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And strength D ...

Now you are being silly :wink: although when I watch a HH game and a big well painted model gets 1 shot off the table after getting used to 8th edition 40k rules it always catches me out.

 

I have been thinking along the same lines as Brother Casman and wondering how obscured and the new terrain rules will interact with this absolute +/-1 to dice roll modifier. Will obscured result in only hitting in 6's as we know that in 9th a 6 is always a hit? 

 

We are still in the 'we have things we know, and things we don't know, but then there are the things we don't know we don't know' phase. They were talking about a specific shooting scenario with the absolute dice roll  modifiers but we still have no idea if this is a game wide rule for stacking buffs and debuffs or shooting phase only.

Edited by PJ1933

 

I hope that flyer gain the ability that your bs is treated as 6+

 

 

Yeah hopefully invisiblity comes back too. Also invincible deathstars. /s

They had an interview with play testers today and all I heard were good things .

So much for the invisible deathstars, may they Rest In Peace for all time.

So far it just seems like hit modifiers. Possibly wound modifiers, but not sure if I've heard anything about them. I think other modifiers are unaffected. 

Just remember that we are still learning about how this will work, especially with regard to heavy weapons. It's possibly that penalty will still stack with others or be changed to account for the new stacking limit. 

From what I saw on Twitch, he (40K studio Overlord) confirmed it is modifiers to dice rolls NOT stats. He cited the example of AP affecting saves being different to dice rolls, so we can safely presume it is only hit and wound rolls.

I think the overwhelming firepower is not good for the game. So I hope there are very much game mechanics which reduce the damage on the table. 

 

Moving with heavy weapons -> Ballistic Skill is 6+

shooting on flyers -> Ballistic Skill 6+

Flyers which use the "fly" abilitie (not hovering) just hitting on 6+

no charge after shooting with heavy / rapid fire

no overwatch with heavy weapons

-1 to hit if the enemy is more then 24" away and +1 if closer then 12"

 

 

The game mechanic at the moment isnt like Warhammer used to be, its more like chess where you choose a unit to shot with and the enemy is dead. Thats stupid. The game should be decided threw good movement instead of having the hardest list with the best force mulitplier ( for example Chapter Master + Lieutenant + Master of Sanctinity knowing +1 to hit and wound; let you reroll anything so there is absolutely no question how much damage there is)

Edited by Medjugorje

I think the overwhelming firepower is not good for the game. So I hope there are very much game mechanics which reduce the damage on the table. 

 

Moving with heavy weapons -> Ballistic Skill is 6+

shooting on flyers -> Ballistic Skill 6+

Flyers which use the "fly" abilitie (not hovering) just hitting on 6+

no charge after shooting with heavy / rapid fire

no overwatch with heavy weapons

-1 to hit if the enemy is more then 24" away and +1 if closer then 12"

 

 

The game mechanic at the moment isnt like Warhammer used to be, its more like chess where you choose a unit to shot with and the enemy is dead. Thats stupid. The game should be decided threw good movement instead of having the hardest list with the best force mulitplier ( for example Chapter Master + Lieutenant + Master of Sanctinity knowing +1 to hit and wound; let you reroll anything so there is absolutely no question how much damage there is)

 

So you want to make flyers useless? :huh:

Also no charging after shooting with heavy or rapid fire would only result in less charging, not less shooting.

 

I get that you want to decrease the damage output of the shooting phase, but imo you are approaching it with a hammer where a hammer isn't needed.

Wanting shooting to become useless so that melee takes the stage is just bad wishing. Wanting a ballenced game where both can be useful is better.

 

Melee isn’t even bad currently. Any army I’ve played that has a dedicated close combat unit usually has a way to get it into combat, and it usually destroys what it hits. There’s smash captains that can one shot knights. The problem is it usually involves putting said unit into the open in front of all of the guns, so it gets destroyed in the following turn. So if you ask why is that happening, you’ll find the real issue is terrain use. Solving that will balance the game.

The way the game plays now if you play a heavy meleecentric army it’s usually an uphill battle... it requires more thinking and some luck as well. I don’t think shooting and melee can ever be balance 50/50 but if it was 40/60 well that would be a huge improvement overall.

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