View Poll Results: Changing cannons

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  • Keep as same d6 wounds

    179 62.37%
  • Change to d3 wounds

    55 19.16%
  • Change to d3+1 wounds

    53 18.47%
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Thread: How to fix cannons

  1. #101

    Re: How to fix cannons

    Monsters do not really need direct countering in the age of steadfast, anyhow. But even if they did, d3+1 and not popping riders would make cannons still viable (two of them reliably drop a monster, while still generally costing less, from complete safety) without making them randomly one shotting 500 point generals/mounted hunters. And LOL at the idea that current terrain rules let you hide monsters. Sure, if he castles all 2+ cannons in one location and you never move from behind the building, you probably do not get shot by cannons, but the stone throwers can still drill you though.

  2. #102

    Re: How to fix cannons

    "Great idea! I'll just take 6 monsters in my Empire army, shall I?"


    In a 3k list you can easily take an Imperial Griffon, 2 Steam Tanks, and a Unit of 6 DemiGryphons. That seems pretty target saturated to me. They may not be 'Monsters' but they all fall under the category of "Need to take care of before they hit my lines"


    "Most armies cannot get close to 3-6 monsters per army. With my Ogres, I have a pretty good selection of monsters, but I can only really get 2-3 in a list tops, unless I take a ridden monster. Which is absurd, because cannons will obliterate a hunter on a stonehorn as they'll both take multiple wounds."

    Dark Elf 3k List: 3 Hydras, 1 Dragon, Hero on Manticore
    O&G 3K List: 3-4 Mangler squigs (I count these as 'monsters' because they perform the same role and arrow-attraction as a monster would) 2 Giants, 1 Wyvern
    Beastmen: Easily field 3-5 (especially counting 1 can be summoned)
    High Elf: 3k List can field 3 Dragons (2 Fire, 1 Lord) and 1 Hero on Eagle. I count Regular Eagles here but if you dont want to, sure.
    Ogres: Can easily field 4 Monsters (1 Hero, 3 rare) as well as target saturation with Mournfang Cavalary
    Empire: See Above
    Skaven: 2-3 Hellpit Aboms & Rat-Lord. Although, just 2 Hellpit Aboms is usually enough coupled with the other deadly things in the army.

    Lists that generally won't Field Monsters:
    Daemons of Chaos (But they can provide extremely potent cannon destruction through Slaneesh units)
    Warriors of Chaos(Unless you count Hellcannons which act more like Artillery than monsters)
    Dwarves
    Brettonians

    Lists I'm unsure of:
    Wood Elves (I think they can pump out 3-5 'monsters' with Treefolk)




    "The same is true for most armies. And you're counting manglers and harpies as cannon targets! These can be dealt with using BS shooting or interceptors. Your Dark Elf example has 3 monsters and the Lord on the Dragon is a huge prime target (although the pendant makes him much safer than most Lords, he's going to lose that Dragon straight away). I've not seen any Dark Elf lists in tournaments using a Dragonlord. Your High Elf army only has two monsters! Sure, the Eagles are a pest but your Lord is going to bite it before they can get stuck in.

    I'm not buying it. The fact is that monsters are usually pretty few and far between in competitive lists and mounted monsters almost non-existant. If I could take giants as Special in my Ogre army, I might consider 3x giant and 2x stonehorn/thundertusk for target saturation but it just doesn't work like that in practice.



    I should have stated within "Target Saturation" that I mean things that will make an opponent go "Hrm, what do I shoot at". There is only so much shooting an opponent can do, even in a gunline, before you hit them. When you take a lord on dragon (for example) if you do not have Synergy with the rest of your army of course it will be shot dead. If the enemy focuses all of their firepower on your dragon over the rest of your army, more than likely the rest of your army makes it down the field unscathed. So for intended purposes, things that keep your monsters alive: Mangler Squigs, Spider Riders, Goblin Hero on Giant Spider with Armor of Destiny, Harpies, Other Artillery to destroy Enemy Artillery, Mournfang Calvary, etc

    Example: if I build a close-combat & artillery focused High Elf army, but also include 1 Dragon, then my opponent only has my dragon to worry about. Once that is dead he can focus on the sluggish walkers. However, if in another list I have 2-3 Dragons and 6-8 eagles then suddenly my opponent has to worry about alot more. Does he focus the dragon dead but let the eagles take out the artillery then perform rear charges? Does he focus the eagles down?

