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Myrion

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Posts posted by Myrion


  1. Okay, convinced. Precision mode is best, because Accurate is just so **** good.

    So Incinerate's at best a reasonable replacement for standard in some situations, and at worst kinda pointless...
    Thanks for the math and the discussion!

    (Also, bogi_khaosa, did you mean less than precision at the end? Or standard if it gets 2-3 hit on target?)


  2. I'm with LuciusT here, what do you want from the game and what are you and your players actually doing?

    Also, for completeness' sake: Did you think of the "righteous fury = instakill on mooks" rule?


  3. During the discussion about the triplex pattern las I got to think about Felling. It's been bothering me from the start and makes it seem somewhat underpowered to me that it only applies to Unnatural Toughness.

    I mean, it doesn't make much sense to me from a fluff PoV (Tough human: immune to felling; tough ork, most of his protection can get negated?) and like I said, it makes it rather weak mechanically. This is particularly glaring as TB is often much more significant than armour...

    Do you think it would completely break stuff to let it apply to regular Toughness as well?
    Am I missing something?


  4. Well, then I misunderstood the initial question. I thought that the triplex as a whole was supposed to be underwhelming, and that is false, I think.
    Whether Incineration is worse than Precision is quite a different question.

    It's not just the damage reduction you can bypass, but also that you will always deal a minimum of 8 points of damage. I dare say that that is not all that bad compared to 2d10 + 3. Yes, 5-23 is often better than 8-13, but far from always, I'd think.

    Yes, Felling is not amazing, I would have preferred Pen, but it is what it is, and looking at an ork nob with UT 5, and no head armour, I think it is absolutely better than +1d10. (Again: Guaranteed +4 vs. chance at higher damage)

    So I think Incinerate is also better when you don't need a lot of damage, but you need it guaranteed and when fighting things like orks.

    But I'd be kinda interested in the formula, as to me the 1 in 10 chance of less than 5 damage seems off, but I haven't had the time to do the math on that one. Cheers :)


  5. One more thing: In the end, all the math is worth less than what it works like in actual play. Is it so good everyone needs it? Is it so bad no one will ever be able to use it? 

    I think it's neither. It's not massively better than the M36 (it's not supposed to be), yet offers several particular advantages in its modes that will be useful many times, in different situations than the M36. It's not horrible (like the laslock, f.ex.) but has distinct disadvantages: It's rarer and it has no option with Penetration.

    You're right in that Incineration doesn't mean you will deal much more damage, but you will be more constant, which is very good, without halving your ammo supply like overcharge does! And yes, overload will be even better, but you'll get jams and your ammo supply is halved again. That's some rather strong drawbacks.
     

    So, maybe it is underwhelming, but I posit that this is only because you were expecting something that the Triplex isn't. It's not an upgrade, it's a sidegrade. And from what I understand, that's entirely intentional.


  6. Average damage is not helpful here, I fear, because how many shots do you need to fire to achieve that average? And how often will you die in the meantime because of a really bad roll when you needed to roll high? Yeah, it's only one die, so it's a flat distribution of what you will roll, but that makes it even more important to have a high minimum. After all, Proven (5) means that there are four results of your die that can not happen i.e. a 40% chance to do more damage than standard.
    Yes, Precision mode improves on that. But no Pen and no Felling mean that there is potential a big deal of damage reduction in your way.

    So again:

    Incineration mode essentially guarantees you a decent hit, one that bypasses even carapace armor, before any additional damage bonuses! That is not to be underestimated. Sure, it doesn't have Pen, which would make it awesome, but it has Felling, which allows it to be as effective against tough enemies as it is otherwise.

    Precision mode offers potentially very high damage against unarmored and not especially tough enemies. Can be great, but requires you to aim to be worth using.

    Standard is, well, standard.

    None of them make your weapon unreliable or use up more ammo, which might not always matter, but when it does...


  7. For one thing: Felling doesn't increase average damage, so are you talking about Proven when you say it only raises the avg damage to 9.5?

    Proven (5) means that any shot will deal at least the average damage of a standard lasgun, that is, you can never deal less!
    You're still equally likely to deal more damage, but you will never go under it! 
    That is in itself a rather big advantage, I think, as it makes your weapon that much more reliable and likely to kill. Even lacking a second shot, which may or may not hit, chances are pretty good that you will deal more damage with incineration mode, more than what the average will tell you.

    Felling (4) is very situational, that is true. But you'll love it against the big nasties with all that Unnatural Toughness, I think.

    So, comparing it to the standard lasgun: It offers as much variety, with as many uses, just different ones...


