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 Idea for Shardnet/Impaler

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HaeSuse
Hellion
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PostSubject: Idea for Shardnet/Impaler   Tue Jul 18 2017, 05:36

So, the shardnet/impaler seem underwhelming. Also, the tarpitting ability requiring a roll off seems not quite as good as it should be.

I had a fluffy, and not seemingly overpowered idea.

If you take a shardnet and impaler, you get to add 1 to your roll, in the tarpit rolloff. It makes sense. What better way to keep something from running away than trapping it in a net. It could even be made to only activate if the shardnet hits in the previous turn. Or wounds. Or maybe instead of adding 1 to your rolloff, you could have 1 automatic wound, symbolizing the one model who got netted, trying to run away.

As it stands, I don't see anyone taking the item, unless they are strict on WYSIWYG, and already have the models done up in nets. All other options seem better...
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Count Adhemar
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 07:22

Already been suggested several times and is generally considered to be a fluffy and appropriate ability for the weapon. So zero chance of GW doing it!

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Hekatrix
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 07:45

I like it, but since most people do not take the wyches that much for the damage.
Everyone will want to have one shardnet in their wych units since it is so much better then the other options if it buffs the tarpit roll off.
Also the other weapons get more bang for their buck if you have multiple, with shardnet and impaler (unless you let the bonus of the shardnet stack) you will not get much use out of it, thus making small units of wyches more viable, and then we can actually have troops and HQ in our vehicles and it seems GW is trying everything they can to make sure that is not possible.
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Count Adhemar
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 09:23

I think it would make Wych spam a more viable option. 5 Wyches, Shardnet/Impaler, Hekatrix with Agoniser and PGL for 62 points and a reasonable chance of tying up a valuable shooting unit for 2 or more turns seems pretty reasonable.

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Hekatrix
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 10:06

The thing is it would not become spam, since they are still mostly a tying up unit, thus spamming more then a unit or 3 starts to get very limited returns.
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Count Adhemar
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 10:18

Not necessarily. If you've seen the Ultramarines Chapter Tactic, all their units can fall back and shoot. You're going to want them to not do that so having a bunch of cheap units to tie them up in combat and prevent them shooting is potentially a decent option.

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Hekatrix
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 11:36

That is true, but against most other armies it matters a lot less. Orks and tyranids it is pretty much useless. Tau, rest of the marines, craftworld eldar, necrons all are barely usefull (most units either are not infantry or cannot shoot after a fallback).
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Count Adhemar
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PostSubject: Re: Idea for Shardnet/Impaler   Tue Jul 18 2017, 12:31

Well, to be fair, it also works against any infantry unit that wants to shoot or fight and doesn't have an ability that lets them do so after falling back. You're using a cheap unit to prevent them doing what they want to do. Who knows, with the Hekatrix you might even kill something!

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