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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I know this has been done to death but my group have never really found an answer that we all like so here's another go at it form me.<br /> <br /> Alot of the vehicle fixes I read add un-needed or wanted complexity to an already bloated system so I'm aiming for a very simple fix.<br /> <br /> All I'm proposing is an armour save for vehicles, I know that the penetration roll supposedly covers that as it's a little different to a to-wound roll but vehicles get cover and invulnerable saves all the time and the existing <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system would work perfectly well for vehicles so all that we need to do is give them a save value.<br /> <br /> I could go through and assess each vehicle on its merits and assign them all an individually save value representing their particular abilities in the game and the fluff but that would take far to long so a nice easy system for determining their save is needed.<br /> <br /> All vehicles have a 4+ save modified by the following. <br /> <br /> The vehicle has -1 to its save if it is a Skimmer or a Flyer.<br /> The vehicle has -1 to its save if it is Open Topped.<br /> The vehicle has +1 to its save if it is a Tank or a Walker.<br /> The vehicle has +1 to its save if it has <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:14 on any of its facings.<br /> <br /> That's it, nice and simple, no different save for different facings or adding together all <span class="glossaryitem" onmouseover='gp(9);'>AV</span> values. Here are a few examples of vehicle saves under these rules.<br /> <br /> 6+:  This is mainly dark eldar vehicles, not much of a bonus for them but they will be jinking anyway.<br /> 5+:  Landspeeders, most flyers, Ork Trukks, some necron vehicles.<br /> 4+:  Guard Sentinels, Warwalkers, Tau and Eldar grav tanks, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> artillary.<br /> 3+:  Most dreadnoughts and other walkers, Battle wagons, all rhino chassis and most chimera chassis and Imperial Knights.<br /> 2+:  The toughest vehicles like Landraiders, monoliths and Leman Russ and many super heavy tanks.<br /> <br /> <br /> What does this do?<br /> <br /> It gives all vehicles an added level of survivability against weaker weapons, mainly making it harder for the plethora of mid strength weapons to crack vehicles which is the go to in games at the moment.<br /> The autocannon and similar weapons still do their anti light vehicle and flyer roll well with <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4<br /> The lighter antitank weapons like the Krak missile have the advantage that they beat standard tank armour.<br /> The real anti-vehicle weapons like Melta, Lascannons, lances and rail weapons still penetrate even the toughest vehicles.<br /> <br /> The main losers from this are scatter lasers with their non-existent <span class="glossaryitem" onmouseover='gp(6);'>AP</span> but they will still be good at forcing damage through just like they are against all targets but they will lose some effectiveness. Other weapons to generally become worse are haywire weapons, your thoughts on this will likely be decided by which side of the gun you're facing (I play admech but am ok with it). <br /> <br /> My only other quick vehicle thought is to remove the ability of grav to immobilize vehicles and just have them lose the hull point.<br /> <br /> Let me know your thoughts and any holes you can spot or problems you can see. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 10 Mar 2017 16:25:44]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I'd argue that 4+ should be the worst save level for a vehicle.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 10 Mar 2017 21:19:41]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Mostly agreed; 5+ and 6+ armor saves are negated by almost everything. Even multilasers and scatter lasers have AP6, and everyone's standard infantry weapons except Guard and Tyranids have AP5.<br /> <br /> 5+ and 6+ invulnerable saves can be useful, but armor? Not so much.]]></description>
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				<pubDate><![CDATA[Fri, 10 Mar 2017 21:23:35]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Re:Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I have personally always viewed a 4+ armor save as being perfect for vehicles, as it represents an effective resistance to weaker, massed low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons.<br /> <br /> A 4+ save also makes AP1, 2, and 3 weapons far more appealing for anti-armor roles, such as Battle Cannons and Lascannons.<br /> <br /> While I like your current concept, 5+ and 6+ saves just don't seem sufficient.]]></description>
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				<pubDate><![CDATA[Fri, 10 Mar 2017 21:36:52]]> GMT</pubDate>
