If Power weapons become AP3, A single terminator wades through a squad of battle sisters at no risk to himself....unless they faq eviscerators back in.
Fractured Mesh - my digital to 3d print blog.
If those preferred enemy changes are real daemons just became impossible to play against grey knights. They will have re-rolls everywhere. Unless there are some major changes in the deep striking department. I like most of the other rumoured changes, although I'm a bit worried about ap values for cc weapons as it makes ork armour even more redundant. Especially if they gain this ability at no additional cost.
Also relentless necron warrior blobs will be death incarnate to all vehicles with 3 shots at range (when standing still) and the ability to glance vehicles into a fiery crater.
Nurgle renegade guardsmen project log, now also a general chaos/daemons log Update 13-04-2013 Plaguereaper and the promise for more
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No risk? Did you forget the part where he'll fail 1/6th of all saves he is required to make, regardless of weapon type? Roughly 17% chance to die from every wounding hit. That's what kills Terminators now, anyway, "torrent of fire/attacks", not typically power weapons.
V
That's great and all, but buffing Terminators in order to "fix" Tactical Terminators is a stupid idea. TH/SS are undercosted, and as mentioned, there's three high-competitive armybuilds that already rely solely on Terminators. If you magically make 2+ armor become vastly more powerful by nerfing every power weapon in existence, it won't suddenly make people start playing Tactical Terminators. They get better, but so do the ones that are already powerful, and those will still be better than Tacticals by comparison. It's nonsense logic to think buffing Terminators across the board will make people play Tacs.
If they want to go back and make Storm Shields not-retarded, then by all means, buff 2+ armor. But that's a Codex issue, and it's one I can't possibly imagine them FAQing away--particularly after they just did the reverse and brought BT/DA up to the current standard.
You're also assuming they won't FAQ SH back into reality. But then again, since every model with a power weapon might be getting a free 5++, maybe it's not such an issue anyway.
Also, it's not "nonsense" thinking. The increase to TH/SS terminators by debuffing power swords is marginal at best. They went from a 3+ to 2+ vs power weapons only. A plasma gun still does the same exact thing it did last edition [EDIT, no it doesn't, it gets 2 shots at max range and 3 on a relentless model. In fact, the amount of firepower went up so much that the power weapon nerf is moot]. So do power fists, monsterous creatures, etc. The only thing it really stops is banshee/vanguard spam. The survival of basic terminators is greatly increased, giving them far more benefit over TH/SS types. It also gives them a higher probably of surviving against the absolute spam of power weapons to every army, specifically to kill terminators. In 3rd ed, power weapons were extremely rare, and armies with even one unit filled out with power weapons were rare and always delicate (except terminators). Now armies are getting multiple power weapons at budget prices, fleet, and rending.
The SS is the only thing that makes an all terminator army competitive now, though I have yet to see any deathwing army go undefeated. They're devilishly hard to play correctly and completely unforgiving (sorry for the pun). Though it's surprising that nobody has brought up the fact that you can run units of 2 wound mega armored nobz with FNP as troops. They benefit just as much, as do broadsides. The only army I can see that loses out in 6th is Eldar who both lose the wraithlord's immunity to everything and only have 1 powerfist as wargear.
Last edited by gunmnky; 16-06-2012 at 18:47.
Fractured Mesh - my digital to 3d print blog.
AND if the change to preferred enemy is true regarding re-rolls in shooting. My God any time I play against Orks at almost any points size I am bringing O'Shovah. Imagine a Tau army, rerolling all its missed shooting. And then Markerlights my dear god, the markerlights. Ork Trukks are dead on first Tau shooting phase, then they need to footslog against pulse rifles and missile pods.
No need for TL Missile pod battlesuits, you can take more guns instead O.O
The problems with vehicles in 5e are an outgrowth of 3e and 4e as the rules in 5e are relatively small adjustments (sometimes with disproportionate consequences) to preexisting rules. 5e did make transports more survivable than they were in 4e (which was necessary, because they were deathtraps previously). But the fact that vehicles are treated so distinctly from all other units is the root of many of their problems, but that's a problem not isolated to 5e.
--Kyn
Armies: Waaagh! Ţursblóđ, Hivefleet Orochi
And remind me again what enables an army to spam that many vehicles in a list? That's right, its codex. Troops are an important factor in the game now, so all codexes should have access to useful troops (sadly some 4th ed codexes had shocking troops choices). Troops too effective for their points? Codex issue. Vehicle rules are fine if the vehicles are costed appropriately, but again most 5th edition codexes have stuffed this up too.
Codexes need to be balanced internally (i.e. each unit ideally being useful) and externally (against the capabilities of other codexes and against the main rulebook itself). Almost every codex released for 5th has failed in some big way on this front.
Only if you ignore the rules. It's not a codex problem that a lascannon has the same chance of destroying a rhino as it does a land raider. Nor is it a codex problem that GW is sticking to USR's. Afterall, a power weapon is more powerful in the hands of a space marine than a guardsman, but without making USR's obsolete, you can't fix this at the codex level. And no, making the sword cheaper or spamming it doesn't solve the problem, it just creates new ones.
Why would you make vehicles more expensive because AT weapons can't do their job? Why would you make AT weapons even better at knocking out infantry without fixing the issue of how the anti-tank rules work at the BRB level?
Fractured Mesh - my digital to 3d print blog.
Gunmnky might have been referring to the Vehicle Damage Chart, which is the same whether you glance or penetrate.
Win/Ties/Loss:
Tau 27/2/8 2009, 5/0/2 2012, 1/0/0 2013
Greyknights 17/3/4 2011, 47/4/11 2012
Land Raider Penetrate = 1/3 chance to destroy
Rhino Penetrate = 1/3 chance to destroy
Land Raider glance = 1/6 chance to destroy
Rhino glance = 1/6 chance to destroy
Wow, those ARE remarkably different!
I didn't know a 5+ gave you a 50% chance to pen. You must tell me how that math works out.
Oh, and pen/glancing has nothing to do with destroying the vehicle. They are 2 separate events with 2 separate rolls. You can penetrate a war trakk with a vanquisher and still not destroy it. You can penetrate a land raider with a lascannon and blow it up with 1 shot. One != the other.
Fractured Mesh - my digital to 3d print blog.
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The world where people remember 3rd edition that started biel-tan armies of scorpions, banshees, and reapers? I consistently played games where banshees outnumbered my marines. I've also played games where my opponent fielded 10 strong squads of vanguard with power weapons/storm shields.
When did I say they weren't prevalent? I guess I could say it stops someone from combining 50 guard and 10 commissars into a 60 wound, 10 power weapon force? Or the 10 man squads of relic relic blades that nobody uses? Yeah, I guess it stops those too.
It increases survival against basic squads with 1+ power weapons, but it doesn't make those units useless as everyone here seems to believe. Just because a power sword doesn't do something that anti-tank weapons can't, doesn't mean its bad.
Fractured Mesh - my digital to 3d print blog.