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How about the titanicus rule that anything directly under the hole of the artillery template suffers 2 hits, so artillery on a tank would get 2 clean hits if the hole was over, etc.

 

You could expand this and have Artillery (X) where any model with an AV directly under the whole receives X amount of hits. This would bring things back in line with being able to kill tanks - basically Brutal (X) but for stuff with an AV. 

2 hours ago, Valkyrion said:

Things like the Demolisher and Dreadhammer weapons are designed to blow holes in fortifications for the rest of the army to get through. They breach, not explode. 

I think anything with a S10 or higher should do D3 HP of damage to vehicles but retain its AP.  

Melta, plasma, las weapons firing the heat of a thousand sons - that makes things go boom. A big shell dropping on you from a great height makes you go splat. 

It's the Wile E Coyote difference between his ACME TNT and the anvil falling on his head. 

Well, ofcourse they explode, i imagine like a Shaped Charge.

Like the Ammunition of the Sturmtiger, which is likely the Tank, the Demolisher and Typhon where designed after.

 

Which is exactly why this weapons should be able to explode a vehicle.

 

the whole Vehicle Damage chart can be seen as a way to show this - there are weapons, that just explode on impact without any penetration power, this weapons can damage the tank on the outside, they can shake(1-3), stun(4), damage weapons(5), blow of tracks(6). But Weapons that can penetrate are able to kill the crew and set ammunition ablaze, which destroys/explodes the vehicle. That's why you can only explode a vehicle, if you have enough penetration power. 

 

I mean, they write it themselves, just read the rule for superior AP weapons - "Some weapons are so destructively powerful,..." you think a str.12 brutal3(4) weapon isn't "destructively powerfull"? 

I like the idea of adding breaching 6+ and hope future updates do just that and not just with artillery but alot of weapons. It's a cool rule that can help out some of the lamer choices like Heavy Bolters that should be a bit deadlier considering they still firing rounds the size of coke cans but don't really get taken at all like how often do you see a mortis contemptor with two heavy bolter arms? Pretty much never on the table maybe see one on the shelf. 

I reckon any blasts over S8 that have AP4 or worse should get exoshock (3+) or something of that ilk. Sure you're not going to explode a vehicle, but any hits you get would be devastating and at least stun-lock or knock off some weapons/ability to move.. to represent the sheer force of the blow stunning the crew (or if it strips final hullpoints) internally pasting them etc. 

Suddently the basilisk S9 Ordnance on side armour is a bit of a threat. 

On 3/29/2023 at 2:12 PM, Noserenda said:

I think people are wildly underestimating the power of high explosive, and thats not accounting for space high explosive when even handheld grenades come in implosion and nuclear fusion varieties :D 

Wounding on 2's and turning anything short of a Transhuman power armoured space warrior into a fine red mist seems pretty powerful to me. Although resolving the direct hit from the hole of the template at high AP might also be realistic. I imagine catching the shell directly to the chest is gonna be ummm alot worse than a concussive blast or shrapnel wave. I wanna see them hit harder but still not just auto removing anything they touch. All of em should have pinning too it's wierd that some don't.

The thing is, a space marine is the basic Spod infantry in this game, weaker infantry exist sure, but it's disingenuous to suggest tactical marines are actually tough mechanically. Wounding on a 2 up is a lot less impressive when you just laugh off two thirds of those wounds.

 

Also high explosive can blast tanks to bits or turn the squishy bits inside to jelly even without penetrating, and marines aren't as tough as tanks, terminators are though :)

 

I think trying to have rules for being hit by the actual shell are kinda superfluous and best kept below abstraction really, but then I don't like templates in general.

They should start by giving weapons like the demolisher cannon their 5" blast back. That would help immensly. And a hefty point drop of course. 

All Baneblade chassis are at least 400 points to expensive.

Edited by Gorgoff

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