				<author><![CDATA[ Cothonian]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I like everything about this except the -1 for Skimmer or Flyer types.<br /> Many Skimmers are already Open-topped and Flyers generally do not have better than AV12, many are only 10.<br /> Also considering most weapons have at least AP5, and you create a huge gap between vehicles that have an armour save (any that have 4+) and those that almost never will (any with 5+ or worse)<br /> <br /> The only thing that should lower the 4+ vehicle armour should be Open-topped as most of these vehicles can either Jink (see Eldar & <span class="glossaryitem" onmouseover='gp(27);'>DE</span>) have AV12 (drop pods) or are cheap (Ork trukks)<br /> <br /> Another downside you might want to consider is Gladius.  That many free Rhinos/Razorback is bad enough, now imagine them all having a 3+ <span class="glossaryitem" onmouseover='gp(157);'>sv</span>.<br /> Maybe only Tanks/Walkers with AV12 on at least 1 facing get the +1 save?<br /> <br /> And you should never get bonuses to the armour save in the Rear facing.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Fri, 10 Mar 2017 21:42:38]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I would just it all 4+ so weapons with poor <span class="glossaryitem" onmouseover='gp(6);'>ap</span> get halved in effectiveness.]]></description>
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				<pubDate><![CDATA[Sat, 11 Mar 2017 04:53:04]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ What if the damage table became more like a save?<br /> Modifiers as follows:<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 =+2<br /> ÀP 2 =+1<br /> Open topped =+1<br /> Glancing hit =-1<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6 =-1<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - =-2<br /> <br /> Then the table becomes something like:<br /> 1 or lower = no damage<br /> 2 = shaken, no hull damage<br /> 3 = stunned, no hull damage<br /> 4 = 1 hull point no other effect<br /> 5 = 1 hull point and weapon damage<br /> 6 = 1 hull point and immobilised<br /> 7 and above = 2 hull points<br /> <br /> If a vehicle reaches 0 hull points it is wrecked.<br /> If a vehicle reaches a negative number of hull points, it explodes.<br /> <br /> Exact numbers and effects to be experimented with until we're happy that it work right.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 01:31:48]]> GMT</pubDate>
				<author><![CDATA[ Zustiur]]></author>
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				<title>Re:Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Thanks for the replies, I can see the point that various people have made about a 6+ save being mainly pointless and I agree.<br /> <br /> I think I'll alter how we try these rules by removing the -1 save for being a skimmer or flyer so a 5+ is the worst it can get which is reasonably useful against scatterlasers, multilasers and some haywire weapons.<br /> The only issue with this is that is makes forcing things like Eldar and Tau tanks to jink that much harder if they have a natural 3+, this is one of the main tactics verses them. Do people think that is a problem?<br /> <br /> One other thing that has come up in discussion with some friends is the save in close combat, mainly that krak grenades only have <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 which wouldn't get through the save of a tank which is kind of their job so I'm adding the following.<br /> <br /> All vehicle suffer a -1 to their save in close combat.<br /> <br /> This represents that you can find weakspots and such whilst in close with a vehicle, thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 13:16:21]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ You could base the save on the armour value of the facing.<br /> 10/11 = 4+<br /> 12/13 = 3+<br /> 14/15 = 2+]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 13:59:48]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
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				<title>Re:Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d35d5b075dd69325c1e8b376325705c7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9251910.page"><b>WisdomLS wrote:</b></a><br/>Thanks for the replies, I can see the point that various people have made about a 6+ save being mainly pointless and I agree.<br /> <br /> I think I'll alter how we try these rules by removing the -1 save for being a skimmer or flyer so a 5+ is the worst it can get which is reasonably useful against scatterlasers, multilasers and some haywire weapons.<br /> The only issue with this is that is makes forcing things like Eldar and Tau tanks to jink that much harder if they have a natural 3+, this is one of the main tactics verses them. Do people think that is a problem?</div></blockquote><br /> I don't really see why Skimmers have to be targeted like this.  Many are already Open-topped and the ones that are Tanks, are...Tanks, so they would be more protected.  No one take Tau tanks really so they are not a problem.  Eldar tanks are rather good though and already don't Jink often because of Holofields.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d35d5b075dd69325c1e8b376325705c7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9251910.page"><b>WisdomLS wrote:</b></a><br/><br /> One other thing that has come up in discussion with some friends is the save in close combat, mainly that krak grenades only have <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 which wouldn't get through the save of a tank which is kind of their job so I'm adding the following.<br /> <br /> All vehicle suffer a -1 to their save in close combat.<br /> <br /> This represents that you can find weakspots and such whilst in close with a vehicle, thoughts?</div></blockquote><br /> This would be solved by saying that shots in Rear armour never benefit from +1 save (but would still get -1 if Open-topped).  So you wouldn't need to add  yet another modifier for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as all vehicles would have a 4+ or 5+ save in the rear (even AV14 ones), thus allowing Krak grenades to get around this.