    M36 vs Triplex, in my Opinion:
    The M36 is the baseline gun to compare all others to. It does decent damage, has decent range and ammo, is easy to acquire but has **** penetration. Its variable settings allow it do upgrade damage slightly (although I don't really see the point of overcharge) or upgrade damage some more and gain some penetration (great in a pinch!) in exchange for becoming unreliable.

    The Triplex is, in basic mode, identical to the M36. However, it has different variable settings. Instead of offering the same gun with boosted power, it offers a three-in-one deal with those two additional modes:
    Precision: As bogi stated, a 'poor man's long-las'. When there is no sniper, or no better sniping weapon, this will get the job done. When you don't need the fire-rate, this is a good choice in any case.
    Incineration: Short range, this one massively boosts damage (compared to what the M36 can do, anyway) and will blast through Unnatural Toughness. I think I'd leave my gun on this mode always, unless I expected longer range engagements, because Proven (5) is pretty ******' awesome. The lack of Pen is a shame, but this mode seems designed to fight orks or 'nids, where Felling is as god or better (haven't done the math, there). So, big nasty coming real close? Incinerate away.
     


  8. We've thought of the problems with magnetic north as well, but we didn't come up with such fancy solutions. I particularly like the 'choose an arbitrary geolocation point' variant but the basic multi-compass is also a good idea.

    As for the set of basic tools, thanks, we were wondering what items it could contain that weren't already listed seperately, like the multi-tool.


  9. The Grenadier regiment from HotE is assigned 2 Grenade Launchers per squad as well as auxiliary grenade launchers.

    While we've decided to treat regular grenades as valid ammunition for these weapons it seems odd, just like the fact that no ammo is supplied with them.

    So does the rule about specialist equipment coming with three reloads also apply?
    If it does, do we get 3xFrag? 3xKrak? 1xFrag, 1xKrak, 1xSmoke?

    And would the grenades actually be exchangeable, aside from our house rule?


  10. In the Standard Regimental Kit there is a "Set of Basic Tools" which I haven't found defined anywhere.

    We're making a regiment for our game, and noticed that apart from the quite rare multicompass there don't seem to be any in the game. 

    What does the basic set of tools include and would it be reasonable to assume that at least every sarge has a compass?


  11. Yeah, wouldn't it? Maybebwe should try writing something like that up ourselves...

    With environmentally sealed vehicles you wouldn't even have to care about the gaping hole you entered through, in fact, it would help you by depriving the defender  of valuable oxygen. :-D 


  12. Well, given the size of some installations in WH40k, and that they tout it as including all the siege action,  I'd say there's a chance that tanks might actually be useful IN the star fort...


  13.  

    As they push deeper into the star fort, they face dangers in every form and on every front and they may just find something they never expected. 

     

    I really hope this just means something like: "There were some traitor marines in millennia-long stasis in the center of the star fort and now they've woken up." 

    Because I dunno, they might have gotten captured during the Angevin Crusade and were experimented on instead of killed/handed over to the appropriate channels. And now Severus wants them so he can turn them over to those Chaos emissaries he's been talking to, to get some much-needed assistance. He has to hide that from all but a select few, since largely the Dominate soldiers are not heretics.

    Could lead to some strange alliance at the end, where IG and Dominate fight together against the traitor marines and any heretics that joined them.

    But most likely the Dominate is being ever more subverted by Chaos...


  14. Okay, thanks. I didn't expect the battle cannon to be an anti-infantry weapon, but now that bit makes sense.
    I should have mentioned that I don't really know the tabletop rules, too.

    Yeah, sure, KommissarK, but if I'm not mistaken, then maximum range is 4xRange, which would still give it only 200m range. I don't want to have to get to 200m from the enemy fortifications unless it's already demolished... Especially as it may be staffed with anti-tank weaponry like the lascannon (or missile tubes or autocannons...) which has a maximum range of 1200m!

    But okay, it's the way it is in the tabletop, so that's okay^^


  15. I've just been reading the entire Core Rules a second, more thorough time and noticed something odd:

    The man-portable lascannon is much more powerful than the main cannon of a Leman Russ.
    5d10+10 Pen 10 vs 3d10+10 Pen 8 is pretty clear. 
    Sure, it has some drawbacks: It's range and clip size are about half, and the Battle Cannon has the Blast quality, which presumably makes it great for anti-infantry action, but purely in terms of anti-tank firepower the lascannon wins.

    That just seems... off, to me, anyway. Can anyone tell me why it's not off and I'm wrong? ;)

    On a side note: The Demolisher cannon has a listed range of 50m.
    I get that it should have shorter range than the other tank cannons, say, 500m, but 50m seems really ******* short for a siege tank. I mean, this way you basically have to walk right up to the enemies' most heavily defended position to be able to crack it open...

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