Author Topic: Grav weapons, discuss  (Read 8001 times)

Grimwulfe

  • God
  • *****
  • Posts: 1154
  • Dark Star Founding Member
    • Email
Re: Grav weapons, discuss
« Reply #30 on: September 12, 2013, 02:27:53 PM »
In regards to brocken shit in general.  I have a question.

Why is that the Fantasy community can modify the game to right the wrongs on the dumb and stupid wording of GW rules, BUT 40k players are unable to do this?

Fantasy has proven time and time again that modifying the broken rules not only creates a better experience but also makes the game much more balanced and playable.  Yet 40k players find the need to follow everything GW writes as RAW or Law and is unable to do this.

Dark Star Founding Member
NOVA 2011 Trios Team Champions
NOVA 2012 Trios Team Champions
WGC 2013 Doubles Best Sportman
NOVA 2013 Trios Team Champions
DaBoyz GT 2013 Best Theme 1st Place
Adepticon Champ 2014 Best Imperial Showing
Adepticon Team 2014 Best Imperial Showing

bradpowers

  • Paragon Tier Level 11
  • ***
  • Posts: 374
  • We are an ocean of rage. We are the Lamenters.
    • Email
Re: Grav weapons, discuss
« Reply #31 on: September 12, 2013, 02:40:42 PM »
Vehicles and cover saves. What's up with that? I know, right? This is pretty much the scarab swarm conga line all over again: they're probably going to FAQ it in a month, but right now, the rules are clear. And the rules were written under the assumption that vehicles only ever suffer glancing or penetrating hits, and specify that cover saves are only taken to negate glancing or penetrating hits. Since grav weapons don't inflict either, the cover save rule ridiculously does not apply. Hide your kids, hide your wave serpents; they're grav-ing everybody out here.

Perhaps they did this on purpose, Grav weapons seem to balance out heavily armored MCs, why not Wave Serpents too?   ::)  </sarcasm>
Too busy being AWESOME to listen to your whining.

Name: Brad Powers
Club Affiliation: BRAD CLUB
Where I play: Yes

Loranus

  • God
  • *****
  • Posts: 1059
  • Pyromaniac with a Hat
    • Gaming with a Hat
    • Email
Re: Grav weapons, discuss
« Reply #32 on: September 12, 2013, 02:41:22 PM »
The Imperial Inquisition.
I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

http://gamingwithahat.wordpress.com

bradpowers

  • Paragon Tier Level 11
  • ***
  • Posts: 374
  • We are an ocean of rage. We are the Lamenters.
    • Email
Re: Grav weapons, discuss
« Reply #33 on: September 12, 2013, 02:45:33 PM »
Flying Space Cows.
Too busy being AWESOME to listen to your whining.

Name: Brad Powers
Club Affiliation: BRAD CLUB
Where I play: Yes

Thefallen

  • Heroic Tier Level 4
  • **
  • Posts: 159
Re: Grav weapons, discuss
« Reply #34 on: September 12, 2013, 02:58:28 PM »
Im not all that impressed with the grav weapons. I think they are too situational. Sure it will mess up TEq and its good againt MEq but blowes against orks,, guard, nids, demons, cultists, dark eldar, most elder... Its a cool option but for the same 15pts a plasma gun will wound most things in the game on a 2+ ap2 and it can actually glance/pen upto av13 with a +1 to the damage chart.
How many pts are the grav-cannon centurions? Cause 90 pts of cultists could effectively tarpit them the whole game.

PhoenixFire

  • Epic Tier Level 30
  • ****
  • Posts: 1049
Re: Grav weapons, discuss
« Reply #35 on: September 12, 2013, 03:20:53 PM »
Im not all that impressed with the grav weapons. I think they are too situational. Sure it will mess up TEq and its good againt MEq but blowes against orks,, guard, nids, demons, cultists, dark eldar, most elder... Its a cool option but for the same 15pts a plasma gun will wound most things in the game on a 2+ ap2 and it can actually glance/pen upto av13 with a +1 to the damage chart.
How many pts are the grav-cannon centurions? Cause 90 pts of cultists could effectively tarpit them the whole game.

Grav guns on bikes will be pretty amazing, although i'm still not a fan of bikes... and you're right they are situational, pretty useless against Nids and Daemons. But i thinnk it might be fun to plunk a bastion down in your middle of the board with grav Centurians inside.

Thanks for making a ruling on Grav Sam

Chris

  • Heroic Tier Level 7
  • **
  • Posts: 241
Re: Grav weapons, discuss
« Reply #36 on: September 12, 2013, 03:30:59 PM »

Vehicles and cover saves. What's up with that? I know, right? This is pretty much the scarab swarm conga line all over again: they're probably going to FAQ it in a month, but right now, the rules are clear. And the rules were written under the assumption that vehicles only ever suffer glancing or penetrating hits, and specify that cover saves are only taken to negate glancing or penetrating hits. Since grav weapons don't inflict either, the cover save rule ridiculously does not apply. Hide your kids, hide your wave serpents; they're grav-ing everybody out here.

What about invulnerable saves?
We do not stop playing because we get old. We get old when we stop playing.  -Benjamin Franklin

When you come to the end and you can't go any farther, you've got to go over the wall. Gotta see what's there.  -Gary Gygax

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Grav weapons, discuss
« Reply #37 on: September 12, 2013, 03:35:08 PM »
Vehicles and cover saves. What's up with that? I know, right? This is pretty much the scarab swarm conga line all over again: they're probably going to FAQ it in a month, but right now, the rules are clear. And the rules were written under the assumption that vehicles only ever suffer glancing or penetrating hits, and specify that cover saves are only taken to negate glancing or penetrating hits. Since grav weapons don't inflict either, the cover save rule ridiculously does not apply. Hide your kids, hide your wave serpents; they're grav-ing everybody out here.

