How many flashlights can you deploy for one artillery piece
I disagree with pretty much your entire post, but Iâm not interested in discussing this subject to death and mutual bitterness.
But in short, yes, Iâm not asking for group content to be nerfed, Iâm asking for the ability to skip it for people who donât want to do it at all and are only here for the story.
Now please leave me be.
Depends on which artillery piece, and who is holding them
20x Guardsmen or Cadians = 2 Field Ordnance Batteries (1 unit, 2 guns)
20x guardsmen/cadians + 15 pts spare = 1 Basilisk
~ 28 guardsmen/cadians = 1 Deathstrike missile launcher
~ 18 guardsmen/cadians = 1 Wyvern or Hydra
20x guardsmen/cadians = 1 Manticore
Cadians and regular guardsmen are 60 points for 10 and can be taken in units of 10-20
Catachans are 55 points for 10, units of 10-20
Death Korps of Krieg is 65 points for 10, can be taken in units of 10-20
Heavy weapon squads are 60 points for 3 heavy weapons, you could count them as artillery as well (especially the mortars)
Death Korps get to respawn dead guys and are the toughest so usually what you want to do is take a few blobs of 20 of those, a few scout sentinels (they make your artillery hit more easily), some dude on a horse, and then just lots of artillery that wonât ever move or peek out from cover
Infantry spam is viable in that you can still win games with it, and potentially having 250+ guys and maybe one tank on the field is more fun than a line of artillery behind cover
All tank armies unfortunately suck right now and are in too poor of a place to be played
what do you call a lasgun with a flashlight attachment
twin-linked
(itâs very funny that they have flashlight reputation then every recent video game shows them punching holes in people)
That cat.
Heâs been fed, I donât know what else he wants.
Kisses and attention.
You can watch it on Youtube or video sharing platform of choice then.
But I wonât engage further as a whole, feel free to block or donât, Iâm not your parental figure or superior.
escort to the bathroom and more food.
Thereâs a difference between watching someone else play through a gameâs story and experiencing it yourself.
WoW lets me experience pretty much the entire story without ever setting foot in a raid. Even LFR. Sure, I might have to wait a few weeks until the raid requirement is removed, but eventually the option is there.
Theyâre good weapons!
Impact is comparable to that of high-powered modern guns, they pretty much never jam, a single magazine can have upwards of a hundred shots in it while being pretty compact, and magazines can be recharged with regular power outlets preferably, but if it needs be by tossing it in a campfire and leaving it there for a bit, itâs literally the dream
My Escher gang for Necromunda got them really cheap, and with some upgrades (high-powered shots + a scope for better long-distance aiming) they became really, really terrifying weapons that never ran out of ammo (an actual concern in the tabletop game!)
This is the true core of the Imperial Guard, and it warms my heart to see it alive and well.
In fairness I donât remember being all that effective in Dawn of War 1, but also I will age a thousand thousand years if I remember how old that game is.
Theyâre definitely more potent in Rogue Trader, but it seems like mostly against the ally of the wielder rather than the enemy. âFriendlyâ fire indeed.
Once the guardsmen have a helpful reminder in the form of a Commisar bullet to the head they shot real good, extremely effective anti-infantry
if you will not serve in combat, you will serve on the firing line
20-man squads of Death Korps are really, really difficult to remove for most armies (except space marines with their grenade launcher unit)
But honestly lasguns can get pretty crazy - comparing stats for a lasgun with several upgrades in Necromunda vs a Boltgun (which canât take any funny upgrades), youâve got a gun that is cheaper, with similar range, similar armor-penetrating capabilities and strength, that is easier to shoot with and is much easier to find ammo for, vs the boltgun which gets to fire 1-3 shots vs 1 shot every turn. Not that rules are the be-all end all for comparing weapons, obviously, but I think it does help illustrate lasguns as being good weapons despite the endless deluge of memes
I still find it laughable that any Bolt weapon can have an AP of 0, tbh.
Theyâre firing gyro-jet-alike grenade ammunition for heavens sake. Itâs enough to make me almost miss the old days of 5th/6th where it was AP5 on bolters.
I guess a part of my problem is having started playing Bolt Action, where the tactics, understanding of your army, adapting to your opponents army, and a little bit of luck in how the dice come out of the bag (random unit activations is actually so much more enjoyable than it might sound) as opposed to WHs very stilted feeling turn-by-turn approach.
It maybe helps that Bolt Action was designed by Rick Priestley and Allesio Cavatore. Even though most of the faction books are carry overs from 1st edition, they work just fine with a minor errata for how HE shells work.
Otherwise, the base stats for every weapon work the same, every unit based on veterancy, etc. Itâs a very simple system. I realise 40k has layers more complexity than that, but itâs the fact it doesnât simply where it easily could do that is borderline infuriating.
Me playing Sisters of Battle with S4 AP0 Rapid Fire 1 Boltguns vs Space Marines with S4 AP-1 Boltguns that fire 2 shots by default and have both Assault for the advance + shoot and Heavy for the 2+ to hit. Miserable times!
Necromunda Bolters have AP-1 by default. Horus Heresy bolters are still AP5!
Only if you have Intercessors. Tactical Squad use the exact same profile as Sisters.
Also, two things can be Bad at the same time
Edit: Ok, no, youâre right. Sisters still have the Rapid Fire 1 variant. Otherwise same S, same lack of Ap, same damage.
Which, again, is stupid across the board. All bolt weapons, for tabletop purposes, should be sharing a stat line. Why make a bazillion variants of shots, damage, keywords etc? Maybe one or two, but itâs stupid at present.
Edit 2: Frankly Iâd make all Bolters (and remove Bolt âriflesâ as a title entirely since they already removed their variants) should be 24" 2 S4 AP-1 D2, with the [Heavy] keyword; for humans because theyâre chunky things, for Marines because if they stop and aim theyâre even more lethal.
And Iâd happily bin off the âehâ Oath of Moment to give Marines [Assault] on all normal bolters, as well as something like the old Know No Fear or Combat Squads, or something more fluff friendly.
(Iâd also like Morale to mean something again, because you know itâs bad when even The Old World previews look like they have a better, more meaningful system than 40k does right now)
I believe space marines use special, bigger bolters that would take your shoulder out your socket if you tried to fire one, so there is some logic to that
does anyone have a copy of White Dwarf 243 in pdf format btw
Morale was always more important/impactful in WHFB from what I recall (I first played 40k with 5th edition, though)! I think itâs actually pretty significant in 40k as well as is, just in a different way (not being able to be targeted with strategems or, even worse, not being able to contest objectives are huge deals!)
True, they carry guns large enough to conventionally be mounted on vehicles while the big guns are vehicle sized, mounted on ludicrously larger vehicles.