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Game Mechanics
Feedback on the rules for Only War
Moderator: FFG Andy FischerFFGAntonFFG_Sam Stewartynnen Topics: 186 | Posts: 2094
Week Six Update
by ffgMark
Published on 07 August 2012 - 04:12:11
Page 2 of 5 (71 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 08 August 2012 - 03:55:11

@CaptainTrek

I'm not sure why inferno pistols have to be "Near Unique" here when they're "Very Rare" in Dark Heresy, but that's not a HUGE deal.

Because vanilla Dark Heresy flat-out had no availability levels beyond Very Rare.

 

That issue is giving Ork Boys BS 26. Really? Seriously? You're going to make these guys better shots than Nobs, Mad Doks and even Big Mek himself… make their BS SEVEN points better than it was in Creatures Anathema (and initially was in OW)… give them a BS that is within the average HUMAN range? I'm sorry, FFG, but no… just no… If you have to give the Orks a frankly un-Orky amount of marksmanship just to compensate for the changes Black Crusade made to single-fire, semi-auto and full-auto, then doesn't that suggest that the problem lies with the changes to the firing mechanics and NOT with the naturally low Ballistic Skill of the Orks?

Of course creature stats will have to be interpreted within the system they're used in. If we rolled on every characteristic with a D10, would you be angry about humans now getting most stats at three rather than thirty?

Ceterum Censeo Dezmond Ignorandum Esse.

Reply #17 | Published on 08 August 2012 - 04:42:42
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I would limit the variable settings to the M36 maybe the Bullpup version, to make it stronger compared to the Lascarabine.  There is no advantage in improving the las carabine to lasgun actually there  is only more weight and one more shot at semi-auto which isn´t so much.

what about good or better quality Lasguns dont loose their reliable on overcharge ?

additionally the regiment points seems a little less (4-5 Req per leftover point would be better )

Without Signature

Reply #18 | Published on 08 August 2012 - 07:27:41

Regimental points going into the Kit? Yes.

Lower Kit points for some reason? No!

I do not know why the kit points were dropped to 26 of all numbers, but 30 was a good number ot work with.  With the rather high cost for rather mundane items, those 4 points are a godsend.  If people are left with 2+ points making thier regiments, their problem not taking a 2pts doctrine.

 

Also for Hunter-killer regiment; give a Sentinel per player character or a Hellhound per squad.  Else you will spend all those kit point on having actual armour, grenades and a lasgun instead of other gear.  We tried it, it didn't work that well.  Everyone have Operate (ground) but only 1 sentinel?  Every combat a new pilot operates it! Weeeeee…..

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #19 | Published on 08 August 2012 - 08:01:44

 I agree with most of the sentiment here, reducing the base point to 26 is bad (both because it's a reduction to an already very limited resource and because it's quite an ugly number in a game where almost everything is a multiple of 5), only getting 2 points per leftover point is a joke. It needs to be upped to at least 5 to make it mean anything, maybe 10 points per leftover to make it a worthwhile decision to actually invest in it (looking at the equipment doctrine already available, the only one that could be problematic is Chameleonine, which is arguably very overpriced for only getting a Rare item, and could be entirely dropped without a problem with the bonus equipment points).

The update to the Triplex and Lasgun is nice, but variable should just be added to every las-weapon, they all use the same technology and, in most probability, the same batteries. The fix to the grav-chutes is also very nice, now you have to really fail to seriously hurt yourself, and even than, you'll probably just end up battered and bruised rather than pulverised.

And yes, Hunter-Killer should allow a Sentinel per individual, as it is a one-manned vehicle and should patrol in packs.

Mortem incipiens est

Reply #20 | Published on 08 August 2012 - 08:02:02

Variable still needs expanding.

Glad to see the Grav-chutes change make it.

Really love the extra rules for Krak Grenades.

although I had heard that inflicting 0 damage but triggering RF against tanks didnt deal 1 pt of structural damage, seems like that needs fixing.

this weeks was great, keep going.

Without Signature

Reply #21 | Published on 08 August 2012 - 09:04:37

I agree with Braddoc - it's highly unlikely that any 4 points from the kit section will be better than a two-point doctrine. Either up the ratio to 1:4 or go back to 30 points.

Ceterum Censeo Dezmond Ignorandum Esse.

Reply #22 | Published on 08 August 2012 - 09:54:53

 What is the minimum range for the Earthshaker?

I would extend the Variable Settings to all "normal" lasweapons (pistol, carbine, bullpup).

"A dirty mind is a joy forevera terrible thing to waste"

"Innocence Proves Nothing"


Reply #23 | Published on 08 August 2012 - 10:09:01
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boooh said:

what about good or better quality Lasguns dont loose their reliable on overcharge ?

Good and Best quality need an improvement anyways when it comes to ranged weapons, but 'protecting' reliability a little more in steps this way would certainly be a step up.

I still maintain that the variable settings themselves [and hot shot charge packs] need a little bit more punch for how much more limited the ammo count goes… But I can understand that perhaps the improved outputs should be a matter of how rare the las-weapon is, as far as "this weapon is rare because its very high quality and takes a while to make".