<br /> <br /> <br /> So in general, this is what would be ideal (<span class="glossaryitem" onmouseover='gp(72);'>IMO</span>):<br /> All Vehicles start with a 4+ armour save on all facings<br /> Open-topped = -1 to this save<br /> AV12/13 = +1 to this save of that facing<br /> AV14+ gains +1 to the save of that facing<br /> Rear armour facing never receives bonuses to their armour save (yet Open-topped is still -1)<br /> <br /> So with that, a Rhino would just have a 4+ armour, Dreads would have 3+ (4+ in rear), Land Raiders 2+ (4+ in rear)<br /> An Ork Battle Wagon would have 2+ in the front, 4+ in the sides (+1 for <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12, -1 for Open-topped) and 5+ in the rear<br /> An Eldar Tank would have 3+ (4+ in rear), War Walkers & Vypers would have 5+<br /> <br /> <br /> -]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 14:02:03]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Flat 4+. Nothing else necessary. This hedges out the weapons that shouldn't be anti-tank weapons. ]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 14:04:54]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9251980.page"><b>Martel732 wrote:</b></a><br/>Flat 4+. Nothing else necessary. This hedges out the weapons that shouldn't be anti-tank weapons. </div></blockquote><br /> <br /> Not all vehicles are tanks though.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 14:15:33]]> GMT</pubDate>
				<author><![CDATA[ SolarCross]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9251980.page"><b>Martel732 wrote:</b></a><br/>Flat 4+. Nothing else necessary. This hedges out the weapons that shouldn't be anti-tank weapons. </div></blockquote><br /> Hmm. I could live with this.  it would be nice to have for -1/+1 system to note how some vehicles are different, but I guess that is what the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and number of <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> is for.<br /> The biggest downside to a flat 4+ is that it is a much bigger deal for AV10 than AV12+ vehicles<br /> Once you get to AV12, you really need str7+ weapons to make a difference.  Most of those are AP4/3/2/1, the armour save won't matter<br /> Av10 vehicle are still vulnerable to str5 & 6 and with a 4+ armour, they won't need to Jink against small arms at all.<br /> <br /> It would certainly be a boost for Orks & Dark Eldar and a blow to Scatter lasers (both good things) but I don't think it's best for the overall balance.<br /> We at least need -1 armour save for Open-topped and +1 for something else (Tanks/Walker with AV12+ for example)<br /> <br /> -<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 14:20:13]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/367f3332b4b1d44b4394686da405db3b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9252007.page"><b>Galef wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/720315/9251980.page"><b>Martel732 wrote:</b></a><br/>Flat 4+. Nothing else necessary. This hedges out the weapons that shouldn't be anti-tank weapons. </div></blockquote><br /> Hmm. I could live with this.  it would be nice to have for -1/+1 system to note how some vehicles are different, but I guess that is what the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and number of <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> is for.<br /> </div></blockquote><br /> <br /> You could do a faster <span class="glossaryitem" onmouseover='gp(661);'>HP</span>-based estimate. 4+ for most vehicles, 3+ for vehicles with 4+ <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, 5+ for vehicles with 2HP.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 14:22:42]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/367f3332b4b1d44b4394686da405db3b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9252007.page"><b>Galef wrote:</b></a><br/><br /> <br />  but I don't think it's best for the overall balance.<br /> </div></blockquote><br /> <br /> Anything that makes gladius stronger can't be good for the overall balance. The save for vehicles could be nice but as long as <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can field 300 points of free vehicles (and have new immortal superheroes) any proposed rule that goes in that direction would only increase the number of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list in tournaments, which is extremely high yet, and <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the most effective army at the moment.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 17:01:58]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b0ccb7f13e64f91aa51c41beb02ca643.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9252297.page"><b>Blackie wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/367f3332b4b1d44b4394686da405db3b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9252007.page"><b>Galef wrote:</b></a><br/><br /> <br />  but I don't think it's best for the overall balance.<br /> </div></blockquote><br /> <br /> Anything that makes gladius stronger can't be good for the overall balance. The save for vehicles could be nice but as long as <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can field 300 points of free vehicles (and have new immortal superheroes) any proposed rule that goes in that direction would only increase the number of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list in tournaments, which is extremely high yet, and <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the most effective army at the moment.</div></blockquote><br /> <br /> And this is the problem I have with the proposed rule forum. There are too many people who insist on reading each thread in a vacuum as though the fixes proposed within must exclude all other fixes to the game.<br /> <br /> Yet when discussions try to encompass the whole game in a rewrite or as a series of <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> style patches there is very little interest, or worse there is interest from the same group of people as in every other rewrite thread so we just end up repeating ourselves.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2017 22:58:08]]> GMT</pubDate>
