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Hogdogz
10-05-2005, 02:50
The Empires Hellblaster volley cannon i use when ever i can and all my battles. But when it demolished 2 or 3 units my opponents always wine about how good they are. Is there any downside to them really? And why are they the same point cost to dwarf organ guns the gods of the forge and mine can dominate them in all stats(shoot farther and up to 3 times as many shots possible) why is this?

User Name
10-05-2005, 02:54
The hellblaster is more likley to misfire is they only argument aganst them but its not a very good one, they are basically the uber gun

Hogdogz
10-05-2005, 03:05
ya your true it could misfire but after playing like 5 games and one misfiring once and still getting it good with that. like 1, or 2(destroyed) are bad and the rest i can live with especially 6 (rest of barrels get full hits)

Avatar of Jack
10-05-2005, 03:29
They blow up! But honestly, the Empire gunnery engineers are just more willing to be seen in the field with a tempermental gun. The Dwarves would be ashamed to be seen with such a rickety piece of crap.

Your opponents should take bigger sized units! And some light cavalry or some such to harass the crew. I love the Helblaster. Without it, other armies wouldn't have anything to complain about or fear in an Empire army.

He Who Laughs
10-05-2005, 08:58
The crew.

For example, a wary Lizard or WE player will field Chameleons or Waywatchers - and "oh look, I'll deploy in those woods RIGHT NEXT TO YOUR VOLLEY GUN..."

So can say goodbye when Chameleons/Watchers open fire...

Flying units too - using terrain available (and/or some lucky spells) you can get a charge in 2nd turn.

Moi
10-05-2005, 20:30
Without it, other armies wouldn't have anything to complain about or fear in an Empire army.

I disagree!! Empire have guns, great cannons, pistoliers and the detachment formation. This last one is pretty much effective. You can't charge the main regiment as you'll get countercharged on one side and get stand-n-shooted at on the other. Yet, those detachment are hardly worth any points and don't cause panic tests around them. You have to worry about them, but you don't want to... Pretty strong in my opinion.

Also, Hellblasters should get downgraded a bit. Not much would make them a lot more balanced. Same thing for the dreaded steam tank. When my opponent is fielding one, I'm sure of getting a boring game, watching my units being squashed under its hull...

All in all, empire armies doesn't suck at all, hellblaster or not!

Lord Lucifer
10-05-2005, 23:22
Drawbacks of the Helblaster Volley Guns:
Rare Slot (can't take my lovely Tilean Pike mercenaries and Tilean Deullists in my Averlanders if I've got a Helblaster, and it puts a black mark on the Army Comp in tournaments)
125 points, for that I can just about get two mortars (mmmmm, templates...)
24" maximum range and 12" effective range. The Mortar fires 48, the Great Cannon 60. Better off taking a unit of Handgunners who won't immolate themselves at the drop of a hat
Unlike the other Imperial war machines, the Helblaster can only ever affect one unit at a time. If you have two units of Goblin Wolf Riders, or any other form of fast-moving unit, you can take out the helblaster in a snap. Hell, with the gobbo wolf riders you do it at a cost of 60 points, less than half it's value!
Human crewmen. Ld7 WS and T3, no armour.
Oh, and it's realiable as anything. In the last ten games I have used it, it's managed only to award my opponent a complimentary 125 victory points for showing up

I don't take helblasters no more, they're not worth the hassle. Mortars and/or Great Cannons are better in my opinion and experience, if a war machine is to be taken at all


Moi, you're scared of Pistoliers and Detachments?
Sure, pistoliers are useful, but they're soft and cowardly (no option for musician, cuts down on the usefulness of Fast Cav as harrassment troops just a bit)
And the detachments, are a blessing and a curse. Blessing to flank the enemy, but a curse at spreading the battle-line thin. A small unit of ten infantry with abysmal saves and no great combat res. boosters makes a nice soft target for you to break-through the battle line with. When there's enemy to the rear of an Empire army, it's screwed. The infantry aren't there to kill things, they're there to provide rank bonus, it's the only thing going for them (other than impeccable fashion-sense).
It boosts one unit but weakens the line, in an army based on cross-unit co-operation

Aside from the Steam Tank, the Empire is the least scary army in the game

Moi
10-05-2005, 23:42
Moi, you're scared of Pistoliers and Detachments?

