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  1. #71

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    No, that would make it way too hard.

    Stuff in Apocalypse is for Apocalypse. Where it can run into strength D weapons to keep it in check.

    Outside Apocalypse, the amount of firepower I'd need to deal with it, whilst it splits fire at my army, will give most of the rest of your army free reign.

    Hence I call shenanigans on these rumours, and the apparent expansion. Not town room one or both would require the full super heavy rules normally found in Apocalypse, along with entries for each and every super heavy in the game.
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  2. #72

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    Quote Originally Posted by MajorWesJanson View Post
    I would hope for a Griffon/Salamander as another vehicle slot, personally. They could easily share a design, just drop the autocannon/heavy flamer from the Salamander and mount a mortar in the troop bay. And Salamander would make a nice fast transport for command squads and say special weapon squads.
    Make it work as a Chariot rather than squad transport?

  3. #73

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    Also I'd like to see Vets get the option to swap out the Heavy Flamer with a Heavy Bolter and have the option of a Medic.

    And the Astropath to have actual Telepath powers of some sort...

  4. #74

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    Quote Originally Posted by Mr Mystery View Post
    No, that would make it way too hard.

    Stuff in Apocalypse is for Apocalypse. Where it can run into strength D weapons to keep it in check.

    Outside Apocalypse, the amount of firepower I'd need to deal with it, whilst it splits fire at my army, will give most of the rest of your army free reign.

    Hence I call shenanigans on these rumours, and the apparent expansion. Not town room one or both would require the full super heavy rules normally found in Apocalypse, along with entries for each and every super heavy in the game.
    Not at all, I have seen point for point analysis made of the two under the 5th ed rule set. In fact, [URL="http://www.bolterandchainsword.com/topic/271861-the-malcador-in-6ed/"] the case is made here[/URL] one does have to consider the rules for the tanks and how many can be taken.

    The new Apoc rules made superheavies ridiculously hard, however, the Malcador does badly as a superheavy. One on one, the Malcador and LBT are evenly matched point for point. The Malcador lacks AV14, but is tougher, while it has the same chance to penetrate AV 14 as the LBT. Run both on the normal VDT as you will see my point.

  5. #75

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    Write up there is flawed, on account it glosses over the flexibility of splitting fire with no detriment.

    Potentially, a Leman Russ can knack a single tank or other target a turn. Malcador faces no such restriction, and with three lascannons? Do you really need that worked out for you?
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  6. #76
    Fly Lord
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    via Noel at Wargamer
    -‘Mission Objectives’ are potentially a new special rule for the Imperial Guard, although my channels are a little dry on this front, one can only begin to imagine what they do. I heard on the grapevine, that this special rule would allow even sergeants, to order ‘minor orders’ to their own unit.

    -Formerly Forge World dominated vehicles will take a tour in the Imperial Guard codex. This means we could see such units as the Forge World Destroyer Tank Hunter as part of the upcoming codex. Although one finds it extremely unlikely they will receive a new plastic kit.

    -Headquarters units have seen a massive shake up. Above the whole organisation, some units have been deleted, others modified. You start by buying a command squad, this is then changed by swapping the officer for a commissar, if one wishes too. The three present advisors have been retained, with the addition of the Primaris Psyker as a command squad advisor.

    -Ministorum Priests are back in the same manner as before, this time though it has been rumoured they increase the ranged output of the unit, as well combat potential. Maybe in the form of the ‘preferred enemy’ special rule, who knows?

    -The mighty (or not so mighty Enginseer) has stayed relatively the same, except for the transition from HQ to either Elite or Heavy Support. But what excites me the most, are their roles on the field of battle. Apparently they will act much like Royal Courts in the Necron army, bought with certain upgrades, then attached out to other units, to confer certain benefits to that unit.

    -In terms of repacking, it is believed that special weapon squads will receive their own box set. This is also rumoured to be extended to veteran squads and heavy weapon teams. Coming in boxes of five models, with a wide variety of special equipment.

    -Moving on from the veteran weapon squads re-boxing, it is believed that they will be changing their position on the battlefield. With smaller squad sizes, veterans seem to be taking a fire support role, that focuses on battlefield specialisation.

    -Vendetta and Valkyrie gunship’ will more than likely be streamlined into one unit. Also it is believed that the squadron option will be lost, and an increase in points to balance out the power of Vendetta and Valkyrie gunship’ in sixth edition.
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  7. #77

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    Quote Originally Posted by Mr Mystery View Post
    Write up there is flawed, on account it glosses over the flexibility of splitting fire with no detriment.

    Potentially, a Leman Russ can knack a single tank or other target a turn. Malcador faces no such restriction, and with three lascannons? Do you really need that worked out for you?
    You have obviously never seen the tank, if you had then you would know that those LC are awkward to use with the main turret and front weapon and make the vehicle almost as expensive as a LR. I can work it out as I have seen it played, and know full well that your comment is as much hyperbole. The Malcador is still almost as expensive as 2 LBTs, and there are other vehicles that can split fire.

  8. #78

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    I have indeed seen it. Bit of careful deployment and you can maximise those firing angles.

    Splitting fire with every weapon cannot be underestimated. The statistical chance maybe relatively low, but it's by it's very mature infinitely greater than when you can't split fire at all.
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  9. #79

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    Quote Originally Posted by Mr Mystery View Post
    I have indeed seen it. Bit of careful deployment and you can maximise those firing angles.

    Splitting fire with every weapon cannot be underestimated. The statistical chance maybe relatively low, but it's by it's very mature infinitely greater than when you can't split fire at all.
    So you are basing hyperbole on chance over something that can just as easily be countered. Points differential, for that slim chance you are paying a premium, for the LC's you are paying a premium.

    Shave off a hundred points from the cost of the unit and you may have a point, but the fact remains that as it stands it is less competitive than taking 2 LBTs which it is almost the same points as, partiuarly if both using the normal vehicle damage table.

    You may as well be moaning that a Dread is better than Sentinel, the Dread able to take two weapons and being infinitely better in combat. It is the same reason that a space marine costs more than a guardsmen.

  10. #80

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    No, it's really not. You may also wish to look up what hyperbole is, on account it's not the expression of a conflicting opinion.

    Malcador, being super heavy, is immune to shaken and stunned, and it can't be immobilised or have its weapons knackered. It can split fire over as many weapons as it has on the model. It's harder to glance to death. It also has an advantage in that it's easier to find cover for a single model than it is two, especially when it comes to tanks.

    And let's expand the inclusion (as per original rumour) to include Baneblade and Co. Weapons get bigger, chassis gets tougher. Soaks up more, kills more. This is a massive advantage outside of Apocalypse. And such a game becomes 'kill the super heavy'. Which is dull.
    Last edited by Mr Mystery; 11-03-2013 at 12:33 PM.
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