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		<title><![CDATA[Latest posts for the thread "Some modest proposals to tweak the guard"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Some modest proposals to tweak the guard"]]></description>
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				<title>Some modest proposals to tweak the guard</title>
				<description><![CDATA[ Although I've not yet played 8th the guard (or anything for that matter) I think I've seen enough to know where they need improvement.  I hope that isn't too arrogant.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> First of all, the psychic powers and Wyrdvane Pyskers.  The former are OK, but the latter are still poor.  So here's my suggestion:<br /> <br /> Psychic Barrier: Change it to "all friendly Astra Militarum units within 6" of the caster gain +1 to their save".  Now, Wyrdvane Pyskers have a way to protect themselves while still being useful to the army as a whole.  I think the Warp Charge might need upped in this case though.  <br /> <br /> Wyrdvane Pyskers: First, change their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to 4+, and give them a 5+ save.  Let them match regular <span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry at least.  Then there's Choir Of Minds.  I was trying many things, and I think that the current system (1D6 with +1 for 3+ models and +2 for 6+ models) works OK.  I tried 1D6 + total number of models in unit but that's too good.  Here's my only suggestion to boost it; if the roll for casting Smite is 7+, it inflicts <span class="glossaryitem" onmouseover='gp(24);'>D6</span> mortal wounds instead.  So now, your Wyrdvanes can function as portable cover or a sort of artillery weapon.  Hopefully these changes make them useful without being <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.  But I am prepared to bump up their price.  What do you think?<br /> <br /> I'm also looking at Leman Russes, but only once the Psykers are fixed.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2017 00:39:57]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
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				<title>Some modest proposals to tweak the guard</title>
				<description><![CDATA[ Any weapon that has a random number of shots that are not either grenades or hit automatically become d3+3 instead of <span class="glossaryitem" onmouseover='gp(24);'>d6</span>.<br /> <br /> This counts for multiples as well, so a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> shot weapon would instead be 2d3+6.<br /> <br /> Solves a lot of the problems I've seen with the old blast weapons not hitting enough without pushing their upper damage limit to a point of I'm balance.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2017 02:15:59]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Re:Some modest proposals to tweak the guard</title>
				<description><![CDATA[ That could work.  My suggestion was to do it <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> style but in reverse, due to <span class="glossaryitem" onmouseover='gp(3);'>40ks</span> damage allocation rules.  For example, a battle cannon would now be:<br /> <br /> Range: 72" Attacks: <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> Strength: 8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -2 D: 1<br /> <br /> A similar weapon in <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> would have one attack but do <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> damage.  The way I figure it, after you figure in the random attacks, the average ballistic skill, and the saves that a lot of people will still get, those <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> attacks will be well diluted.  For talks sake, let's say you roll 9 attacks.  After rolling to hit, you'd probably have 5 hits.  Those become 4 wounds, and after saves the unit suffers 3 wounds.  That could be 3 dead hormagunts, or a small chunk of wounds off a big target.  To me that's fair, since I'm not keen on making any one weapon outside of a super heavy being a unit deleter by itself.<br /> <br /> Same for a demolisher cannon:<br /> <br /> Range: 24" Attacks: <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> Strength: 10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -3 D: 1<br /> <br /> And here's my suggestion for a Vanquisher Cannon:<br /> <br /> Range: 72" Attacks: 1 Strength: 10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -3 D: <span class="glossaryitem" onmouseover='gp(24);'>D6</span> (roll 2 dice and pick highest)<br /> <br /> I feel like it should be wounding most targets on a 2+ or 3+, and sticking damage on them reliably.  If it can't do that, there's no point to it.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2017 14:59:32]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
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