I play High Elves, that's why! :D

Seriously, I think I'm still bitter with my last game against an Empire player with a Steam Tank, very good dice and absolutely precise distance guessing abilities. That was the first serious time I was playing against Empire (nearly nobody is playing it around here for no good reason) and my inexperience just cost me the victory. I just may need more games against the Empire to understand its weaknesses.

And although they're weak overall, I still fear the shooting from pistoliers! And handgunners just **** me off! And all shooting that is better than mine! I mean, come on, who's the Elf player? Ok, just rambling... I'm going to get some sleep. ;)

Thanks Lord Lucifer for those pieces of advice! ;)

Lord Lucifer
11-05-2005, 03:37
Archers, Moi. Archers.
Pistoliers have T3 and a 5+ save, nigh-on twenty points a pop, come in small units. They're EXACTLY what Archers were created for

Pop the Pistoliers, follow them up with the detachments (small units of low-save T3 infantry, although not able to cause panic tests, still earn you victory points), and then try and handle the rest of the army with whatever else you've got.

Empire's based on combined arms. They can't win by brunt or sheer stat-hammer (can't kill a fly really), they rely on ranks and flanks and getting all that non-kill modifier working for them. This makes their detachments and fast cav important. You nail those, they're forced to go on the strength of the troops individually.
With their ranged ability they'll most likely try to take out your utility units (fast cav, small elite units, anything that can deny ranks), and try to whittle your main regiments with mortar and handgun fire to ensure Outnumbering and higher Rank bonuses than you have.
If their shooting can be neutralised it'll be of great benefit, after that they've just got general sub-standard infantry and relatively mundane characters.


It's a good flexible army to face, makes for an interesting game :)
The Helblaster is best used as an artiller/shooter guard. Anything advancing to threaten the Handgunners/Crossbowmen and the Cannons/Mortars wanders into Helblaster range. That's when it's useful ;)

Avatar of Jack
11-05-2005, 05:18
I disagree!! Empire have guns, great cannons, pistoliers and the detachment formation. This last one is pretty much effective. You can't charge the main regiment as you'll get countercharged on one side and get stand-n-shooted at on the other. Yet, those detachment are hardly worth any points and don't cause panic tests around them. You have to worry about them, but you don't want to... Pretty strong in my opinion.

Also, Hellblasters should get downgraded a bit. Not much would make them a lot more balanced. Same thing for the dreaded steam tank. When my opponent is fielding one, I'm sure of getting a boring game, watching my units being squashed under its hull...

All in all, empire armies doesn't suck at all, hellblaster or not!

You preach to the converted! I am one of the most adamant Empire players and supporters you'll ever meet! But what I am saying is that while those units you detailed before are very good and effective, no one will ever complain about how strong they are, or fear their presence on the battlefield. But the Helblaster inspires panic! Detatchments do not. Pistols do not. Even cannons do not inspire fear in your opponent. But Helblasters do! And so do steam tanks, but I never take them because they don't fit in my army. Pity, they are very powerful...

Snoozer
11-05-2005, 08:55
I know what you mean, the hellblaster is the only thing in my brothers Empire army that I fear (when he takes it). Other than that there isn't much to fear, maybe the cannon, but only because it always hits my chariot on turn 2 (he is a really good at guessing range, he once shoot my gobbo shaman from 50" or something like that, it hit the base of the shaman and missfired).

The funny thing is I have a hard time winnig his army, maybe I underestimate it too much??

:)

Avian
11-05-2005, 10:52
The Empires Hellblaster volley cannon i use when ever i can and all my battles. But when it demolished 2 or 3 units my opponents always wine about how good they are. Is there any downside to them really?
The more than 40% chance of misfire each time it shoots?