    In my Dark Elf army (Which I use to run competatively) I always ran a Lord on Dragon and a BSB Cauldron. My Dragon dies in about 1 out of 7 games, and usually in close combat. I can only remember once him dying from shooting and that was from a gunline. The enemy promptly then lost due to my hydras making it down the field unscathed.

    In my O&G army, my giants are usually unscathed Turn 1 due to the enemy being forced to focus on the Mangler Squigs & Lone Goblin Hero on Giant Spider and/or Spider Riders.

    While I do agree with you 'other shooting / bsb / spells' can take them out. The reality is, those same things can often hurt most monsters. My giants are more terrified of 50 Seaguard shots than a single cannon (for instance). My Giant is also more fearful of ALWAYS STRIKE FIRST rather than a cannon ball.




    So... you're hitting not just a fast-moving but a flying monster in the air with a blackpowder cannon with pretty close to laser precision no matter the ballistic skill of the crew and this doesn't seem far-fetched to you?

    About as far-fetched as spells not allowing Magic Resistance in 8th edition. We have to deal with it. Given that cannons 'misfire' 1/6 times that's pretty close to what I'd expect. Being honest with you I'm glad they got rid of guess ranges. It was harder to get people into the game with guess ranges and once you were use to the game you can pretty much be 100% accurate with your guesses. I never missed with guess range due to guessing in 6th/7th for example and neither did any of my regular opponents. I'm not just talking 1-2 of us but 30-50 of us. Guesses only hurt the hobby because new people would be put off by it. While it may be funny to joke about "laser guided cannons" I'd rather have a game that was more friendly and bring more people into the hobby.


    Would they? Again, how many monsters can you take in an army? Do they not die to BS shooting or close combat? I find that I tend to keep my Thundertusk out of combat with elite units because it gets beat down unless it is supported.

    Ridden monsters have a lot of other disadvantages as it is, I can't imagine them suddenly being overpowered if cannons hit the rider or the mount. I still don't think people would take them. If cannons were less accurate, maybe people might consider it, but the Lord % would keep it a tough choice. Be nice if there was a choice though.
    [/QUOTE]

    A single Thundertusk is artillery fodder and free points to the enemy. 2 Giants, 1 Stonehorn, and a Unit or 2 of Mournfang Calvary, however, will be hard to contend with by all but a 100% pure gunline castle. Given most lists do not include more than 2-3 cannons, and most of your opponents in a competative setting will be bringing balanced lists, chances of them taking out all of those units prior to charge is rare.

    Ridden Monsters *DO* have a disadvantage and as a monster-mash player I am personally ok with that. I've seen what my monsters can do when left unchecked. Albeit I 100% agree with you that monsters are rarely seen in competative lists and in tournaments it isn't because they cannot compete, it is because people often do not tailor the list around the monsters. People do not want to give up their "uber magic" or "reliable units". Taking monsters means taking a chance. It means that some lists you go up against will beat you, whereas others will have difficulty. Monsters, in my opinion, cannot just be 'splashed' into an army and made reliable. Your army will suffer somewhere for taking monsters, but you make up for it by having monsters. It's all a giant balancing act (pun intended)
    Last edited by Inevitable; 02-05-2012 at 18:07.

  3. #103
    Chapter Master Lord Inquisitor's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Agoz View Post
    Okay, here's my fix, if the cannon ball lands on the target, d6 wounds, but if the cannonball only hits the target through a bounce, str 6 d3 wounds, as much of the energy in the ball has been lost in the dirt. This will make it more like the stone thrower, and should make it less likely to one shot monsters.
    That would be a pretty good rule actually. Then you could say with a direct hit on a ridden monster, randomise and one would take the full strength hit and the other the "bounce" hit, just like with stone throwers.
    ... and then I won.

  4. #104
    Chapter Master The bearded one's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Phazael View Post
    And LOL at the idea that current terrain rules let you hide monsters. Sure, if he castles all 2+ cannons in one location and you never move from behind the building, you probably do not get shot by cannons, but the stone throwers can still drill you though.
    stonethrower indirect fire is not much of an issue. If we assume a ballistic skill 4 model present in the crew (which there often isn't), then a stone thrower will score a direct hit via indirect fire 2 out 36 times.
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    This just reinforces my belief that all the cool players live in the Netherlands.
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  5. #105

    Re: How to fix cannons

    Quote Originally Posted by Lord Inquisitor View Post
    That would be a pretty good rule actually. Then you could say with a direct hit on a ridden monster, randomise and one would take the full strength hit and the other the "bounce" hit, just like with stone throwers.
    It's a neat little idea but I'm fine with cannons the way they are.

