>Don Savik wrote:</b></a><br/>I think there has to be some happy medium somewhere in both rulesets.<br /> <br /> Before tanks felt more sturdy, but most of the time they just got like 4-5 crew shaken/stunned a turn and that didn't really make you feel like you did anything. Yea its not moving/shooting but there was never a sense of it taking damage. I don't know if thats necessarily needed as far as rules go but idk it just felt off.<br /> <br /> </div></blockquote><br /> <br /> From what i gather, honestly the best happy median would be to basically make them act like a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, or create a new damage chart, with the removal of hullpoints. <br /> <br /> If they do start treating them like monstrous creatures with an armor save, i think they need to give them more hull points to compensate for all the other <span class="glossaryitem" onmouseover='gp(14);'>BS</span> rules they have.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 04:30:14]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1fe6d83e361bddd983f7c012d80dbf2a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8629077.page"><b>Don Savik wrote:</b></a><br/>I think there has to be some happy medium somewhere in both rulesets.<br /> <br /> Before tanks felt more sturdy, but most of the time they just got like 4-5 crew shaken/stunned a turn and that didn't really make you feel like you did anything. </div></blockquote> If you penetrated them you had as much chance to kill them as just stun/shake them, and twice as much chance to inflict permanent damage or a kill as just shake/stun on a pen. It really reinforced using big heavy <span class="glossaryitem" onmouseover='gp(482);'>AT</span> guns for penetrating hits over just spamming S6/7 guns against most vehicles. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 04:38:57]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ My thought is that hull points were a step in the right direction, First because any purely <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> damage system will perform in a very unsatisfying manner, with weapons fire either being too effective or not effective at all. <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> also add another way in which similar vehicles can be different from each other, maybe that low armor vehicle is as tough as the emperor is righteous, and that high armor vehicle is really quite delicate once you use the proper weapons.<br /> <br /> The issue, and you see it all over this thread, is people comparing Vehicles to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. It's a very easy comparison, they both seek to fulfill the same role, large, tough, heavy weapons platforms, The problem is that <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and GMCs are out of control right now, I read a post were someone claimed that at a national tournament there were 27 mirror matches between Taudar <span class="glossaryitem" onmouseover='gp(93);'>MC</span> lists. The games balance is at the worst place it's ever been, and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are at the heart of the problem.  <br /> <br /> We can continue the powercreep death spiral, and give Vehicles armor saves to make them more like <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> but it's been my experience that gasoline is really lousy at putting out fires. If we insist on sticking with the buff only school of thought, it would be better to democratize D weapons, and give them to everyone. Las Cannons, meltas, other similar <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons are now all <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D. In one fel swoop, we change the game to be infantry fights because the best counter to single target D-Weapons is more bodies. That would be a meta i could at least get behind, as it sounds much more interesting than giant invisible robots duking it out.<br /> <br /> The better answer is to nerf <span class="glossaryitem" onmouseover='gp(93);'>MC</span> eitheir by massive point cost increases, or by special rules tacked onto existing weapons that make them easier to kill. Once they are brought into line with infantry, if vehicles need to be made more tough we can totally do that. But lets not take the most outrageously broken part of the game and use that as our balance point. ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 07:08:14]]> GMT</pubDate>
				<author><![CDATA[ Grimgold]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ @Grimgold : I suggested High Strength (8 and over) weapons dealing multiple wounds (at least 2, maybe more depending on <span class="glossaryitem" onmouseover='gp(6);'>AP</span>). I would change feth all for the vehicles, feth all for the infantry, but it would really make them effective against T5-T8 abuses we see right now.<br /> <br /> More importantly, we'll see the drop of the Boring Cannon as the only viable weapon.<br /> <br /> T5+ multi-wounds units will still be an effective protection against Bolter rounds, but I see no reason why they would react to a Missile Launcher the same way that to a Lasgun when it wounded.<br /> <br /> Obviously, Tyranids would need a buff (maybe in Toughness).<br /> <br /> ___<br /> <br /> To your point abot the buff spiral : Nobody will really accept getting nerfed, much like nobody likes their salary being reduced. The way to "nerf" unit is to relatively buff others.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 10:42:23]]> GMT</pubDate>
				<author><![CDATA[ GreyCrow]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I had a similar idea; every point of strength that exceeds the target's toughness inflicts an extra wound.<br /> <br /> It would probably make <span class="glossaryitem" onmouseover='gp(269);'>ID</span> redundant, but <span class="glossaryitem" onmouseover='gp(269);'>ID</span> was a bit wonky anyway.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/689452/8629471.page"><b>GreyCrow wrote:</b></a><br/>@Grimgold : I suggested High Strength (8 and over) weapons dealing multiple wounds (at least 2, maybe more depending on <span class="glossaryitem" onmouseover='gp(6);'>AP</span>). I would change feth all for the vehicles, feth all for the infantry, but it would really make them effective against T5-T8 abuses we see right now.<br /> <br /> More importantly, we'll see the drop of the Boring Cannon as the only viable weapon.<br /> <br /> T5+ multi-wounds units will still be an effective protection against Bolter rounds, but I see no reason why they would react to a Missile Launcher the same way that to a Lasgun when it wounded.<br /> <br /> Obviously, Tyranids would need a buff (maybe in Toughness).<br /> <br /> ___<br /> <br /> To your point abot the buff spiral : Nobody will really accept getting nerfed, much like nobody likes their salary being reduced. The way to "nerf" unit is to relatively buff others.</div></blockquote><br /> <br /> And where does it end? What if the buffed units need to be nerfed? Do you keep buffing, until you end up with everyone having T10 and S D? Both buffs and nerfs have to used to ensure balance.<br /> If they don't like being nerfed, tough. Maybe they shouldn't play <span class="glossaryitem" onmouseover='gp(280);'>OP</span> units.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 10:47:18]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The primary issue is that only a few <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or GMCs are really bad, and its not even the Riptide anymore. Now most people admit that the Riptide should probably cost 20 more points or something but its no longer the primary culprit, that would be the Wraithknight. That thing is criminally undercosted and way to good. The rest of the <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and GMCs arent all that awful and the worst thing about GMCs is Stomp, cuz that makes it impossible to tarpit the damn things.