WLBjork
11-05-2005, 10:58
I'll tell you what's annoying.

When you face 2 in a 2K game and neither blows up - in fact, your opponent consistently rolls sixes on the misfire chart.

I think that the HBVG would be better with a reworked misfire chart - at the moment it is simply too reliable. In fact, I'd be happy if the Misfire chart became:

1-2 Explodes
3-4 Can't fire any remaining barrels this turn, and none next turn
5 Can't fire any remaining barrels this turn
6 This barrel doesn't fire, but any remaining barrels can be fired.

Grand Warlord
17-05-2005, 19:05
Well I use to take the Helblaster but I do not have a good time with it, it generally blows up before I can use it effectively so I tend to take 2 Cannons and 1 Mortar.

Misfratz
17-05-2005, 20:27
Iat the moment it is simply too reliable.The Volley gun is certainly not too reliable. I think it doesn't need any changes to be honest. The chances of it not blowing up during the course of a game are pretty slim and they are limited by the Rare slots.

Compared to things like ratling guns I don't think there can be any credible complaints.

Warhammer would be a bit bland if there weren't things that inspire fear in your real-lif opponent. When your facing Empire that is the volley gun. It's pretty easy to think of similar [as in are similarly scary to face] things that exist in other armies.

Also, they toned it down quite a bit compared to 5th edition [when it was 100 points; without a Rare limit; option to fire all nine barrels in one go], which was warranted.

Odin
18-05-2005, 15:06
I play against the Empire quite a lot. My opponent always has the Helblaster (at least one). I have only ever seen it blow up once. On the other hand, in one single battle I have seen it wipe out a unit of 20 Chosen Warriors, a unit of 20 Warriors, a unit of 25 Marauders and 3 Chaos Trolls. Nasty. I'm tempted to buy a few Hellcannons just to give them a taste of their own medicine.

What I most dislike is the way it can hit skirmishers in fortifications just as easily as a big block of infantry in the open - that just doesn't make sense.

Spider
22-05-2005, 20:25
I always take my Helblaster.

But it ALWAYS blows itself up after the first shot.

But its a fairly expensive (moneywise) model, and i refuse to leave it at home just because it never works well for me.

Anthonius
22-05-2005, 23:09
I think the problem is that the Hellblaster is very good at doing things that it shouldn't be able to do in my opinion. I've always seen it as a weapon which has the purpose of taking on big infantry units and do a fair amount of damage. At the moment its just the opposite. The actual damage it does to big infantry units is negligable, it does however tear through skirmishing and/or specialist units with incredible ease.

Cheesejoff
23-05-2005, 10:50
Regardless of the situation, my Helblaster will nearly always get 6, 8, 10, not in that order. However, it has a tendancy to blow up when it's within 12" of an unprotected mage lord!

Odin
23-05-2005, 11:30
I think the problem is that the Hellblaster is very good at doing things that it shouldn't be able to do in my opinion. I've always seen it as a weapon which has the purpose of taking on big infantry units and do a fair amount of damage. At the moment its just the opposite. The actual damage it does to big infantry units is negligable, it does however tear through skirmishing and/or specialist units with incredible ease.

Indeed this is the main problem - I reckon you just need to have a rule that the number of hits is halved against skirmishers or single models. OK so it will still massacre my Warriors like ants, but I'll just have to hope that one day it misfires.

FlameKnight
23-05-2005, 11:51
Even in my 5000 point army, I don't have any Helblasters. It's just something about them, they're currently the most unpredictable thing an empire army can take. I don't particularly like taking that much of a gamble, and it seems to me that I'd just end up relying on it to do one particular thing, and it would just blow up in my face. That being said, I do take my share of cannons and steam tanks, but with a few of them I can rely on them more to do what they do.

Also, free rare slots aren very hard to come by, and with so many awesome Dogs of War units, Helblasters don't particularly appeal to me.

