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 Double Strength Wounding

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Barrywise
Wych
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Posts : 614
Join date : 2012-11-14
Location : Illinois

PostSubject: Double Strength Wounding   Mon Jul 31 2017, 17:27

Pretty much all of the big walkers and monstrous creatures have multi-wound attacks and while thats good for other big creatures or vehicles, it doesn't really help against a bunch of cheap chaff tying them up. Even for something like a wraithlord that should be fine with scything through some necrons, it has serious trouble causing any lasting damage with a CC loadout. Should having double S vs. T attacks cause mortal wounds?

*side note* I miss rerolling poison wounds.

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CptMetal
Trueborn
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Posts : 2934
Join date : 2015-03-03
Location : Ruhr Metropolian Area

PostSubject: Re: Double Strength Wounding   Mon Jul 31 2017, 17:31

Double strength wounds on 2+
We should have something different to fight spam...
Like flamers doing more hits if there are more models in the unit.
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aurynn
Incubi


Posts : 1626
Join date : 2013-04-23

PostSubject: Re: Double Strength Wounding   Mon Jul 31 2017, 17:45

I do not feel we need more to fight spam. Do not make the game too easy. The spam needs to be toned down just a bit, thats all.
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CptMetal
Trueborn
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Posts : 2934
Join date : 2015-03-03
Location : Ruhr Metropolian Area

PostSubject: Re: Double Strength Wounding   Mon Jul 31 2017, 18:18

As I said in the rant threat, if we could fight commisionars wih snipers, conscripts wouldn´t be a problem. Or at least not that problem....
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aurynn
Incubi


Posts : 1626
Join date : 2013-04-23

PostSubject: Re: Double Strength Wounding   Mon Jul 31 2017, 19:01

I think that the problem is that shooty armies have very little way of dealing with them... I don't play pure shooty, but I would have trouble building a well rounded list with just shooting and DE. So yea... I guess a shooty solution to hordes or their multipliers could be useful.
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Ikol
Wych
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Posts : 563
Join date : 2017-03-20
Location : Perth

PostSubject: Re: Double Strength Wounding   Fri Aug 04 2017, 07:00

That's not the problem.

The problem is that Hordes have NO counters. Random hits don't hit enough.

Work Blast and Flamers like the Void Mine, pick a Unit, roll a D6 for each model in it up to a maximum.

Assault X

The Number of Attacks this weapon may make is equal to the number of models in the targetted unit, that are within range of the Weapon. to a maximum of 6 for D3's, 12 for D6's and so on.

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FuelDrop
Hekatrix
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Posts : 1392
Join date : 2015-06-21

PostSubject: Re: Double Strength Wounding   Fri Aug 04 2017, 07:13

"Assault D6. For every 10 models in the target unit, this weapon gets an additional D6 shots."

Also, we need something for the two thirds of the army that don't have access to liquifiers.
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