Specialist Arms Forum

Warmaster => Warmaster Revolution => Topic started by: Aldhick on December 16, 2016, 01:24:14 PM

Title: [AL] Helblaster
Post by: Aldhick on December 16, 2016, 01:24:14 PM
Helblaster
  issue: it's tactical use is very limited - mostly to defensive role - which is fine. Hower when rarely comes to
             situation you can use all 8 attacks, any 1s will decreases the effect. E. g. 8 attacks on 4+ are 4 hits in
             average (not bad). However there is probability of rolling 1 or even 2 1s, which cuts it down to 3 -2
             succesfull hits....(that is bad regarding its limited use other than defence).
  solution: 1 or 2 1s rolled don't do anything special.
Title: Re: [AL] Helblaster
Post by: forbes on January 18, 2017, 07:42:36 PM
If you go with ignoring the first two rolls of 1. I would suggest dropping this rule entirely, as otherwise it becomes a fairly complex rule used in a rare situation.
Title: Re: [AL] Helblaster
Post by: honestmistake on January 19, 2017, 12:36:56 AM
It is very underpowered compared to most other units... Perhaps not remove the 'fumble' option but restrict it to stand and fire shots only? That would nicely reflect the panic fire that the crew embark on when charged compared to the nice measured fire they use when not distracted by the hundreds of men/monsters/cavalry/etc running at them :)
Title: Re: [AL] Helblaster
Post by: Aquahog on January 19, 2017, 06:04:08 PM
How often do you use a range 30, move 10 piece of equipment for other shooting than defensive? Even then, most shots are a long range with low risk of misfire (two dice).
Title: Re: [AL] Helblaster
Post by: CrankyDragon on January 19, 2017, 09:01:49 PM
Helblaster
  issue: it's tactical use is very limited - mostly to defensive role - which is fine. Hower when rarely comes to
             situation you can use all 8 attacks, any 1s will decreases the effect. E. g. 8 attacks on 4+ are 4 hits in
             average (not bad). However there is probability of rolling 1 or even 2 1s, which cuts it down to 3 -2
             succesfull hits....(that is bad regarding its limited use other than defence).
  solution: 1 or 2 1s rolled don't do anything special.

I kind of like the dud ammo rule.  It makes a good roll all that more exciting.
A potential 8 stand and shoot hits with armor penetration could drastically change a fight.
I think if you got rid of the dud ammo rule you would have to reduce the number of shots it gets, and maybe reduce it's cost even further, or maybe make it's unit size two stands instead of one.