Templar_Victorious
30-05-2005, 02:58
Whats wrong with protecting either the flank or center of your army? I usually prefer having it in the flank, along with two handgunner units.

night2501
30-05-2005, 03:30
a hellblaster might nevr fire in a battle and do his job flawlesly...people should have that in mind, that´s the reason it misfire so much and is so powerfull when hiting...
I think the hellblaster is balanced, maibe a bit on the powerfull side but not that much as is compensated by the misfire chance and the short range that kept it mor eor less balanced (the only thing they should change is the 6 when misfire that is completly unfair...)

now I repeat this the hellblaster is for deny a flank or some strategic point of the table, if someone just march insid ethe hellcanon range he deserve to be shot to death, the hellblaster is there to deny a zone to the enemy that is his function, and maibe people have trouble dealing with it because they use the wrong strategy...
ways to deal with hellblaster 101:
-remember the short range of the hellblaster, just take it down with anithing with longer range, longbows and crosbow are really usefull for it, or magic ^^
-use the oponent battleline, the hellblaster still needs LoS, uou can use the own oponent units obscure the hellblaster LoS, how you do this depend on the army/the troops/ and the deploy of the oponent
-ignore it, remember that the hellblaster is there to deny you a zone, if posible ignore it unless is on a vital zone of the table
-screning units, trow 2 chaep fast units one right infront of the other, for example a swarmfolowed by fast chavalry, if the helblaster shot the small unit nothing will be left and you charge with the cavlary
there ar etons of ways to deal with it those are generic but there are other specific for each army...
such as ghost oor banshees from VC, moving/or droping woods for WE, centigors/maraunders with trowing axes hounds for chaos, bolttrowers for DE and HE, lord of raind for anione with the life lore, and so on...
actually I think ratling gun is far mor eunbalanced as is almos timposible to deal with...well there ar elots of ways but are a lot more cuning or dificult...

well I play with WE and with slanesh,

Slappy
30-05-2005, 06:33
Hellblaster and Steam Tank are so over-rated it makes me sick.

The Hellblaster has a 50% chance to misfire every time you use it!!

It always awards my opponent 125 victory points every game. So in other words, unless it kills 250 points worth of stuff, it is not worth bringing really.

It misfires half of the time I fire it (50% of the time obviously). I hardly EVER roll a 6 on the chart, and quite honestly, I dread doing so, simply because it illicits rolling of the eyes and sighs from my opponent.

The Steam Tank just rolls around and then dies. Usually malfunctions just from moving around or cannon fire, and then slowly kills itself without the opponent doing anything. At the end of every game I play, the Steam Tank is sitting in one spot with like 5 steam points left, a giant smoldering paper weight. When this happens, I usually roll like 5 dice for Steam just so it will DIE. That's how mad the piece of crap makes me.

I used to use these units thinking they were good, but now I realize they are OK at best, worthless most of the time.

Drop the Hellblaster. Take a Goblin Hewer. Now there is a Warmachine! It can't beat up Skirmishers like the Hellblaster can, but dayung, I get more out of that thing each game than any other warmachine.

Mortars are OK but usually just end up scattering, hitting nothing, and being absolutely useles. I mean, the chance to hit is what? 15%? Not only that, but you have to guess range it, so it's inaccurate to start. I am about to start leaving these junkers at home as well.

Cannons are also OK, but have around a 30% chance to do nothing on top of the guess rance inaccuracies.

All in all, Empire warmachines are mostly crap. I love when I play against Empire and I sit there, while they misfire, scatter, and just generally do nothing.

I also played Empire for the longest time. My Flagellants contributed more to my wins than my Hellblasters ever did.

Point of thread: Take the Goblin Hewer!!!

Lord Lucifer
30-05-2005, 09:43
Mortars have a 1 in 3 chance of hitting the spot they're aimed at.

The player using them, on the other hand... :p

But then, I love big templates, it's a throwback from 2nd ed. 40K, with the 3" radius template :D
Pity the Mortars aren't that big

Ashdil
30-05-2005, 19:30
I love my Hellbalster, would not leave it out from my empire army! I dont have that many DoW regiments, so I cant use my rare for that. And I do not have flagellants (they cost alot to buy!) So that leaves me with my hellblaster. And I rarely see it explode. More often it does nothing as the enemy tries to move away, or it might get killed by some tomb scorpion (hate that they can charge when they turn up!).