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 11:01:06]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8629480.page"><b>CthuluIsSpy wrote:</b></a><br/><br /> <br /> And where does it end? What if the buffed units need to be nerfed? Do you keep buffing, until you end up with everyone having T10 and S D? Both buffs and nerfs have to used to ensure balance.<br /> If they don't like being nerfed, tough. Maybe they shouldn't play <span class="glossaryitem" onmouseover='gp(280);'>OP</span> units.</div></blockquote><br /> <br /> So you just nerf people's units to punish players who followed <span class="glossaryitem" onmouseover='gp(50);'>GW</span> "Purchase Guide to winning games" ? Do you know that's how a company loses customers right ?<br /> <br /> Basically, you're punishing purchasing consumers for something they really didn't have no part of. I don't blame Tau players for fielding Riptides en masse. I blame <span class="glossaryitem" onmouseover='gp(50);'>GW</span> for making a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> imba unit that is an awesome concept but that is no fun to face.<br /> Same go for the Eldar players. Sure, some (like in any faction) are DBs. But they aren't responsible for the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> that is going on with their Codex.<br /> <br /> If you blame them, you are directing the blame at the wrong person.<br /> <br /> EDIT :<br /> <br /> @Grimnor : The Riptide is balanced when you take Grav Cannons and that's about it. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has balanced the game around that gun.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 11:09:12]]> GMT</pubDate>
				<author><![CDATA[ GreyCrow]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8629496.page"><b>GreyCrow wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6c5bf3950e5bdacfd6e45daa99eb592a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8629480.page"><b>CthuluIsSpy wrote:</b></a><br/><br /> <br /> And where does it end? What if the buffed units need to be nerfed? Do you keep buffing, until you end up with everyone having T10 and S D? Both buffs and nerfs have to used to ensure balance.<br /> If they don't like being nerfed, tough. Maybe they shouldn't play <span class="glossaryitem" onmouseover='gp(280);'>OP</span> units.</div></blockquote><br /> <br /> So you just nerf people's units to punish players who followed <span class="glossaryitem" onmouseover='gp(50);'>GW</span> "Purchase Guide to winning games" ? Do you know that's how a company loses customers right ?<br /> <br /> Basically, you're punishing purchasing consumers for something they really didn't have no part of. I don't blame Tau players for fielding Riptides en masse. I blame <span class="glossaryitem" onmouseover='gp(50);'>GW</span> for making a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> imba unit that is an awesome concept but that is no fun to face.<br /> Same go for the Eldar players. Sure, some (like in any faction) are DBs. But they aren't responsible for the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> that is going on with their Codex.<br /> <br /> If you blame them, you are directing the blame at the wrong person.<br /> <br /> EDIT :<br /> <br /> @Grimnor : The Riptide is balanced when you take Grav Cannons and that's about it. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has balanced the game around that gun.</div></blockquote><br /> <br /> This is kinda moot point to argue, because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has done this, does do this, and will do this.  Those people will play to win so they will always buy the cheese army, its jsut what ever <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants to push that year.<br /> <br /> Off of that, the problem i have with the hullpoint system and like people have said in comparison with <span class="glossaryitem" onmouseover='gp(93);'>MC</span> is that the vehicle has all these extra rules and does not get any saving through. ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 12:52:56]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3a4a3fe5846e8e6de3573eda780ece33.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8629274.page"><b>Grimgold wrote:</b></a><br/>My thought is that hull points were a step in the right direction, First because any purely <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> damage system will perform in a very unsatisfying manner, with weapons fire either being too effective or not effective at all. <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> also add another way in which similar vehicles can be different from each other, maybe that low armor vehicle is as tough as the emperor is righteous, and that high armor vehicle is really quite delicate once you use the proper weapons.<br /> <br /> The issue, and you see it all over this thread, is people comparing Vehicles to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.</div></blockquote> It's not just <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s though, it's a fundamental problem if having two overlapping kill systems resulting in the unit type not functioning properly. You get issues where multishot mid strength weaponry is valued equally or more than high strength low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> dedicated anti-tank guns against most vehicles to just plink them to death. They've effectively been given "wounds" but not saves like every other unit type that has wounds, and still have to deal with a damage table on top of that. <br /> <br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/689452/8629496.page"><b>GreyCrow wrote:</b></a><br/><br /> <br /> So you just nerf people's units to punish players who followed <span class="glossaryitem" onmouseover='gp(50);'>GW</span> "Purchase Guide to winning games" ? Do you know that's how a company loses customers right ?</div></blockquote> No game has ever collapsed because Errata nerfed broken units\cards\etc  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> <blockquote class="uncited"><div>Basically, you're punishing purchasing consumers for something they really didn't have no part of. I don't blame Tau players for fielding Riptides en masse. I blame <span class="glossaryitem" onmouseover='gp(50);'>GW</span> for making a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> imba unit that is an awesome concept but that is no fun to face.<br /> Same go for the Eldar players. Sure, some (like in any faction) are DBs. But they aren't responsible for the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> that is going on with their Codex.<br /> <br /> If you blame them, you are directing the blame at the wrong person.</div></blockquote> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is responsible first and foremost, but players who hop in whole hog on the power train have no reason to be pitied, particularly when they know it can't last given that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> periodically does nerf them through edition & codex changes and the like. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 13:09:08]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Just two overlapping kill systems, I think your missing D weapons, grav, and soon air combat. With that said, getting a one shot kill on a vehicle requires bringing the right weapon to the fight, which should be rewarded, especially since those weapons are miserable for other uses in the current meta. Besides, a pure <span class="glossaryitem" onmouseover='gp(661);'>HP</span> system is boring and doesn't fit the fantasy, You can take two hits with 0 bad effects, but the third one absolutely wrecks you.<br /> <br /> Beyond that, why do vehicles have an extra kill system instead of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are lacking a secondary kill mechanism. Imagine if you got a wound with a low <span class="glossaryitem" onmouseover='gp(6);'>ap</span> weapon and stunned a wraith knight, or blew off that three story tall sword. Those are interesting outcomes, I did two wounds is not. <br /> <br /> @GreyCrow, Your not going to find much sympathy for the <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> players on this board or just about any other. They are bad for the hobby, and are one of the primary enablers of <span class="glossaryitem" onmouseover='gp(50);'>GWs</span> bad behaviour. "If I cheese it, the <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> will come" <span class="glossaryitem" onmouseover='gp(50);'>GW</span> management, probably.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 17:39:30]]> GMT</pubDate>
