mjc Posted June 26, 2012 Share Posted June 26, 2012 Looks like a lot of things for our Grey Knights are about to change ;) . Of the many things, how will fortitude affect our vehicles. My suspision is that it will continue to allow for the removal of shaken and stunned affects but not change lost hull points. Has anyone heard differently? Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/ Share on other sites More sharing options...
RedemptionNL Posted June 26, 2012 Share Posted June 26, 2012 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. Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096042 Share on other sites More sharing options...
Gentlemanloser Posted June 26, 2012 Share Posted June 26, 2012 Our Venerable Dreads will become a liability. Reroll on the damage table? Not if you're glanced to death by losing your three Hull Points. Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096167 Share on other sites More sharing options...
confused_gordy Posted June 26, 2012 Share Posted June 26, 2012 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). Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096178 Share on other sites More sharing options...
RedemptionNL Posted June 26, 2012 Share Posted June 26, 2012 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! Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096190 Share on other sites More sharing options...
mjc Posted June 26, 2012 Author Share Posted June 26, 2012 Does anyone think they'll move away from Psyfileman Dreads and use Dreadknights (i.e. fists & heavy incinerator) as their heavy choice given the hull point issue? Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096228 Share on other sites More sharing options...
boreas Posted June 26, 2012 Share Posted June 26, 2012 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 Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096367 Share on other sites More sharing options...
Gentlemanloser Posted June 26, 2012 Share Posted June 26, 2012 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... Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096381 Share on other sites More sharing options...
RedemptionNL Posted June 26, 2012 Share Posted June 26, 2012 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. Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096400 Share on other sites More sharing options...
Gentlemanloser Posted June 26, 2012 Share Posted June 26, 2012 +2 for AP1, +1 for AP2 mate. :P /Sigh I read that twice and still didn't see 5 was Imo. lol Well, make that the Vindicare destroys a LR 50% of the time. :P Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096425 Share on other sites More sharing options...
RedemptionNL Posted June 26, 2012 Share Posted June 26, 2012 Aye, that's why I said AP1 destroys on a 4+. 4 + 2 = 6. On a 3 with AP1 you get an immobilized result. Edit: ninja'd by yourself. :) Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096443 Share on other sites More sharing options...
boreas Posted June 26, 2012 Share Posted June 26, 2012 On this, I agree: a Vindicare is still auto-take in my lists. Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3096445 Share on other sites More sharing options...
Abaddonshand Posted June 27, 2012 Share Posted June 27, 2012 I may hang fire on ordering a second contemptor chassis from forge world until I get a close look at the rules :D Link to comment https://bolterandchainsword.com/topic/254721-fortitude-in-6th-edition/#findComment-3098226 Share on other sites More sharing options...
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