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Fortitude in 6th edition


mjc

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Aye, glances don't seem to roll on the damage table anymore, but just remove a hull point. Expect weapons that can cause a lot of glancing hits, like haywire grenades/blasters, Necron Gauss weaponry and massed S4 close combat attacks (for vehicles with rear armour 10) to become a lot more deadly to our vehicles. Even a Land Raider becomes very vulnerable to these if the way hull points work turns out to be correct.

I for one am hoping we are wrong about hull points.

 

Instead i'm hoping that hull points are like ablative wounds you can remove instead of taking damage. once you run out of hull points you can be killed.

 

Of course this is unlikely, and pretty much means that land raiders and their kin will never see the light of day again.

 

Although on the up side it does mean an overall weakening of mech play. Its just a shame as I was hoping heavy tanks would become substantially more durable, and the kind of mech play it effects least is light armour spam, which will usually die within 3 damage results anyway (as they will mostly be pens), which is a shame because this is the type of armour play that needed at least some discouragement.

 

Heck the one thing that was putting a downer on missile spam was av 14, now 1.5 turns and you are pretty much guaranteed a dead LR.

 

As for fortitude, you get penetrated more than glanced for most vehicles, so it will still provide benefits for us, its just that it will never work more than 3 times (before your tank is dead anyway).

Hmm, now the reddit guy with the rulebook is claiming penetrating hits don't remove hull points, but glancing hits do. Weird, seems backwards to me. Units that can deal lots of glancing hits like a squad of Necron Warriors with Gauss weapons become more reliable vehicle hunters, regardless of AV, while weapons that easily penetrate suffer?

 

Getting more curious to read the rulebook myself every passing day. :D Just a few more days!

I'd be surprised, as Psyflemen will be even better at removing vehicles themselves (by removing hull points as well). With 3 hits on a rhino, you'll have to be unlucky not to kill it... The psychic protection might be useful also. It will conme down to playstyle. More agressive players will use dreadknights, will less agressive wil use dreadnought and protect them (Aegis defense line, rhino-wall?).

 

Phil

Things is, just like today, Rhinos and LRs will still get one shot from lucky hits.

 

Face a Vindicare, he auto-hits (near enough!), Auto-pens everything (near enough!) and with +2 on the damage Table roll destorys even a land Raider 2/3 of the time! (results of 3, 4, 5 or 6 with AP1 will destroy a LR, regardless of remaining Hull Points).

 

I don't think Hull Points are going to solve the issues Vehicles have currently.

 

They just make them significantly more vulnerable to Glancing Hits.

 

Edit: PT totting 'flying' NDK for the win. Hammer extra I10 attack in CC, and the special Flying stuff for MCs. Yum Yum. *If* Power Weapons are AP3, well, his 2+ just trolls everyone.

 

I really do think we'll see a shift from Dreads to NDKs.

 

Unless of course GW hates us and makes our not-actually-flying-but-act-likes-flying MC work differently to those with wings...

Note that the damage table has been modified:

1-2 Shaken

3 Stunned

4 Weapon Destoyed

5 Immobilized

6 Explode

 

So you can only get wrecked by loosing all your hull points, and a penetrating AP1 hit 'only' destroys a vehicle on a 4+, just like it currently does.

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