    3 Artillery roughly 3 Turns before all are destroyed in most games

    9 Shots - 1 Misfire on average
    8 Shots - 1 'misses' target due to overshot (diceroll), undershot & no bounce
    7 shots that hit - 1 does no wound (rolls a 1)
    6 shots that hit & do wounds (average 21 wounds)

    That's 21 wounds, over 3 turns. That's assuming you have been unable to charge them on Turn 2, and the enemy got first turn.

    The reality of Cannons are, in practice, unable to deal with large quantities of fast-moving targets. If you build a list to be in close combat on Turn 2, then your cannons are not shooting the monster. Usually you have (at most) 2 Turns of shooting if you go first. Thus the cannons ability to deal with monsters is largely dictated by who goes first and the terrain setup.

    Also, the various synergies of spells have a way of keeping monsters alive. Lore of Life on a Lords Dragon (for instance) is now T10. You can also heal the dragon through the innate ability since its a 'character mount' or Regrowth it if not. Lore of Beasts gives you an extra monster. Lore of the Wild gives you an extra monster.

    There are way too many 'ifs'.

    If you are playing a monster list and your opponent tailors his list to be anti-monster then of course he has an advantage. If you both write up lists and he shows up with a balanced list (only a couple artillery) then he will be largely unable to deal with ALL of your monsters.

    For Instance: The average number of cannons I see in an Ogre army is 2. The average number of artillery I see in most Empire lists is 3-4 (2 cannons, 1 mortar, 1 HBVG), the average number I see in dwarves is 5-6, the average number I see in O&G is 5-6.. but they are not cannons!, high-elves.. no cannons!, dark-elves.. non cannons!, beastmen.. no cannons!, wood elves.. no cannons!, warriors of chaos (2), daemons of chaos.. no cannons!, brettonian (2 trebs), Lizardmen.. no cannons, skaven (Inaccurate cannons)


    Thus high Strength Artillery shows up in 4 armies (Ogres, Empire, Dwarves, and Warriors of Chaos). I'm leaving Skaven off because usually they deal with monsters through Combat resolution and tar-pitting rather than their artillery.

    Dwarves stand the best chance vs monsters but they also lack MAGIC.
    Empire stands the next best chance but they are HUMAN.. meaning monsters wreck them in close combat
    Ogres have the next best, but that's on average 1 monster dead on Turn 1.. assuming no misfire and *maybe* a 2nd dead before they are engaged.
    Warriors of Chaos rarely target monsters with the HellCannon in favor of the indescribable doom they do to large units. Also, WoC are better equipped to deal with Monsters in H2H

    So in a Tournament, even considering the popularity of WoC & Empire, you only stand about a 33% chance to go up against average artillery. Most people outside of dwarves will NOT bring a gunline.
    Last edited by Inevitable; 02-05-2012 at 18:24.

  6. #106
    Chapter Master Lord Inquisitor's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Inevitable View Post
    In a 3k list you can easily take an Imperial Griffon, 2 Steam Tanks, and a Unit of 6 DemiGryphons. That seems pretty target saturated to me. They may not be 'Monsters' but they all fall under the category of "Need to take care of before they hit my lines"


    "Most armies cannot get close to 3-6 monsters per army. With my Ogres, I have a pretty good selection of monsters, but I can only really get 2-3 in a list tops, unless I take a ridden monster. Which is absurd, because cannons will obliterate a hunter on a stonehorn as they'll both take multiple wounds."

    Dark Elf 3k List: 3 Hydras, 1 Dragon, Hero on Manticore
    O&G 3K List: 3-4 Mangler squigs (I count these as 'monsters' because they perform the same role and arrow-attraction as a monster would) 2 Giants, 1 Wyvern
    Beastmen: Easily field 3-5 (especially counting 1 can be summoned)
    High Elf: 3k List can field 3 Dragons (2 Fire, 1 Lord) and 1 Hero on Eagle. I count Regular Eagles here but if you dont want to, sure.
    Ogres: Can easily field 4 Monsters (1 Hero, 3 rare) as well as target saturation with Mournfang Cavalary
    Empire: See Above
    Skaven: 2-3 Hellpit Aboms & Rat-Lord. Although, just 2 Hellpit Aboms is usually enough coupled with the other deadly things in the army.

