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		<title><![CDATA[Latest posts for the thread "Make half- range profiles for all ranged weapons for balance against long range shooty meta"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Make half- range profiles for all ranged weapons for balance against long range shooty meta"]]></description>
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				<title>Make half- range profiles for all ranged weapons for balance against long range shooty meta</title>
				<description><![CDATA[ Instead of halving all ranges of he weapons, I propose introduction of half-range mechanism for all ranged weapons. In this proposal, the numbers in bracket represents the modified profile when at half range. The current profiles should remain as the half range value, with full range value diminished somewhat. For example,<br /> <br /> Boltgun RF1 24" S4 AP0(-1)<br /> Lasgun RF1 24" S2(3), AP0 <br /> Gravgun RF1 18" S5(7), <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3<br /> Heavy Bolter Heavy3 36" S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1(-2)<br /> Lascannon Heavy1 48" S9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3(-4)<br /> Flamer AssaultD6(2d3) 8" S3 AP0<br /> <br /> Obviously it's a system that would need adjustments.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2018 13:42:09]]> GMT</pubDate>
				<author><![CDATA[ skchsan]]></author>
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				<title>Make half- range profiles for all ranged weapons for balance against long range shooty meta</title>
				<description><![CDATA[  Me and my group just flat out halved ranges completely - we kept flamers and pistols the same, what was best was, you saw places on the board where your units could be safe - but they could not help with hurting other units either. <br /> I guess 2 players could just stare at each other and pass the turn... but most games we play have objectives in the middle so we need to move up to win... Was much more balanced in my opinion. charge rolls were a bit <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, so may reduce that as well.]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2018 13:53:55]]> GMT</pubDate>
				<author><![CDATA[ KillerOfMany]]></author>
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				<title>Make half- range profiles for all ranged weapons for balance against long range shooty meta</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/756034/9955593.page"><b>KillerOfMany wrote:</b></a><br/> Me and my group just flat out halved ranges completely - we kept flamers and pistols the same, what was best was, you saw places on the board where your units could be safe - but they could not help with hurting other units either. <br /> I guess 2 players could just stare at each other and pass the turn... but most games we play have objectives in the middle so we need to move up to win... Was much more balanced in my opinion. charge rolls were a bit <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, so may reduce that as well.</div></blockquote><br /> <br /> How about take a page from the old fantasy book and include the movement characteristic into the charge? You can only charge what your move distance is, and still have to roll it. Some of the slowest stuff in the game is 4" move, I think death guard and nurgle min move is 5", so that isn't too bad. Would give more incentive to bikes and other fast units, but would make it impossible for all but jump units to charge after deep strike. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2018 19:05:31]]> GMT</pubDate>
				<author><![CDATA[ gwarsh41]]></author>
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