				<author><![CDATA[ Zustiur]]></author>
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				<title>Re:Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ a bit late, but I figure all vehicles should get a flat 3+ armour save. this mitigates being glanced to death, but still leaves dedicated <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons as the "best option" and it doesn;t complicate the game more at all.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Mar 2017 19:25:46]]> GMT</pubDate>
				<author><![CDATA[ Brennonjw]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I like 4+ better, because autocannons should be able to kill Rhinos and Chimeras no problem. 4+ hedges out everything that is absolutely not an anti-tank weapon. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Mar 2017 19:28:26]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Hmm, how would the notion of armor saves on a vehicle affect grav weaponry?  That could be problematic if it ignores armor and causes damage on a 4+ rather than a 6+.]]></description>
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				<pubDate><![CDATA[Mon, 20 Mar 2017 19:39:01]]> GMT</pubDate>
				<author><![CDATA[ KommissarKiln]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2b2540557b563710fff858c84a8b82be.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9263724.page"><b>KommissarKiln wrote:</b></a><br/>Hmm, how would the notion of armor saves on a vehicle affect grav weaponry?  That could be problematic if it ignores armor and causes damage on a 4+ rather than a 6+.</div></blockquote><br /> <br /> Well Grav weapons in general need to be introduced to the proverbial "nerf bat"]]></description>
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				<pubDate><![CDATA[Mon, 20 Mar 2017 19:44:01]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2b2540557b563710fff858c84a8b82be.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9263724.page"><b>KommissarKiln wrote:</b></a><br/>Hmm, how would the notion of armor saves on a vehicle affect grav weaponry?  That could be problematic if it ignores armor and causes damage on a 4+ rather than a 6+.</div></blockquote><br /> <br /> It would remain a "6" vs vehicles, regardless of vehicle armor save. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Mar 2017 19:46:08]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9263741.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2b2540557b563710fff858c84a8b82be.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9263724.page"><b>KommissarKiln wrote:</b></a><br/>Hmm, how would the notion of armor saves on a vehicle affect grav weaponry?  That could be problematic if it ignores armor and causes damage on a 4+ rather than a 6+.</div></blockquote><br /> <br /> It would remain a "6" vs vehicles, regardless of vehicle armor save. </div></blockquote><br /> To clarify this, Grav currently "wounds" models on Armour Save, but still need a '6' against vehicles.  Give all vehicles 4+ armour would mean nothing to Grav because it still needs to roll Armour penetration, not "to wound".<br /> <br /> I am in favor of Martel's suggestion that all vehicles gain 4+ amour, although I would also say that Open-topped vehicles get -1 to that and any Tank/Walker with AV13+ gets +1 to that facing.<br /> <br /> So a Rhino would still be 4+ all around, Land Raiderss would be 3+ on all sides, Imperial Knights would have 3+ in their Front armour, but 4+ on all other sides.<br /> A Wave Serpent would be 4+ all around, Vypers/Venoms/Raider/War Walkers would be 5+ (but these all can Jink and'or get an Invul save)<br /> And OrK Battle Wagon would have 4+ in the front (+1 for AV14, but -1 for Open-topped, so it washes) and 5+ on all other sides.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Tue, 21 Mar 2017 20:14:55]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9263701.page"><b>Martel732 wrote:</b></a><br/>I like 4+ better, because autocannons should be able to kill Rhinos and Chimeras no problem. 4+ hedges out everything that is absolutely not an anti-tank weapon. </div></blockquote><br /> While that would work for a global 4+, it won't work for the modified one above, as both Rhinos and Chimeras are Tanks, so start with 3+.<br /> <br /> Still, it is a good starting point, and then modify from there.  After all, do we really think that an Ork Trukk should have the same Save (or better) as a Dark Elf Raider?]]></description>
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				<pubDate><![CDATA[Tue, 21 Mar 2017 21:08:42]]> GMT</pubDate>