It would take a lot of extra text to assign several settings to every single weapon's description text, however.

Without Signature
Reply #24 | Published on 08 August 2012 - 11:12:34

A weapon that can inflict 1d10+5 Pen 2 shots is pretty damn good. It certainly overcomes the complaint that a guardsman equivalent is far too good at absorbing lasfire. That it drops the weapon's effective ammo count from 60 to 15 is a fair trade, I say. If it were any more powerful there's be far less incentive to use more powerful weapons. As it is the boltgun only gets +2 Pen and Tearing over an overcharged M36.

Reply #25 | Published on 08 August 2012 - 11:18:45

'Nother thing; Ok, so poeple were crying about how the storm trooper sucks (for some reason) etc etc…but I play one now, and frankly, having a WS aptitude was a good thing; they had access to afordable Parry and WS related talents.

 

Now he's an over armed, over armoured, less-than-flexible Weapon specialist, rather than a jack of all trade assault soldier as I saw him.  Hell, the weapon specialist still got Weapon skill accessible, right?  So they actually get BS at the same price, and WS related talents and attributes buys are now CHEAPER for the weapon spec. than the Storm trooper.

Enjoy your self made one-trick poney guys, but I'd rather keep using WS instead of finesse; I'd rahter like my storm troopers well trained than just  being better equipped guardsmen.

As for the armour, who cares, it's a good quality light carapace, so still AP6 on the first shot.  Since he's is no longer filling the assault role (being yet another shooty guy) giving him ST armour won't help him, as he is worse in melee now than a weapon specialist, so giving him better armour to hold longer won't be a good bought since the first goal now it to NOT get in melee.  At all.  Leave this for the Sarge and Weapon Spec.  Stick behind cover, gets a free AP4 cover helping your AP5-6 armour and respectable toughness bonus

And now with variable lasgun settings, the ST is no longer worth it since your regular Trooper Exandible now has a weapon that can be, damage-wise,  2-3 points under what a BOLTER can do.  I'd rahter have no pen, but autofire thankyouverymuch

 

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #26 | Published on 08 August 2012 - 11:47:09
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Still no changes to vechicle size? Is Table 5-6: Size just for laugh?

Your honour is your life. Let none dispute it.

Reply #27 | Published on 08 August 2012 - 12:11:11

 With regard to the Stormtrooper change, how about replacing Offense instead of Weapon Skill with Finesse?

"Eradico Pravus!" Vindikator Warcry

Reply #28 | Published on 08 August 2012 - 13:02:17

Eradico Pravus said:

 With regard to the Stormtrooper change, how about replacing Offense instead of Weapon Skill with Finesse?

Because Offence covers quite a bit of what a ST actually should be doing; those really cool, fancy, well trained combat manuvers that the average guardsman just isn't going to spend time with.

 

Personally, I'd rather see the WS aptitude be changed to the Defence aptitude. That way, parry is still cheap, and they become a tanky jack of all trades.

Reply #29 | Published on 08 August 2012 - 13:08:05

KommissarK said:

Eradico Pravus said:

 

 With regard to the Stormtrooper change, how about replacing Offense instead of Weapon Skill with Finesse?

 

 

Because Offence covers quite a bit of what a ST actually should be doing; those really cool, fancy, well trained combat manuvers that the average guardsman just isn't going to spend time with.

 

Personally, I'd rather see the WS aptitude be changed to the Defence aptitude. That way, parry is still cheap, and they become a tanky jack of all trades.

 

Hmm..I'll ahve to check it, but Defense for WS may be a good switch….not to mentiona cess to other talents, like step aside, and such

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #30 | Published on 08 August 2012 - 13:18:17
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Lupus House said:

Variable still needs expanding.

Glad to see the Grav-chutes change make it.

Really love the extra rules for Krak Grenades.

although I had heard that inflicting 0 damage but triggering RF against tanks didnt deal 1 pt of structural damage, seems like that needs fixing.

this weeks was great, keep going.

Lupus House said:

Really love the extra rules for Krak Grenades.

although I had heard that inflicting 0 damage but triggering RF against tanks didnt deal 1 pt of structural damage, seems like that needs fixing.

Not entirely sure that's quite enough, actually. A Krak Grenade only works against the Rear Armor of vehicles lighter than a baneblade: Against any armour value of 30 or higher, it can't deal damage, and as such, as per RF-Vs-Vehicles rule, cannot apply righteous fury rolls either. Given the grenade has no blast radius, it may be a little behind its missile bretheren.

Sentinels may be affected on any facing.

A Basilisk, Chimera or Hellhound can be affected on the side or rear armour, though the latter's sides require a minimum roll of 19 on 2d10.

All Russ Variants are only vulnerable to this in the rear armour to varying degrees.

Baneblades are quite simply immune.

 

Krak missiles can actually puncture and RF a Baneblade's frontal armour, if it rolls its absolute maximum damage of 38 Pen 8, for one structure and RFs. It certainly isn't likely, though.

Without Signature
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