    Lists that generally won't Field Monsters:
    Daemons of Chaos (But they can provide extremely potent cannon destruction through Slaneesh units)
    Warriors of Chaos(Unless you count Hellcannons which act more like Artillery than monsters)
    Dwarves
    Brettonians

    Lists I'm unsure of:
    Wood Elves (I think they can pump out 3-5 'monsters' with Treefolk)
    Okay, let me stop you there. 3K is a bit of a different beast with larger Rare allotment and slots, rather convenient in terms of adding up monsters. You can take more monsters, but you can expect to see up to 4 ironblasters or 6 cannons out there. That is not what I would consider a "standard" game. But you keep putting ridden monsters in there. That means putting your general/level 4 on a big monster and hoping that when the cannons blow him away, your other rare monsters will make it across. Well, maybe they will, but you've sacrificed your general and/or level 4 to do this! Few armies can take hero-mounted ridden monsters and even then, they represent a huge points sink for what is essentially a cannon-magnet. Sacrificing 600 points to allow 400 points to get across the board maybe doesn't seem a good deal.

    Furthermore, people don't do this, at least not competitively. Beastmen can fit quite a few monsters but I've seen very few on the tables.



    I should have stated within "Target Saturation" that I mean things that will make an opponent go "Hrm, what do I shoot at". There is only so much shooting an opponent can do, even in a gunline, before you hit them. When you take a lord on dragon (for example) if you do not have Synergy with the rest of your army of course it will be shot dead. If the enemy focuses all of their firepower on your dragon over the rest of your army, more than likely the rest of your army makes it down the field unscathed. So for intended purposes, things that keep your monsters alive: Mangler Squigs, Spider Riders, Goblin Hero on Giant Spider with Armor of Destiny, Harpies, Other Artillery to destroy Enemy Artillery, Mournfang Calvary, etc
    That's fair enough and these days when every army is getting support units behind their lines (mortis engines, corpse carts, wizardmobiles) will put pressure on cannon target priority. Like I said before, I take a terrorgheist in my VC because enemy cannons are hard pressed to deal with it and if it dies then my mortis engines and corpse carts aren't getting targeted. But don't include spider riders, manglers and even giants in the category of being target saturation for cannons because they can be dealt with using other units. Handguns aren't a big threat to a proper T6 monster so that's where cannons come in, but you don't need a cannon to kill a mangler. Typically I'll have other things to deal with secondary threats like this and if you put a wyvern on the board I won't be scratching my head wondering what I should be shooting my cannon at, I can get a massive points return for blowing it away, nuke your general, or I could shoot at a 65 point mangler my handgunners can deal with?

    While I do agree with you 'other shooting / bsb / spells' can take them out. The reality is, those same things can often hurt most monsters. My giants are more terrified of 50 Seaguard shots than a single cannon (for instance). My Giant is also more fearful of ALWAYS STRIKE FIRST rather than a cannon ball.
    Agreed. But that means the enemy can focus cannons on other targets. Bringing two giants isn't going to keep the cannons off your wyvern!

    About as far-fetched as spells not allowing Magic Resistance in 8th edition. We have to deal with it. Given that cannons 'misfire' 1/6 times that's pretty close to what I'd expect. Being honest with you I'm glad they got rid of guess ranges. It was harder to get people into the game with guess ranges and once you were use to the game you can pretty much be 100% accurate with your guesses. I never missed with guess range due to guessing in 6th/7th for example and neither did any of my regular opponents. I'm not just talking 1-2 of us but 30-50 of us. Guesses only hurt the hobby because new people would be put off by it. While it may be funny to joke about "laser guided cannons" I'd rather have a game that was more friendly and bring more people into the hobby.
    I don't mind it not being realistic. I object to the argument that killing characters off mounted monsters is fine because it's supposedly realistic, when it isn't realistic to be hit in the first place. If we agree it isn't realistic, then the only argument is that it is required for game balance, which seem patently absurd.

