Showing posts with label Super-Heavies. Show all posts
Showing posts with label Super-Heavies. Show all posts

Friday, 5 October 2012

Arrogance is a Virtue


At least, it is when it's tank shaped, and the Orksies have one just as big!

Decided to get a couple of big jobs off my painting "To Do" list

The Fortress of Arrogance, Yarricks personal transport, is a minor conversion - a little plasticard and some pieces from the city buildings sprue created his pulpit, and the paint job was simplicity itself. Hard to tell here but there is a red line around the pulpit, the turret housing and the top of the guns.

The skullhammer took somewhat longer, with having SO much red to paint. Some extras from the Stompa kit and a spare cannon from one of the variants in the shadowsword box went into this, plus a few spare grots and a couple of bits from the Ork Truk sprue.

And finally, if an Ork is smiling at you, be worried....




Thursday, 27 September 2012

Super Heavies Scalped by Sixth?

Having played my first apocalypse game of sixth edition on Sunday (with no str D weapons in any army, so no chance to test the idea of making D less the auto win gun) I have discovered that super heavies are not all they once were...

Sure, they're still durable as hell. You can still chain reaction one to death if you're lucky, but the odds aren't good. Being able to whittle them down a little by gradually glancing away the structure points makes them easier to deal with (slightly) though you can of course use techs and meks to repair some of those hull points. No what I found was that they were far easier to effectively take out of the game.

Assuming you aren't snap-firing...

For the uninitiated, super heavies used to have their own damage table. low results would stun a gun or the driver. mid table would knock off a gun or give a half-immobilised result. And the high results would take off structure points. The big guns, your primary weapons, had a 4+ save against stunning and damaging. The enemy would generally shoot at the big thing and when you failed a 4+ on the big gun they may think "ok that will do that's a lot less damage it can do to me next turn, I can finally shoot something else"

Move forward to sixth, and they use the same damage table as basic 40k. The only difference being immobilised is drive damaged (so half immobilised, takes two to stop it) and that explodes is remove a structure point and roll again, without modifiers. For killing the things it seems to be on a par with before. A succession of 6s can instant kill, but it's unlikely. But for shutting the super heavy out of the game, all it takes is one penetrating hit. You roll and get a crew shaken or stunned result, and your job is effectively done! Why? Because it effects ALL the guns at once. You still get a 4+ save for primary weapons, but taking the baneblade as an example, you've just lost your demolisher cannon, your two lascannons are hitting on 6s, the 3 twin linked heavy bolters likewise (though weight of shots and twin linked means they aren't as effected as the lascannons) and you're one bad dice roll from losing your mega cannon. Statistically two hits and all you have is a bunch of heavy bolters for 450 points. The enemy doesn't have to chuck masses of firepower at them anymore... as soon as it's shaken they can move on to other targets. Part of the benefit of super heavies would be their nature as bullet magnets, allowing the rest of your forces to advance unmolested. Will this still be the case? It also puts more of an onus on the first turn - if you go second you may never get chance to fire your super heavies... at least going first you have chance to fire them at least once!

I have no solution to this issue, and I am not looking for one. I can just see the nature of apocalypse mutating to make super heavies far less effective than they once were. Are Games Workshop going to rely on people rarely playing apocalypse and thus not noticing? It seems unprecedented for them to make a massive kit like the baneblade less effective than it used to be, unless they are relying on people just simply wanting one without thinking about when or if they will ever field it...

Do note, that this does not affect my previous article on Str D weapons. That was about balancing the warhound options out to make viable choices of all weapons and I stand by it. If anything this issue makes the new rules for Str D better as they'd still be able to fire while snap firing - a titan armed with plenty of old str D and nothing else may find itself easy to shut out of a game.

Wednesday, 19 September 2012

The Problem with Strength D

The gun that can do anything...
With an apocalypse game approaching I was discussing the subject with the local GW manager, and he expressed a bit of a dislike for apoc (I consider him a friend so won't be grassing him up :oP) as he says it's too easy to break the game just by taking lot's of Strength D weapons. And he does have a point. I have made the claim before that the amount of super heavies you have isn't nearly as telling as the amount of Str D you have. I once played a game where my five super heavies took on my opponents two... however when it came to Str D he was putting out 5 shots per turn to my 1, and with him holding his supers in reserve and walking them on turn 1 (careful planning strategum) he killed my Str D before it could fire. From then on he was ripping through me with Str D while my Str 8 or 9 shots just bounced off his tanks, or barely scratched them. The combination of Auto Penetrate and the +1 on vehicle damage meant that he was taking structure points off with half his shots, and tearing through my tanks. Now this is what they are for fair enough, but once he'd finished those off, he found they were equally good at annihalating infantry. And THAT I think is the problem with Str D - there is no downside. They're good at everything, the jack of all trade weapon. Why would you take any other gun when this one does everything anyway?


An unfamiliar titan... one with a variety of guns!
This has lead to some rather boring titan loadouts where someone brings out a forgeworld reaver that has two laser destroyer arms and a laser destroyer shoulder weapon, putting out a formidable 8 Str D shots per turn. Now from what I remember of the fluff the titans were usually armed with a variety of weapons to deal with a variety of foes, cos let's face it they aren't the easiest things to swap a gun on. The turbo lasers were for killing enemy titans, but they'd have maybe an apoc launcher for dealing with enemy infantry and a plasma blastgun for tagets that are classed as "in-between." But how often are such varietous loadouts seen on titans? Why bother, when Str D does everything better than the rest anyway?


In discussion, we thought that it might be best to take away the blast rule to make the weapon less effective against infantry. My friend said that in his opinion, the only reason it was blast in the first place was so that it would be better at hitting larger vehicles than small ones - a large blast can feasibly miss an ork truk, a land raider is a harder thing to miss, and a baneblade damn near impossible to miss! So to try to keep that effect in place, I suggested increasing the BS when shooting at larger targets. After all, you can't say that a solitary guardsmen would be as easy to hit as a baneblade. So perhaps +1 BS against vehicles (and monstrous creatures too?) with a further +1 (that stacks) against super heavies and gargantuans. Meaning a Baneblade is still practically impossible to miss, a land raider the odds are you're gonna hit it, while a guardsmen you just fire in roughly the right direction and hope to hit near enough to fry the guy.

Consulting with a friend who actually uses titans (and therefore my theoretical hard sell on this issue) he said that he wouldn't want to see the Str D completely useless against infantry, but could see we had something of a point. He agreed that having to make a tactical decision between the different guns would be more interesting than just taking Str D as it does everything. He came up with the rather good suggestion of two fire modes - focused or dispersed, similar to the Tau Hammerhead shooting mode.

After haggling between the three of us I decided the following would be a good new profile for Str D weapons

focused mode - Str D, NO BLAST, +1 BS against vehicles, +2 against super heavies/gargantuan
dispersed mode - Str7, AP2, Large Blast.

The dispersed mode would still wound most things on 2s, but allows cover saves. It doesn't instant death T4, or disregard FNP for T4. Basically, it'll still kill marines in the open, but if it's a tough unit (Paladins, nob bikers) it won't brutalise them.

I need to look into it a little more to be sure - I believe there may be one or two Str D weapons out there that currently don't have blast (the daemon shell strategic asset springs to mind, though don't quote me on that I need to check) and I don't want to GIVE them an anti infantry capability they aren't designed to have, they can stay as they are. But I may try experimenting with it as a house rule to see how it takes.


There is an upside for the titan lovers... with it no longer being blast, you can potentially snap fire. Those pesky flyers you've been unable to touch? sure they'll be tough to hit... but if you do hit them, bye bye...