				<author><![CDATA[ Charistoph]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f45b9b45c8512f4742541d2a5a08a68d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9265769.page"><b>Charistoph wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/720315/9263701.page"><b>Martel732 wrote:</b></a><br/>I like 4+ better, because autocannons should be able to kill Rhinos and Chimeras no problem. 4+ hedges out everything that is absolutely not an anti-tank weapon. </div></blockquote><br /> While that would work for a global 4+, it won't work for the modified one above, as both Rhinos and Chimeras are Tanks, so start with 3+.</div></blockquote><br /> That is why if you are going to add the possibility of 3+ for vehicle, it needs to be rare.  Re-read my post above, I suggested only Tanks/Walkers with <u>AV13+</u> get +1 save on that facing only.<br /> So a Rhinos & Chimera would still be 4+ all around, but a Land Raider would be 3+<br /> IKs would have 3+ on their AV13 facing, but only 4+ on their AV12 facings.<br /> <br /> Ork trukks and <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Raiders would both have 5+ armour in my system.  Raiders can still Jink and Ork trukks are....Ork trukks.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Tue, 21 Mar 2017 21:17:03]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f45b9b45c8512f4742541d2a5a08a68d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9265769.page"><b>Charistoph wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/720315/9263701.page"><b>Martel732 wrote:</b></a><br/>I like 4+ better, because autocannons should be able to kill Rhinos and Chimeras no problem. 4+ hedges out everything that is absolutely not an anti-tank weapon. </div></blockquote><br /> While that would work for a global 4+, it won't work for the modified one above, as both Rhinos and Chimeras are Tanks, so start with 3+.<br /> <br /> Still, it is a good starting point, and then modify from there.  After all, do we really think that an Ork Trukk should have the same Save (or better) as a Dark Elf Raider?</div></blockquote><br /> <br /> Trukks and raiders seem to have the same toughness to me, they should have the same save. They both are 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> vehicles, AV10-10-10, fast, open topped and with almost the same capacity. Why shouldn't be treated differently? Raiders are paper things, just like trukks. <br /> <br /> I think the eventual armour save shouldn't be added based on the vehicle's type but on its <span class="glossaryitem" onmouseover='gp(9);'>AV</span>. Rhinos should have the same save as trukks. Give a 5+ for AV10-11, a 4+ for 12-13 and a 3+ for AV14. Seems fair.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 07:37:08]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b0ccb7f13e64f91aa51c41beb02ca643.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9266395.page"><b>Blackie wrote:</b></a><br/>Trukks and raiders seem to have the same toughness to me, they should have the same save. They both are 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> vehicles, AV10-10-10, fast, open topped and with almost the same capacity. Why shouldn't be treated differently? Raiders are paper things, just like trukks. <br /> <br /> I think the eventual armour save shouldn't be added based on the vehicle's type but on its <span class="glossaryitem" onmouseover='gp(9);'>AV</span>. Rhinos should have the same save as trukks. Give a 5+ for AV10-11, a 4+ for 12-13 and a 3+ for AV14. Seems fair.</div></blockquote><br /> Because Trukks are ramshackle and Raiders are precision engineered.  One is built light because it's "good enough" while the other is built light because they want it to be fast and agile.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 15:04:03]]> GMT</pubDate>
				<author><![CDATA[ Charistoph]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f45b9b45c8512f4742541d2a5a08a68d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/720315/9265769.page"><b>Charistoph wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/720315/9263701.page"><b>Martel732 wrote:</b></a><br/>I like 4+ better, because autocannons should be able to kill Rhinos and Chimeras no problem. 4+ hedges out everything that is absolutely not an anti-tank weapon. </div></blockquote><br /> While that would work for a global 4+, it won't work for the modified one above, as both Rhinos and Chimeras are Tanks, so start with 3+.<br /> <br /> Still, it is a good starting point, and then modify from there.  After all, do we really think that an Ork Trukk should have the same Save (or better) as a Dark Elf Raider?</div></blockquote><br /> <br /> Probably not, but it's just there to fix the hull point scrubbing from weapons that are clearly not intended to be anti-tank. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 15:20:48]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Honestly how strong should 35pts be?<br /> <br /> Rhinos are 35pts, do you really want 35pts to stay alive for many turns?<br /> <br /> And many armies can ONLY glance down vehicles if it take that away or make it harder those armies will suffer.<br /> <br /> Currently Glance/Pen system isnt that bad, it is just the Power creep has caught up to them, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> are stronger unless someone has Plasma or Grav, that rips them apart and most <span class="glossaryitem" onmouseover='gp(93);'>MC</span> cant have the good/amount of guns as Vehicles, Look at Vemons for an example, 36" 12 shot guns for 65pts, or Ghost Arcs 110pts for 4 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> av11/13 with 10 guns each side, Hornets, 80pts for 4 S8/AP2 shots at 48". The <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s that are a problem are Tau and Flying <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s. How many <span class="glossaryitem" onmouseover='gp(93);'>MC</span> do you fear? a Few Tau, Nids and some Daemons. Those are only strong b.c Nids/Daemons fly and Tau b.c it is WAY undercost (75pts base undercost) Otherwise 90% of <span class="glossaryitem" onmouseover='gp(93);'>MC</span> are weak <span class="glossaryitem" onmouseover='gp(702);'>AF</span><br /> .