    Ridden Monsters *DO* have a disadvantage and as a monster-mash player I am personally ok with that. I've seen what my monsters can do when left unchecked. Albeit I 100% agree with you that monsters are rarely seen in competative lists and in tournaments it isn't because they cannot compete, it is because people often do not tailor the list around the monsters. People do not want to give up their "uber magic" or "reliable units". Taking monsters means taking a chance. It means that some lists you go up against will beat you, whereas others will have difficulty. Monsters, in my opinion, cannot just be 'splashed' into an army and made reliable. Your army will suffer somewhere for taking monsters, but you make up for it by having monsters. It's all a giant balancing act (pun intended)
    Eh, it was one of the most disappointing aspects of 8th for me. Ridden monsters really weren't taken that often in 7th. Then 8th comes around, with the % system still making it hard to fit a level 4 and a general on a monster in the army, for some reason taking cannons and making them more accurate and hitting both rider and mount was required. How did they not realise that would make ridden monsters almost extinct?
    ... and then I won.

  7. #107
    Chapter Master The bearded one's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Lord Inquisitor View Post
    Ridden monsters really weren't taken that often in 7th.
    They weren't? I thought every army that could pretty much took a badass lord on dragon and charged stuff with it for autowins. 20" charge with insanely powerful model ftw?

    That's what I saw in the local meta anyway, and as the ironblaster didn't exist yet, terrain (forests) blocked LoS more efficiently only one of both parts was hit, and cannons were a little bit less accurate, they were more resilient to cannons.
    Last edited by The bearded one; 02-05-2012 at 18:35.
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    Quote Originally Posted by Lord Dan View Post
    This just reinforces my belief that all the cool players live in the Netherlands.
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  8. #108

    Re: How to fix cannons

    Quote Originally Posted by Lord Inquisitor View Post
    Okay, let me stop you there. 3K is a bit of a different beast with larger Rare allotment and slots, rather convenient in terms of adding up monsters. You can take more monsters, but you can expect to see up to 4 ironblasters or 6 cannons out there. That is not what I would consider a "standard" game. But you keep putting ridden monsters in there. That means putting your general/level 4 on a big monster and hoping that when the cannons blow him away, your other rare monsters will make it across. Well, maybe they will, but you've sacrificed your general and/or level 4 to do this! Few armies can take hero-mounted ridden monsters and even then, they represent a huge points sink for what is essentially a cannon-magnet. Sacrificing 600 points to allow 400 points to get across the board maybe doesn't seem a good deal.

    Furthermore, people don't do this, at least not competitively. Beastmen can fit quite a few monsters but I've seen very few on the tables.


    In my area, 2.5k and 3k are the common field sizes. On average you need to have the same amount of points in Artillery to deal with an equal amount of points of Monsters. If 1 out-classes the other that will more than likely survive. Thus if you have 200 points of cannons but I have 600 points of Monsters, I'm getting 2 of my monsters down the field. But if you have 500 points of artillery and I only have 400 points of monsters, then my monsters will disappear.

    That's fair enough and these days when every army is getting support units behind their lines (mortis engines, corpse carts, wizardmobiles) will put pressure on cannon target priority. Like I said before, I take a terrorgheist in my VC because enemy cannons are hard pressed to deal with it and if it dies then my mortis engines and corpse carts aren't getting targeted. But don't include spider riders, manglers and even giants in the category of being target saturation for cannons because they can be dealt with using other units. Handguns aren't a big threat to a proper T6 monster so that's where cannons come in, but you don't need a cannon to kill a mangler. Typically I'll have other things to deal with secondary threats like this and if you put a wyvern on the board I won't be scratching my head wondering what I should be shooting my cannon at, I can get a massive points return for blowing it away, nuke your general, or I could shoot at a 65 point mangler my handgunners can deal with?

    Mangler squigs are extremely hard to deal with outside of a gunline. I have seen cannons used against them. 2 Giants, 2 Squigs (2250 list) I include Spider Riders and my hero as well. It's target saturation. Outside of a PURE GUNLINE you will Not have enough shooting/magic to deal with:

    2 Giants, 1 Wyvern, 2 Squigs, 2-4 units Spider Riders, 1 Goblin Hero on Giant Spider, SO Boar Boyz, Squig Hoppers. All of that is Turn 2 charging. You may kill the wyvern and maybe even the rider on top. You may kill both squigs. But then I repay the favor by taking your handgunners and artillery. Then it comes down to what is the rest of our army made of Just like chess we'd equally trade.

    A single monster is a liability. A list built to sustain monsters is suddenly fearsome. Fortune favors the bold. When you build a monster list you have to go all or nothing. A smattering of Monsters and speed will be quickly countered. An entire list of Speed and Monsters is not If you want, send me the point totals you'd want to play. You create a balanced tournament list for whatever point totals and I'll send you a list of a monster mash that I take to tournaments. Mind you, my W/L is usually extremely high with Monster mash. Yes, sometimes I get unlucky and I go up against that 1 player who brought an all shooting dwarven gunline and I get decimated. Then I laugh because I could just see dwarves ambushing the monsters.