				<author><![CDATA[ Grimgold]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Yeah, an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> critical wound table would be interesting.<br /> Like, if you score a 6 with an unsaved wound, you roll on a table to see what happens or something.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 17:41:40]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I was actually thinking a wound that bypasses their armor save, and then you roll on a wound table. Makes high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> hits the equivalent of glances and Makes Low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons better against them since there can be secondary effect. If the strength of the weapon is higher than the creatures toughness they get bonuses to the roll. It's all first swing off the top of my head, so it might need simplifying, or it might not math hammer properly.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 17:53:42]]> GMT</pubDate>
				<author><![CDATA[ Grimgold]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ 5th edition.<br /> I do not care what people say, 5th edition had vehicles that felt right. Tanks that where tanky. Sure, you had some issuee, like people whining when they did not bring any dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> to a tank fight but for the most part it was a really good system. The issue came in when a certain 35 point transport could repair its immobilised results, essentially making it very difficult to stop, especially as it just happened to have just enough armour to make it immune to small arms fire from its front and sides, unlike most other transports.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 18:24:44]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8629496.page"><b>GreyCrow wrote:</b></a><br/><br /> @Grimnor : The Riptide is balanced when you take Grav Cannons and that's about it. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has balanced the game around that gun.</div></blockquote><br /> <br /> My Kustom Mega Kannons would like to say hi. To make the Riptide be more balanced you either up its price or drop its armor to 3+ and remove the Stims (its <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> upgrade). I've seen non stim Riptides in action against armies that didnt have Grav, they werent that bad. In any event thats still <i>one</i> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and <i>one</i> GMC that is causing the problem. I dont hear anyone complaining about <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, Bloodthirsters, Flyrants (except when you run 5 of them) or C'tan Shards with a God Shackle?]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 22:44:37]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8625900.page"><b>BrianDavion wrote:</b></a><br/>I mostly like the vehicle rules in 6th/7th edition. they just need to give vehicles more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. to a point where you're proably better off using high powered anti tank weapons for a one shot. </div></blockquote><br /> <br /> That's gonna be a lot of <span class="glossaryitem" onmouseover='gp(661);'>hps</span>. You'd be better off making high powered <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons take away multiple wounds/<span class="glossaryitem" onmouseover='gp(661);'>hps</span>. <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/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8630358.page"><b>master of ordinance wrote:</b></a><br/>5th edition.<br /> I do not care what people say, 5th edition had vehicles that felt right. Tanks that where tanky. Sure, you had some issuee, like people whining when they did not bring any dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> to a tank fight but for the most part it was a really good system. The issue came in when a certain 35 point transport could repair its immobilised results, essentially making it very difficult to stop, especially as it just happened to have just enough armour to make it immune to small arms fire from its front and sides, unlike most other transports.</div></blockquote><br /> <br /> Vehicles, apart from very expensive ones, were too durable in 5th. ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 22:48:22]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Old(4th edition) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8630955.page"><b>Martel732 wrote:</b></a><br/>Vehicles, apart from very expensive ones, were too durable in 5th. </div></blockquote><br /> <br /> It was pretty much exclusively the Rhino that was causing issues. I had no problem with Chimeras, Leman Russes, or Hammerheads in 5th. Rhinos where <i>way</i> to durable for what you paid for them.]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 23:01:28]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Not really, theres a case with things like Rhinos, but I dont recall any "too hard to kill" complaints about cheap vehicles like Sentinels, War Walkers, Trukks, Land Speeders, Whirlwinds, etc, and nor medium price vehicles like Dreads, Devilfish, Hellhounds, Fire Prism, Predators, Wave Serpents, Skyrays, Russ tanks, Medusas, etc.<br /> <br /> Every complaint I can recall or find on a search from that era was either transport oriented or a specific case of something unique being busted (e.g. Psyrifleman getting S8 guns for 5pts and being able to ignore Shaken). ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 23:01:44]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8630946.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/689452/8629496.page"><b>GreyCrow wrote:</b></a><br/><br /> @Grimnor : The Riptide is balanced when you take Grav Cannons and that's about it. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has balanced the game around that gun.</div></blockquote><br /> <br /> My Kustom Mega Kannons would like to say hi. To make the Riptide be more balanced you either up its price or drop its armor to 3+ and remove the Stims (its <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> upgrade). I've seen non stim Riptides in action against armies that didnt have Grav, they werent that bad. In any event thats still <i>one</i> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and <i>one</i> GMC that is causing the problem. I dont hear anyone complaining about <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, Bloodthirsters, Flyrants (except when you run 5 of them) or C'tan Shards with a God Shackle?</div></blockquote><br /> <br /> Indeed it seems that almost all of the complaints for <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and GMCs originate from Tau Battlesuits and the Wraithknight, and almost always because they're undercosted for the insane durability they have. <br /> <br /> Like, the Tyranids had so many <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> through the eras and they're still considered a Tier-3 army by most, right there with Orks and Chaos! If <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in general were the issue then Nids should be right up there with Eldar. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 00:29:43]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631140.page"><b>MechaEmperor7000 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8630946.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/689452/8629496.page"><b>GreyCrow wrote:</b></a><br/><br /> @Grimnor : The Riptide is balanced when you take Grav Cannons and that's about it. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has balanced the game around that gun.</div></blockquote><br /> <br /> My Kustom Mega Kannons would like to say hi. To make the Riptide be more balanced you either up its price or drop its armor to 3+ and remove the Stims (its <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> upgrade). I've seen non stim Riptides in action against armies that didnt have Grav, they werent that bad. In any event thats still <i>one</i> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and <i>one</i> GMC that is causing the problem. I dont hear anyone complaining about <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, Bloodthirsters, Flyrants (except when you run 5 of them) or C'tan Shards with a God Shackle?</div></blockquote><br /> <br /> Indeed it seems that almost all of the complaints for <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and GMCs originate from Tau Battlesuits and the Wraithknight, and almost always because they're undercosted for the insane durability they have. <br /> <br /> Like, the Tyranids had so many <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> through the eras and they're still considered a Tier-3 army by most, right there with Orks and Chaos! If <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in general were the issue then Nids should be right up there with Eldar. </div></blockquote><br /> <br /> They arent t8 with 6 wounds, 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, fast moving, with multiple d canons or melee d.<br /> <br /> A generic monsterous creature isnt too bad because they usually need to get close and arent nearly as good shooting. The riptide lands in that category as well but to a lesser degree.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 01:20:30]]> GMT</pubDate>
				<author><![CDATA[ Konrax]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9853822c3cf5d74dbe8e0a0a26db9b41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631218.page"><b>Konrax wrote:</b></a><br/><br /> They arent t8 with 6 wounds, 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, fast moving, with multiple d canons or melee d.<br /> <br /> A generic monsterous creature isnt too bad because they usually need to get close and arent nearly as good shooting. The riptide lands in that category as well but to a lesser degree.</div></blockquote><br /> <br /> Thats what we are saying. The Wraithknight is criminally undercosted. This is a universally agreed upon truth. Knock it up about 100 points and then we'll talk.<br /> <br /> The Riptide needs to do 3 things to be fine<br /> <br /> 1. Lose the Stims, yes you pay for them but they are <i>way </i>to good on something of that size<br /> 2. Either go up 20-30 points or drop the Armor to a 3+. Both is unnecessary because then it becomes far more susceptible to Krak Missiles.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 01:31:15]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ More or less what Grimmor said. The whole <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/GMC hate is basically due to a few bad apples spoiling the bunch. <br /> <br /> that is unless the next edition of Codex: tyranids make them all GMCs and retain their normal <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> slot. Then we will have a real problem. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 01:33:46]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ 20 to 30 points is letting riptides off way to easy, they are at least 3 figures out of the butter zone. With <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and all of the tricks of a nova reactor, They are as tough as two monoliths, and pack just as much firepower. They make an absolute mockery of imperial knights, at a fraction of their points. Based on those two comparisons They should around 400, not the 180 base they are now, or the 210 points you are suggesting. Giving them a 3+ armor save would make them less cool than broadsides, and the codex is built with a certain pecking order to the suits. I say let them have their toys just make them pay for them.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 02:28:44]]> GMT</pubDate>
				<author><![CDATA[ Grimgold]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3a4a3fe5846e8e6de3573eda780ece33.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631328.page"><b>Grimgold wrote:</b></a><br/>20 to 30 points is letting riptides off way to easy, they are at least 3 figures out of the butter zone. With <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and all of the tricks of a nova reactor, They are as tough as two monoliths, and pack just as much firepower. They make an absolute mockery of imperial knights, at a fraction of their points. Based on those two comparisons They should around 400, not the 180 base they are now, or the 210 points you are suggesting. Giving them a 3+ armor save would make them less cool than broadsides, and the codex is built with a certain pecking order to the suits. I say let them have their toys just make them pay for them.</div></blockquote><br /> <br /> If you make them 400 <i>no one </i>would field them. Hell <span class="glossaryitem" onmouseover='gp(269);'>id</span> be leery of anything higher than 250, cuz remember, they gotta pay for those Stimms. On top of this if you dont have the Stimms and you Nova you are running the risk of Super Gets Hot. Like i said, drop the Stimms and a lot of the issues goes away, cuz people would be more cautious with the Nova shenanigans ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 03:16:31]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I hated stunlocking vehicles to no effect, and with how many vehicles could ignore those effects, it felt like so much shooting against vehicles was pointless. I'd like it if vehicles had some form of armor save to go with their hull points, but I much, much prefer the hull point system. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 03:25:58]]> GMT</pubDate>
				<author><![CDATA[ Brother SRM]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I don't like the current rules and while i didn't like the 5th rules when they came out(due to having nolas cannons and no melta in my guard army)<br /> But now i'd prefer 5th editions rules.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 03:51:38]]> GMT</pubDate>