<br /> <br /> <br /> The Problem <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is that many vehicles for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and mostly Imperial are over costed.<br /> <br /> Not saying something doesnt need to be done, but its a hard thing to balance. If you make universal rulles that give Rhinos/Razorbacks a edge, those 350 (free) points for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> etc.. are not extremely strong and will run amuk.<br /> <br /> Think about <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> with <span class="glossaryitem" onmouseover='gp(60);'>IA</span> book, they all take now you have 12 Immolators with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(336);'>HF</span> or <span class="glossaryitem" onmouseover='gp(330);'>MM</span> with a 4+ and a 4+ come back, not counting you are not killing he 65 Battle Sister int hose vehicles that WANTS to wait till late turn to get out.<br /> <br /> Or White Scars <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> in and out of Rhinos..... imagine that with 4+ saves.<br /> .<br /> <br /> <br /> How is <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, Orcs, <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, Harlequins, <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, going to deal with that?<br /> <br /> The Meta would completely change to break Vehicles as fast as it can with As much s8/ap2 and s9/ap1, Metla and Armorbane.<br /> <br /> And we are back to the problem again b.c now they are exploding instead of glancing, and exploding is MUCH worst.<br /> <br /> <br /> Edit: English is hard for me, sorry for grammar and spelling.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 20:01:19]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ 4+ armor rhinos would mean nothing to how I usually dispatch them. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 20:11:41]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267566.page"><b>Martel732 wrote:</b></a><br/>4+ armor rhinos would mean nothing to how I usually dispatch them. </div></blockquote><br /> But would be pretty harsh for Scatter lasers to deal with (which is a good thing).]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 20:15:20]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Weapons <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 and worse have no business wrecking tanks. That's why I picked 4+ armor. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 20:16:27]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267580.page"><b>Martel732 wrote:</b></a><br/>Weapons <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 and worse have no business wrecking tanks. That's why I picked 4+ armor. </div></blockquote><br /> <br /> OH OK, so even if it was S8? or S9? What About Armorbane without an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>? Or Haywire? How about Melee units without <span class="glossaryitem" onmouseover='gp(6);'>AP</span> like Grotesques with S5 and sometimes S6 should they not be able hurt them?<br /> <br /> I understand why you picked 4+ save, but again it doesnt solve the problem it just make new ones.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:36:45]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Since when is 4+ armor invincible? It makes your grotesques and haywire half as effective. Find me some S8 AP5 or 6 as well. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:40:13]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267738.page"><b>Martel732 wrote:</b></a><br/>Since when is 4+ armor invincible? It makes your grotesques and haywire half as effective. Find me some S8 AP5 or 6 as well. </div></blockquote><br /> <br /> Skullcannon of Khorne.<br />  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:42:27]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Sorry about your luck, Khorne. We'll errata it to <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:48:12]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Some <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Missiles are High Strength <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- or AP5 as well<br /> <br /> You are just hurting already bad armies with proposal and Armies like Eldar, <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Tau will just swap a couple units out and see no difference.<br /> <br /> Edit: And you are Making <span class="glossaryitem" onmouseover='gp(93);'>MC</span> inadvertently stronger b.c of Smash AP2 rule. The 10 Walker Mech <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> armor might even be tier 1 strong. Or Invis vehicles Squads too, Now I have a unit of 3 Warp Hunters with Invis and a 4+ save. How can you deal with that?<br /> <br /> The problem is Imperial vehicles are just over costed (Out side of a few). Why take a 160pt tank with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 that shoots at 1 thing a turn with a signal Large blast? Whwn you can just have a Bike Squad of Plasma with a 3+ rerolling jink, or Bike Squad with Scout, grav and with a <span class="glossaryitem" onmouseover='gp(67);'>IC</span> that will ignore cover.