    Agreed. But that means the enemy can focus cannons on other targets. Bringing two giants isn't going to keep the cannons off your wyvern!

    Exactly, but bringing 2 Squigs, 1 Goblin Hero on Giant Spider, Spider Riders, Boar Boyz, Squig hoppers will And even if my wyvern/lord dies (he's not my general) thats a fine trade for me! I'd rather my giants hit their line, they do more Damage per Turn on average than the lord on Wyvern


    I don't mind it not being realistic. I object to the argument that killing characters off mounted monsters is fine because it's supposedly realistic, when it isn't realistic to be hit in the first place. If we agree it isn't realistic, then the only argument is that it is required for game balance, which seem patently absurd.

    And I do not wish to change your opinion. I'm simply arguing on the monsters sake, that cannons are fine and if nerfed we'll be way too powerful.


    Eh, it was one of the most disappointing aspects of 8th for me. Ridden monsters really weren't taken that often in 7th. Then 8th comes around, with the % system still making it hard to fit a level 4 and a general on a monster in the army, for some reason taking cannons and making them more accurate and hitting both rider and mount was required. How did they not realise that would make ridden monsters almost extinct?
    Maybe the issue then isn't so much the cannons accuracy but maybe the mounts point total? And GW is in the business of selling models. More $$ buying infantry and artillery to fill up points than a single dragon That's a horrible argument but probably their logic.

  9. #109

    Re: How to fix cannons

    Quote Originally Posted by The bearded one View Post
    They weren't? I thought every army that could pretty much took a badass lord on dragon and charged stuff with it for autowins. 20" charge with insanely powerful model ftw?

    That's what I saw in the local meta anyway, and as the ironblaster didn't exist yet, terrain (forests) blocked LoS more efficiently only one of both parts was hit, and cannons were a little bit less accurate, they were more resilient to cannons.
    Unfortunately I have to agree with TBO on this one. I did see alot more Mounted Lords then.

  10. #110
    Chapter Master theunwantedbeing's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Lord Inquisitor View Post
    Eh, it was one of the most disappointing aspects of 8th for me. Ridden monsters really weren't taken that often in 7th. Then 8th comes around, with the % system still making it hard to fit a level 4 and a general on a monster in the army, for some reason taking cannons and making them more accurate and hitting both rider and mount was required. How did they not realise that would make ridden monsters almost extinct?
    That and the new challenge rules are horrible to any ridden monsters.
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  11. #111
    Chapter Master The Low King's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Lord Inquisitor View Post
    Okay, let me stop you there. 3K is a bit of a different beast with larger Rare allotment and slots, rather convenient in terms of adding up monsters. You can take more monsters, but you can expect to see up to 4 ironblasters or 6 cannons out there. That is not what I would consider a "standard" game. But you keep putting ridden monsters in there. That means putting your general/level 4 on a big monster and hoping that when the cannons blow him away, your other rare monsters will make it across. Well, maybe they will, but you've sacrificed your general and/or level 4 to do this! Few armies can take hero-mounted ridden monsters and even then, they represent a huge points sink for what is essentially a cannon-magnet. Sacrificing 600 points to allow 400 points to get across the board maybe doesn't seem a good deal..


    6 cannons at 3K points? you think someone is going to spend 700+ points on specifically anti-monster defence in the hope that you take 700+ points of monsters? and what happens when you play a game against Empire? or any army with no monsters?

    Quote Originally Posted by Lord Inquisitor View Post
    Furthermore, people don't do this, at least not competitively. Beastmen can fit quite a few monsters but I've seen very few on the tables.
    Beastmen monsters are overpriced, that is generally agreed on. They are also an old book so not such a good example.

