Snazzy Posted October 13, 2020 Share Posted October 13, 2020 I was of the opinion that Flamers (and associated weapons) should have just hit all enemy models in range (in the target unit, of course), with the trade-off being that their range was fairly short. Alas, GW seems to have decided otherwise. The Spear of the Void Dragon offers an example of how it could have been. Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5616968 Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 13, 2020 Share Posted October 13, 2020 That’s beam not template. Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5617074 Share on other sites More sharing options...
Xenith Posted October 15, 2020 Share Posted October 15, 2020 So after a little bit of gaming this weekend, I realized one of the things that was nagging me about blast weapons was the order of operations for determining number of hits. When you are talking about a blast weapon, it typically only has one shot, but can affect multiple models. Under previous rules from times past, you would roll to hit and then move the marker, count the number of models that were hit, 4+ for partials and then roll to wound. Now the rules are roll for the number of shots, then roll to hit, then roll to wound. I put forth that the first two are backwards. The Earthshaker cannon, grenade launchers and plasma cannons didn't suddenly turn gatling, so why are we treating them as such? It should still be a single roll to hit, then roll to see how many were affected, then roll to wound... as flamers are auto-hit, you are only rolling to see how many were affected then rolling to wound. This is exacly the issue you had in the first post, and one commented on: http://www.bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/?p=5606028 If you assume that the blast weapon always hits it's target, then you roll to see how many models in the target unit got hit by the blast, it makes more sense. Rememembe that it's a game, not a simulation, so some abstraction is needed. BLACK BLŒ FLY 1 Back to top Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5617999 Share on other sites More sharing options...
mughi3 Posted October 20, 2020 Share Posted October 20, 2020 (edited) So an interesting thing i saw in another game system when it came to template weapons like flamethrowers, and ordinance that would make them more viable without using templates (with adjusted points for how effective they would become). a roll to hit and success hits everybody in the unit, roll to wound as normal. Edited October 20, 2020 by mughi3 Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5620038 Share on other sites More sharing options...
jaxom Posted October 20, 2020 Share Posted October 20, 2020 So an interesting thing i saw in another game system when it came to template weapons like flamethrowers, and ordinance that would make them more viable without using templates (with adjusted points for how effective they would become). a roll to hit and success hits everybody in the unit, roll to wound as normal. I think that has too much variance. Either hit no one or everyone (and depending on unit size that could be a lot) seems like a big swing to me. Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5620106 Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 22, 2020 Share Posted October 22, 2020 I don’t like it either plus could be potential gamed via some stratagem . Link to comment https://bolterandchainsword.com/topic/366647-bring-back-the-weapon-templates-ok-maybe-not-but/page/3/#findComment-5620941 Share on other sites More sharing options...
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