<br /> <br /> Its just poor balance of unit types.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:51:59]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ This definitely hurts Eldar and Tau. To claim otherwise is nuts. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 21:58:39]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267779.page"><b>Martel732 wrote:</b></a><br/>This definitely hurts Eldar and Tau. To claim otherwise is nuts. </div></blockquote><br /> <br /> Eldar has Warp Hunters, Hornets and other means that are all already in Tournaments and high end play, Warp Hunters already do a lot of damage to vehicles, Hornets are A4 S8/Ap2, <br /> Now with Ynnari you can Archon <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> Fire Dragons, Kill 1 vehicle and get to shoot another.<br /> <br /> <br /> I said they would swap a couple things, they would still be top tier armies.<br /> <br /> You are hurting armies that already have trouple just to buff 1-2 armies from low tier to a mid "ish" tier.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 22:22:27]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Well, something must be done about the lascannon being inferior to the scatterlaser against a lot of vehicular targets. Single shot weapons are basically pure trash in 7th ed unless they are D. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 22:26:29]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267824.page"><b>Martel732 wrote:</b></a><br/>Well, something must be done about the lascannon being inferior to the scatterlaser against a lot of vehicular targets. Single shot weapons are basically pure trash in 7th ed unless they are D. </div></blockquote><br /> <br /> The proble is Eldar can take 1 Scatter/Shuriken on EACH BIKE. Thats the problem with scatterbikes. <br /> <br /> Lascannons problems are single shot without <span class="glossaryitem" onmouseover='gp(126);'>Tl</span> for high cost. But Scatter cant hurt AV13.<br /> <br /> If you are spamming Rhino Chassis *cough cough 35pts* yes a 81pts unit has a good chance to stop it.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> some vehicles like the 100pts+ ones just need to have 1pt better Front armor. this is a better fix.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 22:33:05]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ " But Scatter cant hurt AV13. "<br /> <br /> Who cares? Most <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 is overcosted garbage. <br /> <br /> Predators: ovecosted<br /> IKs: overcosted<br /> Sicaran: overcosted<br /> <br /> Scatterbikes also have a tendency to get on the side, where <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 is super rare. But there's the Russ. Oh wait, overcosted. <br /> <br /> Vehicles are gonna need side armor too. Because scatbikes. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 22:53:50]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/720315/9267872.page"><b>Martel732 wrote:</b></a><br/>" But Scatter cant hurt AV13. "<br /> <br /> Who cares? Most <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 is overcosted garbage. <br /> <br /> Predators: ovecosted<br /> IKs: overcosted<br /> Sicaran: overcosted<br /> <br /> Scatterbikes also have a tendency to get on the side, where <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 is super rare. But there's the Russ. Oh wait, overcosted. <br /> <br /> Vehicles are gonna need side armor too. Because scatbikes. </div></blockquote><br /> <br /> Not all are, just for <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and again go re-read other things I was saying that most tanks are overcosted.<br /> <br /> I'd rahter see decrease in points than buffs that will out balance the game in different ways.]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 23:42:47]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ Getting cheaper is always viable if we are leaving them weak to S6/7 spam. ]]></description>
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				<pubDate><![CDATA[Wed, 22 Mar 2017 23:50:18]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Yet another &quot;give vehicles an armour save&quot; thread ;-)</title>
				<description><![CDATA[ I'm not sure whether *paid for* Rhinos or Trukks are going to get any cheaper, or ought to!  I even feel the Chimera is not too far from fairly costed, and 5-10 points would be a good, fair price reduction, but anything further would be too much.  Of course, I'm not necessarily for everything getting cheaper, as games will get more Apocalypse-y in smaller and smaller games.<br /> <br /> That said, I wouldn't mind a universal 4+ or a range from 5+ to 3+ armor saves on vehicles.  I've had a Chimera take *4* hull points from 3 rapid-firing Fire Warriors for total overkill... So since then the notion of small arms fire destroying tanks has left a slightly bad taste in my mouth... With the suggested rules, <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons like Meltas and lascannons remain as effective as they already have been, but it'll be a bit tougher for anti-personnel type weapons from punching through tank hulls...]]></description>
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				<pubDate><![CDATA[Thu, 23 Mar 2017 00:55:37]]> GMT</pubDate>
				<author><![CDATA[ KommissarKiln]]></author>
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