				<author><![CDATA[ methebest]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/39e978056e3628bde79b78a13d9bf48f.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631416.page"><b>Brother SRM wrote:</b></a><br/>I hated stunlocking vehicles to no effect</div></blockquote> Aside from not doing their proper job of shooting?  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  Yes, it was an issue with cheap transports that didn't care about shooting, but aside from that it was a pretty solid effect<br /> <br /> <blockquote class="uncited"><div>, and with how many vehicles could ignore those effects, </div></blockquote> Pretty much just <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s and some Daemonically possessed units could ignore the effects of shaken/stunned. EA allowed you to move if you were stunned, but still couldn't shoot. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 06:28:35]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/39e978056e3628bde79b78a13d9bf48f.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631416.page"><b>Brother SRM wrote:</b></a><br/>I hated stunlocking vehicles to no effect, and with how many vehicles could ignore those effects, it felt like so much shooting against vehicles was pointless. I'd like it if vehicles had some form of armor save to go with their hull points, but I much, much prefer the hull point system. </div></blockquote><br /> So much this...<br /> <br /> I hated 5th edition,  and for me,  it was easily the single worst edition of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> I've ever played.  Granted,  Daemons got badly hosed by 5th in general as the army was almost entirely devoid of ranged anti-tank of any kind.  (pretty much,  either a lascannon equivalent from a BS3 Defiler,  and BS3-5 single-shot Bolts of Tzeentch)<br /> <br /> But cheap transports that could never be killed & parking lots in general made vehicles way too strong.  Glancing hits were effectively pointless,  and the only way Daemons could reliably get penetrating hits was if they managed to chase down a vehicle and punch it.  (with no grenades either!)<br /> Even with proper Marines,  I could simply never kill vehicles in 5th.  Over 4 years,  I can probably count on hand the number of vehicles I actually killed!  Too many games,  ALL of my anti-tank either missed outright,  or just kept glancing to almost no detrimental effect,  because Rhinos/Razorbacks either didn't care,  and/or were too numerous to deal with due to their super cheap pts cost.<br /> <br /> 7th isn't perfect either,  as vehicles have become too squishy,  but overall,  I much prefer the basic mechanics of Hull Points, as it stops a bunch of 35-55pts transports from forming an invincible wall that never,  ever dies.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 15:25:10]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Again...peoples problem doesnt actually seem to be the vehicle rules as a whole...its the cheap transports that didnt care about 5/6 glancing hits (and that could try and repair the one they did care about). <br /> <br /> Glancing hits were plenty meaningful against everything else. <br /> <br /> Likewise...if you were bringing actual <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons, you'd penetrate more often than you'd glance, and thus shouldnt just be glancing all day long. Daemons might be a special case with regards to shooting , but <span class="glossaryitem" onmouseover='gp(19);'>CC</span> worked well then, especially with <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s effectively autopenetrating in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. If your dice sucked and you couldnt hit anything with one's antitank guns, thats not an issue with the vehicle rules.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 15:51:12]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8630985.page"><b>Vaktathi wrote:</b></a><br/>Not really, theres a case with things like Rhinos, but I dont recall any "too hard to kill" complaints about cheap vehicles like Sentinels, War Walkers, Trukks, Land Speeders, Whirlwinds, etc, and nor medium price vehicles like Dreads, Devilfish, Hellhounds, Fire Prism, Predators, Wave Serpents, Skyrays, Russ tanks, Medusas, etc.<br /> <br /> Every complaint I can recall or find on a search from that era was either transport oriented or a specific case of something unique being busted (e.g. Psyrifleman getting S8 guns for 5pts and being able to ignore Shaken). </div></blockquote><br /> <br /> War Walkers were stupid hard to kill, especially in ruins fortuned by Eldrad. <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/1ebe26fee20d3b117fa819e3b0c0451a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631404.page"><b>Grimmor wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3a4a3fe5846e8e6de3573eda780ece33.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8631328.page"><b>Grimgold wrote:</b></a><br/>20 to 30 points is letting riptides off way to easy, they are at least 3 figures out of the butter zone. With <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and all of the tricks of a nova reactor, They are as tough as two monoliths, and pack just as much firepower. They make an absolute mockery of imperial knights, at a fraction of their points. Based on those two comparisons They should around 400, not the 180 base they are now, or the 210 points you are suggesting. Giving them a 3+ armor save would make them less cool than broadsides, and the codex is built with a certain pecking order to the suits. I say let them have their toys just make them pay for them.</div></blockquote><br /> <br /> If you make them 400 <i>no one </i>would field them. Hell <span class="glossaryitem" onmouseover='gp(269);'>id</span> be leery of anything higher than 250, cuz remember, they gotta pay for those Stimms. On top of this if you dont have the Stimms and you Nova you are running the risk of Super Gets Hot. Like i said, drop the Stimms and a lot of the issues goes away, cuz people would be more cautious with the Nova shenanigans </div></blockquote><br /> <br /> I doubt it. It always seems to work out for the fish. That being said, the Riptide is impossible to engage outside grav range unless you have a D-weapon. That just seems wrong to me. Lascannons are useless, even, which is a giant FU to the Imperium. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 16:43:54]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ War Walkers on their own were not inherently hard to kill. They were AV10 walkers that lacked the invul save they have now.<br /> <br /> What you're describing is a tactic used that made them hard to kill, which is not the same thing as being inherently and required both that appropriate terrain be present where you needed it and a 200+pt character nearby to cast Fortune on them; a setup that would generally make *anything* hard to kill, be it infantry, tank, or <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 16:51:26]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632547.page"><b>Vaktathi wrote:</b></a><br/>War Walkers on their own were not inherently hard to kill. They were AV10 walkers that lacked the invul save they have now.<br /> <br /> What you're describing is a tactic used that made them hard to kill, which is not the same thing as being inherently and required both that appropriate terrain be present where you needed it and a 200+pt character nearby to cast Fortune on them; a setup that would generally make *anything* hard to kill, be it infantry, tank, or <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 that if you penned them, you were still at the whim of the magical damage table. With nine such war walkers on the table, it was an issue to weather all the scatterlasers and still deliver enough <span class="glossaryitem" onmouseover='gp(482);'>AT</span> shots to get "explodes". The fortune thing was on top of the magic damage table. With scatterlasers, any terrain placement was effective. <br /> <br /> I think they had a way to ignore shaken as well. And scatterlasers are so <span class="glossaryitem" onmouseover='gp(280);'>OP</span> they could glance/pen out rhinos in 5th by blowing off all weapons and double immobilizing through weight of fire. It was a 7th ed weapon in 5th ed. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 16:53:09]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ They could downgradd stunned to shaken by buying spirit stones at 15pts a pop and squadron rules allowed them to ignore shaken, but then you also killed them on a pen 4 or glance 6 if Squadroned.<br /> <br /> Lets be honest, War Walkers were good in 5E, but they were hardly broken, and they certainly werent overrunning tournaments. I played them in 5E, I usually lost almost all of them. If you could kill Sentinels and Land Speeders, you could deal with War Walkers. <br /> <br /> Yeah, they had a lot of shots, but that was also 540pts (assuming no spirit stones) and 3 <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots got you less firepower than 380pts of Troops Scatterbikes today. <br /> <br /> I dont think I've seen anyone complain that 5E War Walkers were hars to kill, especially when, if squadroned, they effectively died as if open topped. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:03:52]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632567.page"><b>Vaktathi wrote:</b></a><br/>They could downgradd stunned to shaken by buying spirit stones at 15pts a pop and squadron rules allowed them to ignore shaken, but then you also killed them on a pen 4 or glance 6 if Squadroned.<br /> <br /> Lets be honest, War Walkers were good in 5E, but they were hardly broken, and they certainly werent overrunning tournaments. I played them in 5E, I usually lost almost all of them. If you could kill Sentinels and Land Speeders, you could deal with War Walkers. <br /> <br /> Yeah, they had a lot of shots, but that was also 540pts (assuming no spirit stones) and 3 <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots got you less firepower than 380pts of Troops Scatterbikes today. <br /> <br /> I dont think I've seen anyone complain that 5E War Walkers were hars to kill, especially when, if squadroned, they effectively died as if open topped. <br /> </div></blockquote><br /> <br /> They sure seemed awful hard to kill. I saw TWO warwalkers broken in frustration. One by a <span class="glossaryitem" onmouseover='gp(124);'>SW</span> guy, and the other by an Ork guy. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:06:54]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Dice can do funny things in any one game, and if a player is bulding and deploying a list around keeping them alive then theyd be hard to shift with psyker support and terrain, but inherently they were just AV10 walkers, and if Squadroned then an Immobilized result killed them, true glass cannons. Mine would usually be dead two turns after they came on the board (whether they were outflanking or directly deployed)<br /> <br /> <br /> Now theyre much more ridiculous with BS4 and  an inherent 5++, though apparently not good enough to see much use in my experience with the new absurd Eldar codex <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:14:54]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632431.page"><b>Vaktathi wrote:</b></a><br/>Again...peoples problem doesnt actually seem to be the vehicle rules as a whole...its the cheap transports that didnt care about 5/6 glancing hits (and that could try and repair the one they did care about). <br /> <br /> Glancing hits were plenty meaningful against everything else. .</div></blockquote><br /> <br /> Exactly this. The Rhino - the most numerous transport of 5th was far too underpriced for what it did. They did not care if they could not shoot as they have nothing to shoot with anyway and if they where actually immobilised then they just remobilised themselves and they only had to actually worry abut their tracks being blown off if they had lost their Storm Bolter.<br /> Anything and everything else - barring Venerable's and Psydreads - actually cared about being stunned. There was no 'snapshooting' so if you stunned a Leman Russ it was basically left sitting there for a turn, unable to fire its guns and essentially out of the equation for the turn. Even Chimeras suffered owing to their inability to repair their tracks/transmission/engine and their lack of side armour making them easy to kill.<br /> <br /> Once again, Space Marines and Eldar broke the game and everyone else had to pay for it.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:19:02]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632588.page"><b>master of ordinance wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632431.page"><b>Vaktathi wrote:</b></a><br/>Again...peoples problem doesnt actually seem to be the vehicle rules as a whole...its the cheap transports that didnt care about 5/6 glancing hits (and that could try and repair the one they did care about). <br /> <br /> Glancing hits were plenty meaningful against everything else. .</div></blockquote><br /> <br /> Exactly this. The Rhino - the most numerous transport of 5th was far too underpriced for what it did. They did not care if they could not shoot as they have nothing to shoot with anyway and if they where actually immobilised then they just remobilised themselves and they only had to actually worry abut their tracks being blown off if they had lost their Storm Bolter.<br /> Anything and everything else - barring Venerable's and Psydreads - actually cared about being stunned. There was no 'snapshooting' so if you stunned a Leman Russ it was basically left sitting there for a turn, unable to fire its guns and essentially out of the equation for the turn. Even Chimeras suffered owing to their inability to repair their tracks/transmission/engine and their lack of side armour making them easy to kill.<br /> <br /> Once again, Space Marines and Eldar broke the game and everyone else had to pay for it.</div></blockquote><br /> <br /> Space marines were an average list at best in 5th. The Chimera was a far superior vehicle in 5th, and the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> were a far superior list in 5th. Even with side <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10, Chimeras were fantastic in 5th, and shot many lists, like space marines, off the table with ease. <br /> <br /> Just to put it in perspective, I NEVER lost to space marines in 5th. They weren't that good. I had a losing record vs <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:22:02]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I know this isn't really the proposed rules section, but wouldn't just giving scaling armor save pretty much fix the problem? Like <br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 grants a 5+ armor<br /> 11 4+<br /> 12-13 3+<br /> 14+ 2+<br /> <br /> As the "armor" is thicker on those sides their save would be better. This means that bolters would still negate armor if shot into the weaker rear side of a transport, but only anti tank weapons would negate the armor of something like a land raider]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:35:58]]> GMT</pubDate>
				<author><![CDATA[ SplinteredShield]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8632594.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ba7871034be8be24aa6f0f24d0e6e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632588.page"><b>master of ordinance wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632431.page"><b>Vaktathi wrote:</b></a><br/>Again...peoples problem doesnt actually seem to be the vehicle rules as a whole...its the cheap transports that didnt care about 5/6 glancing hits (and that could try and repair the one they did care about). <br /> <br /> Glancing hits were plenty meaningful against everything else. .</div></blockquote><br /> <br /> Exactly this. The Rhino - the most numerous transport of 5th was far too underpriced for what it did. They did not care if they could not shoot as they have nothing to shoot with anyway and if they where actually immobilised then they just remobilised themselves and they only had to actually worry abut their tracks being blown off if they had lost their Storm Bolter.<br /> Anything and everything else - barring Venerable's and Psydreads - actually cared about being stunned. There was no 'snapshooting' so if you stunned a Leman Russ it was basically left sitting there for a turn, unable to fire its guns and essentially out of the equation for the turn. Even Chimeras suffered owing to their inability to repair their tracks/transmission/engine and their lack of side armour making them easy to kill.<br /> <br /> Once again, Space Marines and Eldar broke the game and everyone else had to pay for it.