In the last game I played with my empire army I had one. Rolled a misfire, the first or second turn. My enemy grinned, and said now I have one less problem. I said "Check out this 6!" Guess what I rolled ;)

All I can say is that he does not like my hellblaster, I am to lucky with it! I role 6's more then anything on that misfire chart, even though I get the others aswell from time to time, but it quite scary how many 6's I have rolled with it.

Anthonius
30-05-2005, 23:09
Hellblaster and Steam Tank are so over-rated it makes me sick.

The Hellblaster has a 50% chance to misfire every time you use it!!



No, it has a 1/6th chance of misfiring actualy, the chances don't stack. however, as you roll 3 dice a turn, you should misfire once every two turns. a very accepptable risk in my opinion, as the hellblaster misfire chart is one of the most benificial ones around...


The Steam Tank just rolls around and then dies. Usually malfunctions just from moving around or cannon fire, and then slowly kills itself without the opponent doing anything. At the end of every game I play, the Steam Tank is sitting in one spot with like 5 steam points left, a giant smoldering paper weight. When this happens, I usually roll like 5 dice for Steam just so it will DIE. That's how mad the piece of crap makes me



The problem isn't in using it in friendly battles, although I find it highly annoying even then. The problem lies with the fact that in competitive play, it yields no victory points at all. And even though there are a lot of armies that can easily damage it. There are about equally as many that have serious problems doing that, which make it far too powerfull

Slappy
31-05-2005, 00:13
No, it has a 1/6th chance of misfiring actualy, the chances don't stack. however, as you roll 3 dice a turn, you should misfire once every two turns.

Wrong. The chances do stack. 1/6+1/6+1/6 = 3/6 = 50% chance to misfire every time you fire it. Do the math.

You must roll all 3 barrels before it begins to fire. Once that one misfire roll happens then there is a:

33% chance the gun will explode.
16.6% chance the gun will fire the shots before it misfired AND it cannot fire next turn.
16.6% chance the gun will fire the shots before it misfired and can fire next turn.
16.6% chance that the one misfire was just a dud.
16.6% chance the gun will rip of alot of shots.

The total chance of misfiring every turn is 50%, regardless of how you look at it.

The other war machines don't fare any better really. The Helblaster is crap in my opinion because it's either TOO good or absolutely useless. Not good when I am trying to play a game and win using tactics, not random chance.


There are about equally as many that have serious problems doing that, which make it far too powerfull

Just because something is good at VP denial does not make it powerful. The Stank is 300 points. If it didn't do near 300 points in damage, then it's pretty much a waste. That means that you actually brought a 1700 point army instead of 2,000.

I remember once my Stank manlfunctioned on the FIRST turn and was pretty much stuck the rest of the game near the deployment zone, putting around. I lost the game of course.

Grand Warlord
31-05-2005, 03:02
Well in bigger battles i would think of taking it, since i could just use it as a fear tactic, but for 2000 points everything i buy has a purpose. And hellblasters blowing up on turn 1 is not its intention lol.

But I like it in bigger battles.

Lordmonkey
31-05-2005, 03:11
Hellblasters arent scary. cheap unit of flyers will sort it out a treat, and it wont make its points back in the first two turns.