    Quote Originally Posted by Lord Inquisitor View Post
    That's fair enough and these days when every army is getting support units behind their lines (mortis engines, corpse carts, wizardmobiles) will put pressure on cannon target priority. Like I said before, I take a terrorgheist in my VC because enemy cannons are hard pressed to deal with it and if it dies then my mortis engines and corpse carts aren't getting targeted. But don't include spider riders, manglers and even giants in the category of being target saturation for cannons because they can be dealt with using other units. Handguns aren't a big threat to a proper T6 monster so that's where cannons come in, but you don't need a cannon to kill a mangler. Typically I'll have other things to deal with secondary threats like this and if you put a wyvern on the board I won't be scratching my head wondering what I should be shooting my cannon at, I can get a massive points return for blowing it away, nuke your general, or I could shoot at a 65 point mangler my handgunners can deal with?.
    But how many points do those 'other units' cost? my unit of 10 handgunners isnt going to kill the mangler quick enough and is already costing more points than the mangler.

    Quote Originally Posted by Lord Inquisitor View Post
    I don't mind it not being realistic. I object to the argument that killing characters off mounted monsters is fine because it's supposedly realistic, when it isn't realistic to be hit in the first place. If we agree it isn't realistic, then the only argument is that it is required for game balance, which seem patently absurd..
    Depends how we look at it.

    If its an abstract realisation, such as people have suggested with forests actually being full forests but represented by only threee trees, and cannons actually haveing a huge range, then its not that hard to imagine one cannon representing a battery of cannons.

    It is also needed for game balance, in my dwarf army the only way im really going to be able to take out a Lord on a dragon is Cannons or a Lord of my own. A lord is better at it but is stuck in his unit, a cannon can see a much greater area.


    Quote Originally Posted by Lord Inquisitor View Post
    Eh, it was one of the most disappointing aspects of 8th for me. Ridden monsters really weren't taken that often in 7th. Then 8th comes around, with the % system still making it hard to fit a level 4 and a general on a monster in the army, for some reason taking cannons and making them more accurate and hitting both rider and mount was required. How did they not realise that would make ridden monsters almost extinct?
    More terrain, less time to shoot at them... and i never found Ridden monsters rare in 7th, i found them horrible against my dwarfs, i neer could kill them because my entire front rank and more would die before i could strike.

    Quote Originally Posted by Phazael View Post
    Monsters do not really need direct countering in the age of steadfast, anyhow. But even if they did, d3+1 and not popping riders would make cannons still viable (two of them reliably drop a monster, while still generally costing less, from complete safety) without making them randomly one shotting 500 point generals/mounted hunters. And LOL at the idea that current terrain rules let you hide monsters. Sure, if he castles all 2+ cannons in one location and you never move from behind the building, you probably do not get shot by cannons, but the stone throwers can still drill you though.
    you get on average 7-8 pieces of terrain, that should give you quite a few buildings.

    2 cannons at the current price (120 points, more for dwarf runes) costs as much as most of the current monsters.

    The tactic with cannons is usually to castle them in one location, its how dwarfs tend to use them, you have to protect them or they are often dead turn 2.

  12. #112

    Re: How to fix cannons

    Quote Originally Posted by Inevitable View Post
    Unfortunately I have to agree with TBO on this one. I did see alot more Mounted Lords then.
    You saw elf lords on dragons, early in 7th, and the occasional chaos lord on something. Orc players (who had nothing to lose) sometimes put a guy on a wyvern, but that was rare. The one everyone remembers it the HE lord on the Star Dragon with the lance of assrapery. Once people figured out it was easier to kill the dragon than the guy on top, Dark Elf guys switched over to Pegs and Dark Steeds and HE went back to using Archmages. The only other mounted lord I saw frequently was the Popemobile, which is another discussion entirely. Cannons were taken with relatively the same frequency, but it was not until people started running the holy roller empire list that they were prevalent enough at top tables that people reduced what monsters they were taking. After that, you only saw Abombs and Hydras in serious top table armies, with the occasional Keeper or GucO in some Daemon armies.

  13. #113
    Chapter Master TheDungen's Avatar
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    Re: How to fix cannons

    Keep at d6 wounds but roll to hit like everything else.

  14. #114
    Chapter Master N810's Avatar
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    Re: How to fix cannons

    Seen any stegadons lately....
    (no? I wonder why?)

  15. #115

    Re: How to fix cannons

    Quote Originally Posted by The Low King View Post
    you get on average 7-8 pieces of terrain, that should give you quite a few buildings.

    2 cannons at the current price (120 points, more for dwarf runes) costs as much as most of the current monsters.