</div></blockquote><br /> <br /> Space marines were an average list at best in 5th. The Chimera was a far superior vehicle in 5th, and the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> were a far superior list in 5th. Even with side <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10, Chimeras were fantastic in 5th, and shot many lists, like space marines, off the table with ease. <br /> <br /> Just to put it in perspective, I NEVER lost to space marines in 5th. They weren't that good. I had a losing record vs <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. </div></blockquote><br /> Actually we where about equal until the Marines got their updated codex, the we slid in to second place.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:38:46]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The marines got their 5th ed codex first. Marines were never top in 5th, as I preferred the 4th ed Ork codex. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 17:41:26]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689452/8632637.page"><b>Martel732 wrote:</b></a><br/>The marines got their 5th ed codex first. Marines were never top in 5th, as I preferred the 4th ed Ork codex. </div></blockquote><br /> <br /> 5th Edition was The Marines Party guest starring Imp Guard. No, seriously, that is what tournament results will tell you. Space Marines <i>owned</i> 5th edition with their stupid unkillable Rhino, Leafblower Guard played second fiddle to Space Marines that edition and everybody else was just kind of there. Eldar where still doing ok but mostly because they had a well written book from last edition and the vast majority of their players knew how the army had to work, ie they where a high skill army.<br /> <br /> Notable things from 5th<br /> Space Marines: Endless rhino rush (this applied to all Marine variants)<br /> Eldar: the Aspect Horde<br /> Orks: Nob Biker Gang (thanks to stupid wound allocation rules) and the Deff Rolla Blitzfrieg<br /> Imp Guard: Leafblower Guard<br /> Necrons: I honestly dont even remember anything past Imhotek cheese, and that fell apart fast<br /> Daemons: All Tzeentch all the Time<br /> <br /> and that was pretty much it. Space Marines would take the top spots at tournaments with Guard occasionally beating them out, though Guard where usually placing fairly well and it was because the Rhino didnt give a rats  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  about the damage chart and the fact that there was no ill effect on the passengers.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 18:15:13]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Space Marines did very well in 5E, and were absolute kings of the first year or so (Vulkan....Vulkan everywhere). <span class="glossaryitem" onmouseover='gp(69);'>IG</span> were strong, but vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s were really only eclipsed by....other Marines, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>'s, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s, and <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 18:30:23]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632794.page"><b>Vaktathi wrote:</b></a><br/>Space Marines did very well in 5E, and were absolute kings of the first year or so (Vulkan....Vulkan everywhere). <span class="glossaryitem" onmouseover='gp(69);'>IG</span> were strong, but vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s were really only eclipsed by....other Marines, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>'s, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s, and <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s.<br /> </div></blockquote><br /> <br /> I think <span class="glossaryitem" onmouseover='gp(124);'>SW</span> and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> were more on par with <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. I can't see a 5th ed mono C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> list getting anything but pulverized by that <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex. The list just was not that good. Now Space Puppies with <span class="glossaryitem" onmouseover='gp(69);'>IG</span> fire support was crazy until <span class="glossaryitem" onmouseover='gp(305);'>GK</span> and Crons rained on that mutual wankfest. Mono marines got bounced from every 5th tournament I ever played in. <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/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8632794.page"><b>Vaktathi wrote:</b></a><br/>Space Marines did very well in 5E, and were absolute kings of the first year or so (Vulkan....Vulkan everywhere). <span class="glossaryitem" onmouseover='gp(69);'>IG</span> were strong, but vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s were really only eclipsed by....other Marines, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>'s, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s, and <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s.<br /> </div></blockquote><br /> <br /> I still think the 4th ed Orks were better. At least, they were harder by far for my <span class="glossaryitem" onmouseover='gp(10);'>BA</span> to deal with. <span class="glossaryitem" onmouseover='gp(119);'>SM</span> I just ran over with <span class="glossaryitem" onmouseover='gp(74);'>init</span> 5 power weapon on space vampires with 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 18:59:43]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Lets just go back to 2nd ed, where the turret of my predator once flew off and killed a nearby techmarine...]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 20:26:05]]> GMT</pubDate>
				<author><![CDATA[ Btothefnrock]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3b372bb7f100f1cd6ec83067b6b4bab6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8633135.page"><b>Btothefnrock wrote:</b></a><br/>Lets just go back to 2nd ed, where the turret of my predator once flew off and killed a nearby techmarine...</div></blockquote><br /> Yes please <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 20:50:24]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3b372bb7f100f1cd6ec83067b6b4bab6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8633135.page"><b>Btothefnrock wrote:</b></a><br/>Lets just go back to 2nd ed, where the turret of my predator once flew off and killed a nearby techmarine...</div></blockquote><br /> <br /> Wait....that could happen?]]></description>
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				<pubDate><![CDATA[Thu, 5 May 2016 00:43:12]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Me and a buddy will be playing a game of Tweak Hammer tomorrow and we're gonna use this chart for the game:<br /> <br /> Glancing<br /> 1-2 Crew Shaken<br /> 3 Crew Stunned<br /> 4 Immobilixed<br /> 5 Weapon Destroyed<br /> 6 Roll twice Ignoring further 6s<br /> <br /> Penetrating<br /> 1-2 Crew Stunned<br /> 3-4 Immobilized<br /> 5 Weapon Destroyed<br /> 6 Explodes<br /> <br /> Modifiers for both charts<br /> +1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 or 2<br /> +1 Ordinance<br /> <br /> Crew Stunned Addition: If a vehicle suffers second Crew Stunned in the same phase they cannot Fire their weapons at all. Any further Crew Stunned results are upgraded to Immobilized.<br /> <br /> Multiple Crew Shaken results wont stack<br /> <br /> Ill pop back in and tell you all how it worked.]]></description>
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				<pubDate><![CDATA[Wed, 11 May 2016 22:04:43]]> GMT</pubDate>