Lord Lucifer
31-05-2005, 03:52
There's... a 91/216 chance
I think

Earlandir
31-05-2005, 20:10
if you know anything about math, they don't stack. otherwise if you rolled the dice 6 times you would be 100% chance of getting a misfire. i forget what the exact odds are, but its obviously not 50%, it's more around the odds of about 35%

Lord Lucifer
01-06-2005, 01:37
Yep, there's a 91/216 chance of rolling a misfire, not 1/2 chance (108/216)

Slightly less than 50%
But still, it's pretty damn close


And I'm certain the 91/216 is accurate
Three six-sided dice, that's a total of 216 different variations
Please no-one make me explain it :cries:

Galonthar
01-06-2005, 07:48
hmm...

in all battles I`ve fought against empire, it only happened about 3 times (if it is that much allready,... :mad: ) that one of those blackpowder weapons blew itself up,.... and I don`t think the hellblaster was one of them (mostly they were cannons)

Lordmonkey
01-06-2005, 11:21
Please no-one make me explain it :cries:

3 dice have a Number of outcomes = 6 x 6 x 6 = 216

Of these outcomes, if a single dice were to misfire, there are 36 different combinations that the other 2 dice could take.

36 + 36 +36 = 108.

108/216 = 0.5 (50%)

This is the likleyhood of at least 1 misfire. However, the chance of ONLY 1 misfire is different. This would be one misfired dice, with all the combinations on the other two dice other than misfires, i.e. (5 x 5) x 3 = 75.

75/216 = 0.347 (35%)

Haven't done stats in years so that could be wrong...

Where did you get 91?

Lord Lucifer
01-06-2005, 12:33
Damnit, you're asking me to explain. My brain's not built for operation while I'm on the net!

Okay, working out combinations
Three dice, each has six sides, one of the sides on each dice is a Misfire

The first dice has a 1-in-6 chance of rolling a misfire
So one sixth of all tolls will be a misfire on the basis of that one Misfire on the first dice (possible combinations of the other two dice are 36)

So 36 out of 216 (36 multiplied by 6) is a misfire by virtue of the first dice
Now, for the other five possible results of the first dice: The other two dice... one-in-six chance of the second being a Misfire, which means if the second dice is a Misfire, there's six options for the third dice that automatically account for a misfire (remember the number six here)
The other five numbers have a one-in-six chance of getting a misfire, so that's five more possible Misfires thanks to the third dice. 11 possible misfire combinations from the two dice, multiplied by five for the five options of the first dice, 55
55 +36 =91


If you want to do it and gaurantee the answer, write the following:
1 1 1
1 1 2
1 1 3
1 1 4
1 1 5
1 1 Misfire
1 2 1
1 2 2
1 2 3
1 2 4
1 2 5
1 2 Misfire
1 3 1
1 3 2
1 3 3
1 3 4
1 3 5
1 3 Misfire
1 4 1
1 4 2
1 4 3
1 4 4
1 4 5
1 4 Misfire
1 5 1
1 5 2
1 5 3
1 5 4
1 5 5
1 5 Misfire
1 Misfire 1-through-6 (six misfire options)

Do that 5 times, and then add 36 if you want to save yourself the trouble


And yes, I really am this bored.

91/216
Fact.

night2501
02-06-2005, 22:01
ok here it comes the right answer...
the chanes are this:
misfire on the first shot
1/6=0,16
misfire on the second shot given you did not misfire the first one:
(5/6)*(1/6)=0,14
misfire on the third shot given you did not misfire the previus 2:
5^2/6^3=0,12
misfire on the fourth shot given you did not misifre the previus ones:
5^3/6^4=0,1
misfire on the fifth shot given you did not misifre the previus ones:
5^4/6^5=0,08
do not misfire in any shot:
5^5/6^5=0,4

0,16+0,14+0,12+0,1+0,08+0,4=1

that means the chance of not misfiring are 40%, roughly the same as 91/216
now for wath I know there are at least 2 good or decent misifires in the chart of the helblaster, the one that just do not shot next turn but shot the previus barrels and the one it shot all the canons at full, that measn 1/3 of a good misfire...right now I m to lazy to calcule the chances of having a good result of the hellblaster including the misfires someone else can do it :P

Lordmonkey
03-06-2005, 02:22
91/216
Fact.

Fair enough :P As i said, my stats are a little rusty...