    The tactic with cannons is usually to castle them in one location, its how dwarfs tend to use them, you have to protect them or they are often dead turn 2.
    Most people I know who play gunlines isolate the guns from the main battle line, largely because people have stopped taking chaffe and rely on counterbattery to deal with them, so they want them isolated from the rest of their force. Ironblasters actually get to move around to get a target. But lets say you have six pieces of terrain, all of them buildings and you castle. At some point the monsters are going to have to poke their heads out and they will be dead on the same turn they do this, especially against armies with engineers. This is especially bad in the case of ridden monsters because they are generally almost always the general. Thats in an ideal situation. In most tournaments, you are fortunate to have even one LOS blocking piece on the board, let alone in a useful position for deployment. And usually the stone throwers have some form of reroll mechanic that lets them be 33% accurate without even being able to see the target. Doom Divers and Runes of Accuracy, in partitular, can make a stone throwing unit extremely surgical against unseen opposition.

  16. #116
    Chapter Master The bearded one's Avatar
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    Re: How to fix cannons

    In my meta placing the guns away from the main battle line is the best way to lose them in turn 1 or 2.
    Sometimes a post is so rotten I have to respond like dr.Cox
    Quote Originally Posted by Lord Dan View Post
    This just reinforces my belief that all the cool players live in the Netherlands.
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  17. #117
    Tactical Ninja Malorian's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by N810 View Post
    Seen any stegadons lately....
    (no? I wonder why?)
    No kidding...

    In 7th they were atleast ok against most shooting except for stone throwers which had the silly (hit all parts of the model) rule. Now in 8th it's just insane:

    -1 cannon ball hits a steg
    -All parts get hit (steg + 5 skinks)
    -Randomize hits (1-4 on steg 5-6 on skink)
    -Then resolve

    So on average the steg that was hit by 1 cannon ball actually gets hit with 4! And then if any skinks live they will die as long as 4D6 = 6 or more and they fall to their death.

    Stupid... just stupid...


    Worst part is that they released erratas for all armies and didn't fix it! *Sigh*
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  18. #118
    Chapter Master The bearded one's Avatar
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    Re: How to fix cannons

    Quote Originally Posted by Malorian View Post
    No kidding...

    In 7th they were atleast ok against most shooting except for stone throwers which had the silly (hit all parts of the model) rule. Now in 8th it's just insane:

    -1 cannon ball hits a steg
    -All parts get hit (steg + 5 skinks)
    -Randomize hits (1-4 on steg 5-6 on skink)
    -Then resolve

    So on average the steg that was hit by 1 cannon ball actually gets hit with 4! And then if any skinks live they will die as long as 4D6 = 6 or more and they fall to their death.

    Stupid... just stupid...


    Worst part is that they released erratas for all armies and didn't fix it! *Sigh*
    does it actually do that, doesn't it simply hit all parts once and ignore the randomisation, just like with the screaming bell?

    Not that it mattered much, my last 3 games in a row the stegadon got shot by a cannon and killed in turn 1. I'm pretty sure all 3 times they rolled 6 wounds! ><
    Sometimes a post is so rotten I have to respond like dr.Cox
    Quote Originally Posted by Lord Dan View Post
    This just reinforces my belief that all the cool players live in the Netherlands.
    -- My Dwarven painting log -- My Lizardmen painting log -- My Scurrying Skaven painting log -- My nurgle beastmen painting log --My Tau cadre painting log -- My knights of the white wolf -- My Ork painting log
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  19. #119

    Re: How to fix cannons

    Quote Originally Posted by The bearded one View Post
    In my meta placing the guns away from the main battle line is the best way to lose them in turn 1 or 2.
    Is it because they are taking 4 units of furies or harpies? Or are they counter batterying them off with their own gunline (the only way to lose them turn one)? If you are having to castle to protect your war machine (or at least put a unit to play goalie near them) then you are likely contending with balanced lists, in which case I see no problem, unless deathstar wars is what you are after.

  20. #120
    Chapter Master The bearded one's Avatar
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    Re: How to fix cannons

    chaff and scouts (chameleon skinks, wohoo!)
    Sometimes a post is so rotten I have to respond like dr.Cox
    Quote Originally Posted by Lord Dan View Post
    This just reinforces my belief that all the cool players live in the Netherlands.
    -- My Dwarven painting log -- My Lizardmen painting log -- My Scurrying Skaven painting log -- My nurgle beastmen painting log --My Tau cadre painting log -- My knights of the white wolf -- My Ork painting log
    ---> Newest: 13-5-2013; Lizardmen, tournament pictures, Won best painted army! ---> New: 7-4-2013; The friendly riptide saves a firewarrior

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