				<author><![CDATA[ Grimmor]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Really, all <span class="glossaryitem" onmouseover='gp(50);'>GW</span> needs to do is give each vehicle about +2hp , and change the damage result table to:<br /> 1-2: shaken<br /> 3: stunned<br /> 4: wpn destroyed<br /> 5: immobilized<br /> 6:wrecked<br /> 7+: explodes.<br /> That way, glancing hits are less useful,  and high powered <span class="glossaryitem" onmouseover='gp(482);'>AT</span> would be more preferable. Problem (kind of) solved. Just shake it up a little but keep the 7th ed vehicle system and glancing hits are much less of a problem<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I don't really want to explain how the guy's suggestion above me really wouldn't work, but it just won't. Plus that's just a bunch more pointless rules to try and remember. In fact,  I would much rather play with the current rules than that ^^<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2016 21:59:07]]> GMT</pubDate>
				<author><![CDATA[ 123ply]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ bring back 5th edition when a tank actually felt like a tank and could take a good amount of fire and higher <span class="glossaryitem" onmouseover='gp(9);'>AV</span> required actual dedicated anti tank weapons to kill.  Now almost every vehicle in the game can be wrecked by spamming strength 6/7 attacks or grav and no one bothers with dedicated anti tank weapons.  ]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 01:42:50]]> GMT</pubDate>
				<author><![CDATA[ HoundsofDemos]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Also, dedicated anti-tank sucks against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 16:36:05]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ I would hybrid the 5th and now. hull points only taken off on penetrating hits of a 3+ as the shaken is supposed to means the crew is shaken and vehicle is fine. glances should cause vehicle shaken on a 3+ . currently vehicles just die so quickly to glances... I am sorry battlewagon, they scratched the paint 4 times now you are wrecked does not fly ]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 17:59:32]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The Hull Points system is pretty decent as a base idea, but it's been poorly implemented (the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> way for everything, I'd say). While possible, it should be difficult to destroy a vehicle by glancing shots. Basically the Hull Points stat of almost all vehicles should be doubled or even tripled. As a countermeasure, penetrating hits could remove two hull points. With the current internal damage table, I think it would work pretty well.]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 18:50:06]]> GMT</pubDate>
				<author><![CDATA[ Korinov]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Wow...  Dakka lets me down more and more every day.  :(<br /> <br /> The current vehicle rules are fantastic.  Better than they have ever been.<br /> <br /> Walker rules could use some cleanup, but leave everything else alone.]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 19:37:52]]> GMT</pubDate>
				<author><![CDATA[ oni]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ How are they the best theyve ever been? Heavy anti infantry weapons are amongst the best anti tank guns while actual anti tank guns are amongst the worst, the skimmer/non skimmer gap is back in full force, and vehicles in general are considered very poor in relation the <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 20:29:33]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/73f124c77df247a60e1963b8ab5940da.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8667856.page"><b>oni wrote:</b></a><br/>Wow...  Dakka lets me down more and more every day.  :(<br /> <br /> The current vehicle rules are fantastic.  Better than they have ever been.<br /> <br /> Walker rules could use some cleanup, but leave everything else alone.</div></blockquote><br /> <br /> So you are perfectly fine with vehicles being <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s without any form of saves, no smash, no <span class="glossaryitem" onmouseover='gp(19);'>CC</span> survivability, almost always getting easier to wound as you flank them and suffering rippling hits every time the enemy gets more than the minimal 'to wound' number needed?]]></description>
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				<pubDate><![CDATA[Sat, 21 May 2016 12:54:36]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The biggest problem I had with 5th edition, you could disable a tank/vehicle and not kill it or kill it outright with a single shot (<span class="glossaryitem" onmouseover='gp(270);'>SH</span> not included). <br /> <br /> As long as you glanced it, you could keep a tank stunned or shaken and unable to do anything for a whole game.   It was still alive sure, but it was only prolonging the inevitable. <br /> All it took was a single glancing hit to put a big land raider or Russ out of commission without killing it.  With no snap shots existing, you reduced the tank to a paper weight that could move a little (if that)<br /> <br /> Perhaps that was my personal experience, but while I liked the survivability, the ability to make vehicles "disabled" so easily wasn't fun for me. <br /> <br /> Perhaps the current rules need tweaking, but I don't think reverting to past versions fixes it outright. <br /> <br /> Past editions were good in their own ways, but they were flawed just the same in their own ways. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 May 2016 13:30:51]]> GMT</pubDate>
				<author><![CDATA[ Engine of War]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ 5th ed was when vehicles had a little too much power. Glancing hits and Pen hits really need different tables to make it work, otherwise one or the other becomes pointless (if you moved Wrecked to a lower spot, Penetrating hits mean nothing since you can also spam Glancing hits.)<br /> <br /> The reason <span class="glossaryitem" onmouseover='gp(661);'>HP</span> fails too is because Vehicles are suppose to be destroyed by 1 well-placed shot, not by a dozen pokes. <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are suppose to die by a thousand pokes. These are suppose to be mechanically different. ]]></description>
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				<pubDate><![CDATA[Sat, 21 May 2016 13:47:32]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ Except things like massivd artillery count as pokes, too.]]></description>
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				<pubDate><![CDATA[Sat, 21 May 2016 14:21:28]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ The only way you could find the current vehicle rules "fantastic" or think they're "better than they've ever been" is if you don't actually play with vehicles, or you just don't like them at all, in which case I can imagine you would rather like the current system where vehicles never actually hit the table (unless they're literally <i>free</i>) because they're so terrible that they're a liability, and a waste of points. ]]></description>
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				<pubDate><![CDATA[Sun, 22 May 2016 03:30:23]]> GMT</pubDate>
				<author><![CDATA[ Sidstyler]]></author>
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				<title>Re:Old(4th or 5th edition ) Vehicle rules vs new rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/184cc37168ad9dadc84fddc6ae72cfa5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689452/8669762.page"><b>Sidstyler wrote:</b></a><br/>The only way you could find the current vehicle rules "fantastic" or think they're "better than they've ever been" is if you don't actually play with vehicles, or you just don't like them at all, in which case I can imagine you would rather like the current system where vehicles never actually hit the table (unless they're literally <i>free</i>) because they're so terrible that they're a liability, and a waste of points. </div></blockquote><br /> <br /> ^This.<br /> Or if you play <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s/GMC's too.]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2016 10:35:12]]> GMT</pubDate>
				<author><![CDATA[ master of ordinance]]></author>
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