Obviously I disagree with this last one.  I thought I made a pretty convincing argument for why this is different than entropic strike effects that are on hit, because it takes effect at the damage stage.

Echoing Grimwulfe, I'd really rather not have blind adherence to RAW even when most of us think it's dumb.  Otherwise, sure, put all 4 heavy bolters on one side of a bation, and 27 firing points.  We know that's dumb, that's the real reason we don't allow it, not because of the rules, which are frankly poorly thought out and don't much address the issue. 

Chris

  • Heroic Tier Level 7
  • **
  • Posts: 241
Re: Grav weapons, discuss
« Reply #38 on: September 12, 2013, 03:38:02 PM »
Cause 90 pts of cultists could effectively tarpit them the whole game.

Don't forget each centurion also has a hurricane bolter, so they could get get close to 30 shots on that cultist squad.
We do not stop playing because we get old. We get old when we stop playing.  -Benjamin Franklin

When you come to the end and you can't go any farther, you've got to go over the wall. Gotta see what's there.  -Gary Gygax

andalucien

  • God
  • *****
  • Posts: 1180
Re: Grav weapons, discuss
« Reply #39 on: September 12, 2013, 03:50:38 PM »
Frankly, I 100% agree with Grimwulfe.  I think the Rules as Written are pretty bad and/or unclear, and it's an illusion to think that we actually can tell Rules as Intended.  After all, did anybody think after reading the rules that GW Intended to have Heldrakes be able to shoot behind them and ignore LOS from the head?   No.  But apparently they did.  We simply don't know what GW intends.

So that leaves Rules as They Should Be (tm).  Which apparently the fantasy community determines.  I don't know how they manage to agree, but it sounds cool.  I would love it if the same thing happened in 40k.   
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

andalucien

  • God
  • *****
  • Posts: 1180
Re: Grav weapons, discuss
« Reply #40 on: September 12, 2013, 03:52:58 PM »
Q's for Sam:

- What about vehicle invul saves?  Same as cover saves?
- OK, majority armour save, good good.  How do you resolve a tie?  Best armour save wins, or worst armour save wins?  (for majority toughness, the highest toughness wins).
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Grimwulfe

  • God
  • *****
  • Posts: 1154
  • Dark Star Founding Member
    • Email
Re: Grav weapons, discuss
« Reply #41 on: September 12, 2013, 03:56:09 PM »
Frankly, I 100% agree with Grimwulfe.  I think the Rules as Written are pretty bad and/or unclear, and it's an illusion to think that we actually can tell Rules as Intended.  After all, did anybody think after reading the rules that GW Intended to have Heldrakes be able to shoot behind them and ignore LOS from the head?   No.  But apparently they did.  We simply don't know what GW intends.

So that leaves Rules as They Should Be (tm).  Which apparently the fantasy community determines.  I don't know how they manage to agree, but it sounds cool.  I would love it if the same thing happened in 40k.

All it takes is a community to come up with it and do it right and present it to the world.

As for your other question about which armor saves wins.  Following same line of thinking best armor save wins out.
Dark Star Founding Member
NOVA 2011 Trios Team Champions
NOVA 2012 Trios Team Champions
WGC 2013 Doubles Best Sportman
NOVA 2013 Trios Team Champions
DaBoyz GT 2013 Best Theme 1st Place
Adepticon Champ 2014 Best Imperial Showing
Adepticon Team 2014 Best Imperial Showing

Thefallen

  • Heroic Tier Level 4
  • **
  • Posts: 159
Re: Grav weapons, discuss
« Reply #42 on: September 12, 2013, 04:02:58 PM »
Im not all that impressed with the grav weapons. I think they are too situational. Sure it will mess up TEq and its good againt MEq but blowes against orks,, guard, nids, demons, cultists, dark eldar, most elder... Its a cool option but for the same 15pts a plasma gun will wound most things in the game on a 2+ ap2 and it can actually glance/pen upto av13 with a +1 to the damage chart.
How many pts are the grav-cannon centurions? Cause 90 pts of cultists could effectively tarpit them the whole game.

Grav guns on bikes will be pretty amazing, although i'm still not a fan of bikes... and you're right they are situational, pretty useless against Nids and Daemons. But i thinnk it might be fun to plunk a bastion down in your middle of the board with grav Centurians inside.
Madusas will fix that or pretty much anything else in the game. 

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Grav weapons, discuss
« Reply #43 on: September 12, 2013, 04:16:33 PM »
As for your other question about which armor saves wins.  Following same line of thinking best armor save wins out.

Actually, wouldn't it be the worst?  I.e., that which is best for the target.  With tied toughness, we take the higher toughness.  With armor saves, say it was tied between 3+ saves and 4+ saves, I'd think we'd use the the 4+ save. 

andalucien

  • God
  • *****
  • Posts: 1180
Re: Grav weapons, discuss
« Reply #44 on: September 12, 2013, 05:44:37 PM »
Let's just ask the question in and of itself, "what is a unit's majority armour save"?  If the answer is worked out similarly to how you work out "what's the majority toughness?", you would take the BEST save in case of a tie.

Of course, that actually makes it easier for grav-weapons to wound the unit, but that's just because grav weapons are all inverted from normal logic and crazy like that.   It would be like if there was a weapon that wounded on 7 minus majority toughness.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.