I'd still take a Hellblaster though, even with 50%

Lady's Champion
03-06-2005, 14:33
I hate my helbalster it is my only painted model yet i don't use it- every turn it dies before repaying it's points- yet it used to be really good

grr

WLBjork
04-06-2005, 19:40
I've come to the conclusion that STs aren't as fearsome as is made out - they can cause a lot of carnage, I accept that, but I recently inflicted serious damage on one with a Wraith and a Von Carstein Vampire Count with AHW. I did get lucky though - once they started inflicting damage I scored 7 points between the two after the Count charged, then after the ST pivoted and ripped my VC a new one with its HBVG (I really, really hate that weapon) the Wraith inflicted 6 points (I love double 6 to damage :D). At the same time, another ST was worn down by only two Dire Wolves and a Doom Wolf - they scored 5-10 points of damage - for once it was me rolling the 6s... just not in the magic phase :(. Of course, it took a Blood Dragon to finish them off - thanks to one of my partners-in-crime.

Another game in which three HBVGs failed to explode over 5 turns. Fortunately one only fired once before getting mushed by a graveyards worth of Black Knights.

Lordmonkey
05-06-2005, 03:19
I've come to the conclusion that STs aren't as fearsome as is made out - they can cause a lot of carnage, I accept that, but I recently inflicted serious damage on one with a Wraith and a Von Carstein Vampire Count with AHW. I did get lucky though - once they started inflicting damage I scored 7 points between the two after the Count charged, then after the ST pivoted and ripped my VC a new one with its HBVG (I really, really hate that weapon) the Wraith inflicted 6 points (I love double 6 to damage :D). At the same time, another ST was worn down by only two Dire Wolves and a Doom Wolf - they scored 5-10 points of damage - for once it was me rolling the 6s... just not in the magic phase :(. Of course, it took a Blood Dragon to finish them off - thanks to one of my partners-in-crime.

Another game in which three HBVGs failed to explode over 5 turns. Fortunately one only fired once before getting mushed by a graveyards worth of Black Knights.

WHAAAAAAT? :wtf:

Sorry im a bit lost, what was your point?

WLBjork
05-06-2005, 11:03
Sorry - got off the track with STs there.

Still cheesed off by the failure of HBVGs to explode, despite 3 of them being present on the table and no more than 3 misfires being rolled in 5 turns between them all (I can't actually remember any, but there must have been some with that rate of fire) :cries:

Lady's Champion
05-06-2005, 16:54
Mine always blow up first turn- never fail

I think the one time they didnt they blew up on the second turn wooo! (i didnt fire it on the first turn...)

Tyra_Nid
06-06-2005, 00:19
I may be wrong (havent played a game using Empire), but couldnt you just stick an Engineer with the HBVG? Reroll an artillery dice per turn, hence negating the first potential misfire? And if you dont get any misfires, you can still fire your Long Rifle :evilgrin:

taer
06-06-2005, 03:12
Well, just be glad you can't teleport the damn thing like you used to be able to.

Slappy
06-06-2005, 03:17
No Tyra_Nid, the Engineer cannot use his re-roll ability on a volley gun, but can on a mortar or cannon.

It's stupid, unfluffy, and makes no sense, and should never have gone to print, but thems the rules.

f2k
06-06-2005, 06:05
No Tyra_Nid, the Engineer cannot use his re-roll ability on a volley gun, but can on a mortar or cannon.

It's stupid, unfluffy, and makes no sense, and should never have gone to print, but thems the rules.
I think it’s quite fluffy. The Volley Gun, after all, is a highly temperamental piece of machinery with a nasty tendency to go ka-booom! Remembering that its creator was killed by an exploding Volley Gun, I wouldn’t get within a 100 yards of it if I was an Engineer.

Lordmonkey
06-06-2005, 08:30
I think it’s quite fluffy. The Volley Gun, after all, is a highly temperamental piece of machinery with a nasty tendency to go ka-booom! Remembering that its creator was killed by an exploding Volley Gun, I wouldn’t get within a 100 yards of it if I was an Engineer.

Ditto. Engineers, above all else, know how unstable these contraptions can be... they wouldn't go near them if you threatened death.